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Eranikus

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Everything posted by Eranikus

  1. Scrolling through my old posts like

    the-simpsons-ooh-pointless-nostalgia.gif

    1. Nug

      Nug

      its kinda traumatizing

    2. Eranikus

      Eranikus

      Like a gallery of every cringe thing you ever said.

  2. Huh. Wonder how many more special snowflake "literally druidism but it's dark and edgy" magic submissions are gonna get written up. You uh... do realize nothing you're doing with this magic is different from druidism and you can be a rogue/dark druid without getting slicked, right? It's all in how you evil, baby. Most of this is cut and paste druidism. Your first ability is commune. Your second ability (mind's eye) is just a separate explanation for the attunement connection. Then its *literally* control over nature, blight healing, and shapeshifting but its spirit animals. You then go on to describe "soul tree but I'm an earth elemental" and "wicker man". Everything you can do with this magic can be done and done better with an existing magic. Ya wanna be a dark druid? Learn to work the system. Because nothing you're doing with this magic goes explicitly against druid goals and as long as you don't do anything stupid and do your job as a druid you can get away with a lot of ****. None of this is anything that would be considered draoi behavior. The only reason I can think of that you couldn't accomplish the same goals as a circleless druid is if you did something colossally stupid ic and no one wants to teach you.
  3. To get cranky because someone was inspired by other things is silly. How many lore pieces have been accepted that are blatant ripoffs of Dark Souls? This entire server's concept is a ripoff of Lord of the Rings, and even J. R. R. Tolkien was inspired by stories that came before there was a ring to be lord of. As for the magic, having read over it I'm interested enough to either bring back a shelved character or roll a new character to give it a try should it pass. +1
  4. An ooc note: Prior to beginning work on this creature, I was not aware there was pre-existing unicorn lore. However, the lore that's been pulled up for me as reference is one paragraph, so this serves as a further development of that lore to give the creatures more flavor. Thank you to CritsyBear for being the first to point that out on this thread, along with a link to the old piece of lore where they're mentioned in passing. Original piece can be found here: https://www.lordofthecraft.net/forums/topic/161000-✓-the-fae-realm/ "She did not look anything like a horned horse, as (they) are often pictured, being smaller and cloven-hoofed, and possessing that oldest, wildest grace that horses have never had, that deer have only in a shy, thin imitation and goats in dancing mockery. Her neck was long and slender, making her head seem smaller than it was, and the mane that fell almost to the middle of her back was as soft as dandelion fluff and as fine as cirrus. She had pointed ears and thin legs, with feathers of white hair at the ankles; and the long horn above her eyes shone and shivered with its own seashell light even in the deepest midnight." -Peter S. Beagle, The Last Unicorn Overview It came into being with all the other creatures of the world. An elegant, lithe beast, with the softest coat imaginable, and a long flowing mane that formed waves in the wind. It initially was the Aspect's chosen servant, the one meant to guard their balance with grace and wisdom. The purest white of virgin snow blessed its coat, its eyes vibrant red as it was blessed with the touch of the Horned God. It was this touch that was its downfall, the unprotected creature and its kin an easy target for predators seeking a quick and easy meal. So it was that Grandmother Spider stepped in, seeing the pure nature of the creature as something worth protecting. With her touch, she blessed them all with a single horn in the middle of their forehead, a twisting bit of thorn with a core that teemed with the magic of the world around them. To their white coats, she added flecks of brown and green, granting them the natural camouflage to hide in the dense forests they called home. Thus the unicorn was born. With the blessings of the Aspects, it was able to pass to and fro between this world and their realm, using fairy rings as the gateway. Even still, it has managed to remain hidden from sight of the commonfolk, avoiding their gaze and their hunting as it wanders the world, a symbol of perfect balance. Appearance Unicorns appear similar to horses at a glance. Closer inspection reveals their bodies are built to be much thinner and more flexible than the average horse, allowing them to more easily navigate lush undergrowth at higher speeds. Much like cats, their spines can rotate and twist more easily than other animals, granting them a much longer stride when running at full speed. Their long legs make for a large gait, though as thin as they are mistakes while sprinting can have extremely costly side effects. The bones are thin and lightweight, easily broken with enough force; given they can reach speeds comparable to the pronghorn antelope at sixty miles per hour, collision with trees can and will shatter their bones. The creatures are far-sighted, able to make out objects far away more easily than objects close to their face. This is to allow them to better plan corrections in their path, as well as detect predators from further away. Their ears swivel one hundred eighty degrees as well, giving them full range of hearing. Their sense of smell, however, is comparable to a human's, and they have little to no sense of taste. While this makes them the least finicky eaters in the world, it puts them at great risk for consuming poisonous plants by accident. The fur of their coats is quite short, cropped almost to the skin much like a deer, until you get close to the fetlocks. There, the fur blossoms out into thick tufts of hair, fluttering down to the ground. Their hooves are cloven, and their manes and tails are like thin strands of silk: delicate and smooth. The horns themselves are a pristinely-formed spiral thorn, flecked with metallic bits that sparkle when the light hits them just right. There are multiple blood vessels throughout the horn, and removal of it almost always results in the death of the creature. The horn produces a special toxin that is released when it sinks into something, much like the fangs of a venomous snake. This only happens when taken directly into the bloodstream; skin contact has no effect with its base form. The toxin has a withering effect when taken into the body, causing muscle to lose tensile strength and grow weak and feeble. The toxin eats away at calcium, causing a sort of paralysis that prevents movement as it causes bones to become brittle and immobile. This effect is spread throughout the body as the toxin travels through the bloodstream, the victim losing the ability to move. An antidote can be created with a specific array of herbs, and the damage dealt can be repaired with care, rest, and plenty of milk. Habitat and Behavior Unicorns have a tendency to dwell in areas where there are plenty of hiding places for them; forests, jungles, occasionally caves. They prefer places with lots of undergrowth and few nearby settlements. They are quite hardy, adaptable animals, capable of living most anywhere so long as they have a proper food and water source. Because they have had little exposure to descendant races, they are quite skittish around them. They prefer to stay away, but will seek out fairy rings. Exposure to the rings seems to heal their wounds and calm them down. When it comes time for the unicorn to propagate, they seek out the nearest fairy ring, stepping through to the fae realm where they can find a mate. However, if the creature has adapted against a magic that is detrimental to the balance of nature, it will be unable to pass through. This includes all dark magics. Any attempt to have a foal outside the fae realm will result in death for both the mother and the child, as they need the increased natural energies in the fae realm to feed both their own life and the unborn foal's. Only a single unicorn can be birthed at a time, and they only mate four times in an elven year: once for each season. For unicorns that have adapted to holy or voidal magics, this drops to twice an elven year: once in summer, once in winter. The reason for this in regards to holy-adapted unicorns seems to be a draw toward protecting the descendants rather than remaining neutral, perhaps as a result of their exposure to the influence of Aeriel, Xan, or Tahariae. Magical Properties The true gift granted to the unicorn is its adaptability, far more precious than its horn or its speed. Through exposure to the elements, they are able to change their bodies to withstand far more harsh environments than they normally could. For example, if a unicorn settled in a scorching desert, their ears would expand within a week or so to help them stay cool. Likewise, a unicorn settling in a tundra would have much smaller ears, and might grow a longer coat to help maintain body heat. Minor adjustments like this occur in a week or so, and if the creature relocates it can change again. Larger changes, however, cannot be reversed. Changes that alter bone structure, size, or resistance to the elements have to be made much faster to ensure survival, and the body never recovers from the changes. This usually occurs in times of disaster, such as flash floods or volcanic eruptions. Unicorns that settle near volcanoes tend to have much higher resistance to heat, and can sometimes even begin to produce excessive heat themselves to balance it out. This ability can be manipulated through magic to sometimes devastating effects. Due to their sensitivity to outside influences, unicorns will actually try to adapt if harmful magic is thrown at them. Likewise, if helpful magic is thrown at them, their bodies will try to replicate it for later use. This does not happen immediately, and can take two to three exposures to the magic before they begin to react. So why would a mage want to do this in the first place? Due to the nature of the creatures, their evolution can be beneficial to magi in need of practice or an increase in versatility. These effects are relatively small but can mean the difference between a small range of damage and a large range of damage. In addition to this, the manipulation by magic to the creatures affects the toxin released by their horns, a phenomena that does not occur when they change to defend against natural influences. While most voidal magics do little against unicorns, evocation has quite profound and interesting effects on the beasts. When struck often enough with elemental evocation the creatures have a tendency to morph to better absorb the effects of the element thrown at them. While damaging to the creature, this can be quite useful for teaching new students, as their target would no longer be destroyed or damaged by their spells. This also changes the toxin in the unicorn's horn to better fit the magic they've been altered by. Fire evocation: the unicorn becomes more heat-resistant and begins to produce its own fire source to combat the magic used on them. Their horns begin to glow like heated metal, and the toxin produced by it causes symptoms quite similar to flametongue root overdoses instead of the withering effect. Earth evocation: the unicorn's bones grow thicker and harder to break, and the hide hardens to prevent damage to the muscles. Their horns grow craggy and rough, and the toxin causes a victim to grow sluggish and slow instead of withering away. Water evocation: the changes to a unicorn's body only occur when ice is used. It causes them to grow thicker fur, and can often results in them beginning to grow ice crystals along their body. Their horn gets a frosty coating, and their toxin acts more like frostvine. Electrical evocation: the unicorn's body starts to deteriorate into a more incorporeal form, the softness of their mane lost as they build their own static charge. They become jumpy and more energetic, but they also tire quickly and have to rest far more often. Toxin becomes paralytic, like a powerful jolt of electricity. Paralysis lasts only a few seconds (oocly five minutes), but long enough for the creature to escape. Arcanism: the unicorn's body deteriorates from the inside out into a being made almost entirely of mana. They can then alter back and forth between their mana form and their natural form as needed to absorb further blows, but they cannot heal from wounds. The toxin becomes a less potent withering, more akin to a void mage withering with a single connection. A note on voidal connections: These are all examples and are up for interpretation. So long as the basic idea that the creature is modified to embody the magic it was assaulted with as a means of defense, it is acceptible. Deity magics rarely affect the creatures, although there are some that cause some changes to how the creature behaves. Due to their creation, they are natural and can be communed with by druids, and are not harmed by holy magics from clerics and paladins, so they cannot turn into holy unicorns by being harmed by it outright. If healed often enough with clerical or paladin magics, the unicorns will begin to adapt to the presence of their holy gifts. Shown the kindness and healing of the magic, their toxin becomes a boon, no longer withering but healing instead. This healing can only ever match the skills of a cleric or paladin at tier 2 of their healing magics and can never exceed that power. A druid's gifts can be used to manipulate the properties of the toxin their horns produce to create a very mild sedative in extremely small doses. This is because the horn itself is not organic, and behaves more like a plant's thorn than a beast's horn. The inverse is also applicable, extending the paralysis. This also applies to modified toxin, as the horn is still a plant. Dark magics can be particularly damaging to the beasts given their natural innocence. They lack a concept of what is right and wrong, much as many animals do, and seek survival. In this case, their blessing is their curse, for it is in the magics that this world calls black that their true potential can be manipulated and damaged. Iconoclast magic prevents the creatures from evolving at all, making them extremely susceptible to attack after. If used on a creature that has already evolved, it robs them of their resistance to the magic without changing their altered forms. Necrotic tethers react powerfully with the magic of their horns, and the unicorns are quite susceptible to its power. After being drained the second time, they will begin to develop a much stronger font of life force to cope with the initial drain. A third tethering causes them to form tethers of their own, acting as a conduit for the magic and allowing the necromancer to drain multiple plants around them for a short distance (mechanically a three block radius around the unicorn) instead of draining the unicorn to start with. These tethers cause great pain to the creature on top of the sensations of draining, and their coats begin to appear blighted as a result of the corruption. A druid's blight healing, if the creature can be saved, is able to cleanse the blight and return the creature to its original appearance, but the change is temporary and will return the next time it is tethered. Shade magic seems to have quite lethal effects on them. Due to the amount of mana contained inside them, turning it into amber effectively kills them, leaving behind only an empty husk. The amber can then be harvested from inside them and used later, though it does dissolve within a year (ICly one week). A note on magical evolution: If a unicorn is altered, it gains both the strengths and the weaknesses of having that magic. A necrotic unicorn becomes extremely susceptible to holy magic. REDLINES -You cannot drink unicorn blood to become immortal. These are not Harry Potter unicorns. -A unicorn can only change once over the course of their lifetime. Once it is changed, it cannot revert back by any means. -Touching a unicorn's horn will not provide you with a wish. But feel free to believe what you want in-character. -Unicorns do not produce any form of aphrodisiac whatsoever. Thank you to Fiter for information on how shade magic works and Phil for information on iconoclast. Images gathered from google, I do not have any sort of ownership over them.
  5. I think the deferalization is good with this. You'd already be facing potentially permanent deafness, blindness, severely decreased pain tolerance, and slowing. I am not a fan of permadeath at all unless under specific circumstances. Also, this isn't something that results in any permanent changes to the soul or the body, like in soul trees or ghouls. I would compare deferalization to its own form of unattunement. It's not a guaranteed pk, but the trauma resulting from it would likely lead to one, and would require careful attention from other characters to help the afflicted through the trauma. Which creates more RP. Which is good. Especially if that person chooses to PK after another person has grown close to them and helped them through some very difficult times. It would make the PK more meaningful.
  6. With the magical effects I opted to explain, I went with magics I had a good grasp on how they worked. They're mostly examples of what might happen, not explicit details on what will happen. I'm fond of creativity and poetic license, so... kinda depends on what sort of flames Ascended have. If its just a typical flame, assuming it survives it will adapt to the flames to ensure it doesn't harm them again. If its a special sort of flame that only affects X, that would change.
  7. No you cannot **** a unicorn's horn to get a wish. Ah, yep. I'll make some adjustments when I get home tonight. Rework the overview and modify this a bit more to supplement the existing lore. Thanks for the input :) I couldn't think of anything for air evocation that didn't sound overly gimmicky. ...adding a redline that you can't **** off a unicorn for love potion...
  8. Thank you, forgot about the citing. No, you cannot drink their blood to become immortal. Only the toxin secreted from their horn can be used as a medicine. Their hooves are just normal hooves. To make sure nobody can just randomly say "Oh, I have a unicorn that's got blah blah blah and this and that and the other thing" without actually having found one in RP and taken the steps to get it, I think it does need to be regulated. However, I don't feel that it is fair to leave its availability solely up to ET discretion considering that while it is a rare creature, it isn't an endangered species. They are capable of breeding. That being said, I also don't think its something that should be left up to a single player given the exclusivity of some things like magics, such as ferals in a lot of cases and for a long time shapeshifting and soul trees were for druids. I don't want this to be a creature that never gets used, but I also don't want it to be a circle jerk sort of creature where you need to know the right people to get access to it. What I'd like to happen is to have a certain number built out in the world for people to find like a sort of treasure hunt, just hide them in different places. It'd add some flavor to the world and give people a reason to go out and explore. I was under the impression they did, as that is how it was explained to me when I was learning evocation. Is it just a different wording or do they now have no physical drawbacks for learning magic?
  9. An ooc note: Prior to beginning work on this creature, I was not aware there was pre-existing unicorn lore. However, the lore that's been pulled up for me as reference is one paragraph, so this serves as a further development of that lore to give the creatures more flavor. Thank you to CritsyBear for being the first to point that out on this thread, along with a link to the old piece of lore where they're mentioned in passing. Original piece can be found here: https://www.lordofthecraft.net/forums/topic/161000-✓-the-fae-realm/ "She did not look anything like a horned horse, as (they) are often pictured, being smaller and cloven-hoofed, and possessing that oldest, wildest grace that horses have never had, that deer have only in a shy, thin imitation and goats in dancing mockery. Her neck was long and slender, making her head seem smaller than it was, and the mane that fell almost to the middle of her back was as soft as dandelion fluff and as fine as cirrus. She had pointed ears and thin legs, with feathers of white hair at the ankles; and the long horn above her eyes shone and shivered with its own seashell light even in the deepest midnight." -Peter S. Beagle, The Last Unicorn Overview It came into being with all the other creatures of the world. An elegant, lithe beast, with the softest coat imaginable, and a long flowing mane that formed waves in the wind. It initially was the Aspect's chosen servant, the one meant to guard their balance with grace and wisdom. The purest white of virgin snow blessed its coat, its eyes vibrant red as it was blessed with the touch of the Horned God. It was this touch that was its downfall, the unprotected creature and its kin an easy target for predators seeking a quick and easy meal. So it was that Grandmother Spider stepped in, seeing the pure nature of the creature as something worth protecting. With her touch, she blessed them all with a single horn in the middle of their forehead, a twisting bit of thorn with a core that teemed with the magic of the world around them. To their white coats, she added flecks of brown and green, granting them the natural camouflage to hide in the dense forests they called home. Thus the unicorn was born. With the blessings of the Aspects, it was able to pass to and fro between this world and their realm, using fairy rings as the gateway. Even still, it has managed to remain hidden from sight of the commonfolk, avoiding their gaze and their hunting as it wanders the world, a symbol of perfect balance. Appearance Unicorns appear similar to horses at a glance. Closer inspection reveals their bodies are built to be much thinner and more flexible than the average horse, allowing them to more easily navigate lush undergrowth at higher speeds. Much like cats, their spines can rotate and twist more easily than other animals, granting them a much longer stride when running at full speed. Their long legs make for a large gait, though as thin as they are mistakes while sprinting can have extremely costly side effects. The bones are thin and lightweight, easily broken with enough force; given they can reach speeds comparable to the pronghorn antelope at sixty miles per hour, collision with trees can and will shatter their bones. The creatures are far-sighted, able to make out objects far away more easily than objects close to their face. This is to allow them to better plan corrections in their path, as well as detect predators from further away. Their ears swivel one hundred eighty degrees as well, giving them full range of hearing. Their sense of smell, however, is comparable to a human's, and they have little to no sense of taste. While this makes them the least finicky eaters in the world, it puts them at great risk for consuming poisonous plants by accident. The fur of their coats is quite short, cropped almost to the skin much like a deer, until you get close to the fetlocks. There, the fur blossoms out into thick tufts of hair, fluttering down to the ground. Their hooves are cloven, and their manes and tails are like thin strands of silk: delicate and smooth. The horns themselves are a pristinely-formed spiral thorn, flecked with metallic bits that sparkle when the light hits them just right. There are multiple blood vessels throughout the horn, and removal of it almost always results in the death of the creature. The horn produces a special toxin that is released when it sinks into something, much like the fangs of a venomous snake. This only happens when taken directly into the bloodstream; skin contact has no effect with its base form. The toxin has a withering effect when taken into the body, causing muscle to lose tensile strength and grow weak and feeble. The toxin eats away at calcium, causing a sort of paralysis that prevents movement as it causes bones to become brittle and immobile. This effect is spread throughout the body as the toxin travels through the bloodstream, the victim losing the ability to move. An antidote can be created with a specific array of herbs, and the damage dealt can be repaired with care, rest, and plenty of milk. Habitat and Behavior Unicorns have a tendency to dwell in areas where there are plenty of hiding places for them; forests, jungles, occasionally caves. They prefer places with lots of undergrowth and few nearby settlements. They are quite hardy, adaptable animals, capable of living most anywhere so long as they have a proper food and water source. Because they have had little exposure to descendant races, they are quite skittish around them. They prefer to stay away, but will seek out fairy rings. Exposure to the rings seems to heal their wounds and calm them down. Magical Properties The true gift granted to the unicorn is its adaptability, far more precious than its horn or its speed. Through exposure to the elements, they are able to change their bodies to withstand far more harsh environments than they normally could. For example, if a unicorn settled in a scorching desert, their ears would expand within a week or so to help them stay cool. Likewise, a unicorn settling in a tundra would have much smaller ears, and might grow a longer coat to help maintain body heat. Minor adjustments like this occur in a week or so, and if the creature relocates it can change again. Larger changes, however, cannot be reversed. Changes that alter bone structure, size, or resistance to the elements have to be made much faster to ensure survival, and the body never recovers from the changes. This usually occurs in times of disaster, such as flash floods or volcanic eruptions. Unicorns that settle near volcanoes tend to have much higher resistance to heat, and can sometimes even begin to produce excessive heat themselves to balance it out. This ability can be manipulated through magic to sometimes devastating effects. Due to their sensitivity to outside influences, unicorns will actually try to adapt if harmful magic is thrown at them. Likewise, if helpful magic is thrown at them, their bodies will try to replicate it for later use. This does not happen immediately, and can take two to three exposures to the magic before they begin to react. So why would a mage want to do this in the first place? Due to the nature of the creatures, their evolution can be beneficial to magi in need of practice or an increase in versatility. These effects are relatively small but can mean the difference between a small range of damage and a large range of damage. In addition to this, the manipulation by magic to the creatures affects the toxin released by their horns, a phenomena that does not occur when they change to defend against natural influences. While most voidal magics do little against unicorns, evocation has quite profound and interesting effects on the beasts. When struck often enough with elemental evocation the creatures have a tendency to morph to better absorb the effects of the element thrown at them. While damaging to the creature, this can be quite useful for teaching new students, as their target would no longer be destroyed or damaged by their spells. This also changes the toxin in the unicorn's horn to better fit the magic they've been altered by. Fire evocation: the unicorn becomes more heat-resistant and begins to produce its own fire source to combat the magic used on them. Their horns begin to glow like heated metal, and the toxin produced by it causes symptoms quite similar to flametongue root overdoses instead of the withering effect. Earth evocation: the unicorn's bones grow thicker and harder to break, and the hide hardens to prevent damage to the muscles. Their horns grow craggy and rough, and the toxin causes a victim to grow sluggish and slow instead of withering away. Water evocation: the changes to a unicorn's body only occur when ice is used. It causes them to grow thicker fur, and can often results in them beginning to grow ice crystals along their body. Their horn gets a frosty coating, and their toxin acts more like frostvine. Electrical evocation: the unicorn's body starts to deteriorate into a more incorporeal form, the softness of their mane lost as they build their own static charge. They become jumpy and more energetic, but they also tire quickly and have to rest far more often. Toxin becomes paralytic, like a powerful jolt of electricity. Paralysis lasts only a few seconds (oocly five minutes), but long enough for the creature to escape. Arcanism: the unicorn's body deteriorates from the inside out into a being made almost entirely of mana. They can then alter back and forth between their mana form and their natural form as needed to absorb further blows, but they cannot heal from wounds. The toxin becomes a less potent withering, more akin to a void mage withering with a single connection. A note on voidal connections: These are all examples and are up for interpretation. So long as the basic idea that the creature is modified to embody the magic it was assaulted with as a means of defense, it is acceptible. Deity magics rarely affect the creatures, although there are some that cause some changes to how the creature behaves. Due to their creation, they are natural and can be communed with by druids, and are not harmed by holy magics from clerics and paladins, so they cannot turn into holy unicorns by being harmed by it outright. If healed often enough with clerical or paladin magics, the unicorns will begin to adapt to the presence of their holy gifts. Shown the kindness and healing of the magic, their toxin becomes a boon, no longer withering but healing instead. This healing can only ever match the skills of a cleric or paladin at tier 2 of their healing magics and can never exceed that power. A druid's gifts can be used to manipulate the properties of the toxin their horns produce to create a very mild sedative in extremely small doses. This is because the horn itself is not organic, and behaves more like a plant's thorn than a beast's horn. The inverse is also applicable, extending the paralysis. This also applies to modified toxin, as the horn is still a plant. Dark magics can be particularly damaging to the beasts given their natural innocence. They lack a concept of what is right and wrong, much as many animals do, and seek survival. In this case, their blessing is their curse, for it is in the magics that this world calls black that their true potential can be manipulated and damaged. Iconoclast magic prevents the creatures from evolving at all, making them extremely susceptible to attack after. If used on a creature that has already evolved, it robs them of their resistance to the magic without changing their altered forms. Necrotic tethers react powerfully with the magic of their horns, and the unicorns are quite susceptible to its power. After being drained the second time, they will begin to develop a much stronger font of life force to cope with the initial drain. A third tethering causes them to form tethers of their own, acting as a conduit for the magic and allowing the necromancer to drain multiple plants around them for a short distance (mechanically a three block radius around the unicorn) instead of draining the unicorn to start with. These tethers cause great pain to the creature on top of the sensations of draining, and their coats begin to appear blighted as a result of the corruption. A druid's blight healing, if the creature can be saved, is able to cleanse the blight and return the creature to its original appearance, but the change is temporary and will return the next time it is tethered. Shade magic seems to have quite lethal effects on them. Due to the amount of mana contained inside them, turning it into amber effectively kills them, leaving behind only an empty husk. The amber can then be harvested from inside them and used later, though it does dissolve within a year (ICly one week). A note on magical evolution: If a unicorn is altered, it gains both the strengths and the weaknesses of having that magic. A necrotic unicorn becomes extremely susceptible to holy magic. You cannot drink unicorn blood to become immortal. These are not Harry Potter unicorns. A unicorn can only change once over the course of their lifetime. Once it is changed, it cannot revert back by any means. Touching a unicorn's horn will not provide you with a wish. But feel free to believe what you want in-character. Unicorns do not produce any form of aphrodisiac whatsoever. Thank you to Fiter for information on how shade magic works and Phil for information on iconoclast. Images gathered from google, I do not have any sort of ownership over them.
  10. A new year's resolution is something that goes in one year and out the other.

  11. In ancient times, seagoing vessels were much more fuel efficient. They got thousands of miles to the galleon.

    1. Space

      Space

      that's not very funny is it

    2. JuniperSelkie

      JuniperSelkie

      Damn. I sea the puns have already begun.

  12. Come with me if you want to leaf.

    1. SpodoKaiba

      SpodoKaiba

      i'm getting flashbacks to the great pun exchange of steven, lilja, and taynuel

    2. - Pastry

      - Pastry

      Leave the gun, take the Tah' Holy.

  13. The forest burned down, but now it's back by poplar demand.

  14. Tree puns are sappy.

    1. Ducklingator

      Ducklingator

      Puns? You're barking up the wrong tree.

    2. Zindran

      Zindran

      Leaf me alone.

  15. Still going strong I see.

    1. Paleo

      Paleo

      Stronger than ever

    2. Wyvernbane

      Wyvernbane

      YOU'RE ALIVE! <3

  16. cautiously peeks in to see how the server is doing

    1. Show previous comments  5 more
    2. bumblefina
    3. Gone

      Gone

      170.jpg 

       

      That new WoW patch tho.

    4. Wyvernbane

      Wyvernbane

      hey bb.

      it's ok.. no worse than usual.

  17. This sounds quite interesting. Nice to see Smawton's magic fingers delving into the druidic and elven. I might have to pry myself away from Legion and pop on the server to check these events out. xD
  18. Me watching all these anti-druid posts.

     

    scott_disick_sip_cup_50ec21bde087c30acf7

    1. LatzMomo

      LatzMomo

      That's what I was like when the druids made all those anti blight posts tbh

    2. Space

      Space

      hey have you listened to the new frank ocean album?

       

      if so you know the song 'Facebook Story?' Doesn't the guy who talks on it sound exactly like Athene?

    3. Eranikus
  19. I don't drink anymore. I don't drink any less either.

    1. morrisaye

      morrisaye

      I don't drink at all, but this moot is making me want to down a bottle of whiskey.

    2. HedgeHug

      HedgeHug

      This moot made me put down an NPC and check out the riot at Joburg.

    3. Corvoo

      Corvoo

      this moot has done more than make me want whiskey. it has given me stage 6 cancer.

  20. So a dwarf walks out of a bar.

    1. Show previous comments  2 more
    2. sneLf

      sneLf

      And walks into an edgy...

    3. thaddeus11

      thaddeus11

      Dwarfs don't walk out of bars, they are thrown out.

    4. Crowbill

      Crowbill

      Waddles out or else it's fake.

  21. I for one would love to see one of these hanging around in casual roleplay. Not just for an event that gets done once and forgotten. I'd absolutely play one. +1
  22. I agree with Charlie's point. If I, for example, have to go on a forced hiatus without having the chance to warn my fellow guild members or step down from my position, I don't feel I should be punished for something beyond my control by revoking my ability to harness the powers of nature I have at the time of departure. Furthermore, I shouldn't have to go to whoever has become a teacher in my absence to unlock magics that my character has had for two full years going on three now. The same counts for Ouity or Arik, or Respiren himself as examples. Druids have always kept a sharp eye on who has been attuned, who is active, and who is inactive. Anyone that takes five minutes to skim over our guild post on the forums can see we have every druid listed from Respiren to the most recent attunement with very little margin of error. Additionally, under no circumstances do druids limit their numbers to a set amount of people capable of learning or using the magic. The only limits are IC precedents and requirements for a character's mindset in order to be considered for joining the ranks of our Order. Right now we number at fifty-two druids active over the course of the month, all of which have been recorded with date of attunement and approximate tier levels in accordance to time attuned, activity level, and use of magic. I really don't see a reason to keep druids on this list. At most, I see it hindering the RP of potentially returning veterans of druidism by forcing them to seek out a teacher - teachers which, by the way, they would have no way of knowing who are or their capabilities icly as they've been away on whatever spiritual journey they choose for the reason of their hiatus - just so they can rp a magic they have taken literal years irl to master. If Respiren came back tomorrow and had to come to my character to help reawaken his druidic gifts, in his shoes I would take it as an extreme insult to my capabilities as a roleplayer. And as someone that a veteran had to go to in order to unlock his gifts, I too would be insulted, as this would insinuate that one of the druids that taught the druids that taught my teachers didn't know what the hell he was doing. Even as a leader of the guild, I see no reason to put that kind of power into the hands of the leaders of the Order. We regulate our own numbers as it is. We don't need the MAT to get their hands into our magic regulation any more than absolutely necessary, which for the Druidic Order this really isn't. Longest-lasting guild on the server since Aegis, baby. ;) We got this. Edit: Also worth noting is what qualifies as 'MAT business' and what qualifies as 'Druid business'. In matters of potential powergaming, contact the MAT. In matters of abuse of gifts, that would be something to be handled icly by the Order on a case-by-case basis.
  23. Grizzly puns aren't just bad. They're unbearable.

    1. jamesb

      jamesb

      I'm horrible at puns, but bear with me.

    2. Aerochrometilt
    3. Ducklingator

      Ducklingator

      Dwarves are best at those puns, Thier beards alone can make better puns than you.

  24. My friend was annoying me with bird puns, but toucan play at this game.

    1. Show previous comments  1 more
    2. Moochael

      Moochael

      Hey, I was planning on using that pun later... You're robin my puns

    3. wolfdwg

      wolfdwg

      Stole this straight from ifunny.

    4. Achilles
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