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Eranikus

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Posts posted by Eranikus

  1. A mali’ker druid sits on the wall around the Talus Grove, his legs dangling over the side. His pipe has long since burned out, and his bottle of mead is almost empty. He takes one last swig of his liquor before pouring the last out on the ground.

     

    ”Rest long and well, old friend,” he sighs, adding Hogarth’s name to a growing list of friends he has outlived.

     

    - – – 

     

    The afterlife had a lot of white, and eyes took time to adjust to surroundings. In that field of nothingness, Hogarth would see a familiar face, pale and angular, wreathed in hair like flame. The one it belonged to was tall, a good bit over six feet, wearing long robes that cascaded to the pristine floor of... wherever it was they were. It was an elf with bright green eyes, and a smile spread across his face at the sight of the dwarf. He spread his arms in welcome, tears forming in his eyes as the old Irongut approached.

    ”You made it,” he whispered, pulling him into an embrace surprisingly warm in the cool of death. “I’ve missed you so much.”

  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. I would absolutely make an orc if it weren't for the playerbase. It has nothing to do with a lack of culture or having to intentionally type everything I say phonetically and wrong (although that would irritate me to no end I could get past it). But when the vast majority of your playerbase is nothing short of memelords and pvp goons, its hard for players that just want RP to get really into it.

     

    Had things kept to the course they were set in back in Vailor, I likely would have an orc character by now. But I went on hiatus, took one look at where they ended up, and went back to my old main character. They regressed right back to where they were before the Orgon debacle. Which was very, very sad to me because they were doing so well.

  5. MC Name: Eranikus

     

    Character's Name: Hare Druid Taynuel

     

    Character's Age: 258

     

    Character's Race: Mali'ker

     

    What magic(s) will you be learning?: Druidic Feat-Druidic Transcendence

     

    Teacher's MC Name: A_Keefy

     

    Teacher's RP Name: Bluejay Druid Hareven

     

    Do you have a magic(s) you are dropping due to this app? If so, link it: Nope

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yep

     

    Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yep

     

    Have you applied for this magic on this character before, and had it denied? If so, link the app: Nope

  6.  

     

    Xsp2vPwHKyIdZvgfILqTrB2EeYaU_kLGZ1yxlUuYih2JUz9Y2NkT2q-6bOWchTiW9K7TECrCJmwxr4UHIn0BskxqakUcnIstdzssLHP_9j3qoAwtGgUFR9HGYj7r1GwwhPx5VRQa

    KiGCpzLlij5ke_a7IPiinjds54g2y7OPclA0u6FLtLG6gAxqUAl11tGHstSE5x4n57eIkFDq38OYVRmN45xnF525nU-4mNa5sUVlHJL4lXyyeI5MY4bJIZtkx9GIFzOorpERXj1Z


     

    KYTWHetSBnvrfizeSIk7_768oCFp8W4K01YzGFqmJhT3BiFv0V0GIWYv5YgQ_P37mFrzBoGPXaJ436zPPphlQkuSzXorsVpBW6Djdx56j0EJZ1NlrhhXDw2Rzl1ZCg3rdNebs21El_u9Fsj51kG721htnFmfNhkVJ-GraBXl_LFQXBVDUwr9m-FsoumiqlGmYa0kMS3Uz6gxm7zRTvE5LiIo8I4ZLCkTznQ0YYOcCnZVbrsFf1tqNgnCB_wX7PJIgzeiIWytYtdxhYwB

    "Honor, Loyalty, Respect, Family"

    KYTWHetSBnvrfizeSIk7_768oCFp8W4K01YzGFqmJhT3BiFv0V0GIWYv5YgQ_P37mFrzBoGPXaJ436zPPphlQkuSzXorsVpBW6Djdx56j0EJZ1NlrhhXDw2Rzl1ZCg3rdNebs21El_u9Fsj51kG721htnFmfNhkVJ-GraBXl_LFQXBVDUwr9m-FsoumiqlGmYa0kMS3Uz6gxm7zRTvE5LiIo8I4ZLCkTznQ0YYOcCnZVbrsFf1tqNgnCB_wX7PJIgzeiIWytYtdxhYwB

     

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    It is in the wake of chaos that order is born. We need only look to nature for proof of that, for after the torrential downpour there is always the arced bow of color hanging in the sky. It is this ideal that has compelled the formation of a circle with which the Aspects' work is to be done, away from the chaos that has become what the circles once called home.

     

    Know that there is no ill will toward brothers and sisters in the Order. To best serve the balance, there must be a group of druids less focused on the politics and personal drama that plagues the circles. Understanding is not expected, nor is a grand following. Accusations of chasing power, glory, or titles hold no meaning; titles in of themselves are of little meaning. We never earned them to begin with, and any druid that believes they have 'earned' any such title is delusional and vain. Remove the circles, remove the Order, and we are all lost children of the Aspects granted meaningless veneration from our peers.

     

    Thus is formed the Maelstrom Circle, born from the twisting mayhem that has become the Order. Focusing solely on the action of druidism, not the spread or education on it. We are here to do the work of the Aspects. We are here to carry out our sworn duties as druids.

     

    KYTWHetSBnvrfizeSIk7_768oCFp8W4K01YzGFqmJhT3BiFv0V0GIWYv5YgQ_P37mFrzBoGPXaJ436zPPphlQkuSzXorsVpBW6Djdx56j0EJZ1NlrhhXDw2Rzl1ZCg3rdNebs21El_u9Fsj51kG721htnFmfNhkVJ-GraBXl_LFQXBVDUwr9m-FsoumiqlGmYa0kMS3Uz6gxm7zRTvE5LiIo8I4ZLCkTznQ0YYOcCnZVbrsFf1tqNgnCB_wX7PJIgzeiIWytYtdxhYwB

     

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    A druid of the Maelstrom shall treat their fellow druii with the same courtesy and respect as their brothers and sisters, as if they were in the same circle. The return is not expected, but welcomed.
     

    A druid of the Maelstrom shall be autonomous from that of the other circles of druii, and be recognized as a different entity.

     

    A druid of the Maelstrom, though largely independent, shall follow the Druidic Code of Conduct to the letter, and are expected to report any violations immediately to the respective Archdruii.

     

    A druid of the Maelstrom shall offer shelter to those of any circle, should they choose to visit the grove; necessary medical aid or sustenance shall be met, as is the duty by the dedicant’s vow.

     

    -

     

    The Maelstrom Druii hold these beliefs in high regard, and wish only mutual respect between the circles of Druids. Those who wish to embrace the Maelstrom should not feel they are to be accosted.

     

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    Archdruid

    The Archdruids are the leaders of the circle; among the Maelstrom they orchestrate events, plan festivals, and guide the wayward aspirants toward service to the Aspects. They are expected to uphold diplomacy both internally and externally, as well as setting the precedents for teaching, and maintaining the quality of teaching.

     

    Hare Druid, Taynuel

    Raven Druid, Aviala


     

    Hierophant

    Hierophants are the elders of the Order, recognized for their wisdom and often found to be advisors among circles. They guide younger members of the Order, and are held in high regard.

     

    Tortoise Druid, Muildir

    Song Druid, Arik


     

    Druid

    Druids form the main body and the foundation of the Order, and are the backbone of the circle. All druids of the Maelstrom Circle do their part for nature. They protect, restore, and nurture the balance, teaching others to do the same.

     

    Petrichor Druid, Endvani

    Rainbow Druid, Skylar


     

    Dedicant

    Dedicants are those not yet attuned. They are learning the path, and preparing themselves for a lifetime of service to the Aspects. All that is expected of dedicants is the completion of their studies and the regulation of their actions, under the realization that all they do reflects directly on their teacher.

     

    Dedicant Caliburn

    Dedicant Urdreth

    Dedicant Liri

    Dedicant Saros



     

    Originally scribed by Archdruid Taynuel

    Revised by Archdruid Nym

  7. Will Kasfer ever try to smooth things over with Tay again?

    Do you like fish sticks?

    Have you always been this irritating?

    Does Bruno Mars is gay?

    How many times has Kasfer died?

    Thoughts on Tay?

    Thoughts on me?

    Thoughts on cake?

     

    *writes my name in your signature like the vandal I am*

  8. A dark-skinned elf sits alone on the balcony of his home, smoke rising from the pipe that now seems permanently clamped between his lips as he scans over the page. The fingers of his wooden right hand drum lightly against the table in front of him, his eyebrows furrowed as he reads it over.

     

    "...So now we're bribing people with discounts, food, minas, and tax exemptions to proudly display that they worship the Aspects," he muses, taking the pipe from his mouth and exhaling, watching the plumes roll along before they're swept away by the breeze. After setting the pipe down, he picks up a frothy mug of a golden brew, tilting it back to take a long swig of its contents. "Is it that difficult to get your citizens to serve, dear brother? Or have they too opened their eyes to your bullshit?" He crumples the page up, tossing it into a wastebasket in the corner.

  9. A lone dark elf stands on the edge of a cliff facing the sea, the waves washing up against the stones below and sending sprays of water high up to lick at the edge of the cliff. A gnarled staff leans against his shoulder, a hare-shaped charm and a feather hanging from the end. Behind him is a backdrop of trees, swaying lightly in the ocean breeze. He sighs softly, taking the pipe from his lips and letting the embers smolder away to nothing before he reaches into his bag, drawing out a single clover. He studies it for a while, awaiting the winds to die down before he allows it to fall down into the ocean, watching it float down to rest upon the surface of the water. A soft sigh leaves his lips before he turns his back on the ocean, walking off with the aid of his staff.

     

    "Rest easy, Brother Bull," he whispers softly as a woodpecker alights on the end of his staff, pecking lightly at the strands that hold the charms to his staff.

  10. 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/

     

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    "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.

     

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    • 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.

  11. 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.

  12. MC Name: Eranikus

     

    Character's Name: Hare Druid Taynuel Xayarath

     

    Character's Age: 242 years old

     

    Character's Original Race (N/A if not applicable): Dark Elf

     

    Transformed form: White feral

     

    Creator's MC Name: jollyb123

     

    Creator's RP Name: Rose Druid Elswyen

     

    Briefly explain the lore behind this construct or creature: Ferals are creatures created by the Mani spirit of wolves as a punishment to hunters that caused harm to the balance. Their purpose is to guard the forests they call home. Essentially, they are werewolves. They have a craving for blood, and are weak to flame, gold, silver, and holy magics just like any other cursed being. While transformed, ferals lose the ability to utilize any magic they have in their descendant form, as well as the use of weapons. In return, they gain greater strength and mobility, as well as growing larger.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it: Nope

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yup

     

    Are you aware that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?: Yes, I am aware

     

    Do you consent to accepting what may happen to this character?: I consent to any consequences that may happen

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app: Nupe

  13. A tattooed Mali'ker clad in a simple sash and leggings reads over the missive from the merchant's guild, chewing his lower lip thoughtfully. Perched on the shoulder of his wooden arm is an aging falcon, its black feathers flecked with silver. It turns its head, pecking at the jade rings hanging from his ears.

     

    "A wolf does not hunt more when the herd grows larger," he mutters to himself. "Its pack grows for the increase in food until equality is reached. More for the many, not more for the one." He shakes his head, crumpling up the flyer and depositing it in a compost bin. "Should try to open more businesses instead of making other businesses increase their prices. Just because a few have more minas doesn't mean everyone does."

     

    He chuckles softly, reaching up to stroke the wings of his falcon as he walks along, his footfalls producing a soft pad and a low thump as his mismatched feet hit the ground. "Still cheaper to just gather my own materials and only spend what coin I make on taxes and the occasional treat from the tavern."

  14. Another set of flyers are seen around the Dominion, once more packed into every mailbox and pasted on every tree. More drift about in the gentle breezes, rolling along the streets. Some have even been posted around the outskirts of the city.

     

    Citizens of Caras Eldar,

     

    Once more the Shadow has lashed out at his victim. Once more he will not go unanswered. This man is insane, and uses his magics against his kin. It is one thing to disagree with each other. It is an entirely different thing to try and kill your brothers and sisters.

     

    Each day, he pursues an innocent druid. A druid that now must look over their shoulder, unable to feel safe because this monster chases him relentlessly. No one should ever have to feel as if their life is in danger every passing moment. No druid should have to question the trustworthiness of their brothers and sisters. No one should be gripped with ever-pressing paranoia that at any given moment, someone clearly beyond sanity will catch them and commit unspeakable atrocities that would make even the hardest and most steadfast of us cringe and shy away like a frightened mare.

     

    A word to those druids that still follow the path of this madman; please, for the love of the caring Springmother that blessed the world with life. For the love of the wise Huntsman that saw the world's need for an end. Abandon this charade. Abandon this Thulean magic. Let not his corruption spread unto you, for surely you will be gripped by the very same madness. Nature will provide you with all you need, as do the Aspects grant you all the gifts you need to uphold their creed.

     

    A word to the guards; take care, lliran. If you see the draoi that calls himself Shadow, try to catch him, but do not risk your lives for it. If the difference in catching him is your own death, kill him. Kill him swiftly and make sure he falls, for if he lives he will hunt you as he hunts the innocent.

     

    You will see but a single flyer more. Heed its call, lest you and your kin be lost to the darkness that the Shadow brings. The unnatural darkness that the Aspects themselves do not sanction.

     

    Surely this man does not deserve your kindness or your loyalty. He thought himself enough to slay a god.

     

    Once more, the only sign on the flyers as to who they belong to is a feather of dark color, silver specks flicked throughout the plumage.

  15.  

    Flyers are strewn around the Dominion, some glued to trees with pine resin and others simply rolling along the worn streets in the city to be picked up by passersby, as well as a copy in every letterbox.

     

    Citizens of Caras Eldar,

     

    You have been deceived by an old enemy to the Aspects. The one you once called the Protector of the Dominion is a false guardian. He who calls himself the Druid of Shadow has been a known draoi since Athera, utilizing dark magics to warp nature and force it into an unnatural rage that leaves it confused thereafter, unknowing of the source of its fury. In addition to that, he has attacked countless druids, and even used this vile corruption of druidism called Thulean to tear open a hole into the very realm of the Aspects and send in a darkstalker to slay one of them.

     

    The Druidic Order has been hunting him for years, yet he has hidden as a rat escaping the falcon from even the most vigilant huntsman, only ever coming out when his pursuers were summoned away by the Horned God and the Springmother.

     

    I must stress the greatest of caution with dealing with this serpent, for he spreads only malice and darkness wherever he goes. Abandon his path and his ways, for they are folly and corrupt. Listen not to this false prophet of the Aspects, for his heart has grown black and festers as a blight. Let the blessed path of Aspectism not be tarnished by this draoi that would sooner slay his brothers and sisters to his own ends.

     

    The flyers are signed simply with a falcon's feather that looks like the night sky, the hue of obsidian with silver fleck throughout like shining stars.

     

     

  16. On 1/11/2018 at 5:30 PM, Fid said:

    You mention Clerics and Paladins but not Ascended- what happens if I shoot flames at these special horses?

     

    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.

  17. 7 hours ago, Gladuos said:

    Also can I rub a unicorn's horn to get a wish? Can I wish for infinite wishes? :,J

     

    No you cannot **** a unicorn's horn to get a wish.

     

    2 hours ago, TheCritsyBear said:

    Okay two things. Only one is an actual discrepancy, the other is a suggestion.

     

    One: The idea that the aspects created all of nature is a matter of IC opinion, not OOC fact. In fact I'm pretty sure it's been said they explicitly didn't. But the overview is not presented as an IC preface, but an OOC statement about their origins.

     

     

    Okay two: Despite that, unicorns are something they did create. That part's right. There's lore already for unicorns ( but it's so brief that this is welcome! )

     

    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 :)

     

    1 hour ago, SuperDuckyGamer said:

    ok so two things

     

    in the evocations section you didn't mention air evocation, rude (also seeing as they have frail bones and are light getting slammed into a tree might be something they'll need to protect themselves from!)

     

    also a clarification that their nono place doesn't produce this thing would be appreciated

     

    otherwise, great lore

     

     

    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...

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