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Starfelt

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Everything posted by Starfelt

  1. I think that was likely one of the true feral moments. A feral attacking a druid because they believed the druid domesticated a pack of wolves.
  2. I was, though I left and gave my alpha to someone (Who later got banned, and then everything got confusing and then the amendment went through, and all druids got it.) It was a lot of confusing factors, though hopefully with a few alpha's no longer being druids and it being shared outwards we can fix that issue. Personally I'd love to spread it to the other races of the server, and pull it away from the elves/druids.
  3. This is more so issues with the roleplay the ferals currently have, the rewrite is aiming to fix that, as is having the alpha's be easier to steal away. I do understand and agree with what you're saying of the current ferals.
  4. So wait a voidal mage feral cannot become an alpha? This is so heavily biased into druids lovechild its funny. You stopped dark mages from doing anything with it (Frostwitches/Striga/Creatures could never be one anyways) under the notion that Morea would stop them from becoming one, even though Morea isn't exactly an active leader, and trusts the alphas to make the choices best suited for their packs. It may fix the issues that was put forth by the LT, but there are still fundamental issues with the original lore itself, due to the vagueness and how it was basically turned into discounted shapeshifting.
  5. I did push for a PK clause, I brought many differing types to the feral rewrite chat and most were met with 'PK Clauses are dumb' or something along the lines of that. At least, we managed to agree on the regeneration times/ability regen stuff. The issue with challenges were already addressed and the issue with how vague they were was fixed, that's what caused a majority of the issues you're talking about. As for the unique aspect, I brought fourth and idea to the community, to remove the ferals from Morea, and have them be creations of alchemy, still linked to nature (so some ferals could justify protecting it) but otherwise making the purpose of the ferals different, and not just have them be discounted shapeshifting, though the community largely wanted them to stay as creations of Morea. Instead I opted to combine the two ideas. I agree that they need something to make them more unique, I do believe this rewrite assists with such. Though Its your opinion of such, and that's fine. Hopefully this rewrite will clear up confusion, and maybe make them into a better spot
  6. I will work on something like that today. I tried... I wanted one
  7. The community of current ferals is highly against PK systems, though with the regenerating aspect we can argue that after a challenge they would need to go through that. Druids can commune with animals, that's the way its been. It doesn't exactly make a druid a better feral simply because they can commune with ferals, think of it more as they can communicate, but can't logically force us to do anything. Blood would be the only thing that they could smell, though in the descendant form it would likely require both visible blood, and the scent before they were forced to transform, and most of the time a feral would simply leave that spot if worried about something along those lines. They will be enforced, we've spoken with the LT about such. The potion will not be known by many at the start, and that will hopefully stop it from spreading rampant. If the Ferals did managed to spread it, then over a period of time, they'd find that the potion began to stop working, until it would be useless. I'll likely add in a few weaknesses to taking the potion just for the sake of flavor while using said potion.
  8. Seeing as in their descendant form they have no buffs, and instead have debuffed senses, I opted to not take away their ability to wield magic while within their descendant form.
  9. We removed the golden sclerae in favor of something less obvious. Now they have the golden/blue iris, and in dim/dark lighting their eyes will glow slightly as if light is reflecting off them. Nothing. We can infect people who don't want to be cursed, however they have 3 weeks (IRL) to visit a holy mage to have the curse purged from their blood. This will hopefully create a bit of roleplay with the other holy groups if we were to infect someone who did infact not wish to be a lycan.
  10. [ https://www.youtube.com/watch?v=cKk6XqcmB4Q ] Lycanthropes The Ferals Of Morea Mechanics Feral are descendants cursed to protect wildlife and the natural balance in the form of lycanthropes through wilderblood. A feral’s lupine form is typically large, their transformed sized based off their descendants forms; for example, a 6’2ft person would find their feral form standing roughly around 7ft-7’2ft. These creatures have enhanced senses, such as smell, sight, and hearing, and are quite agile and strong. Many ferals become antisocial in nature as they mature due to easy irritability lended from day to day functions of group and city life, often preferring the company of other ferals -- seen as sensible and less annoying individuals -- otherwise they generally consider the average person they meet to be a deep annoyance and generally bothersome, sometimes inciting their irrational and animalistic rage. When transformed ferals are capable of communicating complicated speech through head motions, posture, growls, howls, and other physical indicators to ferals of their same pack -- each pack having naturally separate dialects. Although the curse’s tools are volatile it does not go without its banes for instance ferals are more susceptible to silver which when it makes contact with their skin it stings and begins to burn. Other things such as high pitch noises daze ferals if loud enough, fire may temporarily blind ferals if brought too close to their eyes as with bright flashes. While a feral’s muscular body is steeped in strength they have a specific physical weakness; slashing to open gashes may be mended through gorging or shrugged off and a feral’s bones are robust and may be dislocated with blows but are unlikely to break without immense force but their organs are toxic, vulnerable structures which, if pierced, may spill forth virulent fluid and poison the feral until they die not long after. The most vulnerable of their organs is the heart for its rapid beats are crucial to course the cursed blood throughout body of a feral lest it rupture and they perish in mere minutes. A druid's communion can be used to persuade the feral into calming down or doing as the druid wishes however cannot force them. Ferals are also unable to wield weapons and magic while within their lycan form, instead they utilize their natural weapons: their claws and teeth. However a feral’s form is not infallible for should a feral practice any magic which would corrupt their body and weaken them their feral form also becomes stunted and crippled by the same magic; casters possess more frail and sluggish feral forms whereas those without are strong and dextrous. After a transformation a feral will find themselves utterly exhausted, newer ferals normally passing out, while older ferals will need time to rest and regain their strength. Ferals have a hazy memory of what occurred whilst they were transformed and often cannot remember specific details such as who they were around or why they did as they did but may remember very broad summaries such as “I ran through the woods and fed on a deer,” forgetting that they transformed in front of a loved one or that they broke through a doorway as they fled into the forest. Phases Ferals have three known phases, ‘The New Moon feral,’ ‘The Crescent Moon feral,’ and ‘The Full Moon feral’. The first phase is for those freshly turned and newly infected by wilderblood who; New Moon ferals struggle with controlling their transformations and are prone to unwilling ones. Triggers such as the scent or sight of blood are almost impossible to be near without transforming. New Moon ferals will also find they are prone to bouts of uncontrollable anger. During this phase Ascended, clerical, and Xannic magic can purge the cursed wilderblood from the feral’s bloodstream however attempts on a more matured feral -- Cresent and Full Moon -- would be ineffective for once the body has accepted the curse it cannot ever be removed. The New Moon phase lasts for two years (2 Irl Weeks). The Crescent Moon ferals are considered the average feral. They have a moderate to excellent control over their transformations and anger depending on their discipline and maturity; after four additional years (an IRL month) they are commonly adept at controlling transformations and their rage without major incidents. Large amounts of blood, enough cause death via blood loss in the average descendant, can cause a Crescent Moon feral to transform, though they normally have enough control to exit the region before such happens. Crescent Moon ferals are stronger and more agile than the New Moon ferals. Most ferals do not advance further. Full Moon Ferals aren’t any stronger than the Crescent Moon ferals, however they are able to spread their curse and infect others with the affliction through their potent wilderblood. They are the Alphas of the ferals; only four Full Moon ferals can exist at one time after the four hunters of the Queqon Hinterlands. Packs struggle to have more than one Alpha as they rarely get along perfectly or agree all the time because they vye for the same title in the place of the curse; while they can co-exist it is often not for prolonged amounts of time or frequently lest their inherent irritability towards one another trigger a fight. The ‘spirit’ of an Alpha can be passed along to other ferals and will not drift into the ethereal, the process allowing for the ex-Alpha -- then a Crescent Moon feral -- to remain living whilst the mantle is passed on. If a Full Moon feral dies without passing on their Alpha spirit then the spirit will seek out a Crescent Moon feral from the same pack and place it into their being, effectively making them a Full Moon feral. Full Moon ferals also have different eyes than the other ferals, they have a blue iris where the others have the gold iris, notably the eyes of a feral look normal until they are seen within the dark, then they seem to have a strange glowing aspect to them. There may only be 4 full moon alphas at one time. Challenging The challenging of an alpha requires certain things to first be done before they may challenge anyone. Firstly they must be a Crescent Moon Feral, additionally they must gain the support of two other ferals, then once they’ve got such they may meet with the alpha they wish to challenge and agree upon terms of the fight, if any. The fight may be fought either in the descendant form though it would be hand to hand, or in the feral form. The only time an Alpha may decline a challenge, is if the feral challenging them was to harm a pack member in the times before the fight. Feeding A Feral must feed every two years (2 IRL weeks) lest they starve or, a year after that, perish. Consuming an average Descendants worth of fresh, raw, and bloody meat once every two years keeps the feral fed. If a feral hasn't fed they’ll become starved; a starved feral is more prone to unwilling transformations, body aches, poor healing, their enhanced senses will being to fail them, and finally if a feral hasn’t fed within three years (3 IRL weeks) they’ll perish. A feral may feed upon both animal and descendant flesh to sustain them however the meat must be fresh, eaten within one hour of the creature’s death. When not starved, ferals may gorge upon fresh meat and embrace their predatory nature and fill their stomachs with additional bloody flesh which they very swiftly digest and, through the processing of their lupine form, replenish their bodies with cursed wilderblood coursing from their heart. This mends shallow wounds or, should they be grave, helps scab injuries and stop bleeding but is unable to perfectly heal anything otherwise lethal to a mortal. The loss of limbs or mortal-lethal wounds cannot be dealt with by gorging and instead must be mended by alternative healing; druidism or alchemical crafts may do so. Internal organs cannot be healed through gorging. Although a feral may feed upon both animals and descendants, there is a bloodlust within the creature, one that seemingly can only be satisfied by the spilt blood of the descendants. Due to this there are a few downsides to only feasting upon the flesh of animals. For instance a feral feeding upon animals will find themselves more agitated, and will often experience vivid nightmares where they unwillingly attack loved ones. Along with these, the animal feasting feral may find their resolve around blood especially visible descendant blood would be weaker, though it also depends on how long its been since they fed. Triggers Ferals are naturally volatile creatures, they are short tempered beasts and quick to anger. Certain things enrage ferals even more: anything that may cause them high emotions of fury, hate, anxiety, or sadness, enough blood to be lethal to a mortal, acute or prolonged pain although this varies with pain tolerance. Ferals make poor doctors or soldiers due to the presence of blood or pain and often transform in those circumstances. Incredibly intense pain/emotional agony such as the loss of a limb or a loved one. A cup of blood may also cause the creature to transform unwillingly if they do not leave the area shortly after exposed to such. Spreading The Curse Ferals afflict others with their cursed blood by having mortals become infected by it either through swallowing a mouthful of wilderblood or by drenching a wound in wilderblood willingly or otherwise. Only Full Moon ferals, those possessed by Alpha spirits and have embraced their damnation, have potent enough wilderblood to create others and attempts by lesser ferals will result in extreme illness in the mortal lest they die. This can be applied through two methods by the Alpha: they possess the ability to gnash their teeth and unhinge their jaws slightly, biting into their own gums to soak their maw in blood which then, when the feral bites a mortal, infects the wound and should the mortal not die from the injury they will turn. Conversely, a feral may spill its blood over the wounds of an injured mortal or pour their blood into the mouth of one. Due to both gorging’s mending and the natural size and nature of ferals they have immense wells of blood and bleed wildly when harmed thus battling one involves a contraction risk factor. After one has been infected by the wilderblood of a feral, they will begin to notice small changes upon their bodies, such as their nails growing into something more claw-like, they’ll grow increasingly hairy throughout the course of a year (1 IRL Week). Towards the end of this year, their bones will begin to reform by breaking and shifting, this is the most painful part of the weeklong transformation, and will likely render the infected unconscious due to the pain. Finally the infected will be able to finish the transformation and become a feral. Regenerating After a feral has been slain within their ferals form, they will find it takes longer to return. It takes a feral twelve hours to return, during this time their body is regenerating within their packs den. However all is not finished, as after they return they will find it takes them five days before they are able to transform again. Wolfsbane Potion Although the alchemists failed to make a cure for the ferals, they did succeed in finding a way to allow ferals to suppress it. Through a mixture of certain herbs and the blood of the one who wishes to use it, they can create this potion. It must be injected into the bloodstream once a week in order for the effects to last. The ingredients of the suppressant potion are Blissfoil, Wisp Breath, 1 Cup drinkers blood, and 1 Wolfsbane plant. Mixing these together and bringing them to a boil, will allow for it to work. However the if one uses the potion to often, they’ll find that the effect begin to lessen until they cease to work at all (Requires LT approval)(Must be Rply Made) References: Ferals Feral Amendment Mani Yulthar Credits: Zarsies- Writing/Ideas/Editor Starfelt- Writing/Ideas Corvoo- Ideas/Feedback Dunstan- Ideas/Feedback Frott- Ideas/Feedback Feral Community- Ideas/Feedback Lackless-Being here.
  11. Looking to get involved with a city. Nation or freebuild, what are some good ones?

    1. Show previous comments  4 more
    2. MyLittleUnicorn

      MyLittleUnicorn

      Dominion ;3 ❤️

    3. sophiaa

      sophiaa

      leeuwenhof and white peak ;3

       

    4. Hobolympic

      Hobolympic

      Holm is where Home is

  12. Tell me how to stick to one character...

    1. Show previous comments  1 more
    2. MyLittleUnicorn

      MyLittleUnicorn

      Get someone to do so you can only have one char ?

    3. Mada

      Mada

      Find a lot to do with one character.

    4. osumanduas
  13. I agree. I dislike most healing magics now that I've seen most of them first hand.
  14. This makes sense to me.. yes please.
  15. Aiden The Starlight Druid (Voice Claim)(Theme Music) (Art By Kim!) Nicknames: Aid Age: Unknown Gender: Male Race: Mali'Aheral/Mali'Ame Status: Alive and Breathing Weight & Height: 170lbs, 6'1ft Body Type: Lithe, Athletic. Eyes: Auburn Hair: Short Black, with a small white patch. Skin: Pale Markings/Tattoos/Injuries: Over the years Aiden has gained many a scar. His entire body is littered with various sized scars, likely due to his service as a druid. The mans most noticeable scar is the long scar that moved across his nose, it was given to him when he was younger and lost a sword fight during his brief service with the Sirame. When Aiden was a young child he had his right arm run over by a cart, which in turn resulted in the bones shattering. Due to this, his arm never worked correctly again. When he became a druid he had the arm removed and replaced with a wooden living limb, that extends from just above the elbow. However recently he has changed the wooden arm out for a metal one. Personality: Aiden is a free spirit. Peoples opinions and limitations mean little to him. He's kind to those who prove they have earned his kindness, and those who've wounded his family may find him venomous and hateful. His family is likely one of his most cherished relations, his family extending to more then just his blood, to all mother circle druids perhaps! He's often considered a hopeless romantic, and advances in his relationships quickly, and without worry, this can lead him to many heartbreaks unfortunately. Inventory: Companions: Although Aiden has many animal companions due to his druidic path, he has a few closer to him then most. His closest is a small blind hedgehog, that goes by the name 'Quill'. Quill is normally located within either Aiden's home wandering around the abode, bumping into things and stuffing his face, or within Aiden's pocket snoozing. The hedgehog is rather shy and often turns into a ball when strangers try to touch him. Aiden also has a horse that he has given the name 'Spirit' The horse is a stallion mustang, with a golden color fur, and black mane. Life Style Alignment: Chaotic Good. He acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Spouse/Love Interest: The Shepherd Druid, Bairre Bertach - Husband Family Members: Aerial Faye (Mother) Elijah Faye (Father) Zeri Faye (Half-Brother) Ahria Faye (Sister) Aerial Faye (Sister) Religion: Druidism Alliance/Nation/Home: The Mother Grove Job/Class: Druid, Healer, Guide, Part-Time Shepherd Titles: Starlight Druid Guide Of The Mother Circle Flaw(s): Aiden can tends to blame himself for things that have went wrong, even if he had no control over them. Due to this he's prone to bouts of depression, that normally last a day or two. He also tends to try to hide his pain from loved ones, trying to feign happiness, even when he's hurting, sadly he struggles to open up to most people. He's quick to judge at times, and even quicker to act upon his judgement, if he believes you've done something wrong, he'll likely let you know that either through words or other means. Combat Trained Weapons: The Druidic Arts Staff Tomahawk/Sword Bow Preferred Weapons: The Druidic Arts Staff Bow Backstory: Art:
  16. Character Description (be as descriptive as possible!): Pale skin, auburn eyes. (I'm not great at describing things, the pictures should show what I'm talking about. If you're struggling lemme know) Character Sheet: I'm working on it. However I have a picture of him that I had commissioned Skin Screenshot: Extra Shading: Nope Reference(s):
  17. I agree with this. As far as I know both ferals and shapeshifters are technically half animal, it’s just not presented the same way as a chimera is. Even if the aspects didn’t care about the mortal side of the creation, try might be more willing to allow a connection if it soothes the animal and they gained a follower in the process.
  18. As someone who played a chimera for a bit, I can agree with the fact that they are heavily unbalanced. They've so many downsides that the few upsides of them don't make it worth playing. With these few changes it would make them much more enjoyable, and overall a better outcome when doing Alchemy.
  19. I was thinking perhaps adding in some sort of pack lore would be good. For instance when ferals are apart of a pack they gain certain boons (nothing to insane.) and the lone wolf ferals would go without those. That would work well in the case of someone leaving the pack, and they'd be giving up something. Also a lore piece explaining the pack's connection and such would also be quiet nice. Just a thought, I do like this amendment though.
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