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JuniperSelkie

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  1. Attuned Chimeras Elementally aligned chimeras created using powerful elemental symbols during their birthing. Like homunculi, an attuned chimera is affected mentally and emotionally by their element, but also physically. The primary characteristics of the dominant creature will largely go unchanged, but the secondary or tertiary chimeral features take in the coloring of the element, and often gives away the nature of the chimera. In addition, the chimera acquired a great weakness to its opposing element, but a measure of resistance to its own. For instance, an earth chimera might be resistant to poisons and venom, while a water chimera would be resistant to cold. Due to the enduring nature of elements, attuned chimeras can live a much fuller lifespan, but there are risks. Due to the dual influence of animal and element on the mind, attuned chimeras can experience madness or memory loss, similar to those of advanced aging. As a side effect of the unusual creation process, attuned chimeras will produce a smaller version of the creature they were fused with which is imbued with their element. This creature will live for as long as the primary lifeform, often being used to gauge if the chimera is alive or dead. Being an aspect of the greater chimera’s essence, it shares the Soul of the attuned chimera. If the chimera is entirely animal, the lesser soul of the chimera is still shared with the miniature, and thus the mini cannot revive. However, if the chimera is descendant based, then the greater soul of the descendant effects the miniature, and it can revive much like a descendant. There are 3 types of chimera. Aquatic -The rarest type is called an aquatic chimera, which contains one or more aquatic creatures as a component. Due to the radical differences in respiratory function usually found in aquatic creatures, it’s considered nearly impossible to generate an aquatic chimera. When an aquatic chimera is created, they often have increased lung capacity. Aerial - Aerial chimeras are more common than Aquatic chimeras, but not significantly. Aerial chimeras contain a flying creature as a component. Despite their nature, the grand majority of Aerial chimeras cannot fly, because of stunted wings. Many, however, can glide. Terrestrial - The most common type, composed entirely of land-faring creatures. While lacking the environmental features of the other two types, Terrestrial Chimeras tend to heal more quickly. When 3 or more powerful symbols are added to the mix at the moment of fusion, an Attuned chimera can take form. There are four types. Air Chimeras are often intellectual, and experience enhanced speed. They’re slightly resistant to their own element, but vulnerable to earth. Sometimes, they can be overly logical. However, of all attuned Chimeras, they are the least likely to experience memory issues. They also tend to be the most fragile of the four kinds. Air chimeras most commonly live 75% of their race’s lifespan. Water Chimeras are often graceful and calm. They’re composed, and resistant to cold, but don’t deal well with heat or fire. This type is the most emotionally stable, and experiences fewer mood swings. However, they are the least physically stable, and tend to last shorter periods than the others. Water chimeras most commonly live 50% of their race’s lifespan. Fire Chimeras are strong, but often also rash, and experience anger problems and severe mood swings at times. While they’re resistant to flame and heat, cold can take a Fire Chimera down fairly quickly. Fire chimeras encounter the least amount of issues with physical degeneration. However, they are the most emotionally unstable. Fire chimeras most commonly live 100% of their races lifespan. Earth Chimeras are durable, and extremely stubborn and strong willed. They’re resistant to poisons and toxins, but weak to their opposite opposite, air. It can be difficult to reason with an earth chimera if they have made up their mind, but their loyalty is unwavering once they decide who is their friend. Earth Chimeras experience the fewest issues with insanity, but tend to have more issues with their memories. Earth Chimeras most commonly live 85% of their race’s lifespan. EXAMPLE: Briar Tinuvial was made into a chimera in early Athera. The transformation was performed on him by a necromancer, fusing him with a large breed of falcon. During the fusion, Crimson Vase, Dwarf’s Pumpkin, and Blistering Toad were added to the solution. The chimeral features acquired by the mali’aheral were fourfold: falcon-like wings, feathers, a decrease in bone density, and hard, talon-like nails. Due to the fire element, the feathers and wings became brilliant oranges, yellows, and reds, instead of browns and grays. His wings are too small for flight, and he has yet to be able to move them independently of his other limbs, but gliding short distances may become a possibility in his future. Because of the flame aspect, the creature that grew within him like a tumor is a fiery looking miniature falcon, and he experiences trouble with his memory, and severe mood swings. Mechanical features/OOC Rules -A beastial Chimera may be roleplayed at the discretion of the creator much like a regular familiar. -Beastial Chimeras may not be roleplayed as an independent character. -Descendant Chimeras may be roleplayed with the use of a creature application. -Anything beyond the size of a wolf may not be tamed by any means. -Common creatures may be acquired without additional roleplay for ease of use. -Uncommon creatures may not, anything beyond of what you would normally find must be legitimately acquired through roleplay, be it through events or any other credible means. Pros/Advantages -Plethora of possible combinations. -Combined Strengths/Senses. (Descendant Chimeras may inherit SOME animalistic instincts/senses/boons.) -Boons based on type and element of Chimera. Weaknesses/Vulnerabilities -Gold/Aurum -Clerical Magic -Opposing Elements -Deranged, more feral than what the specimen once was. -Vulnerable to various types of degeneration. Red-Lines -No workarounds for the basic rules of creation: No fusing a house cat with a human, no combining a sea creature with a land creature, etc. -Adding on to the “All creatures must be of relative size”. This measure is derived from their fully matured sizes. Meaning if you fuse, say, an infant human with a house cat, It will die once the infant Chimera hits its supposed growth spurt. -Again. The creatures will remain wild in nature, even more so with the tampering of their natural lives; most of these creatures are untameable, and likely to go on a rampage, if it can. -Neither of the variants may reproduce. Pictures collected from the internet, not mine. Thanks to Mathius for giving me the go-ahead to add on to Chimera stuff. Thanks to Flam for feedback along the way.
  2. I actually only searched for "butterfly cobra" and "flying snake". So I'm not sure about the art. I can try to track down the creators, if you think I should.
  3. Sorry about the formatting issues, btw. I've been told its a forum issue. Also, whoopsies. Didn't know I could just drop this in the creature index. Also also, updated the lore to explain that the Butterfly Cobra's hypnotic ability is in fact based on magic
  4. Stumbling across the journal of an explorer. There are two entries, regarding rare breeds of snakes. The Sky Viper Sky vipers, though they are more closely related to the common adder, are a unique breed of snake, dwelling in forests and jungles. This peculiar snake has wings that allow it to fly short distances, and permit excellent gliding. Using its body to climb trees, its favored method of targetting prey is dive-bombing animals, using its fangs to attack. The poison of the Sky Viper is usually non-fatal to descendants, but smaller creatures, including halflings, will want to avoid these serpents. The Sky Viper’s strange venom actually serves as a risky cure for a variety of other venomous creatures bites, especially spiders and other snakes. The Viper uses its climbing, gliding, and flying abilities in order to avoid its predators. The venom of the Sky Viper is similar to that of the adder. This causing swelling, pain, nausea, confusion, and in higher concentrations or smaller creatures, death. The average sky viper has scales in shades of blue, green, black, and brown, and lives roughly ten years. They usually target birds and rodents, and other small animals. Though they are vicious little creatures when provoked. They generally will not bother anything larger than themselves unless they feel threatened. One can tame a Sky Viper, if they are persistent, as the creature is often hungry. While closely related to common adders, the Sky Viper does not play well with other animals, and is often solitary. When close to a person, however, they have been known to act as living scarves, draping themselves over the person they have bonded with. Wood Elves especially have had a history of taming these creatures, given the fact that their venom is a valuable ingredient in anti-venoms and antidotes. The Butterfly Cobra The Butterfly Cobra is another curious creature native to forests, though it also stalks meadows. Much like a normal snake, it moves about stealthily. But the brightly colored scales that are revealed when it flares its hood are designed to attract attention to the facial region, allowing the serpent to wield its hypnotic abilities, lulling its targets to sleep so that it can kill and digest them at leisure. The hypnotic abilities of the Butterfly Cobra are actually based on magic. The butterfly cobra eliminates its prey by using its needle-like fangs in order to inject its venom into the body while it sleeps. Being a patient creature, it simply waits for the prey to die. However, its venom can also be spit at a target, to ward off predators that would otherwise overwhelm the beast. The venom of a Butterfly Cobra, if spat into the eyes of an enemy, can cause extreme pain and blindness. Within the body, however, it can cause respiratory failure, leading to death. The butterfly cobra is usually scaled in earthen tones, dull colors that help it blend as it moves close to the ground. But the inner folds of its hood is a wondrous spectrum, shimmering in all manner of colors. Butterfly Cobras will go after large rodents mainly, and then slumber for several days digesting them. The Butterfly Cobra is more likely to flee from a confrontation, unless it has blinded its opponent with its venom. A Butterfly cobra is unexpected to live beyond fifteen years. Despite its patient nature and natural camouflage, the Butterfly Cobra prefers to live in groups, and they will sometimes take down larger creatures together before retreating to their den with their prize. Its largely timid nature has made it difficult to tame, but it is possible, though it is usually kept as a pet for its looks. For a time, the High elves were fond of their bright colors and elegance.
  5. Stumbling across the journal of an explorer, there are two entries, regarding rare breeds of snakes. The Sky Viper Sky vipers, though they are more closely related to the common adder, are a unique breed of snake, dwelling in forests and jungles. This peculiar snake has wings that allow it to fly short distances, and permit excellent gliding. Using its body to climb trees, its favored method of targetting prey is dive-bombing animals, using its fangs to attack. The poison of the Sky Viper is usually non-fatal to descendants, but smaller creatures, including halflings, will want to avoid these serpents. The Sky Viper’s strange venom actually serves as a risky cure for a variety of other venomous creatures bites. The Viper uses its climbing, gliding, and flying abilities in order to avoid its predators. The venom of the Sky Viper is similar to that of the adder, causing swelling, pain, nausea, confusion, and in higher concentrations or smaller creatures, death. The Butterfly Cobra The Butterfly Cobra is another curious creature native to forests, though it also stalks meadows. Much like a normal snake, it moves about stealthily. But the brightly colored scales that are revealed when it flares its hood are designed to attract attention to the facial region, allowing the serpent to wield its hypnotic abilities, lulling its targets to sleep so that it can kill and digest them at leisure. The butterfly cobra eliminates its prey by using its needle-like fangs in order to inject its venom into the body while it sleeps. Being a patient creature, it simply waits for the prey to die. However, its venom can also be spit at a target, to ward off predators that would otherwise overwhelm the beast. The venom of a Butterfly Cobra, if spat into the eyes of an enemy, can cause extreme pain and blindness. Within the body, however, it can cause respiratory failure, leading to death.
  6. Personally, I would vote yes to magic. Already, the Striga have been whittled down a lot. According to the OP, the strength and speed of a striga is no more than a professional athlete, and thei have serious weaknesses, but no real boons besides their long lifespans. While I feel that adding Diety magic to them would clash with their cursed and unholy nature, I feel like void magic should be perfectly fine for this.
  7. 30/10. +40. I would play the hell out of this. I love birds.
  8. Ehhhh. The Kha are already a direct ripoff of Khajiit. So I don't see the problem.
  9. I lke this. Not fond of the facial tendrils tho. Screams Zora or Draenei
  10. In-Character: Name: Briar Ophiuchus Age: 30 Race: High Elf Traits: Musical, shy, short, scrawny, decent medical ablilities. Plays the harp and lute. Out-Of-Character: How old are you? ((Feel free to PM this.)): 23 How long have you roleplayed?: Years, but this is my first year on an actual rp game/server. Do you have skype? If so, what is it? ((Feel free to PM it)): Yes, scottiecalico Do you think you'll provide enjoyable roleplay?: Yes indeed I do.
  11. Iblees is not the only Daemon. And in the wiki page on Daemons, it says that they gave fire to mortals. That's why I liked them with fire. And you'd still need a void connection, and the proper training, and it would still be exhausting. So I don't see the pg personally.
  12. In the lore, It is listed that some Daemons and Anguels chose to live among mortals. It stands to reason that they might have had children. Seeing as how Daemons are beings of fire, at least partially, I feel that this might influence fire magic users who have slight Daemon ancestry. The most likely effect that I can think of is that fire evocators with Daemon ancestry would be immune to the heat and harm of their own evoked fires. this would allow for feats such as wreathing a part of your body in flames, without damaging your own body. This technique is called "Flaming Aura."
  13. They use void, but their patron is Ereshkigal. She didn't give them powers, she taught them new ways to use old things.
  14. They do the connection themselves, but they rather than drawing the energy into their own body and then projecting it, they draw it into the wand. Keep in mind that gathering materials for a wand wouldn't be cheap or easy. The art of wand making is the only old magic the witches have left.
  15. Since the rare magics are lost, the best idea would be to hop into a coven, and search with them, cuz covens aren't eager to share their secrets with solitary witches, or with other covens. Also, thornwood is acacia, if i remember right. And rather than using the void energy by pulling it out through their body, they use the wand as a catalyst. They still experience the withering effect from the void, just to a lesser degree.
  16. LORE In addition to the Frost Witches, coven witches roam the land. But rather than being magical themselves, they wield magic of the void. Commonly, they pick from several void magics, and, rather than channeling the void through themselves, channel it through their wand, using it to focus and amplify their power. A witch's wand is a rather expensive item, being crafted from thornwood, inlayed with lapis, and then capped with gold at both ends. The Covens are lead by the Crone, an ancient witch who is currently missing or dead. Leading in her place are the 13 clan mothers, among them, Wisteria Ophiuchus, leader of the Serpentine Witches. There are 12 other clans/covens besides the Serpent Bearers. Witches excel at alchemy and enchanting, as well as conjuration, light illusion, fire evocation, water evocation, telekinesis, abjuration, void translocation, and various other void types. They usually select 3-5 out of the list though, rather than pursuing all. However, much knowledge of Witchcraft, especially their unique style of enchanting (which can be used to place magical glyphs on things other than items, including doors and walls and floors to cause varied effects) has been lost. They have been reduced to the most basic form of witchcraft, peddling things like minor fertility spells and potions to restore hair. There are, however, evil coven witches around. These coven witches have found fragments of ancient grimoires and/or relics from the first witches, and abuse their powers. At least until stopped. Witches follow the Daemon Ereshkigal, who sometimes will send them visions via crystal ball or scrying pool. Ereshkigal is the Daemon of Night, and its hard to say where she fits in on the scale of power. She's technically neutral, though most only turn to her teachings if seeking power. She's a motherly figure at times, but can be cold and harsh to those who scorn or spurn her. She has been known to approach Witches and offer them a Choice which could either better or worsen their lives. She is a cunning, devious being, who has been known to ensnare people and force them to perform deeds they normally wouldn't in order to achieve freedom. She, unlike most beings of her caliber, she has a small following. This has made her somewhat bitter, so she prefers to manifest as an old woman, a young maiden, or a stern matron, and mess with mortals. Ereshkigal didn't give the Witches anything but knowledge, teaching them how to use magic in a different way. Witches in groups can perform ritual spells, which can have either benificial or detrimental effects. However, this requires a special kind of enchanting table called a Void Ripper (end portal). The First Witch, a woman by the name of Faelune, was said to be buried with many of her enchantments. Whoever finds her grave is likely to be the next leader of the witches.
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