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Slothtastic

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  1. The Group of Orcs entered the cavern. Alongside a human, and an elf. Allies, it would seem to the Lak Orc, Orgak. Upon entering immediately they were greeted with a group of Druii, it was obvious enough by the look of the Dark Elf with them. Green, skimpy robes. The Orcish party drew their weapons, Warcleavers and swords against leather as they slid from their sheathes. “Is that a man or a woman?” Orgak asked, earning a few snickers among the group. The human made his way over to the Dark Elf child, almost in a trance amongst the water. Orgak watched carefully along with the Warchief of Gorkil. The new Swampgoth, Morlak, charged into the leader of the Druids. Nivindil. The two crashed into one another and slid down the cavern’s entrance. This attracted the attention of the ever watchful Wonks, as a slaughter began in their homeland. The Chieftan and an Elder Wonk charged forth, the Elder Wonk having some bag of powder with her. The elf with the Krugmarian Orcs sliced at the Dark Elf man in the skimpy robes and Orgak watched in horror as the Human raised his sword, preparing to strike the Dark Elven Child. With a roar of anger, the Laklul Orc rammed into the human, sending all three tumbling into the water below as the Wonk Elder threw the dust over them. The child was the first out of the water, gasping as the Orc and Human crawled onto the land. Orgak shouted in anger at the human, “Dishonorable ****! You would try to kill a child!” As much as Orgak wanted to, and tried, to stab the man he could not. The dust had the same effect as the Cloud Temple. With a huff, the Druii went to one side and the Orcish Party went to the other. The Wonk Chieftan told them of what the problem was, telling the two they had needed to work together. With reluctance, the two sides agreed. Making their way into the slime tunnels, they worked to dig up artifacts and weapons. Some retrieving Olog skulls and Fungiwood Idols. It wasn’t still someone had disturbed the slime did the group know just what was in store. Groups of slime formed, skeletons crawling their way out of the slime and zombies dropping from the ceiling. Eventually the slime had been slain, and the zombies and skeletons put to rest. The party for the most part was ok, although some had suffered minor injuries. Orgak had a gash on his cheek, where the slime was melting the fat there. It burned like hell but they all continued on. They continued digging. And each time they disturbed the slime more and more, earning only more injuries. By the 5th wave, Orgak suffered from a large gash on his lower left arm, some of the fat in his leg was melting and his upper torso had been torn. Causing quite the blood to flow, others had broken bones and shattered limbs. Fat melting in their feet, causing only more impediments. Supplies were getting low, and so was morale. Armor was falling apart, melted by the slime as were their blades. Some were reduced to fighting with bits of bone from their enemies. As they continued the fight they noticed their numbers dropped more and more. Some of the wounded were left behind, they were surrounded by the monsters. At least that’s what Orgak kept telling himself. By the 8th wave, morale was demolished. Armor was practically useless up against the hordes of enemies and their blades were melted from the slime. Ammunition was low, down to only a one quiver an archer (around 16 arrows). Orgak looked up only to find yet another cut down and wounded by their enemies. Surrounded, exhausted, and with no food left they made their last stand. Orgak’s wrist was shattered, he could tell that much. And halfway through combat he lost himself in a rage. He awoke a bit later, they had won but barely. Their druid support had been wounded, along with the child. Suffering a concussion and cracked skull. After all this effort, they got a chest in return. A chest they couldn’t open. The child was taken back to the Druid grove with her father, and the remaining three Orcs and two elves made their way to the Chieftan’s den. There, they had to vote amongst themselves who would receive a blade. Morlak, the Swampgoth, won the vote. And Orgak left to tend to his wounds. As he made his way back inside his den underneath the Laklul shrine he felt relief. He had lived to fight again.
  2. There goes the server

  3. ((Finally a Ratiki event! @Kaldwin you are the Ratiki owner right? Or did I @ the wrong person... Regardless I look forward to this event line.))
  4. “SOLD TO THE QALASHEEN MAN! EXPECT THE SLAVE SOON!” The Goblin shouted.
  5. “TIME HAS BEEN EXTENDED FER OBVIOUS REASONS BY FIVE MINUTES! BUYOUT IS 3,000 MINAE!” The Goblin shouts.
  6. “BIDDIN’ ENDS IN 20 MINUTES!” The Goblin auctioneer shouts.
  7. BIDDING IS RAISED TO 1,050. BIDDING ENDS IN 1 HOUR. SUBMIT YOUR BIDS ACCORDINGLY.
  8. Just in case y’all didn’t see this but there’s a slave up for sale. 

     

  9. A Goblin Auctioneer makes poster of this advertisement, putting them up in different cities to advertise the selling of this slave. This Cervitaur is up for sale, seems more feminine than her counterpart, who was killed in the attempt. Exotic slave, could be used for work, or to just to show off as a valuable part of your collection. Very submissive, bit shakey. Bidding starts at 1k mina.
  10. I am sorry dude, but I don’t think this will be accepted. I’m not sure how long you have been on the server, but these kinda cryptic things don’t work like that.
  11. Vruk grinned, readying himself for the slaughter of the whitewash clan. "Enrohk duz nub favur whytewazhez! Wi wull giv hem deyr zkullz!"
  12. Orgak laughs at the elves. "Whytewazhez agh twiggehz wurken tugedda?! ZKAH YUB! EVEN MOAR TROPHIEZ!" ---- Vruk begins pumping out armor for the Braduk Clan to prepare themselves for the War.
  13. If you don’t think Apps should only be one sentence and only have 1 lore reference you’re an elitist scumbag!

    1. Show previous comments  3 more
    2. Sky

      Sky

      Alright, you're being quite dramatic, people having differing opinions of you and throwing them at you, isn't at all starting a 'war' dude. Again, I never called you an elitist, and I didn't take anything into role play- Anyone who knew Toren, can tell you he was a complete ass to people he doesn't know. It had nothing to do with you being a new player. My character is not me, I am not my character.

    3. argonian

      argonian

      there is literally nothing wrong with one sentence apps. "Paul is a soldier from Senntisten who dreams of becoming a noble one day" is a perfect bio. these novella bios are so dumb because they're always forgotten about the moment the person actually starts playing and have no relevance whatsoever. the bio should just show they have some basic character in mind that they can flesh out as they roleplay and learn more about the world through playing. 

    4. Appie

      Appie

      "Dark nekromincer is a shadowgod who weilds a kantanna"

      Accepted.

  14. Vruk of Braduk, whom he thought he was the last purebred, grinned at Kahn’s return. He oversaw the forging of his armor. His own, Walking Fortress armor.
  15. That last thing happened. However the problem was, that there wasn’t enough Fae for them to be challenging towards other players. Fae couldn’t grow and so neither could they.
  16. I don’t trust myself with organizing my response very well so I’ll put it in numbers. 1. I think it would help them to get unshelved because without Fae, they can’t grow. Which is shown in the submission. I do believe it would be an interesting ET creature too, but I would like to bring it to the players as well. 2. While yes, they can protect themselves I had hoped this to be more like a rivalry. The Korkul v.s Fae. The Descendants can kill them but The Korkul would be more focused towards Fae, Druids, and Wood Elves. 3. Well it would be like a revolving life cycle. Almost never ending really. Fae would be turned into Korkul, Korkul would probably die after being killed, and it would just continue like that. I would hope it doesn’t fall on relying on ET, as activity might be kept through raids and evil RP really.
  17. OOC Note: Oh boy another one of these, yes, this is my submission for the Fae Addon that was requested by The Pink Lion. Of course, I’d hope this would unshelf Cervitaurs or Satyrs, or maybe just Satyrs until Cervitaurs have a rewrite. As well as Sprites. This was not geared towards one single Fae kind, but for all. Before you all say “we have enough creatures already”, this really isn’t a creature in itself. Rather a transformation process. Like the Afflicted kind of. It provides more RP options, and directions. I gained a whole lotta inspiration from Beastmen of the Warhammer Universe if it already wasn’t clear enough. Anyway, hope you find it a good read even if you don’t think they belong here. They are also meant to be an antagonist to kind of all, or rather mainly towards wood elves and druids. Maybe forming temporary alliances here and there. If you’re wondering how tainting of the land would work, I would hope to have a few events worked out just to do so. Overtime where they stay would become corrupted, and we could change the land there (replace some dirt and trees) to make it look the part. The Korkul would have to stay in the location for more than a week for it to become corrupted however. Now you may be asking, “Well I don’t see how this gives Satyrs or all Fae rather, a purpose.” well that’s where you’re wrong. This would give the Satyrs (or fae) a purpose in keeping the Korkul at bay from the descendants. This could also open up a event-line with them. I do hope this opens up the Fae again, as they would be the ones to keep them away, and they would also be feeding their numbers. --------------------- The Satyr party looked over the blighted lands behind what was known as Curon. They had not seen this in many years. Yet they knew it was a sign. “Ser, what do we do? If they’re coming back… we don’t have the numbers to fight them off. Especially in the long run.” Fear was evident in the Fae’s voice. He had heard of the deeds performed by the beasts. “There’s nothing we can do. Descendants will have to fight for themselves then. The Korkul cannot be stopped, especially now. We are their numbers.” The leader lowered himself to the ground, looking upon the tracks they left. Footprints, hundreds of them with lines drawn from chariots. “The Warherd comes. We can only prepare ourselves for the destruction they will cause.” THE WARHERD HAS ARRIVED. --------------------- The Korkul “T’ere be many a thin’ in th’ forests o’ t’ese lands. Beasts o’ all shapes an’ sizes. Bu’ th’ scaries’ o’ t’em all are the corrupted protecters o’ nature itself. Th’ Korkul are no’ ta be deal’ wi’. If ya see ‘em, pray fer mercy upon yer soul.” -An Old Peasant’s warning to his son. “Beaztz uv dah Bloodluzt agh Votar. Inkredibul zightz tu behold, azh miyt evun konzidur dem ov Uruk blood, if it wuz nub fer der kloven hoovez, weyrd-legz agh furry bodies. Truleh, dah unleh rival tu an Uruk on dah battulfield An Orc, reciting his encounter with hunting Corrupted Satyr The Blight Corruption caused these beasts to form. Big, vicious, and bloodthirsty killers who wish no more than for the destruction of Man and Elf. And the spread of taint. The Blight doesn’t just affect their appearance, but it also affects their lesser souls as all Fae have. It slowly corrupts them from the inside out, which the first two stages showing the Corruption slowly taking over their minds and souls. The Korkul operate in a Horde, not having really any ranks except the Horde Leader. They do not take settlements, rather they camp and are rather nomadic. While they seem barbaric in nature, they are quite cunning. Choosing to use ambushes to gain the upper hand against enemies. They are lightly armored, yet this means they are quick on their feet. The Korkul are not trained, and they fight with basic instinct and brute force. They make crude weapons, that are practically just slabs of iron and steel. Their structures are not the most stable, however the most reliable being the Chariots and Battering Rams. An unusual inclusion of their ranks are Minotaurs, who have joined of their own free will or were brought to the battlefield by The Korkul. Due to the Corruption on their souls, The Korkul are both infertile and become more asexual. Their ranks only grow based on the Fae population. The Korkul speak the Black Language, Al’tahrn (I would’ve asked permission from Meph but he hasn’t been on the forums since 2017). During the Newblood stage they are taught it by Oldbloods. Korkul have the option to feed animals their blood, while it doesn’t give the same effect of what happens to Fae, it does corrupt the animals. They would find extra appendages, such as horns or spikes growing on them, as well as longer antlers or tusks if they have them. Their fur would become thinner, and some flesh may be torn. Mindset The Mindset of a Korkul is simple, as they have primal laws. Loyalty to the Herd, obey the Herd Leader, and stick with the Herd. After joining the Herd, one cannot leave without death. I would prefer this to be a PK for the one who wishes to leave. If one wishes to simply stop being one while keeping the character, they would have to be cured. Stages of Corruption Stage 1; Infection Infecting the Fae is a simple process. The first cause was of long-term exposure to the tainted land. First starting behind Curon. Some thirsty Fae choose to drink the exposed water there, unknowingly infecting themselves. Whereas others who are already Korkul infect others with their blood. Which to infect a Fae with their blood, they have to find a way for the blood to enter the Fae’s body. Willingly or not. This stage, when the infection has first started, is the easiest to cure by Druids with Blight Healing. This stage lasts 1 IRL day, as 1 IRL day is a IRP month. This stage is curable by a T2 Blight Healer, as it is relatively simple currently until it gets into the later stages. Stage 2; Newblood The second stage is the most painful stage. The Fae (after being infected with the corruption) becomes more aggressive and is quicker to anger. Although not entirely bloodthirsty, they will begin to start having such thoughts. Thoughts of harming others, burning structures, and most of all: killing those around them. Still early in the stage, the Fae would begin to change as the blight takes hold of their soul. In a painful experience, the Satyrs/Cervitaurs would grow fur on their upper body, but not fully. They may grow fur on spinal column, and on their gut. As well as on their elbows and outer arms, although it is thin and easy to see the skin underneath. Also in this stage, their teeth begin to become smaller and sharper. They would begin to grow a smaller snout, not very large. Their nails would begin to grow slightly, and their horns or antlers would become tougher. They would become slightly taller, by about a few inches. Their muscle mass would grow a small part, but only stronger than a strong human. For Sprites, they would begin to grow fur much like the Cervitaurs and Satyrs. Their nails become slightly curved, and more like a bird’s talon. Their wings would become slightly thicker, and more leathery. In this stage, the Newbloods are unstable. To both their own race, and others. They attack at random, and can’t control their temper as the Corruption settles in the Fae’s soul. This stage is the harder to cure by Druids. This stage lasts around 1 week OOC, or 1 year IRP. These would be curable by T3 Blight Healers, but any less would simply do nothing. Stage 3; Fullblood This stage is the elder stage. The Fullblood stage is when the Corruption has finally settled in the Fae’s soul. At this stage, they are finally stable and can control their rage. As well as they no longer attack at random. The Fullblood stage is the hardest to cure, with it being very hard to bring the settled Corruption from their soul. The Korkul have now fully developed, growing in height to around almost a foot taller. As well as muscle mass being easier to produce, yet not as easy as an Orc. Fur covers now almost all of their body, matted and often dirty. The Korkul do keep their agility from their past selves, their teeth become more needle-like, and grow in number. Their nails become like full claws, being able to rend flesh when they need to. They also grow more prominent snouts. For Sprites, their nails would become even more like talons, and their fur growing. They do not grow snouts or hooves, although their wings become more like a bats, leathery and with small claws on the end. This Stage is the final stage for Non-ET players. While still Curable, they would have to be cured by a higher ranked Blight Healer. Such as T4-T5. Optional Stage 4; The Khalinar The Khalinar are the nicknames of the giant, vicious killers of the Warherd. Created over great time and often a rare sight in the Warherd, as their tendency to turn on both friend and foe gets them killed. The Khalinar are primal hunters, often found on their own or caged within a Warherd. Purely Chaotic would be the best way to describe them, as they do not follow anyone at all. Not even the other Korkul. They cannot speak, or have any rational thought as their minds have degraded. All they can do is growl, snarl, and roar. Their physique is strange to say the least. They have four massive tree-trunk-like arms, standing a small but taller than the height of an Olog and stronger than one. At this stage, they can no longer be cured by Druids. Nothing can. This Stage is ET ONLY. No regular players may play as one, as they would be too overpowered. However, I do ask that if an ET make one as a kind of personal character, they RP them correctly and go through the stages as well. IC Notes: -Beastial Strength - as stated above, The Korkul are able to increase muscle mass with relative ease although not as easy as Orcs can increase their muscle mass. -Elite Ambushers - The Korkul rely on ambushes to help them in combat, rather than direct conflict. The only warning the victims may have is the sound of a Warhorn being blown before they are trampled under hoof. -Simple-minded - The Corrupted Fae are simple minded. While not stupid, and capable of trickery they normally try to go through the obstacle rather than around it. OOC Notes: -The Korkul are infertile, and are asexual. Their minds do not continue to think in that way, and instead choose to focus on wreaking havoc across the land. -The Korkul will require a Feat Application to be made in order to play. They must also be derived from a Fae itself that was corrupted by another player. -The Khalinar are by NO means playable by regular players. They can ONLY be played by an ET. -The Korkul are too violent to make long term relations with anything. Including cities. They are bound to the Warherd in Mind and Spirit. -Druid Blight Healers can cure the Corrupted Fae, yet due to them not being descendants, Clerics and Ascended trying to cure them will not work -The Korkul speak Al’tahrn (Korkul meaning hunters/ambushers) and Common, as well as any other language they’ve learned. You can find Al’tahrn language here.
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