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Slothtastic

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Everything posted by Slothtastic

  1. There goes the server

  2. “SOLD TO THE QALASHEEN MAN! EXPECT THE SLAVE SOON!” The Goblin shouted.
  3. “TIME HAS BEEN EXTENDED FER OBVIOUS REASONS BY FIVE MINUTES! BUYOUT IS 3,000 MINAE!” The Goblin shouts.
  4. “BIDDIN’ ENDS IN 20 MINUTES!” The Goblin auctioneer shouts.
  5. BIDDING IS RAISED TO 1,050. BIDDING ENDS IN 1 HOUR. SUBMIT YOUR BIDS ACCORDINGLY.
  6. Just in case y’all didn’t see this but there’s a slave up for sale. 

     

  7. 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.
  8. 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.
  9. 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.

  10. 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.
  11. 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.
  12. 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.
  13. I’d also just like to say, that you’re literally fighting a ******* god. I’m not sure how you plan on winning but you most likely won’t. Laklul is a giant toad and could probably just eat you.
  14. Well I gotta defend my **** right? Also the reason I made them have that FTB **** is because otherwise they’d just be a re-skinned Cervitaur. Which now they’re quite worse than actually.
  15. You legit just wanted to make a worse version of Cervitaurs. At least they could have magic, but you barely knew jack **** about the Playerbase, came in and just said “I’m rewriting it”. And as I said with Flam, if you’re wanting to say this could’ve been a culture, practically any race on the whole god damned server could’ve been a culture. So honestly, please **** off.
  16. Alright. I will be making it, and then providing it. However if you truly believe that humans could be any of the races just with another culture, then try it. Do a poll, or make another server where it's like that. Same map same everything, just all humans. See how many would rather keep their looks and race and wouldn't play as just humans. It's the same for Satyrs. They're unique in their own way, and soon enough I'll make an addon for Fae to show you that they are.
  17. ya know that Dark Elf and Orc are THIIICCCCCCC
  18. You avoided my question. What would be the point of having races if we could make them all just humans? I want to re-introduce this creature because it's unique in a culture way and cosmetic way. You want to talk about how people could do this with a culture? So can humans. Which brings me back to the original point, your's is flawed. You want to say another race could do the exact same thing well so can humans just without too many differences. If you want them to have a truly unique RP that only they could give, allow me to write a piece of lore that could be some kind of addon for them. Like a magic, or ability if you will.
  19. But it wouldn't be the same because some people would still think them connected to Wood Elves or some kind of human nation. These guys for the most part would be nomadic and neutral like the Gallics are. Some Clans would bunker down in one place for a while, but would eventually move. And besides, sometimes the cosmetic changes add a lot. You could make a group of Humans like wood elves couldn't you? Same for Dark Elves, Orcs, High Elves, etc. What would be the point of having races then?
  20. The Reasoning for another Rewrite: Alright so this is basically a repost with the edits they commented on the now denied rewrite. I don’t know where the hell I put ‘they can breed with descendants’ and I cannot find it but they can’t. Immortality has been removed, and yes they can still learn magic because I put they have greater souls. The Satyrs; A Rewrite. History; Early Axios. History; Mid Axios. History; Late Axios. History; Early Atlas (Current). Physical Appearance (Changes have been made) The Satyrs are known as many names, Goatmen, animals, beasts, but mostly by the dominating Clan, Clan Thorn. The Four Bloodlines, have almost been reduced to three. Bighorns- The Bighorns (previously known as Thorns) make up the bulk of Clan Thorn. The Bighorns have ram legs and horns, which curve and are quite sharp. The adventurous Bighorns are drinkers, and are quite social. They are the bravest of the Bloodlines, and the most brash. They are known mostly for their temper, which rivals the Longhorns’. The Bighorns stand from 5’11”-6’4”. The women stand from 5’4”-5’10”. Longhorns- The Longhorns (previously known as the Oaks) make up Clan Oak. The lazy preachers of the Aspects. Their horns are long and straight, ending in curves. Despite being lazy, they are quite deadly in combat. They tend to enter a rage in which they simply charge and attempt to gore their opponent. The Longhorns stand from 6’1”-6’8”, being especially big. Even the women, stand from 5’6”-6’2” are tall. Twistedhorns- The Twistedhorns (previously known as the Clovers) make up Clan Clover. Twistedhorns are known for their twisted horns that grow from their forehead. They are shy, and are more introverted than extroverted. They choose not to venture too much and instead stay where it’s nice and quiet. The males stand from 5’4”-6’2”, being smaller compared to the Longhorns and Bighorns. The women stand from 4’10”-5’6”. Straighthorns- The Straighthorns (previously known as Ivys) make up Clan Ivy. They are closely related to the Twistedhorns and Clan Clover. Where they are believed to be extinct, as the Ivy have not been seen for some time. Nevertheless instead of straight twisted horns, they have regular horns much like a goat’s. Much like the Twistedhorns, the men stand from 5’4”-6’3”, being a bit taller than their cousins. The women stand from 5’”-5’10”. Age (Also Updated) The Satyrs live up to 1,000 years old. Almost as old as an Elf can. When Satyrs do get older, however, they become more like the animal their bloodline is represented by. The Bighorns become more ram-like in both upper-body, and lower body. The Twistedhorns and Straighthorns become more goat-like, and the Longhorns become more Ram-like despite them having more of a prominent snout. Theirs is more noticeable than the others. Culture The Satyrs live in small Clans distinguishable by Bloodline. There are four popular Clans, which many know of due to Satyr interaction. There are the Thorns of the Bighorn Bloodline, the Oaks of the Longhorn Bloodline, the Clovers of the Twistedhorn Bloodline, and finally the Ivy Clan of the Straighthorn Bloodline. Although the Ivy and Straighthorns are believed to be extinct because there has not been an appearance by them for a very long time. The Clans live in desperate locations, the locations for three Clans unknown. The most popular Clan, and most known are the Thorns who live with humanfolk. The Thorns are believed to be the most populated due to their numbers. However, the other Clans have yet to be discovered, so it may be untrue. The Clans have become secretive due to past history, and as such are reluctant to share their Clan’s location with another Clan or Satyr. There have been little communication throughout the Clans, due to mistrust. There is no Hierachy of the Satyr people. The Clans used to meet in a Council of Four. However, now there is no such thing. The Clans are now supposed to provide for themselves, the only Leadership left is in the Clans themselves. The former Council members are now their Clan’s Leader. What little communication there is, the conversations are usually carried out in their own tongue, so any eavesdroppers cannot understand what they are saying. However Satyrs are normally very social creatures, who start parties and drink as often as they can. They do of course, sometimes have brawls of their own but seem content with their lifestyle. Most are outgoing and radiate fun and happiness, while others like the Twistedhorns who want to do nothing with others, only if they have to. Satyrs do believe in marriage, but it is uncommon. As most find new mates over time, however when a Satyr does choose to marry they are married by an Elder Satyr or Druid. Most Elder Satyrs are over 200 years old, and as such are considered wise and acquainted with the world. After the marriage there is a large party and feast that can happen for many days, even a full saints week! Language and Numbers; Redone Green-lines: -Satyrs can provide a unique RP, being now more updated and different as well as in my opinion, better. -Satyrs can reproduce by using their bits, which is to be FTB’ed. Only with other Satyrs. - Satyrs can now only learn all forms of Druidism. Including Nature’s Communion, Shapeshifting, Blight Healing etc. - Satyrs can live in cities, provided they fill their days with much partying and music festivities. However when living in walled settlements and cities, they will feel headaches and their conditions gradually worsen if they do not have music and partying in their life when living there. Red Lines: -Satyrs need music in their lives, otherwise they will feel as though they are gradually starving and as though they are sick. -Satyrs, being created by the Aspects, cannot learn Voidal Magic. -Satyrs cannot breed with descendants. -Satyrs have a year average for their gestation cycle.
  21. Why are the Lion Kha ET only? I mean to me it doesn’t make too much sense. 

  22. Traitor! Leaving us good Orcs for those elves! How dare you cheat on us?! We loved you!

    1. Smaw

      Smaw

      Not really, I returned from a long hiatus and everyone shat on me.

       

      Besides, I did an event for you all yesterday- it's not like I've abandoned the culture.

       

      Despite all of the **** being flung at me I'm still trying to help.

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      hi

       

       

       

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