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Rickson

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Everything posted by Rickson

  1. They can speak Ribbish whenever they like, it’s just that they also accidentally speak it when trying to speak common. Also as far as I know they can’t become a Druid since they’re not fae? I’m not well versed in Druid lore when it comes to Wonks so you probably want @Archipelego to clarify that for you, but we’ll be covering compatability soon when we update the lore with fixes.
  2. It’s up for consideration, yeah. Though I’d like to see what the LT thinks first of the lore as a whole, then we could perhaps think about shifting tribal wonks into CA as well. Archipelego and I’s original idea for tribal Wonks is to have them entierly sepperated and unable to speak common, fully tribal etc. as a way to act as a fun thing for events and help establish character for the reformed Wonks. Again, this could be changed and there are already several things that we’re thinking about fixing and we want to fully flesh out the tribal culture regardless.
  3. The tribals would live in the mega-flora swamp near the jungle island.
  4. Khurmt was an apparition that controlled the Atlas wonks. Sadly it was memey and since the lore is already established it’s what we have to work with. With this lore we want to create Wonks seperate from the issues of September Prince and some of the old Wonk lore, hopefully to be able to create serious RP and if not at the very least enjoyable and progressive RP.
  5. The Wonks Tribal Wonks patrolling the Swamps Origin During the old age, before the diaspora arrived upon the Arcas-Atlas protocontinent, there existed a strange native species known as the Wonks. Much similar to frogs, they had life but little purpose, wandering the lands of their Wonkawoods, never viewed as more than curiosities or dumb animals. However, despite their lesser souls, the Wonks had the capacity to learn. As their culture evolved, they discovered how to communicate, and built a society. As such, slowly, the Wonks began to piece together their own little world. A small part of the Wonk populations separated from their home in the Wonkawoods, migrating across all of the lands of the connected Atlas and Arcas. They formed their own tribal societies and groups, in swamps and jungles throughout the realm. They were some of the few wonks who would escape the fanatical grip of Khurmt in the years to come and make their way to Arcas before the great ice wall rose and seperated Atlas Wonks from Arcas Wonks. Some of the first peoples these isolated Wonk groups came to interact with were the children of Krug, the Orcs. In a turn of accident, these Orcs helped the Wonks develop their own tribalistic cultures and spiritual pantheons. Thousands of years later, when the Descendants arrived upon Arcas, these Wonks were reintroduced to civilization. Though most Wonks would keep to their tribal ways, several few grew deeply fascinated with civilization, and departed the swamps to explore these new cultures. This, is what separates Reformed Wonks from Tribal Wonks. Physical Description Hatching At any point during their adult life, Wonk may find themselves carrying eggs. This happens sporadically, though seemingly only at times when the Wonk is feeling comfortable and in a safe location. There is no distinction between male and female, and Wonks are incapable of procreating with others. The Wonk will carry the eggs in tiny ridges and bumps across their back, with start at the size of marbles and swell into something close to the size of tennis balls. Anywhere between five to ten of these bumps may form, each one being an egg. Once these eggs have grown to their full size, within a four to six day period, the Wonk will expel them from their skin by flexing their back muscles, resulting in several formations, like bursted bubbles, to remain on the back. Usually the Wonk’s back will return to its original state within several years. If the Wonk lives in a Wonk community, they would drop them into a community pond or pool, but if it’s an isolated Wonk, any body of freshwater will do. One day later, these eggs will hatch, several of them likely dying or not being born properly. The ones that live will, within a five year period, grow from a simple, large tadpole into a fully grown Wonk. A Wonk of a specific subtype will always take their parent’s subtype, for instance a Frog Wonk would always create new Frog Wonks, and the same applies to Toad Wonks. Redlines of Hatching Lifespan Wonks have a maximum lifespan of 120 years, after having been born as a tadpole in a communal pond or lake. You are not able to play a Wonk until they are 5 years old, though at that point they are fully physically mature. They appear to get physically older, but what is really happening is their skin is starting to dry out as their ability to retain moisture decreases. A Wonk always feels tied to the water, but as they age, their skin dries quicker. At around 50, a Wonk will begin to feel their skin being more leathery and dry, cracking more easily. At 75, they would constantly have cracks and flakes on their skin, spending most of their free time in the water. By 100, a Wonk is rather elderly in appearance from their skin being almost unable to retain moisture at all, beyond for brief periods. They can maintain this for another 20 years to the age of 120, but at that point it’s too much. They return to the water to die, feeding the tadpoles with their nutrients to create another generation. Redlines of Lifespan Subtypes There are two subtypes of Wonk, each based respectively on Frogs and Toads. There is also a sort of cultural split, between Reformed Wonks and Tribal Wonks, covered in the Mental Description. Frog Wonks Reformed Frog Wonk Knight The Frog Wonks are slightly taller than their Toad counterparts, with a height range of 4’6” through 5’0”. Frogs are prone to being skinnier and more lanky than Toads, with smooth skin slightly slimy to the touch. Their skin tones are made up of various shades of any range between green or yellow, with optional, little, neon splashes of bright color along their hands and feet and or optional white stomachs up to their lower maw. Their pupils are black, but the iris’ can be any bright color they so desire. Redlines of Frog Wonks Toad Wonks An aged Toad Wonk The Toad Wonks are slightly shorter than Frogs, standing between 4’1” and 4’7”, with stockier bodies. Their skin, in comparison to the Frogs, is bumpier and more rough, though still with a slightly slimy consistency. Their skin tones are made up of various shades of any range between brown and dark green, with optional, little, neon splashes of bright color along their hands and feet. Their pupils are black, but the iris’ can be any bright color they so desire. Redlines of Toad Wonks Traits Wonks have physical strength similar to that of the average human, though they find it difficult to put on any additional muscle mass. Their hands and feet are disproportionate to their bodies, larger and slightly bulbous. Their heads are also larger, without much of a neck and simply an extension of their torso into their heads. Upon their limbs, mostly around the hands and feet, Wonks can hold a different colour to the rest of their skin, e.g. green skin but with red tinted hands. Additionally, the hands and feet of a Wonk are ever so slightly sticky to an extent one would find uncomfortable if they were to touch it, like the dried stain of spilt soda. This stick is however not strong enough to hold anything heavier than a pebble. Both their hands and feet only have four digits, more frog-like than Descendant-like in appearance. And similar to the creatures the originate from, they have notable tongues. They can extend outwards at about 4x the length of a normal human tongue, and can be moved easily enough by a Wonk, but is only as strong as a Wonk’s finger, and much more precarious to use in a combat like situation given how vulnerable and weak the tongue tissue is. In Character, their voices are rough. You could say they have a frog in their throat. However, for typing purposes, this doesn’t influence how one types words or letters when emoting. Wonks exhibit no sort of poison through their skin, as some species of frog might. The slight, slimy texture of their skin has no sort of advantage or ability, and simply feels a bit gross to the touch. Wonk blood, however, exhibits some special properties. Depending on the temperature of the Wonk’s location, their blood will alter in color. In warmer, more comfortable climates, Wonk blood will be a bright, cherry red. In colder climates, Wonk blood will quickly become a deep blue. Consumption of Wonk blood, to any non-Wonk, will result in a light high if the blood is red. If the Wonk is cold, however, and the blood is blue, then it will only cause a feeling of being ill and an intense dizziness. Redlines of Wonk Traits Strengths & Weaknesses Wonks, being large animals, possess Lesser Souls. They can not learn any magic that relies heavily on a soul connection (ie voidal magics, aenguldaemonic connection, etc.). The only things that they would be able to learn, magic wise, would be things that don’t rely upon such a strong soul (ie Blood Magic, Kani, Alchemy things, or anything of the sort). Wonks are not Aspectual creatures of Fae. Their true creation and origin can only be theorized, but it’s clear that they are not any sort of Fae creature, as they cannot commune or be communed with. A Druid interacting with a Wonk is the same as interacting with a Descendant, despite their lesser souls. Wonks are also partially warm-blooded meaning that their bodies are capable of heating themselves if need be, but they are never comfortable in cold environments and much prefer the warm, wet nature of their homes (They won’t die simply from going somewhere cold on the map). A Wonk can do a number of things to ensure warmth, including warm water, sitting in the sun, or well made and appropriate clothing. Their tongues can extend about the length of their arm, and can be moved easily enough by a Wonk, but is only as strong as a Wonk’s finger at best, and much more precarious to use in a combat like situation given how vulnerable and weak the tongue tissue is. Additionally, any Wonk who has not bathed or moisturized themselves in any significant amount of time will find their dry skin to be somewhat flammable, no more than a corpse might be. This is worth noting and remembering for any Wonk players, and if they get into a situation where fire is involved. Redlines of Strengths & Weaknesses Mental Description Ribbish Ribbish is the native language, of a sort, to Wonks. Primarily spoken by Tribal Wonks, Ribbish is the language that Wonks created on their own and used for the majority of their existence. Ribbish is simply a series of croaks and ribbits created via the body of the Wonk, of which only other Wonks, or someone who has took the time to recognize the specific sounds, would understand. To a normal Descendant, Ribbish simply sounds like normal frog noises, but to a Wonk, they can understand and make out a meaning behind it. The ratio of ribbits and croaks to words is roughly 1 to 1, so for each word spoken, there is a ribbit or croak equivalent, give or take. This is to stop someone from ribbing once and meaning an entire sentence. Tribal Wonks speak almost exclusively Ribbish, but Reformed Wonks attempt to use Common to the best of their ability. However, it’s common for a Wonk to accidentally replace a word in common tongue with one in Ribbish as they struggle to fully grasp the extent of the common language. Additionally, this can also take place when a Wonk is over excited or stressed, causing them to discard common for a moment in favour of speaking just Ribbish. When speaking Ribbish in character, simply emote speaking a variety of ribbits and croaks, eminating from the Wonk’s throat and mouth. And then, give a rough translation in an emote, or PM it to other Wonks who would comprehend the meaning. Redlines of Ribbish Wonk Culture The two Wonk sub-species share identical mental states so they shan’t be covered as separate. However, a reformed Wonk is likely to think very differently to a standard tribal one and both carry seperate cultures. Reformed Wonks Reformed Wonks have a distinct, innate, fondness and obsession with Descendant culture. Traditions, clothing, even phrases and architecture. These Wonks have modeled their own society, and as a result, their habits, on the descendants around them. This usually takes the form of mimicking all sorts of habits and style of Descendants, but in a more placid and peaceful lifestyle sort of way. Suits, jackets, tanned plads, or really any other nice clothing are all favorites of the Wonks. However, given their status in life and where they choose to live, the material which clothing is made out of is rather simple. Tweed, simple and easy to acquire cloths, among other things, make up the vast majority of Wonk attire. As a whole, these Wonks are a simple, not warring people, though of course the exception may exist. Classy but shabby clothing, nice but simple homes, and overall quiet lives a Wonk might live, though if they find themselves too attracted to the habits of Descendants, they may find themselves fully indoctrinated to their habits and tendencies, even the violent and destructive ones. Redlines of Reformed Wonk Tribal Wonks Introduction The Tribal Wonks are those native to Arcas, having migrated there thousands of years prior to the present age before Atlas and Arcas were split by the great ice wall. They live in a close-knit society seemingly locked in a primitive time, who see the newly arrived Descendant races as ones unfamiliar, with their lack of written history to remember such encounters outside of tales. Inhabitance Tribal Wonks inhabit the swamp-lands to the south of Arcas and live in primitive homes created of the small amount of materials available to them in these oversized marshes, be it fungal branch, wood or the mud from the ground itself. The homes and overall settlements of the Wonks are ones built without attractiveness in mind and tend to look fairly lackluster and disorganised. They appear to live around and with the natural features of the lands as they possess little need to cause such un-needed destruction. Society This Wonk society is one small in population and purely tribalistic, with one Chieftain and small council of elders beneath them. This Chieftain is usually a known figure within the Wonk tribe that elects themselves to go through a series of trials given to them by the elders, usually three different ones that all relate to a spirit in some way. Once a Chieftain is chosen, they wear the traditional chieftain garments and have a streak of blue pigment applied vertically down each cheek. Every Wonk, current tribal member or ex-tribal member is considered part of the group and if a tribal Wonk wanders upon a Reformed Wonk, they’ll try and bring them back to the tribe to the best of their ability without harming said Wonk. Culture The tribals are deeply spiritualistic, having been informed of the Shamanistic way by the Orcish people of Krug before they departed Arcas long ago. Since the tribal Wonks possess no writing system and thus no way to record history outside of tales passed down between generations, the memory of these Orcs are long forgotten yet the spirits are not and many are still worshipped and addressed by name, with small shrines littered around their encampment, they are depicted in slightly different ways however. The spirits still worshipped by the Wonks are as follows: Akathro - Spirit of Water, depicted as a murky cyan fish. Eathruz - Spirit of dawn and dusk, often appearing as an orange hawk Urin - Spirit of weather, seasons, and climate, appearing as a colorful crayfish that changes colour and temperament with the seasons. Rinsdat - Spirit of Life, depicted as a bright green Alligator, brother of Tagnir, they are always seen by each other. Tagnir - Spirit of Death, depicted as a dark green Alligator, brother of Ringat, they are always seen by each other. Wonks are at core gatherers and to an extent, hunters also. They frequently forage through the marshes for any food to boil or eat raw and otherwise use their basic spears and bows to hunt any mammals or fish as their primary food source, though this usually with a bit of trouble as the Wonks smaller stature render them weaker than most large wildlife. Redlines of Tribal Wonks Abilities Wonk tongues can extend about the length of their arm, and can be moved easily enough by a Wonk, but is only as strong as a Wonk’s finger at best. The further a Wonk extends their tongue, with a maximum of one block out, the more difficult it is for them to move and control it well. About half a block out is where their control starts to degrade, making it difficult and dangerous to use it beyond that, particularly in a combat situation, with the weak and vulnerable tongue tissue. Wonks are also incapable of drowning of air deprivation, being able to absorb air through their skin via the water around them. This allows them to remain submerged for lengthy periods of time, coupled with their ability to see under the water. They aren’t able to speak underwater, however, having to keep their mouths closed or risk drowning. Wonks have two sets of eyelids, the innermost being transparent. This gives the impression a Wonk may not blink, but they do, simply with the transparent eyelids. This also allows them to keep their vision clear underwater, with their transparent eyelids closed but the outermost ones not. A Wonk can close their outer eyelids, but there is simply no need to do so. Redlines of Abilities Redlines Purpose Wonks are an interesting, unrealised piece of lore that has already been relevant in LoTC and would be a shame to see it die with the end of the September Prince event line. This lore piece aims to revitalise said lore and add more for ET to work with and the possible addition of an enjoyable and unique CA race to play. Citation Aesop, for the September Prince eventline lore, and all relevant information like Khurmt. Zarsies, for creating the original Wonks. Written by Rickson & Archipelego (and like 1% Aesop). GOOGLE DOC VERSION Changelog
  6. I agree, LT doesn’t. But then again it depends on the magic, voidal magic for example should be widely accessible since it’s designed to fill that classic wizard/mage niche.
  7. Doesn’t work in multiplayer sadly.
  8. What ever happened to having a “frequently” updated map?

    Hasn’t been updated at all since it was put back in place.

     

    1. argonian

      argonian

      no map this server has ever had has ever been updated. it’s been the exact same for almost 8 years now. the dynmap or whatever gets brought back, regular updates are promised, updates never happen once. we had a dynmap that was actually, you know, dynamic once and it updated itself but that was for literally a month or so 

    2. Yaldabaoth

      Yaldabaoth

      Yeah id have to agree, it should be updated at least once a month imo

  9. Denied. Please send me a forum PM if you wish to know more regarding this decision.
  10. Rickson

    Art raffle >:D

    you don’t even take paid commissions but you’ll do a raffle? ?
  11. april fools jokes are supposed to be in off-topic smh
  12. i really like your forum rank, honestly

    1. JEEGK

      JEEGK

      thanks dude.

  13. https://gyazo.com/57a9d661df44343336a369364e06ef32 Or click their profile and click the message button.
  14. Forum PMs work just as fine also, but if you respond to your own application the community staff member will get a notification.
  15. We don’t really need durability for normal fights, unless someone uses a huge amount of force in one way or another. People will RP it how they like to satisfy all parties involved if they’re a good RPer. Most people and I would simply approach it as being a blunt attack instead of sharp one through armour. I don’t think we need to figure it out as a community, it’s been fine for what, seven years?- and will continue to be fine as long as people meet a middle ground and at the end of the day are having fun. Setting in place more rules and guidelines will only achieve the opposite effect.
  16. the dead sea is less salty than half of this forum convo good guide though, should be helpful for newer players for sure. just wanna say though to the few in this thread who are coming up with rules etc for CRP, at the heart of it CRP is just directly another form of roleplay and tends to figure itself out as it happens. You don’t need arbitrary definers set in place for certain things such as the durability of armour or a blade unless something very specific happens. If someone is CRPing and P2W then that’s their fault, not the systems.
    1. Zacho

      Zacho

      A long while there are more features that no one realizes as well.

       

  17. Why has the server been dying so consistently recently?

    1. Show previous comments  2 more
    2. Vaynth

      Vaynth

      Usually the server slows down when people are waiting for a map transition.

    3. Rickson

      Rickson

      all the more reason to get the map transition going 

      wink wink nudge nudge

    4. Abyssus

      Abyssus

      **** you the necromancers are a very active non toxic community we promise

  18. It took me a solid ten seconds to scroll all the way down here
  19. I'm gonna be away for a week on holiday, ciao.

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