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MangoArt

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  1. Stortfel Habitat: These beasts, in the wild, typically reside in the caves under deserts. During the day, they can be found on the surface of the desert, but return to their cave dwellings after sunset. Description: Appearance These creatures resemble scarabs the size of large dogs. They have very thick shells on their backs, that have almost no nerve sensation. Because of this, goblins are known to carve seats into the shells of domesticated ones. There is a clear difference between a wild Stortfel and a pet Stortfel. Wild ones have much thicker scales, as they are wounded much more often and every time the scales are cut they repair themselves to a thicker state. They have large pincers that can cut like a blunt sword. Many of the ones domesticated for war have their pincers sharpened so that they have enough power to decapitate someone the size of a halfling. Diet Stortfel prefer to eat small rodents and eels. However, they will eat most anything if you put it in front of them. This makes them especially easy to domesticate. They require a lot of food, as they are large and metabolize quickly. Stortfels typically eat things that are already dead, so they are not adapted to speed. In fact, they move very slowly. Domestication These beasts are very commonly domesticated. They are typically domesticated by orc kind, though it is not unheard of for a Farfolk to own one for the sake of companionship. It is easy to domesticate these creatures, so long as you feed them and get them to trust you. Goblins typically domesticate them as mounts and fighters. Uruks domesticate them as companions, but a lot of them time as soldiers and fighting practice. Ologs merely keep them around because they enjoy their company, and because Stortfels often come to Olog caves seeking food. Author: micbox (Me!) LM Approval Required: No, as they are role-played as pets or mounts
  2. Wait, with this, could one recollect how they died when they woke up in CT?
  3. Here's the thing. Olog's are fat, which I admit isn't an automatic speed debuff. HOWEVER, being above 9 feet, it is guaranteed by physics that their spines would be at least crooked. Because of that, that makes it hard to move very fast. Also, their legs would have trouble supporting their massive bodies. To finish this off, the stomach fat would probably put them off balance. So I think this is plausible.
  4. However I mainly agree with blood magic agreeing with druidism
  5. If this gets implemented, I'd rather the name be changed. I'm not good at naming these things. First Encounter A human hunter, 2 halfling farmers, and a dwarven paladin had been traveling, and they had stopped for a night deep in the woods. The trees loomed over their campfire that caused their shadows to dance against the bushes. On this particular night, they all felt like there was a danger. They had a subconscious feeling that they should get out of there, but they shrugged it off. They held their food over the fire, sizzling in the crackling flames while their holders sat in silence. The dwarf turned his head, a sound coming from the bushes. Soon all of them found themselves staring into a rustling bush. As it settled, they went back to facing their food. Then another sound, like a slurping noise drew the attention of the human man. He stood up, grasping his bow and lurking toward the bush. Suddenly, out of the black of night, some kind of tentacle grasped him by the neck, pulling him into the bush before he could scream. Now everyone was shaken up, and began to scramble. One of the halflings made off for the woods, but was tripped to the hard ground in a plume of dirt. He slid back into the bush, screaming and kicking as tentacles enveloped him. Now it was just a halfling with a pitchfork and a dwarf with a hammer. As the dwarf looked to his colleague, and they looked back, he saw the fear in their eyes. He ushered the halfling off into the night, to tell the tale to those who survive. The dwarf approached the bush, reaching in and only finding himself grasping the head of a goat. It seemed to have been hollowed out into a mask, drawing him to put this on his head. He did so, and uttered the words "I. Am. God." Description Mask Mages Mask mages are technically masters of the dark arts. They are mages that may create mask monsters. The masks are made through a few ingredients. First of all, you require an animal head. After you've found it, you must go through a ritual as you carve it to be hollow. Then, you must find a book of runes and a ritual to bestow a conscious mind upon the mask. Mask mages do follow Iblees, as they draw the mind from the void, typically from a voidal horror or a shade. When a mask mage creates a mask monster, typically the beast will go through a period of servitude to the mage. During this, they will do anything their creator says. This lasts a few IRP years. After this period, the monster will go on a rampage and begin to work on it's own. However, the monster will never attack it's master, even after servitude. A mask can be made from certain animals, which will determine the creature's strengths and weaknesses. Mask Monsters Mask monsters are created by descendants who put on the masks. They go through a few stages, each one lasting a different amount of time, getting more grotesque and powerful every stage. Stage 1: Shell This stage is the simplest, and lasts 2 IRP months. The host begins to hear the whispers of the spirit in the mask. They find themselves unable to take it off, and slowly begin to grow tempted to do as the mage says. They slowly get weaker throughout this, black buboes forming all over their skin as their hair and nails grow long. They act dreary throughout this stage, as they are internally struggling for freedom. The main message they hear whispered however, is 'I am god.' Stage 2: Metamorphic During this stage, the descendant finally loses their free will, and now have the mind of the spirit of the mask. In this stage, they begin to follow every command of the mage. They grow fearful however, and stumble around not used to their body. Their nails began to congeal into sharp tentacles that absorb their entire hands, a potent weapon. The host begins to grow stronger, and their emotions are numbed slightly. The mask in this stage begins to cover in a strange jelly and latches onto the host's body, now becoming a part of them. This stage lasts a few IRP months. Stage 3: Minion During this stage, the descendant has been intertwined with the mask. The jelly has now covered their skin, and has grown tentacles. Certain chunks of the jelly begins to thicken to the point of being as protective as plate armor. However, there are still many weak spots where one could stab it. At this stage, they have grown a few feet taller than the average for their race. For example, a dwarven minion might be about 6 feet tall. They are powerful at this stage, and stay in this form for about 3 IRP years. Stage 4: Beast Finally, the monster leaves their home. They become exponentially bigger throughout this 3 month long phase. Their jelly begins to harden, but they typically have a weak spot on their lower body, upper body, and left side. Throughout this, they grow hungry, and will absorb descendants into their selves, typically through a giant hole in their face lined with 3 rows of sharp teeth. Every descendant they eat, they get bigger. If they fail to eat 2 descendants in this phase, they will return to the minion phase. Stage 5: Elder At this stage, they will live in a very powerful stage for another few years, before they they finally die of old age... At this stage, they will take the main form of the type of mask they were made from. Kinds of Monsters Pig Pig heads are created through a ritual involving a descendant sacrifice in addition to the death of the pig. In their elder form, Pig Monsters resemble giants. Rather than making a metamorphosis between elder and beast, they just continue to grow bigger. They still have the general shape of their previous race, just much bigger. They typically are a lot hungrier and filthier than the others. They are also not very smart. Goat Goat heads are created through a ritual involving burning a few herbs: Dragon tongue Goblin's Ivy Tippen's Root Hal fling's Grass The Elder form of a goat head is a huge blob of gel with a sleeping host inside. They typically sprout tentacles out to attack, and to kill descendants they completely absorb them like a cell engulfs a smaller cell. They are typically smarter than the other types, but still do not top the intelligence of say...a particularly smart uruk. Alligator Due to alligators being difficult to obtain, there is no additional ritual to this other than a standard dark arts ritual. The elder form of an alligator is a large quadruped with a giant circular mouth with many teeth. They are the shortest living in their elder form, but still get in a good life. rather than having tentacles as an Elder, they typically have giant claws. Weaknesses The three types of monsters have their own weaknesses. Pig heads are very stupid, and are weak to fire magic. Goat heads are very greedy, and are weak to lightning evocation. Alligator heads have an abundance of weak spots, and tend to fear bright colors. However all of them can be slain with holy magic, gold, and (oddly enough) all of them can be killed up on contact with water. Mages, after creating their first, will begin to become very power hungry, and begin to make more. They will devote their entire lives to this study, and will spend all their money on making these. They become greedy, mean, and condescending. The mages suffer from all the draw backs of a dark arts user. THEY CAN ONLY BE CREATED FROM DESCENDANTS + KHA. Spells The mages will begin only being able to create short lived monsters, that only live a year. These ones do not require a host, and may be RPed as pets by the creator. These ones are called the Warped, who resemble miniature and weaker elder goats. After much practice, they will be able to create semi sophisticated ones. These will last 2 IRP years, and may be RPed as pets by the creator. These ones will take a semi-humanoid form, and are typically created from animals not using a mask. These ones sometimes have claws, and are created using a basic spell. After becoming more experienced, they may at last create ones that are even fathomably close to the real deal. These ones live only to the minion stage, and require an app from another player to be played. The ritual is simpler, but still require about half the main ritual. After a long time of experience, their creations start to get more sophisticated. However at this stage, they begin to focus more on enhancing the current models they have created. One might make their tentacles sharper, or perhaps make them smarter. After completely mastering the art, they will begin being able to create real monsters. However, when they create these, they may not be played until they reach the minion stage. At this stage, they would be VERY powerful, and must be played by or supervised by an ET. Enjoy, feel free to tweak this however you want if it's accepted!!!!!!!!!!!!!!!!!!!!!!!
  6. Name: Gladok [Mc Name]: micbox Race: High elf Magic you wish to study: Lightning Evocation and perhaps later Fire evocation Guild you wish to be associated with: Sanctuary Guild
  7. Your Shop Name: Suirad's Mercenary Co. It’s Location (Be specific!) : Just send me a bird, I might be hanging around felsen or the cloud temple. Items for sale: Any sort of work. Person to contact: Suirad ((OOC: His name is Darius, but you don't know that IRP)) ((Micbox))
  8. OOC In-game name: micbox Skype: (just so we can keep in touch with you) None RP Homunculus name: Darius Key Symbol in the homunculus: (fire, water, earth, or air): Water Race: (what descendant race does your homunculus resemble? Elf? Dwarf? Human? etc) Human Appearance of homunculus: (Remember, your homunculus must be have slight disfigurements, such as a ripped eye, twisted shoulder, hunch, leg longer than the other, missing/extra fingers, etc. Also, the homunculus’ skin must be closer to the Symbol’s colour: red for fire, blue for water, yellow for earth, and white for air. Aside from that, you are free to choose eye colour, hairstyle, as well as clothing.) A young human male with curly blonde hair with some...er...'minor' deformities. On his right arm, he has no fingernails. On his left arm, he has no pinky nor does he have a middle finger on said hand. It seems that his shoulder is permanently dislocated as well. It also happens that his left nostril is nonexistent and his left eye is very bloodshot. His skin is a sky blue color with blotches of a darker blue. Personality of Homunculus: (It’s best to have your homunculus have some traits from their key symbol. For example: Fire homunculi are more temperamental and easier to anger, as well as more destructive than the other three. Although they may be caring and gentle, depending on which side of the Symbol you want to take.) He is a very calm fellow, but he is a bit of a fearful person when encountering people who are a lot stronger than him. He can be a little bit mischievous, but his main issue is that he's a bit of a kleptomaniac. He does NOT like elves and gets very scared whenever orcs are mentioned or around. He's also quite cheery, and will do anything for his fellow homunculi. He always has a peachy smile on his disfigured face. Are you aware of the PK cause and do you agree that your character will be PK’ed if one of conditions are met?: Yes I dun diddly do!
  9. OOC In-game name: micbox Skype: None! RP Character's name: Advucar Race: High elf Amount of time that the Character has been played: None, I was hoping that someone could create me for this Homunculus name: Terus Key Symbol in the homunculus: Air, but he is prone to acting like one with a water symbol aswell, without the bonus. Appearance of homunculus: A somewhat tall homunculus with silver hair that refuses to grow on a few patches on his head. It seems that one of his ears is just a hole in his head. He has mismatched eyes, one purple and the other a dull grey. He wears blue robes and is missing the finger nail on his left index finger. Personality of Homunculus: He is clever and mischievous. He is not inherently evil, but he might pickpocket someone every now and then or pull an unintentionally harmful prank. He is a diplomatic fellow, and won't attack you if you don't provoke him. He is rather quiet, but will speak his mind if need be. Are you aware of the PK cause and do you agree that your character will be PK’ed if one of conditions are met?: Yep! btw, if someone's willing to create me, forum pm me.
  10. WOOOO!!!! Dawnstride voyager! Yaaaayy!
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