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senor_tortuga

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  1. Well, orcs do not work that way anymore. As for Travista, I already spoke with him and all orcs who already have horns keep them, as it was rpd that when an orc does a grand task, or rises to a position of immense power then they grew horns. This is just to add some flavor and expand rp possibilities. If you have relations to any greater ancestral spirit then the doors are open (all orcs are related to the orcish ancestral spirits in one way or another).
  2. Orcish Horns Kharak’Raguk, an infamous REX in his prime. Since the first Orcs, born of Krug there have been those who bare horns. It is said that the wisest Orcs and those who have performed grand feats endowed upon them by their ancestors, earn these bone-made trophies. Requirements Schreck’Lak, great wargoth of the Lak clan. For an Orc to receive the boon of their Ancestors, horns, they must be outstanding, truly a prodigy of the Uzg. This ancestral blessing is not limited by being just a prodigy through physical strength, as all great Orcs have the potential to grow these bone trophies, from scholars of Yar to hunters of Lur. Though, not all great Orcs grow horns, for an Orc must first earn the respect and acknowledgment of not only their fellow orcs, but their greatest Ancestor. The way to go about this is to find a Lutauman, who in turn may bring the Orc in question to speak with their Ancestor in the ancestral realm. During this meeting is where the task will be chosen and distributed, though these are no easy tasks and take years to decades to complete. Spiritual Trials These trials, given by Greater Ancestral Spirits to their Descendants, are no easy paths. Especially for something so aesthetic as horns, it takes strength and will to complete these gruesome and grandiose tasks. As the Spirit must 'grade' per-say the Orc, they are trials which test the Orc's strongest points, and build upon their weakest. Though there is no official time frame for these tasks among the spirits, the average is around five years to a decade, this is due to the near impossible magnitude of these tasks. Take Lur for example, a task he might give to a Descendant of his who is a hunting prodigy would be to "go out and kill one of every animal in the land which you live". Now, it is obvious the true magnitude of these quests. Though each task after the first task seem to get lighter, and almost become those to build the wisdom and strength of an individual instead of proving their worth. Anatomy of the Horns An example of an ancient uruk of clan Yar that holds a great reputation with the spirits. Having achieved much in his life - he was gifted his horns. These horns come in many shapes and sizes, from the long spiraling horns of the Ram Clan, to the smallbone nubs of a young prodigy.The feats which may earn an Orc their horns are to be tribute to Krug and their Ancestors, a sign that they strive to be as great as them or even greater. These horns do not grow naturally, but instead they grow with each approved feat completed by the Orc. These horns are not limited to the growth of only two, for in some instances Orcs such as those from the Dom Clan have been seen growing numerous horns which resemble a crown. The horns are no stronger than the Orc’s own bones, and carry no special properties besides those that naturally come with having horns, and some social status. Lutauman’s Calling Falum’Lur the Lutauman. The ritual in question is the shamanistic feat of allowing an Orc to speak with their greater Ancestor in their realm. While talking with their forefather, they will be granted a task, one to prove their dedication and strength. Once the Orc finishes his/her task, they shall call upon the help of the Lutauman to bring them to speak with their Greater Ancestor once again. If their Ancestor deems them worthy, small buds of bone will sprout from their head, only growing longer if the Orc completes more of these deeds. OOC portion of the magical aspect The orc in question must OOCly provide the Lutauman MT with screenshots/other evidence that they have gained the favor of their respective Ancestor (One of the greater Ancestral Spirits). Some feats to look out for are those filled with honor, and strength of mind or body. The Greater Ancestral may be roleplayed by the Lutauman, dedicated ET staff, dedicated MT and LT staff. Redlines To grow horns you must go through the spiritual trials first (the first of which should take 5-10 MC years, then the later trials should degrade in time and change from a trial to prove worth, but a trial to build upon ones strength and wisdom). Even after completing a trail the Greater Ancestral may still turn the Orc away if displeased. These horns have no special properties besides those naturally gained through the growth of horns (and social perks). Horns do not grow naturally. Instead with every grand feat the orc achieves in their lives, they may seek out their respective Ancestor. Every time their Greater Ancestor approves of an honorable or grandiose feat, their horns shall grow; further inflating the social status that comes along with them. All who have relations to a Greater Ancestral Spirit have the doors open for them to grow horns (so think of half-orcs and such). OOC The idea of this lore is to make orcish horns a visualisation of an orcs devotion to and approval of his ancestors. A social status depicted by two(or more) horns. The larger they are: the more they are favored, the higher their social status will become. Credits Shamanistic- Clarifications and the Lutauman part, such a swell guy. HedgehogHugger- Helped me get my s---t together.
  3. The Effects of the Void on Nature By Akeli Since before the first word was uttered, and the first step taken. There was the void. What is the Void? The void is an endless expanse beyond the veil, a vast realm of chaos and potential. It has no end, and had no beginning. Though all of creation is a speck to the vast endlessness of the void, it has no foothold here, kept at bay by the veil and the Vigil. Though the void seems to be a destructive force, it is simply reclaiming what it once had, as all creation comes from the void through the creator. What is Nature? Nature can not be spoken of as a single entity as some describe it as, because nature is more than one, it is within millions, billions. Nature is the wave of life, all those beings who house lesser souls and hold a deep connection to the very earth we stand on. These beings come in all shapes and sizes, but they are all within the hold of the aspects. Overview The void is unnatural, all consuming, and mysterious. Yet, there are those who walk among the Descendants who have found ways to draw power from the void. As the void seeks to consume reclaim all of creation, the use of voidal arts naturally has side effects. One such side effect is the sickness that comes with it, a constant sapping of life. This leaves the mage just a frail shell of what they once were in terms of strength. Along with the sapping of strength, if there is a constant flow of strong voidal energy in an area, be it from a failed experiment or some other sapping feat of mages, the land and the organisms which reside there can be left tainted. This sapping comes about through a sort of water-esque voidal residue that dissipates at a constant rate. When a mage draws forth power to cast a spell of normal proportions, this residue dissipates mere minutes after conjuration, leaving no harmful taint behind. Though some great voidal feats leave this residue in such great quantities that it may take days, or even decades for the residue to completely dissipate; there are some cases where this residue melds with the land and lingers. This is where the side effects come in, as when the residue rests upon an area for prolonged periods of time, the land and organisms may become tainted, twisted forms of life. While these horrifically infected areas are possible, more diluted forms such as areas that have a great deal of magic lingering, will be able to sprout oddities such as crystalline flowers, focal crystals, and twisted forms of life, be it docile or hostile. This infection breeds both horror, and intriguing oddities. Red Lines The voidal residue is totally invisible to all but those highly practiced in the voidal arts/magically attuned creatures (voidal creatures not fae and all that jazz). Druids are able to locate close by tainted areas through the cries of natural organisms being eaten away by the taint. Along with this, they are able to cleanse tainted land (only druids and no holy magics can cleanse the taint, as it is of the void and not of necrotic origin). The residue has little to no adverse side effects unless there is a constant flow of strong voidal energy in the area (the product of magical errors in great experiments, be it intentional or not). Residue expelled from ‘normal’ voidal feats performed by mages will dissipate near instantly to a few minutes later (depending on the proficiency of the mage), leaving little to no harm in its wake. These side effects can include, wilting of plants, thinning of leaves; more frail and sickly animals (Akin to voidal weakness but in organisms). However, some animals and plants afflicted by the mass of voidal energies can mutate, or have other effects. The voidal residue does dissipate over time, though depending on how great the feat was, it may take from a few days to decades for the land to completely recover. Diluted forms of this residue may trigger oddities, such as crystalline flowers, focal crystals, and twisted forms of life. OOC This lore is more of a clarification and something that future lore posts can be built upon. In no way is this meant to make voidal mages look like the bad guys, as the amount of residue that is needed to seriously impact an area is tremendous. I personally think many cool roleplay scenarios can come from this with the possibility of magic oddities springing up in the tainted areas. Big thanks to Niv-Mizzet, he basically turned this from a bland heap of flour into a cake.
  4. The Bryophites By Fabien Lmr The Bryophites are a race of humanoid plant people created through the intercession of Cerridwen. Their body retains the look of their former race; though their body shares a similar appearance, it is made of plants not its former flesh. From wry root hair, to yucca husk skin, the Bryophites are truly and wholly sapient plants. They are turned this way through a process of reconstruction, caused by Verridian moss. The transformation from Descendant to Bryophite is permanent, but if the descendant is cut out of the cocoon, their body will perish and their soul will flow into the soulstream (this is not a PK unless wanted; the monks can revive them). But if the process is complete, then they are a Bryophite till death. Creation The Bryophies are plant-men, a people like no other. Flesh rendered to plant, Descendant to something more. By Max Davenport Since the birth of the four brothers, Descendants have roamed land, sailed the seas, scarred the earth, and tainted the air. Though, a few of them were blessed by the Aspects (Druids), the majority embrace their unnatural side. Practicing voidal arts and changing the face of their world forever, through civilization. The Aspects saw all this, all those who thought nothing of the destruction and abuse they caused, but they also saw those who fought for the wilds, their Druids. They charged their Druids to keep the balance, to not strive to wipe the descendants off the earth, but to find the sweet spot of harmony. Though Cerridwen did not feel fulfilled with this, she wanted descendants to fully see her work in creation; how they to are tied to the land. Soon the aspect, loved by all of nature, sent one of her favored Mani to bring her a dwarf. He was a short man, tied to the earth through both his mines and stature. The aspect induced a deep sleep upon the Dwarf and wove a cocoon of leaves around his body. Over the course of the next few months, his body changed. First his long beard took on the form of thick roots, then his skin started to turn green and fibrous. When he finally awoke and tore free from the cocoon he was now truly tied to nature, the first Brypohite. Though he was different than the Bryophites of today, as he possessed pseudo-druidism prowess gifted to him by Cerridwen herself. When Cerridwen saw what she had created, she cast him out into the world, pleased. The Dwarf never returned to the warm mines or crowded cities, as he found the thought of returning to be revolting. He lived for many years, well over the average age for a dwed thanks to his mother bestowing him the skin of a plant and also the longevity of one. In the beginning of his ‘new’ life, he used the gifts with pride and humility, as was intended. But as he was a Dwarf, cursed by Iblees with greed, soon he craved more than was given to him. He used his newfound prowess to weave his body into the form of a moss, low lying, and close to the round like the dwarf, but with a darker side. The moss was truly him, and he wanted power over the lands which he dwelled in. The new moss possessed the power to drag even the biggest of beasts into a deep sleep through its spores. With this power to easily subdue any organism, the moss quickly spread. Bringing down entire herds of deer and packs of wolves with ease. Cerridwen saw this and grew angry, finding that her creation was still tainted with the curses of Descendants, she stripped all the Dwarf’s power and in return made the moss into a means for life. This new moss had a new power, not one for destruction and power, which the Dwarf so craved, but a power to change a Descendant into something more, a Bryophite. Verridian Moss By Ivan Shishkin Verridian moss, this magical construct of Cerridwen, grows in the dampest and darkest corners of a forest and holds quite spectacular properties. Made from the flesh of the first Bryophite, the moss has the power to turn sapient creatures such as Descendans and Hou-Zi into plant-men. It works by pulling the creature into a deep sleep, such as Cerridwen did so long ago. The moss then proceeds to slowly grow over their corpse over the course of a few days. After the overgrowth is complete, the moss seems to eat away at the creature, eating away at all its flesh and bones over the course of a month, until there is nothing left. But this is not a true death, as from the moss grows a new body, one made purely of plant matter. Reproduction By TStark As the Bryophites were made through the intercession of Cerridwen, Goddess of Life, they are able to procreate. One explanation for why Bryophites are able to procreate is that they have a superior soul like other Descendants, even if their blueprint has been changed, thus allowing them to pass on a bit of their soul and regenerate the damage.The child of a Bryophite will always be of their original race, so if the Bryophite was an orc and they have a child with another orc, then the child is of course, an orc. The same rules apply for half breed Descendants. Though, if the Bryophite is the mother, then the pregnancy seems to last a few extra months. Bryophites and Magic By HubPages Bryophites are unable to learn any voidal arts, as drawing from the void is too strenuous on their plant bodies. But if a Bryophite was to attempt to learn voidal arts, they would find that the plants which make up their body would start to wilt, and as they grow more proficient in the magic, they would slowly rot to mush and die (PK, and same with necromancy). As well as voidal arts, they are unable to become an Azdrazi as they are literally plants, and dragon plants are a no go. Though they can not learn voidal arts, or become an Azdrazi, they are able to learn most dietific magics and most dark arts, save for necromancy and the Paladin’s magic. These plant people also find that it is easier for them to learn druidism, as they are closer to nature than their Descendant counterparts. Though some forms of shamanism such as fire elementalism are found to be near impossible to master, all other shamanistic feats are plausible. Behavior By cactus-art As Bryophites were not born in the form of a plant, but rather transformed, they keep their personality, and previous knowledge from their old life. But, the transformation does not leave them entirely the same. Many Bryophites find that they are more at peace in woods and groves, and find highly populated cities to be uncomfortable. Like their mother, they are truly neutral creatures. They can lead peaceful lives, but most can be seen becoming quite aggressive and agitated at the destruction and senseless killing of natural organisms. Their plant-esque appearance gives them the look of a passive creature, but those who have met a Bryophite, have found that is not the case. Along with their tempers and personalities, all Bryophites are sugar addicts, they crave sugar in all forms, from sugar water to tasty cookies. This is due to their body’s need for foods high in energy and calories, as their less productive stomachs have an easier time with these sweets, which they seek out almost addictively. Soul By Louis Parsons A Bryophite has a soul much like their descendant brethren, though their blueprint is changed through the process of deconstruction and regrowth. As their body holds the same rough shape, the deconstruction of the Descendant does not destroy the soul, but holds it safe and edits their blueprint. This is why Bryophites sometimes lose their memories, as the blueprint was tweaked to turn their body from that of flesh to that of plant matter. As Bryophites still have superior souls, and their blueprints were just modified, all Bryophites can learn magic. Though some of these magics, such as voidal evocations are detrimental to the Bryophite and can be life threatening. Alchemy and Bryophites From Bonsaigurus.com All alchemical ingredients from a Bryophite seem to be fresher, more potent, and spoil slower than the traditional ingredients. All alchemical ingredients of a Bryophite hold the same symbols of their traditional counterparts. Many Bryophites find that they house a number of uncommon or rare herbs, giving them an edge on traditional alchemists who have to manually find their ingredients. All the ingredients that a Bryophite houses comes with their transformation, they can not grow new plants after the initial turning. Bryophites are capable of housing poison as well, one example is the spores that a Bryophite can release. These spores are less potent versions of the spores which the Verridian moss uses to induce sleep, and in high doses can lead to partial body numbing. Bryophite blood is also a useful alchemical ingredient, as it is packed with nutrients. Extra Notes on Anatomy By universe-review.ca Bryophites weight around the same as they did in their fleshy lives, though their anatomy is completely different. Firstly, they can eat meat and plant matter alike, as they have pseudo-stomachs that use the same process as a Venus fly trap to dissolve and gain nutrients from flesh and other matter. With this less efficient stomach, they tend to have a ferocious appetite and tend to drink double the amount of water as they did in their previous life. Though their bodies are completely made up of plant material, they tend to function in the same way. Even though Bryophites are made up of plant material, they are usually made up of the more durable stuff. Often with roots for hair, or even cactus husk for skin. As their bodies can house an array of alchemical ingredients, they seem to always have fresh ingredients handy. Bryophites do not sleep but they tend to meditate in the sunlight during the day. Since Bryophites are plants they do not breathe in oxygen, instead they take in carbon dioxide like other plants and release oxygen. Along with their intake of carbon dioxide, Bryophites also require a minimum of six hours of direct sunlight a day; if they do not meet this then they would begin to feel sluggish and sickly. As Bryophites are made of plant matter they can regrow limbs just as a plant can regrow a stem, though this process will usually take a year to fully regain the limb. Recap The moss is not a parasite, but just a means for the transformation. All races can become a Bryophite. The entirety of a Bryophite is changed, from blood turning to a plant blood which functions in the same way as normal blood, but carries CO2 instead of Oxygen. Bryophites can eat meat, and are omnivores. Bryophites are not purely passive creatures, they can and are in most cases just as aggressive, or even more aggressive when witnessing the destruction of natural resources and organisms, as their former selves. Bryophites get dehydrated faster than normal Descendants, but they seem to be just as resilient to heat and cold as a normal Descendant of their former race. A Bryophite has a deeper connection to nature than its Descendant counterpart. A Bryophite can have children, though for female Bryophites, the pregnancy lasts a few months longer. Bryophites weigh the same as their previous race, and retain their strength. Bryophites live for an average of 100-200 years longer than their Descendant counterparts. Bryophites are serious sugar addicts. The Verridian moss grows and reproduces like other mosses, Bryophites do not create more. Red Lines Bryophites can not grow their bodies at will. A Bryophite has not druidic ability unless attuned. The player has 1 IRL week to reverse the changes. A Bryophite does not regenerate any faster than other Descendants, though their limbs can regrow at a slow pace (1 irl week per limb). A Bryophite’s body can not be manipulated by druidism, but blight healing is able to cleanse them as they are made of plant matter. A Bryophite can not learn voidal arts, necromancy, and find it nearly impossible to make a pact with a fire spirit, thus making fire elementalism a no go. Bryophites are unable to become an Azdrazi. A Bryophite would find it near impossible to become a paladin of Xan, as Xan would see them as an abomination. A Bryophite can not have any bark on their skin, though resilient non-tree plants can make up their body. You must already have a character to play a Bryophite as it is a transformation (requires a CA). Bryophites retain the curses and blessings placed on their former race. A Bryophite can not be made of flame resistant plants. If a Bryophite is cut off from sunlight for prolonged periods of time, they would start to feel weak, and very sick, but it would not kill them. Bryophites lose motor skills as they are turned from flesh to plant matter, so the newly reborn Bryophite is uncoordinated. Though flexibility and coordination can be relearned. The fruit grown on a Bryophite can be no larger than a grape, and if a Bryophite eats their own fruit they gain no nourishment. They can release poison spores which can cause partial numbing in the body of a descendant (will never rend them unconscious), though these spores do affect the Bryophite as well, not nearly to the extent of a normal descendant. A Bryophite can grow alchemical ingredients on its body, though they can not add new plants to their body after the initial transition. OOC Bryophites are really cool creatures with extremely outdated lore. As of right now there is only one active Bryophite and I would like to see that change. I hope you can all see the rp possibility with Bryophites and how fun they can be. Make sure to +1 and leave criticism in the comments so I can change the lore accordingly. Special thanks to: Clayphish-Ideas and EXPERT advice, stuff really helped the whole thing come together. Flambo-Ideas and criticism that helped me improve the work. Delmodan-Help with origin, and criticism that allowed me to make the changes I needed to make. Sybbyl0127-Wrote the lore before this rewrite, which gave me a ton of inspiration. I do not know how they put up with my pestering
  5. Umadu By Serge Kruskop Habitat: The Umadu call the savannah shrublands and the harsh desert their home. Size: 7-9 feet tall and 2800-3500 LBS Diet: Cactus, trees, yucca, and most other vegetation that grows in the arid climate which the Umadu calls home. Temperament: They have a group mentality, as when they are in a group of 5+ individuals they are more aggressive, but if caught alone they will be skittish and timid. Brief summary of the creature Characteristic: (Behaviour, Reproduction, Gathering food) The Umadu is quite intelligent as they need to be quick thinking to survive in the harsh environments in which they live (Around the same brainpower as an elephant). They live in family groups of 5-12 individuals; while together, they seem to be much more aggressive and more likely to stick for a fight. But if caught alone, they are timid and cautious. The mating habits of the Umadu is quite peculiar, as they do not mate with males from the same family group, rather, they mate with members of other families. As the savannah is home to many different species of wry trees, they are adapted to eating the leaves of these trees and they also do enjoy eating cacti as well. Origin: The Umadu are great herbivores of the savannah and desert. They have wandered the landscape long before any nations rose from the dust and are vital organisms needed to maintain the natural balance of the land they roam. Weaknesses: They can be killed like any other ordinary organism. LM Approval Required: No If playable, what are redlines? Have no extraordinary properties as they are just ordinary animals. They can be tamed, and possibly even domesticated.
  6. Request Type(See Prices.) Outfit Skin Type(Alex/Steve?): Steve Character Name(Curious.): Tajo the BALD Character Race: 'Old' Elf Character Age: 44 Character Gender: Male Character Hair Color: BALD Character Skin Color: Tan Character Eye Color: Brown Character Hairstyle: BALD Character Description: A bald elf with a 4 pack, as not everyone can have a 6 pack. Character Outfit Description: Some hide draped over his shoulders sewn together with sinew. His chest is bare, but he is wearing some cloth pants padded with more hide. Color Pallet: IDK Reference Picture(You need one in order for me to even consider it.): Basically just new clothes on the skin I already use.
  7. (Name of the creature ) DireWolf (Picture reference including credit to artist) (( https://www.quora.com/Whats-the-difference-between-a-wolf-a-dire-wolf-and-a-werewolf )) Habitat: Tundra/Forest Size: Large 5-6 foot tall wolves that can weigh from 700-1100 pounds. Diet: They are carnivores who hunt big game, though they are opportunistic so they will scavenge if they get the chance. Temperament: Quite Hostile, but will most likely not directly attack unless provoked, hungry, or if the direwolf has cubs around. Brief summary of the creature: The direwolf is a large carnivore that hunts big game and can be found on all the islands of Axios, though most prominently on Tahn. The direwolf has a thick coat that varies in color from the rare black to a brown, though the most common color is gray. They are larger than the average wolf in both height and stature, standing at 5-6 feet tall and having a more bulky frame. Characteristic: (Behaviour, Reproduction, Gathering food) The direwolf is a hostile animal, they will attack those who threaten it or its young but usually they will give warning beforehand. The direwolf will breed again once all of its young have matured, which usually takes around two elven weeks, or two years. A direwolf’s litter would consist of four to five pups, and their sex would largely depend on how many direwolves are in the pack. A litter born into a large pack will have an almost even rex ration of 50-50. But a litter born into a smaller pack could see upwards of 60-70% females in the litter. Direwolves hunt in packs for food, they take down the big game in their area and have even been spotted killing the local farmers livestock, though they will scavenge when given the chance. Origin: The Dire Wolf was first seen in the Fringe, where they roamed about freely in large packs, feasting on the bodies of those who have fallen and the natural fauna. But they have had a comeback in the wilds of Axios, spanning from the deep jungles of Asul to the frigid lands of Ceru. Weaknesses: Direwolves have any weakness that a normal wolf would have, but keep in mind they are much larger. LM Approval Required: No If playable, what are redlines? Direwolves can be tamed but only by taking a pup. As the adult wolves would be too aggressive to work with. You must roleplay the domestication. They are super loyal, so they would not leave a pack member to die or abandon their master if domesticated. As they are slightly smaller than the average horse, they could not support the weight of a knight in full plate armor. If ridden the descendant would need to wear light armor, or no armor.
  8. I would like a head slot pls!!!!! References: My current skin, all i need is basically a hair addition and nothing else. A reference is this http://imgur.com/a/5tlHU
  9. The location of one of the Malin portals is 3287x 1224y on tahn, near the wood elves. Thank me with rep :D

    1. Chthonian_

      Chthonian_

      what about the one near sutica at x-195 and z628 ?

  10. My feedback on world ending event: 

     I know that nothing is perfect, but my oh my am I having a swell time with the event. block out all the h8rs

  11. When you hitting her from behind and she gives you this look 

    1688eff1b7be81ef53c16341adbf8dda.png

  12. Deal" The hou-zi would write back to the tired elf
  13. Drawing of the elven lady by Don'ki Jin, her captor. Pretty elven lady who can change eye color for sale! She would make a good slave, stubborn but willing to listen. Contact members of the Don'ki family for more info or come to Hou-Zi empire on foot to exchange woman for mina. [!] After the original statement would be a list of words written in charcoal -A sum of 800 mina in hard cold cash. -One set of enchanted iron armor -One sapling Those are the items that must be delivered to the Don'ki family for her release, if this is not met then she shall remain Hou-Zi property and work the rice fields.
  14. Spirit Type: Lesser Immortal under Freygoth Spirit Name: Yerkath, spirit of slime Spirit Totem: All slimes and slime molds Spirit Appearance: A large green blob made of slime, it would have a gaping mouth and acidic slime flowing all about. Alignment: chaotic evil Discovery: Found by the great Schnub'nub
  15. Hou, the chosen Hou-zi and firm believer that he is the reincarnation of Hou-Shen would let out monkey-esque screams and beat his chest in pride as he saw his goblin buddy wield the ancient and powerful relic
  16. Oh ill do it! i like doing guys with big muscles check out my PM fam https://www.planetminecraft.com/member/senor_tortuga/
  17. Minecraft IGN: Senor_Tortuga Forum username: Senor_Tortuga Skype Username: bumbullbee986 Link to examples of past work: https://www.planetminecraft.com/member/senor_tortuga/
  18. The bald man would sputter in an infuriated frenzy "get outta 'ere with yer voidal. . ." The bald man would let spittle fly as he spoke with great ANGER "PAGAN SWORD. Ah mean Ah would buy a warhammer that does that. . ." FER SIX HUNDED MINAE
  19. "Depends on what ye got" Says a bald man who somehow heard the mans question (( @Gusano Arentonio ))
  20. [!]All across Axios from the scummy sewers of Sutica to the high Towers of the racist high elven cities would be posters, the poster would be made of a fibrous paper and the text would be drawn with a dark substance ashen in origin. It would read as follows. Hello people of Axios, from the frigid north to the sunbathed lands of Haria, I am a humble bald man in search of your belongings! But do not fret for I will pay for them, i am not a crook who will hold a knife to your throat and beg of your mina, but a man who is willing to pay F A T mina for your goods! The items that I am looking for would fit under many categories, first off if you are a poacher or any man of that sorts I do not want your goods, instead send me a note with your name and your likeness on it so I way just take your poached animals. Now besides that any R E S P E C T A B L E descendant if you have anything druidic in nature or books pertaining to druidic things send a bird to Sutica, addressed to The Bald Man. I mean i will buy anything you have if it is a nice relic, but beware i will not buy much pertaining to the void so keep that in mind. But I will make exceptions in certain cases. ((Pretty much send me a bird over the forums or in-game if i am on about your ****, I will buy ANYTHING if i like it and keep in mind F A T money for these goods. Also please do not complete this trade for a while so people know i am still buying I WILL ALWAYS BE BUYING))
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