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Tharranstarbreaker

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Posts posted by Tharranstarbreaker

  1. MC Name:

             Gentlerain72986

     

    Character's Name:

             L'leon

     

    Character's Age:

             100

     

    Character's Original Race (N/A if not applicable):

             high-elf

     

    Transformed form:

             Ghoul

     

    Creator's MC Name:

             MeteorDragon

     

    Creator's RP Name:

             The Snake

     

    Briefly explain the lore behind this construct or creature:

             

    Ghouls are ressurected remains of diseased descendants, quite frankly the undead. They shamble around with a disdain of all mortals, they are vessels of hate and death. Many covens of necromancers raise these undead to serve them and their dark agenda, their bodies rotten and decayed, void of blood and organs, and the emotions most descendants have, such as love-happiness-and mercy....

    Ghouls look like most average descendants, albeit their bodies rotten and decomposed to unholy limits, their flesh split showing their bones and tendons, their eyes lifeless, and the warmth of their once live bodies now frigid and chilled.

    Ghouls have a horrendous smell that eminates from their body, always they smell of death and decay...their wounds and rotten gaps in their body may aso glow with a faint miasma which is a part of their unnatural rebirth.

    Ghouls are weaker than their undead counterpart-the darkstalker,  they are quite literally walking corpses.

     

    Ghouls were once living breathing descendants, they are still capable of showing gratitude or pleasure in a certain task- such as a ghoul who was once a baker may find themselves baking different dishes they once made, Or a hunter who enjoys the thrill of catching and killing their prey. They may enjoy these tasks, yet it would provide no nourishment and would simply be for leisure. example (a ghoul would eat a slice of cake, only to have the chewed up leftovers fall through a gap in their stomach or side.)

    Ghouls are prone to rage and jealousy- especially towards the living, they have been stripped of their very mortality, and can often suffer effects of schitzoprhenia or manic tendencies.

    Ghouls are different in the regard that they can be brought back by a necrotic magic that imbues them the necrotic revival. Ghouls show no mercy have no kindness and do not squirm at the site of blood, nor do they weep under sad circumstances.

    they have a complete lack of empathy.

    Ghouls are COMPLETELY subserviant to the necromancer who raised them, some may show signs of disdain or disgust to the necromancer who  raised them while others may see it as a second chance- either way they are bound to their master and will complete any task that they are ordered to do. In rare ocassions some ghouls may break free from their servitude and wander aimlessly doing as they please.

    The final blight of their unholy life is their memory loss- faces they once knew now become smirched and faded, people they once lived with and interacted with, become obscurred, their memories shattered.

    (OOC skin is subject to change in the future, as this character progresses)

     

    REDLINES-(written out this time i tried my best to write them in my own way) (further ooc-the rest of the app was hand typed just thought i should mention that)

     

    1. Ghouls have a natural weakness to aurum and gold, if they were to be struck or come in contact with it would cause them excrutiating pain, and may even halt their actions.

    2. Ghouls will be easily dispatched if their skulls are smashed with blunt force, they would then turn into a pile of decaying boned and flesh

    3. No matter the descendant race, a ghoul will have average human strength,-example orks would not have their orcish strength

    4. Ghouls ARE however able to wear plate armor and carry weapons much like their darkstalker counterpart

    5. under NO circumstance can a ghoul learn any type of magic or feat-example golemancy or sorvian crafting

    6. Ghouls do have tendons and muscle (although very little) and if they were to be severed, the damaged limb would be unusable

    7. Ghouls are very susceptible to flame, and must be put out with water rolling-ect-if a ghoul if not extinguished within [5] emotes, the ghoul will perish, it takes [2] emotes to extinguish itself and [1] emote for someone else to extinguish the ghoul

    8. Ghouls will be unable to concentrate whilst on fire, there attackes would most likely become pointless flailing and swinging, as they will be in immense pain and fear

    9. Ghouls bodies are very fragile when it comes to blunt attacks, it only takes [1] emote for a blunt attack to break a targeted limb, and 4 good strikes with a bladed weapon to sever or damage a limb beyond use

    10. Ghouls do not tire and have limitless stamina as long as their tendons remain intact

    11. Ghouls that wear plate armor will still become weighed down unlike their darkstalker counterpart, they will move just like any other armored descendant

    12. Under any circumstance, carbarum and high density boomsteel armor/weapons will be much too heavy for them to wield and or wear causing them to become overweight and collapse

    13. Ghouls do not require eating drinking or sleep, they do nto even breath nor are they susceptable to poison and mortal diseases, now unlike their darkstalker counterparts ghouls can only stay underwater for [10] emotes, before they start to break apart

     

    MENTAL DESCRIPTION REDLINES-

     

    1. Ghouls are undead which suffer from the necrotic curse, the player of the ghoul should properly roleplay this factor, such as manic tendencies, short fused/explosive temper, and general dislike for the living

    2. Ghouls are envious and jealous of living beings, just for the fact they are living and ghouls are undead, a ghoul might be so infatuated with the idea of living, that they may seek out descendants and devour their flesh.

    3. Ghouls are undyingly loyal to their necromancer, although this does not mean they do not show disgust or disdain towards their dark masters, but either way they must heed their command.

    4. Ghouls may break free from the iron grip of their masters if the necromancer who ressurected them dies permanitely or is dead for more than an ooc week

    5. Ghouls Are capable of limited emotions, they may be drawn to continue tasks they loved to do when they were mortal

    6. Ghouls are terrified of both flame and aurum, and try their best to steer clear of locations that have these two factors.

    7. Ghouls can still recall fragments of their past lives, but friends/family names faces-ect are a blur to them, and even if they were to be convinced of their old life/ connection to the forgotten, they would still harbor hatred against them as they are amongst the living

     

    CREATION REDLINES-

    1. The rite of summoning can only be articulated by tier 4 necromancers who have learned the necessary spells

    2. The rite of summoning is available to all tier 4 necromancers (i think? it says upon acceptance of the lore)

    3. The rite of summoning is very free form meaning- that the necromancer can do just about anything they wish for aesthetic purposes whilst performing this ritual

    4. Once the rite of summoning ritual is complete the player must submit a creature application, and the necromancer who preformed the ritual must post there magic app on the ghouls ca

    5. The rite of summoning only allows  4 ghouls to be created each month, unless there is an arch-lich which can create 5

    6. The rite of summoning cannot be done in combat scenarios

     

    REVIVAL REDLINES-

     

    1. The rite of return is a simple ritual to bring back the deceased ghoul

    2. The rite of return is extremely free form just like the rite of revival 

    3. The necromancer who raised them can hear the tormented screams of agony from their slain ghoul to signify its death

    4. After the ghoul has been brought back via the rit of return the player can go back to playing there ghoul

    5 When a ghoul is slain they are required to drop everything on their persona as this signifies them being transferred to a new body

    6. A tier 4 necromancer, must wait at least 30 minutes after the ghouls death, whilst an arch-lich can do so instantly

    7.  The rite of return cannot be used in combat

     

    PROGRESSION-

     

    If a ghoul shows enough promise or manages to impress their necromancer, they may be rewarded by being turned into a darkstalker This is known as the sacremantof urserer, their soul will also be dipped into what is knwon as a heith hedran.

    and then bound by a personal item (memento mori) The ascension of ghoul to darkstalker can only be done once per month....IF....the ghoul shows promise >:D

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

     

    screenshot-1707970355878.png?ex=65e0043c&is=65cd8f3c&hm=724d0f56458a45d33178d5d5dce161e8009339718fb3d0aebcb7ad9d47755b40&=

    screenshot-1707970349303.png?ex=65e0043c&is=65cd8f3c&hm=7c36c52f9f2590f4849ea8f344b136d10c0e82b89339517abbe4dab11b1d0353&=

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             n/a

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             yes

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             n/a

  2. MC Name:

             crow_scar

     

    Character's Name:

             Roak Of Hazum

     

    Character's Age:

             21

     

    Character's Original Race (N/A if not applicable):

             N/A

     

    Transformed form:

             Olog

     

    Creator's MC Name:

             crow_scar

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

             

    Ologs are a peculiar race of lumbering giants of tough bones and raw muscle. Ologs are the largest of descendant races often standing at a whopping 9-10ft in height. These brutes are of orcish descent often theorized to have troll blood-although this has not been confirmed and is mostly old legends and hearsay.

    These brutes can easily lift 400 pounds easily often making them formidable foes and fearsome enemies. Ologs are often known as -bottomless pits- they are known to eat massive quantities of food and drink and still be unsatiated. Ologs can range within many colors and weights, often ranging from brown to possibly even purple!. Ologs have no set eye color range and often follow descendant shades of eye colors, Ologs weight can also we attributed to their wide  and thick bone structure, which is not easily broken or severed. Ologs arent smart....it could be argued that they are the most un-intelligent of the descendant races, it would take an olog MANY tries to learn how to do something, and often times this leaves them frustrated as they cannot always comprehend new tasks. Regarding their massive and durable bodies, it will be easier to outsmart an olog-or to injur an olog it will be a daunting task but with a good ammount of strikes and quick movements a descendant could cause an olog to bleed out as it would be considerably  hard to outright slay an olog. These hulking fist factories have a very rudimentary mindset when it comes to leadership or worship, it is more often than not that an olog will be not be seen wandering alone for long. Ologs are usually destructive when mad, their blood boils and they tend to completely destroy what gets in their way and can be quick to anger- they do not comprehend emotions very well and struggle to understand new concepts.

     (OOC) This app is short unlike my others please let me know if it isnt sufficient enough :3- and yes i realise i have recently made an olog but it was on an impulse and i no longer wish to play them- this olog has been in the works for a bit longer and i feel more comfortable playing this one, i wish i could delete my other ca app for the olog i had previously made but i am unsure how to 3:

    REDLINES-

     

    Ologs are incapable of learning complex skills or feats such as the forging of ST-Signed materials, Alchemy, etc.
            -They may, however, use crafted items such as potions or ST-Material weapons, provided their function is not overly complex.

            -The only feats accessible by Ologs are Seer and Sycophants of Boletius.
    -Ologs are incapable of learning magic, and cannot utilize activated enchantments.

            -Housemagery and passive non-activated enchantments are excluded from this rule.

    -Ologs are incapable of holding any form of romance, and are disallowed from FTBing.

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    ImageImage

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             N/A

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yes

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             N/A

  3. MC Name:

             crow_scar

     

    Character's Name:

             Akai'Akuma

     

    Character's Age:

             5

     

    Character's Original Race (N/A if not applicable):

             N/A

     

    Transformed form:

             Olog

     

    Creator's MC Name:

             crow_scar

     

    Creator's RP Name:

             Akai'Akuma

     

    Briefly explain the lore behind this construct or creature:

             

    Ologs are the largest and honestly the strongest out of not just the orcs but all descendants,They were practically bred for war and tough construction jobs in the orc gois they LIVE for battle.

    It is very very rare to ever see a whitewashed olog, they may not have a complete sense of honor but a fair sense of it, they are loyal to there brothers and sisters and will generally adapt quite well to their tribe.Now it is not completely known as to how the ologs came around, some believe they were created through orc and troll crossbreeding but it has been dismissed as there has been no clear evidence.

    Be it through mutation, interbreeding or perhaps an adaption to nature as their bloodline progressed.

    The hair color of ologs is mainly black or brown. There are some ologs with red hair color. Ologs have been known to dye their hair various colors. Ologs eyes are usually the natural color but they can also be bloodshot red if they do too much activity.

    Ologs are usually between eight to ten feet tall and they Tower above their orcish kin. Their have been known to be smaller ologs but anything under 8 feet is because they slouch a lot or they have a breed of mixed blood.

    Ologs have a wider build than most species. Due to their bone structure and the fact that they overindulge in food and drink gaining weight.

    The average olog would weigh roughly around 500 to 650 lb period. The thinnest Ologs which is a very rare sight would weigh around 400 lb due to this the ologs that overeat and are much more fatty would be having issues such as diabetes and heat sroke. They can reach weights such as 920 pounds.


    The strength of an olog is something to behold. Although Ologs are much stronger  than an average orc, the peak of their strength, and the most well-trained of their kind is capable of matching the strength of two full-grown Orcs. An olog can lift double the weight of a full-grown orc. However being stronger does not mean that an olog is a better fighter. It is known if an olog fights a human, the olog will overpower the human.

    An olog although a large to an extent are more durable than the average race. Their bodies are tougher than most other races. In a fight punching or direct attacks of light strikes will not cause harm to them and due to their massive limbs amputated in an arm or a leg is far more difficult. Due to their massive size it is difficult for them to bleed out quickly from wounds. Ologs can still feel pain as much as any other race.

    Hard blade strikes can still cut flesh just as a Mace strike to a limb can still break bone. Due to their size and Old Log is much slower than any other race this does not mean they cannot run, or Dodge, or swing a weapon what it does mean however is that a fit race would be able to do each of these tasks faster than an olog since the olog cannot move as fast due to their size they can only run at about 8 miles an hour.  

    Ologs although very strong are not very smart. They are fully aware emotionally and cognitively complex. Ologs fundamentally are dumber than the average race. Ologs are capable of every form of emotion from frustration to happiness, even empathy. Ologs even understand betrayal and loneliness. Their capacity to communicate such emotion is limited unless they are being taught or spoken about. The ologs mind is animalistic, with its current feelings and circumstances dominating its psyche. If an olog is hungry, it is mainly concerned with finding food. If an olog is in pain, it will be concerned with resting or getting rid of the pain. If a no logs bloodlust is building up it will only be concerned with finding something to kill. This is not to say that an olog is incapable of any form of curiosity, or none based God, but more to say need-based Pursuits take more president in the mind of an olog than any other race. Pursuit of entertainment, cleanliness, are not as important when the Olog is hungry or distracted by a primal need. 

     It is in this way that ologs struggle to learn, remember or maintain knowledge taught to them for long periods oh, well into their adulthood. If taught something up and down and how to replicate it, their minds are focused upon cause and effect. Though an olog farmer would have the job of plowing fields, he would not know to make straight lines with the plow our in the field. All he would know is to grab and pull.

    It is because of this lack of understanding most ologs are not Craftsman or magic users. Socially the old logs are dependent on someone to watch over them and guide them like the Rex, or their Clans leader. This is not to say and Old Log could not take care of himself in the wilderness. If an olog does not have someone to lead them they can force  their beliefs and ideals upon others if they believe themselves to be right.

    Ologs are capable of independent thought. The animalistic thought pattern of an olog will usually cause it to become subservient to whomever or whatever is providing it food shelter and guidance. As long as the olog has food and the basic needs are met.  they tend to be mostly calm and content, and complacent.  

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    a red skinned olog child, he wears tight clothing that barely fit him, causing his stomach to hang out, one of his jackets sleeves is torn off at the shoulder, and he wears tight torn black pants that often tear at the knee when he moves, his tusks are gnarled and elongated (ill try to put a picture of his skin i made here)

     

    body.png?id=493381d581e3610d&model=classic&theta=-2&phi=6&time=722.59&width=600&height=800body.png?id=493381d581e3610d&model=classic&theta=-184&phi=3&time=722.59&width=600&height=800his name essentially means red demon :D

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             N/A

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yes

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             N/A

  4. MC Name:

             crow_scar

     

    Character's Name:

             Wood-walker

     

    Character's Age:

             5

     

    What feat(s) will you be learning?

             alchemy

     

    Teacher's MC Name:

             dargrind

     

    Teacher's RP Name:

             Father Ferrus Vuiller

     

    Do you agree to keep Story updated on the status of your feat app?:

             yes

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             no

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             yes

     

  5. MC Name:

             crow_scar

     

    Character's Name:

             Wood-Walker

     

    Character's Age:

             5

     

    Character's Race:

             automaton/animii

     

    What magic(s) will you be learning?

             alchemy

     

    Teacher's MC Name:

             Dargrind

     

    Teacher's RP Name:

             Father Ferrus Vuiller

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             N/A

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             yes

  6. MC Name:

             crow_scar

     

    Character's Name:

             Captain Crabcake

     

    Character's Age:

             15

     

    Character's Original Race (N/A if not applicable):

             N/A

     

    Transformed form:

             Musin

     

    Creator's MC Name:

             crow_scar

     

    Creator's RP Name:

             Captain Crabcake

     

    Briefly explain the lore behind this construct or creature:

             

    Musin! where do i start....

    Musin are practically the smaller cousins of the infamous ratiki. They are small ranging from 1'8 to 2'6 at the tallest! Their fur is  rather thin but fluffy to say the least...

    Their heads and bodies are covered in fur except their tails,feet,hands,and inner ears which are pale or pink in color they are completely barren of fur on those areas.

    Their eyes are pitch black but can also be red but that is extremely rare in musin usually ranging from every 1 in 10 musin.They keep their bodies nice and clean, as well as soft! Their teeth are small and mouse like except for their incisors which are larger and have a sharp-ish but yet clean edge to them, which they also try to keep in shape by chewing and gnawing on wood or hard grains! Their noses are pointed and less blunt than the common ratiki.

    Their tails however are smaller and more size apparent to their bodies than the ratikis...though not to say they are not tactile.The musins bodys are far slimmer and their ears are much more sizable as well, musin  are also more sense abhorent when it come to their ratiki cousins,they have no need for goggles when they go above ground and can see with....a rather mediocre  sense in the daylight.

    Their ears are a bit less powerful than the ratikis but they can still pick up on both higher and lower frequencies than a human can and are able to find these sounds with ease.

    A musins diet is pretty omnivorous BUT their stomachs are far more sensitive than a rats, so they tend to feel ill if they eat too much undercooked meat.

    They tend to enjoy a sweet or crunchy snack far better than a nice cooked meat dish.A nice cookie crumb or perhaps a small cupcake or a piece of chocolate would be a savory choice for a musin while they tend to find meat less appealing. Most musin are lactose intolerant and find themselves to be quite ill for a few days if they eat cheese, they can eat it! its just do to this fact that they tend not to.

    Musin are far cleaner than the ratiki they gnaw on grain to keep their teeth filed down instead of letting them get sharp and jutted, they also take several hours of the day grooming themselves in the morning evening and night but frankly they try to do it at least twice a day.

    Male musin and female musin are quite difficult to tell appart, the females have no mammaries or any distinguishing characteristics aside from them trying to trim or style their fur to suit their genders.Females may also use small amounts of makeup to distinguish themselves from males, their voices are also different sounding aside from the males.

    Musins clothing is quite shoddy to say the least...they are however fond of bright colors and will take any scraps of cloth they can find! They often enjoy patching these colors together into their own works of art, but if all else fails!then they will steal childrens clothes or even perhaps clothes from a toy!

    Musin tend to live to be 70 with their oldest being 78, do to their natural cleanliness and gift! They tend to look young through most of their lives,although musin are able to tell the difference of age between their kin.

    Musin are born as a pup no smaller than an apple, they are blind and cant speak and are pretty well defendless but in a few months  they grow to be a toddler and act as such, from here their growth start to stunt itself. The musin tend to lean away from their ratiki brothers in the fact that they are smaller, they reach physical maturity at 12, and mental maturity at 15 which is when they are considered a young adult!

    Musin women usually have up to 3 pups, bud sadly it is not uncommon for some of them to die in infancy,the females are pregnant for 3 months and are able to rear children afterwards! Although they try to keep their children to a few at a time to prevent overpopulation, they consider having  more than 5 to be taboo.

    Only a few signs tell the tale of age when it comes to musin, at age 65 their tails, paws, and inner ears tend to turn pale, and when they turn 70 their exposed skin have without a doubt lost most pigment.

    Now fighting a musin....is quite easy to say the least, its like fighting a moving lump of clay,their only fighting chance lies within their speed and dexterity. They are hard to hit but once hit...its pretty much curtains for them,they lack the muscle and brawn that most descendants have. Their limbs small and thin one good hit could be the last thing they see. They are not very strong either they cannot lift a sword or axe with ease like a human can, even a regular dagger would be like a large sword to them, they would have a great difficulty lifting it and would need to find a weapon built to their specifications, bows are also hard for them to use. Although small handheld crossbows may suit them.

     

    Musin history is a bit tricky to wrap around, after all they did just learn to write 100 years ago, but the general story fuzzy as it may be goes something like this.

    So typically in the ranks of the ratiki their have always been so called runts...that were weaker, small, not fit for battle, they were generally left to die or forced to do tedious work for the ratiki, being scavengers or slaves. They barely lived to maturity most of them starving to death or dying from disease, It was VERY uncommon almsot impossible to rise through the ratiki ranks...until the musin were born that is.

     

    During the great plague the runts of the ratiki were sent to the mines to work for the rest of their natural lives, they worked hard and died often, it was a sad time for the runts. It got even harder with the second great war of the ratiki, their quotas were up and their numbers down...they were choked by the fumes and pestilence of the coal and vapors in the mine from morning to night.

    During the war the xetrialkian army was short on numbers and sought to fill them any way they could, among the ranks was a white furred runt named musin, he used to be a scout for the scavenger partys, but then he found a dagger in an ancient civilization. The dagger was the  finest weapon he ever had better than anything the ratiki had even! With his cunning and dexterity he rose to the rank of warchief and was known as musin the brave. As a warchief he had many more freedoms then his brothers and sisters, and he pitied them as he saw the injustices the ratiki had commited against his kind. Even though musin was a hardened soldier he still yearned to free his people, after all he was born in the mines with them and wished them to be free. With his position he elected several of his kind as foreman beneath him, he even elected many of his own as grunts freeing them from the mines, but...it wasnt enough. In the midst of the battle of the red vale, when most of the ratiki warchiefs were away musin saw his chance and took his group along with 400 slaves and attempted to flee. They were almost free! but then stood before them  the mighty warboss stanqolk highslayer! he wasnt about to let his slaves go...this was insubordination to him! he and his army of 200 were ready to kill musin and his group. Musin knew what had to be done...he led his charge and they clashed with the dreaded warboss for what seemed to be hours! but alas....they eventually succumbed to their might although many civilians had escaped, some where slaughtered but not all was lost! Sadly musin was slain by the warboss as he plunged his dagger into his corrupt heart, they both died that day but thanks to them the musin people were able to escape!

     

     

    Just as the ratiki had seen many times before, the minute the musin were above ground they saw how barren and desolate it was, it was ruined after years of war and pestilence. They didnt know what their future held, yet they trudged onward searching for a place to take up shelter and fertile lands to sustain themselves...they eventually found a cave, they had lost many including their leader musin. They kept searching, their metabolisms eating through their rations they had, another 200 of their kind have died once they found a location, a forest! They knew it would sustain them for a few weeks and as they trudged on they, found a large pond....it was later they found it to be called the ocean. One of the foremen had a scrap of paper he had stolen from the qhrol it seemed to be a blueprint for some strange contraption called a boat! And for a year they toiled building this boat, as the foremen became their new leaders. the foreman who had the scrap of paper was dubbed as crumlin the sailor,after a while they formed their first civilization known as the clan of musen. They adopted a peacful way of life, a way of life which protected the weak and meek, they were instructed to flee and only flee. They had finally finished their boat after a year of arriving at the forest, they pact it full of apples for provisions and it held about 100 musin as they now called themselves. They ventured out into the ocean on their hastily built ship a strange relic at the bow of the ship,they eventually ran into a terrible storm and dissapeared into a purple fog...none can explain what happened but afterwords the strange relic had cracked to pieces.

     

     

    The musin had eventually arrived in the eastern islands of almaris, which was a few years before the ratiki have come to atlas. They were ready and excited to explore this lush new world,they boarded the land flipped their ship over and cut a large hole in it, they called this home and for a little while all was well. Until one day a man happened upon their home, he was taller and not rat like in any sense! he was 6'2 with a scruffy dark grey beard, and he wore leather and cloth far better than they had ever seen! The man waited a few days until the musin had come out, showing them he meant no harm to them, they even shared a common language!

    he shared his storys with them, and was soon to be known as the giant to the  musin. The musin werent sure as to what the giant was, whenever asked he would simply wave it off with a joke or snyd comment. He aspired to know how they had arrived but cut them off mid story, telling them that he would not talk to them until they had cleaned themselves up for in his eyes they lacked manners. When he arrived the next day he told them of proper hygiene and manners, he even talked to them about their odd speech and how it was simplistic compared to his. The giant came back for generations of musin teaching them how to talk write farm many things he taught them! He stayed over 50 years within the village teaching them all he could. He tried his best to teach them manners and his way of life, but he just could not get their love of recycling and thievery to leave them, he didnt mind much he was too kind to punish them. One day the giant sat down and listened to their story,the musen had grown quite fond of the man, seeing him as a father figure and savior to their village. The giant promised to help them rescue the musin trapped in the mines IF they promised to help take down the ratiki horde.The giant seemed to be much older than when he had first visited the musin,he sat down and was ready to tell them his tragic tale...the ratiki had come to the island long before the musin had arrived, the once proud empire of his kind had all but crumbled to nothing. Everyone he knew was slaughtered by the ratiki, and the land choked of its recourses.He had escaped with one of the wayfinding devices similar to what the musin had used.The giant wandered the land for many years as a hermit, practicing his magic hoping one day he could return to his homeland...He then found the musin who he thought were another horde of ratiki, he sought to slay them all, as the ratiki had done to his people...but he could not bring himself to do it.

    He apologized deeply to his new found friends for his hatred was for the ratiki, and not them. He warned them tha the ratiki had a wayfinding relic as well and may come to invade the land they were on...so he gave them the rest of his magic altering them making it to where they had less children but longer lives, turning them into a race entirely different from the ratiki.After he had given them his power, his very strength, he told them he would return one day and to not give up hope on defeating the evil black hearted ratiki.  The giant then soon perished, and was buried beneath the crypts of crumlin keep, The musin were sad, confused but alas they were very grateful for what they had been given. They then continued to live in almaris for the next few hundred years, many forts and handmade villages has risen and fallen, but they were successful to a various degree, when the descendants had arrived in almaris the musin were overjoyed to meet them!, But they were unaware of the trouble the ratiki had caused in atlas...what fate beheld them now?

     

    A musins mindset is very unique they have a great urge to scavenge and recycle things, that even dont belong to them...they absolutely hate seeing things that go to waste, and may spend time scavenging to bits of cloth coins bits and bobs of all ends they love it all! Musin are also compulsive cleaners, in fact they enjoy it so much that it can be a pleasing activity or stress relieving action for them! All musin hate ratiki, but they share no hatred with the other descendant races...they in fact love to go and explore new places and things and to meet new people! Some may choose to adventure while others choose to be social butterflys with the descendants. The musins clothing/building ideas tend to derive from the giants storys,they also tend to live more peaceful lives tending to stay away from violence.

    Their building style is very crude and structurally unsafe, but they have a specific keep names after the sailor foreman crumlin. It is known as crumlin keep! Its located in the heart of almaris, it is said that the giant had helped them to construct it, and they are proud to show it off as it is one of their oldest still standing constructions they had built.

     

    And last but not least here are the abilities of the musen

     

    Musin have great hearing!, although not as good as the ratiki...even the loudest noises will startle a musin!

     redline-musin can hear frequencies ranging from 15hz to 20khz and do not lose any hearing over time like humans do, for instance a small buzzing noise could be heard clearly by a musin while with humans it would be hard to hear.

     

    Musins have sensitive eyesite than most races although they can see clearly during the night, their sight in hampered down during the day

    redline-musin can see half clarity (24blocks) during the day, and fully at night (48blocks)

     

    Musins are very nimble and quick they can dodge, spin, twirl, or run away from attacks although they cannot take much damage in return

    • A minor hit from a dagger turns into a severe or lethal blow on a little Musin. In general, react to being hit as if every wound is serious. If using the roll system, act as if every hit is one layer of severity higher.

     

     

        •  A Musin takes to dodging quite well, although more in the sense of nimbleness. They can duck and swerve easily, but due to their small size it takes more time to move out of range

     

        •  Musin have FAR less strength than any other race. They cannot kill by hacking and cutting with intense muscle power like most, and have to rely on their dexterity. The only weapon a Musin can really truly cause damage with are finesse-based dueling weapons like rapiers- everything else is nigh uneffective.

     

         

        General Redlines

     

        • Musin are not ratfolk. Musin do not speak like skaven, look like skaven, or act like skaven. They are much more proper.

     

     

        • Musin will get diseased like Ratfolk if they do not clean themselves, although they are less susceptible to it, similar to an actual human.

     

     

        • A Musin’s bite is the only thing that can cause any actual damage, although it is fairly weak, akin to being stabbed with a kitchen knife. It will begin to hurt if not filed down regularly.

     

     

        • Musin incisors can not be used to bite through blocks.

     

     

        • Due to their small size, Musin cannot wield most weapons or armor. Daggers are shortswords, and shortswords are zweihanders for them.

     

     

        • Musin cannot learn magic, due to their lesser souls.

     

     

        • Musin cannot FTB. Ever.

     

     

        • Cheese makes them sick

     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    He is a 2ft musin with a pirate outfit made from various fabrics on which he....*liberated* he has dark brown fur and a little furry scruff like beard on his chin, he wears an eyepatch over one of his eyes, which he doesnt need, he simply wears it because he thinks it makes him look more -piraty- he occasionally lifts him up to look around or to incinuate surprise.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             N/A

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yes

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand, (i promise he is not a meme)

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             N/A

  7. MC Name:

             crow_scar

     

    Character's Name:

             Storraz'Koh

     

    Character's Age:

             

     

    Character's Original Race (N/A if not applicable):

             N/A

     

    Transformed form:

             Golem

     

    Creator's MC Name:

             _Drak3_

     

    Creator's RP Name:

             Charsi Doomforged

     

    Briefly explain the lore behind this construct or creature:

             

    Golem Lore:

     

    Golems are stone beings, constructed by “Golemancers”. These Golemancers must create a “Golem Core”, which is essentially the life-force of the Golem. The core stores their memories as well as powers their body. There are a variety of cores, including: Regular (Thanhite), Swift, Brawn, or Soul-Bound. Each core can power “Sigils”. Sigils include touch, sight, hearing, etc. Each core can hold additional “auxiliary sigils”. For example, a regular core can hold THREE auxiliary sigils.

     

    There are two types of cores. Blue and Red. A Blue Core is a “healthy” core. It is able to take orders, has no issues performing tasks, and is content to serve. All Golems must start in a blue core state. A Red Core is essentially the opposite of a blue core. It has been damaged in some way, which causes it to not perform tasks properly. It may misinterpret orders, or even go “wild” and attack things near to them. While it is theorised a core can be fixed, to some it might be easier to simply create a new core.

     

    Sigils are additional powers added onto the Golem. This can range from sight, hearing, or touch - to more unique sigils crafted by the independent Golemancer. 

     

    Golems cannot think for themselves, beyond how to accomplish an order. Golems must be controlled by something they call an IMPERA. The Impera is, essentially, their “Master”. Every action a Golem takes must come from the direct command of an Impera. If a Golem is without an Impera (or their Impera stops giving them commands), the Golem will seek out a new Impera. A Golem cannot be ordered to give itself orders. It simply ends up in a feedback loop and cannot complete anything. 

     

    Golems have no true personality, or intelligence. They only exist to serve their Impera. While some may adopt the “accent” of their Impera, it is not uncommon to see them as cold stone beings. No warmth is felt from a golem. They lack the ability to inflect in their speech. THEY. SPEAK. LIKE. THIS. With no inflections, or tone.




     

    Golem Aesthetics:


     

    A Golem is a being made of stone, powered by their core. As such, they can have a large variety of appearances. Some are shaped in the image of their maker, showing dwarven features. Others have a more “rock” like appearance, being featureless. No matter the case, a Golem MUST have: Two Arms, Two Legs, and One Head. It has to roughly resemble a humanoid.

     

    Depending on the core, a Golem can be larger or smaller. A swift core golem, for example, might be 3 ft to 5 ft, A thanihite golem has a core enabling it to be up to 8 ft tall - whereas a brawn core golem might be ten feet tall. As I will be playing swift golem that is 3ft tall

     

    Golems may have decorations on their body, but they provide no benefit to the defense of the body.

     

     

     

     

     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

     

    Golem Lore:

     

    Golems are stone beings, constructed by “Golemancers”. These Golemancers must create a “Golem Core”, which is essentially the life-force of the Golem. The core stores their memories as well as powers their body. There are a variety of cores, including: Regular (Thanhite), Swift, Brawn, or Soul-Bound. Each core can power “Sigils”. Sigils include touch, sight, hearing, etc. Each core can hold additional “auxiliary sigils”. For example, a regular core can hold THREE auxiliary sigils.

     

    There are two types of cores. Blue and Red. A Blue Core is a “healthy” core. It is able to take orders, has no issues performing tasks, and is content to serve. All Golems must start in a blue core state. A Red Core is essentially the opposite of a blue core. It has been damaged in some way, which causes it to not perform tasks properly. It may misinterpret orders, or even go “wild” and attack things near to them. While it is theorised a core can be fixed, to some it might be easier to simply create a new core.

     

    Sigils are additional powers added onto the Golem. This can range from sight, hearing, or touch - to more unique sigils crafted by the independent Golemancer. 

     

    Golems cannot think for themselves, beyond how to accomplish an order. Golems must be controlled by something they call an IMPERA. The Impera is, essentially, their “Master”. Every action a Golem takes must come from the direct command of an Impera. If a Golem is without an Impera (or their Impera stops giving them commands), the Golem will seek out a new Impera. A Golem cannot be ordered to give itself orders. It simply ends up in a feedback loop and cannot complete anything. 

     

    Golems have no true personality, or intelligence. They only exist to serve their Impera. While some may adopt the “accent” of their Impera, it is not uncommon to see them as cold stone beings. No warmth is felt from a golem. They lack the ability to inflect in their speech. THEY. SPEAK. LIKE. THIS. With no inflections, or tone.




     

    Golem Aesthetics:


     

    A Golem is a being made of stone, powered by their core. As such, they can have a large variety of appearances. Some are shaped in the image of their maker, showing dwarven features. Others have a more “rock” like appearance, being featureless. No matter the case, a Golem MUST have: Two Arms, Two Legs, and One Head. It has to roughly resemble a humanoid.

     

    Depending on the core, a Golem can be larger or smaller. A swift core golem, for example, might be 3 ft to 5 ft, A thanihite golem has a core enabling it to be up to 8 ft tall - whereas a brawn core golem might be ten feet tall. As I will be playing swift golem that is 3ft tall

     

    Golems may have decorations on their body, but they provide no benefit to the defense of the body.

     

    THIS CHARACTER CAN BE DESCRIBED AS…

     

    My golem is a 3 ft swift golem made from a light granite, it has been painstakingly carved to look much like a common dwarf, its features include an intricate beard and even a few pieces of its body had been carved to look much like armor, but it is in fact stone. It has emerald eyes and veins running throughout its figure that give off an emerald glow, even its runes glow an emerald green. 

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             N/A

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             N/A

  8. MC Name:

             crow_scar

     

    Character's Name:

             Sugar'Crumb

     

    Character's Age:

             15

     

    Character's Original Race (N/A if not applicable):

             N/A

     

    Transformed form:

             Musin

     

    Creator's MC Name:

             crow_scar

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

             

    Musin! where do i start....

    Musin are practically the smaller cousins of the infamous ratiki. They are small ranging from 1'8 to 2'6 at the tallest! Their fur is  rather thin but fluffy to say the least...

    Their heads and bodies are covered in fur except their tails,feet,hands,and inner ears which are pale or pink in color they are completely barren of fur on those areas.

    Their eyes are pitch black but can also be red but that is extremely rare in musin usually ranging from every 1 in 10 musin.They keep their bodies nice and clean, as well as soft! Their teeth are small and mouse like except for their incisors which are larger and have a sharp-ish but yet clean edge to them, which they also try to keep in shape by chewing and gnawing on wood or hard grains! Their noses are pointed and less blunt than the common ratiki.

    Their tails however are smaller and more size apparent to their bodies than the ratikis...though not to say they are not tactile.The musins bodys are far slimmer and their ears are much more sizable as well, musin  are also more sense abhorent when it come to their ratiki cousins,they have no need for goggles when they go above ground and can see with....a rather mediocre  sense in the daylight.

    Their ears are a bit less powerful than the ratikis but they can still pick up on both higher and lower frequencies than a human can and are able to find these sounds with ease.

    A musins diet is pretty omnivorous BUT their stomachs are far more sensitive than a rats, so they tend to feel ill if they eat too much undercooked meat.

    They tend to enjoy a sweet or crunchy snack far better than a nice cooked meat dish.A nice cookie crumb or perhaps a small cupcake or a piece of chocolate would be a savory choice for a musin while they tend to find meat less appealing. Most musin are lactose intolerant and find themselves to be quite ill for a few days if they eat cheese, they can eat it! its just do to this fact that they tend not to.

    Musin are far cleaner than the ratiki they gnaw on grain to keep their teeth filed down instead of letting them get sharp and jutted, they also take several hours of the day grooming themselves in the morning evening and night but frankly they try to do it at least twice a day.

    Male musin and female musin are quite difficult to tell appart, the females have no mammaries or any distinguishing characteristics aside from them trying to trim or style their fur to suit their genders.Females may also use small amounts of makeup to distinguish themselves from males, their voices are also different sounding aside from the males.

    Musins clothing is quite shoddy to say the least...they are however fond of bright colors and will take any scraps of cloth they can find! They often enjoy patching these colors together into their own works of art, but if all else fails!then they will steal childrens clothes or even perhaps clothes from a toy!

    Musin tend to live to be 70 with their oldest being 78, do to their natural cleanliness and gift! They tend to look young through most of their lives,although musin are able to tell the difference of age between their kin.

    Musin are born as a pup no smaller than an apple, they are blind and cant speak and are pretty well defendless but in a few months  they grow to be a toddler and act as such, from here their growth start to stunt itself. The musin tend to lean away from their ratiki brothers in the fact that they are smaller, they reach physical maturity at 12, and mental maturity at 15 which is when they are considered a young adult!

    Musin women usually have up to 3 pups, bud sadly it is not uncommon for some of them to die in infancy,the females are pregnant for 3 months and are able to rear children afterwards! Although they try to keep their children to a few at a time to prevent overpopulation, they consider having  more than 5 to be taboo.

    Only a few signs tell the tale of age when it comes to musin, at age 65 their tails, paws, and inner ears tend to turn pale, and when they turn 70 their exposed skin have without a doubt lost most pigment.

    Now fighting a musin....is quite easy to say the least, its like fighting a moving lump of clay,their only fighting chance lies within their speed and dexterity. They are hard to hit but once hit...its pretty much curtains for them,they lack the muscle and brawn that most descendants have. Their limbs small and thin one good hit could be the last thing they see. They are not very strong either they cannot lift a sword or axe with ease like a human can, even a regular dagger would be like a large sword to them, they would have a great difficulty lifting it and would need to find a weapon built to their specifications, bows are also hard for them to use. Although small handheld crossbows may suit them.

     

    Musin history is a bit tricky to wrap around, after all they did just learn to write 100 years ago, but the general story fuzzy as it may be goes something like this.

    So typically in the ranks of the ratiki their have always been so called runts...that were weaker, small, not fit for battle, they were generally left to die or forced to do tedious work for the ratiki, being scavengers or slaves. They barely lived to maturity most of them starving to death or dying from disease, It was VERY uncommon almsot impossible to rise through the ratiki ranks...until the musin were born that is.

     

    During the great plague the runts of the ratiki were sent to the mines to work for the rest of their natural lives, they worked hard and died often, it was a sad time for the runts. It got even harder with the second great war of the ratiki, their quotas were up and their numbers down...they were choked by the fumes and pestilence of the coal and vapors in the mine from morning to night.

    During the war the xetrialkian army was short on numbers and sought to fill them any way they could, among the ranks was a white furred runt named musin, he used to be a scout for the scavenger partys, but then he found a dagger in an ancient civilization. The dagger was the  finest weapon he ever had better than anything the ratiki had even! With his cunning and dexterity he rose to the rank of warchief and was known as musin the brave. As a warchief he had many more freedoms then his brothers and sisters, and he pitied them as he saw the injustices the ratiki had commited against his kind. Even though musin was a hardened soldier he still yearned to free his people, after all he was born in the mines with them and wished them to be free. With his position he elected several of his kind as foreman beneath him, he even elected many of his own as grunts freeing them from the mines, but...it wasnt enough. In the midst of the battle of the red vale, when most of the ratiki warchiefs were away musin saw his chance and took his group along with 400 slaves and attempted to flee. They were almost free! but then stood before them  the mighty warboss stanqolk highslayer! he wasnt about to let his slaves go...this was insubordination to him! he and his army of 200 were ready to kill musin and his group. Musin knew what had to be done...he led his charge and they clashed with the dreaded warboss for what seemed to be hours! but alas....they eventually succumbed to their might although many civilians had escaped, some where slaughtered but not all was lost! Sadly musin was slain by the warboss as he plunged his dagger into his corrupt heart, they both died that day but thanks to them the musin people were able to escape!

     

     

    Just as the ratiki had seen many times before, the minute the musin were above ground they saw how barren and desolate it was, it was ruined after years of war and pestilence. They didnt know what their future held, yet they trudged onward searching for a place to take up shelter and fertile lands to sustain themselves...they eventually found a cave, they had lost many including their leader musin. They kept searching, their metabolisms eating through their rations they had, another 200 of their kind have died once they found a location, a forest! They knew it would sustain them for a few weeks and as they trudged on they, found a large pond....it was later they found it to be called the ocean. One of the foremen had a scrap of paper he had stolen from the qhrol it seemed to be a blueprint for some strange contraption called a boat! And for a year they toiled building this boat, as the foremen became their new leaders. the foreman who had the scrap of paper was dubbed as crumlin the sailor,after a while they formed their first civilization known as the clan of musen. They adopted a peacful way of life, a way of life which protected the weak and meek, they were instructed to flee and only flee. They had finally finished their boat after a year of arriving at the forest, they pact it full of apples for provisions and it held about 100 musin as they now called themselves. They ventured out into the ocean on their hastily built ship a strange relic at the bow of the ship,they eventually ran into a terrible storm and dissapeared into a purple fog...none can explain what happened but afterwords the strange relic had cracked to pieces.

     

     

    The musin had eventually arrived in the eastern islands of almaris, which was a few years before the ratiki have come to atlas. They were ready and excited to explore this lush new world,they boarded the land flipped their ship over and cut a large hole in it, they called this home and for a little while all was well. Until one day a man happened upon their home, he was taller and not rat like in any sense! he was 6'2 with a scruffy dark grey beard, and he wore leather and cloth far better than they had ever seen! The man waited a few days until the musin had come out, showing them he meant no harm to them, they even shared a common language!

    he shared his storys with them, and was soon to be known as the giant to the  musin. The musin werent sure as to what the giant was, whenever asked he would simply wave it off with a joke or snyd comment. He aspired to know how they had arrived but cut them off mid story, telling them that he would not talk to them until they had cleaned themselves up for in his eyes they lacked manners. When he arrived the next day he told them of proper hygiene and manners, he even talked to them about their odd speech and how it was simplistic compared to his. The giant came back for generations of musin teaching them how to talk write farm many things he taught them! He stayed over 50 years within the village teaching them all he could. He tried his best to teach them manners and his way of life, but he just could not get their love of recycling and thievery to leave them, he didnt mind much he was too kind to punish them. One day the giant sat down and listened to their story,the musen had grown quite fond of the man, seeing him as a father figure and savior to their village. The giant promised to help them rescue the musin trapped in the mines IF they promised to help take down the ratiki horde.The giant seemed to be much older than when he had first visited the musin,he sat down and was ready to tell them his tragic tale...the ratiki had come to the island long before the musin had arrived, the once proud empire of his kind had all but crumbled to nothing. Everyone he knew was slaughtered by the ratiki, and the land choked of its recourses.He had escaped with one of the wayfinding devices similar to what the musin had used.The giant wandered the land for many years as a hermit, practicing his magic hoping one day he could return to his homeland...He then found the musin who he thought were another horde of ratiki, he sought to slay them all, as the ratiki had done to his people...but he could not bring himself to do it.

    He apologized deeply to his new found friends for his hatred was for the ratiki, and not them. He warned them tha the ratiki had a wayfinding relic as well and may come to invade the land they were on...so he gave them the rest of his magic altering them making it to where they had less children but longer lives, turning them into a race entirely different from the ratiki.After he had given them his power, his very strength, he told them he would return one day and to not give up hope on defeating the evil black hearted ratiki.  The giant then soon perished, and was buried beneath the crypts of crumlin keep, The musin were sad, confused but alas they were very grateful for what they had been given. They then continued to live in almaris for the next few hundred years, many forts and handmade villages has risen and fallen, but they were successful to a various degree, when the descendants had arrived in almaris the musin were overjoyed to meet them!, But they were unaware of the trouble the ratiki had caused in atlas...what fate beheld them now?

     

    A musins mindset is very unique they have a great urge to scavenge and recycle things, that even dont belong to them...they absolutely hate seeing things that go to waste, and may spend time scavenging to bits of cloth coins bits and bobs of all ends they love it all! Musin are also compulsive cleaners, in fact they enjoy it so much that it can be a pleasing activity or stress relieving action for them! All musin hate ratiki, but they share no hatred with the other descendant races...they in fact love to go and explore new places and things and to meet new people! Some may choose to adventure while others choose to be social butterflys with the descendants. The musins clothing/building ideas tend to derive from the giants storys,they also tend to live more peaceful lives tending to stay away from violence.

    Their building style is very crude and structurally unsafe, but they have a specific keep names after the sailor foreman crumlin. It is known as crumlin keep! Its located in the heart of almaris, it is said that the giant had helped them to construct it, and they are proud to show it off as it is one of their oldest still standing constructions they had built.

     

    And last but not least here are the abilities of the musen

     

    Musin have great hearing!, although not as good as the ratiki...even the loudest noises will startle a musin!

     redline-musin can hear frequencies ranging from 15hz to 20khz and do not lose any hearing over time like humans do, for instance a small buzzing noise could be heard clearly by a musin while with humans it would be hard to hear.

     

    Musins have sensitive eyesite than most races although they can see clearly during the night, their sight in hampered down during the day

    redline-musin can see half clarity (24blocks) during the day, and fully at night (48blocks)

     

    Musins are very nimble and quick they can dodge, spin, twirl, or run away from attacks although they cannot take much damage in return

    • A minor hit from a dagger turns into a severe or lethal blow on a little Musin. In general, react to being hit as if every wound is serious. If using the roll system, act as if every hit is one layer of severity higher.

     

     

        •  A Musin takes to dodging quite well, although more in the sense of nimbleness. They can duck and swerve easily, but due to their small size it takes more time to move out of range

     

        •  Musin have FAR less strength than any other race. They cannot kill by hacking and cutting with intense muscle power like most, and have to rely on their dexterity. The only weapon a Musin can really truly cause damage with are finesse-based dueling weapons like rapiers- everything else is nigh uneffective.

     

         

        General Redlines

     

        • Musin are not ratfolk. Musin do not speak like skaven, look like skaven, or act like skaven. They are much more proper.

     

     

        • Musin will get diseased like Ratfolk if they do not clean themselves, although they are less susceptible to it, similar to an actual human.

     

     

        • A Musin’s bite is the only thing that can cause any actual damage, although it is fairly weak, akin to being stabbed with a kitchen knife. It will begin to hurt if not filed down regularly.

     

     

        • Musin incisors can not be used to bite through blocks.

     

     

        • Due to their small size, Musin cannot wield most weapons or armor. Daggers are shortswords, and shortswords are zweihanders for them.

     

     

        • Musin cannot learn magic, due to their lesser souls.

     

     

        • Musin cannot FTB. Ever.

     

     

        • Cheese makes them sick

     

     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    He is 1'8 with white fur, he is missing his right eye,but his other eye is black theres not much else that is unnatural about him...im thinking so far that he just wasnt born with two eyes and was born with one eye thats why he only has one.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             N/A

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand (i also promise the name is not a meme i really want it to be Sugar'Crumb

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             N/A

  9. MC Name:

             crow_scar

     

    Character's Name:

             Tuwak

     

    Character's Age:

             5

     

    Character's Original Race (N/A if not applicable):

             n/a

     

    Transformed form:

             olog

     

    Creator's MC Name:

             crow_scar

     

    Creator's RP Name:

             Tuwak

     

    Briefly explain the lore behind this construct or creature:

             

    Olog.

    Ologs are the largest and honestly the strongest out of not just the orcs but all descendants,They were practically bred for war and tough construction jobs in the orc gois they LIVE for battle.

    It is very very rare to ever see a whitewashed olog, they may not have a complete sense of honor but a fair sense of it, they are loyal to there brothers and sisters and will generally adapt quite well to their tribe.Now it is not completely known as to how the ologs came around, some believe they were created through orc and troll crossbreeding but it has been dismissed as there has been no clear evidence.

    Be it through mutation, interbreeding or perhaps an adaption to nature as their bloodline progressed.

    The hair color of ologs is mainly black or brown. There are some ologs with red hair color. Ologs have been known to dye their hair various colors. Ologs eyes are usually the natural color but they can also be bloodshot red if they do too much activity.

    Ologs are usually between eight to ten feet tall and they Tower above their orcish kin. Their have been known to be smaller ologs but anything under 8 feet is because they slouch a lot or they have a breed of mixed blood.

    Ologs have a wider build than most species. Due to their bone structure and the fact that they overindulge in food and drink gaining weight.

    The average olog would weigh roughly around 500 to 650 lb period. The thinnest Ologs which is a very rare sight would weigh around 400 lb due to this the ologs that overeat and are much more fatty would be having issues such as diabetes and heat sroke. They can reach weights such as 920 pounds.


    The strength of an olog is something to behold. Although Ologs are much stronger  than an average orc, the peak of their strength, and the most well-trained of their kind is capable of matching the strength of two full-grown Orcs. An olog can lift double the weight of a full-grown orc. However being stronger does not mean that an olog is a better fighter. It is known if an olog fights a human, the olog will overpower the human.

    An olog although a large to an extent are more durable than the average race. Their bodies are tougher than most other races. In a fight punching or direct attacks of light strikes will not cause harm to them and due to their massive limbs amputated in an arm or a leg is far more difficult. Due to their massive size it is difficult for them to bleed out quickly from wounds. Ologs can still feel pain as much as any other race.

    Hard blade strikes can still cut flesh just as a Mace strike to a limb can still break bone. Due to their size and Old Log is much slower than any other race this does not mean they cannot run, or Dodge, or swing a weapon what it does mean however is that a fit race would be able to do each of these tasks faster than an olog since the olog cannot move as fast due to their size they can only run at about 8 miles an hour.  

    Ologs although very strong are not very smart. They are fully aware emotionally and cognitively complex. Ologs fundamentally are dumber than the average race. Ologs are capable of every form of emotion from frustration to happiness, even empathy. Ologs even understand betrayal and loneliness. Their capacity to communicate such emotion is limited unless they are being taught or spoken about. The ologs mind is animalistic, with its current feelings and circumstances dominating its psyche. If an olog is hungry, it is mainly concerned with finding food. If an olog is in pain, it will be concerned with resting or getting rid of the pain. If a no logs bloodlust is building up it will only be concerned with finding something to kill. This is not to say that an olog is incapable of any form of curiosity, or none based God, but more to say need-based Pursuits take more president in the mind of an olog than any other race. Pursuit of entertainment, cleanliness, are not as important when the Olog is hungry or distracted by a primal need. 

     It is in this way that ologs struggle to learn, remember or maintain knowledge taught to them for long periods oh, well into their adulthood. If taught something up and down and how to replicate it, their minds are focused upon cause and effect. Though an olog farmer would have the job of plowing fields, he would not know to make straight lines with the plow our in the field. All he would know is to grab and pull.

    It is because of this lack of understanding most ologs are not Craftsman or magic users. Socially the old logs are dependent on someone to watch over them and guide them like the Rex, or their Clans leader. This is not to say and Old Log could not take care of himself in the wilderness. If an olog does not have someone to lead them they can force  their beliefs and ideals upon others if they believe themselves to be right.

    Ologs are capable of independent thought. The animalistic thought pattern of an olog will usually cause it to become subservient to whomever or whatever is providing it food shelter and guidance. As long as the olog has food and the basic needs are met.  they tend to be mostly calm and content, and complacent.  

     

    food guidance something to kill=happy olog :3


     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    i am still working on it but tuwak is a typical child olog the only thing that is different is she will have purple skin

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             n/a

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             i understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             https://www.lordofthecraft.net/forums/topic/181307-ologcacrow_scar/?tab=comments#comment-1701222

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