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Found 4 results

  1. The Seed Well In Ancient scrolls and carvings found across the archipelago of Axios, it is said that when the emerald fires of the War faded, the emergence of Druidism brought an unseen age of prosperity to the fauna and foliage that once again scattered the lands. And when the last of the ash was swept away with the winds of progression, the Arch Druids communed with Malin in private quarters, to discuss how they would never again allow such corruption to spread through their homeland, and indeed, all of the Islands that surrounded Aegis. The congregation, including Malin himself, poured every ounce of their combined energies into a well in the seclusion of the distant forests, which would house their unforeseen and self-sustained potency. It became known as the Seed Well, for their intentions were clear. The Druids procured many seeds from the bags they had brought with them, choosing the healthiest of each type to bathe in the verdant waters. Once this had been achieved, they locked the well, returning to their respective homes, allowing the passage of time to nurture their efforts. (The Pale Stranger) Many moons would come and go before the congregation would once again meet at the Seed Well, unlocking the interconnected vines which held it shut. Yet as they lifted the wooden cover, a voice spoke out from the trees. "You pour your energies into this well, unbeknownst to the outcome." It said, emerging forth from the shrubbery. It was a pale Elf, with long flowing hair of pearl-white, and draping robes to match. He rose the gnarled wooden stave in his hand, and proclaimed the dangers of bringing into the world that which had not occurred naturally. Before the communion could respond, the man vanished as quickly as he had arrived. With confusion, they shrugged off the comment as the meanderings of a mad-man, before returning their focus to the Well before them. Everything seemed in order, and the seeds were taken from the well. Malin himself took a handful of the seedlings, and placed them into a container which he had previously filled with the potent waters of the well. From this moment onward, Malin would no longer be seen on Axios again, and the Arch Druids returned to their private lands, tending to the seedlings they had infused with their energies. (One of the trees of the Seed Well) For many decades, these plants would be cared for in clandestine quarters, and would develop into considerable sizes, each a vast and unique array of beauty. Yet they did not grow as usual, for their forms began to split, and the bark began to resemble a humanoid figure. The Arch Druids studied in intrigue, fascinated by the process of this growth, and cared not to meander in their flourishing environments. Instead, they observed intently as the trees continued to emerge. Ellethwen Thendiel was the first of the Arch Druids to witness the awakening of these trees, for each Druid had been assigned to a specific tree, and her's developed at a much faster rate than the others. The bark creaked and groaned at first, the Druid stepping back in shock as she felt the roots beneath the ground begin to detach from the soil, and the oaken limbs emerge from the ground. Before long, an amber radiance began to emanate from the apex of the bark, where the newly conscious creature looked down upon her. She cheered with glee, for her seedling had grown into what later became referred to as Meldamiriel, true Children of the Forest. It seemed aware of its surroundings, yet was incapable of speech and many of the basic functions of movement. Instead it sat, listening to it's mother and those around her as it absorbed information like rich nutrients in the warmth of soil. Soon, the other seedlings began to grow, and before long a family of Meldamiriel graced the Arch Druids with their presence. These were the results of Druidic efforts, and would later become protectors of nature, goliath and foreboding personifications of the Forests, who would scour the land and protect it from destructive forces. (Gambadriel, protector of Ainsharu) Ellethwen would later name her child Gambadriel, and would assign it to a nearby forest that she would also dwell in, for these creatures were still young, and would need the guidance of those that birthed them into the world. With decades passing, these giants served their function with unanticipated effectiveness, and soon began to develop their own tongues; of which only the Arch Druids were capable of understanding, for it was not a language of the physical, but of the deep attunement within nature's stream. Yet all things are destined to succumb to the cyclical nature of the world, and what was once a state of progression would change into one of ruin and degeneracy in one fell swoop. An arrow, of unknown origins, sank into the chest of Ellethwen as she reeled over in anguish, slinking against the bark of a nearby tree. Gambadriel would sense this traumatic event, and would rush to aid his "mother", yet it was too late. Before long Ellethwen had grown as cold as the winds that swept through the forest, and the trees lamented alongside Gambadriel as his core contorted and formed into a seething anger, fueled only by his continued anguish and loneliness. This theme swept across the islands of Axios as one by one the Arch Druids were slain in solitude, their children crying out in pain as they edged on the verge of madness, their forms losing the blooming flora that once adorned them. They became husks of their former selves, little more than vessels of anger that scouted the graves of their long-dead Druids, destroying any life that would dare venture close enough. (Gambadriel's Husk, warding off an Elven Soldier) This growing epidemic shook the foundations of the Elven people, who had already begun to split from one another in pursuits of power and political gain. The once stalwart protectors of the Forests were soon slain in many numbers, rid from the world forever by the Elven people, and the Well of Seeds was destroyed, preventing the process from ever occurring again. Yet from all death comes life, and the husks of these entities would scatter beneath the Ancient Soils of Axios, awaiting the return of the Well of Seeds, where they would once again emerge. OOC:
  2. Relevant Resources: The Isles of Axios ~ Map As our battered ships ventured through the portal, leaving behind Apohet's annihilation, we laid eyes upon yet again unfamiliar territory. These were the Isles of Axios. Cartographers were quick to busy themselves with mapping the islands, and you were lucky enough to see one distributing their latest map. http://axios.droppages.com/index.html <- Interactive version, takes 20 seconds to load for the first time due to hosting. Upon further inspection, you notice that it is a portolan chart with converging rhumb lines. At the bottom right corner there is a compass rose surrounded by creatures, resembling animal spirits of some far eastern culture. [The map itself is RP valid, it is recommended that RP sketches be done based on this map] Backup Version (non-interactive, low-res): Disclaimer: Accuracy of the product may vary, its content is subject to change. Does not offer features such as co-ordinate tracking and player listings. The interactive version allows you to easily zoom and pan, I'll be adding layers in after the nations have further progressed. Edit: 'beta' testing layers. Please report any issues! http://axios.droppages.com/beta.html Please do message or reply if amendments need to be made, or perhaps you have a suggestion in mind. Change log:
  3. Tombers "Creatures of the dark" The Tombers are dark-skinned, handless creatures. They have four legs and are quite agile. The Tomber is a dark creature, but it doesn't drain life-force; A Tomber explodes when near a creature next to him has life-force. When a Tomber explodes, It's body parts disappear, only leaving a grey and life-less core. The explosion drains all of the raw lifeforce it's captured, and if a Tomber does not get enough life force in one explosion, his core remains. The cores are not breakable. The more lifeforce a Tomber core managed to gather, the darker it becomes. When a Tomber's core remains exposed, It drains any bit of lifeforce from nearby, (A ten inch radius) until it gathers enough lifeforce to recreate. A Tomber will always look to gather more and more lifeforce. Necromancers may protect their lifeforce at will, But will not be able to take lifeforce away from a Tomber's core. Re-producing If a Tomber gathers more lifeforce than necessary for himself, a core begins to grow on the Tomber's back. The growing core will not drain lifeforce from creatures. If a Tomber explodes when a core is growing upon him, The un-finished core will not disappear. It will be coated with a white, sticky liquid, that melts anything that touches it from the outside. Once the Tomber revives itself, It simply bends down and consumes the core, causing the core to appear on his back. If it managed to gather spare lifeforce in his explosion, The lifeforce is given to the building core.
  4. ~Animals~ --------------------------------------------------------- -Narffleopoklis The Narffleopoklis is the apex predator of the tundra. It is a tremendous beast that should not be confronted alone. The beast is a mammal that is acclimated to the harshest freezing climates. It has a thick pelt, some areas covered with fur, its underbelly is very vulnerable though and soft. A Narffleopoklis female raises it’s cubs in a cave or den that they live in. The creature is well known for living in high altitudes so that it can use it’s leathery webs that connect from its elbow to its side. The webbing is thin yet tough leather that allows the beast to leap from high heights without being injured. Narffleopoklis males on the other hand hunt in packs throughout the tundra and often howl at night to try and attract females out of their dens so the alpha of the pack may mate with them. Once a pair mate the pack will generally stay in a close vicinity of the female’s den so that they can feed the cubs that will eventually come. Narffleopoklis females tend to have up to 3 or 4 cubs at a time but prioritize feeding the female children over the males. A pack will be very territorial over a female’s den but the den will be most vulnerable when the males leave to hunt. (Named this because a very lost halfling who roamed very far into the North with a few of his friends was the first find and survivor of the creature. His friends had a rather poor hunting trip to say the least.) --------------------------------------------------------- -Skrumpluk This beast is found strictly in deserts and has a nigh impenetrable hide. It can roll into a wheel shape for protection but then cannot move. This creature has several rows of teeth and very poor eyesight in the dark. This creature’s hide is very scaly and the color of sand. The beast can be 4 feet long and 3 feet tall with a lengthy tail with a spike at the end which is very heavy. Occasionally the monster will go into tantrum and flail it’s tail about which can be very dangerous for any people around it. Skrumpluk’s tend to travel in herds and never stay at anyplace too long, typically they scour for insects at night to eat but if an animal gets too close they may become a quick meal. --------------------------------------------------------- ~Plants~ --------------------------------------------------------- -Cerridwen’s Charm This tree is often found in deep in healthily forested areas and grows to be up to 60 feet tall and has an abundance of sap which draws many insects to it, but the tree is less known for its sap or insects but rather for the high amounts of birds which flock and nest or visit the tree for its insects which provide an easily accessible amount of food. The food is so abundant that the birds often aren’t even territorial about the tree. (Named this because a Druid was strongly called to this place because of how much nature was concentrated in one place so they named the tree after their Dietical Mother.) --------------------------------------------------------- -Cerridwen’s Cuse This is an invasive plant that tends to hang from trees and continue to grow to incredibly long lengths but the vines will snap towards creatures that move too sporadically and on an off chance, very seldomly, the vine will wrap around the creature or one of its appendages and quickly coil which pulls the creature to the beginning of the vine. Sometimes the plant will end up dislocating joints, breaking bones or sometimes even hanging a creature. (Named this because a stray hiking group of Druids was the first to have one of their own fall victim to the tree. They named it in direct correlation to ‘Cerridwen’s Charm’ which they were just on their way to discover when their friend was grabbed.) --------------------------------------------------------- -Arugula’s Omen The plant is very pretty and grows near bodies of fresh water. The plant is remarkable because its spindles will slowly wagg back and forth when the plant is in the sun and well hydrated. The petals of the plant come in various colors (lighter the color for the dryer the soil it blossomed upon, darker for moister soil). (Named this because it was first found by a halfling along the coast of Ceru) --------------------------------------------------------- -Akezo’s Mercy The tree grows in very warm climate areas, specifically places that see plenty of rainfall. The tree typically grows to be about 18 feet tall and would take up a large amount of land because of how the branches tend to spread out over a wide area. The remarkable feature of this tree is that it’s bark is very thin and peels off easily (without damaging the tree which has several layers of bark at a time) and the bark makes a great pain medication. The bark can either be laid directly on the tongue or it can be made into a tea. The pain repressing effects will be very powerful but the senses will be very overwhelmed for the first hour after it wears off. A handful of the bark will dull your sense of touch for a day, a pinch of the bark will dull it for a half hour. (Named this because it is often used by orcs after battle or training or attacks, so it was named after their spirit of health, vitality and healing.) --------------------------------------------------------- -Kutuhith This common plant is found along the sides of roads all around Axios but what many people don’t know it that when this plant is ground up into a powder and that powder is mixed with water, the paste that is made can make any wool fabric it is applied onto flame retardant. This plant does die in the winter, which may be when it is needed most, so many alchemists and tailors tend to hoard the weed. --------------------------------------------------------- -Menkabkan A plant that is found in humid jungles at the bottom of ditches. The remarkable part of this plant happens when it is wet and laid, on it’s bottom side, upon flesh. The leaf will release a toxin into the skin that damages the nerves that control the muscles where the leaf was laid. After removal of the leaf the skin will look unchanged, but when the top side of the leaf is laid on the same part of the skin the muscles will contract to a strenuous point where sharp shooting pains will shoot through the contaminated muscles. The only cure to the contamination is time. The toxin will work it’s way out of a creature's system in about 48 hours since application. --------------------------------------------------------- -Fuenolis The plant is highly toxic and is indigenous to the jungles of Axios. The plant, although visually appealing, it’s toxins will send people into dangerous fevers, create symptoms of drowsiness or fatigue and sometimes the toxin will even bind to the iron in our blood cells and choke them off, removing their ability to transfer oxygen throughout the body. The plant would taste very spicy which is what most people would guess by just looking at the plant. --------------------------------------------------------- - Miloptris Found deep in forests all around Axios, typically found on fallen trees or near places of Druidic Blessings these colorful mushrooms will glow brightly in the dark. This bio-luminescent plant is completely safe to ingest and comes in an unfathomable range of colors. When crushed or sometimes even chewed the colorful juices will squirt all over leaving a bright stain wherever it touches which is often known to stain the teeth of animals who live in the woods or sometimes used to accent a valuable painting. These mushrooms aren’t particularly common but they do grow in large patches. (Named this because a Druid was the first to name and document the plant, so they named it after their very own Druid Milo Herbwallow.) ---------------------------------------------------------
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