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By Loremaster
- Psionium -
Description: Psionium is a metallic residue produced through an effect known as astral bleeding, astral bleeding being an effect where a mortal's dreams reaches far outside the collective unconscious of species and brushes against the veil, the result being a manifestation of Psionium forming somewhere in the world the locations of which appear random save for the common factor of the areas being pristine and unpopulated. The metal itself being found in liquid state within pools of itself where it coalesces until disturbed, once agitated it begins to harden until solid as steel.
Color: Translucent Purple with what appears to be smoke running within it.
Composition: Psionium
Rarity: Rare.
Traits:
Malleability: Extremely High -->Low Magnetic: No Conductivity of Heat: Extremely Low. Primary Uses: Curiosities.
Special:
Psionium exists in a liquid state until agitated at which point over the course of 24 hours (ooc) it will solidify until a solid form, returning and altering the shape once solidified is difficult but not impossible, requiring extremely high temperatures. Psionium, once shaped, cannot be destroyed conventionally. If the object or weapon would take an effect or strike that would normally break it, the object temporarily liquifies and allows the strike to pass through it, reshaping and hardening immediately afterwards. If transmuted into, produced Psionium will appear in liquid state. This material offers a 0% resistance to psionic magics when in a majority purity.
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By Loremaster
- Bru'tag -
[These beings are not a playable race.]
Description: Related to the proud race of orcs, the Bru'tag are a primal and widespread group of twisted beings. Their history is largely unknown, but a few words of truth have permeated through the sands of time.
A Bru'tag most often stands at approximately 3 to 4 meters tall, their features largely resembling that of an orc's. However, a few traits separate them from their kin. Two straight horns of pure white ivory protrude from their skull - jutting forth a single foot. Their tusks hold a similar color and size. One Bru'tag holds twice the strength of the average adult male orc. Their skin color greatly deviates from the normal dull green - often being found in a myriad of different dark reds or a flat onyx black. The color a Bru'tag adorns denotes the certain mannerisms it may display. While one of red skin may be slightly stronger than those of black skin, the onyx Bru'tag have the mental capacity of a somewhat dull human. These Bru'tag are most often the ones keeping the others out of bad situations.
In combat, they most often use brutish and unorganized tactics of cleaving and crushing their opponent beneath their size. Very rarely will a Bru'tag be found adorning armor or any form of protection besides for their inch-thick skin and various fabrics where needed.
Distribution: The Bru'tag are derived from an ancient band of orcs. These orcs had their zealousness for power, control and wealth. The powers that be seemed to turn fate against them, as whether this was a curse from Sterk or a blessing from a malevolent being- the Bru'tag have lost any remaining sentience they once had and now wield the demonic features they now have. However, their lack of advanced thought does not denote them to the ways of savagery. Despite this, they are quite Rare.
Habitat: These demonic beings can be found quite literally anywhere imaginable. Whether it be wandering through the whipping sands within the deserts, or in the freezing tundras of the north. They are vastly nomadic and hard to track, though will make their presence known to travelers encroaching on their claimed territory. The Bru'tag are most often seen in small bands of three to five, though full tribes of them are not unheard of.
Diet: Akin to orcs, the Bru'tag require an unholy amount of sustenance and water to maintain their composure and powerful demeanor. Their foods are most often unlucky beings wandering too far within their lands and pillaged grains. They carry on the natural distaste of vegetables that their brother-kin possess, and the flesh of sentient beings seem to be their favorite thing on the proverbial menu.
Relations: Mainly caring for themselves and their own machinations, the Bru'tag may sometimes befriend an outsider to small extents. However, befriended outsiders most often find their skull split in two if they step beyond their grayed boundaries. Small tokens and gifts, namely alcohol, increase a person's chances of befriending a Bru'tag. The usual behavior of these beings is ireful and power-seeking- a trait passed down from their ancestors and whatever malevolent being turned unto them this form. Their small societies are driven by who has the strongest swinging arm.
Mechanics:
Twice the strength of the average male adult orc. Incapable of advanced thought and social invention. Almost entirely immune to blunt damage. A Bru'tag will accept any challenges to power or title. Do not inherently take martial action against outsiders unless hungry or are trespassing. Often wield the weapons of fallen men and women, or makeshift massive blunt weaponry. Material Properties:
The tough, leathery skin of a Bru'tag is a great material for armor, as it has the capability of chainmail, with the weight of leather and reduces blunt impact damage by 1 strength tier. Alchemical Properties:
The tusks of a Bru'tag can be used, to heal or regrow bone tissue if its been shattered or heavily damaged. This does not allow the growth of extremities, but can heal them much from the bodies memory. -
By Loremaster
[Art by Scuttlebutt]
- Reaver Worker - Description: Reaver workers are a giant insect like species that infest the deep runs. These horrifying creatures move on four spindly legs and boast 2 large scythe like blades for arms. Often hunting in groups of 2 or 3 these creatures are efficient killing machines, drawn by the body heat of their prey. Their hunting relies mostly on sound and heat, having almost entirely lost their eyesight to the years spent in darkness. They do still possess some vision however and bright light such as fire will temporarily repel them and ward them off.
Normally growing to a total body length of 7ft at full maturity with a total height of 5ft, these creatures are fearsome predators to anything dwelling within the Deep Run. They possess a natural carapace armor more than capable of deflecting untrained sword strikes. Their heads are pointed and arrow shaped topped with the same carapace as their bodies.
These worker drones, when hunting, will surround their prey using the darkness to remain almost undetectable. Those with well tuned hearing may identify their approach by the clicking sound of communication between packs. As they make their move one will attempt to draw the attention while any others move for more lethal strikes on the distracted target.
These creatures have a lifespan of up to around 12 years, reaching maturity at just 1 year. Much like bees, the worker drone is used for three objectives. Building, hunting and mating with the queen.
Distribution: Worker Reavers are located only in the Deep Run, but are known to venture out in the dead of night to hunt larger prey, but will not stay when the sun begins to rise, with their prey or not, but are considered rare.
Habitat: Reaver nests are normally located within more defend-able regions of the Deep Run. These places are usually side passages from the main tunnels in which a large number of the creatures can live. Reaver Hives are rather large, and can be seen with up to one-hundred reavers per hive. The creatures are matriarchal in nature with a large number of males defending a single queen.
Diet: Reavers will often hunt prey in groups of 1 to 3. These packs will seek out other creatures living in the Deep Run and return them to the nest dead or alive, but sometimes venture out to hunt larger prey on the surface.
Relations: Worker Reavers do not consider the feelings of other races. All creatures are food.
Mechanics:
Repelled by bright lights. Has a decent low-light vision, but is capable of tremor-sense, making their other senses far more dull. Incredibly Stealthy, their spider-like feet move almost silently, and can only be seen with their rather towering figures. through silhouettes. The spittle of a worker reaver is one that hardens very quickly into a cement-like consistency, and once fully dry in a few minutes retains the strength of concrete, but is brittle to blunt weaponry. Material Properties:
The spittle of a worker reaver is one that hardens very quickly into a cement-like consistency, and once fully dry in a few minutes retains the strength of concrete, but is brittle to blunt weaponry. it is also an extremely efficient fuel source, and burns twice as long as coal or charcoal. A worker reavers carapace can be removed and re-purposed as a makeshift armor. The material will not decay, however although strong [a bit stronger than leather], lightweight and reasonably flexible, it is incredibly difficult to repair, usually requiring replacement. Alchemical Properties:
A pheromone sac is located within the worker reaver's lower abdomen, and the liquid inside can be manipulated to confuse and mess up the pheromones of other creatures that communicate in that fashion, or even disguise yourself or others as one of them, in desperate situations. ---
- Reaver Soldier - Description: Reaver Soldiers are a giant insect like species that infest the deep runs. These horrifying creatures move on four spindly legs and boast 4 large scythe like blades for arms, along with two smaller arms that have extremely sharp claws for tearing and carving. Often responding in groups of 1 or 2 these creatures are efficient killing machines, with advanced senses that seem almost genetically bred to be the best they can. Even their eyesight within darkness is top notch, and they do not get effected by the sunlight weakness like their weaker workers.
Normally growing to a total body length of 10ft at full maturity with a total height of 8ft, these creatures are fearsome terrors to anything dwelling within the Deep Run. They possess a natural carapace armor more than capable of protecting against piercing and slashing damage. Their heads are pointed and arrow shaped, topped with the same carapace as their bodies.
These creatures have a lifespan of up to around 30 years, reaching maturity at year 3. Much like bees, the Soldiers are used for one thing and one thing only. Fighting threats or removing them from existence.
Distribution: Soldier Reavers are located only in the Deep Run and rarely leave unless provoked. But are considered rare.
Habitat: Reaver nests are normally located within more defend-able regions of the Deep Run. These places are usually side passages from the main tunnels in which a large number of the creatures can live. Reaver Hives are rather large, and can be seen with up to one-hundred reavers per hive. The creatures are matriarchal in nature with a large number of males defending a single queen.
Diet: Reavers will often hunt prey in groups of 1 to 3. These packs will seek out other creatures living in the Deep Run and return them to the nest dead or alive, but sometimes venture out to hunt larger prey on the surface.
Relations: Soldier Reavers do not consider the feelings of other races.
Mechanics:
Lacking tremor-sense like it's cousin, the Soldier reaver has excellent perception of all kinds, and is capable of sensing the heartbeat of its prey. Unlike it's cousin, a soldier reaver is extremely loud when it walks, it's armored carapce weighing down on them heavily, and intended to make enough noise to scare prey off before a fight even begins. The carapace of a soldier reaver is one that is extremely durable, and a bit stronger then plate armor while being entirely immune to blunt weaponry. Soldier reavers carry a venom sac that introduces necrosis upon any wound that a reaver creates by their scythe like claws, or razor sharp teeth, and is capable of melting most types of metal with enough of its venom. Material Properties:
A soldier reavers carapace can be removed and re-purposed as a makeshift armor. The material will not decay, however although strong like plate, lightweight and reasonably flexible, it is incredibly difficult to repair, usually requiring replacement if damaged beyond a mere piercing. Alchemical Properties:
Soldier reavers carry a venom sac that causes necrosis on exposed flesh, but skin protects against the effects. They are especially dangerous on open wounds, or after they cleanly cut someone open, causing immense amounts of pain. It is also potent in melting metal, if there is enough liquid. A pheromone sac is located within the soldier reaver's lower abdomen, and the liquid inside can be manipulated to confuse and mess up the pheromones of other creatures that communicate in that fashion, or even disguise yourself or others as one of them, in desperate situations.
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- Reaver Queen -
[sightings of or interaction with these creatures are prohibited outside of EXPLICIT lore approved events.]
Description: The Reaver queen is a massive being, far different in its anatomy then its spawn's counterparts. About 4-8 meters in height and up to 50m in length, the Reaver queen is all but myth, as few, if any, have ever been seen. This wormlike creature hardly ever moves, despite its 16 pairs of legs that are as large as a soldier reaver themselves.
It is constantly fed masses of food, so that it can produce more offspring for the colony, up to a fault. Everything about a reaver hive is built around these massive beings, from the hive walls, to the location they stay based on how much food they can feed the queen. Despite their massive nature and how much energy it takes to move, reaver queens are inherently nomadic, and often travel from place to place once the prey has either been driven away, or all eaten up.
The brownish carapace, a signature of the reaver, is inches thick around the queen, with the same strength of a soldier. What parts are exposed around it's egg-sac are a stark white in color, much like a maggot or tapeworm. Reaver queens are capable of moving at extremely high speeds, and it is theorized that they can break a stone wall to piece if they charge at full force into it. It is also rumored that Reaver queens are sentient, though the truth of that statement is unknown.
The reaver queen's mouth is a massive hole, rowed by thousands of layers of razor sharp teeth, but the front two layers [20 in all] are special-they are capable of boring through rock like nothing, and creating vast tunnel systems if required, and uses the raw minerals as nutrients. The rest becomes refuse.
Distribution: Reaver queens are few and far between, with massive colonies being based solely around them. If someone spots a reaver, chances are the queen isn't far behind. They are regarded as quite legendary.
Habitat: Reaver nests are normally located within more defend-able regions of the Deep Run. These places are usually side passages from the main tunnels in which a large number of the creatures can live. Queens tend to live within the dead center of these tunnels.
Diet: The reaver queens eat whatever the workers bring in. They are not very picky.
Relations: Reaver queens are inherently hostile to anything and everything except its own brood. If one were to communicate with it however, who knows?
Mechanics:
The reaver queen has an extreme amount of thick carapace plating on its body, that is resistant to every type of damage, and has a medium magical resistance. Reaver queen's have excellent tremor-sense, but is totally blind. The rest of their senses exist, but are dulled the older they are. The reaver queen's sole purpose is to create offspring. They can lay dozens of eggs per week, though few actually survive to become full fledged adults. The reaver queen is entirely sentient and capable of communication, but communicates with its hive using pheromones that it ejects from its body. Material Properties:
A reaver queen's carapace cannot be used for armor. It is not lightweight, but it is amazing to use for barricades or to create a wall that cannot be penetrated due to its weight and toughness. A single queen's carapace is enough for a small keep. A pheromone sac is located within the reaver queens lower abdomen, and the liquid inside can be manipulated to confuse and mess up the pheromones of other creatures that communicate in that fashion, or even disguise yourself or others as one of them, in desperate situations. The queen's pheromones specifically can be used to temporarily dominate other reaver's, but with their limited intelligence they can eventually figure out the ruse when it is raw and un-manipulated to be stronger. Alchemical Properties:
The teeth of a reaver queen are capable of being broken down into a thick, paste like liquid. When placed on raw ore, the stone will melt around the ore, removing any impurities and destroying anything that isn't the metal itself, allowing for an increased amount of metal from the ore. [5 Teeth 1kg=2kg with this paste]. -
By Loremaster
- Wyverns -
Description: Wyverns are a small species within the dragon-like class of beings. They carry an overall mammal-like appearance, adorned with two large plated horns atop their head, pawed hind feet, and a long mane that connects from their head to the ends of their tails. They propel their bodies through the air with a pair of tough wings that measure a wingspan of one meter and a minute amount of mana. The fur of a Wyvern is generally blue, purple, white, or a mixture of the three. A single Wyvern is approximately three to four meters long, with a width of one meter. A Wyvern's face resembles that of a dragon's, angular and sharp, with a piercing gaze.
When a Wyvern is touched, it would be discovered that they secrete an odd powdery residue that clings to the hand of the bearer. See alchemical properties for more information.
Distribution: The origins of the Wyverns are shrouded in lost languages and worn parchments. All that is known is their magical inclination, thus leading most of the populace to believe they are an extension of Vikret. Due to this, they are considered rare.
Habitat: Wyverns tend to be found near magically inclined areas. Places such as leylines, Veil tears, and near the homes of powerful mages. For what reason they remain in these places is all but unknown to very few. Many theorize them to be the secret 'guard dogs' of mages. Even though a Wyvern dwells most prominently within these arcane-bound regions, their occurrence deep within the ruins of lost civilizations is also quite prominent.
Diet: A Wyvern is never seen to consume either water or any form of nutrients. Seemingly, they require no food to survive.
Relations: Despite their rumored role as mages’ ‘guard dogs’, Wyverns are extremely aggressive towards mages and beings that manipulate mana; mages, runesmiths, fey speakers. etc, this includes each other; because of this, it is abnormal to find more than one Wyvern lingering in an area with others. However, when it comes to beings that cannot manipulate mana, they are mostly passive unless they are threatened or intimidated.
Mechanics:
Capable of casting unique spells, those of which are listed below. However, Wyverns don't take spell strain for casting them. Mana is still listed within the spells in case of counterspells. Fly at a speed of 6 meters per turn. Susceptible to magic counters and physical attacks. Unable to be domesticated by mundane means.
Spell Name: Spellshock
Mana: 0
Disciplines: Mana
Classification: Abjuration
Concentration: Low
Cast Time: One Turn
Spell Duration: Instant
Range: Twenty Meter Radius
Spell Effect: The Wyvern surges mana around themselves, targeting any mage in the vicinity. This creates a sharp pain that isn’t enough to immobilize them- but interrupts the channeling of any spells.
Spell Name: Mana Shield
Mana: 4
Disciplines: Mana
Classification: Abjuration
Concentration: Low
Cast Time: Two turns
Spell Duration: Fifteen turns
Range: Self; Ten meters
Spell Effect: The Wyvern casts a magical aura around themselves or an object/target within range, shielding them against 4 physical and/or magical attacks before dispersing.
Spell Name: Mana Breath
Mana: 5
Disciplines: Mana
Classification: Evocation
Concentration: Low
Cast Time: Three turns
Spell Duration: Instant
Range: Fifteen meter line
Spell Effect: The Wyvern exhales condensed mana that takes the form of lightning in a 15-Meter line that is 5 meters wide. Unarmored creatures are knocked off their feet from the force of impact, as well as drop their weapons if made of metal. Regardless of armor, all creatures hit suffer 2nd-degree burns and are Stunned for 1 turn.
Material Properties:
The eyes of the Wyvern may be petrified and used similarly to how Arcamite Stones are used. Alchemical Properties:
When a Wyvern is killed, its entire body disperses into a fine cyan powder, commonly referred to as Wyvern Dust. This powder can be dissolved in water to create a concoction of liquid mana. Its properties are just as potent as pure liquid mana and can be used for such that the former would. Most Wyverns drop enough Wyvern Dust to make 1 liter (1.000 mL) of liquid mana. -
By Loremaster
- Ya'kaldrum -
Description: Waxen and silvery hair coats the beasts' grey, tarnished skin; leaving his facial features and mammalian paws without a single hair. Standing at a colossal stature, the creature had not been seen to be higher than eight or nine feet. However their wide bodily mass was of an endomorphic build, the bodily fur making those unsure if it was fat or muscle that made them so large. The rare and elusive creatures are commonly associated with apes, taking a little liking to Humanity in physique and anatomy. Usually atop of their sunken in eyes: which are always a crystal white, are large brows which leave them with a permanent frown. These eyes may change during the cycles of days, as when night comes the white eyes quickly become ineffective when taking in light. Due to this the Ya'Kal have developed a secondary lens, leaving their iris and whites fully black. Four canines nestle themselves inside of the Ya'Kaldrum's square jaw alongside other slightly sharper teeth, however the canines are noticeably so. Depending on the creature's recent feed will vary their decay and whiteness of the teeth, though normally they are yellow due to the unhealthy dietary habits. Overall the canines are twelve inches in length, eight of these twelve visible from the saliva drenched mouth. Due to the Hinterland's freezingly cold temperatures, the Ya'Kal have developed a mane-esque mass of hair around the scalp, chin, and jawline of the facial area. This section of hair is thicker than the rest spreading across the body. Another feature of the Giants is that they have tough skin, leaving them with twice the thickness of a common Orc.
Padded feet helps them maneuver easily through the thick snow, spreading a large surface area across to avoid sinking. However moving the large weight causes slight tremors being released into the snow, and if near to a cliff-side the Ya'Kal have been rumored to cause the very snow to fall and tumble down at a treacherous speed.
Mechanics:
If near to a cliff face, the Ya'Kal can cause minor avalanches to pour down the hills. The strength of the Ya'kaldrum is rivaled by few in the northern hinterlands, the tops of mountains may be obliterated by their hand to scatter torso sized stones upon those below. Ice is near weightless to the Ya'kal, allowing them to raise and throw whole glaciers with ease. The breath is strangely warm, foul in stench. Those within 3m before the Ya'kaldrum who may smell its breath will have their concentration broken. The frigid fingers of the of the Ya'Kal may shape ice and snow freely, and without resistance. The icy gaze of the Ya'Kal will send chills into those they look upon, stripping them of any warmth.
Material Properties:
The thick hide makes for perfect winter clothing. Teeth of a Ya'Kal are normally kept as trophies, the canines being treasured. The hands of the Ya'kal may be harvested and used in an invention which will allow the user to shape ice and snow with ease.
Alchemical Properties:
The blood of Ya'Kaldrum can be spread across one's skin to assist in fighting off cold temperatures and the early stages of frostbite. If the blood is not preserved properly it's effects will weaken or cease to work at all. The most effective way of preserving it is to keep it chilled. Normal cold water will not suffice for this process, as the blood needs a colder climate, like that of the mountain peaks it came from. The saliva of the Ya'Kal may be harvested and used in a foul alchemical that will break concentration. The eyes of the Ya'Kal may be harvested and used in alchemicals and inventions involving frost and freezing.
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