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Of Men and Magic (StEC)


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So here we are, another thread, since there seems to be at least some interest in the concept I put forward. This one will be a bit dual-purpose, both providing a few examples of the sort of character races that are allowed in StEC, and a place for interested individuals to attempt building their own creatures (and hopefully the culture surrounding them!). You can also post here with an incredibly rough character concept and ask for help fleshing it out from myself or anyone else will to help and feels like they have a good grasp on the world mechanics! So let's begin with..

Races of Xanthuru

Because of the unique nature of Xanthuru's ecosystems, a wide variety of creatures, both sentient and bestial, have arisen over the course of its existence. Listed below are some of the curious yet common creatures to be found on Alteiryn, the main body of land in the charted region of Xanthuru.

Ohnyrek Tribes

Lore
: A semi-nomadic race of daunting humanoids, a tribe of Ohnyrek will establish a village wherever they feel most suits their needs, regardless of the opinions of any current residents of the area. Complaints are heard and amended....with extreme prejudice. No other race is quite certain where the Ohnyrek originally hail from, and that includes the tribes themselves, but most other sentient races agree they are a nuisance at best, a threat at worst.

Physical Characteristics
: Ohnyrek are characterized by their huge, powerful frames, the protruding horns of their foreheads, and subtly scaled skin. An adult male Ohnyrek stands anywhere between 8 and 12 feet tall, weighing upwards of 400 pounds of muscle and thick bones. The horns protruding from their forehead branch and slightly curl with age, and it is not uncommon to find small ornamentation amongst such branches. Female Ohnyrek are not dwarfed much by their masculine counterparts, an adult averaging 7 to 10 feet in height and 300-plus pounds on the 'petite' side, the marked difference between genders being the size and direction of curl in the horns. An Ohnyrek's skin is only visibly scaled from (dangerously) close proximity, and acts as a natural camouflage, hue shifting between browns and greens to blend in with the terrain the tribe has chosen to settle in. Clothing 'styles' are simplistic, limited usually to skins and furs wrapped and bound just tightly enough for what could be considered decency amongst more modest cultures.

Ley Capacity
: By far the most inept of Xanthuru's known inhabitants at channeling Ley energy, the Ohnyreks' less-than-spectacular mental faculties and short supply of patience limits the amount of control they can exert over Xanthuru's mystical energies. A tribe's average channeler can draw forth Ley energy to augment his or her own already impressive strength, or regenerate mild injuries (but never simultaneously, that requires too much concentration). Rare cases of particularly 'potent' channeling capacity have been recorded, with strength amplification to the point of increasing in size, and the regeneration of lost digits. Ohnyrek legend speaks of
Fireblood
, a tribe chief of old whose fury seethed so hot that he could spew forth fire upon those unfortunate enough to incur his wrath.

Culture
: A fledgling tribe will settle in an area they feel sufficiently rich in resources, and expand until said area no long meets their needs, the village moving on to greener pastures. Semi-nomadic as they are, Ohnyrek primarily herd and hunt, occasionally turning to pillaging 'neighbors' for grain and vegetable matter they otherwise could not be bothered to grow. Strength is everything to the brutish humanoids, an individual's worth and name based entirely upon their accomplishments. A patriarchal race, the 'chieftain' of any given tribe is merely the male who bested the previous chieftan, or bested his competitors in the (
extremely
unlikely) event his predecessor died of illness or natural causes. Respect among the Ohnyrek is earned through contests of strength and skill, something open to all races, though clearly respect found for an outsider is few and far between. A male may take as many 'hutkeepers' as he is able to subdue, up to the number of branches in his horns.

Ohnyrek do not tolerate lies; an unusual discovery of a race whose sole form of entertainment outside of hunting game and contests consists of boasting around the fire pit about the exploits of their lineage. An individual who is found to be lying is stripped of his or her name as well as their horns, which do not appear to grow back once broken at the base, and while they are not cast out of the tribe, their fellow tribesmen refuse to acknowledge the "Hornless". Such individuals are not recorded to be long-lived, as they are permitted to eat only what scraps are theoretically left behind, are forbidden to hunt and boast about the fire. "Hornless" also suffer from an even-further reduced capacity for Ley channeling, leading scholars to believe that it is their horns Ohnyrek use as Foci. An outsider caught lying is considered hostile and treated as such. Lying to the Ohnyrek is highly advised against.

Sample Names
: Stoned-hawk, Treefeller Slew-ten-boars, Crushskull Peakjumper Eight-hut

Dh'krr-ghrnnch

Lore
: Bizarre and mysterious denizens of the Seamaw Range, precious little is known about these hermetic masters of stone and earth.

Physical Characteristics
: The true appearance of the Dh'krr-ghrnnch remains a mystery to the other sentient races of Alteiryn, as on the rare day one is seen away from its mountainous home, it is sheathed from top to bottom in a bulky shell of rock. An 'Earthshell' (as they are called by most societies) seems to stand anywhere between 4 and 7 feet tall and weighing between 200-500 pounds. Aside from size, the only noticeable difference between individual Dh'krr-ghrnnch comes in the form of marbling lines of assorted minerals and ores in their rocky shells. It is assumed they consume minerals, and appear to sleep based upon observations of extended periods of stillness.

Ley Capacity
: Dh'krr-ghrnnch, as far as they have been able to be observed, are naturally skilled channelers of Ley energy. Stone flows like water under their guidance, and it has been said that they glide over and even through the earth as gracefully as a bird on the wing. It is an easy and natural assumption that this is how their outward shells are created and maintained. Popular legend is that at the center of the Seamaw Range itself is a tremendous Earthshell, the entire span of mountains part of its rocky carapace.

Culture
: Another category in which little is known, the great bulk of information regarding the Earthshells is primarily how not to act towards them. Very quiet and reserved creatures, while they do not fear the world outside their home like a traditional xenophobic culture, they do exhibit unusual behavior when encountered. The Dh'krr-ghrnnch language contains no vowels, making learning and communicating in their native tongue difficult for others, and their Altey is both incredibly soft-spoken and heavily accented. On the subject of soft-spoken words, raising your voice to an Earthshell is highly advised against, as loud noise in general seems to agitate the usually docile creatures.

The only act more offensive to an Earthshell than yelling at it appears to be attempting to engage in physical contact. Such attempts are met with immediate withdrawal into the ground at best, a furious endeavor at pummeling the offender into pulp at worst. They become skittish if someone stands closer than a small handful of feet to them. Oddly, despite their aversion to loud noise, Dh'krr-ghrnnch are appreciators of fine music and have been known to gather outside a village where a well-known musician performs. Conversely, the easiest way of earning a modicum of trust from an individual member of the race is to present it with a stone or pebble from your own home. Obviously, this is best done by placing it upon a location the Earthshell can reach and backing away a suitable distance.

Attempts at infiltrating the Dh'krr-ghrnnch caverns for further research have been met with stern refusal and occasionally open hostility in the form of rock-slides if the offender persists after initial refusal.

Sample Names
: Drr'nch, Nnh-K'Dn, Grnk'T'chn.

Berylanx

Lore
: In the depths of the
Leyleaf
, Alteiryn's greatest and oldest forest, it is said there grows a tree whose roots span the entire continent, and drink of Ley energy itself to sustain its venerable immensity. The Berylanx are said to be the children of this tree, a claim they are quite proud of.

Physical Characteristics
: By far the most diverse of the sentient races of Alteiryn, Berylanx vary wildly in size, shape, and feature even amongst members of the same family. There are currently 3 observed 'subtypes' in the Berylanx race on Alteiryn, and a assumed 'cousin' subtype on Alteiryn's neighboring country
Masrah
.

  • Dendris
    : These tall, bulky specimen of the Berylanx make up the majority of their warrior caste. They stand upwards of 6 feet tall with disproportionately long arms and legs. They are powerfully built on average, and have bark-like skin that ranges from light tan to a deep, earthy brown and is incredibly resilient. What passes for hair amongst the Berylanx manifests in the form of broad leaves in a short, shrub-esq arrangement, with a matching mantle across the shoulders and upper back. Eye color ranges anywhere in the spectrum of browns and greens, with the occasional yellows being seen.

  • Veneth
    : Contrasting the stocky Dendris, the Veneth stand between 5 and 6 feet tall, with incredibly lithe builds. They possess exceptionally long fingers and seem to completely lack feet, and their lean frames boast extraordinary flexibility, a Veneth literally capable of tying itself in knots if it so desires. A Veneth head boasts a length mass of thin tendrils, usually in compliment to the particular verdant hue of their body, and very fine, comely features. Eyes are a consistently mysterious orb of black or perhaps deep violet.

  • Opudus
    : The smallest of the Berylanx subtypes, an Opudian is considered 'massive' if they reach 4 feet in height. Their bodies are incredibly squat when visible, with broad plates of incredible durability upon their forearms and shins, and a rounded shell-like growth upon their back. These features are all part of the Opudian's natural defenses, as they can contract in upon themselves to form a nearly impenetrable armored form. Attempting to pry open a curled Opudian is a feat that even Ohnyrek consider a suitable challenge, as their entire stocky bodies seem to be composed to dense, sinewy fiber of phenomenal strength, making them immensely powerful despite their small stature.

  • Quenthurn
    : Believed to be offshoots of the first Berylanx who migrated to Masrah long ago, the Quenthurn are hospitable nomads of the harsh deserts there. Generally built thick and rounded, a Quenthurn's hard green hide is naturally evolved to allow it to store an impressive quantity of water inside its own body. The perfect rescuer of one far less prepared for the sandy dunes of Masrah, the toxic spines they are capable of expelling from their skin ensures none act on the ill-advised concept of poaching the Quenthurn for the water stores of these generally generous wanderers.

Overall, it is clear as crystal that the Berylanx are some form of plant-humanoid hybrid, bleeding a greenish substance when cut. They do not need to eat (but enjoy trying new foods), only requiring water and time to bask in sunlight to gain suitable sustenance for the day, and also undergo physical changes in accordance with the seasons.

Ley Capacity
: Regardless of subtype, Berylanx are agricultural marvels, able to coax even the worst seeds to grow into strong, healthy specimens with their incredible...natural, even...aptitude for Ley channeling. While they all are capable of feats farmers have been known to pay handsomely for, each individual subtype has a particular area of excellence.

  • Dendris
    : Ley energy is primarily used by this subtype to regenerate damage and create amazingly tough bark armor to compliment their natural fighting prowess.

  • Veneth
    : Called a
    Lifeweaver
    amongst their own people, a Veneth channeler is primarily tasked with maintaining what passes for homes amongst the Berylanx, crafting wares for trade with other cultures, and occasionally scouting. Veneth have the ability to lengthen any portion of their wiry frames they desire, including their tendril-like hair, and can spontaneously grow thorns as well should combat truly be unavoidable. Particularly strong Lifeweavers are said to be able to manipulate nearby plant-life as if it were an extension of their own body.

  • Opudus
    : Despite their nearly comical appearance, Opudian channelers are some of the most respected amongst all races, let alone their own. This is due in no small amount because there is no medicine in Alteiryn better than that made by an Opudian, and they have healed wounds and illnesses other Ley Healers thought to be impossible. While withdrawn into their shell, they can rapidly create special pollens, ranging in effect from sedating and mood-altering to paralytic and even lethal.

  • Quenthurn
    : While not as adept as their Opudian cousins, the Quenthurn channelers are capable healers in their own right, and can alter their internal water stores to ensure purity or enhance its natural ability to rehydrate. It is not uncommon to find this particular subtype seeking out locations where an oasis could exist and 'encouraging' it. The only members of the Berylanx race to not naturally fear fire due to their waxy skin, the occasional bold Quenthurn has been known to dabble in that method of offensive Ley manipulation.

Culture
(Quenthurn excluded)
: Gathering in familial units (as diverse as they are large) called Gardens, Berylanx are jovial, kindhearted creatures regardless of which subtype they belong to. They are the self-appointed wardens of the Leyleaf and any other forest they might settle in, protecting it from infestations, particularly destructive Ohnyrek tribes, and Xaneth civilizations who would also tax too much of the natural resources. They are saddened by other cultures who do not live closer to nature, but it is pity rather than loathing for "The Wasteful Ones". Anyone lost in the woods a Garden inhabits need not fear for their life, as even the most wasteful of individuals will be cared for and guided back to their intended path.

A Garden has no formal structures, as cutting down a tree to build a house is not considered to be living in harmony with nature. Instead, Veneth Lifeweavers coax the local flora into growing and shifting into more sheltering arrangements, favoring vast canopies and latices of supple branches and vines. It is here that medicinal plants and
Verdant's Hair
is cultivated. Verdant's Hair is a plant that only the Berylanx can grow to its fullest potential, harvested for its miraculously strong fibers that are then woven into Versilk. Versilk is the primary trade export of the culture, a fabric that no normal blade can cut, yet rivals the finest silks in quality. Because it cannot be cut by traditional means, Versilk garments must be woven by a Veneth, as only they have the dexterity to create the beautiful, seamless garments the fabric is known for.

The Berylanx revere
The Verdant
(from which Verdant's Hair draws its name), a god-figure of which the Leyleaf Heart (the supposed genesis tree of the race)is an avatar, the seasons its faces, and the Ley Lines a gift from. All living things are children of The Verdant and should be treated like family, regardless of how misguided they might be. Aside from their exotic appearances, the Berylanx are best known for their seasonal celebrations, festivals to which all are welcome that last the entire first week of the season. The only celebration not popular amongst non-Berylanx is the
Precession of The Return
, the 'celebration' of the Season of Darkness (referred to as the
Briarbleak
), a week-long period of quiet introspection amongst the usually extroverted people wherein they reflect upon the previous year and all it contained. This somber occasion is visually punctuated by the loss of the majority of the Berylanx colorful features, and a withering of their frames.

The Briarbleak is not alone in its affect on the Berylanx, each season in turn evoking a change upon them.
The Budding
sees a restoration of their colorful forms, the early months punctuated by tiny green buds atop their heads or backs before the regrowth of the natural features for each subtype. This is the most joyously celebrated season, as it is only during The Budding that female Berylanx can conceive children, marked by beautiful flowers springing upon their heads. If a female does not desire to conceive in a particular year, she must cover herself flawlessly from top to bottom, or spend the season amongst the Xaneth lest she risk accidental pollination.

The Growing Season
is a somewhat tense time, as Dendris warrior males must maintain a near-constant vigil over the increasingly vulnerable 'seeding' females from natural predators (and a particularly vile tribe of Ohnyrek). Seeded females spend the season becoming sedentary and plump, a colorful pod distending from her midsection where the unborn children, called Podlings, gestate. Interested scholars believe that this shocking similarity to a Xanethi pregnancy might allude to intermingling between the races in ancient times. Unseeded females have been known to spend this time aiding crops of Xanethi farmers or exploring the continent out of almost childlike curiosity.

Verdant's Bounty
, the celebration of new life for the Berylanx, is the much-anticipated release from the tense Growing Season when a Garden welcomes its newest members into their fold. Berylanx Podlings are raised communally, and cause nothing but headaches for Xanethi researchers attempting to decipher breeding trends, as an Opudian Podling can be born to a Veneth pollinated by a Dendris or Veneth. During this season coloring shifts to brilliant reds, golds, oranges and yellows, and females especially begin to slim down from the ordeal of seeding.

Season of Rest
begins with a celebration thanking The Verdant for the blessings of the year, and then the Lifeweavers bind the local foliage into a tightly-woven shell about their Gardens. From within this weather-resistant dome, they extend roots into the earth and fall into a deep hibernation for the remainder of the season.

Seelvah

Lore
: The lighthearted and amicable denizens of the Wildwood Archipelago, these benevolent people are often mistaken for simpleminded and primitive by the less-educated. Seelvah are known to play along with this from time to time when the fancy catches them.

Physical Characteristics
: Larger than a Xanethi yet smaller than an Ohn, a Seelvah has a wide, powerfully built frame with thick brown-to-black skin mostly covered in matching hair. As a Seelvah reaches maturity the hair upon its back and shoulders turns to a silver-gray and thin swirls of the same weave down their arms as they age further. Their arms are elongated, reaching to mid-leg, and their legs end in long-toed feet with a remarkable level of dexterity, capable of being easily substituted for a hand. It is commonly believed that the Seelvah evolved under the influence of Leyht from the gorilla, explaining a great deal of their physiology.

Ley Capacity
: Due in large part to their highly advanced intellects, Seelvah are incredible channelers naturally, though their abilities are limited due to the lack to time devoted solely to developing this capacity. Most Seelvah use Leyht for construction purposes, bending and shaping materials to be as unobtrusive to their environment as possible.

Culture
: To say that the Seelvah seek balance would be to claim that a fish enjoys swimming. While physically powerful enough to make great warriors, and brilliant enough to be incredible rulers, the peace-loving jungle denizens believe their time is better spent in the pursuit of harmony. While they seem to have a cultural fondness of architecture, they eschew the concept of kingdoms and empires, living in masterfully crafted tree houses scattered throughout the jungles of the islands with very little formal organization.

Highly free-spirited, the Seelvah encourage the concepts of freedom, self-discovery, and following ones heart. At the core of their philosophy is the concept of "Open hand, open heart, open mind", a system that encourages the understanding and embracing of others while disavowing violence, hatred, and bigotry. Believing that the act of closing ones hand into a fist cuts off the heart and mind from greater unity and knowledge, it is considered reprehensible amongst the Seelvah, who seek to learn all there is to know and achieve a perfect personal balance.

It is due to this pursuit that they are often considered hypocritical by others, as they are peerless martial artists, practicing an open-handed/grappling based style that focuses on dealing minimalistic physical harm while incapacitating an aggressor. However, it is actually for the meditative state the practice of said style allows for than an actual breaking of their own beliefs. One cannot achieve a proper balance if the body is neglected in favor of the mind, after all.

Minimalists by nature, the Seelvah do not believe in overly ornate possessions or the accumulation of great physical wealth, their homes and clothing both simple and effective in design. The only items that are remotely coveted in their society are books, devoured visually for the knowledge contained and traded freely so that it might be shared, though only books of facts and information. Practicing communal storytelling, a proper tale is never written down or "Bound ta paypah" as they believe doing so limits the imaginative scope and nature of a story.

Traveling often due to the vast and fascinating world around them, Seelvah speak Altey with a distinct and rather humorous accent. "Seein' de worhld, dreenkin' in de sights o' de bruddahs n' seestahs, dat be de liyfe, ya?" Encountering a Seelvah is almost always a pleasant experience for a traveler, as they are always eager to share what they have, be it stories or supplies, so long as the other party is of like mind.

Edited by Kuri Shardweaver
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I'm thinking a humanoid race if possible. A female mathematician, very self serving, cold, and calculating, looking to locate the eternal conflux by equation to distinguish herself within the academic community... or something. I dunno, she's more of a a concept than a character right now. Do you see her working in this world?

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This idea is taking a few different forms in my head so I'm willing to be flexible about it. How about a sentient, mind hopping virus either as a species or as an entity? As an entity I was thinking of it centering around a single kingdom, looking for the EC from there, manifesting its will by influencing the politics in its favor. Someone who carries the virus is generally unaffected aside from the fact that the virus is receiving their sensory input, and an increased capability with Ley energy. It can take control of people, but generally doesn't unless it feels the situation calls for it. It's looking for the EC, not for the power, but because it comes from there. It doesn't remember where it is due to being defeated and confined by a powerful sorcerer centuries ago. As an entity, its influence would be spread out over a massive area, only limited by who is and isn't infected.

As a species it would be greatly reduced in power, limited to infecting only one person at a time and each one has a different effect on its host. They can choose whether or not to dominate their host, simply observe and hitch along for the ride or make some sort of deal with them. This race would also be looking for the EC because they come from there and can't remember where it is, but their methods are different.

What do you think?

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I really like the Dh'krr-ghrnnch. If possible I would like to play one.

The Dh'krr-ghrnnch, like any race I post here in the above fashion, are open for player characters. All I ask is that you keep in mind this is a race that is very hermetic and xenophobic (big words meaning they don't like leaving home or other people if you're not familiar with them), so your character will likely need a strong backstory supporting leaving home and interacting with others, be they players or 'NPCs'. Feel free to get in touch with me via PM here or my aim if you'd like to kick ideas around!

I'm thinking a humanoid race if possible. A female mathematician, very self serving, cold, and calculating, looking to locate the eternal conflux by equation to distinguish herself within the academic community... or something. I dunno, she's more of a a concept than a character right now. Do you see her working in this world?

I didn't list them here since it seems redundant, but traditional human characters are of course allowed. They're called the Xaneth, and aside from an increased variety in hair/eye color palette options due to the Ley Lines, otherwise function like any other interpretation of humans. A mathematician would not be out of place, as at least Alteiryn's kingdoms are at the beginning of their 'Renaissance' period where research and discovery are becoming more important. She could definitely work, yes.... But a mathematician being calculating?

inconceivable.jpg

This idea is taking a few different forms in my head so I'm willing to be flexible about it. How about a sentient, mind hopping virus either as a species or as an entity? As an entity I was thinking of it centering around a single kingdom, looking for the EC from there, manifesting its will by influencing the politics in its favor. Someone who carries the virus is generally unaffected aside from the fact that the virus is receiving their sensory input, and an increased capability with Ley energy. It can take control of people, but generally doesn't unless it feels the situation calls for it. It's looking for the EC, not for the power, but because it comes from there. It doesn't remember where it is due to being defeated and confined by a powerful sorcerer centuries ago. As an entity, its influence would be spread out over a massive area, only limited by who is and isn't infected.

As a species it would be greatly reduced in power, limited to infecting only one person at a time and each one has a different effect on its host. They can choose whether or not to dominate their host, simply observe and hitch along for the ride or make some sort of deal with them. This race would also be looking for the EC because they come from there and can't remember where it is, but their methods are different.

What do you think?

It's an interesting concept, I'll give you that, but the problem with a virus (sentient or otherwise) is that one of the primary uses for Ley channeling is healing that goes above and beyond period-appropriate herbal medicines. If someone went to a healer because 'something took control of them" and they were found to be inhabited by something that was not supposed to be there, a strong Ley Healing would eradicate the intruding virus-creature very quickly.

And you'd have been killed by a white mage. What does that say about you? XD

Jesting aside, I do have an idea of my own that might let this roughly work in a fashion similar. Instead of a mass of viral creatures, would a single parasitic creature of a similar nature be acceptable for you? Misuse of Ley Energy or a randomly discovered Artifact has been known to do all kinds of terrible things to the would-be user, it wouldn't be too great of a stretch for some sentient creature or another to have gotten in over their head and had the majority of their original form blasted away. And trauma would easily explain missing memories, so what would be left is a strange, small creature that can only survive by combining with another living thing.

While it wouldn't have problems overpowering the mind of a simple animal, it might have to strike up a deal with a more intelligent host, offering it some form of benefit in return for safe harbor. And of course, such a creature would definitely want to seek out the EC, as I'm sure nothing would want to stay in a state like that.

What do you think?

In other news, I'll be updating the OP later today with that third race, so look forward to it, all! ^_^

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It's an interesting concept, I'll give you that, but the problem with a virus (sentient or otherwise) is that one of the primary uses for Ley channeling is healing that goes above and beyond period-appropriate herbal medicines. If someone went to a healer because 'something took control of them" and they were found to be inhabited by something that was not supposed to be there, a strong Ley Healing would eradicate the intruding virus-creature very quickly.

And you'd have been killed by a white mage. What does that say about you? XD

Ah, you underestimate their ability to body jump. If the person suspects their presence or intends to do something about it, they can jump to the next person they touch, or breathe on or whatever, even the White Mage if necessary. They're very old, very smart creatures, they know how to survive.

They also aren't a virus in the sense of hurting the host, on the contrary they make them more powerful for the price of letting them tag along in their head. If they make the host stronger, would getting rid of them be considered Healing? The closest they are to a true illness style virus is mode of transport. But anyway, it would probably take an incredibly powerful mage to destroy them outright without killing the host. The virus doesn't damage the host, so it doesn't create antibodies against them, which is how most modern medicine works.

Jesting aside, I do have an idea of my own that might let this roughly work in a fashion similar. Instead of a mass of viral creatures, would a single parasitic creature of a similar nature be acceptable for you? Misuse of Ley Energy or a randomly discovered Artifact has been known to do all kinds of terrible things to the would-be user, it wouldn't be too great of a stretch for some sentient creature or another to have gotten in over their head and had the majority of their original form blasted away. And trauma would easily explain missing memories, so what would be left is a strange, small creature that can only survive by combining with another living thing.

While it wouldn't have problems overpowering the mind of a simple animal, it might have to strike up a deal with a more intelligent host, offering it some form of benefit in return for safe harbor. And of course, such a creature would definitely want to seek out the EC, as I'm sure nothing would want to stay in a state like that.

What do you think?

Hmmm, I dunno. My thinking is that they've always been a virus and they're perfectly fine with staying that way. It works for them. And the benefit is an automatic thing that is bestowed on the host regardless of whether or not they are aware of the virus's presence. Besides, turning them into a full blown, leech-like parasite kinda defeats the concept of them. The idea is that they don't have a form of their own, they borrow.

Answers in red. Of course, it's your call what happens to it, it's your RP, I just think this a cool idea.

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Jess and Kerry: Yes, yes I have! Hopefully I'll have a template up soon for ya to fill out ^_^. Keep chasing those plotbunnies!

Silus: Even if the 'virus' is completely non-malicious to the body, antibodies might develop. It's not a matter of intent, it's a matter of the body going "This doesn't belong here....DESTROOOOOOOY!!!", which happens sometimes even if something is actually SUPPOSED to be there.

Honestly, my biggest issue with the concept is that I'm very hesitant to give ANYONE access to something like mind control. That's why I proposed the idea of a symbiotic creature, something that the 'host' half of the character could interact with as a roleplaying foil, and something that didn't revolve around hijacking peoples brains to get what it wants. "Hey, listen. I'll give you the strength of 20 men if you go looking for the Eternal Conflux with me so I can get a body of my own again." goes down MUCH smoother than:

Person A: *coughcough*

Person B: Ew- @___@ ALL GLORY TO THE VILUS. *zombiewalk*

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Jess and Kerry: Yes, yes I have! Hopefully I'll have a template up soon for ya to fill out ^_^. Keep chasing those plotbunnies!

Silus: Even if the 'virus' is completely non-malicious to the body, antibodies might develop. It's not a matter of intent, it's a matter of the body going "This doesn't belong here....DESTROOOOOOOY!!!", which happens sometimes even if something is actually SUPPOSED to be there.

The point remains the same. It takes an incredible amount of power to kill them without killing the host, seeing as they don't really fit into the bracket of things to be healed as far as white magic goes. And they wouldn't have gotten this far if they couldn't deal with a normal immune system. That, of course, doesn't mean that some especially virile species couldn't be immune to their infection like maybe the Ohnyrex, or simply can't be infected due to their hermetic nature, like the Dh'krr-ghrnnch.

Honestly, my biggest issue with the concept is that I'm very hesitant to give ANYONE access to something like mind control. That's why I proposed the idea of a symbiotic creature, something that the 'host' half of the character could interact with as a roleplaying foil, and something that didn't revolve around hijacking peoples brains to get what it wants. "Hey, listen. I'll give you the strength of 20 men if you go looking for the Eternal Conflux with me so I can get a body of my own again." goes down MUCH smoother than:

Person A: *coughcough*

Person B: Ew- @___@ ALL GLORY TO THE VILUS. *zombiewalk*

Except that it's nothing like that. They're not, for the most part, hijackers, they're passengers, and those who go for hijacking have a very hard time of it with anything sentient. They watch and act as necessary. Most of the time the host doesn't even know of their presence. And anyone with decent mental presence can fight them well enough to make sticking around not worth their time.

And the point is that they are a separate species. They don't care about having a "normal" body. They don't want them. They want to find the EC because it is the origin of their race and want to find their history. I think that's a much more interesting plot than someone trying to reclaim their old body, since that implies a specific type of character arc, rather than allowing for a breadth of them.

Might I mention that I'm really liking this method of replying, makes things much easier to convey. It also means not having to deal with as many quote tags when you want to break up a post.

Edited by Silus - Shard of Flame
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All right, I'm going to step in here.

Kuri has made it clear that he does not think that type of character would be best for this RP. And since this is his RP, anyone and everyone participating needs to respect that. You're free to take his suggestion or leave it, but we all need to abide by the RP creator's decisions. I know you probably want people to respect yours when it comes to Nexus, so let's apply the golden rule and treat others' RPs the way we want ours to be treated. I'm not trying to be hard on you, but if Kuri says no, the answer is no. Please respect that.

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It definitely does help preserve context when replying, yes.

On the topic at hand, I'm really not crazy about the idea as you're proposing it, because amongst the other listed issues, you would be HORRIBLY stunting yourself in terms of character interactions, a driving force in this RP. What, exactly, would this 'character' interact with if they're not actively and regularly taking control of their host? The host's white blood cells? Red blood cells? The spleen?

Something that exists on a microbial level, while interesting, really just would not work well in a character-driven story unless you made copious use of their ability to take control. Because at that point you may as just well play the host character, and from there it's just like...what's the point of having gone through the trouble to create a viral race in the first place?

Another thing, on the EC being this theoretical virus-race's 'home', is that Ley Energy regardless of potency wouldn't behave in such a fashion. Ley is a positively-creative energy, so even if the EC were capable of generating a life form (which is not something I'll confirm or deny), it would not create a life whose purpose is to infest and potentially control other life forms. That's not how Ley Energy functions. Doing things like creating fire to hurt someone else is an incredibly loose interpretation of its capacities, as the fire is neutral when created, it's the wielder's intent that makes it a weapon.

Edit: Figures I would get Kchan'd while I'm crafting a response XD

Edited by Kuri Shardweaver
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I am presenting an idea and my thought processes behind it. I made it clear myself that he has the final say whether it goes in or not, because I do respect his authority here. If, after I've presented my idea, he thinks it won't work, then I'll drop it. It'll be placed into my rather sizable library of ideas. I just had a cool idea for the RP and thought it might be appreciated. There's no other motive behind this. I'm not arguing here.

The mind control isn't an all or nothing thing. They can influence the persons thinking, talk to them in their head, and convey their intentions that way. How else can they make deals with the host? An idea for how they operate would be that they pick a semi-permanent host for themselves, someone they get along with and have similar goals to, to be their sort of representative. RPing one of them would essentially boil down to a sort of split personality character, except that the other personality is a completely separate entity.

Alright, we can change the backstory. Say they're a normally occurring race like the others that are being included. In fact, this would open up more options for character diversity, a greater range of character goals.

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I really like the Berylanx. I think it would be interesting to explore their relationship to the Leyari. A lot of their values seem to be the same, and the only ideological clash would be between their view of channeling. But who knows, maybe the Leyari prohibition against channeling only extends to the Xaneth. I dunno, after reading over the profile, I just thought there could be some interesting interaction there.

PS: I've decided the Cherry Valley is located near the eastern edge of Alteiryn, and relatively near to the center of the planet to account for its very mild seasons. Does this work all right?

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I really like the Berylanx. I think it would be interesting to explore their relationship to the Leyari. A lot of their values seem to be the same, and the only ideological clash would be between their view of channeling. But who knows, maybe the Leyari prohibition against channeling only extends to the Xaneth. I dunno, after reading over the profile, I just thought there could be some interesting interaction there.

PS: I've decided the Cherry Valley is located near the eastern edge of Alteiryn, and relatively near to the center of the planet to account for its very mild seasons. Does this work all right?

Whats the Leyari?

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They're a Xaneth (human) culture. There's a profile of them in my character history that I'm writing, which will be posted eventually. I've shown Kuri and KChan pieces of it, so they know what I'm talking about. Sorry to keep you guys out of the loop. Don't worry, it shan't be long. I'm just about done :).

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They're a Xaneth (human) culture. There's a profile of them in my character history that I'm writing, which will be posted eventually. I've shown Kuri and KChan pieces of it, so they know what I'm talking about. Sorry to keep you guys out of the loop. Don't worry, it shan't be long. I'm just about done :).

I guess I am not the only one with secrets...biggrin.gif

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  • 3 weeks later...

Per Mosh's orders...

The Myrullat

Lore: The Myrullat exist in small communities throughout the Stenmalkk and the southern coasts of Alteriyn, preferring warm and humid climates to the more temperate reaches of the rest of the continent. Tales state that they were humans that ran to the swamps to escape death and forgot how to be civilized. These tales also state that they were helped out of the muck by Seelvah.

Physical Characteristics: The Myrullat maintain a fairly normal humanoid appearance. Owing to generations of living within the swamp and the effects of the Ley Line’s powers, their physiology has adapted to facilitate their existence. Their stature is thin and reedy in appearance, owing to the lighter quality of their bones. Males stand at an average of 5 foot, 6 inches while females average at 5 foot, 2 inches in height. They are also slender in weight, rarely weighing more than 130 pounds. Pigmentation has been affected by their habitat as well, resulting in more pallid tones for 80% of their skin and in large patches of colored skin on their forearms, necks, legs, chests, and back; this skin color has taken on different hues, ranging from pale greens to light browns. Hair remains mostly normal in comparison to other humanoids, though reds and blonde hues are more muted. Eyes are more reptilian, having a pupil that is slightly elongated vertically and possessing a second lid to facilitate sight under water. Their feet are also elongated and are extremely dexterous and have webbing between their toes.

Ley Capacity: Moderately strong in Channeling abilities, the Myrullat do have some true adepts. Most members who live in the Stenmalkk tend to demonstrate higher than average proficiency, owing to the proximity to a large branch of a Line. Most of the species demonstrate profound abilities with brackish or salt water and mud, earning a reputation as water cultivation experts. The youngest Myrullat have also been seen practicing Channeling to increase their ability to run atop the shifting soils in the marsh, leading to the popular pastime, Pod Hopping.

Culture: Relatively young in terms of peoples, the Myrullat exist in communal establishments throughout the swamps of southern Alteriyn. Pémi’Lla Fuq is seen as their cultural home and place of origin and is where their most important artifacts and their cultural histories are kept. Their leadership is based largely in precedence and what is best for the commune, dissent being an avid part of their community until the decision has been made. All work and wealth are shared among the families, though property such as weapons, clothing, and anything that might be considered heirlooms are considered private property. Disputes and crimes are handled by a tribunal consisting of the strongest warrior, the richest merchant, and the oldest shaman.

Family structure within the communes is usually fluid, with the children being nurtured and educated by most of the members of the society in turn. Roles in society, both domestic and public, are shared equally within society and family units with a person’s unique abilities being the focus of their role in society and a partnership. Mating is socially looked upon as an act of procreation, not of affection and therefore, the best combination of compatible attributes from both parents is sought. For example: a strong female warrior would seek an intelligent male to mate with so as to achieve the best results for their offspring. Some mating pairs remain exclusive while others seek to diversify their results and offspring. Coming of age is generally around 15 with apprenticeship lasting until 26. The average Myrullat has a lifespan of nearly 220 years, providing they do not indulge in too much strenuous activity or Channeling.

The Myrullat are generally accommodating, if standoffish when faced with other races. Cross-species mating is common as the humanoid qualities and thin, graceful features of the species make them desirable to many of their visitors: brothels featuring specifically Myrullat prostitutes are extremely popular among Xaneth of many regions.

Sample Names: Nekatuta ís Cal, Hilgarra zú Haiz, Lortxi Ki, Indarts Uaura. Males have the two letter contractions in between names.

(Note: Basque language was used in Google translator; two words were entered and then results combined to create the names.)

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