Kuri Shardweaver
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Hello and welcome, friends and fellow seekers of adventure! If you're reading this, that obviously means you're interested in Seeking the Eternal Conflux!....That, or you've been clicking at random and reading whatever pops up. Either way, the purpose of this thread is to provide valuable information for anyone participating (or hoping to participate) in the RP. Here you'll find helpful links, a glossary of nonstandard terms, a map (eventually >.>) of Alteiryn, and whatever other useful tidbits I can think of to throw in! Oh, and rules, of course. Those are kind of important. Rules and Regulations Style: EC is run in the Third Person Limited Viewpoint, Past Tense. First person is acceptable for dialogue and internalized thoughts (Which should be italicized for coherence sake) only. "Del Kahnis glided down the corridor, icy glare observing the researchers with scrutiny. No doubt they had hear she was coming, and were working that much harder for it. I see my reputation precedes me.." Characters: Feel free to make as many as you like, adhering to the Template here! For the time being, characters will be organized into one thread after they are submitted and approved, but my hope is that eventually I can just use a subforum for them. Remember, characters are not gods, and are not the only characters that 'matter'. There's a reason the template has both strengths AND weaknesses. Nobody is (or should be) good at everything. Basically, no godmodding please! I also will not be requiring a separate account for every character, as that would be a bit much. Instead, if multiple characters are going to be in the same post, use the character's name (coded up a bit for distinction) as a header between the individual viewpoints. Alternatively, if you have the skill or know someone who does, you can make a 'post header' image to place there instead. Conduct: It bears repeating, so again, no godmodding. If you're not familiar with common RP lingo, it's defined above. Don't post like your character(s) are invincible and perfect. Don't treat your fellow players like crap, either. We're all here to have a good time, so follow the Golden Rule. No flaming, no insulting/picking apart characters belonging to someone else, and no trying to force someone into playing a character in a way they wouldn't. I might not be an admin, but I AM the boss of this RP. At your first major infraction (Godmodding, flaming), you will be warned and must edit the offending post/give the offended party an apology. Second time I catch you playing God or bullying the other players, you will be suspended for a week from the RP. If for some strange reason I have to bring the hammer down a third time, your character(s) will be fed to the Ohnyrek, and I will not look at any further applications by you until such a time that you've proven you can be a decent human being. If you attempt to circumvent me because I am not, in fact, an admin and post anyway, I will edit your postings with extreme prejudice. If the situation is bad enough, I will not hesitate to contact the Admins, either. Posting: Obviously, with Alteiryn being such a large place, and the world around it larger still, it's a bit unfeasible for everything and everyone to be in one single thread. That'd be a mess to read through. Instead, I'll be posting a Discussion/Planning thread so we can organize threads between certain characters, and arguably a Continuity thread to keep track of what's going/what's gone on. When creating a thread, if you only want certain characters 'present', put their names in brackets either as part of the title or in the topic description so that other players know whether or not they can post there. If it's just going to be your character(s), use [Closed], and if it's a free-for-all thread, use [Open] or merely leave out the character 'tagging'. Also, try not to double-post unless the sheer immensity of text cannot fit inside one post or it is a closed thread. If you need to make a change, use the 'Edit' function, and try to do so before anyone replies to avoid confusion and possibly OTHER edits. If this can't be avoided, at least PM the other players concerned so they know something changed. Obviously this doesn't need to happen for edits to fix typographical errors. Terminology Alteiryn- The primary landmass of the known quarter of the world of Xanthuru. It extends through the northern hemisphere, ranging from temperate plains, hills, forests, mountains, and frozen tundras in its topmost regions. It is populated by a wide array of creatures both sentient and non, the landscape dotted with fantastic kingdoms and ancient ruins half-buried in deep forests or underground. A handful of islands sit below its southern shores, and to the east lies the country of Masrah. Altey- The 'common' language spoken amongst the diverse races of the continent. Channel- The act of drawing forth the power of the Ley Lines to manifest an effect. Eternal Conflux- A fabled location where all the Ley Lines of the world converge into one singularity of power incomprehensible. It is said that to find the Eternal Conflux is to wield the power to make one's wildest dreams reality, and as such it is widely sought after. Its location remains unknown, and while theories abound there is no solid evidence of the legendary location's existence. This does little to dissuade those who would seek its power, though. Focus- An object specifically crafted to aid in the channeling of Ley Energy. Ley Line- A conduit of usually-invisible mystic energy which can be draw upon and shaped by the will of the user to fantastic ends. They are believed to span the entire globe, but precious few have been mapped thus far. Leyht- A commonly used term for the mystic energy of a Ley Line. Masrah- A neighboring country but a few short weeks sailing from Alteiryn, Masrah is primarily composed of sandy dunes and the rare oasis, a harsh environment that has significantly affected the inhabitants there, some of which are believed to be related to races on Alteiryn. Relations between the two lands remain friendly, fueled by trade primarily of spices and silks. Node- The point where two or more Ley Lines cross paths, creating an ambient zone of greater power. Large towns and kingdoms are generally founded upon such locations, and wars have been fought over their control. Tidbits of Useful Information Little bits and pieces of random information that may prove of minor worth to playing an effective EC character. I'll expand on this one especially as more comes to light. Xanethi fashion trends are currently favoring straps, laces and, ties over buttons, hooks, and other such fasteners. In garments where function is less important than form, such straps and lacing are oftentimes superfluous and bear colorful beads at the intersections of strings or enameled 'caps' over crossed straps. Apparently causing ones clothing to emulate a Line Network is 'in' this year. If you are playing an Ohnyrek, remember; Strength and skill are the sole determining factors of ranking in your culture. If you have new-found traveling companions, make sure to establish the pecking order early on. This does NOT mean 'beat up your party-mates'. Challenge them to a footrace, an arm-wrestling match, boulder-toss, or even a drinking contest. If you win, make appropriate note of it with a horn-ornament...(hornament?). If you should somehow lose, offer an ornament as a token of respect. Conversely, if you find yourself traveling WITH an Ohnyrek, expected to be challenged in a fashion similar to those mentioned above. You can safely refuse a challenge twice. If the third challenge is refused, expect to be considered 'No Horn' by that individual Ohnyrek, a term equivalent to them as "Chicken-livered, yellow-bellied, gutless wretch of a pathetic coward". Expect to be looked down upon (in the metaphysical sense) and completely disrespected at every possible turn in such a situation. It is far easier to outwit an Ohnyrek than out-muscle, so in the event of a challenge where you have to put up with that particular Ohnyrek for an extended amount of time, try and steer it towards a contest where being the strongest doesn't naturally assure victory. Do NOT refuse the offered ornament should you win, regardless of how tacky or disgusting it might be. That's considered dishonoring them, which will immediately send them into a fit of rage. If you lose, be prepared to part with some small trinket or another. Even an oddly-shaped rock will appease an Ohnyrek if you make it sound important enough. Never offer a Berylanx, regardless of subtype, cut flowers. Imagine how you would feel if someone offered you a bouquet of your grandparents' limbs. Offering a potted plant is acceptable, but avoid offering seeds of any type...unless you're actually of a mind to make good on what is apparently an expression of intent to mate. If you are, Master Researcher Hasen Lerin would love to hear from you on whether your two species are compatible. If, in your travels, you happen upon an unusual device, weapon, or garment, resist the urge to play with it. Not all artifacts stand up well to the test of time, and you can never tell how it will react until properly analyzed. This also holds true for any creature you might stumble upon that you are not intimately familiar with. Yes, it might LOOK cute and fluffy, but all that fur could be hiding toxic spines for all you know. Remember, a cautious adventurer is a living one! Currency: Because of the fact that the most mine-worthy areas of Alteiryn are inhabited and guarded by hermetic xenophobes, gold and other precious ores are in rather short supply, further inflating their value. This makes it impossible to rely on the 'traditional' currency system of Copper-Silver-Gold, and Xanethi culture has evolved past the point of bartering (again) for most transactions. Instead, they employ a system of clay chips in three denominations. The recipes for these clays are highly coveted and heavily guarded, and an individual kingdom's currency is backed by their gold, jewels, and artifact values. Because of this, there is a discrepancy between currency values, leading to a thriving money-changing and bazaar business. The three denominations are as follows: Pulsemark(Pulser)- The lowest denomination, the ore and mineral mix in this chip's clay causes it to rumble softly when channeled through. Fake Pulsers tend to break apart when checked for authenticity, exceptional forgeries cracking. Sparkmark(Sparkler)- The middle denomination, worth ten Pulsers, gives off colorful heat-less sparks when checked for authenticity through channeling. Forgeries often burn the fingers of the one checking it, and in rare cases catch aflame. Shinemark(Shimmer)- The highest denomination, worth ten Sparkles, or one hundred Pulsers, glows with a scintillating iridescence to show its worth. Fakes usually turn black as pitch.
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And nobody has more secrets than me! MWahahahahahahhaha~!!
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It's alright, I actually completely forget Kchan was already tinkering around with one for me.. XD Sorry Kchan, and Sorry Emeralis!
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Alright, so, couple of things. I'm well aware of the fact that I haven't given out a ton of actual information yet regarding the landmass of Alteiryn itself, so I apologize that this template is technically impossible to fill out unless you're contributing a culture/city of your own to this RP. I'll try and get a list up here shortly of some established "areas" to be picked and chosen from, at least, so your character isn't from _______________ Village or the Kingdom of Pending. Secondly, I modified this template, with permission, from our dear neighbor Mistborn: The Inquisition, so credit of course is due to them. This is, roughly, what we're looking at, at the moment. [center][b][size=6]Character Name[/size][/b] [size=2]Type of Character (Race/'Class')[/size][/center] [b][u]Player Information[/u][/b] [b]Name:[/b] [b][i]Contact Information:[/i][/b] [b][u]Character Information[/u][/b] [b]Name:[/b] [b][i]Race:[/i][/b] [b][i]Age:[/b][/i] [b][i]Gender:[/b][/i] [b][i]Place of Origin:[/b][/i] [b][i]Class:[/b][/i] [b][i]Relationship Status:[/b][/i] [b]Channeling Capacity:[/b] [i]-Type:[/i] [i]-Focus Used:[/i] [i]-Degree of Skill:[/i] [b]Cursed:[/b] [i]-Nature:[/i] [i]-Effects:[/i] [b]Appearance:[/b] [b]Special Skills:[/b] [b][i]Strengths:[/i][/b] [b][i]Weaknesses:[/i][/b] [b]Personality:[/b] [b]History:[/b] If copy/pasted correctly, the finished product should look something like this! (Obviously you'd take out the instructions and fill in the blanks.) Character Name Type of Character (Race/'Class') Player Information Name:(If you've got a nickname you prefer to use, say so here.) Contact Information: (How do we track you down to hunt plotbunnies together?) Character Information Name: Race:(Xanethi, Ohnyrek, Berylanx (with Subtype), Dh'krr-grnnch, etc.) Age: Gender:(If you have one, of course. Perceived gender for races like the Dh'krr-grnnch works as well.) Place of Origin: Class: (Ley Channeler? Warrior? Rogue/Thief? Traveling Salesman?) Relationship Status:(optional) Channeling Capacity: (If Applicable. Remove section if your character has no Ley-based abilities.) -Type: (Internal/External. Do you primarily 'buff' yourself or create outside effects, or a blend of both?) -Focus Used: (What is it? How does it respond to channeling?) -Degree of Skill: (Are you an experienced channeler, or just getting started? How long can you continually tap into the Ley energy without exhausting yourself?) Cursed: (Special. Talk to me if you want your character to be a bit screwed up from one thing or another. Remove if Not Applicable.) -Nature: (Channeling accident? Damaged/incomplete/misused Artifact? Encountered a strange creature? What exactly did this event do to your character? Describe any physio/psychological changes.) -Effects: (How has this impacted the way your character channels/fights/functions?) Appearance: (Include height, build, hair, eyes, and their general demeanor in your description) Special Skills: (For example, things like Reading, Writing, Knife Fighting, Lying, Observation, etc.) Strengths: Weaknesses: Personality: (Also include their moral attitudes, prejudices, and any mental disorders) History:(A nice, thick bit of text about the events that shaped your character into who they are at the beginning of the RP. Family? Friends? How did they come by their Focus? If they are a 'Cursed' character, describe the event that changed them. Why do they travel? What would they do with the EC?)
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Phineas and Ferb
Kuri Shardweaver replied to Silus - Shard of Flame's topic in Entertainment Discussion
Do so. It's REALLY just..an amazing show, despite being made 'for' kids. -
Haha, true. Aaaaaaaand hm. I might just take you up on that! I'd have to figure out a 'look' first, y'know?
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Formal acceptance is always nice, though
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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
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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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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 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? 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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Many thanks ! I'm aiming for interesting, after all!
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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. The Myrullat 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.
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Phineas and Ferb
Kuri Shardweaver replied to Silus - Shard of Flame's topic in Entertainment Discussion
I prefer the Ballad of Klimpaloon, personally. -
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Thanks for the interest, Coma! Your answers are in blue!
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Thanks, it's always good to be loved .
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Definitely espousing the Principle of Intent, but reading through this triggered a slight light bulb I felt like sharing. On Szeth, everyone seems to feel that he's a Surgebinder without a Spren, and that it is his own strong grip on his oaths giving him his power. I'm not buying that. There seems to be one consistently overlooked part of Szeth that I think I just picked up on. His stone. It's said enough, paraphrased anyways, that he has to do whatever the owner of his stone tells him to do, barring the few stipulations. I think the stone is his spren, and he gains his power by Honoring the oath to serve the one who holds his spren/stone. We've seen enough sprens at this point to know they vary WILDLY from type to type, and have some form of connection to the perceptions of those they're attached to, so what's to say a people who so strongly follow beliefs wouldn't spawn spren who were just as resolute and immovable ("solid as a rock")?
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In contrast, I'd say ditch the hair. In the books, hair was specifically mentioned as something that was both difficult and took time to get right, and I doubt it's something a mistwraith would particularly care about. That said, it's a really fantastic piece, and definitely gives off the horrific vibe a mistwraith 'should'. But it still feels too...organized. From what I read and interpreted, Mistwraiths just absorbed bones and put them to work after digesting the body with no care for rhyme or reason, and there is a LOT of 'reason' in this piece. Almost a whole horse on one side, for instance. Why isn't, say, that horse skull part of a pseudopod, with a human ribcage and spine for the 'calf' of it?
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Hmm...I've got a few. Selectively Useless Memory: I couldn't tell you what I had for dinner yesterday, but I can sing you the Captain Planet ending theme song! I have nearly flawless memory....for completely useless things. Magic Laughing Eyes: To date, I have yet to meet a girl who can look me in the eyes without at least cracking a grin, if not flat out laughing. I don't know HOW or WHY this occurs, but it's almost foolproof. (Obviously not going to be of use against a blind girl.) Human Furnace: The best of the lot, my body temperature is unnaturally high. Makes me miserable during the summer, but the ladies absolutely love me during the winter. A fair trade off, I'd say.
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I would like to announce... Ore....SANJOU!! (I think one person might get that >.>...maybe more, if there's anyone with knowledge of Japanese..)
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Man, you people are FAST. Some of you might already know me, I'm Eythen/Mosh on the Mistborn: The Inquisition board. Kchan's been poking at me for a bit to join up here, and I finally caved....I mean decided I'd give it a try! For those new to my particular brand of Insanity™, I'm a 26 year old guy from Ohio, "The State Where Nothing Happens. EVER.", and a recently converted Brandon-o-phile. I'm a longstanding member of the geek community, however, having grown up on a steady diet of Transformers, comic books, fantasy literature and anime/manga/gaming. I even play D&D. *dramatic pose*
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Thanks for the kind words of praise, Silus! The answers you seek are in blue @crazyrioter: The best thing about being new is you can only improve from there!
