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PostSubject: Re: Archmage_Bael's Library of Ideas   Tue Feb 07, 2017 7:58 am

Gaurodan looks nice at first sight, but I think you overstate the secrecy of it and go into too much detail on its construction. I think it'd be worthy of a rewrite, trying to make it sound cooler, without so much redundancy in its military uses.

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PostSubject: Re: Archmage_Bael's Library of Ideas   Tue Feb 07, 2017 8:27 am

Veseere wrote:
I really like the concept of the Gaurodan. It is essentially a magical hover-board. My only question, does it have an altitude limit? If not, that would give the Isolon Fist and extremely safer form of transport outside of Negav, as it would leave them only having to watch for avian predators. It would also make raiding bandit groups that steal or attempt to steal the the mines easier with an ambush, as the mages would be able to silently get into position without a sound. >.<

Likely it would have a limit, yeah, but would probably vary depending on the mineral laced in with the stone, and the strength of the runes.

@Stabs: Fixed it, let me know what you think. I'm unsure how you think the description was unabalanced, given there was only a couple sentences for construction, and secrecy wasn't really mentioned - the board is just largely unknown because the Isolon Fist is still testing and refining it. It may require a permit to use, however, when it gets completed. Not just anybody can use it, of course. Though there may be a dummed down public version in the future.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Fri Feb 10, 2017 12:03 pm

Raut'och

Raut'och is the name of a temple far to the west. This building is hidden among the rugged landscape of Lamina, not too far a travel distance from Kelerm. Despite that, it is still a difficult place to find, even though inhabitants knows of its existence. There is a legend among inhabitants of the temple being built from an ancient being that relates to how Kelerm first started out as a place of living. The being had a temple devoted to him built purely with magic. The wording is a little curious, but is ironically not too far from the truth.

The initial inhabitants didn't know the depth of the creator's skill with magic, and initially undervalued the method of construction, and as the legend grew, it got closer to the truth. People who have managed to find it are few and far between - but the hidden temple remains solidly intact with no signs of wear and tear or growth over it. This is because the temple itself is built in its entirety out of extremely condensed magic to the point where it got solidified into a solid tangible object with no visible entrance to the facility on the outside. This gives it two mysteries: how the being who made this built it, and how to enter the building. Powerful geomancers can, however, enter the building through the ground via standing in front of a dais.

The inside is completely clean, and still lit, despite nobody living in it for ten thousand years. The walls being made of pure magic are adaptable to various situations. One can use the walls themselves to extract materials and objects from it like beds, chalices, even spears or swords. Magic lines run through the walls, tracing travel routes of artificial "ley lines" as it would pertain strictly to the building itself. This is what helps power the facility. The rumored treasure that it has though is not simple treasures of gold and gems and ascarlin - which certainly exists on deeper levels, but the rare tomes of knowledge, old art ranging from rugs to statues. If one can get inside and has a keen eye, they can spot far more valuable treasures than simply gold and gems. In fact, the whole temple seems to be almost a lesson on keen observation, from the puzzle on how you would enter it, to how you navigate its corridors and find its treasure. If one can overcome those, people who walk out don't even realize how much they've learned on how to observe their surroundings both domestically and in wilder felarya - teaching a valuable lesson.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Fri Feb 10, 2017 2:35 pm

Educational mind puzzle temple sounds brain hurty...which means it's likely a stupendous idea! Certainly adds some lore to Geomamcers, The West and Kelerm by extension. But does anything dwell there that's dangerous? Obviously not plants but what about magical comstructs/elementals or ghosts and things that are attracted to high magic.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Thu Feb 16, 2017 10:31 am

Cimirine

Cimirine is the formal name known for the particular object called "The Barkeep's Friend". It was initially used by a particular barkeep at a Tavern in Kelerm a few hundred years ago, but has since managed to make its way to Negav where it took hold rather quickly. Many barkeeps are normal people, those who may or may not be magical, but have their job set serving others with satisfaction. However, despite how much they enjoy what they do there are always people who try to take advantage of them. People who use various scents, perfumes, enchantments, illusions, and various tools to manipulate the senses and mental state of the other person.

This object was designed as a defense against that when a particular barkeep figured he was being take advantage of. As an ex-geomancer with psionic abilities, he crafted a device, which functions a relative "bubble" in a small area just big enough for the bar counter. A particular mineral was imbued with enchantments, and imprinted psionically to defend the mind specifically, and keep it at its current state via a psionic booster effect despite whatever scents or illusions are cast to defend against it.

The device itself looks roughly like a chalice with a spherical cut mineral that can absorb a lot of magic (such as Mazhir). The different gem that is used can depend on the potency of the protection. However this device sometimes can compliment a dream catcher's ability to defend against Nemesi (but cannot act as a substitute dream catcher due to its particularities), and allows powerful lucid dreaming. The object itself is a bit expensive - but worth every penny for a barkeep - or even a shopkeep as well. It is now widely used in shops profitable enough to purchase one.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Sun Feb 19, 2017 7:58 am

Good idea with the temple Smile

the idea of solidified magic is original although I wonder if it wouldn't work better with it being built from a special type of stone that has a lot of magic as its component. Solidified pure magic would be both hard to produce and to keep in form over a large span of time I think.
I particularly like how you have to enter it through geomancy. It's a neat idea that could be applied on others places as well :3
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PostSubject: Re: Archmage_Bael's Library of Ideas   Sun Feb 19, 2017 1:02 pm

That's probable. Part of the point of the construction is that its a mystery. Though build directly from condensed magic I imagine you could make it as tough as you need to be. I think the condensed magic being hard to produce is also part of the charm because it makes you wonder how long did it take to make the whole thing? and how did they manage that process? It makes you think, in my opinion. You WANT to delve the depths of the temple, because you might find the answer to those questions, if you are lucky!

That was my take on it, at least. I'm open to changes though.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Sun Feb 19, 2017 9:42 pm

Archmage_Bael wrote:
Cimirine

I want one o.o I can imagine a version of the device used in places of high secruity too like the Investigators or VISA to keep high end Telepaths from plucking secrets from people's heads willy nilly. It's a clever and simple defense, and best of all it's easy to install it seems. Nice one Bael!
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PostSubject: Re: Archmage_Bael's Library of Ideas   Mon Feb 20, 2017 10:19 am

Thanks!

The difference though is that dream catchers are meant to prevent and possibly trap Nemesi and their weird abilities.

Cimirine is meant to protect people's mental condition from being tampered with, since its a stationary device, shopkeepers would employ them to prevent people from using magics or potions of any kind to rip them off. I believe its quite essential, as if you think about it, there's nothing stopping a psionic from tampering with a shopkeep's mind and getting away with legal theft. This prevents that. I believe its different, and vital.
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I'm still pondering how best to change the temple a little bit. I need to find a way that brings the idea of condensed magic together with using a material as a base as well, while still keeping the mystery.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Wed Feb 22, 2017 12:18 am

Spires of Hyushna

This area of Felarya showcases a rather diverse environment geographically. The first wonder are in regards to the massive glowing spires that appear like spearheads coming out of the ground - massive towers of some incredibly dense and potent crystalline substance that exudes raw unfiltered magic to extreme conditions. However, further studies have shown the "crystal" is actually a form of stone, that exists in a symbiotic hybridized state between the two. It is not known where the source of the magic it is spewing initially comes from. One theory suggests that they are directly connected to ley lines, and is in fact the hub center of Felarya's entire ley network. The proposal is extreme enough to not be taken seriously without surveying the rest of the world - but Ley magic in this region is indeed by far the strongest and most dense. The stone has been named "Aeroneym" based around an ancient word regarding its effect it has on the surrounding environment.

The second most interesting part of this region are the incredibly steep hills that blanket the entire forested region. Narrow valleys and ravines snake in between the hills. Intense geological activity has leveled what was most likely massive mountains in the area, due to the extremely high number of caves that also exist in this region - a lot of which are still intact. Supposedly this happened more than 15,000 years before the current date, with the exact cause unknown. Some of the caves are best avoided, as thick threads of Primordial Magic seems to emanate from a few caves in an indescribable color and disperse into the air.

Deeper into the forest dwell some of the most powerful elementals in Felarya as well. Unique off-breeds of many creatures also exist here such as Mumansi and Echydins which are powerful. Some dryads are also native to this region.

Aeroneym
Very Rare


Much of this substance is unknown, as the only place it has ever been seen before is within the regions west of Kelerm. The exact state of this substance is unknown, though some believe the crystal starts to appear from residue magical effects from the spells of powerful elementals. From the exterior it exudes many qualities that would classify it as a crystal, yet at the same time the internal substance, when broken off successfully, appears to have more in common with a rock, or an ore. The confusing quality of this substance is constantly under intense scrutiny, and smelting or crafting with it is an incredibly difficult and laborious task. Only the most skilled of smiths with the best equipment can manage, and even then it takes them a long time. The substance appears to be highly reactive to any kind of magic, making it both powerful for enchanting, as well as dangerous. The difficulty of properly enchanting it is borderline similar to the difficulty of the school of dimensional magic. Its potential is extremely varied, and can be used for any number of tasks ranging from engineering, to weaponry, to construction, and even for the more intellectual aspects. However, despite the potential, the sheer difficulty of harnessing it makes the likelihood of anyone having anything made out of it beyond rare.


Ember Wyrm
Unknown

Deep underground it is said that many creatures of felarya exist, all of which are nearly unknown in size, scope, or abilities. The environment they live in is also similarly unknown. However, one creature has been categorized on the rare occasions they have been seen. The Ember Wyrm is a serpentine creature with odd tenril-like extrusions it can extend from its body. The surface of it resembles the look one might attribute to obsidian, which is relevant to the fact the only places it has ever been seen close enough to the surface are in underground areas with intense magma activity. This creature spends the majority of its life burrowing underground, and like all creatures down there, help to create and live in the underground world of unknown horrors. When it rests, it deploys its tendrils into the earth, extending them far away from its body in multiple locations. Each is used to feed off the magic of any nearby creature, and slows it down when getting too close. A creature passing nearby can get slowed to the point of almost completely neutralizing motion with the exception of itself.

This is when the creature wakes up, and moves to eat the unfortunate victim. Despite having such a scaly and rugged exterior appearance, the inside is extremely soft, but very durable. Deep in the belly of the Wyrm, victims are adhered to the stomach lining and absorbed most of the way into it. Here the magic energies of the victims are digested constantly, and they are kept alive until they run out. In rare cases, extremely magical beings may find their magic source replenishing at the same rate as its being digested - resulting in the victim trapped eternally within its stomach. If one manages to get free, the body has various odd systems and the properties of its internal flesh make it incredibly difficult to damage.

Chelgathi Maze


Chelgathi Mazi is a complex series of caves located under the Lamina mountains and extending beyond that as well. These caves also lead to the deepest accessible geographical point in all of Felarya by a simple cave network, extending so far down that no human has ever explored it. They are a complex series of tunnels usually navigated by those people with a powerful affinity for earth-based magic or attributes, such as scorpisai. It is very easy to get lost in these tunnels, but every twist and turn seems to hold something new. The many rooms of the cave labyrinth holds decorative art works of natural stalagmites and stalactites. Minerals and ores are everywhere, and what is even more precious are the plants that somehow grow within these tunnels. In fact, despite how deep and isolated they are, some of the plants and minerals serve to illuminate many parts of the network, rendering the need for torches completely useless. Many of these plants are also edible, making a trip very feasible, theoretically speaking - until the inevitability of running into predators or getting lost in the endless labyrinth. It is also not unheard of to hear voices deep inside, some say are the lost souls of the victims who never made it out, eternally screaming as they search for a way out. Such obstacles may quickly make an adventurer go mad if they become lost or spend too long inside its depths...
-------------------------------
edited using proposed ideas:

Raut'och

Raut'och is the name of a temple far to the west. This building is hidden among the rugged landscape of Lamina, not too far a travel distance from Kelerm. Despite that, it is still a difficult place to find, even though inhabitants knows of its existence. There is a legend among inhabitants of the temple being built from an ancient being that relates to how Kelerm first started out as a place of living. The being had a temple devoted to him built purely with magic. The wording is a little curious, but is ironically not too far from the truth.

The initial inhabitants didn't know the depth of the creator's skill with magic, and initially undervalued the method of construction, and as the legend grew, it got split into several theories. People who have managed to find it are few and far between - but the hidden temple remains solidly intact with no signs of wear and tear or growth over it. The theories attempt to explain this based off the stories regarding Raut'och's origin, one of which proposes the idea it was built out of magic that has been condensed somehow, until it went from one state of being into a solid state. The other theory is that the architecture utilized a hybrid material using a source with incredible magic potency, Aeroneym or a similar material, then purified with magic to use as a sort of "mortar". Either way, no visible door to the facility can be seen, leaving a lot of people wondering how to get into the facility in the first place - and who built it this way. Powerful geomancers can enter through using a dais on the ground nearby.

The inside is completely clean, and still lit, despite nobody living in it for ten thousand years. The walls being made of pure magic are adaptable to various situations. One can use the walls themselves to extract materials and objects from it like beds, chalices, even spears or swords. Magic lines run through the walls, tracing travel routes of artificial "ley lines" as it would pertain strictly to the building itself. This is what helps power the facility. The rumored treasure that it has though is not simple treasures of gold and gems and ascarlin - which certainly exists on deeper levels, but the rare tomes of knowledge, old art ranging from rugs to statues. If one can get inside and has a keen eye, they can spot far more valuable treasures than simply gold and gems. In fact, the whole temple seems to be almost a lesson on keen observation, from the puzzle on how you would enter it, to how you navigate its corridors and find its treasure. If one can overcome those, people who walk out don't even realize how much they've learned on how to observe their surroundings both domestically and in wilder felarya - teaching a valuable lesson.


Last edited by Archmage_Bael on Wed Feb 22, 2017 12:58 pm; edited 1 time in total
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PostSubject: Re: Archmage_Bael's Library of Ideas   Wed Feb 22, 2017 9:50 am

Bael wrote:
Spires of Hyushna

I LOVE these. Beautiful description of the crystal spires, whihc I was looking at just last night ironically trying to think of what one would call besides the obvious. Hyushna is very celver and exotic. Good idea to make them out of mysterious in flux material like Aeroneym too. Makes them instantly more interesting and allot less scary than The Crystal Caves. ^_^; I like the idea of the eddie sof primordial magic being stronger here too. Maybe the vegitation what dwells around them could be fierce and wild too to match it. After all you said proximity to them makes super Elementals so why not plants?

Bael wrote:
Ember Wyrm

Sounds like a Critical Threat and a Magic Elemental to me o.o; Kinda a moving Sarlaac and Magical Elemental's fierce love child. Seems almost too powerful but I'm guessing it's not a common threat the volcanic vents spewing up funny colored gasses are meant to act as a shark's fin?

Bael wrote:
Chelgathi Maze

Ooh wondrous and yet terrifying, much like how Felarya should always be thought of. I like the glowing plants everywhere but could could eating these bio luminescent plants for a long time make one glow? Oooohhh I had a tiny sub race who glowed and looked freaky! =D I bet they would be happy in a place like that! Also the wailing is cool but kinda cliche. Could it be that they are in fact still alive in some pocket of space time or a loop so that it's less the lost souls of the damned and more something quantifiable but easily mistook for a legendary evil.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Wed Feb 22, 2017 11:42 am

I still find the Gaurodan too long to highlight the coolness properly. If we're talking about a magical hoverboard, you should think carefully of what to stress.

Try something like "A new device the Isolon Fist is testing, the Gaurodan is a bejeweled and rune-covered stone slab. It is controlled by standing on it and shifting your weight; the Isolon Fist is still working on its handling, but so far it seems quite promising."

======

Rau'toch is not convincing for me. Walls made of pure magic? Given we aren't that sure what should we define magic as, it might as well be walls made of pure science. :B I get that there's magic involved- would it work if instead, the place was manifested out of the powerful magic within the zone?

Furthermore, the article seems to be written out of order. Are you sure you want to talk about the legends before talking about the place itself? I'm still not sure what the place even looks like. And talking about how far we are from the truth when you're not going to say it is a contradiction.

Other than that, a place where the true treasure is learning how to affect the world with magic could be a good, even great idea. You just need to do the execution more carefully, put a stronger emphasis into it.

======

Aeroneym does what, exactly? You seem to have left out that bit for some reason. Also, why is it worked by smiths? Does it behave as a metal? There's things that behave as ceramics or wood too, you know. Most crystals are worked as if they were ceramics, not metals.

======

The Ember Wyrm seems interesting. However, how much danger does it represent to the usual human-sized creature? Doesn't seem like much, given it's interested mainly in the magical ones. You also didn't mention what its tendrils do to slow people down. Do they grab, do they exude slime, do they generate a counter to the Speed Force?

And what exactly prevents the very magical creatures it eats from dying of starvation during their eternal entrapment? If there's anything, it seems worth mentioning. If not, you might want to add that such behaviour is only suspected.

======

Hyushna sounds extremely confused. What does it mean for the people around that these spires radiate "unfiltered pure magic to extreme conditions"? What's the operative difference here between a crystal and a stone, too? Why the emphasis on these spires being non-crystalline, are you going to stress they're amorphous or sedimentary?

15k years, in a geological scale, is yesterday. In fact, it's only 3 millenia before the Correctors attacked.

I find the idea of threads of primordial to be somewhat interesting, but the mighty new kinds of elementals even more.

======

Chelgathi maze only has a few things that seem to be going for it. It's the deepest possible point in Felarya for one, but everything else is generic. We already have caverns with light inside them, coming from rocks, veggies or even animals.

What exactly do you mean by "decorative works of art of stalagmites and stalactites"? Are the stalactites carved on? If so, could we know who did that, and whether they did anything else in there? If you can wander forever, does that mean the place is almost empty? If so, why aren't there more creatures? Is it barren where there are no plants, or is there another reason?

Overall, this might just be the pedant geologist in me, but what is with you and rocks and ores? Any mineral is an ore if someone uses it to extract another mineral from it. Saying something is an ore describes its use, not its properties, and most certainly not its look.

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PostSubject: Re: Archmage_Bael's Library of Ideas   Wed Feb 22, 2017 12:50 pm

Thanks for the feedback. (both Jedi and Stabs both!) Smile

===

The Gaurodan already has a description on its construction and its function, as well as how new it is and that the Isolon Fist are testing it. Those things have all been stressed already. I'm unsure what the point of this comment is trying to address. Are you just trying to say I should focus more on "how cool it is"? Though I may be able to make the entry a bit shorter and more concise.

===

Yes, well considering how we can theoretically condense light, does that mean I can call that "pure science"? Condensed magic could be determined based on the kind of magic you use, via ley magic, mana, or any kind of pure energy that goes from one state like a gas, to a solid one. HOW you do that (which I believe is the real point of what you're trying to address) is part of the mystery. How indeed, would you condense magic? When it comes to an object built around a mystery, defining how that mystery happened defeats the purpose for which the object was built in the first place - That's how I see it.

===

Aeronym is a curious substance that mimics different substances. The point is that its difficult to classify as a mineral, a rock, or an ore. I had intended to make the innermost core of it some kind of Ore-version of the mineral-stone itself, but I also state about how versatile the substance is to begin with. It can be treated and crafted as a crystal, rock, or ore. I believe I also state this. I'm a little unsure of why you mentioned this.

I mean, I get that its difficult in a way because "do I smelt this, or work it as a ceramic?" but the answer could be both. Its like gravity. Its both the strongest and weakest force in the universe, can you explain why? The answer is we have no idea. Closest thing we have uses the "gravitron" which is a hypothetical particle that hasn't been proved to exist, and yet gravity can operate as both the strongest and weakest for some reason.
===

Ah yes, you have a good point on the Ember Wyrm. Physical danger is difficult to fathom, since you're not getting crushed, chewed, or maimed in a kind of way. Just trapped and absorbed. THough some beings who aren't as magically adept would get digested - which makes this creature far more threatening to anyone who is more magical, such as an elemental. In that case they'd be trapped forever. Kind of more horrifying, isn't it?

The tendrils slow down anybody who is near it. By that definition I'd wager its more on par of some kind of " energy field" than something that grabs people, no? The matter about digestion is a point I had been considering myself, and it seems only natural for you to bring up. I wasn't sure how to solve the problem, but considering Jedi's mention of the sarlaac pit - that thing never really adequately describes how it keeps people alive in itself for 1000 years either, just that the victims are somehow kept alive in some way that is never too clear. I mean I suppose a nutritional juice could be secreted from its stomach walls. The stomach in this creatures case no doubt functions in a much different way than what we're used to, given its diet. I could just use that, I suppose. Do you think that works?

===

As for Hyushna, I see it as the general region, I suppose. When it comes to magic I see a spell of some kind to be altering the magic using some kind of energy force, the energy force itself is initially in a pure form, which is what is being exuded from these areas. You can be exposed to them if you stand, say, in a ley line. Sort of like if you utilize radiation as a power source to fuel some purpose, but it'd be dangerous to stand in the radiation when not protected. Except that ley lines are probably not nearly as harmful as radiation.

The problem with the 15k year statement is that beyond the 12,000 B.U. dateline, everying is just in "???" so we have no idea what happened when before then, other than supposedly the great tree took root in that time period. The geological event that happened could have only been 15,000 years ago, or it could have happened via another force. I was considering lining it up to the date the correctors appear, which is around 12,000 B.U. to open up the possibility that it may have happened as a result of them. Afterall, the Akaptor desert was changed irrevocably because of them. I figured the possibility was there, but wasn't too confident about using that idea myself.

Visually speaking this area would be vary unique, with how the forest would intertwine with the Crystals and Hills, and the visible strands of ley magic coming out of the ground, but be lethal to try and explore due to the inhabitants. Elementals aren't really described as being anywhere in particular. I thought I'd make this area so magically rich it'd be a likely spot where they'd live.

===

As for Chelgathi, I combined a bunch of different aspects together. The deepest point in felarya, with its maze like structure, and the decorative "works" I believe was the wrong word. "Formation" is probably better because that tells you it wasn't constructed, but natural. I wanted to stress that every area of the maze looked different and natural, but wasn't willing to shove out a list of examples. Instead I wanted to give basic descriptions and leave it up to the reader to envision what it would look like inside.

Also most caves are pitch black inside. Dunno if you've ever toured one. They're usually pretty boring, the only thing going are if you like rock formations, really cool places temperature wise, and stala/gmite/ctites. Vegitation also doesn't really grow down there except maybe mushrooms. Most plants need light to grow. We have the Evernight forest though, so I figure some plants could draw on different nutritional sources, expel light that other plants may use to grow as well, in addition to ores and crystals that may grow naturally - because this is felarya and we can do that thing here. When you take all that into account, Chelgathi is more unique than you may realize.

If similar ideas had been proposed, that may help the assumption of it being ordinary, but what caves do we have in felarya that act this way? We have caves that are mentioned throughout the wiki, but none that are described as in their own place. The Great Diamond mines don't talk about any of this stuff. Black Falls Pass used to be illuminated, but is now completely dark.
===

However, I shall look over the ideas again and try and see if I can use your advice to edit the entries a bit. They're still thoughtful pieces of advice that I should draw from. I think I'll start with the Ember Wyrm.

You also mentioned the irregularities with my formatting. I'll have to go back through them and see how I can reorganize them in that regard as well.

Even if people believe that the concrete ideas posted here are trash, I hope it opens up other people's imagination, such as yourself, to post your theories on what this land is. So far the entire western region is here is completely blank. I hope to hit on an idea that may inspire the imagination (including Karbo, possibly) of someone that could get some idea for it canonized.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Sat Apr 01, 2017 6:29 am

I'd like to add the Ychet Neko Tribe if you agree with the disclaimer Smile I think they are pretty unique and they would fit well here.

For Kerume's thruth, after reflection I feel we should change a bit the idea from a cult to maybe either an organization or a location ( with the museum ). deifying a mortal and Historical figure just feels a little strange to me. What do you think ?

In your latest ideas I think the one that stand out is the Spires of Hyushna ^^
I like the idea of having them being some sort of huge node for primordial magic and also a place where elementals thrive. And visually it can be pretty neat too. I'm a bit confused though by the part about Aeroneym ^^;. I don't really understand what is it supposed to be or do ?

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PostSubject: Re: Archmage_Bael's Library of Ideas   Sun Apr 02, 2017 4:03 pm

Sure! I will agree with the disclaimer. Smile

For Kerume's truth, I suppose what could be done is its an organization, and they may encourage the employees or members to attend group meetings regarding Kerume, and its more like a secret society than an actual cult.

I love the Spires of Hyushna as well. I'm just trying to come up with some good possible ideas for what exactly those things ARE. We also need some good areas for Elementals.

The material, however, Aeronym is initially supposed to be some kind of material that is confusing by nature. Its just that its difficult to classify as a mineral, a rock, or an ore. Its a very versatile material that seems like it could share some different traits.  Though, yeah, its a mysterious, workable material thats supposed to be confusing.

However, its not necessary. The material of the Spires of Hyushna could be something entirely different. They could be an existing material, an unknown one (leaving it like that until someone comes up with something good), or whatever.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Wed Apr 26, 2017 1:08 am

Changing some parts for the Spires of Hyushna, since it seems a lot of people like this, I figured I'd rework the wording a bit to make more sensical, I also removed a few things as well, to iron out the kinks I thought people were unsure about - specifically the name of the material the spires are. I briefly describe it as being some sort of stone/crystal hybrid, but I didn't want to go into too much detail. This is especially true because nobody seems to really be able to come up with a good idea to what they are specifically - but Karbo has already drawn them on the map. I felt obligated to find a way to hint at their nature at least some what.

-----------------------------

Spires of Hyushna

This area of Felarya showcases a rather diverse environment geographically. The first wonder are in regards to the massive glowing spires that appear like spearheads coming out of the ground - massive towers of some incredibly dense and potent crystalline substance that exudes raw magic to the extreme. They are highly dense and radiate intensely into the ground and air. However, some studies have shown the "crystal" shares qualities of stone as well, and it exists in a hybridized state between the two. How or why that is, is another mystery in itself. Though it is not known where the source of the magic it is exuding initially comes from. One theory suggests that they are directly connected to ley lines, and is in fact a hub center of Felarya's ley network - that is a focal point where ley lines are much more concentrated and rich than normal. The proposal is relatively extreme and wouldn't be taken seriously unless observed personally - but either way Ley magic in this region is indeed among far the strongest and most dense. Due to the proximity from Negav, the source of knowledge of this stone resides mostly from the tribes in the area.

The second most interesting part of this region are the incredibly steep hills that blanket the entire forested region. Narrow valleys and ravines snake in between the hills. Intense geological activity has leveled what was most likely massive mountains in the area, due to the extremely high number of caves that also exist in this region - a lot of which are still intact. Supposedly this happened more than 15,000 years before the current date, with the exact cause unknown. Some of the caves are best avoided, as thick threads of Primordial Magic seems to emanate from a few caves in an indescribable color and disperse into the air.

Deeper into the forest dwell some of the most powerful elementals in Felarya as well. Unique off-breeds of many creatures also exist here such as Mumansi and Echydins which are among the more dangerous creatures of Felarya. Some dryads are also native to this region. Either way, elementals are the most populated here, as the rich source of magic and the crystals themselves offer an ideal habitat for their magic rich culture.

Ears of the Fairy
Merchandise

Simply called "Fairy Ears" by normal folk, this is an enchanted earpiece worn in Negav. It is very popular among humans in particular, and is designed to clasp around the top and side border of the ear. A tip is also formed as well, in an effort to make one's ears pointed like an elf's or a fairy's ear, hence the name. It is not just for show though, as the earpiece itself is made out of several materials of varying quality, the most popular is Felaryan Silver, making them rather expensive for normal folk. Due to the relatively small size of the earpiece, the price isn't usually too exorbitant. However, less potent copies exist as well, and if purchased they are enchanted to directly assist one's ability to access magic within their own body, or through another inanimate object or ley line.

Middle class folk and those with more money love to buy this for their children who may have trouble with magic to make it easier for them to train with at an early age. Nobility might commission special ones made out of highly luxurious and magic rich materials including the use of ascarlin gems in rare cases and put them on their infant children to help them acclimate to magic at an early age. This usually results in powerful mages later in life, even for those who would otherwise have difficulty becoming a mage. This is especially important in noble familes that rely on powerful magic users to stay important, wealthy, and popular in the political atmosphere.

However, its price make it difficult to save up for if one is poor. They are also not all-powerful. They cannot infinitely increase one's magic strength, but serve as a catalyst to help access latent magic easier. They are still popular among adult mages as well, especially when casting defensive magic or elemental spells.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Wed Apr 26, 2017 2:04 pm

Dawnwell
(Danger is probably varied)

Also known as the "Felaryan Chicken" or a "giant fluffball" by fans, this bird resembles some kind of mix between a Pheasant and a Rooster. These birds will stick to almost any type of environment as long as there's plenty of available food. As omnivores, they are good hunters for both fruits, nuts, and meat as well as anything else they could get into their beak. Due to their size being around 20 feet tall on average, humans may also find themselves swallowed as well due to a surprisingly able throat, and their beaks are very quick.

Unlike a normal rooster, however, they have a mix of reds, golds, blues, and browns. The males are far more brilliantly colored than the females, which is part of their obnoxious reputation.

Predators beware though, as its size is not necessarily a disadvantage for the larger creatures. Dawnwells live in flocks, and stick to a territory. Unlike the Gleuteaux they are extremely intelligent. The males crow with an deafeningly loud volume - which is amplified even further by an additional organ near their lungs and throat - but are rather shy. The females, however, are extremely aggressive. The females typically are more food focused, while the male keeps alert for danger. When one of them crow, others that are in the audible sensory range also go on high alert, and may be prone to attacking anything nearby out of paranoia. This is why hunting them is so dangerous. A naga or pack of kenshas may be able to hunt a small flock, but then wind up mauled and swarmed by tons of Dawnwells from every direction. With their incredibly tough and sharp beaks as well as their extremely sharp and dense claws, they can scratch and pierce just about any natural armor in Felarya's repertoire.

Though some predators who enjoy attempting to raise crops may raise a flock of Dawnwells as they will definitely keep the garden area safe, and will stay there voluntarily if raised to believe that's their home. When not on their pecking-list, predators who raise them may find them to be very cuddling and affectionate birds.
--------------------------------------------
Credit goes to Mage_of_Mist for help.


Last edited by Archmage_Bael on Thu Apr 27, 2017 11:12 am; edited 1 time in total
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PostSubject: Re: Archmage_Bael's Library of Ideas   Thu Apr 27, 2017 9:43 am

Sounds like Glouteux has competition! Will we see them on the PFG's menu? Or perhaps some enterprising Negavian will open a 'Dashing Dawnwell's' rival food chain?  Laughing
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PostSubject: Re: Archmage_Bael's Library of Ideas   Mon May 01, 2017 9:37 am

Hosted by Nigel Thornberry.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Fri May 12, 2017 12:18 am

Sheviir

Or simply called a "rotatory boat". This beautiful sailing contraption is native to Kelerm, and was designed by their engineers. The inventor as well as the date is unknown, but what is known is how successful it is. Unlike normal boats, this one usually has no open air top to it. This, of course, mostly prevents wind sailing. The whole boat's operation is based on a two-shelled system. That is an inner shell, and an outer one. It is this that all the functions are based off of. In order to sail, small slits exist in the hard wood exterior shell, and the wind is funneled in, and channeled by runes that exist on specific vertical flaps that extend through the hallow area between the exterior and interior shell (the flaps come up from the interior shell and don't touch the exterior one or they may break). These runes exponentially amplify the wind, and propel it outside the back, using the weak force of wind that is funneled in as a force of movement through magic.

The reason why it has a completely encircling pair of "shells" is because of its primary defense system which focuses on deterring predators in the water. There is a large central axis through the middle of the ship. This is its core, and its backbone. Large wooden pillars are connected in multiple points in several locations throughout the ship where normally the three masts would be if it had an open-deck. This makes each of the three areas look very similar to a wheel, with the ends of the pillars attached to a wooden section of the inner shell similar to how a wheel would normally operate. This part of the inner shell on the three locations is what moves and slides. more supports are added between the inner and outer shells. When the outer shell is struck by something, it rotates. When the shell rotates, the wheel sections spin furiously, and keep the vessel intact. Furthermore, the surface of the exterior is always lathered with several layers of a specific kind of oil, that makes the surface difficult to grab, with no friction on it. When water predators strike it, not only can they not grab the vessel, but it spins out of their reach.

Some vessels attach primitive machines to the wheels and use them to assist with movement speed, causing the vessel to charge forward when struck as well. Other ships align runes on the inner and outer shells, and when they line up, bolts of energy are dispersed into the water beneath them. This discharges the area in energy that is conducted easily by water, shocking those that strike the vessel. Because the ship is wooden, it acts as an insulator leaving everyone within to be safe. Weights and various methods are used to keep the ship vertically aligned in the center, and unfortunately when the wheels spin, it makes accessing each of the three locations of the ship rather difficult.

This ship relies heavily on a unique design and Kelerm's mages. This vessel is also used as often as it can be when its fishing vessels are out in the water. Because of the water's predators, most of the ships weapon systems are uniquely designed similar to the aligned runes to fire underneath water. However, these ships don't venture out too far, only far enough to help the fishing boats gather food.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Sun May 14, 2017 5:57 pm

Good job on those Smile

The dawnwells looks pretty scary o.o  I get the impression of an avian version of wolves. But predatory birds organized in packs is an interesting idea ^^ You imagine them living in which region?

The Sheviir is a really intriguing idea ! I admit I have a hard time to visualize it in 3d space, and especially the way it propel itself ^^;  but it clearly DOES sound a cool and very unique idea that could give the Kelerm navy a lot of personality Smile  Would you be ok to make a basic and quick diagram of it ?
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PostSubject: Re: Archmage_Bael's Library of Ideas   Mon May 15, 2017 10:03 am

Thanks!

Actually, supposedly chickens and roosters and other birds are in packs, so the idea isn't too far-fetched.

As for a diagram, I'd love to. The problem is I only have a mouse, and paint, as I no longer have access to photoshop on any level. I could try to hand draw it I suppose, but that may take a while.

I imagine the ship to be somewhat bullet-shaped. Or at least extremely spherical. It would have a LOT of weight on the bottom to keep the boat oriented correctly, as the outer shell needs to spin in case its attacked.

The "wheels" are literally just that. Wheels that are attached to the inner shell, which has supports attached to the outer shell along the edge of the "wheels". The wheel edge itself would be locked into place through grooves in the interior ship wall, allowing the wheel to slide in location. This is all so that it can spin when the ship is attacked.

As for movement, it just accelerates air pressure as it passes in through the holes, via runes inside where the air would flow. The open slits on the bottom portion of the outer shell would allow water on the bottom half, between the first and second shell. Though that wont sink it, but it will help the ship stay upright. Its a very odd looking ship, but its meant as more of a local deterrent than something you'd sail across the seas with.
-----
Of course, I suppose its also possible to take that design, and just "half" it (I'd make it a submarine, but there's no way to see under water). Having an open air ship up top, but a shell that only slides so much, instead of infinitely, and maybe lots of electrical runes under the hull to keep attacking predators at bay. As really the only true problem here is that creatures will attack from under water, because that's where ships cant defend themselves. Anybody with a lick of engineering sense will tell you that you cannot place gun emplacements on the hull under the water.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Sun Aug 06, 2017 12:20 pm

Andalim Angel

Otherwise simply known as an "Andalim", these angels are similar to an investigator of sorts, a special agent, and sometimes a spy. Though many other types of angels are often sent from one realm of existence to another, these angels are often tasked with seeking more specific information that the realm of the heavens need, and only sometimes are sent to investigate the presence of Defiler Angels.

Andalim still have very dangerous work, though, which require them to know a great many skills. A lot of them enjoy tinkering with angelic abilities and contraptions. This usually results with them having the widest array of abilities by far out of all the Angelic Classes. However, unlike the Purifier angels, they do not radiate overwhelming amounts of light energy, yet are extremely adept at fighting in their own way. Their styles vary from Andalim to Andalim due to their wide repertoire of abilities, and under no circumstance should be underestimated by another angel or demon.

Andalim, when not investigating something or out in the field are often employed as a tutor, mentor, teacher, or other similar position. Young angels are often first taught by Andalim when they come of age to finally learn what it takes to be a real angel. Andalim are uniquely suited to this task, because each angel and their class is different, and the Andalim's knowledge of abilities and traits make them the most qualified as general instructors for a group of younglings.

Physically speaking, Andalim usually have four wings - which is their iconic symbol, but sometimes these particular angels may also have a single pair. The significance of this difference is little known by anyone who is not among their angelic circle - but if squaring off against one in a sparring match or even a duel, it seems to make little difference in the long run.

----

Intentionally avoiding "personality" as I don't like the idea of a particular group of beings to adhere to a single mental philosophy like "they're all a race of shy people" or "They're all weeabos". Each Andalim can have their own personality, which probably could reflect their fighting style. I'll leave that up for you guys to think about, I don't see it as essential to their function.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Fri Aug 11, 2017 9:29 pm

Very neat bio, Bael! Adds an interesting less super human angel faction/race to Felarya's databanks. Very interesting read. I particully like how you said they like to tinker with their fighting styles and use artifacts of their own creation. We could use more lore on predator based artifacts and especially on magitech outside of Negav's huge wheelhouse of the stuff for once.
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PostSubject: Re: Archmage_Bael's Library of Ideas   Thu Aug 24, 2017 7:05 pm

Sheathing Thing

This bizarre name represents an equally bizarre plant. Visually, it represents a massive, leafy, vertical flora with multiple twisting stalks coming out of the base, there are grape-vine like extensions that extrude from it slightly, but they will grow large and continuously if it manages to latch onto another biological object - such as a tree. The plant itself grows massive human sized fruit passively, simply by photosynthesis alone. It functions similar to a bramble in the sense that if it is near other plants, it may obstruct their ability to grow. Most large predators don't seem to mind, however, as they are ridiculously promiscuous, and fertile, constantly producing near countless fruit pods.

Smaller creatures should beware, as the plant will actively entrap anyone who comes within range to take the fruit away. This leaves the ability for humans and similar sized creatures nigh incapable of harvesting it. Even a squad of people can get snatched up by prehensile and seemingly autonomous vines. When these people are caught, they are then hauled up by the plant itself, contractions and movement along the vines make sure its prey are secured within the bramble itself where a fleshy stomach-like pod slowly encapsulates the victim. It is there that the process begins - turning its victims slowly into more fruit. The victim is unfortunately, usually aware of what's happening as parts of their body are "digested" into the fruit. How exactly this happens is unknown, but should the fruit not get picked and eaten by giant predators, they may go to seed, and grow a new plant. Plants that eat more humans grow larger and larger fruit. Due to the fact that the victim is not entirely digested, leads scholars to the deduction, that some semblance of the nervous system and cognitive abilities are transferred over to the new plant - in its seed, which is why there is a debate over whether the Sheathing Thing should be classified as an fauna instead.


Crysenthal

Large crystalline towers litter the western forests of Felarya, towering taller even than the local trees. These crystalline towers, however, have another mysterious property though. The interior property of the crystals themselves resemble some mix between flesh, and the husk or shell of a creature. It is similar to a turtle shell, yet softer, but when pieces of the crystal are taken off of the towers, the exposure to air results in the immediate crystallization, and the appearance of the towers themselves. The material gets harder and sturdier and more dense the further toward the base of the tower. The bottom most "core" regions of the structure are on a level approaching the alloy Xythium, or even Tedrek Steel, meaning that only a creature of comparable power could likely remove that material from around the base.

As it grows, it expands outward every so often, but extends vertically far more quickly. Nobody knows how deep the crystal's base goes beneath the ground. Once in a great while, a person might be seen trapped and tied up at the bottom of the crystal tower. When left alone there, the tower seems to detect it somehow, and moves to engulf the being at the base when there for too long. They are trapped against it, and slowly eaten as the tower grows around them, encasing them in the crystal. It is here that the prey has their body slowly dispersed and more or less "digested" into the object, which merely continues growing as if nothing ever happened...
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