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Shady Knight
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PostSubject: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeThu Jan 20, 2011 1:33 pm

*Title will be modified in time when I feel like it*

Since I do get ideas once every appropriate planet alignement, this is where you may find my few, slightly less blatantly rip-off ideas.

Warp Beast


Size: 2-3 feet
Threat: Low when alive, Special when dead
Location: Miragia Forest, Deeper Felarya, Dungeons and Caves, Anywhere that isn't under direct sunlight.


Description

The Warp Beast is a peculiar creature that has fascinated both mages and scientists alike, as well as caused the demise of many adventures/slash expeditions. It stands at roughly the height of a medium-sized dog, if slightly higher, and has brightly colored skin. The exact color of its skin is never consistent and tend to match those of its environment. The Warp Beast has hooves, ears and a horn similar to a rhinoceros, although it possess the tail of a wild boar, a massive head with an equally imposing maw, and lizard eyes.

The Warp Beast is found in virtually any area throughout the known parts of Felarya. It never appear in areas under direct sunlight, such as open plains, and even in zones such as forests, caves and dungeons, it is very rare to come across one. They are omnivorous and scavengers, usually eating whatever it comes across, such as fruits and tiny animals, and feasting on the remains left by larger beasts. While not a territorial beast, it will use its horn to defend itself if threatened. Warp Beasts are among the most intelligent animals recorded. It tends to run away from large creatures and from armed humanoids. It will even try to avoid anything three times its size and larger.

While they are rarely a threat to a group of adventurers, even inexperienced ones, it all changes upon death. Its name come from its unique ability. When a Warp Beast is killed, it doesn't simply die; it actually turns into a portal. The portal will vacuum whatever creature is nearby, similar to a black hole, and transport the unlucky victim to another location in Felarya. The location itself is a complete mystery, although studies have revealed that the portal actually connects somewhere in Felarya, so if an entire party is sucked up, they will all end up in the same location. The Warp Beast possess the ability to create portals when alive, although these are much less dangerous and mostly appear when the beast is fleeing from danger. This is why you can encounter Warp Beasts virtually anywhere in Felarya.

The greatest danger of this portal is that it can transport someone virtually anywhere in Felarya. In the best case scenario, you may be transported somewhere safe, such as inside Negav's walls (though it almost always results in an awkward situation), but the most likely scenario is being whisked in the middle of nowhere. In the worst case scenario, you may appear in the most dangerous locations possible, such as inside a Dryad's stomach, at the bottom of the sea, or in the middle of a Harpy flock. Oddly, it never seem to transport its victim inside solid matter, such as inside a solid metal wall.

The worst part of Warp Beasts is that its skin is incredibly sensitive, hence why it never appear under direct sunlight, so it is very easy to kill. In the event someone accidentally kills a Warp Beast, the best way to avoid being dragged in the vortex (assuming you didn't kill it with a melee weapon) is to take cover behind something firmly planted in the ground, such as a boulder or a tree. While the pull itself has fairly good range, it isn't very strong against such objects. The portal closes in less than a minute on average, and the longest lasting one ever recorded was ninety seconds.

Other strange traits about the portal that have been discovered is where it first manifested. In zones where dimensional anomalies are common, the portal has a chance to transport its victim to a different world, albeit a random one. This can be good or bad, as you can potentially end up somewhere safe and has the ability to connect to one of the great gates, but you can also become trapped on an alien planet with no hope of survival.

Giant predators tend not to eat Warp Beasts, as when they are digested, the predator's stomach act as a temporary warp gate, so whatever she eats will immediately escape her belly. This tends to last much longer than the usual portal, but its duration is rarely more than a few hours.


Karut


Size: 39 ft tall on four legs 50 ft tall on hind legs
Threat: Medium
Location: Tolmeshal Forest


The Karut is a giant bear native to Felarya's jungles and are widely considered a rival to Kensha Beasts as a dominant predator. Karuts have thick fur very similar to bristles which is difficult for other large carnivores to touch unscathed. The pattern of their fur is a splotch of dark colors from black to dark green, dark brown, and possibly golden yellow. The fur is also hollow to allow air to cool down this beast. It uses its long arms and claws, as well as its great to tear foes down. Karuts are among the most endurant creatures in the jungle. While they rarely, if ever, chase a prey due to their sub par agility, they last incredibly long in a fight, even when injured. While primarily hunting for meat, such as Glouteux, fishes in rivers, and the lone Kenshas, Karuts are in fact omnivorous. They make great use of a long and narrow tongue to pluck fruits from trees as well as steal honey from Miaxi hives, much to their rage. Karuts are solitary hunters and very territorial.


More ideas if they ever feel like coming.


Last edited by Shady Knight on Tue May 22, 2012 9:29 am; edited 3 times in total
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeSun Jan 23, 2011 5:59 am

Uaika Dryads


Overview

Uaika Dryads are a rare breeds of Dryads. They are said to have come from another world where they evolved in Felarya and took the form they have now. However, it is fairly difficult to distinguish them from the typical Felaryan Dryads. This is due to a very powerful camouflage ability that lets them take the appearance of Dryads outside their normal habitat. For example, if they lived in the Frost Peak, they would take the appearance of Snow Dryads, while in the Evernight Forest, they'd take the appearance of Shadow Dryads. Because they evolved from small Dryads with legs, they retained this trait and are in fact a very nomadic race. Most Uaika Dryads are experts using magic that control plants, which can make them incredibly dangerous. Although Uaika Dryads are generally peaceful, they are very voracious. Their extensive use of magic to camouflage forces them to lure preys close with berries and fruits growing in their hair. Others prefer the sneaky approach of disguising as regular trees and using their roots to capture their preys.

Abilities

The name Uaika means "Changing" in their own world, which is their primary characteristics. With their powerful nature magic, they camouflage their appearance into the trees of their surroundings. As a result, nobody can tell if this Dryad is from the region or not. However, it is not without its flaws. For starters, they can change their appearance, but not their structure. So a Uaika Dryad mimmicking a Snow Dryad wouldn't be any more protected from the harsh cold than a regular Forest Dryad. Thus they continually draw the magic in the soil of Felarya to allow them to survive in rough climates. If a magician notices magic weakening near a specific tree and not another one then it must mean that a Uaika Dryad is nearby. Uaika Dryads sometimes collect and ingest seeds from various fruits. When ingested, the seed is incorporated in the Dryad's system and it allows it to grow the fruit in its hair anytime she wants. This is another flaw in their camouflage: if someone sees fruits that are out of place in a certain region then there are good chances it might be a Uaika Dryad. However, it is said that the fruits growing from a Uaika Dryad's hair has more nutritious value than the original fruit. Some can even impart specific properties to their fruits, such as healing, strengthening, paralyzing, sleepiness and flavoring just to name a few.

Behavior

As said before, Uaika Dryads evolved from smaller, legged Dryads. To this day, they still retained them despite evolving roots. Most Uaika Dryads don't like staying in one place for too long. When they decide it's time to ingrain somewhere else, they shed their roots and move on to another location. This results in Uaika Dryads being some of the more gossiping Dryads of the mental network. They usually can't resist telling rumors as they travel. Another interesting behavior related to Uaika Dryads is how it changes through the cycle of seasons along with their appearance. In Spring, their hair is made of multiple buds. In Spring, they tend to be sleepy, but it is usually the time of the year when they are the nicest. For humans and such, this is the safest period to befriend one, although that's not saying much. In Summer, their leaves grow enormous and are filled with various fruit. In Summer, they are full of vigor travel around to a new spot to ingrain. For enemies, this is also when they are at their strongest, so beware if you plan on taking on one head on. In Fall, their hair become extremely colorful. In Fall, Uaika Dryads become very hungry and hunts everywhere for food to survive winter. In addition, they usually look for mates to prepare to plant their seeds for next spring. Some Uaika Dryads eat their own fruits in case they can't find enough nekos or elves to store as fat. In Winter, their leaves are all gone, leaving down twigs as hair. In Winter, Uaika Dryads will hibernate and slowly digest its reserves of fat until next spring arrives.

(I know about the seasons, but really, don't pay attention to it.)


Svila Dridders


Overview

Svila Dridders are a rare subrace of Dridders. They are very nomadic and discreet, preferring not to interact with other predatory races. They are best know for their silk of incredibly high quality, even for Dridders, as well as their ability of silk manipulation.

Appearance

Svila Dridders are a medium-sized race. A fully grown adult can range between 40' and 50' in height. One striking trait is their coloration. Their eyes, hair and spider half are usually the same color, but of varying shades. For example, a green one can have a dark green spider half, light green eyes and neutral green hair. Their skin tone tend to range greatly depending on the environment they like to settle the most. Lastly, they are almost always seen wearing clothes made from their own silk. Most wear clothes that cover their entire body, such as a robe or a long-sleeved shirt, but some can go for something a little skimpier like a simple bra.

Anatomy

As strange as it may sound, Svila Dridders don't possess any venom glands. They do possess fangs, but they're solid. They possess two stomachs: one in their human half and one in their spider half. The one in the human half serves as storage and offers preliminary digestion. Ironically, the one in their spider half, which is where they digest their prey for nutriments, is very small in comparison to the first stomach and can't fit more than one fully grown human at a time. They have a slower metabolism than most Dridder do. Svila Dridders have a second set of silk glands and spinnerets in their spider abdomen which allows them to create even more silk. They also have two extra glands that allows them to impart properties to their silk.

Abilities

Like all, or most anyway, Svila Dridders are excellent climbers and can crawl up vertical surfaces as well as walk upside down on ceilings. This is made easier by their smaller size and thus their lighter weight. Due to their lack of venom and their frailer body for relinquishing a warrior culture, most Dridders think the Svila Dridders got the short end of the stick. However, their skill in silk manipulation far makes up for it. Their silk are incredibly well crafted, making it more flexible yet more resistant at the same time. They can make extremely well crafted clothes which would make any professional tailor either cry for joy, or steam of jealousy. Because they have two set of silk glands and spinnerets, they can produce twice the amount of silk. Thanks to a special set of gland, they can impart special properties to their silk, such as making it extra flexible, resistant, stickier, thinner, harder to see, give it a color, etc. Among other properties they can impart is a wide range of flavors, preservation, smell, sedation, numbness, healing, and such. When they reach maturity, Svila Dridders can learn to mentally control the silk they produced. This can lead to them creating dummies made of silk, have a silk rope wrap around a prey on its own, to a trap closing itself and ensnaring the prey. They also possess the ability to make their silk as hard as iron, and combined with the mental manipulation of their silk, this allows them to craft deadly weapons and armor as strong as steel, but as light as leather. However, said equipment is very rare and hard to come by.

Behavior

Svila Dridders are very nomadic and never stay in one area for very long. They reside in that place on average one or two months before setting up to leave somewhere. They form small tribes which they consider as their own family. Svila Dridders are very social among themselves, but introverted toward other races and don't talk much to them. They tend to avoid zones such as the Dridder Forest as most Dridders look down on them as spineless wimps. They're also fearful of Nagas due to the whole rivalry between Nagas and Dridders, and will usually flee if they spot a serpent lady or she spots them. They're rather friendly toward most other races and are among the safer subraces of Dridders for humans, nekos and elves. They hibernate when the season of cold arrives and will mate following the winter. They tend to lay between three to six eggs, although cases of more and less have surfaced. The reason they are considered rare is because they usually settle in places that are difficult to see and access. As such, there have been only a few reports of Svila Dridders being found. These journeys are often perilous, but they have a strong sense of community and refuse to leave anyone behind.

Hunting Habits

Because they lack venom to liquefy large preys, Svila Dridders feed only on food that's small enough to swallow whole. They're not picky about their diet. Be it an animal, a fruit or a fungus, if it's small enough and safe to eat, it goes down their gullet. They care very little about flavor. They will eat it even if it tastes awful, as long as it's not poisonous. Newborn Svila Dridders feed primarily on fruits, fungi and small critters. They rely on their incredible silk to catch preys by setting various traps such as webs, place camouflaged sticky web on the ground, spray it directly on their prey, etc. They are among the craftiest Dridders when it comes to making traps. Svila Dridders are not very voracious and will usually only eat the necessary amount of food to survive for the day, which is surprisingly little thanks to their slow metabolism. This changes entirely when they prepare for a journey or for the long winter season. They will hunt and eat anything that's edible until their storage stomach is filled to the brim. It is particularly stretchy and can hold more food than most people think. They always wrap the food for the journey in a cocoon of silk with the property of preservation. During the trip or hibernation, one cocoon will be slowly passed down to the small stomach where it will be digested slowly. Once the nutrients absorbed have been used, another cocoon will be passed down and slowly digested. Once they are settled, they will hunt only once in a while and won't necessarily need to cocoon their prey.


Last edited by Sean Okotami on Sun Jan 23, 2011 4:31 pm; edited 1 time in total
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeSun Jan 23, 2011 4:29 pm

For the Horde!!

I like the Uaika Dryads, I remember when you first posted them. Always liked that idea.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeTue Jan 25, 2011 1:03 pm

I noticed something recently regarding mages and magic in general. What I noticed was that magic, all kinds of magic, were affected by ambient magic in the environment, and when ambient magic was missing, any spell, regardless what kind of magic you used, couldn't be cast. It took me a while to realize this, but this essentially meant that all types of magic essentially became Primordial Magic. For those too lazy to check the wiki, Primordial is essentially magic that tap into ley lines, thus is stronger in certain zones, and dead in others.

However, other types of magic, excluding Wild Magic, were fettered by some kind of rules. Inherent magic gives you lots of free range, but anti-magic hits extra hard since this magic is a part of the character's existence, if you wanna be poetic about it. Theurgy essentially asks for a favor from your patron deity, so what kind of favors are limited to how well said deity sees you. You basically get the idea.

Primordial magic, on the other hand, is very unfettered since you basically tap in some undefined energy field present in the world around us that will probably be never fully explained in details, unless your name is George Lucas, and its key characteristic was that it is dependent on the strength of said energy field. Now it has become a norm for any kind of magic. Mind you, I can understand that said ambient magic field can indeed affect magic spells in general, but I doubt its effects are nearly as pronounced as its effects on Primordial magic, since the other magic categories take their source from something else.

What I propose is to define what a Dead Zone, a zone without ambient magic, and what Anti-Magic, some form of energy that neutralize magic, are more properly, and how it affect spells and such. Since I'm not all that creative, I'm gonna give painfully brief descriptions.


Dead Zone


Dead Zones are zones that are, for some reason, untouched by Felarya's rich magic atmosphere. Creatures born and raised in dead zones tend to have slim to no magical talent, so they instead tend to develop physically and technologically in order to survive. Primordial magic doesn't work in Dead Zones, Wild Magic becomes less chaotic and easier to control, and spells in general tend to effect at minimum power more often than usual. Dead Zones, such as Lamina, usually appear when something disrupt the effects of the soil, although it isn't always the case. Dead Zones are thus usually more dangerous than normal Felarya since the fauna, while almost entirely devoid of magic, are much more resilient to harm, demonstrate greater endurance, and display superior strength and agility than their cousins found around the Negavian Region. However, creatures from dead zones usually suffer from lesser magic resistance than normal, but it rarely matters thanks to their strength and durability.


Anti-Magic


Anti-Magic is is a special form of magic which, for a reason or another, nullifies magic within its proximity. In a field of anti-magic, no spell or any form of magic can be cast as long as the mage is within the field. Dispel Spells use a brief flash of anti-magic to neutralize magical effects such as barriers and enchantments. However, anti-magic, especially Dispels, can be resisted if a field of magic is significantly more powerful, which will then overwhelm the field of anti-magic. It is possible to cast a field of anti-magic via a spell. However, these are only temporary and are high level spells. As such, only very powerful and experienced mage can cast such spell. Anti-magic seems easier to synthetize than regular regular, as mechanical anti-magic field generators do exist, while mechanical magic field generators are virtually unheard of. It is very common for cells to utilize anti-magic when incarcerating rogue mages. Some insects, the most notorious being the Tonorion, are surrounded in an aura of anti-magic. How they are capable of casting a permanent field around themselves is a complete mystery.


Last edited by Sean Okotami on Wed Jan 26, 2011 9:40 am; edited 4 times in total
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeWed Jan 26, 2011 6:17 am

Quote :
Anti-Magic
I've got some problems with this.
It seems very unnecessary to create a whole system of (anti) magic. Just for a reason such as this.
Quote :
anti-magic seems easier to synthetize than its counterpart, as mechanical anti-magic field generators do exist, while mechanical magic field generators are virtually unheard of.
Then jetbikes either run on anti magic or don't work at all.


Anti magic shouldn't be an "opposite energy" or soemthing like that.
Instead, anti magic spells that are cast with normal magic should exist. It makes things far easier. Then there's no anti-magic mages or anti-magic version of <insert normal magic spell here>.

Anti magic devices, field generators and all that can be created without anti-magic-energy.


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Shady Knight
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeWed Jan 26, 2011 6:20 am

By "magic field generator", I mean something that create a field of magic, thus in a dead zone, you can cast magic. Also, I don't see an alternate explanation or overview of how Anti-Magic should be, so I can't really change much of anything.


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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeWed Jan 26, 2011 9:27 am

Well I don't really think such zone exist in Felarya actually. But it's a nice desciption for that eventuality and your point about magic type is interesting indeed.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeWed Jan 26, 2011 3:00 pm

Well I did some research and Primordial magic in the wiki do mentions dead spots as spots where the level of fluctuating magic is pretty much inexistent. I just wanted to elaborate on that, since I really noticed that all magic was dependent on the magic in the environment as of late, and wanted to disprove what I considered as a fallacy, while at the same time, kind of have it influence people who grow in such spots as well as magic. However, as a result, that meant that I had to try to think of something to elaborate on Anti-Magic, where really no spell can be cast, which proves to be more difficult than anticipated.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeSat Feb 12, 2011 6:52 am

Now it's time to create fauna for the kiddy predators, and the grown ups to hunt, since I didn't see a lot in the Tolmeshal Forest.


Machauzel

Size: 5 ft tall, 10 ft long
Threat: Moderate to Medium
Location: Tolmeshal Forest.


Description

Machauzels are a species of carnivorous lizard people similar to Saurotaurans. Like their cousin from the Great Marsh, they are a race of centauric reptilian creatures. However, they lack the spike growth on their body, their scales are smoother, their reptilian features resemble iguanas and geckos, rather than alligators, and their build is generally more slender. Although primitive and incapable of speech outside of grunts and growls, they are capable of crafting crude tools out of wood and stone.

Machauzels possess heat senses, similar to snakes, which they make great use when hunting. They are not as strong as they appear to be, and as such, rely on sneak attacks to catch larger preys. They usually blend in the canopy or the undergrowth, then leap at their intended target. They catch small animal with their long and powerful adhesive tongue, similar to a chameleon. They can swallow larger preys than they appear, and their stomach is located in the lower body, but humans and similarly sized creatures are too large for them. They usually rip these creatures apart with their sharp teeth.

Unlike their swampy cousins, Machauzels don't worship dryads, and in fact, are usually one of their more common preys. Machauzels usually live in packs of five to ten individuals, although some lone hunters have been reported. They are quite territorial, and in spite of their usage of stealth, are quite aggressive. Some have been known to relentlessly attack a lone giant predator, even though she already ate more than half of the pack. Others can be seen fighting among themselves over trivial matters, such as accidental friendly fire, or for the last bite of meat.

Lone Machauzels are not much of a threat to adventurers, unless they are unprepared. Packs of Machauzels, however, can be quite dangerous, even to seasoned explorers.


More creatures to come. Feedback is appreciated.


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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeSat Feb 12, 2011 12:09 pm

Sorry I can't give you a detailed analysis, I usually fail at that. I like the idea though.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeSun Feb 13, 2011 10:26 am

Armidisea

Threat: Minimal
Size: 2 inches long
Location: Tolmeshal Forest


Description

Armidisea appear similar to large pillbugs, except with longer and clawed limbs, eyestalks similar to a slug, and very prominent mandibles. In reality, this creature is a mammal and not an insect. They live most of their life underground and are incredibly common. They come out whenever they sense preys come close, or go hunting in general. They are omnivorous and scavengers, feeding on insects, seeds, leaves, even twigs, and the remain of dead animals. Whenever they feel threatened, they curl up into a ball. The exoskeleton is actually incredibly smooth, and the only purpose of this defense is to mimick a pebble. Armidiseas are a common prey to infant predators.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeMon Feb 14, 2011 11:10 am

I think it's time to introduce Dark Elemental's opposite.


Light Elemental


Light Elementals are Elemental Spirits who fused with ambient bright light, such as from direct sunlight. Light Elementals are very rare and mostly found in zones with nearly constant bright light, such as the desert. Light Elementals are very dangerous as they can manipulate light around them to seamlessly blend in the environment, essentially becoming invisible, create mirages, concentrate light into harmful rays and other weapons, stunning and blinding flashes, etc. However, they require constant light to survive and are virtually powerless during night time. Light Elementals can also be created from artificial sources of light, such as lighting runes.


Feedback and suggestions very much appreciated.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeMon Feb 14, 2011 11:40 am

Sean Okotami wrote:
I think it's time to introduce Dark Elemental's opposite.


Light Elemental


Light Elementals are Elemental Spirits who fused with ambient bright light, such as from direct sunlight. Light Elementals are very rare and mostly found in zones with nearly constant bright light, such as the desert. Light Elementals are very dangerous as they can manipulate light around them to seamlessly blend in the environment, essentially becoming invisible, create mirages, concentrate light into harmful rays and other weapons, stunning and blinding flashes, etc. However, they require constant light to survive and are virtually powerless during night time. Light Elementals can also be created from artificial sources of light, such as lighting runes.


Feedback and suggestions very much appreciated.

This seems to be a decent and solid base for Light Elementals. Now to think of some...
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeMon Feb 14, 2011 11:47 am

Jætte_Troll wrote:
Sean Okotami wrote:
I think it's time to introduce Dark Elemental's opposite.


Light Elemental


Light Elementals are Elemental Spirits who fused with ambient bright light, such as from direct sunlight. Light Elementals are very rare and mostly found in zones with nearly constant bright light, such as the desert. Light Elementals are very dangerous as they can manipulate light around them to seamlessly blend in the environment, essentially becoming invisible, create mirages, concentrate light into harmful rays and other weapons, stunning and blinding flashes, etc. However, they require constant light to survive and are virtually powerless during night time. Light Elementals can also be created from artificial sources of light, such as lighting runes.


Feedback and suggestions very much appreciated.

This seems to be a decent and solid base for Light Elementals. Now to think of some...
I think it could use more meat, personally. This is a revision of an idea I posted a year ago.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeMon Feb 14, 2011 12:23 pm

Well, any sort of Elemental is in itself a large blanket term.

Most entries for sorts of elementals are short.

This can just be used as a base to create longer entries for specific light elementals.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeMon Feb 14, 2011 2:37 pm

I take it they'll be very attracted to lightning and fire elementals, or any other elemental with high photon output. They might almost be parasitic in that way. Maybe you could come up with a clinger, for lack of a better word, or a type of Elemental that attaches itself to one of the afore mentioned Elementals.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeSun Feb 20, 2011 2:05 pm

Time to make some angelic creatures, similar to demons, since we need to give Heaven some troops of their own. Don't expect anything grandiose.


Bejaal

Threat: Low to Medium
Size: 5 to 7 feet

Bejaals are angelic creatures and physical manifestation of virtues. They are typically humanoid silhouettes cloaked in white, or light colored, with deep, piercing eyes. However, their form can also take the shape of animals, and on rare occasions, hybrid predators. They possess limited shapeshifting abilities, which they use to blend among mortals. Their shapeshifting is limited to their silhouette, thus a Bejaal with the silhouette of an eagle can only shapeshift into a mortal eagle. Savvy clerics can potentially identify Bejaals by their oddly vibrant eyes. Bejaals spend most of their lives spying humans and reporting noble souls to the higher plane, thus knowing in advance which soul to bring to the higher plane at the time of death. While mostly used as scouts, they are not to be underestimated in combat. In the very few occasions where a Bejaal is ordered to destroy an especially heinous soul, they will prove to be deadly opponents with a decent assortment of supportive spells, such as strength boost and healing, as well as strong holy magic and weapons.

Each Bejaal is atuned to a specific virtue, such as altruism and loyalty. When spying on mortals, more often than not, they search for a strong aura reflecting that virtue. Once they find one, the Bejaal will generally follow the mortal to see examples of said strong virtue. The duration varies widely, and due to their pious devotions, humanoid Bejaals are often seen as stalkers when the mortal keep seeing the same person over and over. Some manage to get around that by altering their disguise a little. When spying on a virtuous act, the Bejaal transmit the positive energy to Heaven, until Angels decide of their worth. More kinky Angels bask is the positive energy for the pleasure it brings them. In rare cases when the positive aura is incredibly strong, an Angel may decide to come down to the mortal plane to bathe in the virtuous in person.


(Sorry Jas, I had to rob your Bagallucks. ^^; )


Last edited by Sean Okotami on Tue Mar 01, 2011 6:48 am; edited 1 time in total
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeMon Feb 28, 2011 6:19 pm

Mhadriaan

Threat: Low to Medium
Size: 12 ft


Mhadriaans, also known as Spirits of Fortune, are creatures from the plane of Heaven. They vaguely slender, four-armed humanoid women, with a ghostly tail instead of legs. Their skin is usually white, or another light color. They lack a nose, eye lashes, and lips. Their eyes and their mouth are a solid color to contrast with their skin. Their nickname come from the habit of seeking people with bad luck and grant them one wish. Mhadriaans are infinitely less mischievous than Genies and rarely grant wishes literally. There are restrictions on wishes, such as anything beyond their powers (like wishing for absolute power and supreme knowledge), resurrecting a dead person, or asking for more wishes.

Mhadriaans, like many Celestial creatures, are repulsed by people with bad auras, such as high greed or jealousy, and rarely, if ever, grant selfish wishes under normal circumstances. Luckily, they rarely appear before them, and most of the time, the sinful person bumped into the Mhadriaans. Mhadriaans usually corrupt selfish wishes, sometimes by granting it literally, sometimes using the lack of specific detail to add in something spiteful.

Mhadriaans possess limited foresight ability, which they use to predict the path an unlucky person will take, and hide where they will end up next. They are not to be underestimated, as people who seek to abuse their powers often learn the hard way that they possess strong holy magic (less so than caster angels). However, their form are frail, and for this reason, they try to avoid conflict as much as possible.

In spite of their rarity, Mhadriaans are most often found around ponds for unknown reasons. Along granting wishes, they also reward acts of kindness, such as making an offering. These rewards usually vary according to the offering, but usually, they enchant the person's equipment, grant them good fortune for a day, heal them, give them a special item, etc. Unlike wishes, the mortal usually have little control over that gift. In general, they can decide what equipment they want to be enchanted, but what enchantment is left at the Mhadriaan's whim.


(Feedback and comments appreciated.)


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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeTue Mar 01, 2011 2:28 am

Those are nice ideas I think Smile
they are well described an well thought of. I just think maybe you could go a little further ? find them a more unique feel or theme to them ^^
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeTue Mar 01, 2011 7:33 am

I added a paragraph to both the Bejaal and Mhadriaan. That's really all I could think at the moment. If you have suggestions to improve them, feel free to post them.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeTue Mar 01, 2011 7:50 am

Motha*#%!

Damn, I guess the early harpy catches the human, or something like that. Looks like you beat me to the "embodiment of virtues" idea. Well, my idea would've been a little different.
I wanted them to be more like evangelists, sorta trying to lead people towards a righteous path and performing exorcisms, not destroying souls, but yours is pretty good too.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeTue Mar 01, 2011 8:14 am

Well the taking down heinous people is very rare, since the Bejaals are closer to scouts and spies. I wanted to give them some form of defense since while they're there, they can do the job for the angels.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeFri Mar 04, 2011 6:15 am

Timritt

Rarity: Uncommon


Timritt is a light blue, silverish light and soft metal. It is a poor material by itself. It's too soft and light to be used for construction, weapon or armor crafting; it has a low boiling point and is a poor electricity conductor. However, when alloyed to steel, it greatly lightens it without sacrificing its strength, hardness, or any of steel's usual quality. The proper method to alloy Timritt to steel is fairly difficult to master, but not impossible, and is usually seen as a mark of a talented blacksmith. The effectiveness of the alloy is dependent on the quality of the ore. As high quality Timritt is rare in nature, blacksmiths melt the ore multiple times to remove all its impurities. Timritt is usually alloyed to weapons and armor, as its rarity doesn't justify alloying it to construction components. One drawback of Timritt is that it greatly reduce the effectiveness of weapons relying on mass, such as a mace or a bullet. However, it is fantastic for armor, as it becomes less tiring to wear and more comfortable to move in.


(Please point out metallurgy mistakes.)


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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeFri Mar 04, 2011 7:15 am

Point of fact: Ore is simply the material taken right from the ground. It is essentially stone with the metal worked into it by nature. You cannot 'fold' ore, and if you could it would not improve it.

To remove impurities, and the rock, ore must be heated until it essentially melts. Then the slag ( molten dirt and stone) is separated, as it causes the metal to be brittle if left in. Once the metal is alone, it can be melted several times, additional slag carefully removed, and it gains purity in that manner. How pure you can make something is a matter of how much of it there was in ratio to the stone, and how efficient your forges are.

With a low melting point, you could feasibly melt the metal before the rock and it would drip out, which could be a good thing for saving time.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde Icon_minitimeFri Mar 04, 2011 7:45 am

Well the folding came from how Japanese forged the katana, since they had poor quality iron. I didn't grasp that concept very well and only got the "remove impurities" part.
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