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 Shady's Brankrupt Idea Horde

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MrNobody13
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MrNobody13
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeFri Mar 04, 2011 8:49 am

The 'folding' technique is pretty much exclusive to Japan, and particularly to katana. It does not so much remove impurities as it doubles the metal in on itself, making it much stronger and more flexible. The folding, however, is a very, very hard technique, capable of being done only by extremely talented smiths that have years of practice.

I tried to do the technique myself, but I found out that if you don't do it just so, you wind up with pockets in the blade and it will snap off at those weak points.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeFri Mar 04, 2011 9:00 am

I removed the fold part. I instead put that they melt the ore multiple times to remove all its impurities.
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gwadahunter2222
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeFri Mar 04, 2011 9:21 am

MrNobody13 wrote:
The 'folding' technique is pretty much exclusive to Japan, and particularly to katana. It does not so much remove impurities as it doubles the metal in on itself, making it much stronger and more flexible. The folding, however, is a very, very hard technique, capable of being done only by extremely talented smiths that have years of practice.
Folding is common in blacksmithing but japanese fold more often their blade but other people like viking did the same thing, and in overall the technique to forge the katana already existed in China and Nepal many centuries before the japanese. It is suspected this technique is imported from China.
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Shady Knight
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeFri Mar 04, 2011 9:29 am

Please do not turn this thread into a discussion page. If you feel compelled to talk about folding in blacksmithing and all, do so by PM.
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Shady Knight
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeWed Mar 09, 2011 8:40 am

Telemirror (Better name pending. Ye can suggest yon name.)


The Telemirror is the standard form of communication of the Isolon Fist. On the surface, they appear as ordinary pocket mirror, if more polished and encrusted with a few gemstones. The Telemirror, however, is always crafted in pairs, sometimes in larger group. Whoever gaze inside the mirror can see whatever is reflected in the other mirror, such as another person. They are also imbued with with a spell that allows them to capture sound, which can be heard by the second mirror. Thanks to its ease of crafting and the relative ease of imbuing it with its communicative magic, the members of the Isolon Fist consider any squad without a Telemirror as insane. It is said that if one Telemirror breaks, its counterpart with break as well.


Echo Stone


The Echo Stone is a lesser variant to the Telemirror. It is a gem no bigger than a pebble with the ability to capture sound. Echo Stones are also crafted in pairs, and what one hears project its echo out of its counterpart. Echo Stones lack the power to capture images and project them through its companion. However, thanks to their unobtrusive size, they are a great tool for spying, as one can slip it in a suspect's pocket and wait until it reveals sought information. Just like the Telemirror, if one Echo Stone breaks, its match will break as well.
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Karbo
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeThu Mar 10, 2011 4:45 am

hehe they just have to adapt a memory stone or something on those telemirrors and they'll be able to save videos XP
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Shady Knight
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeThu Mar 10, 2011 5:55 am

I guess that may be possible. We're dwelving into Final Fantasy X territory.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeSat Mar 12, 2011 8:03 am

Diamandine

Rarity: Precious


Diamandine is a rare and precious metal, although more common in the Pyrale Mountains, known for its clear luster. Diamandine ore is known for its great hardness, comparable to a diamond, but also for its great density. Due to their mass and their overall rarity, it's quite difficult to work them as construction material. However, much like Timritt, it is best used as an alloy for steel, mostly armor and weapons. Diamandine alloy are known for their great hardness. In a similar vein that Timritt alloy lightens steel without compromising its hardness, Diamandine alloy only marginally increase steel's mass, but still increase the lethality of melee weapons as if they were greatly denser. The purer the metal, the more pronounced its effect. While Diamandine is incredible for weapons, albeit much less so than Tedrek steel, it is viewed as efficient only on light armor, as the increase in mass on heavy armor is much more apparent and becomes more tiring and uncomfortable to wear.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeTue Mar 15, 2011 8:18 am

Warning, old idea is old.


Feech

Size: 2ft or 15 ft
Danger: Low alone, Medium to High in swarms
Location: Tolmeshal Forest


Feeches are a strange race of insect. They appear like massive preying mantises, but with an extra pair of legs and an especially large spider like abdomen. Feeches possess the ability to talk, although their language is nearly impossible for other races to understand, let alone learn. Feeches are less resistant to magic than most insects, but they possess the ability to cast primitive plant based magic. Just like plants, Feeches are especially susceptible to fire and cold like a lot of plant creatures.

Feeches are the bane of plant life, especially Dryads. They possess a hive mind in which Queens lead a swarm to a section of the forest to make a nest out of. Queens usually search for Dryads to lay their eggs. They command their swarm to distract a Dryad, after which, the queen will dig its way inside the Dryad's stomach. They secrete a mucus which heals the wound they create. The heat from the stomach incubate the eggs until they hatch. The newborns then eat their way out of the dryad, which is almost always fatal.

Feeches are very swift and their coloration allows them to blend easily in forests. But they're also quite frail, and rarely pose a credible threat to seasoned adventurers. However, a lone Feech is very unusual, and always move in small swarms. The presence of a Queen in the swarm is almost always an indication of a migrating swarm and is best avoided. A complete Feech swarm usually house thousands of individuals. The death of the Queen result in the swarm running amok in disorganization, then each member eventually perish one by one.


Last edited by Sean Okotami on Sun Mar 20, 2011 8:47 am; edited 2 times in total
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeSat Mar 19, 2011 6:59 am

Ithymorei

Danger: Low
Location: Chidokai Forest, Great Marsh


The Ithymorei, at first glance, appears to be a giant and colorful rafflesia. Their colors are extremely vibrant, usually red, and exude a very sweet scent. However, whenever a prey steps on its petals, they immediately close around its meal like a cage. Afterwards, the flower's stigma opens up to swallow its snack, where they end up in the plant's stomach, which is always buried underground. The process is rather slow, and preys have been able to escape if they come back to their senses fast enough. Ithymorei are rarely a threat to seasoned explorers who can recognize its scent or distinguish its unnaturally bright colors.



Saacromorei

Danger: Moderate
Location: Great Marsh


Saacromorei are a rare, but more dangerous cousin of the Ithymorei found only the Great Marsh. Unlike the Ithymorei, which attract preys with its colorful petals and its alluring fragrance, the Saacromorei's colors are dull and exude a putrid smell. However, the Saarcromorei blend in its surroundings, making it very difficult to locate. When a prey step on its petals, it immediately expel a cloud of noxious spores. While not lethal, when they are inhaled, they disorient its victim and disrupt even basic thought process, similar to a Confusion spell. They consume their prey just like their more colorful cousin, although the process is a little faster. Adventurers familiar with the swamp know it's best to stay away from wherever a pungent stench permeates the air.


Last edited by Sean Okotami on Sat Mar 19, 2011 1:02 pm; edited 1 time in total
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MrNobody13
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeSat Mar 19, 2011 12:49 pm

Well, feeches I recognize from a work of yours. They seem viable, but there is the point that they are placed as insect/plant hybrids, but there are really no plantlike traits in them at all. Also, how would the queen cut open a dryad's stomach and crawl in there, lay eggs, and come back out without the dryad just beating her off? Even with the swarm attacking her, a dryad probably would not be distracted enough to allow a spider/mantis beast to cut her open. Maybe the queen could have some hind of paralyzing venom? Other than that, this idea is fine, and I could see it working.

The two plants are viable, but Moderate threat seems a bit too high for a plant that can't move around, and is detectable by scent. Maybe low would be better, or you could adjust it to be more of a hazard, such as a greater range for the spores?

Diamandine I can't really critique. It's a solid idea that makes sense and would be a sought-after mineral for any kind of mass-dependent weaponry like maces or axes.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeSat Mar 19, 2011 1:11 pm

Well, as an alternative, the swarm could keep tearing, attacking, and generally injure the dryad until the Queen manages to leap up her trunk, stab its gut and then start crawling inside. I should probably remove the pain numbing part so that it's so painful that it stops the Dryad from retaliating. As for the plant thing, I was thinking the ability with primitive plant magic would work. Guess I'll change it.

For the plants, which I now identified the flower I was basing it on, the first one can be easily seen since it clashes with its surroundings. The second one, however, is not. You may be able to smell it, but I assume the Great Swamp doesn't give off a smell worthy of a perfume shop, so they're still dangerous since you can still run into it. I guess Inu's would be much less likely from running into one, but humans wouldn't be so fortunate.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeSun Mar 20, 2011 9:15 am

Flaghara


Flaghara is a very rare flower which looks like a thornless rose. Its petals are usually either red, pink, or white. Flaghara have only been discovered growing alone in a glade where sun and moon light shine directly on them. Flaghara emanates an incredibly pleasant fragrance, which is nearly irresistible for the weak willed. People who experience it lose all care about their surroundings and only wish to stay near the flower for as long as possible. While it's possible to grow accustomed to its scent to the point where it no longer affect the person nearly as badly, it rarely happens. When stricken by the scent, the creature's reflexes diminishes greatly, often leaving them at the mercy of predators attracted by its distinctive smell. Elves seem to be affected by it more so than other creatures, although the reason behind it has yet to be discovered. In Negav, Flaghara is also known as "The Flower of Love." Due to their rarity and the incredible dangers one must face to obtain one, offering a Flaghara as present to a significant other is almost guaranteed to win its heart. Mages, especially Apothecaries, jokingly refer to the Flaghara as "The Useful Love Potion."
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Karbo
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeMon Mar 21, 2011 5:01 pm

Mhh interesting variation on the Rafflesias ^^
and nice idea with the diamandine too, and it's use as an alloy. I could see that used indeed
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeMon Mar 21, 2011 5:39 pm

The Ithymorei and Saacromorei pretty much come from how the first time I saw a picture of a rafflesia, I thought it was carnivorous. I also thought of a lot of typical giant plant boss in video games, most specifically, Kalle Demos from Wind Waker, and decided to create that concept.

The Diamandine, and earlier, the Timritt, was really just an attempt to create a Felaryan Mithril and Adamantine.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeTue Mar 22, 2011 12:27 pm

Some good ideas I spy here. You've been at work pretty hard, as I can tell.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeTue Mar 29, 2011 8:05 am

Caster Golem


The Caster Golem, also known as Spell Golem, is an experimental form of Golem which, as its name implies, also double as a spellcaster. The idea behind the Caster Golem stems from the fact that while Golems are incredibly strong and durable, they are still very much automatons and are unable to use magic. Caster Golems were first theorized by Archmage Sodreus Azalon. He believed that if one could enchant items with an affinity to magic and create a Golem out of it, it could potentially awaken the ability of casting magic spells. However, Sodreus was aware of the most finicky aspect behind the Spell Golem. "In order to create a Mage Golem, it must be infused with just the right amount of animation magic to be intelligent and independent, but incapable of making its own decisions or rebelling against humans."

Caster Golems are usually composed of light, finished material. It can range from anything, although the more items, the more powerful the Golem usually is. Most active Spell Golems are constituted of only a cloak or cape, with a pair of gloves. The strongest variants usually include a pair of boots, a pair of gloves, a cloak or robe, an amulet or medallion, a mask, and a hat or hood. Most low-level Spell Golems specialize in one type of magic, usually supportive ones such as protection and enhancements, but some can specilize strictly in destructive spellcasting.

Dealing with a Spell Golem is quite difficult. First and foremost, they are constituted of light material, which while making them very frail, they possess far superior mobility over traditional Golems. Second, there is no easy way to determine what school of spellcasting a particular Caster Golem specialize in. The items making its body can usually clue in its specialty, but it's not an ironclad rule. Third, since they are made of multiple items, destroying the body doesn't guarantee its deactivation. Usually, Caster Golems have an item that acts as the power source. Destroying this particular item will usually deactivate the Golem, but a few creators have gotten the idea of splitting its magic across the other objects as auxiliary power sources. However, there is no way of telling which item act as the power source with the naked eye. The best method is usually to use magic detecting spells, or if a mage is particularly strong, sense which item magic leaks the most out of.


Last edited by Sean Okotami on Tue Mar 29, 2011 7:13 pm; edited 3 times in total
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeTue Mar 29, 2011 9:21 am


The Caster Golems sound pretty good. They're thought provoking, to say the least.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeWed Mar 30, 2011 6:58 am

Psierin

Rarity: Rare


Psierin, also known as the Mind Stone, is an elusive red crystal. It is often confused for a mere ruby, but geologists can differentiate them, as rubies are transparent, while Psierin is transluscent. Psierin, at first, seems like a typical, valuable gem stone. However, it is highly sought after by Psychics. When held by a normal person, Psierin enhances typical mental fuctions. In particular, concentration, memory, and understanding. When pressed against's a person's forehead, it helps fight back mind effects, such as confusion and mind control. Quite a few mages use them to create headgear to improve their focus when casting spells.

When used by a Psychic, however, the effects are much more noticeable. As with the aformentioned effects, it also helps them recover their mind power faster, concentrate their Psionics on a target faster, reduce the impact of side effects such as migraines, and generally improve their psychic powers overall. A certain practice among some psychics, and a few mages, is to embed a Psierin crystal in one's forehead in order to permanently tap into its power.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeThu Mar 31, 2011 7:50 am

I like this last idea Smile
it's a pretty classic ability but it's well described and it makes sense. I'd like to add it if you agree with the disclaimer
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeThu Mar 31, 2011 8:14 am

Of course! Also, what are your thoughts on the Caster Golem?
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeThu Apr 07, 2011 6:18 am

Sarodite

Size: 15 ft tall
Threat: Low to High


Sarodites are ancient war machines first used during the war against Hell and Heaven. They resemble massive golems encrusted with celestial runes, but the most noticeable feature is that none of their body parts are actually connected with each other and they lack feet. A core of pure holy magic reside within their chest, protected by powerful otherworldly stones. While their appearance is very crude compared to golems crafted by mortals, they are actually far more advanced. They are capable of casting a fairly wide array of divine spells, ranging from healing to smiting, possess incredible strength and durability, and can display rudimentary tactical intelligence. Most noticeable is that their disconnected joints allows them to "shapeshift" for various purpose. Not many Sarodites remain, as most have been wiped out during the Tenebris War, and the process to create them is very complex. Most have been reassigned as guardian duty and only activate either when commanded, or when it senses black magic. They are practically unheard of in Felarya, but are completely harmless, unless you practice unholy magic.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeFri Apr 08, 2011 1:05 pm

Dergrybe


Size: 5 to 6 foot
Threat: Low when alone. Medium in packs.
Location: Underground, dungeons, Evernight Forest.


Dergrybes, also known as Darkness Creepers, are shadowy creatures found primarily in dark and humid places. They possess a scrawny humanoid figure, large, luminescent yellow eyes, a huge pair of bat ears, and shark teeth. Dergrybes are quite common underground critters, and with their dark vision and massive ears, are completely unhindered by the dark. While omnivorous, they prefer eating meat. Dergrybes are quite stealthy. They move silently in the shadows until they find a perfect spot to rush at their intended prey and rip them apart with their sharp claws. However, they are very weak, and a failed ambush usually comes from failing to kill their prey before being repelled. Unfortunately for adventurers and explorers, Dergrybes are aware of such weakness and compensate by forming packs that can count even a hundred individuals. It's quite unsettling to see so many glowing yellow eyes piercing the darkness around you. Dergrybes are very often preyed by underground predators, but they usually complain that they taste bland.
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeFri Apr 08, 2011 1:48 pm

Interesting. So they know of their weaknesses.
How intelligent are they?
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Shady Knight
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PostSubject: Re: Shady's Brankrupt Idea Horde   Shady's Brankrupt Idea Horde - Page 2 Icon_minitimeFri Apr 08, 2011 1:58 pm

I'd say close to goblins. In fact, they may as well also be called Cave Goblins.
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