Felarya
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Felarya

Felarya forum
 
HomeSearchLatest imagesRegisterLog in

 

 Jedi's Critters and Creations

Go down 
+6
Nyaha
CThompson17
Karbo
Stabs
parameciumkid
jedi-explorer
10 posters
Go to page : Previous  1, 2, 3, 4  Next
AuthorMessage
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeWed Dec 04, 2013 6:57 pm

Karbo wrote:
Zagging.. I like that idea XD
The name sounds nice and the sport itself make sense in a world like Felarya. What would be interesting is to try and find obstacles that refer to a type of real danger you could encounter in the jungle I think Smile
Well I suppose if you really like it I can expand with a list of obstacles. ^_^ I'm glad you approve of it! I'm not a sports fan so I'm surprised I could come up with this. I mean I once invented a sport for a sci-fi world to replace foot ball, but it wasn't half as fun as this. XD
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeFri Apr 04, 2014 4:28 pm

Okay in between working on a list of challenges listed in Zagging I'm going to post some of my older ideas and see if they need ironed out. Here's one I was rather proud of:

Mana Hot Spots:

And here's a mineral I made a while back, but I worried like with Storm Crystals, it had already been done before. So if anybody can cite that is has? I'll likely re-make or delete it:
Alzemite:
Back to top Go down
Nyaha
Eternal Optimist
Eternal Optimist
Nyaha


Posts : 3845
Join date : 2007-12-09
Age : 31
Location : Canada. ^.^ Goooooo Snow!

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeFri Apr 04, 2014 4:35 pm

Those two ideas remind me of my OC Beryl's "hex marks", which I just changed the name of from being "affect symbols". I think the idea of mana hot spots works very well to explain how Beryl's spells work, so if I may, I'd like permission to use the idea if I feel it would be appropriate. Very Happy
Back to top Go down
http://tanoshiiatsu.deviantart.com/
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeFri Apr 04, 2014 8:18 pm

Nyaha wrote:
Those two ideas remind me of my OC Beryl's "hex marks", which I just changed the name of from being "affect symbols". I think the idea of mana hot spots works very well to explain how Beryl's spells work, so if I may, I'd like permission to use the idea if I feel it would be appropriate. Very Happy

XD Sure why not? I love for my ideas to be used. Go right on ahead.
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeTue May 13, 2014 10:09 am

Okay this one I've been working on off and on for a bit. It was based in Bulvon Wood, but after reading about Mayrla Fen I decided it'd be more appropriate. Note: The name is a working title. I'd love a better one and I will name the Dryad eventually. <.<

Gedonkai City Idea:
Danger: Moderate (But safer than the rest the Maryla Fen.)
Inhabitants: Human sized preds. smaller Mycodrads,Slimoids,Archigates, Fungoids, Carbuncles ,Neeras,


- Backstory -
The town of Gidonkai wasn't founded or built so much as grown. One day it just "grew" out of the muck of Myara Fen around the shadow of a huge Mycodryad who had an talent for creating and shaping the fungus that grew around her. Why she chose to make little buildings that were human sized is unkown but soon populating them were Fungoids, Slug Girls and Archigates who needed shelter from their larger cousins and the harsh environment of Maryla Fen. Soon enough even humans, nekos and other humanoids caught on there was one safe place in the Fen and settled there, however not too many stay permanently due to the heavy order of fungus, the "streets" of slime and the fact that sometimes the  Mycodryad herself will get "peckish" and feels she has every right to pluck a human from the ground and eat them. Furthermore not many inhabitants argue with her about this policy.

Despite all this the city is a bustling and thriving little community and a relative safe haven, but doesn't function as a typical city, what with the roads being paved with slime, the citizens mostly rooted to their spots and seemingly no system of government as humans know it, but they seem to manage to lure traders and business in quite well. Among the lists of service are:

*Slime Facials offered by local Slug and Archigate beauticians as well as a free make over with every purchase.
*Rare and poweful beneficial fungus available so readily that it's actually harder to buy the real kind of medacine.
*A unique stay at the Puffy Palace Inn, a Inn whose beds are all made of the sofest puff ball-like mushrooms.
*Fertilizer! One of the main trade goods inported to the city directly to feed the many fungal inhabitants.
*Tinies! Not illegal to purchase them here. Though most nekos find the dizzying amout of spores and the inconvenient mucus sticking to their feet a nightmare. Many still make the journey to get acess to the uncommon 'Shroom Buncles' who are caught by local Archigate and Slug Girl's slime trails.
*Rent-A-Korazon. A business started by a human who only surived the trip to the city because of his loyal and faithful Korazon. He decided everyone should have acess to one!...For a price.
*Organic artifacts shaped by many master smiths in the area. These living one-of-kind fugal and slime based artifacts are often more durable than factory pressed MUSTs.
*Fine ale houses around nearly every corner. With all the available materials grown by locals they are said to have some very potent brews indeed.
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeSat Jul 05, 2014 6:53 pm

This one just came to me today so it may still be rough around the edges, but I think it's pretty neat!

Mortal Coil:
A plant that tends to grow in areas near temples or ruins. It is shaped like a helix, but is blue-grey in color and has a metalic gold tip. The plant itself is nearly tasteless and has no real medicinal value and less alchemical value than most. It's only remarkable quality is that if it's ingested by a being with devine or unholy magic it immediately dispels all mana in the being and transforms them into a humanoid. Basically by feeding it to an angel or demon they would lose their powers and be rendered to "mortal" status, hence the name. Many Paladins carry a pocketful of this useful herb when seeking out conflict with angels and demons in Felarya. Often hurling a small pouch of the stuff at the predator's mouth and waiting for the results. Some priests and demon hunters are said to bathe in the stuff, but it should be noted the plant must touch the tongue of creature or be fully ingested on contact. Boiling it or trying to brew it in fact weakens it's powers. It should be noted as well that loss of powers isn't usually permanent, but can last decades or even centuries.
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeSat Jul 05, 2014 7:06 pm

Mortal Coil:
A plant that tends to grow in areas near temples or ruins. It is shaped like a helix, but is blue-grey in color and has a metalic gold tip. The plant itself is nearly tasteless and has no real medicinal value and less alchemical value than most. It's only remarkable quality is that if it's ingested by a being with divine or unholy magic it immediately dispels all mana in the being and transforms them into a humanoid. Basically by feeding it to an angel or demon they would lose their powers and be rendered to "mortal" status, hence the name. Many Paladins carry a pocketful of this useful herb when seeking out conflict with angels and demons in Felarya. Often hurling a small pouch of the stuff at the predator's mouth and waiting for the results. Some priests and demon hunters are said to bathe in the stuff, but it should be noted the plant must touch the tongue of creature or be fully ingested on contact. Boiling it or trying to brew it in fact weakens it's powers. It should be noted as well that loss of powers isn't usually permanent, but can last decades or even centuries.
Back to top Go down
Archmage_Bael
Mara's snack
Archmage_Bael


Posts : 4158
Join date : 2009-05-05
Age : 35
Location : Shatterock Caldera

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeSun Jul 06, 2014 3:43 pm

That's an interesting idea, but the colors seem a bit weird for a plant. In fact there's a biological reason why plants are green - because of the chloroplasts (with chlorophyll pigment) that absorb blue and red light, and reflect the light to look green.

There's also the matter of making demons and angels mortal for centuries. Sounds a bit too powerful to me. I'd say even a month is too much, shouldn't be a permanent thing, or semi-permanent in my opinion. I'd say just like salvalopytha (spelling?) only lasts a few hours, this should too.
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeThu Jul 10, 2014 1:33 pm

Archmage_Bael wrote:
That's an interesting idea, but the colors seem a bit weird for a plant. In fact there's a biological reason why plants are green - because of the chloroplasts (with chlorophyll pigment) that absorb blue and red light, and reflect the light to look green.

There's also the matter of making demons and angels mortal for centuries. Sounds a bit too powerful to me. I'd say even a month is too much, shouldn't be a permanent thing, or semi-permanent in my opinion. I'd say just like salvalopytha (spelling?) only lasts a few hours, this should too.

Hmm alright. I was thinking it was the same rule that made the vegitation in the Fairy Kingdom blue to blue green. but you have a point. How about blue green one one part of the helix and grey-blue on the other? I've seen plants that were all grey if that works too. I just want it to look unusual. Really? I suppose cenrtries or even years is a bit much. ^^; Though even a few hours would be enough to run away I suppose. And if you wanted to effect increased you could use more or enhace it magically/alchemicaly. Alright then let me mull that over and I'll edit it.
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeSun Jul 27, 2014 11:43 am

Okay so hate to double post, but I fixed all the problems that Bael was talking about and added a little hint that if you keep feeding this stuff to a demon or angel that it will keep them mortal for hours. Not decades. =/

Mortal Coil:
A plant that tends to grow in areas near temples or ruins. It is shaped like a helix, but is blue-grey in color and has a light red tip. The plant itself is nearly tasteless and has no real medicinal value and less alchemical value than most. It's only remarkable quality is that if it's ingested by a being with divine or unholy magic it immediately dispels all mana in the being and transforms them into a humanoid. Basically by feeding it to an angel or demon they would lose their powers and be rendered to "mortal" status, hence the name. Many Paladins carry a pocketful of this useful herb when seeking out conflict with angels and demons in Felarya. Often hurling a small pouch of the stuff at the predator's mouth and waiting for the results. Some priests and demon hunters are said to bathe in the stuff, but it should be noted the plant must touch the tongue of creature or be fully ingested on contact. Boiling it or trying to brew it in fact weakens it's powers. It should be noted as well that loss of powers isn't usually permanent, but can last hours depending on how many doses is given. Usually one dose equals about two hours protection. More than enough time to escape said predator and leave them to their fate.
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeMon Jul 28, 2014 6:59 pm

Okay so sorry to tripple post, but this needs to be posted. Long time concept that I needed to re-size. I'm pretty sure it should fit well with it's description now:

-Dimensions-
Length:  19 feet
Width: 19 Feet
Height: 9 Feet
Crew: 2 (One driver one co-pilot/gunner)
Passengers: around 11

The AP-APC is a fine piece of machiniery that oringinally created to transport soldiers from the world of Geordia to Felarya and keep them at least relatively safe while scouting the mysterious dimension for profit potential. The vechicles at first were made of typical Tyhian Steel, a common alloy used in all military projects on their world, but soon an anti-magic material was added after a fairy had the bright idea to shrink the a small convoy and play with them like they were micro machines toys.

The weapons also used to be standard fifty calibur anti-personel machine gun nests, but were upgraded to use much larger weapons add ons and defensive energy sheilds as well as powerfull saw blades that extneded from hidden plates on the front and sides in order to clear away foliage and debris on the ground.

The interior of the vehicle used to be quite spartan, but have been adapted for long range missions and now include a row of bunks as well as a food processor and even a chem toliet as well as a hollowed out botton compartment for storing weapons, supplies or oneself in case of a predator raid. Because of these secret compartments they have been highly favored as smuggling vessels by criminals as well as honest merchants.

Geordians started exporting the vechiles after a member of the Isolon Fist took an interest in their sturdy and durable designs and purchased one as a personal vehicle for "toolin' around" His supiriors saw this and wanted some themselves and beffore long a Envoy of the Republic was sent to Negav to negociate a trade deal with Negavians and the South Geordian Republic. One of the terms was the exhange of magically reactive materials for several Geordian Vechiles including the AP-APC. Now they are quite a common sight both outisde and inside the city walls.

The technical specs depend ont he model though most use Actnite for powering their internal lighting and life support systems where as the actual motor power comes from the Geordian-Negav Magi-Tech engine which sucks magical energy from the air in order to have near endless supply of fuel. Though some models still exist that use the Fusion Core engines to drive their less shiny models. It should be noted very little magic exists on Geordia so the sales of the Magi-Tech Engine based model pales by comparison to the Fusion driven model.
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeTue Dec 09, 2014 7:55 pm

Okay let's dust the off the cob webs of my Idea Maker 1,500 and get back into the game! Or at least try to publish some of my old ideas I haven't gotten around to showing off yet! XD First up is something I made after reading a surprising journal by DoctorWho1 about...Pogs. o.o

Skepogs or Pogvols
A game that has recently become popular in Felarya. The small cardboard disc-like coins are highly collectable and manufactured offworld on Pogonis, a world that makes it's living selling "fad" items to local worlds within reach of it's gate. The discs themselves seem unremarkable, most being made of a slightly slick cardboard with printed pictures of famous modern Negavian Heroes and Predators but for some reason the people of Negav and some ,other areas where the coins have been imported, can't get enough of them. Recent additions include Professional League Zagging stars, Old Negavian Lords and Ladies as well as legendary Artifacts and Locations. Collecting the coins seems to be more than just hobby though. The metal coins are actually vauluble and in some areas can be barted and few of the cardboard ones are so rare that others are willing to pay for them.

---

Next up is a city idea that had been sitting ont he back burner for a while but was finished I think earlier this year then lost in the mess that is my ideas folder. ^^; Recently recovered for your reading pleasure!

Felarya Idea: Hydranis City.

-A Vistor's Guide-

Hydranis City is a mostly human settled city constructed beneath a mamoth Hydra Tree. The city itself is mostly constructed between the roots of the huge tree, though many of it's more well to do citizens make their homes int he boles of the tree or construct special tree houses along the sides of the trunk.

The people of Hydranis, who call themselves Hydrani, were saved from being made into a meal by the Hydra tree and thus worship it as a goddess. They will chip off small pieces of wood and carve a relief of the tree on it and string it aroudn their neck as a protective charm to ward away bad luck and danger while outside of the city, which they try not to do unless abosulety necessary. The people tend to dress in handmade brown or olive robes with long hems. Also depending upon where in society they are they may also adopt a wooden face mask and or armor.

-Tentacles are Cool-
Because the primary and most noticeable feature of a Hyrda tree is it's tentacled branches the people of Hydranis go out of their way to emulate them as much as possible. Their hair is almost always in long, thick dreads that dangles from their heads in every direction, their clothing often features braided pieces of leather that hang like tenctacles and even their flag features a representation of a tentacled Hydra tree. A good deal of them carry small Cat-O-The-Nine-Tails Whips with long, rubbery tentacle-like leather and they even tend to see people who have natural tentacles as a good omen and will go out of their way to help them.

Symbotic Realtionship:
The people of Hydranis believed since they were, adn continue to be saved by the Great Tentacled One they must do all in the power to help protect her. They do this is various ways and everyone in the city is required to help. The following is a list of special guilds dedicated to jobs preformed in service to the Great Tentacled One:

Green Gaurd:
The Green Guard are the front line defense for both the tree and the city. They protect it from harm and also serve as militia in times of crisis. All Green Guard members wear a Tiki-like mask with cheek tentacles and green warpaint. They also carry
heavy wooden clubs studded with thorns added by the Cultavationalist Order as well enchanted wooden armor and a mount.

Sooth Singers:
These Hydrani are in charge of singing to the Hydra tree to promote natural growth and to make her calm and peaceful after a meal. In order to join the Sooth Singers one must possess a not only pitch perfect voice, but a magically powerful one as well. Their magical songs are also chanted over the dying when they are returned to the Great Tentacled One's soil.

Feeders:
This is the least favorite, but most important job of all. Feeders basically have one task: Running aroudn and attracting the interest of predator, then evading that predator long enough to get it to come back to the Hydra tree. Fortunetly the Great Tentacled One only needs to eat once a month so they tend to live well and have almost everything provided by the Preistesshood. Feeders are given high honor because they don't often live long due to the hazzards of their job, but they fast and well!

Cultavational Order:
The Cltavists are a group of specialized mages who aslo act as architects and smiths as well. Cultavists learn only one type of magic: Wood Weaving. A very specific magic that will only work on naturally grown wood. This art allows to them to bend, shape and even exampand the wood they work. This gives them a variety of advantages over cartpenter's as they don't have to shave wood into a square shape, they merely tell it to becoem a block, though most Cultavists would find this vulgar. Nauture is not blocky it is round and thus the artifacts made or enhanced by cultavists attempt to preserve this when working anything form a small Green Guard's Spiked Club to a entire wall of a large building adding natural boles, knots and such. They also specialize in creating Wood Golems and other wonderous things.

Priestesshood:
The main body of government in Hydranis. The Preistesses are incahrge of healign the wounded, sick and for both preforming unions between mates and over seeing the birth a new life in this world. This may make them sound quite simply like midwives, but it woudl be mistake to think they are that benign in nature. The Preistesshood are also powerful sorceresses who live a secretive life mostly within the great Cultivated walls of the Temple of the Seven Tentacles ploting governmental development, overseeing the traning of adepts and advising the High Priestess.The High Preistess is not merely recruited she is born and re-born, or so they believe. Once the old preistess expires or becomes to corrupted by her powers they believe a pure part of her soul separates and flees into a new body. This body will have a mark on it in the shape of a curling tentacle. Once they have found the child she is taken from her parents and sprited away to the temple to learn the secretive magic only she can weild by passing a number of grueling mental challenges and magical puzzles. Once she has passed these tests she learns the secret of the city. A secret only the Preistesses and the High Preistess may know: The High Priestess can talk to the Great Tentacled One and even briefly join minds with her during times of peril to become a formidable force, but it comes at a price. Many go mad from the mental strain, a few grow so powerful they forget they are human and lose touch with their empathy becoming little more than wild animals, but in the last hundred and seventy one years that the city has stood none has lived to her thirtieth birthday. It is a gread burden for those who are forced to take up this mantle, but there is a rumor that while they communicate with the tree they can speak to past High Prestesses.

Back to top Go down
tkh1304
Temple scourge
Temple scourge
tkh1304


Posts : 747
Join date : 2010-02-18
Age : 35

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeTue Dec 09, 2014 11:20 pm

For some reason, the tentacle-centered culture of these Hydra-tree people reminds me of Cthulhu :p
Back to top Go down
http://tkh1304.deviantart.com
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeWed Dec 10, 2014 9:19 pm

tkh1304 wrote:
For some reason, the tentacle-centered culture of these Hydra-tree people reminds me of Cthulhu :p

XD Well I suppose that's what everyone who knows what Cthulhu thinks too. I'm sure there's more than one Earth human who ran away screaming "Run for you lives! It's the Children of the Cthulhu!" like in soem old 80's sci-fi. Thanks for the first comment and a positive one too!
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeSun Dec 21, 2014 8:59 pm

Bone-Snatches, Fairy Sub Race

Bone-Snatches,affectionately nick named 'Snatches' are a group of fairies who live deep underground. They aren't overly different from any other species of fairy except that have pale complexions, their hair tends to be kept in dreads, pony tails and other cropped styles and always strung bones in their lockes that sway and click and clack. A sound most find disconcerting but a Snatch will tell you is a wonderful sort of music! They tend to fly around at human size or smaller in small packs spreading this sound to the dark catacombs they call home. Often this sound is eerie enough to other specie's ears to cause them to panic and run in fright away from the Snatches to run into the maw of a hungry ground dweller trying to escape. In way Snatches have a symbiotic relationship with their underground kin. Often lazier Terrestrial Nagas or ground dwelling Dridders will set up shop near Snatches so they save all that chasing and such and just get a wriggling,sweat covered human for their dinner with minimal effort.

Their wings tend to be smaller but more elaborately decorated than their above ground cousins and tend to come in eerie hues like reds, yellows-greens or even very pale ghostly blue shades. They are often splotched with skulls,tribal looking teeth or some other fierce diagrams that increase their spookiness.

Their skin tones tend to be pale due not being exposed to sunlight much. They also have a slight weakness of their eye sight being adjusted for the dark but totally useless in broad daylight. But they have a great advantage in the darkened tunnels of their homes. Because their eyes gather so much light they appear to glow, even when the Snatch isn't using magic, and combined with their eyes that are usually heavily shadowed with paint or tattoos they make for a fearsome sight, especially flying in loose formation with other glowing lights!

-Unique Abilities-
They, like all fairies can freely size change, growing to hundreds of feet tall, but prefer to use their magic on their weapons and tools unless confronted by something too large to easily whack. You see they are called Bone-Snatches because they aren't as squemish about killing, gutting and stripping an animal of it's flesh all to get what they believe is the most valuble bits of the body: the bones.

They treasure these bones above all other parts of animals. This is because they are largely an important part of the Snatches' society. They don't just string them in their hair and wear accessories made of them but also use them to build vast interconnecting nest like structures made from skulls, ribs and other bones all joined together and tied with leather, moss and anything else they can get their little hands on, even clothing from humanoids they capture pre-ingestion!

It should be noted that Snatches love to carve on bones almost absent mindely, their homes, others' nests, their own hair accessories and especially their weapons. The carvings often depend on the indivdual but most are dipictions of gloomy scenes done in a very upbeat comic way.

- Magic -
Due to their itty bitty living spaces they tend to not use size changing magic to increase their own size but rather use it to adjust the size of their weapons. A favorite tactic is to remove a small bone from their necklaces, bracelets or even sometimes rarely from their hair and increase it's size to an equivalent of that of a human sized club. After enlarging they then zero in on their prey, dive in then konk them on the head, shrink them, their club and then fly back home to store them in the special "larder" of their bone constructed homes.

-Society-
Their culture is very based on community. Very few Snatches live away from their group and this tends to make them communal and very social creatures with one another often stopping to hover in tunnels or meeting up in their skeletal homes to speak cheerfully about various topics of interest. Most of which come back to bones somehow. It should be noted that while their name contains the word "Snatch" they frown on thievery and impolite behavior and if one happens to be a treasure hunter comming to steal from them or harm their kin? Likely you'll be serving your time in the community jail/larder.

optimistically morbid is a good way to describe their thoughts. They don't find death as scary as most races. In fact you could say it fascinates them as they see it as moving on to the next phase of life and the dead are lucky to experience these new folds in the great tapestry of the afterworld which they believe is where all their dead are waiting to hold hands, exchange tales and dance and sway to the clicking and clacking of bones centuries old or more. Sometimes they even compose gloomy, bittersweet poems and songs dipicting this "Paradise of Bones and Flesh". Sometimes these songs are mistook for spirits moaning and wailing. Haunting but beautiful. All their literature focuses on exploring aspects of life and death and how they relate. As such their tales are even more tragic to most other races than even the worst Torin Myth.

Despite their fierce appearance and voracious natures many Snatches are quite freindly and talkative and always enjoy meeting new faces and seeing new places. A cute fact is since Bone Snatches admire good bones they often attracted to creatures with large well structured bones and love to tell them how their bones would be useful to make this or that all while the creature is shuddering right in front of them, though they needn't worry. Snatches only harvest bones from humanoids when they are in corpse form.Many would love to leave their dank dark lairs but their photo sensitivity usually makes it impossible till night falls, but even only the fool hardy venture too far out of range of the cave mouth leading back to their underground warrens for exposure to sunlight, even a ray or two is enough to cause them so much pain they would fall out of the air and be temporarily blinded leaving them to be prey for something else.

-Natural Enemies-
Dridders tend to be a problem for these creatures rarely, but they don't usually consider them malicious unless they attempt to prey on Snatches too often , but they consider their true arch nemesis to be the Nexoculas, who fly in and dissolve their kills sometimes along with the precious, precious bones!! Because of this Snatches will attempt to try and drive off Nexoculas if they can or wound them so they will turn on one another and the bravest members of the pack can zoom in and grab bits and pieces of the carcasses, strip them and escape with the precious bones before the fierce butterflies can regroup. They tend to try and grow Sun Eye plants, also known as Deathward and Fly-Ridder, near their cave entrances or place them near corpses they wish to harvest for bones later.

Partial credit goes to Ravaging Vixens for helping me to develop out some of mroe fleshed out, non pun intended, parts of this bio and a bunch to TK for inspiring it to begin with when he was talking aloud in the chat box. ^o^ Thanks guys!! You rock!
Back to top Go down
tkh1304
Temple scourge
Temple scourge
tkh1304


Posts : 747
Join date : 2010-02-18
Age : 35

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeMon Dec 22, 2014 4:59 pm

In short, Bone-snatchers are:

Spoiler:

Crossing with:

Spoiler:

Which is awesome XD

I imagine their dances will filled with sound of bone creaking. And since they interact with bones that much, their fairy doctor may be good at curing broken bones and dislocated joints too : P

Back to top Go down
http://tkh1304.deviantart.com
ravaging vixen
Moderator
Moderator
ravaging vixen


Posts : 504
Join date : 2010-02-07
Age : 32
Location : Rocky mountains

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeMon Dec 22, 2014 11:28 pm

Cool as expected. Very simple to understand and we get some new and more darker Fairies for a change. Razz

Now i'd just like to see one in a story or i'll comission one myself to get a better picture, or view of them in my mind Smile
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeWed Dec 24, 2014 6:24 pm

tkh1304 wrote:
In short, Bone-snatchers are:

Spoiler:

Crossing with:

Spoiler:

Which is awesome XD

I imagine their dances will filled with sound of bone creaking. And since they interact with bones that much, their fairy doctor may be good at curing broken bones and dislocated joints too : P


XD Awww! I love ANYTHING Cubone or Marrowack. ^_^Thanks for the high praise! I dunno about curing bones. Didn't think about medical practices. I may revise it later, but for now I love the way it's layed out. I will keep that in mind though.

Vix wrote:
Cool as expected. Very simple to understand and we get some new and more darker Fairies for a change. Razz

Now i'd just like to see one in a story or i'll comission one myself to get a better picture, or view of them in my mind Smile

Thanks! Yeah they are pretty dark but withot drawing on darkness as a element like Shadow Nymphs. ;p I'd promise ya a story but I've got to finish Clare's Quest 7 first. -_-; So need a proof reader but everyone who's interested gets uninterested when they spoil the story for themselves XD
Back to top Go down
tkh1304
Temple scourge
Temple scourge
tkh1304


Posts : 747
Join date : 2010-02-18
Age : 35

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeWed Dec 24, 2014 10:38 pm

jedi-explorer wrote:


Thanks! Yeah they are pretty dark but withot drawing on darkness as a element like Shadow Nymphs.



For a certain reason, I think Bone-snatcher sings song like this : P

Spoiler:
Back to top Go down
http://tkh1304.deviantart.com
Bandur Khan
Felarya cartographer
Felarya cartographer
Bandur Khan


Posts : 1694
Join date : 2014-11-10

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeThu Dec 25, 2014 12:09 am

There is a Stephen-King-Film called Graveyard Shift.

Late 80s or early 90s I think.

And the End Credits Sound is very unique.

THIS would it be.

https://www.youtube.com/watch?v=asE-ETpcPMs
Back to top Go down
Karbo
Evil admin
Evil admin
Karbo


Posts : 3812
Join date : 2007-12-08

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeTue Jan 20, 2015 10:36 am

Great ideas Smile
The bone snatchers are interesting, a sort of more tribal and barbarian type of fairies. And them living underground really add to their theme. I also like that idea of them enlarging  their necklaces and ornaments  to suddenly using them as weapons. Very effective XD

However what I really like is the Hydranis city. It's a great idea Razz  It just make sense for humans to build a settlement here and the society you imagined around it is very intriguing. Great job ^_^
Back to top Go down
http://karbo.deviantart.com/
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeTue Jan 20, 2015 9:44 pm

Karbo wrote:
Great ideas Smile
The bone snatchers are interesting, a sort of more tribal and barbarian type of fairies. And them living underground really add to their theme. I also like that idea of them enlarging  their necklaces and ornaments  to suddenly using them as weapons. Very effective XD

However what I really like is the Hydranis city. It's a great idea Razz  It just make sense for humans to build a settlement here and the society you imagined around it is very intriguing. Great job ^_^

Wow thanks for the high praise. I expected it from the article that's got the most hits recently, but you also liked Hydranis eh? Didn't seem allot of others did though. Though because you liked it when they didn't? Makes me realize I suceeded in conveying my thoughts and adding to the worldscape! ^-^ Though with the Bone Snatches I should add on thing. I was inspired to make them but Vix and TK helped refine them to what they are now. I may add to them again, but I dunno. ^^; Either way thanks for the great comments. man! ^o^
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeSun Jun 14, 2015 9:57 pm

Okay so I want to get back into this and I'm going to attempt to by using some old ideas that have been knocking around for a while but never got posted.

Dria and the Horn Whistle of Doom:

It is said to have first been developed by a Rosiac neko named Dria who slew a duck without it getting off a call and had the strange idea to use magic and runecraft to try and mimic the effect using a horn carved from the beak of a Doom Duck. It worked rather spectacularly and she made a whole new set of music from it which she would stop and play for predators in order to charm them but alas every time she did it caused misfortune on them. An dridder saw this and captured the neko and ordered her to make more of these whistles for the Dridder Army, She was scared for her life and didn't understand why anyone would want such a awful thing and at first refused till she was "presuaded" by the dridder taking a long and lengthy tasting session with her. She attempted to re-create the whistle and succeeded. The Dridder Empire is said to have flourished after this time and some say they would have continued to do so if the brave Dria hadn't stolen one and played a melody over Superozad the morning before the Guardians wiped it from the map. What became of Dria is unkown, but some say the Gaurdian who destroyed Superroazad spared her and took her and every Whistle of Doom copy back to his realm so he may hear her sorrowful, but bittersweet music which played as the city fell.

Soulkeeper Clams
Size: 5 inches tall seven wide.
Threat Level: Very High (if you're too curious.)

Soulkeeper Clams are a race of mulosk who's shell is completely reflective and metalic sky blue. This beautiful and unique creature is however very, very dangerous. The clam's shell possesses no really unique qualities other than being very pretty and eye catching, but inside the shell is a pale creature with a huge purple lipped mouth that once opened proceeds to tug on the victum's life force trying to suck the soul out as long as it's held. In addition to it's shell the clam can sprout tiny spines in a moment latching onto it's victum's hand. This serves two purposes one it helps ensure the clam can maintain eye contact and the pain often keeps the eyes of it's victums open which is essential as that's how it draws out the spiritual energy. Despite the dangers the material the shell is made of and the clams organs are useful to many jewlers and alchemists for their unique properties.
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeWed Jun 17, 2015 2:02 pm

Choya Citadel
Population:
800
Race Mix:
Elf: 60% Neko: 30% Other: 10% (mostly non-humans)
Function of Structure: City and trading post.
Exports: Mundane Magical Items, Minor Magical weapons and Elvish Lore
Imports: Food, Medical supplies and building supplies and tools.
Map Coordinates: i-4 (Between The Grove of Carnivorous Plants and the western side Frost Peak)
- Description -

Choya is a leftover fortress from the Elvish Empire at it's height and as such it's breathtaking to behold. The buildings are made of tan stone which nearly blends in with the dark bark of the tree's that grow around and through most of them. This may make you think of vine covered ruins with tree's shooting out the top and extending to the stars but you would be wrong. Elvish architecture is such that it moves with growing, living plants and Choya is a fine example of this. The five walls that surround the inner most citadel were molded so that tree's would grow right beside the battlements and around them providing additional structural support and defense capability. The tops of the wall are also not lined with row after row of spiky thorns making scaling the wall with traditional siege tactics a difficult prospect at best as the only entry way into the city is created when the greenery of the walls part to reveal it.

The citadel's longevity is shocking to most considering most Post War of Darkness structures are either dilapidated or totally destroyed except a handful of towns and castles and only a few of the great cities known. The reason for this structure's continued longevity is attributed to the fact it's still populated by elvish folk. Yes you heard right a mixture of survivors of that terrible war and refugees from Felarya's harsh wilderness have banded together and have restored the citadel back to it's former glory back when it stood amongst many like it.

The citadel's layed is that of a five walled structure with the outermost walls and inner core being strictly for military use only whereas the inner structures have been rearranged to accommodate a slowly expanding population of merchants, farmers and other tradesman. The "civilian" areas however are not totally without defense. Every homestead, inn and even the lowliest of pubs is linked to a network of underground tunnels large enough for human sized creatures and nearly impervious to predators except for smaller ones like fairies. For those there are a scattered number of guard towers powered by elvish archery.

- Elves Only -
Under the administration of Lord Zaleron Starshine, one of the last known Elven Generals left after the war, the Citadel was first re-founded as a elvish colony only for elves and no other races. This worked fine with many old school elves but allot of the younger folk who barely had a millennium or two under their belt felt it was wrong in the eyes of the gods and thought at least they should allow other races spend their coins to purchase supplies and keep revenue flowing. 'Ol Zal didn't like this idea at first but when scouts returned saying the whole of the Empire was gone he reluctantly agreed and so human, nekos and other civilized races were allowed to stay if they had the coinage or materials to barter which could benefit the citadel.

Time went on and soon a traveling troupe of Rosaic nekos came to stay and graced the city with their music and were so well loved they wished to live int he citidel forever. 'Ol Zal wouldn't bend knee at first but soon it became apparent that the people would not be swayed so he once again bent knee and made it so other races could own land inside the citidel walls, but only a small portion and they had to do more than sing for their supper dammit. To his suprise the leader of the Rosiac nekos Shinya Twinebat agreed with his rules and restrictions saying it was a hell of allot better than the way they'd be treated in Negav. In agreement for allowing her tribe to stay in the city she agreed her musicians would preform in the city center every night, her scouts would help spread the word to other colonies and trading posts to bring in more revenue and supplies and she would wed him. The latter he attempted to forgo citing custom forbade him from taking a wife, but Shinya told him it was neko custom to wed two powerful figures in order to preserve peace. The old bugger sighed and reluctantly agreed thinking he was going to elvish hell for sure....when in fact he discovered on his wedding night he was headed for neko heaven. He's been much more amenable and easy going ever since strangely and seems to have developed a affection for neko culture for some reason. The citadel is now open to all kinds of races but mostly is made up of elves and nekos and some furry eared and be-tailed races.

-Green Cloaks and Wood Weavers-
Green cloaks are the citadel's main military force. They started out as a few hundred elves under Zal's strict command but after his marriage to Shinya soon had their ranks filled out with nekos and some other races. They are stealth unit that uses agility and gorila warfare to repel predators and other hostile forces as well as maintain peace inside the city. Their weapons of choice are smoke bombs, throwing knives as well as a bow and arrow. It should be noted the Green Cloak's capes are not actually colored green, but more a brownish grey. The "green" comes from the plant life that sprouts from the cloaks over time. The more you have the longer you lived and the higher ranked you are. Being a decorated officer means your cloak may be more moss and leaves in a dazzling display of forestry than gold or silver buttons.

Wood Weavers are spell castors skilled in Nature Magic who serve as guards on the wall or near the gate and have the power to actually command the greenery of the city and use it as a both defense and weapon. Those atop the wall can enchant vines or thorns to wrap around predators or hurl large stones. In addition they also are in charge of opening the "gates" of the city which consists of thick vegetation that covers the open gates like a portal and is so tick even a predator with a good stone tool couldn't cut it all away before a Green Weaver's spells repaired it which they are also in charge of.

-Treat with Thorns-
Because of the large population of elves the citadel seems like a giant candy bowl to most predators and thus predator attacks are uncommon but rarely are largely successful. The only ones who are difficult to repel are aerial threats but Erinel and her Banshee lend a hand when those get too heavy.Failing that the Green Weavers magic and the combination distractionary efforts of the Green Cloaks sneaky subterfuge can be dizzying to most predators. If that's not enough a face full of thorns or a arrow in the eye tends to be a descent deturant to even the most stalwart of predators.

-Services and Goods-

Being a elvish city, even a military one, there's a variety of goods and services to be bought or bartered. Among these include:

Elvish Food and Wine:
The fabled drink that is much less rare in the citadel than outside of it and in more vintages than even the Lit Ciggy can hope to offer. If you happen to be more inclined to vegan cuisine the taverns also have that in abundance.

Elvish Artifacts and Art:
Rare and difficult to obtain artifacts are much easier to find in the city and may cost you less than at a Negavian antiquities dealer. However that's not to say they are in abundance. The great war robbed the world of many craftsman skilled in the old ways but apprentices of old masters still churn out Living Bow and Arrows, that can reshape themselves or regrow, Enchanted Felarya Silver artifacts, such as swords and protective amulets and even poetry, literature and other fascinating services as well as true relics dating back hundreds thousands of years. One should keep in mind however 'Ol Zal still keeps a good chunk of the better stuff from the olden days for his forces.

Living Weapons:
Living weapons are immensely useful because unlike other weapons they need no oiling or sharpening because they are in fact,as the name implies, alive and growing. Living weapons are made from wood that's been enchanted to regrow if it breaks, change size and shape to match the wielder and even take some additional properties of the wood their made of. For example a staff made of Batal Wood is a strong as iron, but a Living Batal Wood Staff is as a strong as forged steel! It should be noted they are rather expensive and without a small charging period can wither and as living weapons are less resistant to diseases like blight and deforestation spells.

Felaryan Silver Mine:
The mine is a few miles from the city but elves adore it's magical power and beauty and one way to live in Choya is to work their mines and transport it to the citadel. Be warned it's a high paying job for a reason. Due to it's proximity to Frost Peak the mine is a treacherous place before you even descend to the depths not to mention bandits and cave ins there's also a number of dridders and other underground predators and creatures to worry about...Then there's the long walk home. Without machines.

Elvish Lore:
Many historians make the dangerous trip from Negav to Choya simply because it's Elvish Archives contain more surviving lore than any other settlement except for Morokyo but mostly that's just cook books and elvish porn as depicted by fairies.

Because the city is also populated by a fair number of neko's as well there's some neko services that are offered too:

Rosiac Music EVERYWHERE:
Because Shinya, the wife of 'Ol Zal' ,is a Rosiac Neko tribe leader you can find Rosiacs in any part of the city singing and dancing.

Song Magic and Music Lessons:
If you wish to learn it? No problem! Rosiac's are natural masters of it due to their mastery of instruments and vocals. Just want to learn to sing better or play a instrument well they can offer you that as well.

Neko Scouts On the Cheap:
Neko's of all kinds followed Shinya to this wondrous place and some are the wild neko's who run the forest everyday as part of their routine and are more than happy to accept favor or coin in order to acquire their valuable services for far less than they charge in other isolated places.

-Laws of the City-
Now the place may be a peaceful and easy going settlement but most beings tend to find their laws...well odd.

No Machines:
Elves have little interest in mechanics and both neko's and elve's ears are harmed by loud engines so they tend to hate the dreaded noisy things. Golems only are prohibited but mostly restricted to certain areas and traveling with them will cost you a heavy fee.

All Sale Elvish Lore Predating the Great War of Shadows is Forbiden:
Zal being a lover of history believes that it belongs only to the survivors and that imperial texts and elvish lore older than most human cities and even ruins like Ur-Sagol must be preserved by ELVES. Thus many a Negavian historian and tomb raider has fallen prey to this law. Those who have tried have been known to simply dissapear. Even the citizens don't know what the punishment is and quite frankly don't care to ask.

No eating of Tinies Inside the City Walls:
This law strangely holds despite nekoes making up the second largest population due to Shinya's love of tinies and her tribesemen being so fiercely loyal...mostly. There are rules and of course nekoes not loyal to Shinya's tribe may hunt as long as they obey this law to the letter. If a tiny is dwelling within the city they are afforded every right as a normal citizen. If they leave,even temporarily they must obtain a token to wear to show their citizenship and thus immunity to preying while out in the wild. Those without it are fair game OUTSIDE the city. Any neko caught breaking this law will be fined four times every one year of the tiny's age.

Explosives of a Certain Grade are Prohibited:
Because the city depends on it's living walls and defenses fire is always a massive danger to the citidel's continued existence and as such incendiary grenades, missiles or any other form of high yield explosive is confiscated and disposed of upon entering the citidel. A fine will be placed on those who attempt to bypass this law and those whom are innocent of knowledge will merely receive a tap on the wrist and will receive some compensation for their loss. Usually a few night's free at one of the smaller Inns.

Predator Races are Forbidden:
Even friendly fairies will be shot on sight if they enter the citadel. Predators who are friendly and wish to deposit their charges within the citadel must leave them outside of the walls and wait for a neko runner team to come and retrieve them and should know that they will be under extreme scrutiny. Even the citadel's one predator ally, a banshee who's friends with a local elvish girl, must obey this rule or suffer the consequences.

Everyone Must Work:
All citizens are required to at least pitch in and help maintain the city. Duties range from simple things, such as part time work at an establishment, to more tricky tasks such as maintaining livestock, scouting missions to attract revenue and resources and if in a time or war or extreme predation: military service.

-Known Citizens-
-Starshine Family-
Lord Zaleron "Ol Zal' Starshine:
The original leader of the city who continues to govern it in place of a true lord. Despite his near millennia of service he remains as fit an active as any other elf and more powerful magically than most even though he finds spellcraft tedious and boring. He is married to the leader of the Rosiac Neko tribe of the area Shinya Starshine. He has a great passion for House of Keng and owns a deck of exceedingly rare cards which he plays with many a challenge from near and far.

Shinya Starshine:
A vibrant and loud woman who is the leader of the collective Rosiac Neko tribes dwelling in the citadel. She is as fiery as her hair color and provides a foil to Zal keeping him balanced in the real world and is attributed to making him kinder and more fun loving. Her musical instrument is a Living Wood Flute which her husband gave her as a wedding present. Combined with her song magic it can do many marvelous things such as weave illusion and play sounds no other flute can make.

Shiza Starshine:
A half neko and half elf born to Zal and Shinya who looks a tad more neko than elf.Named after both her father and mother. She's as wild as her mother and as crafty and pragmatic as father. A gambler and musician who plays harp she is well known for traveling near and far searching for new sources of revenue for the city and also adventure and danger. Despite having magical parents her magic is only a mid level and seems to be oriented in growing plants by singing to them.

Erinel Kel-Andinel:
A local scout and adventuress whom along with her banshee friend Heather provide a sort of aerial scouting service that Zal reluctantly has agreed to since her great, grandfather stays in the city and is one of his dearest freinds still alive. Erinel is a mischievous young woman who acts more like a human than an elf her honored grandfather tells her often. She loves to wield her bow and arrow sticking them in bandits and predators who'd threaten the city alike. She is skilled enough in healing magic to be a healer but has more interest in flying with her friend Heather. How the two met and why they continue to be friends with one another is unkown.

Gorelo Kel:
One a prominent general in service to the Western Elvish Empire he now dwells as General of the Green Cloaks and helps coordinate the city's defenses in times of trouble and when there's not trouble he likes to do surprise inspections and needless drills. Octobac is his one vice and he keeps the farmers of it quite wealthy as long as they keep his pipe full. As agile as when he was a new recruit very few can match his skill with a bow and arrow.
Back to top Go down
jedi-explorer
Felarya cartographer
Felarya cartographer
jedi-explorer


Posts : 1474
Join date : 2011-12-06
Age : 36
Location : Fantasy Land ^_^

Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitimeFri Sep 18, 2015 6:19 pm

All metals this round but I got some other Ores and Minerals to add latter. For now I made a metal for Vishies to use to make ships and weapons from. The next is a tough metal to make various type of armor. The last is some metal that works for slaving purposes and shows a way the Sagolians likely kept their slaves in line.

Colladium (Metal)
Uncommon
A very brittle ore before the impurities are removed but after is able to resist energy blasts with ease making it a valued material in building military grade space ships and battle armor. It has little magical value so it's often mined by natives and sold to offworlders or Vishimitals for high prices. Most Vishmitali and Vishmitaka are mae of this metal unless pre-Exodus issue.

Tyronium (Metal)
Semi-Precious
A platinum colored metal with a dull luster when not polished regularly. It occcurs in many places but it difficult to mine due to it's ability to adsorb kinetic force. It requires back breaking manual labor to extract. The material when pressed into plate form is totally kinetically resistant when dry but oxidizes almost instantly in fresh water. Many early Negavian ships now resting at the bottom of the moat learned this the hard way.

Thorelium (Metal)
Rare
A dark gold material found mostly in old Sagolian mines. It appears to be a brittle substance and flakes under too great a pressure and thus makes minning it very difficult without the left over Sagolian Golems and Conversion Plates usually found in the mines. Desposits have been discovered in other places in Felarya usually near Ley Lines or great sources of magic. If forged properlly it seems to have great mind control properties and the ability. Thought to be one of the ways Ur-Sagol kept it's slaves in line.
Back to top Go down
Sponsored content





Jedi's Critters and Creations - Page 2 Empty
PostSubject: Re: Jedi's Critters and Creations   Jedi's Critters and Creations - Page 2 Icon_minitime

Back to top Go down
 
Jedi's Critters and Creations
Back to top 
Page 2 of 4Go to page : Previous  1, 2, 3, 4  Next
 Similar topics
-
» Amaroqs lovely critters, plants and artifacts
» Golems and Artificial Creations

Permissions in this forum:You cannot reply to topics in this forum
Felarya :: Idea forums :: New ideas-
Jump to: