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 My post-rapture, left behind ideas

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buddha66667
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Karbo
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeFri Apr 08, 2011 7:40 am

wow so many interesting ideas here Razz
I especially like the neverlight tree ( which has clearly not been done yet ) , and the Senmuils. Very original and deadly mean of defense here.
I also would like to add the Gaieochos Island too. I find the base idea quite fascinating visually ^^

For all those ideas, do you agree with the disclaimer ?

Also * crack knuckles* I'm going to work seriously on Iracal island now Laughing
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeFri Apr 08, 2011 7:50 am

Correcting errors


Last edited by Heavenless-star on Tue May 08, 2012 1:29 pm; edited 1 time in total
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeFri Apr 08, 2011 3:06 pm

The Tenebra Ruins
Danger: Hazardous
Inhabitants: Darkness Elementals, Ghosts, Wandering Nightmares, Night Terrors, Horrids
Flora: Neverlight Trees

Hidden deep within the Evernight Forest and surrounding the Tenebra Maze are the ruins of a once glorious kingdom. Everything from the businesses to the homes have been swallowed by a supernatural darkness reminiscent of that which fills the palace, now called the Tenebra Maze. The buildings and other remains of a prosperous civilization are all strangled by Neverlight Trees and vines. Creatures adapted to the darkness make their abodes in the neglected structures, hoarding the wealth of the lost occupants. Homes have Neverlight Trees growing right through their centers. The strange darkness fills the air with a feeling off despair that adds to the already eerie environment.

Building upon the chilling air of the ruins are the alleged sightings of ghosts that roam them. Some are said to be intelligent, while some are said to be residual manifestations. These rumored ghosts appear often as luminous silhouettes and occasionally as fully formed human figures with a subtle glow. In any case, they wander aimlessly through the ruins as if in a daze. It is generally believed that most don't realize they're dead. They are also said to be very fearful of adventurers, possibly due to the traumatic events that occured in Tenebra. All will flee and hide if they spot an explorer, but most will scream in terror before they flee. This scream is said to be incredibly loud and horrendous, making the hair stand on ones head. It also alerts the wandering nightmares to invaders of the once majestic city. Dozens of grotesque nightmares will be closing in on the invaders in short time. If one makes it through these haunted ruins, they'll be rewarded with the opportunity to explore the Tenebra Maze.


(In case its still not clear, I've been trying to imply that the Evernight Forest has two types of darkness. I think a difference is mentioned in the wiki but I'm going to take it upon myself to beat the dead horse and follow it into Hell so I can beat him even more. Ahem... The supernatural darkness that I keep pimpin' like a two dollar ho' is the darkness that fills the Tenebra Ruins and Maze. The rest of the forest is filled with your typical darkness. The elementals born in each type will obviously have different traits as a result. Also, I believe that any spirit that happens to make a body, or become an elemental, in Demechrelle's supernatural darkness will become enslaved to her; becoming part of her army of nightmares.)



Last edited by gt500x on Sun Apr 10, 2011 8:10 pm; edited 2 times in total
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeFri Apr 08, 2011 6:59 pm

(Note: This idea refers to the Wandering Nightmares and you may notice I make some statements about them that are not in the wiki. In a way, I am also proposing a change to the Wandering Nightmares in this idea for the Night Terrors.)


Night Terrors
Size: Varies
Danger: High

Occasionally called the Tenebra Abominations, Déméchrelle's Night Terrors are the generals of her dark army. Night Terrors are incredibly powerful beings. Like the Wandering Nightmares, they are able to go from a solid state with bones to a spiritual state and back; this way they are able to retreat into shadows and rejoin their Mistress at anytime. They are even able to join their bodies together to become something many times more horrific. A major point of diversion is that unlike the Wandering Nightmares, the Night Terrors are very intelligent and are able to shape shift into countless more grotesque forms than their primitive counterparts. They even have the ability to turn limbs into bony spikes and blades. While the Wandering Nightmares are typically limited to zombie or animal-like behavior, the Night Terrors are capable of reasoning and forming strategies.

Night Terrors are brimming with malice and are some of the only predators in Felarya that kill out of hatred alone. Most forms of magic are effective against Night Terrors, except for Light or Holy magic. The peculiar darkness that these creatures are made of actually devours light, much like the abilities of Defiler Angels. Given their rank, each Night Terror can summon dozens of Nightmares to his/her aid, if needed. They are the ones who speak to Déméchrelle in her sleep, keeping her informed of what goes on outside. They are the beasts that protect the sleeping beauty, their Queen and most valued treasure.

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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSat Apr 09, 2011 7:02 am

Myth: The Serene Specter
Danger: Varies (Presume Moderate)

Of the many ghosts that have allegedly been seen wandering the ruins of Tenebra, one stands out for her beauty and regal grace. She is "the Serene Specter," also known as "the Queen's avatar." Unlike the other ghosts, this spirit is not limited to wandering the ruins; some have claimed to see her admiring the Chordoni Waterfalls.

The nature of this lovely spirit is uncertain. Some have suggested that she is a manifestation of Déméchrelle's subconscious, capable of acting independently of her giantess self. She is able to go between solid and spiritual states at will, meaning her body becomes just as tangible as a living person. According to the eye witnesses, the spirit has fair skin, a number of dark patches on her arms and the side of her face, long black hair, and wears an exquisite dress. This appearance may have been chosen because it's the way that Déméchrelle remembers herself, before she became was she is now. It's probably safe to assume that when Déméchrelle awakes, her avatar will rejoin with her; but it is very unlikely the Queen of Darkness will know what her subconcious has been up to. But that, of course, is still just speculation.

This lovely spirit typically avoids adventurers, as the tales go, but she will smile at the adventures if they wave to her and greet her. She has even been said to give directions to those who have asked her for them, but she warns adventures against entering the Evernight Forest. Stranger yet, there was an incredible myth circulating that a man had actually courted the specter for a number of years. Sadly, in the end that man broke her heart and had a terrible curse placed on him. Although the few that have seen her reported the luminous spirit to be very inviting, approaching her is highly discouraged. She is said to possess incredible supernatural powers that she uses to protect herself against perceived threats and is just as willing to kill apparently. But just who does she consider a threat? That is a question that may be best left unanswered.



Last edited by gt500x on Sun Apr 10, 2011 5:58 am; edited 2 times in total (Reason for editing : Making adjustments for "5-Eyes the Devourer")
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSat Apr 09, 2011 8:30 am

Evernight Forest Sub-zone: The Twilight Rim
Danger: Normal

Bordering the Evernight Forest and surrounding it on all sides, the Twilight Rim is home to many more types of flora and fauna due to the fact that their is still light by which to see, albeit very faint light. It is essentially a ring measuring many kilometers deep and is much safer in comparison to the pitch black forest that lies beyond it. One doesn't want to remain here too long though, because when night comes this area becomes no different that the terrifying Evernight Forest.


Fauna: Horrids
Size: 3 - 4 height
Danger: Moderate

Found throughout the Evernight Forest, the question that burns in the minds of most regarding these creatures is, "Are they monkeys or flying squirrels?" The answer is "Both." The Horrids have bodies that are ape-like with heads and tails that are squirrel-like. They tend to live in trees or abandoned structures, protecting smooth and shiny objects that they have collected. They often cluster or form large groups. With their shimmering blue eyes that glow in the dark they can appear to be a large thousand eyed monster staring down an explorer foolish enough to invade the darkness. They look like shooting stars as they glide from tree to tree, or tree to ground. While they are omnivores, they typically don't eat explorers. They only want the smooth and shiny objects that the explorers might bring. They are notorious for robbing explorers of their weapons and treasure.


Fauna: Terrorbreds
Size: 10 feet height
Danger: Moderate

These hulking horse-like equines are some of the fastest and strongest creatures in Felarya. The males are normally black while the females have a redish coat. They also feature horns like those of a rhinoceros, which they eagerly use to charge anyone who comes too close for comfort. They stampede through the Twilight Rim, usually groups of females led by one male. They are omnivores but not much for hunting large prey, they prefer to eat the meat of much smaller animals. They whinny, or sing, in groups at the first sight of light in the mornings.

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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSat Apr 09, 2011 11:51 am


Fauna: Fangaroos
Size: 5 feet
Danger: Moderate

Hopping through the Twilight Rim on their powerful hind legs, the blood thirsty Fangaroos have a fearsome reputation throughout Felarya and, for the most part, are completely misunderstood. Yes, they do possess saber-like fangs and razor sharp claws that they use to make short work of their prey, but Fangaroos are some of the most friendly creatures in Felarya and most would know that if they weren't frightened off by their seemingly aggressive posture. When a Fangaroos growls and shows it's teeth, it's just their way of saying, "Hello visitor, wanna play some games?" Experienced adventures know that if a Fangaroo wanted to kill an adventurer, that adventurer wouldn't see it coming. Fangaroos have the magical ability to absorb all sound energy around them, including the sounds they make while hopping; this helps them silently stalk and kill a prey. If in the Twilight Rim and a Fangaroo growls before charges head on, just pull out a piece of fruit and greet the friendly creature nicely.

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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSat Apr 09, 2011 11:53 am

Quite a lot of ideas on your mind. So you decided to move to Evernight instead of Iracal?
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSat Apr 09, 2011 11:56 am

Yeah, until I'm done with my little Demechrelle myth. Speaking of which, I'm should be getting back to that about now.

I'll put the Bloodchucks on hold for a bit.

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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSun Apr 10, 2011 3:03 pm

Finally decided to do something with this... I think it's original. Or at least I hope it is.

Akaptor Desert sub-zone: The Charon Oasis
Danger: Normal
Inhabitants: Harpies (Charon Harpies, Flare Harpies, Lustris), Brimstone Kenshas, ..etc

Beyond the "sands of time" and south of the Golden Titan, lies an enormous oasis with its own little peculiarities. The trees of the surrounding savanna all feature blue leaves with glittering surfaces. The cause of these peculiar leaves is speculated to be the pearly white water full of microscopic crystal formations. These crystals are believed to be harmless, but do possess mysterious qualities that have yet to be completely understood. There are also many precious jewels and minerals to be found along the shores that have washed up over the years. Some of the wildlife have adorned themselves with the precious stones and even made homes out of piles of the various minerals.

The most interesting traits of the oasis that keeps the scientists, mages, and historians coming is the apparent unnatural formation of it, and the belief that structures of ancient origin lie in its depths. Research has uncovered titanic weapons and artifacts that indicate colossal battles had taken place around the oasis many millenia ago, and that the oasis itself is actually a massive crater created during one of those battles. The theory behind origin of the water is that it flowed into the crater from the Shimmering Sea through underground rivers, picking up many minerals along the way. With the abundance of wonders found around the Charon Oasis with its glittering blue trees, one can only imagine what treasures, historical or otherwise, lie in its pearly white depths.


(Clarification of the Charon Harpies, they are barely sentient so I would probably put them in the category of "Rough Terrain Fauna")

=======================================================================================

Reposted from another thread...

Fauna: Brimstone Kenshas (Formerly "Brimstone Beasts")
Size: 30 feet (9 meters)
Danger: High (in packs)

Sometimes called "Desert Demons," this Kensha Beast sub-species is typically found around the Charon Oasis of the Akaptor Desert and they are the dominant predators of the region. They are called "Brimstone Kenshas" because of their golden yellow fur coats. With their relatively slimmer frames, as compared to other species of Kensha Beast, they are incredibly fast runners and high jumpers; skills that they use to swipe at harpies as they take off for flight. The Brimstone Kenshas do not possess poisonous claws. Instead they feature claws that heat up to the point that they melt and burn their prey like napalm. Naturally they re-grow their claws in very short time. When these golden yellow beasts swing their blazing paws, they burn a vivid blue. The melted portion of their claws burns into the slashed wounds of their prey and is nearly impossible to wash out. The intense pain of the inflicted wounds is usually enough to impair the thought and reaction time of their prey.

Brimstone Kenshas are normally found in the Akaptor Desert but there have been reported sightings of them near the Sandfall Maze. They hunt in small packs of about four. Most Brimstone Beasts are female; the few males are solitary creatures and are distinguished by a red coat of fur, but their blazing claws still burn bright blue when ignited. It has been speculated by some explorers that the Scorching Claws tribe of the Sandfall Maze have hunted or collected the claws of the beasts for use in their weaponry, but so far the Nekos aren't willing discuss the matter. The Brimstone Kenshas have shown that they are not very aggressive outside of hunting, so some explorers have managed to get quite close to them and observe their cubs roughhousing or trimming their claws on any hard stones they can find, leaving behind melted claw marks eerily similar to the color of blood.




Last edited by gt500x on Fri Apr 15, 2011 7:07 pm; edited 1 time in total
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeFri Apr 15, 2011 10:22 am

For those who care... I updated the entry on Torinian Harpies and I am officially declaring my entry on the Torinians, as a whole, done and overwith.

I'm aware that most of you have never read my ideas. If this is your first time, I humbly invite you to check them out > here. Thank you for your time.

Edit: Or you could not.

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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeFri Apr 15, 2011 5:54 pm

Ok, I think this will be the last time I modify this idea. I scrapped a lot of original thoughts and basically stripped it down to bare bones.

Edit: Idea modified again. Posted on page 7.



Last edited by gt500x on Wed Jun 15, 2011 5:53 pm; edited 1 time in total
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSat Apr 16, 2011 7:47 pm

Luke112 might like this...

Jungle of Perils fauna: Rhoed Beasts (also known as "Rage Beasts")
Size: 20 - 25 feet
Danger: Medium - High

Rarely encountered, rarely survived. The Rhoed Beast is nothing short of a monster with serious anger issues. This humanoid creature is covered in red, armor-like scales and has black stripes. It has black horns protruding menacingly from its shoulders and the knuckles on its fists. It has spikes along its brow and mouth full of dagger-like teeth. The Rhoed Beast, or Rage Beast, also has a reptilian tale with large spikes at the end that it swings violently. Every part of this creature hints that it was designed to kill with the highest efficiency by some sick minded creator.

The Rhoed Beast in its calmest state has a frame resembling a large muscular human, but when enraged it somehow increases in size and becomes a hulking weapon of mass destruction; and it doesn't take much to enrage one. There have been tales of Rhoed Beasts being shot hundreds of times and it only making them angrier, spikier, and larger. Some have claimed to see a Rhoed Beast grow to 40 feet and rip a tank in half with its bare hands. There have even been reports of a Rhoed Beast taking out a 70 foot Mech by beating the machine with its own head ripped from its structure.

Whether these tales are true or not, no one knows for sure. But they have spawned tons of merchandise in cities like Negav; ranging from toys, to sports drinks, and even gym equipment. In the black market, there has been an increase in the demand for Rhoed Beast saliva which is believed to contain strength increasing properties. But these injections have been rumored to carry lethal side effects, including heart failure soon after an injected person enters a "Rhoed Rage."


(Ok.... enough of this. I reeeeeeally should get back to my main projects while I still have free time.)


Last edited by gt500x on Sun Apr 17, 2011 3:27 pm; edited 1 time in total (Reason for editing : God I need to proofread more)
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSun Apr 17, 2011 12:10 pm

Jungle of Perils fauna: Killer Koalas
Size: 4 - 40 ft (varies)
Danger: Moderate - Medium

Found in both small and giant sizes, these red tree hugging cuties are normally cautiously ignored by many travelers. But the experienced adventurer knows to look out for them, and befriend them. Killer Koalas are strictly herbivores but have lethal claws with serrated edges that they sink into a perceived enemy. These claws rip flesh away when extracted, and when combined with the Killer Koala's crushing arm strength they make the animal a deadly attacker.

The experienced adventurer knows that they have an affectionate side and are extremely loyal, traits that should never go unexploited. The experienced adventurer will seek Killer Koalas out and call them down from their trees, so that they can pet them and offer them junk food, something that Killer Koalas are crazy for. The Killer Koala will never forget that act of kindness and will follow the traveler, albeit at a distance, to ensure they safely arrive at their destination. If any predators attempt to prey on the travelers, the Killer Koalas will spring from the trees and maul the predator with extreme prejudice. Many travelers have been saved by these misunderstood giants, and many more wise travelers will yet be saved. And to think, all it takes is a little petting and junk food. The only real threat the adventures have to face from Killer Koalas is the possibility of being followed home.


Last edited by gt500x on Mon Apr 18, 2011 9:10 am; edited 1 time in total (Reason for editing : Size adjustment)
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSun Apr 17, 2011 12:14 pm

This reminds me of a Simpsons joke where animals in the zoo behave differently at night.
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSun Apr 17, 2011 1:21 pm

Inspired by drop bears, weren't you Razz
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSun Apr 17, 2011 1:33 pm

Actually no. I didn't bother checking the wiki before I posted this. Or is Drop Bears your idea? I hope I did't steal anybody's thunder.

Edit: I found Drop Bears on wikipedia. They do have some similarities to my idea. That's pretty hillarious stuff.


Last edited by gt500x on Sun Apr 17, 2011 2:55 pm; edited 1 time in total
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSun Apr 17, 2011 1:51 pm

gt500x wrote:
Actually no. I didn't bother checking the wiki before I posted this. Or is Drop Bears your idea? I hope I did't steal anybody's thunder.


Drop Bears, thankfully, aren't from Felarya.

They're an Australian creature, and a damn deadly one too. I think they were the leading cause of animal related death there.... though knowing that place it could have easily been the poisonous spiders or jellyfish or snakes...
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeMon Apr 18, 2011 7:59 am

Mythical Creature: The Grand Echydin, Typheon
Size: 70 ft (21 m)
Danger: Critical (possibly Extreme)

Spoken of in only the most fantastic tales, this gargantuan version of the Echydin is said to gallop on the edge of reality. His mane and tail glows brightly with sparkling light. With winged legs, Typheon makes the air his ground. He could easily use them to streak across the sky like a shooting star, but it isn't necessary for a creature capable of manipulating gravity with the magical horn on his head. By increasing, decreasing, and directing gravity; time and space are at its mercy. In little time at all, what's far becomes near and what's near becomes far. A mountain is crushed into a singularity. Time itself seems to slow or speed up in Typheon's presence.

The mythical creature is, or was, no hero. His reasons for fighting were always self-serving. Typheon was spoken of in many legends as an insecure creature that tried to crush any rival to his own power. He was fiercely territorial and rarely left his domain for anything that didn't concern him. He is said to reside somewhere in the uncharted west, but it has also been said that Typheon was among the many mythical beings killed in past battles for the fate of Felarya.

Alright, this really is my last idea for a while. I know its a bad one. Hopefully I'll come back with something a little more respectable. ;-P

Anyone interested in using my ideas are free to.






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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeMon Jun 13, 2011 10:21 am

Yes, I'm still trying this. I'm intent on using this idea in my stories somehow. I think I've smoothed out some of the things that were bothering me over the last few months, but I'm still not convinced that the idea is better than it was the first two times I tried it.

The Legend of the Oiriopata (vers 3.0) They're back and badder than ever... in a bad way.

In the far west region of the known world of Felarya lies a batch of vanishing islands that was once home to a society of Elven giantesses called the Oiriopata. Famed for being as lovely as the sun's light at dawn and as fierce as the sun's fire at noon, these giantesses were strong warriors and excelled in dimensional magic. From under their wonderfully crafted helms flowed long, luminous hair. Hugging their gigantic curved figures was shimmering silk garments covered by plates of polished golden armor. The luminous hair was likely a result of the dimensional magic they specialized in.

Artifacts left behind by the Oiriopata suggests that they originated from a world called Nexus and were attracted to Felarya because of its dimensional peculiarities. It appears that they preferred to keep their power distributed among the Elven women of their society, while the Elven men had few civil rights, as hard as that concept may be for those of us in traditional societies to accept. Perhaps it was because of this culture that around the year 5461 B.U., the Oiriopata found it reasonable to make a pledge of loyalty to Empress Eteni and the expanding Elven Empire.

They enjoyed many years of serving as soldiers and sharing their knowledge of dimensional magic with the Empire, but their loyalty waned with the death of the Empress and the succession of her son, Emperor Tibon, to the throne. The following years brought growing displeasure with Emperor Tibon's policies concerning the use of the military and his overall rule. The Oiriopata edged towards dissenting more and more until the death of Emperor Tibon left the future of the Elven Empire in question, and the Oiriopata agreed amongst them selves that it was time to part ways with the Empire.

They headed west to make their home at what is now the archipelago of the Shimmering Sea. At that time, the island chain was a peninsula extending out from the Felaryan mainland. The Oiriopata created a gigantic magic clock that would regulate the peninsula's dimensional shifting, using components called Horae that were based in their cities and in other dimensions. This clock is rumored to be the cause of the thin field of unstable space-time surrounding the region.

The history of the Oiriopata remained relatively uneventful until a mysterious catastrophe befell them, destroying large portions of the peninsula and leaving an archipelago with many ruined cities and treasures to be found in the depths of the sea surrounding it.

Some speculate that these days were the last for the Oiriopata while others suggest that they might have escaped to their home world, Nexus. The only hope there may be of verifying truth behind the Oiriopatan lore is to ask the tribe of winged centauresses that currently guard Helicon island. There are whispers among members of the Scientific and Historical community that the Helicon Centauresses were charged by the Oiriopata themselves with guarding their most valuable secrets. Unfortunately, the few explorers that have returned from Helicon Island report that the Helicons aren't very fond of nosy people.

In the end, the fate of the Oiriopata may forever remain a mystery but the ruins and artifacts that they left behind will the be most treasured part of their legacy to historians.


Edit 1: All this is just me trying to set up an interesting background for Iracal Island and also explain how Mt. Litocoro was formed; a tall yet flat top mountain large enough for MANY giant creatures to make their homes there certainly doesn't sound natural. My explanation will be that it was shaped by the Oiriopata who lived there before their mysterious disappearance. (I'm going to discard all the ideas that I proposed for the Oiriopata prior.)


Edit 2: (I'm thinking about throwing this clock idea out as it probably doesn't mess well with the setting.) The giant clock is the product of combined dimension magic and technology. It's purpose was to control time and determine exactly which dimensions the region linked to, rather than just tell time. The giant clock looks very ancient and might be constructed of gold and Iracal Crystal. Components called Horai that determined the reach of the clock's effect in the region were basically four gigantic statues. They all sit on islets surrounding the big islands. I had considered making the Horai "living" statues so that they'd be able to speak or even move if provoked by adventurous sailors.




Last edited by gt500x on Sat Jun 18, 2011 7:17 pm; edited 3 times in total (Reason for editing : clock update-- maybe dropping the idea)
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeMon Jun 13, 2011 2:12 pm

...and the spamming of ideas for Torin city continues... Feel free to tell me how bad these ideas are before I consider using them in stories. Names of characters are subject to change.


The Zoological Institute of Torin



The Golden Harpy Circus


Edit: Moved ideas to first page.


Last edited by gt500x on Wed Jun 15, 2011 6:31 pm; edited 1 time in total
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeWed Jun 15, 2011 2:10 am

Mhh I think this version of the Oiriopata works better Smile
The fact they were here before moving onto the islands mean they come less "out of the blue" and they feel more integrated in the course of event ^^ that giant clock is still a bit of a mystery to me though.. was it a magical artifact ? or something technological ?
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeWed Jun 15, 2011 10:16 am

Don't mind the title of this, it's not an accurate translation.

Ouranomachy: The War in the Skies (vers 1.0) A summary of Heseodorus' account.

Around the year 868 AU, the world was said to be without "form." Eras of war and bloodshed had left Felarya without order. In the eyes of the Sphinxes, those that call themselves honorable and just, a world without form will one day give rise to unbalance, and eventually collapse.

As if a singular voice had touched all their ears, the Sphinxes assumed the guard of the formless world, each vigilantly watching over "their own domain." They may have done some good then; smaller forms of life had a measure of protection under which they could build strong foundations for their cities. Nekos might have been the largest beneficiaries.

The Sphinxes had recruited a number of Centaurs to help in their efforts to establish order, but some were not so keen on deciding what was best for anyone but themselves. The Harpies tended to agree with that stance and didn't care for their new "landlords." They too were able to recruit a few Centaurs to their side.

In the minds of the Harpies, if there was going to be any sort of order, it was going to be along the natural course, "survival of the fittest." They jumped at any opportunity to assert dominance over other creatures, be they small or giant. Naturally, the Sphinxes interfered with the Harpies' attempted feeding frenzies on small settlements. Over time, these minor clashes increased in magnitude and frequency.

Around the year 1501 AU, the Harpies began the "organized chaos" movement under the leadership of a youngster notoriously known as, "Hyperia the Heartless." Hyperia's message of unity against the "self-righteous butt-faced fur-brains" being the only way to kill them all off spread to Harpies in every corner Felarya.

The Sphinxes caught wind of the Harpies' intentions to synchronize their attacks on their prides, and they prepared for battle. The opportunity to make a preemptive strike against the Harpies presented itself, but Sphinxes across Felarya chose to follow the guidance of Amon, a strong and wise leader from the west: "Courage is not eliminating challenges from your life, but letting them come and facing them with honor."

So the Sphinxes let the Harpies come and defended themselves fiercely. For years, "the sound of thunder echoed in the sky above as it opened and rained blood." This long war across Felarya became known as the Ouranomachy, or War in the Skies.

After the long period of fighting the Sphinxes with Hyperia leading the way, the Harpies became divided. Younger and more unruly generations led the break up of the unity. In 1768 AU, The Harpies were scattered and driven further apart by the Sphinxes, forcing Hyperia announce her surrender. She agreed to Amon's demands that she retreat to the depths of the desert and never show her face again.

A New Chapter

A few isolated battles between Sphinxes and Harpies still occur all over Felarya, but nothing like the significant battles of the Ouranomachy. The following is a summary of one on-going battle. Some of this is covered in Ourana's bio.

Hyperia spent the next century of her life trying to rebuild the strength of her flock. During this time she had two daughters, Hemeria and Ourana.

In 1777 AU, Ourana is driven from the flock by her older sister Hemeria. Ourana braves the perilous wilderness and travels north. Only days from dying of exhaustion, she is discovered by Amon who recognizes Ourana's likeness to her mother Hyperia. Instead of leaving the young Harpy to die, Amon did the "honorable" thing and took her into his pride where she could be nursed back to health, much to the dismay of some pride members.

Ourana had absorbed the culture of the Sphinxes and even fought beside them in minor battles with unruly Harpy flocks. In 1787 AU, Ourana was engaged to Amon's son, Jax. She was unquestionably a member of the pride, but ultimately there was something ingrained in her that would never be changed.

Less than a year after the engagement, Ourana returned home to face the chaotic mess of a flock that she was once driven from. Ourana unceremoniously took her sister Hemeria's place as head of the flock by decapitating her and disemboweling her mother Hyperia.

Ourana married Jax before the year's end. After half a decade together, Ourana grew tired of Jax's lack of ambition and decided that she would challenge Amon for the leadership of the pride.

After gathering the flock that she wrestled from her sister and mother, Ourana challenged Amon but he emphatically declined the challenge. Unfortunately, Ourana had no intention of taking "no" for an answer and ambushed Amon, slashing his throat.

A chaotic battle erupted within the pride, a battle which saw Ourana forced into retreat with her new flock behind her. The following years brought many more battles as the heartbroken Jax and his inherited pride chased Ourana across the Shimmering Sea to Iracal Island.

Ourana found a city of Humans with an effective army of warriors to use to her advantage. Eventually, the Sphinxes let up on their attacks in order to keep from taking the lives of too many Humans for the sake of revenge against Ourana.

Presently, the battles have all but ceased. During this fragile peace time, Ourana has grown stronger as has her flock grown much stronger, and larger. The humans that helped her fight off the Sphinxes have become stronger. They may no longer mere pawns to Ourana, they may be more than that. Undoubtedly, Ourana now has the power to take almost anything she wants, even the pride that chased her to the island. But given everything that she has gained up till now, she may not be so eager to risk jeopardizing it all.


=======================================================================

Note: I don't proof-read, sorry for the errors

Note 2: Might be a good time to clear up one thing about Ourana. I don't think she's a character that will appear often in stories. She's mentioned alot but rarely ever appears.

Update to Bio wrote:
Ourana has been the central figure of authority in Torin for over a century. She is known among the Torinians as a ruler who's aura "burns hotter than the fires of Tartarus." It's very easy for people to be overwhelmed by this imposing aura upon meeting her for the first time, but those feelings usually subside when they hear Ourana speak in her suprisingly calm and soft voice. Having been raised by Sphinxes and absorbed much of their culture, Ourana has uncommon values for a Harpy and she imposes those values on her flock. While she could have been described as cold hearted and oppressive in her early years as ruler of Torin, the Torinians believe that she's had a change of heart over time and may even harbor regrets over her past actions.


Another Edit: Changes coming to the Gladitorium (on the first page under locales). It might be something completely different when it's done.
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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSat Jun 18, 2011 1:10 pm

Location: Iracal Island Subzone; Helicon Island
Danger: Normal
Inhabitants: Centaurs (some winged), other fauna

Helicon Island is a breathtaking sight for those who are fortunate enough to see it. Sailing south of Iracal Island towards Helicon Island, adventurers will surely notice an increase in current strength and speed. That is due to an enormous maelstrom, or whirlpool, that swirls around the island of Helicon. The waters swirl at incredible speed and slopes down at nearly a 50 degree angle. The cause of this high velocity maelstrom is a complete mystery. As dangerous as this maelstrom is, strangely, there are no shipwrecks to be found beneath the rushing waters-- that is if there is even a sea floor at all. The fates of those ships are as mysterious as the maelstrom itself. Some scientists have theorized that the phenomenon is the result of some kind of magical enchantment or localized dimensional rift, and unrelated to the gravitational anamolies that Gaieochos Island is famed for. Even given the other peculiar phenomena within the archipelago, it manages to stand out because of its sheer size and of the island that it encircles.

Helicon Island's vertical sides which would be completely submerged under water is visible due to the maelstrom's depths. Ancient low and high reliefs of astounding size decorate the sides of the island, depicting significant moments in the history of an ancient civilization. At its base and just above the sea floor, the spiraling waters crash violently against the concrete-like material coating that never seems to wear down. Corinthian-style columns extend from that base to the island's top side where lush vegetation flows over it's edge. Logic dictates that the only way to reach the island is to fly over the abysmal depths of the violent whirlpool, or scale the side of the island if one can avoid being sucked down into the waters.

Those who reach the topside of the island will undoubtedly be awestruck by nature's beauty and tranquility. Deep within that alluring world lies the well-preserved remains of an ancient civilization. Many treasures and artifacts are sure to be found there, and possibly answers to some of history's greatest mysteries. But while there are very few voracious predators to be weary of, there are many temples and unsual creatures patroling the island to protect them. There seems to be a form of enchantment on the island which puts the certain people, or maybe just the weak of mind, in a state of bliss and eliminates their will to leave.

Among the few natural dangers to avoid, the are very slow moving predators called Slodames who will take advantage of the "bliss" inducing enchantment. Climbing down from their trees, the Slodames move very slowly towards the delirious humans, stuffs them away in her maw, and swallows their prey in a drawn out process that can take up to 30 minutes. There is also a society of winged Centauresses to be aware of. No one is quite sure if their wings are natural or magical, but they have a warrior culture and believe fervently that they were chosen to preserve the beauty and secrets of Helicon Island.


(for reference)

My post-rapture, left behind ideas  - Page 4 Locations

(4) Helicon Island, to the south of Iracal Island

Edit: Slodames were a impulse. I haven't actually thought them through but I imagine they are giant humanoids with big sleepy eyes and furry hands and feet. They are a human-sloth hybrid basically. They're not all female, though the name might hint that they are. Anyway, like alot of things I do, I haven't thought it through. But I think I will later. Edit 2: I made a few changes to them.

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PostSubject: Re: My post-rapture, left behind ideas    My post-rapture, left behind ideas  - Page 4 Icon_minitimeSun Jun 19, 2011 7:47 pm


Location: Shimmering Sea subzone; City of Sitnalta (vers 2.0) (#6 on the image above)
Danger Level: Low
Inhabitants: Humans, Water Elementals

Often forgotten in the vastness of the Shimmering Sea, situated east of Iracal Island, the aquatic city of Sitnalta is inhabited by humans that survived hardship and evolved for life underwater. It is a magnificent kingdom that has become legendary as "the city which was swallowed by the sea in a single hour." Legend tells of Sitnalta's near destruction during a cataclysmic event that laid waste to the surrounding lands, causing the sea to flood the valley where it eventually led to the formation of what is now an atoll. While many civilizations perished, the resilient Sitnaltans somehow survived the catastrophe. They survived, adapted, and even evolved physiologically; developing light blue skin, webbed feet, and fins along their arms and legs which makes them excellent swimmers. They're also able to hold their breath for very long periods of time and have the ability to sense electrical signals emitted by underwater bodies, helping them to recognize each other and potential predators. Whether all of these changes were related to the catastrophic event that sank their kingdom is the object of much speculation. Ove the years, the Sitnaltans have also become quite adept at crafting artifacts using minerals and treasures found in the ruins of sunken cities outside the atoll. Travels to these cities are important to the Sitnaltans because it reminds them of how fortunate they are that they survived the climactic event many years ago.

The city now sits at a depth of about 200 ft (61 m). The tallest of Sitnalta's wondrous stone towers stands about 320 ft (97.5 m). While above the water level, the people are able to walk freely along the stone bridges, or "streets," that connect each tower; some of those bridges sit only an inch above the water. When below the surface, the citizens prefer to remain inside the coral covered buildings that have been painstakingly waterproofed. It probably goes without saying, but being outdoors while under the surface is ill-advised. While the city does have nets and spikes in place to deter the many types of predators that might get through at the atoll’s one opening, there’s still a chance that a giant predators might be able to push past those defenses and unnecessary risk is generally not worth taking.

These days the city has carved out a niche as a port of sorts, welcoming ships attempting to sail to the archipelago of the Shimmering Sea. Unfortunately, for this to happen the Sitnaltans must put themselves at risk by temporarily lowering their underwater defenses and allowing the ships to sail into the atoll at its only opening. The Sitnaltans have benefited greatly from the ships paying in various supplies and building material, technology, and weapons for a relatively safe place to dock for a night or two. They offer rooms and entertainment at an inn that sailors have come to know as "The Barnacle Inn." While the Sitnaltans normally advise against travel to the archipelago of the Shimmering Sea, they will offer artifacts to sailors that aid or protect them from the strange phenomena that occur in the region; namely the unstable dimensional field that encapsulates the islands.

The city is also said to be inhabited by a water elemental called Ennosigaios. He typically takes the form of a giant centaur. It is said that Ennosigaios stumbled upon the city of Sitnalta many years ago while it was under siege from a chlaena who seemed determined to gorge herself on the entire population. For reasons beyond his understanding even till this day, Ennosigaios answered the humans' cries for help and forced the chlaena to retreat. The elemental was praised by the surviving Sitnaltans who then begged him to remain in the city. He reluctantly accepted the humans' offer and has been living near Sitnalta for the many centuries since then. Also filed in the "strange but possibly true" category, there have been reports of 2 or 3 "friendly" mermaids visiting the atoll on occasion and asking for access to the city. Some speculate that the elemental, Ennosigaios, may have reached out to the mermaids and managed to forge some friendships because these particular mermaids have say they have sworn to never eat a Sitnaltan. So far the people of the city have not dared to trust the mermaids and allow them into the atoll. Understandably, the visiting sailors hope that the Sitnaltans remain mistrustful of the mermaids and keep them out; especially taking into account a few incidents when sailors have gone missing in the region.


Sitnaltan Charms, Remedies, Tools, and Souvenirs

Blessed Pearls The Sitnaltans offer pearls that have been blessed to bring good fortune to those who wear them. The Sitnaltans are certain that their blessings have credance because they believe themselves to be a very lucky people.

Shimmering Jellyfish Stings The Sitnaltans have long believed that the thin field of unstable space-time surrounding the archipelago has no affect on the jellyfish of the Shimmering Sea, though it has yet to be proven. While the odds of being significantly impacted by passing through the field are low, the frightening possibility is still there and it prompts Sitnaltans as well as visiting sailors to take a few brief stings from the jellyfish to gain some of that perceived immunity.

Un-Sticky Slicky Icky Jelly The Sitnaltans will never tell what the secret ingredient is in this jelly, but few care to ask with the promise of being so slick that a mermaid's sticky tongue won't be able to capture you. Just one application of this jelly will last for three days and it's waterproof.

"The Barnacle Inn" Air Fresheners Most visitors would agree that this product does not "freshen" the air at all. In fact, they would say it smells down-right fishy.




Last edited by gt500x on Tue Jul 05, 2011 6:53 am; edited 2 times in total
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