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A World RP with Multiple Races and a Unique Magic System 

Tags: Magic, Fantasy, World, Races 

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lily564a
Captain

PostPosted: Sat Jan 12, 2008 2:30 pm


It's a big world, and it has a lot of different environments, so it stands to reason that there would be a lot of different animals and monsters too.
PostPosted: Sat Jan 12, 2008 2:36 pm


Points of discussion:

Herd animals; things like cows and chickens, though chickens don't really herd...
Domesticated animals; house pets anybody?
Infestations; We got to have some rats or something.
They're fricken everywhere!; have you ever seen a flock of sparrows block out the sun? I have.
Background noise; A major part of defining the environment.
Cultural significance; India sure likes it's cows.

lily564a
Captain


lily564a
Captain

PostPosted: Sat Jan 12, 2008 3:28 pm


So these Will-o-wisps, basically little balls of ambient arcane energy that have condensed to have a semblance of intelligence, they kinda do, they kinda don't, it's complicated.

Since they are born from ambient magic they are far more populous in areas with naturally high levels of magic, such as forests or... (I guess we should talk about what causes an area to have naturally high ambient magical energy), places that have a lot of magical usage are less likely to have Will-o-wisps because the usage drains them. However, they are attracted to concentrations of magical energy, such as the charging of a large spell, and reportedly certain well endowed magi.

In appearance they're little more than a glowing ball, most of the time small but they can grow, the maximum size limited by how much power they contain. The color varies on a moment by moment basis but not by much unless something happens; Their color range is defined by the nature of the magic they are formed from. Usually pastel colors but a few ill intentioned magi have artificially created or altered them to make sharper colors, even black (black never occurs naturally)

Generally they are peaceful and nice, but easily provoked, you don't want to provoke them, when angered they can take a variety of actions, from flat out exploding to consuming the offender any anything around in a magical blaze, accounts even speak of someone having all their life force sucked out of them. As stated, it is a very bad idea to make one of these mad, it is also easy to do if you don't know what you're doing. Most travelers are taught to avoid them at all costs.

Will-o-Wisps will travel in packs if possible. Packs will never exceed ten members but groups of packs will also travel together, though there will be clear definitions between packs in the herd. There is no form or semblance of leadership in the pack or herd.
PostPosted: Sun Jan 13, 2008 2:53 am


lily564a
Points of discussion:

Herd animals; things like cows and chickens, though chickens don't really herd...
Domesticated animals; house pets anybody?
Infestations; We got to have some rats or something.
They're fricken everywhere!; have you ever seen a flock of sparrows block out the sun? I have.
Background noise; A major part of defining the environment.
Cultural significance; India sure likes it's cows.


This aught to be fun!

Did you ever see the film The Dark Crystal?
What do you think about having just plain odd little creatures like the furry cat ball thing?
Also I like the idea of creatures that completely change depending on circumstance. You know like cute and fuzzy during the day and fierce and ferocious at night sort of thing.
Might be fun just to throw out some outrageous names of creatures and then deliberately what they are and how they fit into the world.

Gorenza
Crew

Merry Dabbler


lily564a
Captain

PostPosted: Sun Jan 13, 2008 10:33 am


dude, I was having nightmares about that movie seven years later, and I only saw it once. those damn zombie vultures, what the hell was with them. But it was way too long ago for me to remember anything useful about it.
PostPosted: Sun Jan 13, 2008 11:58 am


As for cattle and herd animals, my posts in the rp aluded to something called hornbacks.

I imagine these as stegasaurus-esque mammals that are generally in herds, a tad stupid, but ferocious none-the-less.

More as situation allows.

I have a variety of nightmare creatures (things I've seen in my dreams) but I don't believe they'll do any good as they are mainly undead.

Just to throw a few ideas out there:
Sirens.
Golems.
Draconians, Serpents, and High Reptile/Amphibians.
Doppelgangers.
Canines.
Bull-rats? (yes these are the huge rats that are just about everywhere)
Camoflouged creatures. (those that can take the exact appearance of their surroundings to get by, almost magical)

Then I allow for discussion a stupid race, a natural race that has its own language but is too stupid and aggressive to be anything more than a nuiscence (except in areas they populate highly, then they're a force to be reckoned with). These sorts of races are like goblins, orcs, and such, just a humanoid race unplayable that doesn't like anybody.

As for the semblance of feline creatures, it's hard to work that in with the cat race being there, so there would have to be some sort of explanation in lore about how felines came to be.

Jikial

Distinct Hunter


Gorenza
Crew

Merry Dabbler

PostPosted: Sun Jan 13, 2008 5:49 pm


lily564a
dude, I was having nightmares about that movie seven years later, and I only saw it once. those damn zombie vultures, what the hell was with them. But it was way too long ago for me to remember anything useful about it.


It's funny what odd things frighten children.
They where the embodiment of the evil that existed inside a race of people.
Long ago these beings cast there evils aside and this gave birth to the evil race. There where only a handful of each of the beings. They where keyed to each other. They fought but never hurt each other. For if any creature on one side was hurt or died one on the other side naturally was inflicted with the same injury or death. Quite interesting for flick really. I was making more light to the strange little side creatures that lived in that world. The land strider's the cage beetle things and the round furry creatures where all neat and imaginative.
PostPosted: Sun Jan 13, 2008 11:03 pm


Personally I wouldn't mess with Dopplegangers, Jikial...they tend to kinda complicate things and I'm not sure we need any more complexity in this world!!!

Oh, and I found some alternate ideas on what will-o-wisps are online, Lily. Here is the link if you are interested. Just gives another thought on the idea.

Marael

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Gorenza
Crew

Merry Dabbler

PostPosted: Sun Jan 13, 2008 11:52 pm


Marael
Personally I wouldn't mess with Dopplegangers, Jikial...they tend to kinda complicate things and I'm not sure we need any more complexity in this world!!!

Oh, and I found some alternate ideas on what will-o-wisps are online, Lily. Here is the link if you are interested. Just gives another thought on the idea.


On that effect I came into some reading a while back about Dopplegangers.
They are very complected beings but from what I read they are very interesting. They can take many shapes and forms and read minds. They share there thoughts with a collective of pool. So if you kill on they are really not at a loss. Destroy a pool and then you have a problem. Perhaps after we get a few good stories under our belt we could talk more about it. I agree with Marael at the moment. Let me know when it's time to consider these things because I have a few opinions on there general workings.
PostPosted: Mon Jan 14, 2008 12:57 am


sounds like they'd make a good artificial monster, something magi make in place of recruiting minions.

lily564a
Captain


Gorenza
Crew

Merry Dabbler

PostPosted: Tue Jan 15, 2008 2:02 am


Could be could be. They do have a sort of borg ( Oh sorry for the star track name drop, wont happen again) way of thinking. They are a very intelligent species and they make it there goal to take over the world. They do it right under our very noses. They have a belief that if they can cover every square inch of the planet this world will die. They want this because they believe a new world will be created for them if they do so. There reasoning to back this claim up is they are sure the moon was the first planet they inhabited.
PostPosted: Tue Jan 15, 2008 9:51 am


hmm, that sounds like it could turn into a plot.

Just some thoughts about that. if these guys want to destroy the planet (sort of) then any evil mage that wants an army of them would definitely need something to hold over their heads, else they'd just kill him and be on their way, there's the method they used in 'the sixth day' where all the clones had some genetic defect that would kill them, for certain, on the sixth day, so they had to stay on their master's good side if they want to be recloned. put probably more like one of the systems of slavery in eve, the slave is injected with a mutating poison that can't be cured, only temporarily subsided, but the slave still needs regular injects of an antidote or they die.

Since these Dopplegangers would have to be monsters, meaning they use magic and aren't a member of a recognized race, and they would use that magic to take forms, they can't go to the desert continent, or the anti-magic field would force them back to their original form, which I assume is goo.

lily564a
Captain


Gorenza
Crew

Merry Dabbler

PostPosted: Tue Jan 15, 2008 11:18 am


Hummm, that's sad for them if that is true.
What they strive to do would be inevitably impossible. Which I suppose would be good for the rest of the life on this planet. I suggest this. The creatures cells are unique which allow them to do what they do. The serum you suggest is used for there control has magical property's. So it keeps them in control in two ways. 1) it is what keeps them alive and 2) it naturally keeps them from entering certain areas. So the evil person controlling them would keep the serum with in a anti magic field.
PostPosted: Tue Jan 15, 2008 12:20 pm


it's not necessarily impossible, if they are reverted to goo they may still be able to move, but that brings up an idea. maybe dopplegangers hives of single celled things, each one independent and intelligent, then they form together to replicate objects, animals, and people. they use magic to form the hive into detailed things but with out the magic they're still a motile blob. This would also add that you could totally dismember a doppleganger in form, and each chunk would still be active, and a threat. But they would have to spend a while replicating before each one could form a new whole person, like, days.

lily564a
Captain


Gorenza
Crew

Merry Dabbler

PostPosted: Tue Jan 15, 2008 2:00 pm


This is from Complete guide to doppelgangers by goodman games and wizards of the coast.


“Characteristics of a Doppelgangers:
This is the first stage of the Doppelganger life cycle. As it gestates, and embryonic doppelganger adjusts to interact with the world around it. It adapts to interact with other creatures that share this environment.; its telepathic and shape shifting abilities are honed to focus on these creatures, and even its natural form is altered to a shape more suited to its new home. The urban doppelganger is designed to interact with sentient humanoids. Its natural shape is bipedal mockery of human form – completely hairless and covered with gray, oily skin. A typical urban doppelganger is about five and a half feet tall; it appears to be spindly and frail, but it is pure muscle and bone beneath the skin and is surprisingly strong and fast. The only facial features it possesses are two large, white eyes that lack any visible pupil. This lack of features does not adversely affect the creature. The primary sense used by a doppelganger is Telepathy; it “sees” thought telepathy and mentally communicates with other doppelgangers. A doppelganger can hear sounds even with out visible ears; it feels the vibrations against its skin. As for missing mouth, Doppelgangers of all ages consume food by engulfing it; a doppelganger simply creates a “mouth” as necessary, then absorbs and dissolves the food. Doppelgangers are omnivorous.
After a certain amount of time has passed, doppelgangers become more introspective. Eventually, their ability to maintain a mobile form slips away. For most doppelgangers, this occurs after about twenty years. This process can be voluntarily triggered, and many doppelgangers choose to advance to the next stage to meet the needs of their community.
A doppelganger does not sleep; instead it enters a meditative state similar to the trance employed by elves. A doppelganger requires four hours of a trace state per day.

Adult: mimic

The second stage of the Doppelganger lifecycle is the mimic- a slow-moving shape shifter that can assume the form of inanimate objects. Most adventures know of the dungeon mimic, which is more aggressive and less intelligent than its urban and rustic realities. In its natural state, a mimic is a blob of oily gray flesh with a mass that can range from three hundred to two thousand pounds. It usually relies on its telepathic senses and vibration hearing, but it can create eyes if necessary.
Mimics are sedentary creatures. A mimic cannot assume the forms of living creatures, and it cannot move quickly. It spends most of the time in a state of trance, communing with other members of its gestalt and listening the thoughts of the creatures around it. A mimic must attain a certain level of mental discipline before it can progress to the next stage of life; this can take anywhere form a few months to a few decades based on the individual mimic. As a result, a community of Doppelgangers may contain dozens of mimic’s scattered around striving to advance to the next stage.


Elder: Doppelstadt

The dopplstadt ( pural doppelstade) is the final stage of the Dopplganger lifecycle. It is a communal entity, formed when multiple mimics fuse together inot a single mass. A doppelstadt duplicates the forms of vast inanimate objects; Urban doppelstadt typically assume the forms of buildings, while rustic doppelstadt mimic groves of trees or other natural formations. The physical abilities of a doppelstadt are extremely limited; it can shift its internal structure, but this is a painfully slow process. Its power is its mind; a doppelstadt possesses impressive mental abilities and maintains a telepathic network that acts as a psychic anchor for the community.
A doppelstadt relies on its offspring to fetch the food it requites. A doppelstadt that is spawing needs a considerable amount of protein, but if it is not engaged in reproduction it can survive with less sustenance. With proper support, a doppelstadt can live for hundreds of years; the maximum lifespan of these creatures has yet to be determined.
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