Emea Development Submissions.

Got an Emean Beast to develop? Or some Emea flora or fauna? Put them here!

Known colloquially as the "Realm of Dreams", Emea is a mysterious place accessed primarily beyond the realm of consciousness as the mortal body sleeps in Idalos. The mind travels far at night and Emea's not without its unique risks and dangers, though Jesine's vigilance keeps mortals mostly safe.

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Emea Development Submissions.

Sun Jun 16, 2019 10:32 am

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And so, to sleep. Perchance, to dream....
A place for players to submit development pieces for Emea. Maybe a creature, maybe a mushroom or a small blue sphere which contains pink bubbles! Literally, the limit is your imagination and, as such, there are no templates here. However, that said, please keep in mind that I require sufficient detail to approve - and all completed and approved articles will go on the Emea City Wiki - here. Thanks!
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"Red in hoof and claw....."
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Ari'sora
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Re: Emea Development Submissions.

Sun Jun 16, 2019 3:46 pm

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Crystal Tree




Description: These trees are exactly what they sound like; trees that are made out of crystal. They can be any type of tree, and they can be made out of any color crystal. The crystal that these trees are made out of are faceted, similar to a cut gem. But they appear to have an opalescent shimmer the way that pearls do. Their leaves are made out of the same crystal that the main part of the tree is made out of, but they can be a different color (or different colors) than the trunk and branches. The leaves can be picked, but it is harder to do so than it would be to pick a leaf off of a tree in the waking world; more like trying to pull a very stubborn weed out of the ground by the roots. Should a dreamer succeed in picking one, the tree will scream, a shrill, agonized sound that hurts the ears, and echoes in the mind as well as the ears. It can be heard for long distances that vary with the height of the tree; the taller it is, the further its cry can be heard. Any Emeyan within range of that scream may or may not come to investigate it. The leaves can also be found on the ground beneath the tree from time to time, because like trees in the waking world, they shed their leaves periodically. But unlike trees in the waking world, this does not necessarily happen with the change of the seasons, or for any discernable reason. The leaves feel like bubbles to the touch, and if squeezed too hard, they will burst, coating the hand of whoever squeezed it with a thick, syrup like liquid that is the same shimmery color the leaf was. This liquid begins to glow upon contact with anything it touches, and will be absorbed into whatever it comes into contact with in a matter of trills.

The most notable aspect of these trees is that it will begin to glow every so often. When a tree does start glowing, its leaves will rustle madly as if caught in a strong wind. Trills after that, brilliant beams of light will shoot out in every direction from every leaf and the tips of the branches. Each tree has its own cycle for when this happens. So it could happen once a trial for some, once a trill for others, and once every forty five bits for still others. And so on. It is a beautiful sight to behold.

Intelligence: This varies greatly from tree to tree. Some are merely that; trees. Others have a presence, and anyone who draws near has the feeling that someone is watching them. That "presence" can be felt as being amused, hostile, or anything in between. Still others are capable of communicating with those who come within a few yards of them. This communication isn't as simple or as clear as words or emotions would be. The person the tree is "talking" with simply knows what it wants in a general sense. They might feel unwelcome, and know the tree wants them to leave, for example, but not why they are unwanted. Or the tree might want them to do something for it, and they will get the impression of what they should do as if they themselves decided it would be a good idea to do whatever the tree is trying to get them to do. These impressions can be ignored, but the cost of doing so is a feeling of intense disappointment, and anger directed towards them, and a severe headache that lasts for the rest of the dream. The headache may linger into the waking world for a few breaks if the tree's anger is strong enough.

Abilities: The beams of light that are produced by the crystal trees will change anything that they touch. Dreamers, Emeyan beings, the landscape around the tree...nothing is immune except for the trees themselves. The changes can be drastic, such as a patch of dry land turning into a swamp, or a rock turning into a book with legs that runs around begging people to read it. They can also be internal rather than external, such as a wolf suddenly finding that it can't eat meat, but has started craving plants instead. The changes can also be subtle such as a personality trait being gained, enhanced, or lost, or a physical trait such as strength or speed being enhanced or diminished. Other possibilities can include, but are not limited to suddenly being able to see in infrared or ultra violet instead of (or in addition to) the normal visible light spectrum, changes in age, gaining or losing limbs, etc.

The liquid inside the leaves can cause changes as well. The changes that the liquid can cause are just as varied as the changes caused by the beams of light, but are limited to the area where the liquid was absorbed into, so usually a hand, or a foot. The greater danger is that the afflicted Dreamer will find it harder to awaken from their dreams from a time, ranging from a few trials to a Cycle. This comes with the risk of becoming trapped in their dreams for that period of time. Only Dreamers are ever affected by the liquid of the leaves because it will only effect living creatures, and the Emeyans know better than to crush the leaves and get the liquid on themselves. Even the lowest level Emeyans have an instinctive fear of the leaves, so they will avoid touching them.

If a dreamer is changed by one of the crystal trees, the changes will persist as long as the dream does. Getting hit by another beam of light from the same tree, or a different one may reverse the change...or it may simply add a new one. In most cases, the changes fade away as the Dreamer wakes up. Once in a while, a change might persist for a time (a trial, or a cycle, it varies). These changes affect the dream self only, however.

Frequency of Appearance: Semi common. The older/taller trees are the ones who have a presence, and/or are able to communicate, and these are more rare than the younger trees.

Danger Level: Moderate; the changes are completely unpredictable, and can be drastic, but it is easy enough to stay out of range of the tree's beams of light if one knows what they are dealing with. The effective range of the beams ability to to change what they touch is 25 yards from the tree that produced them. Beyond that, the light is too diffuse to do anything.

Credit to: Ari'sora
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Re: Emea Development Submissions.

Tue Jul 30, 2019 8:16 pm

Moderate Emeyan: Black Horse.
 
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Appearance: Stands at just over 7ft tall, appearing as a vaguely humanoid shape with many horse-like traits, including a feral horse's head, hooves for feet, a horse's tail and tufts of fur sprouting from around its body more comparable to a horse than anything seen on a human being. Its skin is pitch black, as is all hair/fur on its body. From the top of its head to the middle of its shoulders is a long crest of fur that sticks up and out in bunches. It is never seen without a curved double-sword that bends back on itself at odd angles.

Purpose: Acting as a watcher and defender of the Veil, Black Horse was created to protect those within the Veil, and the Dreamscapes of sleeping mortals from Emean Beings that do not belong within them. However, Black Horse acknowledges mortal Dreamwalkers as rightful denizens, and has been known to come to their aid in some occasions when fighting off Emean Beings that attack them.

Skills (150): , Exotic Weapons (Emean Blade) (50), Detection (30), Intimidation (30), Hunting (20), Endurance (20).

Minor Traits (4):
- Bestial: The Emeyan has many of the characteristics and the appearance of a specific kind of beast (Horse). While it doesn’t have to be exactly like the beast it’s based upon, it takes many of the defining traits of said beast. An Emeyan based on a wolf may have the snout and fur, or be entirely wolf-like. Taking Bestial means that the beast has enough defining characteristics based on the animal that they are easily identified by it.
- Painless: An Emeyan that is Painless suffers no pain and is therefore not deterred by taking damage or by effects that specifically aim to cause pain. It continues to take damage as normal, but will not be distracted by the pain of their injuries.
- Armoured: The Emeyan has armour, armoured scales or tough hide, or otherwise some form of protection over their body that serves to shelter them from physical assault. It doesn’t make them completely immune, but makes their exterior more difficult to penetrate with physical means.
- Fast: The Emeyan is able to move at superhuman speeds and has an impressive reaction speed, moving quick and lithe over the ground (or other surface or lack thereof), requiring a keen and attentive defense from their victims.

Major Traits (2):
- Regeneration: The Emeyan is able to regenerate their flesh, recovering quickly from the most grievous of wounds. If not immediately slain, they are able to stabilize and recover with time and may regrow lost appendages and limbs. In order to completely destroy a creature with Regeneration, the head must be severed or destroyed from the rest of the body or the vital organs rendered nonfunctional before the body has a chance to start regenerating again.
- Supernatural Sense: This Emeyan possesses a sense of a supernatural kind, the likes of which is difficult to otherwise replicate. Whether it’s the ability to see the movements of Ether, see through invisibility, see through solid walls or objects temporarily or feel the subtlest of movements and tremors in the ground or air around them… The sense manifests in a dramatic and powerful way.
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Mess with me, I'll fight back. Mess with my pack, and they'll never find your body.
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Re: Emea Development Submissions.

Thu Aug 01, 2019 2:34 am

Maluids.

Maluids are a species of Emean Being that can be found throughout Emea, individually and within small 'families'. They have no territory where they are most common, as an entirely nomadic type of Being, and are created from high concentrations of imagination smashed together in the chaos of the chromatic void until it gains free will. They act as feeders of latent energy, continuously feasting on emotions, imagination, memories and more from the Emean landscape and especially from the creatures that live within it, and have a special interest in feeding from the domain ether and spells of mages, or the divine ether of the blessed.

Appearance: Each Maluid varies massively in its shape because it possesses a partially malleable body capable of reshaping itself on a whim, however this is mostly limited to adding and removing extraneous limbs/organs; however, they can be identified by their unchangable colours, which are oily and pitch-black with assortments of coloured spots appearing almost like tears in their skin showing new flesh underneath. Also, while shape-shifters, they are uniquely terrible at mimicking specific forms, unable to take on a single 'normal' form. They tend to lean towards excessive numbers of human limbs, sometimes upwards of twelve, even when attempting to take on vaguely animal-like forms, and any attempt to create something humanoid often creates a horrid mash of stretched limbs and bloated torsos.

Personality: As beings of pure sensation, Maluids have a tendency towards sudden mood flips, random actions and entirely unpredictable thought patterns, which means that they must be handled very carefully - there really is absolutely no telling what they might decide to do next, or what their reasons for it will be. Generally, they are very curious beings, interested in exploration and discovery, and respond well to new stimulus. They are also extremely creative, taking constant enjoyment from 'restructuring' their bodies for the sheer fun of it, or rearranging Emea around themselves at will to manifest new places to explore. They never grow tired.

Development: As generally a collection of sensations given sentience and a limited amount of self-awareness, Maloid lack a traditional development. Survival, and later development is dependent upon how much of this energy, and other unknown energies they are able to consume, however though Maloids are capable of gaining an 'enhanced sentience' of sorts that makes them more self-aware and capable of independent thought, they are constantly, wildly consumed by their own chaotic energy, and therefore have limited intelligence, short attention spans and utterly wild thought patterns, even if 'older' Maloids with more energy are more adept at controlling these outbursts. Maloids do not have the ability to create children, nor do they age - they simply die when their energies run out, growing too small and too sporadic in their pulses of energy until their form collapses on itself.

Feeding: To be fed on by a Maluid is a disturbing, but not a painful experience, because Maluids only feed on the energy, not the creator themselves; when they consume dreams, they do not consume the user's ability to make them. Likewise, to be leeched from one's divine ether does not remove the mark, though in cases where a person may have limited uses of certain abilities, it can remove unspent uses, and will certainly remove uses of abilities used against them. To be leeched of domain ether is a different story, as it can eventually lead to overstepping, and Maluids are, while not inherently malicious, sometimes careless during feasting. To have one's mind fed upon can leave a person feeling very drained and personally invaded, like knowing someone has just shuffled through your underwear drawer, and make it slightly more difficult to summon up specific senses/emotions/imagination for a time afterwards. Memories are not removed, but can feel difficult to remember for a time... and dreamless sleep will be more common for a few trials.

Subspecies: While the massive variety of Maluid makes them mostly indistinguishable, there are definite classifications of subspecies between Maluid in a similar vein to that of Emeyans, however acting less as a hierarchy and more as a community, with each Maluid subspecies gaining abilities specific to its place in the group - which they can activate at a cost to their own body's energy, depleting their mass and ability to form limbs. Maluids subspecies are determined at their moment of creation, depending upon what type of energy created them.

Ak'klash. Created by imagination.
The most proficient at manipulating Emea to its whims, Ak'klash are unofficially considered the strongest of the Maluids, at a cost of also being the most unstable. At a cost to their own energy, they are capable of amplifying this latent power and manifesting large and complex constructs from the chaotic energies of Emea, acting defensively or offensively.

Balueal. Created by senses.
Unsurprisingly, Balueal senses are probably the keenest that someone can find, since all five of their senses are hyper-focused, and being a creature literally manifested as sensation given form, they do not suffer from over-sensitivity - instead it feeds them and grants them even more energy. At a cost to their own energy, they are capable of overloading this into a literal supernatural sense, making them capable of sensing others through walls and across large distances, whether they are in close proximity, and able to pick out the tiny hints of a being's presence and how long ago it was; there is nothing they can't find, given enough time.

Chthr. Created by emotions.
Even though Chthr have very little control over their own emotions, they can sense them easily in those around them, making them capable of reading the feelings and motivations of other beings they encounter, capable of reading them in ways that even Balueal would struggle. At a cost to their energy, Chthr are able to manipulate the emotions of other beings as well, but this can only be done one of two ways; either by dulling all emotions to make the creature so calm that they lose any reason to fight or flee, or by enhancing all emotions into a complete emotional overload.

Drendrite. Created by memories.
Considered to be potentially some of the most calm, given their near-static energy, Drendrites can read the memories of others without activating any abilities, and often do so without thinking. At a cost to their energy, they can reach into a person's mind and manipulate those memories as well, most often editing themselves into recent ones, or removing them to make a person more susceptible to manipulations.

Eifth. Created by dreams.
Created by the dreams of all creatures, not just mortals, Eifth are those that wander closest to the Veil and the most likely to be found wandering alone, which is good, because they are the most suited for wandering; being able to navigate the chaos of Emea using a sixth-sense at a greater speed and proficiency than any other in order to find the next dreams to feed from. At a cost to their energy, Eifth are capable of trancing other Beings, putting them into a false sense of non-lucid dreaming into which they can inject scenarios and alter what the being is seeing. Once the false-dream wears off, the events of the dream often vanish from memory quickly, like a real dream.
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Mess with me, I'll fight back. Mess with my pack, and they'll never find your body.
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