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I figured magic already covered those issues.
Here are the results of the latest voting:
You know, I've been thinking that many earlier proposals might have made it in if the person who proposed them had voted on them, as we are allowing now. Should I post a list of those for reconsideration?
I don't think that's necessary, however:
Any idea which was previously submitted that does not conflict with current canon may be resubmitted or retooled.
That said, don't spam it.
So did Hakiro and Jamar not make it?
Latest approved concepts added to the Main Page. Please check it out and tell me if you find anything misplaced, wrong links etc.
Caveborn is an infamous red drake that lives deep within an abandoned cave system on an island several miles south of the Dominion. Though drake is a bit deceptive their was a drake their long ago named Caveborn but that drake has long since died and rotted. The Caveborn today is another creature entirely.
The modern Caveborn, isn't even a drake it's a hive-mind colony of sentient Red Cavern Worms which have wrapped itself around Caveborn's skeleton.
This Caveborn is also a wizard, who crafted himself eyes out of yellow Fire Gems just so himself, due to vainity nd wanting to keep up with the drake theme. * Also though technically a colony of it's it refers to it's self as he.
He lies deep within the caverns of a southern island, hatching plans and dealing in darkness. He is ambitious, and power hungry ... and just hungry for flesh. Caveborn mostly feeds off the minerals in the earth but has also grown to enjoy living flesh, though to him flesh is flesh whether it be cow, human or dwarf.
Caveborn conspires to take the dominion for his own and all the minerals that resides there, as island is very lacking in minerals and as much as he wants power and control he wants to survive more than that.
Caveborn does have disadvantages which keep him deep within the caverns, the first being that Red Cavern worms burn in sunlight very quickly, the second being that he cannot fly or swim, and that he barely has enough energy to make the trip. Even if he were to burrow under enough he would surely die of exhaust before or slowly after surfacing and even if he didn't he has no sense of time it and may well be an open field on a sunny day when he did.
So for now he lies deep within the caverns and plots, and schemes waiting for an opening.
Red Cavern worms
Also known as Cave worms, red worms, and blood worms. Cavern warms are native to the dominion and surrounding areas, and live under ground almost all of their lives the are usually no bigger than an inch or two in width but can be anywhere from two to eight feet long.
They are generally passive creatures and very independent of each other, though they do in-fact have a hive mind and colonies they appear to wander aimlessly using their hivemind set to more avoid troubled areas (like the surface) than anything else.
They are powerful digger and will even dig through most stone given enough time. They also will burrow through anything in their path ... even living creatures. It only takes two minutes for a worm to pass through a person horizontally. Lucky they are easily frightened and will flee after a few second of resistance.
Normally they stay away from living creatures favoring the deep jungle soils and caverns but unfortunately the dominion just happens to be every keen on mining for ores, making them a bane in most peoples eyes.
These are exactly what they sound like, they are hollow gems with a small magical flame inside of them. They are mostly just used to create decorative light, and considered novice level magic at best. However if the hollow gem is crafted in a special way, a powerful mage can turn these fantasy glow sticks into a potent weapon. Using to to call searing light or to enhance flame spells.
They vary in size from small gems you could fit into your pocket to giant gems which a top a staff or even lamp-post.
Vine slime varients
The dominion has had a long history with vine slimes, and when they weren't being destroyed upon sight, They were being used as an easy experiment tool for many a mage and mad scientist, as they turned out to be very easily altered by magic. Unluckily for the dominion many of those experiments never bothered to make them infertile before doing this. This practice has since been outlawed with the exception of methods which control them or lower their "playfulness" in a group.
Also known as Weaponized slimes, Exploding slimes and Why gods why slimes.
This was the first "successful" attempt at weaponizing them, initially the just had runes of fire inscribed into them, but their creators eventually changed their make up so that they're bodies were highly volatile. Like a slimy powder keg.
They were used in a conflict but most of the soldiers had too much of a heart to actually used them as ammunition and opted to keep them as pets instead. This back fired though they they began breeding on a hot day, and few got into the sun and something about the heat of the day caused one to ignite.
Almost nobody survived though a few of the slimes did and escaped into the wilds. they are easily differentiated from green slimes as they are actually bight red though their nature is identical.
As an additional note: Those slimes only blew up because they had runes on them, though if a fire slime gets dried out by the sun they will catch on fire, hence the name.
These could barley be called a variant, they are just simply a slime which has been controlled by a rune or spell but it's worth noting that there is about a 20% chance it will turn the slime light purple for some reason.
These slimes were altered magically so that they would produce hear-able tones in the hopes that if they released into areas of high slime concentration they would populate the area with enough sound that they might act as a warning system.
This also kinda backfired as many mistook the tones for someone humming tunes. Those who were lucky enough not to wind up under a pile of slimes would often take them home with them and keep them as pets.
Next time: Slimes as Alchemical ingredients and why never to use them.
edited 28th Jan '12 3:20:35 AM by Vyctorian
Just when I thought I had seen every possible take on dragons. *applauds*
And what is with you and slimes? Are you a Dragon Quest fan? ◊ (kidding, love the ideas.)
I'll write up Anduriel and company when I get home.
Sijo, you should go back to your Nosferatu post and copy-paste the original idea. As is, the post looks like a large fragment of an idea.
edited 28th Jan '12 9:04:14 AM by Exelixi
Demons and humanoids have both sought power since the beginning of time, driven by some unquenchable instinct. As it happens, this mutual desire means that demon-cults occasionally spring up. All commit their share of vile acts, but some deeds are in a class all their own. This is one such occurence.
The demon Anduriel the Sangrophage arranged and powered an intricate ritual that burned the humanity out of his followers, leaving behind un-living things akin to demons themselves. These creatures are at a juxtaposition of goals, neither of which is good for the various humanoid civilisations: the amassing of long-term power and influence, and the thrill of wanton destruction. Over time, most begin to lean in one direction or the other, becoming either brilliant schemers who manipulate humanoids to their ends from the shadows, or manifestations of pure, destructive brutality, an ever-moving scourge upon the land.
Nosferatu is the correct name for Anduriel's creations, though people often mistake them for Nightkin and call both 'vampires'. Unlike Nightkin, Nosferatu aren't really alive; they're undead beings. They don't need to drink blood, but do so out of malice and to create more of their kind (which requires that the victim die from the blood drain.) They're always evil though their personality varies based on their former behavior and willpower. They posses superhuman strength and can only be killed if completely destroyed (a stake through the heart 'kills' them only as long as it's inside their bodies.) Fire does the job, as does sunlight. They are repelled by holy objects (of any religion, as long as its a good-aligned one) but it must be an actually blessed object, a makeshift cross won't work. Similarly they cannot enter holy areas such as churches but need no permission to enter a house. They cannot turn into bats by default but may gain this power (and others) if they negotiate for them with Anduriel.
The first part provides necessary information. Also, makes it fluffier.
I repeat, did Hakiro and Jamar not make it?
No, they only had two votes.
Which sucks, 'cause the first was a great potential plot tool and the second was just interesting. Three-headed dogs, yo.
We need a fifth guy in here.
New people are certainly welcome (as long as they READ. THE. GODDAMN. PAGE.)
I think we have an overall pretty solid team right now though.
We had like 6 members, but some have not reappeared. But hey, we all have our own lives.
Maybe we should advertise for more?
Ah, I get it now. I'll link to that post.
edited 28th Jan '12 2:11:51 PM by Sijo
The Battle-thread necklace is a necklace that allows it's user to transform ordinary clothes into weapons and armor for a brief period of time. the armor or item depends on what it most resembles.
A shirt becomes light armor, fishnets become chainmail, a belt becomes a whip, ectra. It is a very basic design and several knock-off exist but only one as the ability to keep the clothes as armor and even re-tailor clothes which have been damaged.
The circlet of stupidity -
Created by a vain mage who was tired of being mocked at the local wizards guild for being the dimmest of them. Any one who comes within 500 feet of the device has their intellect and common sense lowered too that of the dimmest adult in the room, including the wearer.
The device was first used at the party, and the parties host happen to fort to mention his concubine was going to be there that night. What exactly happened that night is unknown, but the mage who created the device was found non-fatally nailed to a post, with a cone on his head several days after the rest of the members recovered from the embarrassment.
The circlet itself has gone missing.
This type of boots were created by an old long dead nomadic orc tribe. there were used by the tribe to allow them to scale walls without having to worry about using a ladder. Not only are the specially designed to grip vertical surfaces they are also often magically enhanced to allow them to run up and off walls with great ease.
Staff of the orb-weaver -
this staff was created by an odd ball of a mystic who breed spiders, in her tiny old hunt. The staff was made from years of magical study and allows it's possessor many of the traits of a spider but at a cost.
The staff is black and as a glass web designed orb on top of it with a black spider on top of that. the base of the staff is pointed and sharp like a spear. The pointed bottom has a powerful paralysis effect on it that slowly brings it's foe to a halt.
With a thought blood with drain from the paralyzed victim and into the webbed orb being held inside of it with magic. This process kills most humanoids, with the exception of maybe The hardened and those without blood.
Using the blood the staff's owner may: enhance their sight for 5 minutes, stick to wall for five minutes, gain hyper agility for five minutes, grow claws for 3 minutes, or all of the above for 2 minutes. After the time is up all the blood will have disappeared.
The only ability the staff does not need blood for is the paralysis, and an ability to shot a stream of strong web out around 80 feet in length.
The compact bow is a common site across the dominion, it's a folding crossbow that his compact enough to fit into a pocket and flips out into a working hand-crossbow with the flick of a wrist. Ready to be armed with a bolt.
Some enchanted variants exist which use magical string and enchantments to summon the bolt pre-loaded so it can simply fire off after flipping open. Other switch out the bolts for a bolt of force instead.
The Empathetic necklace is a cursed item, that makes the wear instantly empathetic with whoever they are looking.
It was crafted by a poor but powerful mage who cast an illusion on it to make it look look like it was made of gold and pearls. He gave to it to a cruel duchess who treated the poor like toys for her entertainment.
The results were her giving away half of her fortune in a month to the poor and less needy, finally humbled and near poor herself she finally gave away the necklace only to find herself exiled from nobility for giving away her wealth. The poor people she helped however were happy to take her in after her change of heart.
Even though the enchanted empathy was gone, she found her own heart in the process. she took the name of Matilda and to this day, she is known to many in that town as The duchess of the poor or The saint of changed hearts.
The necklace has disappeared with time but is sure to turn up again one day.
Slimes as alchemical ingredients and why never to use them
Sanction by The Eastern dominion council for magic safety.
This text is one of the most common books in the Easten dominion, partially because the Dominion ordered on printed and sent out to every mage, magic shop and school int he entire dominion. Mostly because TEDCMS doesn't take itself to seriously and the text is very sarcastic in tone.
Slimes as an ingredient for growth
Slimes grow in the right temperatures and with the right alchemical alterations this effect can be kept long after their dead. The problem is it will continue to grow unless magically restricted.
While it's true this can be used to help plants grow, the alchemical slime seems to effect the plant in a way that makes it so that the plant retains the enhanced growth which leads to over growth.
White seeds are a better and safer alternative.
Slimes equal smiles or Anti-depressants: dominion edition
Anything made with a slime concentration above 20% should be handled with care, and anything above 50% should be handled with very thick enchanted gloves. Also slime based potions should never be made or ingested. It is both a health hazard and a crime against all states.
The side effects of ingesting a potion vary based on the concentration but the side effect range from mild highs to near lobotomiziton.
Our existing anti-depressants is enough, putting slime in them was never need and never will be needed.
Concentrations less than 10% in a day:
Long term use effects:
Concentrations more than 20% but less than 50% :
Higher than 50%:
These are not to be used as poisons either, anyone found experimenting on slimes in such will be arrested and placed in a high-security dungeon, the maximum sentence is being dumped into a vat of 90% smile concentration for 10 minutes, the minimum is being taken to the void prison for life.
Location: Void prison -
Located in the magic null desert in the dominion, it made out of an odd set of stone ruins and is reinforced by heavily tempered steel bars. It is where the dominion keeps most of it's most powerful magic criminals as well as those criminal too dangerous too keep among normal inmates.
Normally these types of people would be put to death or worse, but the people in this prison are special they are often genius and people with amazing skill and gifts. They are too valuable to the dominion to seriously punish them but too dangerous to be allowed in normal prisons, even prisons made for magic users.
So they are keep in this remote, dust filled prison with miles of unforgiven barren sand and waste land around them. all in one place in case the dominion needs to make a deal in the desert.
edited 29th Jan '12 12:01:38 AM by Vyctorian
Too drunk to really make any assessment right now, but I see compact bows and I like the idea. . . But are guns illegal there or something? Or is it just that crossbows are cheaper than flintlocks to maintain?
Cheaper, possibly restricted to prevent uprising.
Great bunch of ideas. I like how they range from the how-come-you-don't-see-that-more-often (marauder boots) to the LOL-worthy (circlet of stupidity.) And man, is the Dominion heavily influenced by those slimes or what?
Edit: ...I think I'll do another voting list. hey, it isn't my fault we keep coming up with stuff so fast!
edited 29th Jan '12 6:50:41 AM by Sijo
Absolutely most current voting list!:
Repercussions of the setting:
This is something A LOT of fantasy setting handwave but we seriously need to think about how the existence of all these things would effect the world were building.
Like if a mystic can create food at low level what does this do to farms in areas and the economy that have high amounts of magic users.
And thats just an example.
edited 29th Jan '12 1:59:06 PM by Vyctorian
I would say a mystic can encourage food growth but not make it. A wizard can create food but the required input isn't worth the output.
What about other repercussions of our magic system or more so magic systems?
God's got it. Mystics cannot create food, though they can "fertilize" it. (in keeping with the 'mystics have calls to old-fashioned witches and stuff' theme). Wizards can manipulate matter to create edible stuff, but it isn't worth it.
Repercussions of this: professional mystics are hired by rural communities to bless their crops.
As far as repercussions go, that's something I wanted to mention: all these personality-overwriting items are getting a little too prolific.
edited 29th Jan '12 2:52:02 PM by Exelixi
Basically, a mystic knows the rules. Some of them are magical but some even know the mundane stuff, like alternate crops and root crops too, how to keep out pests and stuff but some advice is all about the proper ceremony during the equinoxes, the patterns you should set you crops to properly take advantage of the natural flow of energies. I bet farmers may know that stuff already, tradition passed down from father and son while a local witch doctor is kept around to tell anyone about anything new.
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