The Cordreyn

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Tyranny
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Sat Apr 04, 2020 10:08 am


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THE ELVEN GOD, LACHRANN

Lore
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Religious Worship
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Behaviors
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Abilities
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Index
Nahl
  • Soma
  • Rybar

    Vrannik
  • Faen'Kor

    Tyrid
  • N/A

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Tyranny
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Wed Sep 29, 2021 9:25 pm


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SOMA

Description
Soma are small plant-like Archetypes of a quite small size, varying from the size of small domestic cats to large dogs. Soma are quite bizarre looking Archetypes; they look like small, moss covered logs, with branch-like legs they use to trot around at a fairly fast speed. Their log bodies always have small cream-colored mushrooms sprouting from them; living in symbiosis, the Soma provide nourishment to the mushroom, and the mushrooms provide them with defense instead. Soma bodies have no particular directionality; they can walk forward as well as they can walk backwards... if it makes sense to say either. Having no head and no tail, both extremes of their logs are functionally the same. Their wooden body slowly grows along its length; when it reaches a certain size, the Soma splits up and becomes two young new spirits.


Temperament
Given their lack of expressive organs, it's hard to discern what a Soma's feelings or intentions are. However, they tend to be energetic and excitable, trotting around in strange routes when summoned; when less stimulated, they tend to lay on the ground, retract their legs and sunbathe, pretending they're average broken pieces of wood. When threatened, or commanded to, their backs wiggle, shaking the mushrooms on them to release their spores.


Contract
Soma are Nahl Tar'haen, quite inexpensive. Their contracts last 12 hours, and they are easy and fast to Bind; Reminiscence doesn't really make a difference when it comes to them.


Abilities
Soma utilize the mushrooms on their backs as a chemical weapon. In combat, they trot around the field while their mushrooms keep producing and releasing spores. These spores form a cloud over the area; the longer the Soma has been present or the more Soma there are, the more concentrated this cloud becomes, which speeds up the spores' effects. The spores act like irritants at first, causing affected people to sneeze. As time goes by, they cause itching in the respiratory system, and then inflammation, causing difficulty to breathe. When the spore cloud becomes thick enough, roughly an hour after one Soma has been deployed, its effects are akin to tear gas, causing eye and respiratory pain and lacrimation. When in the lungs, spores move on to the affected person's bloodstream. In the beginning, they have a numbing effect, making muscle movements heavier and clumsier. After a large dose has been inhaled, the spores are able to fully paralyze the affected person.

However, these spores affect the whole area the Soma are in. As such, Soma don't make differences between their Summoner and foes, affecting both equally. Because of this, Summoners must find a strategy to use them properly, like enduring the effect better than their opponents, mitigating their effect for themselves, or being far enough from the area of effect.

These are for public use. Created by Riven.
word count: 552
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Tyranny
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Joined: Mon Jun 17, 2019 6:36 pm
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Wed Sep 29, 2021 9:26 pm


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Rybar

Description
Rybar are pretty typical Tar'haen. They're plant spirits with humanoid shapes; they're around 4 feet tall, with bodies reminiscent of small children's. They're fairly agile, with limber bodies capable of a wide range of movements. Their green dermis consists of several layers covering them, similar to early leaf growths, growing over one another. Over them, thorns grow all over their bodies, especially focused on their backs, knees and elbows. Similar to these thorns are their claws; Rybar sport sharp, thornlike claws in one of their arms and feet, four digits on each. Their remaining arm, usually the left, is substituted by a long, extensible vine-whip reaching 10 feet at its maximum length. The whip is covered in torns and is completely prehensile; Rybar use them to lash at their prey or bind them. Their head is probably the strangest part of their anatomy; it has the shape of a closed rosebud with a slight blue glow inside. One of their petals is reshaped to form a small mouth, though this is presumed to be little more than another weapon. In fact, they usually feed themselves by absorbing blood and thus don't need to eat. Rybar tend to hunt in small groups, as their whips are much more effective at binding prey together than individually.


Temperament
Rybar are fairly aggressive beings, quick to jump to confrontation if necessarly. Otherwise they tend to gather strength in numbers and find privileged positions before attacking in order to ambush their foes. If no fighting is necessary they tend to be mischievous, with a strange sense of humor involving pranks like jumping on someone from a treetop just to scare them.


Contract
The Rybar are Nahl-class Archetypes, and thus are both cheap in terms of aether use, and weak. They tend to contract with a Summoner for 24 hours. After that time, they disappear into the ground, planting themselves like flowers. This also occurs if they withstand a lethal blow.


Abilities
As Nahl, Rybar are fairly weak in strength. Their main ability is the ability to absorb blood from their opponents directly through the pores in their green skin. Usually, in order to do this, they use their single whip-like appendage to lash at them. Their hits aren't very strong, but thorns do cause surface scratches and cuts; they can cause more serious bleeding by lashing at a foe and pulling back over their skin, opening it easier by using that saw mechanism. Although it isn't as usual, can also attack using their claws or teeth. As they keep absorbing blood, the glowing within their heads slowly increases in intensity; when it reaches its maximum brightness, their flower bud suddenly opens and generates a blinding flash of light in the direction the Rybar is looking at. After that it closes, and the light in their heads loses its brightness; the Rybar has to absorb the same amount of blood to trigger that response again.

These are for public use. Created by Riven.
word count: 578
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Tyranny
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Wed Sep 29, 2021 9:27 pm


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Faen'Kor

Description
Faen'Kor are ancient spirits. Partially taking the appearance and shape of wolves, Faen'Kor are actually distant relatives of the Fae'Norai race. Originating from the same otherworldly seeds Veratelle discovered, Faen'Kor belonged to a species that, while still highly intelligent, didn't harbor the potential to grow and develop into a sentient race. Even after realizing so, Veratelle still took them in and showed them the ways of the world. She raised them to live among wildlife, teaching them abilities similar to the Fae'Norai Carapace that allowed them to take an appearance they had grown to like: the wolves that roamed around their Patron's forests. Becoming valuable inhabitants of the Goddess' entourage, she turned them into Archetypes.

Faen'Kor are quadruped, canine-like plant beings, somewhat bigger than common wolves. They display the face and paws of a wolf, sometimes their fur coat extending towards their chest as well. The rest is a surface of verdant leaves and vines, and it's not rare to see them lose a few leaves as they run. They behave mostly like wolves do, running around forests and hunting. They tend to form small groups or be solitary though. Also, their shapeshifting body can alter their proportions or be used for defense in different ways.


Temperament
Faen'Kor are friendly archetypes with a calm and collected demeanor. They will rarely question one of their summoner's commands, and carry them dutifully. When provoked or in a combat situation, they will study their opponent before attacking, rarely committing the same mistake twice. While usually appearning proud and elegant, Summoners gaining their trust get to know a more playful side, loving and loyal.


Contract
Faen'Kor are Vrannik-class archetypes and thus they cost a modest amount of aether.


Abilities
Given their specific physiology, but also their adopted shape, Faen'Kor exhibit a diverse array of abilities. For starters, they have amazing senses of smell and hearing and can detect a recognizable target anywhere up to a distance of two miles. They can run at fast speeds and are fairly agile, able to quickly react to danger. They fight by biting and clawing at their foes with decent strength.

Their plant physiology give them a series of advantages as well. They can curl into a ball and and make their animal traits disappear, looking like an ordinary bush. Their plant skin is really adaptive as well; as well as white fur, Faen'Kor are able to create defensive wooden plating on their backs, though this mildly slows them down. They're also able to create short vine whips to lash at their foes, using their vegetal tail for this purpose as well. Lastly, Faen'Kor possess a strange ability. when injured or wounded, they lose plant biomass. However, their body quickly redistributes itself, healing the damage. As a result they end up becoming smaller and weaker; in order to be defeated, they have to lose around 50% of their body mass.

These are for public use. Created by Riven.
word count: 579
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