EXO
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| Joined: 19 Aug 2007 |
| Total Posts: 9121 |
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| 19 Jun 2012 10:43 PM |
This is the recent history guide, race guide, and kingdom guide to the land of Nistoria, for the roleplay Mirror Shadows. I'll need some people to brainstorm a title, try to keep it to two words, maybe three. "Septiloth", "Mirror", and "Shadows" are all words that would be nice. Also, I'd like some feedback, what was good, what was bad, and what I could improve. Just no trolling... Except about trolls.
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History:
The land of Nistoria is just entering the largest war in living history. An alchemist warlord, Septiloth, is creating a new nation out of "Mirror" creatures, starting from in the heart of the Confederate Human Nations of Nistoria. The human countries have brought their own military prowess to bear, but it may be too little, too late. Meanwhile, the Dwarven Empire is expanding into the human nation borders, and the Great Republic of Free Elves has discovered a chain of new island off the coast. All of the non-human nations are expanding, while the human one shrinks.
Septiloth began life as a high-born prince, heir to the throne of a region of western Castrant. He practiced alchemy, and had a certain knack for magic. However, his lands were conquered by King Casse the 5th, and he fled to the Wild Lands. After a few years in exile, learning forbidden magic and tampering with illegal substances, he created a disease that would turn a person into a ravening monster, a zombie, and he peddled around the cure, making money. He quickly used this money to repossess his ancestral home, though under a different name. From there, he started to rebuild his army.
Septiloth's army consists of a small group of devout followers, a hired platoon of mercenaries, and a large mass of "Mirror" creatures. In the Dark ages before the elves and dwarves organized their government, Septiloth experimented in a combination of necromancy, alchemy, and transformation magic. He used a combination of these to turn creatures into darker, twisted versions of themselves, which also erased their memories. He created the Zombie and Vampire diseases, and rumor says that he is working on a disease that could spread the Mirror condition through his minions, not just through direct procedure at his labs.
Around a year ago, Septiloth emerged, as himself, in Castrant, as a bandit leader, albeit of rather strange bandits. Nobody took real notice until a village disappeared overnight and the bandit ranks grew. He quickly devastated the surrounding countryside, and pushed back multiple armies sent to stop him. It quickly became known that he took any and all prisoners, but being a prisoner usually meant something worse than death.
Now, war is being waged, the Mirror Creatures are spreading, and the forces of the free creatures are being called into battle against the forces of the controlled. The world needs a hero. Or a villain. Somebody to fight, save, kill, and change the tide of the war. Are you up for the task?
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Races:
+Humans+
Plains Humans: -Appearance: Light to medium brown skin, about 5 to 6 feet in height -Pros: Largest population, all-around strengths -Cons: Short lifespan, nothing very unique -Soldiers: Mostly swordsmen, some cavalry and archers -Special: Humans are known to be very adaptable, can master multiple fighting styles Mirror: Orc -Appearance: Dark green to light brown hide, about 5 to 6 feet in height -Pros: Largest population -Cons: Weak minds -Soldiers: Mostly swordsmen, some archers -Special: Orcs travel in large groups, and are effectively allied with all other orcs
Barbarian Humans: -Appearance: Very pale or very dark skin, very large, around 6 to 7 feet in height -Pros: Very strong and tough -Cons: Undisciplined -Soldiers: Axemen and swordsmen -Special: When hurt, or seeing comrades hurt, Barbarians enter a berserker rage. Mirror: Ogre -Appearance: Very pale or very dark hide, around 6 to 7 feet in height -Pros: Very powerful and wild -Cons: High food needs, sometimes cannibalistic -Soldiers: Axemen and swordsmen -Special: Can eat almost anything, such as wood, toenails, dirt, etc.
Eldar Humans: -Appearance: Varied skin tones, tall, around 6 to 7 feet in height -Pros: Magically and physically gifted, mentally strong -Cons: Rare and dying out in the world, relatively weak to new diseases -Soldiers: Swordsmen, cavalry, and mages -Special: Seem to have fate on their side, very hard to kill. Mirror: None
+Elves+
Common Elves: -Appearance: Pale to medium dark skin, thin, and from 5 to 7 feet in height -Pros: Very stealthy, fast, and agile -Cons: Not bold, not tough -Soldiers: Archers, with some spearmen and cavalry -Special: Are friends with forest creatures, can talk to them and command them Mirror: Dark Elves -Appearance: Pale to dark skin, all grey tones, thin, and from 5 to 7 feet in height -Pros: Very stealthy, fast, and agile -Cons: Not bold, not tough, and steals a lot -Soldiers: Archers, with some spearmen and cavalry -Special: Have an inherent level of magic that lets them fade from non-direct sight
High Elves: -Appearance: Pale skin, tall, thin, and from around 6 to 7 feet in height -Pros: Brave, smart, and higher-than-average number and quality of magic users -Cons: Smallest population, consider themselves a "higher race" -Soldiers: Mages, with some swordsmen -Special: Highest level of inherent magic between all the races Mirror: Vampires -Appearance: Pale skin, tall, thin, large canines, and from around 6 to 7 feet in height -Pros: Cunning, smart, and a higher-than-average number and quality of magic users -Cons: Small population, aversion to sunlight, hatred of Lycans -Soldiers: Mages, with some swordsmen -Special: Heals and feeds by sucking blood. Can infect Originals.
Sea Elves: -Appearance: Middle-tanned skin, thicker than most elves, 5 to 6 feet in height -Pros: Swim well, smart, and tough -Cons: Relatively undisciplined, weaker in land combat -Soldiers: Navy, with some cavalry and archers -Special: Generally more friendly and "human" than other elves, also team workers Mirror: Maristel Pirates -Appearance: Tanned skin, all-black eyes, thicker than most elves, 5 to 6 feet in height -Pros: Swim well, cunning, and tougher than Sea Elves -Cons: Rude, undisciplined, and weak in land combat -Soldiers: Navy, with some cavalry and archers -Special: Some have fog magic that lets them fade in and out of sight
+Dwarves+
Red Dwarves: * -Appearance: Pale skin, short, from 4 to 5 feet, males are bearded, red or blond hair -Pros: Inventive, smart, and very precise -Cons: Feel entitled; corruptible -Soldiers: Operators and spearmen -Special: Can create machines, are the only race with rifles Mirror: Goblins -Appearance: Pale skin, short, from 4 to 5 feet, fanged, mostly hairless -Pros: Inventive, tricky, and energetic -Cons: Low impulse control, physically weak -Soldiers: Operators and spearmen -Special: Can operate machines, sabotage them, and steal items very well
Brown Dwarves: -Appearance: Tanned, short, from 4 to 5 feet, males are bearded, brown or black hair -Pros: Tough, strong, and reliable -Cons: High level of self-pride -Soldiers: Mostly axemen and some swordsmen -Special: Are extra dangerous with battleaxes, pickaxes, or any type of axe Mirror: Greater Hobgoblins * -Appearance: Dark tough skin, short, around 5 feet, few patches of brown or black hair -Pros: Tough, strong, and forceful -Cons: High level of self-pride, very bully-like -Soldiers: Mostly axemen and some swordsmen -Special: Lesser goblins are submissive to hobgoblins, cult-like
Halflings: -Appearance: Short, from 4 to 5 feet, hairy feet, usually dark hair -Pros: Smart, civilized, and physically tough as dragon toenails -Cons: Shy away from danger, nonviolent -Soldiers: Swordsmen and archers -Special: Are highly resistant to magic, disease, and physical damage Mirror: Lesser Hobgoblins * -Appearance: Dark tough skin, short, around 5 feet, few patches of brown or black hair -Pros: Very tough, brave, and loyal -Cons: Submissive, physically slow, and hard to get -Soldiers: Swordsmen and spearmen -Special: Are very good shieldsmen or heavy warriors
+Ra'ss+
Ra'ss Catmen: -Appearance: Feline, furred, large teeth, claws, tail, and around 5 to 6 feet -Pros: Fierce, strong, and clever -Cons: Vicious, overemotional, and shifty -Soldiers: Unarmed and archers -Special: Can be very stealthy and deadly if in need, can see and smell in the dark Mirror: Greater Lycan -Appearance: Canine, furred, large teeth, claws, tail, and around 6 to 7 feet -Pros: Fierce, strong, and faithful -Soldiers: Unarmed and archers -Cons: Very high diet, aversion to sunlight -Special: Have incredible smelling/hearing, sometimes rule over Lesser Lycans
Ra'ss Werecats: -Appearance: Feline, furred, thin, tailed, and around 4 to 5 feet -Pros: Fierce, smart, and stealthy -Cons: Scheming, and not very strong -Soldiers: Unarmed and operators -Special: Can speak telepathically, can read "open" minds Mirror: Lesser Lycan -Appearance: Canine, furred, tailed, large teeth, and around 4 to 5 feet -Pros: Fast, stealthy, and a team fighter -Cons: Weak when alone, not very strong -Soldiers: Unarmed -Special: Can release semi-potent pheromones that can disorient or distract enemies
Ra'ss Alpha: -Appearance: Feline, furred, maned, large teeth, claws, tail, from 6 to 7 feet -Pros: Strong, forceful, leaderlike, and clever. -Cons: Vicious, overemotional, and control-freak-ish -Soldiers: Unarmed -Special: Is physically as strong as an ogre, can command other Ra'ss Mirror: Lycan Packlord -Appearance: Canine, massive fangs and claws, furred, muscular, and around 7-8 feet -Pros: Very strong, forceful, leaderlike, and clever -Cons: Aversion to sunlight, immense diet, unnecessarily destructive -Soldiers: Unarmed -Special: Can command Greater Lycans, roar can intimidate Giants
+Eiessel-Leeth+
Eiessel-Leeth Fishmen -Appearance: Blue, green, or grey hued scales, has gills, is around 5 to 6 feet tall -Pros: Underwater breathing, excellent friend, intelligent -Cons: Limited airbreathing, cowardly, very few magic users -Soldiers: Mostly spearmen, some swordsmen -Special: Has a natural scale armor, and high resistance to poison Mirror: Corrupted Sharkmen -Appearance: Grey or black scales, has gills and large teeth, is around 5 to 6 feel tall -Pros: Underwater breathing, intelligent, fast, need limited food -Cons: Very limited airbreathing, no magic users -Soldiers: Mostly spearmen, some unarmed -Special: Has an incredibly acute sense of smell, has a natural danger sense
Eiessel-Leeth Lizardman -Appearance: Green to brown scales, around 5 to 7 feet tall, have tails and fangs -Pros: Fast, strong senses, keeps a cool head under pressure -Cons: Unemotional, weak to cold -Soldiers: Mages, archers, and unarmed -Special: Can poison enemies with spit or bite. Mirror: Naga * -Appearance: Green to brown scales, snakelike, have no legs, instead, a large tail -Pros: Fast, strong sense, keeps a cool head under pressure, can fit into small spaces -Cons: Unemotional, weak to cold, hard to go up stairs and hold weapons -Soldiers: Mages, archers, and unarmed -Special: Some have been known to turn enemies to stone
+Other Playable Races+
Tauran: -Appearance: Tall, dark-hided, with horns like a bull. Around 7-8 feet tall. -Pros: Strong, tough, hardworking, loyal -Cons: Slow, group creatures, mentally weaker -Soldiers: Axemen and unarmed -Special: Can talk to animals, and is strong enough to break walls. Mirror: Uuralgath * -Appearance: Tall, dark-hided, slightly hairy, with horns like a ram. Around 7-8 feet tall -Pros: Strong, tough, honor-bound, loyal -Cons: Slow, group creatures, mentally weaker -Soldiers: Axemen and unarmed -Special: When charging, can destroy small buildings. I.e, Very strong.
Shifter: -Appearance: No known natural appearance, appears to be another creature -Pros: Can shapeshift to similar-sized creatures, mimics voice, and is smart -Cons: When closely inspected, not the same, and physically weaker -Soldiers: Varied weapons -Special: Shapeshifting Mirror: Double Walker -Appearance: No known natural appearance, appears to be another creature -Pros: Can shapeshift to similar-sized creatures, mimics voice, and is smart -Cons: When closely inspected, not the same, and is physically weaker and scheming -Soldiers: Varied weapons -Special: Shapeshifting
Giant: -Appearance: Large, from 10 to 15 feet tall, varied skin tones -Pros: The most powerful humanoid Original -Cons: Magic and intelligence are in short supply, and they need much food -Soldiers: Varied weapons, no operators or mages -Special: Are very, very large. Mirror: Troll * -Appearance: Large, from 8 to 13 feet tall, varied hide colors -Pros: The most powerful humanoid Mirror -Cons: Low on magic and intelligence, and are weaker than giants -Soldiers: Varied weapons, no operators or mages -Special: Are also very large.
Dragonling: -Appearance: Mostly elfin or human body with dragon wings, spikes, and tail -Pros: Is incredibly strong, can fly, and is very brave -Cons: Overconfident, and bird-boned -Soldiers: Swordsmen, archers, and some unarmed -Special: Can speak with dragons, use certain dragon abilities Mirror: Demonling * -Appearance: Mostly elfin or human body, with large bat wings, spikes, horns, and a tail -Pros: Is incredibly strong, can fly, and is very bold -Cons: Arrogant, and bird-boned -Soldiers: Swordsmen, archers, and some unarmed -Special: Physically regenerate very quickly, are highly resistant to magic attacks
+Non-Playable Races+
Draconis -Appearance: Mostly lizardman body, with dragon parts, and around 8-9 feet tall -Pros: Is stronger than Dragonling, can fly, and is very selfless and bold -Cons: Overconfident, large target, and hollow bones. -Soldiers: Axemen and unarmed -Special: Is strong enough to fight Giants, can sometimes use dragon flames. Mirror: Oni * -Appearance: Mostly Tauran body, with dragon parts and bat wings, around 8-9 feet tall -Pros: Is as strong as Draconis, can fly, is brave -Cons: Arrogant, large target, and bird-boned. -Soldiers: Axemen and unarmed -Special: Can release poison gas sprays from time to time.
Spirit -Appearance: Transparent, humanoid, from 4 to 10 feet -Pros: Flight, powerful, and always magical -Cons: Naive, showy, weak to holy weapons -Soldiers: Mages and unarmed -Special: Can travel through walls, telepathically talk Mirror: Wraith * -Appearance: Transparent, humanoid, scary, from 4 to 10 feet -Pros: Flight, powerful, and always magical -Cons: Aversion to crowds, blind -Soldiers: Mages and unarmed -Special: Can paralyze the weak-minded, and can suck out souls
Dragon -Appearance: Scaled, lizardlike, clawed, winged, from 15 to 150 feet -Pros: Most powerful Original, breathes fire and flies, has scale armor, and is clever -Cons: Cannot speak, incredible diet, attraction to treasure -Soldiers: Unarmed, mages, and flying cavalry -Special: Has incredible stores of magic, can occasionally release energy Mirror: Wyrm * -Appearance: Scaled, snakelike, no legs, winged, from 10 to 100 feet -Pros: Most powerful Mirror, breathes poison and flies, has scale armor, and is clever -Cons: Cannot speak, incredible diet, weaker than Dragon -Soldiers: Unarmed, mages, and flying cavalry -Special: Cannot be poisoned, infected, and has a high resistance to magic
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Countries:
+Human Kingdoms+
Septiloth's Fortress -Landscape: A heavily fortified iron fortress, made quickly, and with flaws -Income: Soldier indoctrination, disease creation, military capital -Location: Toward the interior of Castrant, on a lone hill -Status: Active with indoctrination, no major attacks -Defenses: A mostly iron and stone fortress, tall stone keep, magic labratory -Military: Mirror footsoldiers, cavalry, few siege engines, diseases, and knights.
The Great Land of Castrant -Landscape: Mostly plains, with a few border foothills. -Income: Large farmlands. -Location: Southeast of the dwarven lands, north of the Kingdom of Thruun -Status: Heavily damaged, keep is still holding out -Defenses: Small border guard posts, small stone castle, several small forts -Military: Human footsoldiers, archers, small cavalry, a few knights
The Yoiel Lands -Landscape: A combination of tundra, wastelands, and plains, with a few mountains -Income: Used to get money from iron and salt mines, as well as human trade. -Location: At the north border of the Human lands, above Castrant, near the wild lands. -Status: Lightly damaged. -Defenses: Tall, heavily armed keeps, multiple dwarven battle machines -Military: Human and dwarven footsoldiers, heavy soldiers, and machine operators
The Kingdom of Thruun -Landscape: Hilly with some occasional plains. -Income: Farming, ranching, and trade. -Location: Near the center of the Kingdoms, between Noenaire and Califere. -Status: Northern half medium damaged. -Defenses: Border outposts, multiple medium forts, very large central fort-castle-city -Military: Many Human and Tauran heavy soldiers, many knights, and a large cavalry
The Califeron Republic -Landscape: A massive, fertile valley, and multiple seaports on the western border. -Income: Farming, sea trade, fishing, and inventing. -Location: The western border of the Kingdoms, not far north of the Elven Republic -Status: Undamaged -Defenses: Border forts, medium capital castles, and many private forts -Military: Some Human, Elven, and Eiessel-Leeth soldiers, small cavalry, large navy
The High Lands of Noenaire -Landscape: Mostly desert, with some plateaus and oases. -Income: Diamond mining, exotic trade from the Desert Lands. -Location: At the far eastern border of the Human Kingdoms, near the Desert Lands -Status: Thriving -Defenses: Some private forts, small capital keep, some border outposts -Military: Many private human, Ra'ss, or Lizardman militias. A few government soldiers.
The Gorostian Kingdom -Landscape: Marshlands and moors, for the most part, but some plains. -Income: Used to have low income from small farms. -Location: Directly between Castrant and Thruun. -Status: Some attacks, several Mirror camps -Defenses: Small central castle, soldier camps. -Military: A few human soldiers and archers.
The Yaxissoc Barony -Landscape: Deserts and coastlines, with some forests. -Income: Illegal trade, seaports. -Location: Between the Elven Republic and Califero, west of Altmont. -Status: Ravaged, though minimal enemy activity. -Defenses: A few keeps, an elven embassy. -Military: Many organized criminal gangs, some human footsoldiers and elven archers.
The Altmont Monarchy -Landscape: Mountainous. -Income: Iron, copper, gold, and gem mining, as well as trading with the Dwarves. -Location: Bordering Castrant, Noenaire, and the dwarven lands. -Status: Light raiding -Defenses: Old dwarven stone keeps, some dwarven war machines, small outposts -Military: Some human troops, many barbarian mercenaries, many dwarven operators
The King's Land of Tzencalia -Landscape: Deserts, oases, and a small coastline. -Income: Gold, trading, and exotic crops. -Location: South of Noenaire, and north of the Desert Lands. -Status: Existing -Defenses: Small forts, some outposts, and the desert -Military: Some soldiers, and barbarian tribes, with many spearmen.
The Plains of the High Chi'lethu -Landscape: Forests, plains, and a few mountains. -Income: Hunting, farming, fishing, and lumber. -Location: East of Yaxissoc, south of Thruun, and next to the Elves. -Status: Unharmed. -Defenses: A capital fort -Military: A large cavalry and many excellent tribal archers, and some elves.
The Kingdom Lands of Etheron -Landscape: Forests, mountains, a coastline, and some plateaus up north. -Income: Hunting, lumber. -Location: North of Califeron, west of Castrant, south of the Wild Lands -Status: Lightly raided -Defenses: A couple scattered forts -Military: Some heavy soldiers, a few knights, and a few tribal spearmen
+The Dwarven Empire+
The Human Territories -Landscape: Mountainous, with some fields. -Income: Mining, farming. -Location: North of the Human Kingdoms, west of Derien, and south of Falkhold. -Status: Thriving -Defenses: Border walls, thick forts, and many dwarven war machines -Military: Many barbarian mercenaries, dwarven heavy axemen and operators.
Lord Derien's lands -Landscape: Forested, with mountains and tundra in the north -Income: Lumber, trade with the Human Kingdoms, seaports -Location: On the western edge of the Empire, south of the Icelands -Status: Undamaged -Defenses: Border wall, thick forts, large keep, and many war machines -Military: Dwarven heavy axemen, Halfling archers, and machine operators
The Icelands -Landscape: Tundra, scattered mountains, and icebergs -Income: Hunting. -Location: Far north border of the Dwarven Empire, west of Thenied. -Status: No damage, but little activity. -Defenses: A couple small forts, and the cold. -Military: A few explorers
Falkhold -Landscape: Mountainous, with a massive cavern system. -Income: Inventing, crafting, trading, government center. -Location: Center of all the dwarven lands. -Status: Thriving -Defenses: A massive castle-city, incredible walls, many war machines -Military: A high number of axemen, knights, and operators
Thenied -Landscape: Mountainous, with a cavern system and a shoreline. -Income: Mining. -Location: Far east border of the Empire, east of the Human Territories. -Status: No damage, and thriving. -Defenses: Multiple forts, a few war machines, and a small wall -Military: Some axemen, a steamship navy, and a few operators
+The Elven Republic+
Tythindelia Capith -Landscape: Forest, with a shoreline. -Income: Trade, universities, and government center. -Location: West of Guardwood, south of the human lands, and north of Menthilil Capith. -Status: Thriving -Defenses: Guardwood fringes, wall to human border, and a high tower keep -Military: High Elven mages, many archers and spearmen, a cavalry, a small navy
Guardwood Province -Landscape: Large, dark forests -Income: Small farming -Location: The border of the Human Kingdoms, and west of the sea. -Status: Undamaged -Defenses: Guardwood wall and few outposts and forts. -Military: A few bands of archers and spearmen
Menthilil Capith -Landscape: Forest, with a shoreline, and some small deserts. -Income: Universities, colonization, and shipbuilding -Location: West of Deadwood, north of the Desert Lands, and east of the sea -Status: Thriving -Defenses: Tall tower keep -Military: Many archers, some spearmen, and a large navy
Islands of Arvehil -Landscape: Lightly forested, many hills and a couple mountains. -Income: Farming, fishing, and exotic crop trade. -Location: In the sea, west of Menthilil Capith and Tythindelia Capith. -Status: Undamaged -Defenses: The sea, a small town wall, a small keep -Military: A few spearmen, a few archers, and a few colony boats.
The Wastes of Deadwood * -Landscape: Grey or dead forests, with some marshes -Income: None. -Location: East of Menthilil Capith, south of Greenwood -Status: Uncreated -Defenses: See Guardwood -Military: See Guardwood
Elrithindir's Watch -Landscape: Low forested hills, a couple small mountains -Income: Farming, animal breeding. -Location: Within the northeast of Greenwood -Status: Damaged from some bandit attacks -Defenses: Guardwood, a town illusion projection, a small wall -Military: See Guardwood
+The Otherlands+
The Wild Lands -Landscape: A few mountains, but mostly tundra, icebergs, and cold shorelines. -Income: Hunting, fishing, and mercenaries. -Location: North of the human and dwarven lands, seas to the north, west, and east. -Status: Untouched -Defenses: A few walled villages, the cold. -Military: Many bands of barbarians, some dwarves and Ra'ss rogues
The Desert Lands -Landscape: Desert, with a few oases and plains. -Income: Mining, crafting, and exotic animals. -Location: South of the Elven Republic, bordered by seas on the west and east. -Status: Untouched. -Defenses: A few walled villages, the heat. -Military: Many tribes of barbarians, some elves and Ra'ss rogues
The Kingdom of the Great Sea -Landscape: Underwater, with some island chains. -Income: Fishing, exotic animals, and inventing. -Location: Far west of the Human Kingdoms, north of the elven islands. -Status: Thriving -Defenses: The ocean, many seaweed nets, electric traps -Military: Fishmen spearmen and swordsmen, guard sharks
Eiessel-Lazur -Landscape: Islands, with an underwater cave system. -Income: Fishing, exotic animals, trade -Location: Right off the west shore of the Human Kingdoms -Status: Undamaged -Defenses: The ocean, some spiked rock reefs -Military: Fishmen spearmen and swordsmen, Lizardmen swordsmen and archers
Dragonhold * -Landscape: Mountains, with a few plains. -Income: Dragon hoarding. -Location: Between the Human Kingdom and the Dwarven Empire. -Status: Thriving. -Defenses: High, mountainous roads and the weather. -Military: Dwarven and Human soldiers and operators.
Skyhold -Landscape: Mountainous, with a cavern system. -Income: Trading, mercenaries, mining, and inventing. -Location: North of the border of dwarven and human lands, south of the Wild Lands. -Status: Normal. -Defenses: Massive walls, the cold -Military: Mixed-racial soldiers
---~~~---
Assorted Phenomena:
+Diseases+
Mirror Plague * -Time: From 24 to 168 hours naturally, 60 minutes if enhanced -Carriers: Septiloth's labs, Vampires, Lycans, Airborne -Symptoms: Fainting, fever, coughing, sniffling, loss of skin tone, memory loss -Effects: A 50% chance it will result in the creation of a Mirror creature
Vampirism -Time: From 240 hours to life -Carriers: Septiloth's labs, Vampires -Symptoms: Aversion to light, canine growth, paler skin tone, red eyes -Effects: 99% chance of becoming a Vampire Creature
Zombieism -Time: From 24 to 72 hours -Carriers: Septiloth's labs, Zombies, infected animals -Symptoms: Loss of coordination, fainting, memory loss, coma -Effects: 80% chance of becoming a Zombie Creature, 12% chance of death
+Minerals+
Sarlostone -Appearance: A naturally yellow stone, usually found in bands, has dark orange streaks -Physical Features: Absorbs, stores, and conducts magic very well, is tough -Rarity: Very rare, mostly found in dwarven lands and in dragon hoards. -Uses: Used as magic-storage devices on weapons, or for special doors or lamps
Seeing Stones -Appearance: Colored or greyscale transparent crystal, usually found pure -Physical Features: Easily enchantable, hard like other rocks, low melting temperature -Rarity: Rather rare, but small pieces can be found commonly. Large ones are very rare -Uses: Crystal balls, ornaments, visors, dwarven rifle scopes
+Plants+
Yazel Root -Appearance: An orange-brown root, very thin and long, with few branches off -Physical Features: Soft to the touch, pungent odor when burnt, too much is poisonous. -Rarity: Slightly rare, can be found in larger town stores -Uses: Used as a primary ingredient in general cures and antidotes, cleans teeth
Dragonsbane -Appearance: A bright red, thin, long leaf, with a thick stem -Physical Features: Heavy and incredibly poisonous, when concentrated, can kill a Wyrm -Rarity: Extremely rare, only grows on the Elven Islands. -Uses: Poison, for dragonslaying, assassination, and mass-murder
Korle's Wand -Appearance: A thick, dark brown sprout with pale, green-blue leaves -Physical Features: When eaten, induces temporary memory loss and magic dampening -Rarity: Rather rare, found only in Septiloth's labs and near Skyhold -Uses: Memory-loss potions, mage-resistant armor coating, vampire protection
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All the items marked with a * will not appeared in the beginning of the storyline, though they may appear later on.
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Links:
+Mirror Shadows- The Original Post+ http://www.roblox.com/Forum/ShowPost.aspx?PostID=69874380
+Mirror Shadows Original Guide+ http://www.roblox.com/Forum/ShowPost.aspx?PostID=69874374
+Mirror Shadows Control Group+ http://www.roblox.com/My/Groups.aspx?gid=228909
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