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Messages - Shifting Sands

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46
Art Gallery / Re: Sunday Stream Request Raffle - 8/9 (Open!)
« on: August 06, 2015, 11:17:13 PM »
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Art Gallery / Re: Sunday Stream Request Raffle - 8/2 (Open!)
« on: July 31, 2015, 12:35:17 AM »
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Role Play Theater / Re: Transformation Theater
« on: July 28, 2015, 06:33:35 PM »
(I'M WELL AWARE, I had a birthday and things happen and I'm officially an adult and I'm prepping for college so sorry >.>)

With the new items in hand, the guards seem a little more hesitant to accompany you. Clearly there's some sort of fear for what the sea witch carries. Could be because of its apparent lack of gender or the odd confidence it had with everything it did. Oh well, at least it earns you some more respect with those buffoons.

The banquet is carried out in a massive hall in a manner that surfacers would be unused to - big bubbles float around, near the ceiling, with different types of meals and orders inside of them. There are meat trays, salad trays, desserts, and plenty more. A lot of the dishes seem pretty... exotic, but there are still normal foods to enjoy, like simple fish. After getting the food from up above in the bubbles (maybe they're preserved for freshness or something?) the merfolk come back down near the floor and communicate while they enjoy their meal. You should probably do the same, you think. Luckily none of them come by to bother you during the whole encounter.

After you've all finished, the same pair of guards that brought you down come back to you with... three sacks of gold. One of them clears their throat, a weird goat-ish looking one. "The, urm, small otter thing is to remain with us." He glances to his partner awkwardly. "He'll serve as a, uh, servant of sorts for the sea witch."

They grab Mike and quickly dismiss themselves, leaving you to an empty feasting hall with scraps of food and new, heavy sacks of riches.

49
Art Gallery / Re: Sunday Stream Raffle - 7/26 (Open!)
« on: July 24, 2015, 12:00:48 AM »
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Role Play Theater / Re: Transformation Theater
« on: July 14, 2015, 09:31:29 PM »
(SORRY that some certain people still haven't responded after more than a week! I can't help that! And besides, I've been making a freaking computer! GOSH!)

The sea witch clears its throat and gestures for everyone to turn back around. "When I asked if you needed anything, I was offering to provide it for you... fine folk. It's to better help you complete what I ask of you, of course. As far as food goes, we have plenty around in the kitchens and it will be provided before you leave. Some feasting, and the rest as rations.

"Now, for armor, I don't believe I can help to provide custom-fitting equipment. I do have some enchanted items that are just lying around, though." They turn around and move to a further back cabinet, retrieving some more items that float around in the water after they've been set out. One appears to be just a small plastic bracelet, but it's the one the witch grabs first. "This one allows you to blend in with the water, which your mount might like for sneaking in. In magi-science terms, it makes your membranes thinner and the fluids will course through you better. It's adjustable, in case you become some tiny worm or something... though it'll look more like a strung tie then.

"This other one," they say, swinging a stick tipped with a dull blue gem, "can manipulate the thickness of biological forms and ISOLATED liquids, so it won't work on the ocean entirely. You can slow down an enemy by subtly thickening them up, like a weak petrification."

The last item out there spins around on its own, like a malfunctioning compass or a yo-yo stuck in a whirlpool. "I never did quite manage to figure out how this one works. That leads me to believe it's sort of like a mind-fryer. If you look at it too long, your thoughts dull down and you lose plenty of your thought processes." The witch shudders and pushes it away with a finny hand. "Take it, please. Just don't look at it too much."

An awkward moment of silence ensues as the witch glances up to their turban, looking like they're considering giving it up, then shakes their head. You might be able to convince them to part with it.

"The food will be provided downstairs; I've already let them know. The gold will come from the treasury, meaning we'll bring it to you after you're finished eating. Now, uh, go ahead and conquer, or whatever you do. I hope you come back with even more interesting forms and items."

51
Role Play Theater / Re: Transformation Theater
« on: July 04, 2015, 06:12:47 PM »
The sea witch seems pretty perturbed by the group in front of... it? He/she holds up a hand to instruct the to stop and goes in order. "First of all, here," they say, and gives Virmir a slight *jzap* of weird green electricity. With it, he can feel some semblance of vocal cords forming, allowing him to speak again.

"Next." They gesture at their table in a sweeping motion. "I've been studying the old religions and cities of the sea, seeing as there's pretty little to do up here in my tower. The old arena near here - which I'm sure is what you were referencing, vorzh-man, or surfacer as you may have been before - has since been stolen over by skum and their eldritch leaders, the aboleth. I think you might have seen one or two of them, based on what I could see of your recent memories. Anyway, the arena was part of a greater nation before belonging to a race of shapeshifters. Their name has been lost to history; their abilities have not. I'm theorizing here - and this is a working theory - that the intense magic, stress, and collection of unique races and backgrounds provoked latent magic and imbued it into you four. It just so happens that the stress, physical pain, and magic bring out that sort of change due to what first bound it to you."

They take a deep breath and point at Attor. "It's entirely possible that you won't change at all and completely refute my theory, but I would think that you'll be experiencing a similar change when you come close to death."

"Now, it's also possible that these skum and aboleth were what bound the unwilling changes to you as well. Maybe some sort of odd idea of forced evolution wormed into their heads from some elder gods. Regardless," they finish, "you will find more answers back in that arena, if that is what you wish. With this odd sort of enhancement, I don't think you will be perishing from anything but starvation, disease, and old age anymore."

They cast something else, and transparent manacles bind around your wrists and ankles. The magical chains connect to each other. They don't limit your movement or body in any way UNLESS someone moves too far from the group as a whole. The sea witch beams. "To prevent any of you from ditching the rest. I need these answers as much as you all do. You will return with the knowledge you learn. I will write amazing scrolls on the topic and spread tales of your heroism. And, of course, I will work on formulating some sort of dispell for this enhancement, should you want it. Is there anything else before you head back? Gear, food, a harem?"

52
Role Play Theater / Re: Transformation Theater
« on: June 28, 2015, 10:56:43 PM »
The "castle" in the center of the town is not very royal or amazing, even considering the surroundings. From the looks of it, it WAS a town hall at some point, a very simple and plain one that was ramshackle, only for the barest purpose of politics and surfacer concerns. Since then the merfolk occupation has tried to "fix up" the place with more exquisite and fanciful decor, but it's just not masking the original building beneath it all. There's even an ornate stone tower affixed to the back peak of the "castle," sticking out like a sore thumb.

Guards at the front door of the castle hold you up, insisting that no non-merfolk are allowed inside without express permission. On cue, different guards come by with a message from "Officer Taj." They are told to capture a rogue seahorse, skum otter, and two slinky vorzh with just-so appearances that two of your party members share. All of the guards immediately turn on you, readying their weapons, but another pair of guards burst through the front door of the place, saying that "The Sea Witch" wants these very people to come inside. The soldiers start devolving into arguments as to who to follow, clear parties forming, and the door SLAMS shut behind them to interrupt them all before you can get a word in. Slowly, the door creaks back open. The guards wince, seemingly late, and then bow. The centermost merfolk nudge at you all and try their best to respectfully escort you in.

What an odd change of respect. At least now there aren't any weapons pointed at you.

The interior of the castle is somewhat improved over its exterior, but it's not amazing. The floor and walls sort of look like marble or tile, but it's not quite right. Must be some sort of merfolk innovation to make pretty buildings. They don't seem like they could live without pretty and noble environments.

There's a surprising amount of distance to be covered inside. Some rooms are off to either side, some of them being sealed off by bubbles to function as underwater windows - the sound is kept in or out, but vision is unimpeded. Presumably you could darken or tint the bubbles, too, in case you wanted a bubbly wall. A couple of the rooms are occupied by busy merfolk but neither of the groups turn to look at you. Apparently their work is very engrossing.

At the back of the castle is a shoddy stairwell. The guards leave you at the base of the stairs, quickly making excuses to abandon your group. Either they don't like you or they don't like what's upstairs. Maybe it's both.

Stairs are mostly just an afterthought for trying to comfort surfacers. When you can simply flow or swim upwards, stairs won't help too much. At the top of the spiral case is a markedly different interior, with some sort of water-resistant wood. A merfolk is working at a desk that's facing the entrance to the room. They've got some odd sort of turban on their head with a gem inscribed in the center. They don't look up until everyone has entered, upon which they snap up and smile pleasantly.

"Good day," he/she says. It's hard to tell what gender they're supposed to have. "I've already said things to you without your permission beforehand, so I'll just open the floor to you four. Ask any questions you could want of the Sea Witch."

53
Role Play Theater / Re: Transformation Theater
« on: June 23, 2015, 10:46:40 AM »
While Mike and Virmir have some sort of underwater... rodeo, Attor's attempt at discovering information about this arena is met with much scrutiny and ignorance. Some people simply don't have anything to contribute, but after finding someone who mentions that the arena comes from some sort of "cursed city," no one else seems to be willing to offer up information. Most people lock up. Even the vorzh from before heads out without saying anything else.

But something does seem to come up. A voice, decidedly androgynous, reaches Attor's mind. "You wish to hunt and to have a new pack, yes? Just look outside. This is your new pack. A flexible, changing pack that adjusts to hardships and has many different backgrounds. Magic killers, a real animal. Think of the big game you could bring down with them."

It reaches Yilin, too - "These people around you; they are truly powerful. Stop picking fights with them and try to coax knowledge and strength from them. Else you may end up worse than dead with your... predicament."

It moves to Virmir next... "You want revenge, don't you? Great power to come with it? A truly legendary scene where you scorch the bastard children of the old gods, deep in the sea? And afterwards, great acres of space to yourself for study, practicing, and rest..."

Mike hears it, too, but it doesn't seem to know what he really wants. "Look. On the ground. They left one of their shiny saddles. Wouldn't it be funny to prop it on this new seahorse? You could ride him easier. And it sparkles with precious things."

The final suggestion (or command) is spread out to all of the "party." "You all act very petty and pitiful now, but it wouldn't take much to turn you into scourges of the sea. Likewise, you could all be heroes if you had the right set of morals and sponsors. ...you should come to the castle, deep in the middle of town. I will have the guards permit you inside. Even the seahorse. We will talk."

54
Role Play Theater / Re: Transformation Theater
« on: June 22, 2015, 07:39:36 PM »
(I suppose my hope was that you all would be PEOPLE and decide that you should stick together for the sake of this and so you can better survive ((in character)) but I guess you're all not that wise!!! Plus I didn't want to force you all into a certain line of action because I thought it would be boring and linear. I wanted to allow you guys to choose what to do. I thought keeping you as prisoners together, putting you in a party together, forcing you to fight together would help you to choose things together but I'm wrong >.>)

While Yilin passes out, too, his body twists and practically wrings itself out. His arms, legs, body, and head all condense into a sort of tubey-rope-length, with long fins and, thankfully, new gills. It's possible to grasp with short claws and segmented, frilly fins, but it'll take some practice. His maw reshapes, losing a nose of any sort, and his eyes move to the side of his face. His ears pull back into his head and his mouth opens wide, wide, wider - until it's the widest part of his face and his teeth grow in a circle around the entire interior of the "lip." His spine lengthens enough to have a short tail that ends in a bunch of frills, too, and his organs reshape to have more simplistic functions, sort of like a tube-worm. Pink, fleshy skin wouldn't be fitting for his new form, so it darkens to a sharp brown with occasional white or gray spots. The new eel-vorzh looks to not be having any issue with the electricity anymore, but he is most definitely still unconscious.

Shocked and disturbed, and rightfully so, the soldier and his CO decide that now would be a good time to leave this odd scene behind. They'll just make some report to cover up for the weird crap that just happened, and the tiny skum otter that barely impacted their mounts wouldn't be worth capturing - it's probably just some pet anyway.

When the two idiot mages come to, they can attempt and readjust to their new forms. The thick scales and new fins on Virmir could be helpful once he really learns how to use them, and the wiry and spry form Yilin has would help him slither throughout the water. Maybe he could even coax the ability to electrocute the immediate area around him out of nothingness. (There are a lot of stat things to mention here and I think I should have hit them earlier, so rather than naming off everything I'm just going to give a quick list and if you need justification you can challenge it)

Yilin
-1 STR
+2 AGI
+1 MAG
+1 RES
-2 CHA
0 INT

Virmir
+1 STR
+1 AGI
0 MAG
+1 RES
+2 CHA
-2 INT

It's probably worth mentioning that sea horses don't really know how to speak, so that could cause some problems for Virmir in the future. HOWEVER, he was the only one with a real goal, and it did seem to make sense - seeking out why in the world fatal blows have instead been causing transformations would probably be a good idea. You're still around a tavern, which would be worth investigating (though a seahorse mount might have to wait outside) and there might be some reliable source of genius magickery in the noble houses of the merfolk. Maybe there are some hermit mages out in the ocean, or perhaps a surfacer would know what's going on. It could be due to that first fight and that giant tentacley thing above you that's responsible, but you get the feeling that you wouldn't be able to challenge it or even find it again without some grievous harm.

55
Role Play Theater / Re: Transformation Theater
« on: June 22, 2015, 12:32:54 AM »
(Man you guys are terrible mooks, you could use a Chris Pratt to turn you idiots into a useful team)

Despite missing any readily available nads to aim at, the ice at a merfolk's tail could hurt all the same, especially since Taj seems to be missing armor there. Maybe their tails are so thick it doesn't matter, but it DOES seem to be at a possibly precarious spot to hit...

The attack connects, but it doesn't do as much as Yilin was probably hoping for. It hurts, but he doesn't go down. And now... four enemies are staring at him while he's still quite pinned to a spear. They don't waste time in going to work on him, the soldier trying to finish him off with another impale. The seahorses try to move in to stab at him, too, but Mike's form is tossed on top of them by the patron he stole from with promises of more pain to come... but upon seeing the stabbed human and beasts circling said homosapien, he swims back into the bar readily and allows himself to lose one coin. The bouncer wisely decides not to intervene any more now that the rowdiness has been moved outside.

Even without the help of his seahorses, Taj again tries to fry Yilin up like a shishkebob with his electricity. "CEASE AND DESIST!" he yells maniacally, though saying such a phrase as a finishing move seems pretty poor form for a guard of the law.

56
Role Play Theater / Re: Transformation Theater
« on: June 21, 2015, 12:28:14 AM »
The strike from the soldier is an intense blow - a fork of the trident goes all the way through Virmir's... odd body, and his lower body completely melds together in a fishy tail rather than a pair of finned legs and feet. Without the proper time to adjust in the middle of combat, his movement suffers pretty badly and the jousting from the seahorses sends him into an unconscious (yet bloodless) state. His body, somehow more unstable due to its first bits of change in the arena, goes from its skummy state to a form that looks to be a projection of the very mounts that were helping in dispatching him, complete with dorsal and side fins and slim, curvy body (but it curves vertically, not horizontally. He's a "horse," not a mare.) All of his oily skin is replaced with thick scales and ridges, and his nostrils flare and snort out bubbles in his current state. The soldier, shocked, and with good reason, pulls back his weapon and shakily adjusts his trident, bringing it to face at Yilin.

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Role Play Theater / Re: Transformation Theater
« on: June 21, 2015, 12:16:39 AM »
(Turns will happen without their involvement until they chip in, and then they will join in on the next turn. Same goes for the rest of you guys in case you, you know, want to help your friends)

The mermen seem thrilled to have harpooned their prey already, but don't appear very content that the two of them are still fighting despite their wounds. They aren't unused to magic, but they are more than surprised with the speed at which they're counterattacked. Taj raises up Yilin on his spear, trying to avoid the gouging of his eyes while the other soldier holds fast to his trident, trying to resist the heat that flows from it.

Neither of the two of them can avoid the damage that the two miscreants are dealing out. Maddened, they sic their mounts on the pair of criminals. Already impaled, the seahorses try to fill them up with even more pointy objects so they can serve as underwater pincushions. Taj raises a hand and flexes his fingers, willing forth electricity to fry Yilin (which doesn't require much sight to do). The soldier, probably not as experienced or powerful as the officer, instead tries to further spike Virmir on his weapon.

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Role Play Theater / Re: Transformation Theater
« on: June 18, 2015, 09:18:43 PM »
The guards don't seem to be bothered by your words in the slightest and just march up, their mounts moving with them. Merfolk seem to have an affinity for spears and tridents and the like, meaning your chances of getting impaled and hung from the guardhouse just shot up an infinite amount for speaking out of turn. The officer Taj seem to like the seahorses they rode in on and aims his weapon to Yilin, a sharp forked spear coming at his chest, while the other soldier aims to defend the honor of himself and his career by aiming at Virmir. The seahorses, however, do not partake in the battle yet. Either they're trained to stay out of fights and watch the area or they just aren't meant to fight in the first place.




The bouncer that threw out the two raggedy patrons looks down at Mike confusedly and gestures him to the bar. "You're free to get your own drinks, as long as you keep to yourself and have money to spare." He hooks a thumb back at the idiots getting struck outside. "Don't be like them. At least, that's my suggestion. They look hoity-toity but they wouldn't have crushed half of the vorzh clans unless they were good."

The krait-vorzh tries to chat it up with Attor, talking about a recent hunt of his that went particularly well. "Mer came down, tried to claim 'poaching.'" His voice lowers and he grins, teeth wide and sharp. "'Poached' him too." He cackles and slams his drink on the bar - underwater drinks are odd, looking like fancy glass waterbottles so as to prevent loss of precious alcohol.

59
Role Play Theater / Re: Transformation Theater
« on: June 14, 2015, 12:05:37 AM »
The bouncers of the tavern begin to move toward the insane scrambling of a weakling skum and equally pitiful human basically slapping each other around. A couple of slim and athletic type of merfolk (they don't really come in buff, just well-built and incredibly magically powerful) swim by and easily toss out the two of the idiots, quite adamantly stating that they are not welcome in any sort of way.

However, the bouncers turn to look at the more animalistic skum and the vorzh. They don't seem very at-odds with them and let them move about freely. One other krait-type-vorzh from the bar swims deftly around a crowd of drunken surfacers and offers him a drink for dealing with "stupid-rat skum," then expressly mentions that it wasn't talking of Mike.

Though the two inside are still allowed to move as they like, Yilin and Virmir are quickly threatened by more imposing and dangerous figures. A couple of merfolk guards and their seahorses (the ten-foot-tall kind with lances on their sides) come travelling by, and seeing the idiots making a mess of the road out front, decide to take some fight to them. Maybe they figure they'll make less of a scene in jail.

"You handle the midget, I'll handle the... other midget. The hairless one," one of them says. He's in a more colorful breastplate than the other, perhaps some commanding officer.

"Yes, sir, Taj," the other replies.

They don't really seem to be wielding weapons, but the mages can definitely sense some power gathering around them as they dismount, which consists mainly of drifting off the sides of the seahorses.

60
Role Play Theater / Re: Transformation Theater
« on: June 07, 2015, 11:25:19 PM »
(So when I said character interaction, I meant interaction, not ACTION. So Vir, you're doing NO GOOD! I guess I just grab the reins then)

Seeing as Virmir has already decided on some spot to head to, the rest of the group doesn't really have much of a choice but to follow after the changed-fox. He seems to be taking it well, and the change appears to be pretty beneficial for Mike, considering it gave him the ability to better think and communicate. Maybe the eldritch's intentions were noble, or the plan backfired. Oh well.

The nearest settlement seems to be made up of mainly merfolk, meaning that the vast majority of the population is going to be pompous, rich, and powerful in terms of magic and connections. For as lined as the people there might be, the town does seem to be a little run-down. Maybe it was initially a surface-town that was bought out or otherwise taken from the initial inhabitants. Perhaps thanks to those first dwellers, there is a rather seedy tavern lying near the outskirts of the town. Some merfolk still pass through it.

(SO NOW, do more INTERACTIONS so you people can actually learn each others' names and learn what your goals are or something. I don't know what you want!)

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