omne
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Spring Y3
8.29.19 - 10.13.19
by Split, 08-31-2019, 09:06 PMRE: News Archive
It's time for an update to how we handle time! Now that we are a couple days into the first season of this year, I'll explain how our flow of time will now work. We will be keeping double time, but our time will be more fluid. Essentially, from here on, you will be allowed to back date threads.

All threads from here on out will need to have a date AND time listed in the thread title. This will allow users to see exactly when a thread occurred.

Previously, if you posted a new thread, the time and date that thread was posted was the time in which that event was happening. We are altering the rules regarding timelines to allow you to backdate threads for any date in the current year. (This is Year 3.) So this year started on 8.29.19. You may date a thread from the current date backward to the first day of the year. So as today is 8/31/19, you may date a thread for any date between 8/29/19 and 8.31.19. You may not date threads forward.

So as the year progresses, you will be able to date threads for any time that has already passed in the year, but you must be careful not to break your own character's timelines. The best way to track a character's timeline is to go to their profile and click the button on it labelled "Thread Log". It shows every thread the character has ever participated in. Likewise, events that would break your timelines should also be carefully monitored. So, for example, if I posted a thread for a character dated for today in the desert, it would break the timeline if I posted a thread dated for the 29th in which they ended up dying.

Excessively breaking your own timelines or other characters' timelines is frowned upon and if done consistently, Staff may intervene. Tomorrow I will be instituting changes to leader logs and pregnancies that reflect these changes, so keep an eye out! Please DM or PM a staffer if you have any questions.
News Archive
Character OTS Katchneil
Relationship OTS Ariodeoux & Dragon
Player OTS Kaitlyn
Thread OTS Detatched

Contamination

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Gods


Gems: 999,998,148 Gems
Posts: 340
#1
Rudis
It didn't surprise the beast that the Gods' pets had come to investigate his choice to rehome himself within the forest. Sentient little pests, they were far too nosey for their own goods. Nothing could run the monstrosity that was Rudis from whatever area he chose to home within. The only thing that kept him where he was in the Primeval Forest was the simple fact that Actun hadn't ventured within. It was rather disgusting that the Gods could fool the mortals so easily with an illusion of importance. One day, he hoped, the mortals would see the truth in the words he preached when he found the chances. If they didn't, then they were <i>fools</i>, deserving of the suffering their very own sentience forced upon them. As much intelligence that resided within their souls, it was appalling at just how easily the Gods had them fooled with sweet gifts and false mercy. 

He cared not how his scent bothered the sensitive souls of Salvus. They were free to rehome <i>themselves</i> if they were so upset at his presence. He would not be swayed and driven out by mortals who had no right to hold magical claims upon the land. Just another one of the Gods' serenading gifts to win their pretty little toys over--divine protection over a land. In a perfect world, no magic would hold others superior. There would be no fancy titles and errands to attend to. Just the leader and its followers, out to simply survive and continue their bloodline. Nothing more, nothing less. What the Gods saw as a perfect, thriving ecosystem was broken and tainted forever in Rudis' eyes. Unnatural and an abomination to nature itself. Despicable.

The behemoth seemed phased as his directionless wandering had brought him into the largest river to run through the forest. Something else, though, had stopped him. At the corner of his eye, he could spot the southernmost bridge that arched over the river. His dark jowls lifted in a loathsome snarl, chilling blue eyes locked onto the structure. The Gods' pets were destroying this land. Turning it into something revolting and artificial. The divine siblings would be <i>sorry</i> that they had ever caused this alteration of nature. Omne's land was supposed to be a place where animals just survived. Not... whatever <i>this</i> was. With a snort of disgust, Rudis carried himself toward the other end of the river, pulling his being out of the water, unphased by the water that dripped down his unkempt fur. With a silent curse to the Gods, he lumbered on


INFO: Rudis has tainted the southern river of Primeval Forest with his magic! For the rest of the season (Fall Y2), anyone who touches the southeastern river's water within the Primeval Forest will have a 50% chance to develop severely disfiguring mutations. Staff will roll a d2 to determine if your character gets a mutation at all. 1 is a success, 2 is a fail. If a 1 is rolled, Staff then rolls a d3 to see how many mutations your character gets. Each mutation that your character has will be rolled for with the guide below. Additionally, anyone who touches the northwestern lake in the Savanna will have a 50% chance to develop minorly disfiguring mutations. As with severe mutations, Staff will roll a d2 to determine if your character gets a mutation at all. 1 is a success, 2 is a fail. If a 1 is rolled, Staff then rolls a d3 to see how many mutations your character gets. Each mutation that your character has will be rolled for with the guide below. All mutations, except for extra head and alternative head, can be permanent if the roleplayer so chooses. If the character touches the affected waters on multiple different occasions, they may roll each time to replace their previous mutations from this event.

When you are ready to roll for a mutation, post in Misc. Roll Requests.

<u>Severe Mutations (Primeval Forest)</u>
1. Extra head (The character grows an extra head. The head is nonsentient and will not attack the character it's attached to. The species of the head does not have to correspond with your character's species.) 
2. No outer ears (Removes the outer ears of a character. All hearing capabilities are unaltered.) 
3. Deaf (Renders the character completely deaf.)
4. Blind (Renders the character completely blind. Pupils are unaltered in appearance.)
5. Extra pair of eyes (Adds 2 extra eyes to the character in the player's chosen color and location.)
6. Extra pair of legs (Adds 2 extra legs to the character in the character's species.)
7. Extra pair of ears (Adds 2 extra ears to the character in the character's species.
8. Alternative legs (One pair of a character's legs may be replaced with the legs of any singular playable species. The legs retain the range of motion of their native species, but the feet of the legs function as they did on their native species.)
9. Alternative ears (One pair of a character's ears may be replaced with the ears of any singular playable species.)
10. Alternative tail (All of a character's tails may be replaced with the tail of any singular playable species. All tails the character possesses will be affected. The new tail(s) will retail the same mobility it has on the original species. (A lion's tail on a horse will move in the same way that it did on the lion.))
11. Alternative head (Alters the character's head to take the form of any singular playable species. The character has to eat what the head's species corresponds with. For example, if a wolf possesses the head of a deer, the wolf will have to eat what a deer eats.)
12. Alternative species (Changes the character's entire species to that of one of Omne's currently playable.)
13. Horns on body (Sprouts up to 2 horns on the character's body with the player's chosen design and location.
14. Sex swap (Changes the character's current biological sex to the opposite. A female character's reproductive organs and hormones will be replaced with that of a male's and vice versa.)

<u>Minor Mutations (Savanna)</u>
1. Feathers (Adds partial or full feather coverage. May replace any fur or scales as desired by the player. Color and design are chosen by the player.)
2. Scales (Adds partial or full scale coverage. May replace any fur as desired by the player. Color and design are chosen by the player.)
3. Horns (Adds a pair of horns up to 24 inches long. Can be of any shape and color. Can be a singular horn if desired.)
4. Alternative fur length (Adds partial or full longer/shorter. The added length can be up to 1 ft. on up to 30% of the character's body and/or double the natural length.)
5. Spontaneous shedding (Causes the character's fur to fall out either fully or partially. Take note that bald characters will have to take extra steps to protect themselves from sunburns.)
6. Alternative fur color (Changes the color of some or all markings of the character, including base fur color. What markings and colors are chosen by the player. This will not remove marks magically placed by Rudis on a slave.
7. Alternative eye color (Changes the color of some or all eyes on the character, up to 4 colors in total. Black and white can not be used.)
8. Less tails (Removes at least one tail from the character. If the character only has one tail, they will have no tail at all. This can affect balance.)
9. More tails (Adds up to 9 tails on the character. These tails must correspond with the character's species, but color is by player's choice.
10. Fins (Adds up to 9 fish-like fins that can be placed anywhere on the character's body. These fins are not sharp or pointed and do not increase a character's ability to swim.
11. Bio-Luminescence (Adds a glow that originates from the character's body, location player's choice. May be a marking, inside of the character's mouth, pads, ect. It must not cover more than 50% of the character's body. It can't be dimmed or turned off, and it must glow a singular color.)
12. Iridescence (Makes one or more markings appear to have a rainbow-like quality to them when exposed to the light depending on the angle they are viewed from. Must cover 50% or less of the character's body.)
13. Longer canines (Lengthens the character's canines to be up to 3 inches longer than normal. Can be broken off if put under extreme pressure.)
14. Antennae (Adds up to 3 antennae that may be up to 8 inches long and design may be from any species with antennae in the real world.)
"The Beast."

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Contamination - by Gods - 06-25-2019, 12:43 PM