Since the Valley has a lot of Information, Lore & Legends, someplace is needed to store all that.
And this topic is that place!
The old information place was post #6 or something, which was often overlooked.
But this topic fixes that problem, by placing all information in one place!
If you have questions, don't hesitate to ask!
So, without further ado, here is the information.
I'll put it all in spoilers
Technology:
The valley is not as advanced as the box. Current tech is medieval-esque, but the richest citizens have some steampunk machinery. Gasoline is available in large quantities in this land, as it has already been discovered and used commonly as a source of lighting. - Technological Advancement is also impossible, check the Myths tab for why.
Government:
Each town is ruled by a Mage. If citizens do not like the current mage, he can be voted off, and the Magocracy shall supply a new mage to fill the role.
Outsiders have no chance of joining the Magocracy, and thus have no chance of ruling a town.
Mythical Creatures:
There are a lot of magical/mythical creatures around. The most common creatures are Faeries (Fae, for short), and Fairies. Both species like to play pranks on mortals, but there are some differences:
Faeries are small. Very Small. About the size of your index finger. Their pranks are mostly harmless, unless you anger them (by intruding their land, or being mean to them), in which case their pranks can be fatal. Faeries can make themselves invisible to certain individuals if they wish to do so.
Fairies, on the other hand, are bigger. About the size of a Human Child. Fairies are Spirits of Nature, and cannot be killed permanently. Fairies' pranks are always harmless, though they tend to be more annoying than the harmless pranks Fae tend to play.
Fairies and Fae are on good terms with each other. They often work together when pranking people, and they appreciate each other's presence.
Faeries come in a large amount of subtypes. Some examples are Mountain Faeries, who tend to have industrialized Faerie civilizations in mountains, unreachable for any creature that is not a Fae or a Fairy (Fairies can shrink themselves if they wish, but they tend not to do so). Water Faeries live in lakes and rivers, and female Water Faeries occasionally abduct good-looking mortal men near the water to turn them into their husbands (after shrinking them and giving them the ability to breath underwater, that is). If the mortal turns out to be mean, they drown them. There are also Fae Vampires. These act similar to normal Vampires, but are immune to the things that Vampires are weak to, don't kill their victim, and leave a gift in return for the blood they drained.
Natives' opinions on outsiders:
Carthropods:
Since the Natives of this land are not too advanced with technology, Carthropods are an oddity to them. But instead of treating them as evil creatures, they view them as beings that bring good luck, and Carthropods visiting towns will have no trouble obtaining enough gasoline to have a nice meal, nor will they have trouble finding a place to stay (Most villages have some empty warehouses, and the villagers are happy enough to clean it up for the Carthropod to stay in). As for the good luck that Carthropods apparently bring? It is true, somehow, as villages visited by Carthropods are blessed with good harvest.
Magic Users:
Mages are common in this world, so magic users are nothing special. Mages that use their spells to help villagers are treated well, but Mages that hurt people will soon find themselves hunted by the Magocracy's Mages...
Religion:
In the valley, Religion plays a huge part in the daily lives of people. Not just because the lack of advanced technology, but because Divine Intervention is actually a thing here. There are many gods, and they all provide something to their followers. Zieliah, Goddess of the Harvest, for example is popular among farmers, as her worshipers/followers always have a good harvest (unless another god intervenes, that is.). Satisfying a God/Goddess and becoming one of his/her followers is easy. In the towns and villages in the Valley you can find a lot of shrines in all kinds of sizes. Just leave an offering of food or money there. If the food is fresh or the money is real, it will vanish, and the God will give you their blessing for a week at most. If you wish to gain their blessing again, just leave another offering. If you decide to build a small shrine in your house, you can also leave your offerings there.
If you, however, attack or even destroy a shrine, that God will get angry! The God will no longer bless you, but will instead curse you!
You can also ignore gods, they won't do you any harm unless you harm their shrines. And just because a god is popular with a type of people, doesn't mean all followers are that kind of people!
There are 45 Days per Month, 6 Months per Year. One per god. On a God's day, their Blessings and Curses are more potent.
The Moons will have effect when they're full, and lycanthropes (and other creatures that are affected by the moon) should choose which moon to have effect on them.
Kasai boosts Movement. - People move faster
Mizu boosts Silence. - Things make less noise
Mokuzai boosts Life. - Wounds heal faster, crops grow faster.
Kinzoku boosts Abundance. - Crops yield more.
Chikyū boosts Immobility. - Structures are tougher.
Taiyō boosts Offense.
Tsuki boosts Defense.
Day and Night is now also a thing, Days last 48 IRL Hours, Nights 24. The First night will begin on Wednesday, 12:00 UTC, which is 14:00 for me.
I will attempt to make a post that changes Day to Night and Night to Day between 12:00 and 13:00 UTC when the cycle changes again.
To view the Calendar, go HERE, then go to Save/Restore, and fill the code in the spoiler into that field to load the Calendar. Today is the day of Eaninyen (4-7-2016 (4th of July))
Seasons: There are 6 Months. Terra, Ordo, Ignis, Aqua, Aer & Perditio. Each Month is also a season.
Terra: Spring
Ordo: Season changes per day, No Nighttime
Ignis: Summer
Aqua: Autumn
Perditio: Season changes per day, 24-Hour daytime and 48-Hour Night, as opposed to 48-Hour day and 24-hour night.
Aer: Winter
Snow biome is cold, Desert Biome is Hot, others are Temperate.
For weather, go HERE, supernatural should be set to common.
For information on how specific weather effects work here, ask me.
To acquire more, go to Libraries in the villages to read books, or talk to people at taverns, they often have rumors.
The Ancient Carthropod.
A long, long time ago, there lived a Carthropod in this valley. No one remembers it, but it is mentioned in old poetry and stories. It brought luck to every village it visited, as long as people treated it well.
But there was an Evil Necromancer named Drasistro, Drasistro hated the Carthropod for some reason, and raised an army of the undead to hunt it down. The Carthropod has long since vanished. Maybe Drasistro destroyed it. Maybe it is hiding. Or maybe it is locked away deep underground without any fuel, protected by hordes of undead preventing anyone from reawakening it. Who knows?
The Old Gods.
Legends speak of more types of gods than there are now, where could they have gone? In those same stories, it is told that there used to be cities underground. However, those same cities are nowhere to be found nowadays. Maybe the entrances to those cities have collapsed, and the only shrines to those Gods were underground, and now unreachable?
Sky above the Clouds.
Rumor has it that, if you travel up into the air at a certain location, you will reach a place where you can walk on the clouds. Here, mysterious creatures fly through the air as if it were water, and it is said that this is where the Gods live. But where would one have to be to reach the Sky above the Clouds?
The Sea of Llangell, the Lake in the center of the valley, provides most of the Fish for everyone in the valley, but it is not the safest place to fish. Numerous Fishermen have died there, as some creatures that live there like Human Flesh. Giant Monsters swallow them, boat and all, before diving underwater. Fishermen whom’s boats sink due to Faeries are suddenly dragged underwater by mysterious creatures.
And when the Fog on the lake rises, one can hear the moans of the undead, as a Necromancer’s Ghost Ship sails around the lake…
The Old God of Death.
Faradlather has not always been the God of Death. Stories talk about another God of Death before Faradlather took that place. But the name of that God is always missing. And even the Old Wise Men don’t seem to be able to recall his name, and the Gods never answer any questions about the Old God of Death. Who was he/she? Where did he/she go? These questions all remain unanswered…
God of Technology.
Technological Advancements in this Valley are impossible, ever since the God of Technology vanished. Since his disappearance, it has become impossible to make something no one has ever made in the valley…
Goddess of Immortality.
Immortals in this land are not fully immortal, as the Goddess of Immortality is missing. Immortals are very difficult to kill, as they tend to resurrect, but they CAN be killed permanently, and most fall prey to the monsters which lurk the Valley, as Humans have more difficulty killing them than Wild Creatures.
Faerie Court.
Humans who commit crimes against Faeries or Fairies and are caught are brought to the Faerie Court.
The Faerie court is otherwise inaccessible by non-Faeries/Fairies, and no one knows its true location.
Humans who are brought here are in deep trouble, as the Faerie Court is less likely to declare the Human as innocent, and the only penalties for crimes are either Slavery for the rest of their lives, or Death. Faeries are capable of killing immortals, so even they should be on their guard…
((I think adding an ancient Carthropod into a valley's myth was stretching a little too far (unless it was a crucial point to the plot in the future).))
((I think adding an ancient Carthropod into a valley's myth was stretching a little too far (unless it was a crucial point to the plot in the future).))
((It might be a crucial part of a plot, depends on whether or not Scorp starts searching for it, which might become interesting))
Bestiary! This will be updated when more monsters are met! Fairies & Faeries not included!
The Warg
The Warg is a massive wolf, 3 meters tall, this creature is the cause of death of many explorers, adventurers, hunters and lumberjacks. When the Natives hunt these, they form parties of 10 Strong Men, all Armored with Steel Armor, and equipped with Crossbows firing Explosive Bolts. Of those 10, at least 3 are expected to die. A single Warg can feed an entire village for a week.
Desc: They are the remains of the alfieq's commander forces in The Valley after a terrible event either from an old box ,or at a new box, and somehow manage to escape from an evil entity's wrath (Old Box) or super nuclear explosion (New Box) which is currently unknown. Unlike an average human foot-soldiers in The Valley, they are one of the most toughest for a non-magic, non-creature type and usually they come in small numbers, working as some sort of a team. Finding such soldiers like these are very rare in The Valley, and usually mostly hidden away within a human settlement, or even living inside/on mountains as some sort of an inaccessible outpost.
Currently Roleplaying:
- The Engineer's Industrial Company
Minor:
- 4.1.2 Infantry Squad + [2nd Recon Company]
Current NPC:
- None -
Legend:
The Commander's Secret Weapon
The rumors has told twice (or three times) since at the beginning where a Commander was wishes to build a weapon that's so great and powerful, not even the strongest magic could possibly stops them and was intended to crush their biggest enemies for a quite some time during his militaristic era. But since the Commander has magically disappeared long before it was completed, the location of such devious secret weapon within The Valley has been lost forever, left with a stubby incomplete project, not even the fairies knows its location as most of the Commander's officers burnt the map's location before knowing to the public and leaving back to their home world thereafter. Who knows what development lies within that insanely dangerous weapon that the crazy leader wanted them to do so. Some of closest inhabitants rumors that it was a combination of Thunderhoof's Empire Technology, Hell Empire's Magic & Technology, Commander's Military Nation's Innovations and ???'s Secret Technology, all combined into one for a massive superweapon's project.
It is also very valuable, 800 of it is enough for a family (2 Parents, 2 Children) to live comfortably for 2 weeks if nothing special happens (like illness or accidents)
One loaf of bread would be around I think somewhere around δ3/4. δ3 for normal quality, δ4 for good bread or some special kind of bread (like Chocolate Croissant or something)
Exchange rate BoxBux > Okane : 1000BB = δ10
People who come here via the box have 1000BoxBux at most.
The shroomback tortoise is a rare species. At first, we just called it a turtle with parasetic mushrooms growing out, but they grew so much they classified it as a new race.
It's shell is bigger (to match its new size) and shaped like a pyramid. Instead of dark green or any color of tortoise really, they aret ransparent light green, like a slime from MC, with navy blue and white. markings. No shroomback has ever had the same markings.
The shroombacks are very intelligent. They actually can make spears and other basic weaponry. They are very big, around 4 inches tall.
They live in jungles, forests, and swamps. However, you can see some living at other places.
Frost Shroomback
They are icy blue and white colors. They appear to be a little smaller, at 3.7 in. They live in cold places with snow.
Fire Shroomback
They are dark red and black colors. The appear to be a little bigger, at 4.5 in. They live in hot places with lava.
Grass Shroomback
They are dark green and light yellow colors. The appear to be a little smaller, at 3.9 in. They live in plains with long grass.
Wind Shroomback
They are light blue and dark white colors. They appear to be a little bigger, at 4.8 in. They live in clouds with sky trees.
No matter the size, they always have mushrooms growing out of there shells. brown or red, big or small, poisen or not, they have them.
Finally, they can unleash poisen gas and use weapons. They are usually used as slaves in towns, or sometimes friends if they are capable of speaking (few are)
Sounds good, but do they walk on two legs? If not, their ability to make weapons and tools would be useless...
So I see that someone had made a character History Page. I might as well make one.
Solar_San/Solar, The Deity of Peaches:
The being know as Solar is of a shapeshifting species that's true form is actually a grey blob. The being can shapeshift freely on the current world's full moon. However, once the full moon ends, the being is stuck as a whatever they were at the time until the next full moon. Once a full fledged God of Peaches in an alternate dimension, after being thrown into the Valley, she was stripped of her godly immortality, stuck with no shrine, no worshipers, and only held onto the bare minimum of her power. She plans on becoming a Deity before a God so she won't be able to be killed easily than the somewhat mortal form she has now.
R and P:
Possible humans that came in the Valley with Solar. Solar, R and P seem to now each other quite well, being good friends with her and being her first two 'believers'. They're the main reason that she actually still contains that wee bit of peach magic she holds currently. Both come from a dimension of war between an Acolyte and people trying to escape. Current power of strength are unknown. R seems to hold access to a wide variety of magic with P holding access to a wide variety of battle techniques.
Houses:
Small House (Living Room, 1 Bedroom, Bathroom, Kitchen): δ200, δ14 per 24 Real Life Hours Rent
Small House (2x Bedroom): δ240, δ18 Rent
Medium House (Living Room, Kitchen, 3x Bedroom, Bathroom, 2 Floors): δ280, δ22 Rent
Medium House (4x Bedroom): δ300, δ26 Rent
Large House (Living Room, Kitchen, 5x Bedroom, 2x Bathroom, 2 Floors): δ340, δ34 Rent
Large House (6x Bedroom, 3 Floors): δ370, δ40 Rent
Small Villa (2x Living Room, Kitchen, 6x Bedroom, 3x Bathroom, 3 Floors, Storage Shed): δ440, δ60 Rent
Inn:
Per Person: δ5
Per Night: δ3
Include Breakfast: δ1 (Simple Breakfast)
Include Lunch: δ2 (Simple Lunch)
Include Dinner: δ3 (Simple Dinner)
If you see anything odd in this list, please let me know~
Houses:
Small House (Living Room, 1 Bedroom, Bathroom, Kitchen): δ200, δ14 per 24 Real Life Hours Rent
Small House (2x Bedroom): δ240, δ18 Rent
Medium House (Living Room, Kitchen, 3x Bedroom, Bathroom, 2 Floors): δ280, δ22 Rent
Medium House (4x Bedroom): δ300, δ26 Rent
Large House (Living Room, Kitchen, 5x Bedroom, 2x Bathroom, 2 Floors): δ340, δ34 Rent
Large House (6x Bedroom, 3 Floors): δ370, δ40 Rent
Small Villa (2x Living Room, Kitchen, 6x Bedroom, 3x Bathroom, 3 Floors, Storage Shed): δ440, δ60 Rent
Inn:
Per Person: δ5
Per Night: δ3
Include Breakfast: δ1 (Simple Breakfast)
Include Lunch: δ2 (Simple Lunch)
Include Dinner: δ3 (Simple Dinner)
If you see anything odd in this list, please let me know~
The shroomback tortoise is a rare species. At first, we just called it a turtle with parasetic mushrooms growing out, but they grew so much they classified it as a new race.
It's shell is bigger (to match its new size) and shaped like a pyramid. Instead of dark green or any color of tortoise really, they aret ransparent light green, like a slime from MC, with navy blue and white. markings. No shroomback has ever had the same markings.
The shroombacks are very intelligent. They actually can make spears and other basic weaponry. They are very big, around 4 inches tall.
They live in jungles, forests, and swamps. However, you can see some living at other places.
Frost Shroomback
They are icy blue and white colors. They appear to be a little smaller, at 3.7 in. They live in cold places with snow.
Fire Shroomback
They are dark red and black colors. The appear to be a little bigger, at 4.5 in. They live in hot places with lava.
Grass Shroomback
They are dark green and light yellow colors. The appear to be a little smaller, at 3.9 in. They live in plains with long grass.
Wind Shroomback
They are light blue and dark white colors. They appear to be a little bigger, at 4.8 in. They live in clouds with sky trees.
No matter the size, they always have mushrooms growing out of there shells. brown or red, big or small, poisen or not, they have them.
Finally, they can unleash poisen gas and use weapons. They are usually used as slaves in towns, or sometimes friends if they are capable of speaking (few are)
Since people seem to be posting character backstories and such, I might as well also. For now it's just Lance, since he's the only one [currently] in the box.
Name: Regon "Lance" Dagon
Age: Approx. 45 billion years; at least 3 times older than the real universe.
Race: Former Human, "Fallen Angel" class Chaos entity
History: Born as Regon on the frozen ocean world of Dagon Alpha, Lance's childhood was identical to his alternate self (see my profile for reference), though their timeline diverged at the age of ten. Rather than his capability for magic being discovered by the Adricans who had raised him, a group of entities living deep in the oceans of Dagon Alpha called the "Deep Ones" took notice of the unusual child, using their psychic abilities to contact him telepathically. Describing to him the plight of their kind- former gods that had been cast down and imprisoned deep below the frozen surface of the world during a battle they had lost eons ago- they presented him with their final creation and the last hope for their power to carry on: a universe, frozen in a dying state and sealed within a vessel inscribed with indecipherable eldritch scripts, and a pair of runes, inscribed upon the palms of the young Lance's hands and activated with the last of their remaining power.
Attracted to the sudden influx of energy, a group of Archdemons- powerful servants of the entity that had imprisoned the Deep Ones- manifested upon the surface of the frozen world, seeking out the source of the power. It was not long before one of them discovered Lance, and it would have effortlessly slain the child if not for the contact that was made between the demon and one of the runes on Lance's hands. Activating, the demon writhed in pain as it was absorbed into the rune, its power and abilities merging with the child. Combining the knowledge granted to him by his Adrican mentors and the sudden surge of power and access to chaos that he had just obtained, Lance used the vessel containing the eternally dying universe to construct a vehicle- a motorcycle- capable of utilizing chaos to invoke the contained universe into producing decaying rifts of space-time, allowing him to travel through the rift and cross universes.
He has since spent his time travelling the multiverse, growing in power and advancing his understanding and capabilities with the power of Chaos. Numerous upgrades made to his motorcycle over time have granted it the ability to travel through time in addition to crossing universes, and a chaos-infused navigation computer integrated into it allows him precision control over his target destination and a nearly endless databank of previously visited universes for ease of access.
Weapons: Lance is equipped with a multitude of weapons; his primary weapons consist of:
* A lance, his namesake weapon. Particularly effective when used to charge at enemies using his motorcycle.
* 2 scimitar-like swords. Effective for on-foot melee combat.
* 8 heavy-caliber handguns. Each is tinted a different color and engraved with an alchemical symbol, signifying association with each of the elemental schools of magic from his home universe (fire, water/ice, earth, air, light, dark, chaos, and order).
Abilities: Lance's primary abilities stem from the reality-warping power known as Chaos. Commonly used powers include:
* Shapeshifting: Fairly self-explanatory.
* Temporal Desynchronization: As a byproduct of his time travelling, Lance is not locked to the timeline. As such, abilities that alter the flow of time do not affect Lance unless he allows them to.
* Power Convergence: Based in the runes on his hands. Lance can absorb beings that touches his bare palms, adding its power and abilities to his own while killing the target in the process. Only effective on beings that are weaker than Lance, and only works on organic beings. In addition, the skin of his palm must make contact with the flesh of the being he touches; generally he wears gloves and bandages covering his hands to prevent himself from accidentally absorbing things.
* Teleportation: Lance is capable of disappearing and reappearing anywhere else instantaneously.
* Demon's Sight: Allows Lance to view electromagnetic radiation outside what would normally be considered the visible spectrum of light, in addition to things like temporal distortions, heat signatures, spacial anomalies, and in certain circumstances, he can see events occurring in parallel timelines. He can also see through things. Demon's Sight is permanently active, though he can use the lenses in his sunglasses to control the ability on a more refined level, able to turn on and off viewing of certain wavelengths and anomalies at will, along with selecting what materials he can see through. Due to Demon's Sight, the border between his iris and pupil in each eye glows a neon green, though it only appears to be glowing in darkness; when exposed to light, Lance merely appears to have a thin, neon-green ring between the iris and pupil of each eye.
Lance's text is brown.
As you may guess, this is slightly more detailed than the one in the show your character thread.
Rollback Post to RevisionRollBack
"Against all the evil that Hell can conjure, all the wickedness that mankind can produce; We will send unto them... only you."
Colored text indicates in-character statements/actions. Because Forum Games has basically just been a big open RP for a long time now and it's the only place I ever post anymore, when I post at all.
History: Not much about Darth's past is known, except for the fact that he turned into a Fairy about 800 years back. Before that, he was a God, though no one knows what kind of god he was. He spends most of his time hanging around with other Fairies, though he doesn't play pranks on other races as much as fairies do.
Appearance: Darth has black hair with some strands of Green and Red hair. His left eye is red while the right is green. Darth is about the size of a human child, unless he shrinks himself to Faerie size, in which case he is about the size of an Index Finger. He rarely wears shoes, like most fairies, unless he is expecting a fight. In which case he wears boots of steel, for kicking people. He normally has his wings hidden, but when he decides to un-hide them, he has skeletal wings with a wingspan of about 2 meters, the wings are accompanied by two skulls with elongated spines that also come out of his back. The Skulls can fire magical attacks.
Abilities:
Manipulation of Death: As a Fairy of Death, Darth has the ability to manipulate Death. This gives him a huge advantage when fighting living creatures, but is useless when fighting things like Zombies or Skeletons. He rarely uses this ability though, and mostly uses it to ensure that his friends live longer than others.
Green Grimoire: Darth possesses a magic book called the 'Green Grimoire'. He has it locked away in a place nobody can reach, because it holds every magic ever. Magic: Darth knows a large amount of spells, including a spell that makes it rain pie, for some reason. Scrying: Darth has the ability to know what is going on everywhere. Not only through magic, but also because of the Fairies/Faeries. Teleportation: Darth can teleport. That's pretty self-explanatory, right? Flight: Darth can fly. That's also kinda obvious.
Weapons:
Scythe: Darth has a Massive Scythe. It is about 3 Meters long, and has a skull on the top. The Scythe Blade comes out of the skull. The Scythe can not be destroyed, but it can be split into two one-hand Scythes. Green Grimoire: If Darth chooses to do so, he can use the magic of the Green Grimoire in combat. He never does so though...
People wanted things that kill them? People get things that kill them. Chapter 1 of 'More things that kill' will be 'Death at Night I'!
Warning: Nightmare Fuel and general creepy-ness.
Brackish Hound
Brackish Hounds are undead dogs. When a dog dies a slow, painful death, it may change into a brackish hound. If the dog was rabid, the change is inevitable. The change occurs at midnight following the dog's death.
They are repugnant and vile. Their skin has peeled away in many locations, revealing decomposing organs. Their hair grows in thick, random patches. Their muzzles are oversized, filled with needle-sharp teeth and a long black tongue. Their eyes are blank, without pupils or color.
They are bloodthirsty and ferocious. They stalk human and animal prey for hours before leaping in for the kill. They are smart enough to flee when severely wounded. This is rare, however, because their flesh is unusually tough, and they have an endless blood supply, and can't bleed to death.
Chimneyrues
A Chimneyrue is a large spider-like creature with a human head, eight skeletetal legs and a prehensile tail. It's body is the size of a dog, and it's head is the size of a human infant's, with distorted features and a leering smile. They live in chimneys and such.
What about peaceful stuff like the Brell? It appears there is almost an unbalance in the good creature vs evil creature ratio, there needs to be balance.
There is a reason behind the lack of good creatures:
There is very little that peaceful creatures can do in a plot. Sure, you can talk to them, but you can also talk to humans. And having the NPCs your characters talk to be human is easier than having it be another species. What about the Language Barrier, for example? Do they use the same form of currency, and why? Whereas evil creatures can provide obstacles the Player Characters have to overcome. Dangerous Creatures that are out to kill them pose a threat, and fights are, in my opinion, more interesting than inter-species diplomacy. More peaceful creatures might make an appearance later on, but I feel that populating the world with dangers is more interesting right now.
Well you probably need something larger than a lake, a mid size ocean perhaps, expanding the valley for that? And have islands with vast riches for those who dare to cross the waters?
That kind of beats the purpose of it being a Valley, but the lake is huge, you know?
I'll think about expanding it, don't count on it though.
The Nuclear Creeper appeared from a wormhole from the edge of the Valley from a place only known as the box, as well as the code to the AI that was his only friend back there and all the information needed to survive whatever was out there, but Nucleep didn't plan for his mind to be scrambled by an unknown force. Now he has all but forgotten what he used to be, and his mind has been split into three:
Nucleep A: The utopian hippie Nucleep. He wants everybody to generally have a good life and also to introduce technology to uplift them into the modern day socially and technologically. Does not believe in gods, but more receptive to magic.
Nucleep B: The evil selfish Nucleep, who just wants to be at the top of the hierarchy and everyone to serve him. The most skeptical of the existence of gods, and religions, and magic.
Nucleep C: The logical, smart Nucleep, who thinks things through, and adjusts his plans for the occasion. Also wants the natives to make their own path, and does not want to interfere with their natural development. Wants his condition to be fixed and his memory back before his other two selves wreck everything else.
The personality switches every time he wakes up.
And his trusty AI: The remnants of the old hive mind quantum computer artificial hyperintelligence that Nucleep made, has also forgotten about the Box and everything they did. She has become connected with Nucleep's mind and is the only constant link between the three Nucleeps, remembering everything that they forget.
Rollback Post to RevisionRollBack
My avatar is a Nuclear Ender-Creeper in SPAAAAAACE! My RP: An Island
Why 'Fire at Will'? Why not Bob, Joe, or anybody else?
Veni, Vidi, Vici Caelus!
What didya expect, the Spanish Inquisition?
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Howdy, Hiya, Hello, Greetings and whatnot.
Since the Valley has a lot of Information, Lore & Legends, someplace is needed to store all that.
And this topic is that place!
The old information place was post #6 or something, which was often overlooked.
But this topic fixes that problem, by placing all information in one place!
If you have questions, don't hesitate to ask!
So, without further ado, here is the information.
I'll put it all in spoilers
Technology:
The valley is not as advanced as the box. Current tech is medieval-esque, but the richest citizens have some steampunk machinery. Gasoline is available in large quantities in this land, as it has already been discovered and used commonly as a source of lighting. - Technological Advancement is also impossible, check the Myths tab for why.
Government:
Each town is ruled by a Mage. If citizens do not like the current mage, he can be voted off, and the Magocracy shall supply a new mage to fill the role.
Outsiders have no chance of joining the Magocracy, and thus have no chance of ruling a town.
Mythical Creatures:
There are a lot of magical/mythical creatures around. The most common creatures are Faeries (Fae, for short), and Fairies. Both species like to play pranks on mortals, but there are some differences:
Faeries are small. Very Small. About the size of your index finger. Their pranks are mostly harmless, unless you anger them (by intruding their land, or being mean to them), in which case their pranks can be fatal. Faeries can make themselves invisible to certain individuals if they wish to do so.
Fairies, on the other hand, are bigger. About the size of a Human Child. Fairies are Spirits of Nature, and cannot be killed permanently. Fairies' pranks are always harmless, though they tend to be more annoying than the harmless pranks Fae tend to play.
Fairies and Fae are on good terms with each other. They often work together when pranking people, and they appreciate each other's presence.
Faeries come in a large amount of subtypes. Some examples are Mountain Faeries, who tend to have industrialized Faerie civilizations in mountains, unreachable for any creature that is not a Fae or a Fairy (Fairies can shrink themselves if they wish, but they tend not to do so). Water Faeries live in lakes and rivers, and female Water Faeries occasionally abduct good-looking mortal men near the water to turn them into their husbands (after shrinking them and giving them the ability to breath underwater, that is). If the mortal turns out to be mean, they drown them. There are also Fae Vampires. These act similar to normal Vampires, but are immune to the things that Vampires are weak to, don't kill their victim, and leave a gift in return for the blood they drained.
Natives' opinions on outsiders:
Carthropods:
Since the Natives of this land are not too advanced with technology, Carthropods are an oddity to them. But instead of treating them as evil creatures, they view them as beings that bring good luck, and Carthropods visiting towns will have no trouble obtaining enough gasoline to have a nice meal, nor will they have trouble finding a place to stay (Most villages have some empty warehouses, and the villagers are happy enough to clean it up for the Carthropod to stay in). As for the good luck that Carthropods apparently bring? It is true, somehow, as villages visited by Carthropods are blessed with good harvest.
Magic Users:
Mages are common in this world, so magic users are nothing special. Mages that use their spells to help villagers are treated well, but Mages that hurt people will soon find themselves hunted by the Magocracy's Mages...
Religion:
In the valley, Religion plays a huge part in the daily lives of people. Not just because the lack of advanced technology, but because Divine Intervention is actually a thing here. There are many gods, and they all provide something to their followers. Zieliah, Goddess of the Harvest, for example is popular among farmers, as her worshipers/followers always have a good harvest (unless another god intervenes, that is.). Satisfying a God/Goddess and becoming one of his/her followers is easy. In the towns and villages in the Valley you can find a lot of shrines in all kinds of sizes. Just leave an offering of food or money there. If the food is fresh or the money is real, it will vanish, and the God will give you their blessing for a week at most. If you wish to gain their blessing again, just leave another offering. If you decide to build a small shrine in your house, you can also leave your offerings there.
If you, however, attack or even destroy a shrine, that God will get angry! The God will no longer bless you, but will instead curse you!
You can also ignore gods, they won't do you any harm unless you harm their shrines. And just because a god is popular with a type of people, doesn't mean all followers are that kind of people!
There are 45 Days per Month, 6 Months per Year. One per god. On a God's day, their Blessings and Curses are more potent.
The Moons will have effect when they're full, and lycanthropes (and other creatures that are affected by the moon) should choose which moon to have effect on them.
Kasai boosts Movement. - People move faster
Mizu boosts Silence. - Things make less noise
Mokuzai boosts Life. - Wounds heal faster, crops grow faster.
Kinzoku boosts Abundance. - Crops yield more.
Chikyū boosts Immobility. - Structures are tougher.
Taiyō boosts Offense.
Tsuki boosts Defense.
Day and Night is now also a thing, Days last 48 IRL Hours, Nights 24. The First night will begin on Wednesday, 12:00 UTC, which is 14:00 for me.
I will attempt to make a post that changes Day to Night and Night to Day between 12:00 and 13:00 UTC when the cycle changes again.
To view the Calendar, go HERE, then go to Save/Restore, and fill the code in the spoiler into that field to load the Calendar. Today is the day of Eaninyen (4-7-2016 (4th of July))
Seasons: There are 6 Months. Terra, Ordo, Ignis, Aqua, Aer & Perditio. Each Month is also a season.
Terra: Spring
Ordo: Season changes per day, No Nighttime
Ignis: Summer
Aqua: Autumn
Perditio: Season changes per day, 24-Hour daytime and 48-Hour Night, as opposed to 48-Hour day and 24-hour night.
Aer: Winter
Snow biome is cold, Desert Biome is Hot, others are Temperate.
For weather, go HERE, supernatural should be set to common.
For information on how specific weather effects work here, ask me.
{"year_len":270,"events":0,"n_months":6,"months":["Terra","Ordo","Ignis","Aqua","Perditio","Aer"],"month_len":{"Terra":45,"Ordo":45,"Ignis":45,"Aqua":45,"Perditio":45,"Aer":45},"week_len":45,"weekdays":["Dardej","Penam","Hielah","Eaninyen","Illyrie","Arel","Serellye","Asyach","Zuzu","Ibil","Vale","Alanweg","Zelik","Illartan","Alphon","Nelalwe","Allat","Zeran","Erilas","Mastu","Faradlather","Altas","Vepha","Azat","Sacha","Sielah","Isram","Galore","Arah","Ebriatiel","Aziel","Findelye","Sielel","Laserie","Artariel","Peniel","Elegnon","Asdel","Baltha","Jeha","Elelwil","Zopha","Dalpha","Alar","Egoror"],"n_moons":7,"moons":["Kasai","Mizu","Mokuzai","Kinzoku","Chikyū","Taiyō ","Tsuki"],"lunar_cyc":{"Kasai":10,"Mizu":15,"Mokuzai":25,"Kinzoku":45,"Chikyū":24,"Taiyō ":50,"Tsuki":60},"lunar_shf":{"Kasai":5,"Mizu":10,"Mokuzai":16,"Kinzoku":11,"Chikyū":1,"Taiyō ":37,"Tsuki":43},"year":404,"first_day":0,"notes":{}}
Myths, Legends & Lore!
To acquire more, go to Libraries in the villages to read books, or talk to people at taverns, they often have rumors.
The Ancient Carthropod.
A long, long time ago, there lived a Carthropod in this valley. No one remembers it, but it is mentioned in old poetry and stories. It brought luck to every village it visited, as long as people treated it well.
But there was an Evil Necromancer named Drasistro, Drasistro hated the Carthropod for some reason, and raised an army of the undead to hunt it down. The Carthropod has long since vanished. Maybe Drasistro destroyed it. Maybe it is hiding. Or maybe it is locked away deep underground without any fuel, protected by hordes of undead preventing anyone from reawakening it. Who knows?
The Old Gods.
Legends speak of more types of gods than there are now, where could they have gone? In those same stories, it is told that there used to be cities underground. However, those same cities are nowhere to be found nowadays. Maybe the entrances to those cities have collapsed, and the only shrines to those Gods were underground, and now unreachable?
Sky above the Clouds.
Rumor has it that, if you travel up into the air at a certain location, you will reach a place where you can walk on the clouds. Here, mysterious creatures fly through the air as if it were water, and it is said that this is where the Gods live. But where would one have to be to reach the Sky above the Clouds?
The Sea of Llangell, the Lake in the center of the valley, provides most of the Fish for everyone in the valley, but it is not the safest place to fish. Numerous Fishermen have died there, as some creatures that live there like Human Flesh. Giant Monsters swallow them, boat and all, before diving underwater. Fishermen whom’s boats sink due to Faeries are suddenly dragged underwater by mysterious creatures.
And when the Fog on the lake rises, one can hear the moans of the undead, as a Necromancer’s Ghost Ship sails around the lake…
The Old God of Death.
Faradlather has not always been the God of Death. Stories talk about another God of Death before Faradlather took that place. But the name of that God is always missing. And even the Old Wise Men don’t seem to be able to recall his name, and the Gods never answer any questions about the Old God of Death. Who was he/she? Where did he/she go? These questions all remain unanswered…
God of Technology.
Technological Advancements in this Valley are impossible, ever since the God of Technology vanished. Since his disappearance, it has become impossible to make something no one has ever made in the valley…
Goddess of Immortality.
Immortals in this land are not fully immortal, as the Goddess of Immortality is missing. Immortals are very difficult to kill, as they tend to resurrect, but they CAN be killed permanently, and most fall prey to the monsters which lurk the Valley, as Humans have more difficulty killing them than Wild Creatures.
Faerie Court.
Humans who commit crimes against Faeries or Fairies and are caught are brought to the Faerie Court.
The Faerie court is otherwise inaccessible by non-Faeries/Fairies, and no one knows its true location.
Humans who are brought here are in deep trouble, as the Faerie Court is less likely to declare the Human as innocent, and the only penalties for crimes are either Slavery for the rest of their lives, or Death. Faeries are capable of killing immortals, so even they should be on their guard…
((I think adding an ancient Carthropod into a valley's myth was stretching a little too far (unless it was a crucial point to the plot in the future).))
((It might be a crucial part of a plot, depends on whether or not Scorp starts searching for it, which might become interesting))
((You could visit a village, and you'd learn about it...))
Bestiary! This will be updated when more monsters are met! Fairies & Faeries not included!
The Warg
The Warg is a massive wolf, 3 meters tall, this creature is the cause of death of many explorers, adventurers, hunters and lumberjacks. When the Natives hunt these, they form parties of 10 Strong Men, all Armored with Steel Armor, and equipped with Crossbows firing Explosive Bolts. Of those 10, at least 3 are expected to die. A single Warg can feed an entire village for a week.
Alfieq's Own Story, Backdrop, Etc:
1. Survivors of the Commander's Army.
Desc: They are the remains of the alfieq's commander forces in The Valley after a terrible event either from an old box ,or at a new box, and somehow manage to escape from an evil entity's wrath (Old Box) or super nuclear explosion (New Box) which is currently unknown. Unlike an average human foot-soldiers in The Valley, they are one of the most toughest for a non-magic, non-creature type and usually they come in small numbers, working as some sort of a team. Finding such soldiers like these are very rare in The Valley, and usually mostly hidden away within a human settlement, or even living inside/on mountains as some sort of an inaccessible outpost.
Currently Roleplaying:
- The Engineer's Industrial Company
Minor:
- 4.1.2 Infantry Squad + [2nd Recon Company]
Current NPC:
- None -
Legend:
The Commander's Secret Weapon
The rumors has told twice (or three times) since at the beginning where a Commander was wishes to build a weapon that's so great and powerful, not even the strongest magic could possibly stops them and was intended to crush their biggest enemies for a quite some time during his militaristic era. But since the Commander has magically disappeared long before it was completed, the location of such devious secret weapon within The Valley has been lost forever, left with a stubby incomplete project, not even the fairies knows its location as most of the Commander's officers burnt the map's location before knowing to the public and leaving back to their home world thereafter. Who knows what development lies within that insanely dangerous weapon that the crazy leader wanted them to do so. Some of closest inhabitants rumors that it was a combination of Thunderhoof's Empire Technology, Hell Empire's Magic & Technology, Commander's Military Nation's Innovations and ???'s Secret Technology, all combined into one for a massive superweapon's project.
Money & Exchange rate!
The currency in the valley is called Okane:
δ (Pronounced O-Cane)
It is also very valuable, 800 of it is enough for a family (2 Parents, 2 Children) to live comfortably for 2 weeks if nothing special happens (like illness or accidents)
One loaf of bread would be around I think somewhere around δ3/4. δ3 for normal quality, δ4 for good bread or some special kind of bread (like Chocolate Croissant or something)
Exchange rate BoxBux > Okane : 1000BB = δ10
People who come here via the box have 1000BoxBux at most.
Sounds good, but do they walk on two legs? If not, their ability to make weapons and tools would be useless...
So I see that someone had made a character History Page. I might as well make one.
Solar_San/Solar, The Deity of Peaches:
The being know as Solar is of a shapeshifting species that's true form is actually a grey blob. The being can shapeshift freely on the current world's full moon. However, once the full moon ends, the being is stuck as a whatever they were at the time until the next full moon. Once a full fledged God of Peaches in an alternate dimension, after being thrown into the Valley, she was stripped of her godly immortality, stuck with no shrine, no worshipers, and only held onto the bare minimum of her power. She plans on becoming a Deity before a God so she won't be able to be killed easily than the somewhat mortal form she has now.
R and P:
Possible humans that came in the Valley with Solar. Solar, R and P seem to now each other quite well, being good friends with her and being her first two 'believers'. They're the main reason that she actually still contains that wee bit of peach magic she holds currently. Both come from a dimension of war between an Acolyte and people trying to escape. Current power of strength are unknown. R seems to hold access to a wide variety of magic with P holding access to a wide variety of battle techniques.
Prices! If you want to buy something, post here first, and I'll think of a price and add it. Also, Shroomback Tortoises are now a thing in the Valley.
Foodstuffs:
Bread (1 Loaf): δ1
Good Quality Bread (1 Loaf): δ2
High Quality Bread (1 Loaf): δ3
Cheap, Homebrewn Alcohol (1 Glass): δ2
Alcohol (1 Glass): δ3
Good Alcohol (1 Glass): δ4
Rare Alcohol (1 Glass): δ5
Dragon's Breath (Alcohol, VERY DANGEROUS, CAN BE DEADLY) (1 Glass): δ10
Cheese (1/4 kilo): δ.5
Butter (1/4 kilo): δ.5
Milk (Per Litre): δ1
Water (Per Litre): δ.5
Cheap Meat (1/2 lb): δ2
Good Meat (1/2 lb): δ3
Quality Meat (1/2 lb): δ4
Wyvern Steak (1/4 lb): δ5
Potatos (Per Kilo): δ2
Carrots (Per Kilo): δ2
Weapons:
Material:
Copper: δ4
Bronze: δ6
Iron: δ8
Steel: δ10
Knife: 1x Material Price
Shortsword: 2x Material Price
Sword: 3x Material Price
Longsword: 4x Material Price
Axe (Non-Combat): 1x Material Price
Axe (Combat): 2x Material Price
Battleaxe: 3x Material Price
Spear: 2x Material Price + δ2 (Wood)
Javelin: 1x Material Price + δ2 (Wood)
Halberd: 3x Material Price + δ2 (Wood)
Combat Scythe: 3x Material Price + δ3 (Wood)
Bow: δ5
Arrows (Per 5): δ2
Tools:
Pickaxe: 2x Material Price
Saw: 1x Material Price
Shovel: 1x Material Price
Resources:
Oak (Per 2 Planks): δ3 (Normal Quality)
Pine (Per 2 Planks): δ4 (Good Quality)
Acacia (Per 2 Planks): δ2 (Poor Quality)
Gasoline (Per Litre): δ2
Firewood (Per Kilo): δ2
Coal (Per 1/2 Kilo): δ2
Houses:
Small House (Living Room, 1 Bedroom, Bathroom, Kitchen): δ200, δ14 per 24 Real Life Hours Rent
Small House (2x Bedroom): δ240, δ18 Rent
Medium House (Living Room, Kitchen, 3x Bedroom, Bathroom, 2 Floors): δ280, δ22 Rent
Medium House (4x Bedroom): δ300, δ26 Rent
Large House (Living Room, Kitchen, 5x Bedroom, 2x Bathroom, 2 Floors): δ340, δ34 Rent
Large House (6x Bedroom, 3 Floors): δ370, δ40 Rent
Small Villa (2x Living Room, Kitchen, 6x Bedroom, 3x Bathroom, 3 Floors, Storage Shed): δ440, δ60 Rent
Inn:
Per Person: δ5
Per Night: δ3
Include Breakfast: δ1 (Simple Breakfast)
Include Lunch: δ2 (Simple Lunch)
Include Dinner: δ3 (Simple Dinner)
If you see anything odd in this list, please let me know~
What are shroomback tortoises?
Wait, Nevermind, I read ridley's post.
Hello
Ahem. I put the quotes together.Whoops.
Since people seem to be posting character backstories and such, I might as well also. For now it's just Lance, since he's the only one [currently] in the box.
Age: Approx. 45 billion years; at least 3 times older than the real universe.
Race: Former Human, "Fallen Angel" class Chaos entity
History: Born as Regon on the frozen ocean world of Dagon Alpha, Lance's childhood was identical to his alternate self (see my profile for reference), though their timeline diverged at the age of ten. Rather than his capability for magic being discovered by the Adricans who had raised him, a group of entities living deep in the oceans of Dagon Alpha called the "Deep Ones" took notice of the unusual child, using their psychic abilities to contact him telepathically. Describing to him the plight of their kind- former gods that had been cast down and imprisoned deep below the frozen surface of the world during a battle they had lost eons ago- they presented him with their final creation and the last hope for their power to carry on: a universe, frozen in a dying state and sealed within a vessel inscribed with indecipherable eldritch scripts, and a pair of runes, inscribed upon the palms of the young Lance's hands and activated with the last of their remaining power.
Attracted to the sudden influx of energy, a group of Archdemons- powerful servants of the entity that had imprisoned the Deep Ones- manifested upon the surface of the frozen world, seeking out the source of the power. It was not long before one of them discovered Lance, and it would have effortlessly slain the child if not for the contact that was made between the demon and one of the runes on Lance's hands. Activating, the demon writhed in pain as it was absorbed into the rune, its power and abilities merging with the child. Combining the knowledge granted to him by his Adrican mentors and the sudden surge of power and access to chaos that he had just obtained, Lance used the vessel containing the eternally dying universe to construct a vehicle- a motorcycle- capable of utilizing chaos to invoke the contained universe into producing decaying rifts of space-time, allowing him to travel through the rift and cross universes.
He has since spent his time travelling the multiverse, growing in power and advancing his understanding and capabilities with the power of Chaos. Numerous upgrades made to his motorcycle over time have granted it the ability to travel through time in addition to crossing universes, and a chaos-infused navigation computer integrated into it allows him precision control over his target destination and a nearly endless databank of previously visited universes for ease of access.
Weapons: Lance is equipped with a multitude of weapons; his primary weapons consist of:
* A lance, his namesake weapon. Particularly effective when used to charge at enemies using his motorcycle.
* 2 scimitar-like swords. Effective for on-foot melee combat.
* 8 heavy-caliber handguns. Each is tinted a different color and engraved with an alchemical symbol, signifying association with each of the elemental schools of magic from his home universe (fire, water/ice, earth, air, light, dark, chaos, and order).
Abilities: Lance's primary abilities stem from the reality-warping power known as Chaos. Commonly used powers include:
* Shapeshifting: Fairly self-explanatory.
* Temporal Desynchronization: As a byproduct of his time travelling, Lance is not locked to the timeline. As such, abilities that alter the flow of time do not affect Lance unless he allows them to.
* Power Convergence: Based in the runes on his hands. Lance can absorb beings that touches his bare palms, adding its power and abilities to his own while killing the target in the process. Only effective on beings that are weaker than Lance, and only works on organic beings. In addition, the skin of his palm must make contact with the flesh of the being he touches; generally he wears gloves and bandages covering his hands to prevent himself from accidentally absorbing things.
* Teleportation: Lance is capable of disappearing and reappearing anywhere else instantaneously.
* Demon's Sight: Allows Lance to view electromagnetic radiation outside what would normally be considered the visible spectrum of light, in addition to things like temporal distortions, heat signatures, spacial anomalies, and in certain circumstances, he can see events occurring in parallel timelines. He can also see through things. Demon's Sight is permanently active, though he can use the lenses in his sunglasses to control the ability on a more refined level, able to turn on and off viewing of certain wavelengths and anomalies at will, along with selecting what materials he can see through. Due to Demon's Sight, the border between his iris and pupil in each eye glows a neon green, though it only appears to be glowing in darkness; when exposed to light, Lance merely appears to have a thin, neon-green ring between the iris and pupil of each eye.
Lance's text is brown.
As you may guess, this is slightly more detailed than the one in the show your character thread.
I'll post some information too, I guess
Name: Darthrafaël
Age: Unknown, at least 800 years old
Race: Fairy, Former God.
History: Not much about Darth's past is known, except for the fact that he turned into a Fairy about 800 years back. Before that, he was a God, though no one knows what kind of god he was. He spends most of his time hanging around with other Fairies, though he doesn't play pranks on other races as much as fairies do.
Appearance: Darth has black hair with some strands of Green and Red hair. His left eye is red while the right is green. Darth is about the size of a human child, unless he shrinks himself to Faerie size, in which case he is about the size of an Index Finger. He rarely wears shoes, like most fairies, unless he is expecting a fight. In which case he wears boots of steel, for kicking people. He normally has his wings hidden, but when he decides to un-hide them, he has skeletal wings with a wingspan of about 2 meters, the wings are accompanied by two skulls with elongated spines that also come out of his back. The Skulls can fire magical attacks.
Abilities:
Manipulation of Death: As a Fairy of Death, Darth has the ability to manipulate Death. This gives him a huge advantage when fighting living creatures, but is useless when fighting things like Zombies or Skeletons. He rarely uses this ability though, and mostly uses it to ensure that his friends live longer than others.
Green Grimoire: Darth possesses a magic book called the 'Green Grimoire'. He has it locked away in a place nobody can reach, because it holds every magic ever.
Magic: Darth knows a large amount of spells, including a spell that makes it rain pie, for some reason.
Scrying: Darth has the ability to know what is going on everywhere. Not only through magic, but also because of the Fairies/Faeries.
Teleportation: Darth can teleport. That's pretty self-explanatory, right?
Flight: Darth can fly. That's also kinda obvious.
Weapons:
Scythe: Darth has a Massive Scythe. It is about 3 Meters long, and has a skull on the top. The Scythe Blade comes out of the skull. The Scythe can not be destroyed, but it can be split into two one-hand Scythes.
Green Grimoire: If Darth chooses to do so, he can use the magic of the Green Grimoire in combat. He never does so though...
People wanted things that kill them? People get things that kill them. Chapter 1 of 'More things that kill' will be 'Death at Night I'!
Warning: Nightmare Fuel and general creepy-ness.
Brackish Hound
Brackish Hounds are undead dogs. When a dog dies a slow, painful death, it may change into a brackish hound. If the dog was rabid, the change is inevitable. The change occurs at midnight following the dog's death.
They are repugnant and vile. Their skin has peeled away in many locations, revealing decomposing organs. Their hair grows in thick, random patches. Their muzzles are oversized, filled with needle-sharp teeth and a long black tongue. Their eyes are blank, without pupils or color.
They are bloodthirsty and ferocious. They stalk human and animal prey for hours before leaping in for the kill. They are smart enough to flee when severely wounded. This is rare, however, because their flesh is unusually tough, and they have an endless blood supply, and can't bleed to death.
Chimneyrues
A Chimneyrue is a large spider-like creature with a human head, eight skeletetal legs and a prehensile tail. It's body is the size of a dog, and it's head is the size of a human infant's, with distorted features and a leering smile. They live in chimneys and such.
There is a reason behind the lack of good creatures:
There is very little that peaceful creatures can do in a plot. Sure, you can talk to them, but you can also talk to humans. And having the NPCs your characters talk to be human is easier than having it be another species. What about the Language Barrier, for example? Do they use the same form of currency, and why? Whereas evil creatures can provide obstacles the Player Characters have to overcome. Dangerous Creatures that are out to kill them pose a threat, and fights are, in my opinion, more interesting than inter-species diplomacy. More peaceful creatures might make an appearance later on, but I feel that populating the world with dangers is more interesting right now.
I'm working on it. A Kraken won't be the worst that'll be swimming in the water, but it exists in the Valley.
That kind of beats the purpose of it being a Valley, but the lake is huge, you know?
I'll think about expanding it, don't count on it though.
Nucleep's Backstory:
The Nuclear Creeper appeared from a wormhole from the edge of the Valley from a place only known as the box, as well as the code to the AI that was his only friend back there and all the information needed to survive whatever was out there, but Nucleep didn't plan for his mind to be scrambled by an unknown force. Now he has all but forgotten what he used to be, and his mind has been split into three:
Nucleep A: The utopian hippie Nucleep. He wants everybody to generally have a good life and also to introduce technology to uplift them into the modern day socially and technologically. Does not believe in gods, but more receptive to magic.
Nucleep B: The evil selfish Nucleep, who just wants to be at the top of the hierarchy and everyone to serve him. The most skeptical of the existence of gods, and religions, and magic.
Nucleep C: The logical, smart Nucleep, who thinks things through, and adjusts his plans for the occasion. Also wants the natives to make their own path, and does not want to interfere with their natural development. Wants his condition to be fixed and his memory back before his other two selves wreck everything else.
The personality switches every time he wakes up.
And his trusty AI: The remnants of the old hive mind quantum computer artificial hyperintelligence that Nucleep made, has also forgotten about the Box and everything they did. She has become connected with Nucleep's mind and is the only constant link between the three Nucleeps, remembering everything that they forget.
My avatar is a Nuclear Ender-Creeper in SPAAAAAACE!
My RP: An Island
Why 'Fire at Will'? Why not Bob, Joe, or anybody else?
Veni, Vidi, Vici Caelus!
What didya expect, the Spanish Inquisition?
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