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(IR) The 3rd IR, Turn 7 (thread 7)
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<blockquote data-quote="William Ronald" data-source="post: 183017" data-attributes="member: 426"><p>creamsteak, kaboom, and Uvenelei:</p><p></p><p>Your civilians are welcome subject to my restrictions outlined in my posts.</p><p></p><p>As the Domain of Hope is a relization of dreams, here are some of the things that may have occurred there and be found there. (Based on something I sent to Edena.)</p><p></p><p></p><p>Energizing my people and creatures: I will try to use magic and science to improve the growth rate and hardiness of my people and creatures. Previously, I had temples providing free healing for the poor. Now all expecting mothers will receive the best neo-natal care regardless of income or species of origin. The idea is to make people and my monsters healthier and stronger. Also, for some creatures, increase the growth rate.</p><p></p><p>The Flight of the Flumphs: I will have flumphs, from the old Fiend Folio, grown to colossal size. They will be given greater intelligence. They can carry troops to battle and have the ability to carry vast quantities of liquids – especially Oerthblood. They can deposit the liquids in mass quantities or as a rain. A rain of Oerthblood. They can also shoot paralysis rays, lighting bolts, and cure critical wound rays. Large numbers of troops can ride these creatures into battle as troop transports. </p><p></p><p>They also will carry a modified aerial form of remora, the small creatures that help clean shark gills. These creatures can feed off radiation in addition to normal plant life. They can consume toxic substances and digest them into their base elements. They will help clean the flumphs and clean the environment. They can can fire heat rays and cure moderate wound rays.</p><p></p><p>The Great Trees: Treants, the size of redwoods, with magical powers. They have constrictor vines which are part of their bodies to crush and hold opponents. Their fruit is equal to a goodberry. They can also animate plants and rocks and cast plant and animal growth spells at will at their Hit Dice or level values. They can cast healing spells as a ranged attack. Most are druids of good alignment.</p><p></p><p>The Burrowers: Modified bullettes with the earth elemental template, these creatures are infused with Oerthblood in their veins. They can hunt and destroy veins of Red Goo and can attack Red Armada troops normally. (Their touch acts as healing.) They can fire healing rays and lightning bolts, with the power based on their size. These creatures have human intelligence, and do not have any problem with bright light. Sizes range from Tiny to Colossal.</p><p></p><p>Mistlings: These creatures appear like slightly translucent clouds. They can charm person or monster, heal, electrocute opponents, or stun them. They can exist in the upper atmosphere and can feed off of radiation. Their metabolic processes are like the modified remora, and they can help in cleaning the environment. They are exceptionally fast creatures, with high dexterity, high intelligence, and the Improved Initiative feat.</p><p></p><p>My monsters are given the half-celestial template. The number of people in my territories with the half celestial template is rising. My dragons are given the half celestial template as well. If possible, I work with them to give them a spell that will allow their breath weapons to become healing weapons.</p><p></p><p>The Kevellond League also develop healing weapons, such as wands and guns that fire healing rays.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 183017, member: 426"] creamsteak, kaboom, and Uvenelei: Your civilians are welcome subject to my restrictions outlined in my posts. As the Domain of Hope is a relization of dreams, here are some of the things that may have occurred there and be found there. (Based on something I sent to Edena.) Energizing my people and creatures: I will try to use magic and science to improve the growth rate and hardiness of my people and creatures. Previously, I had temples providing free healing for the poor. Now all expecting mothers will receive the best neo-natal care regardless of income or species of origin. The idea is to make people and my monsters healthier and stronger. Also, for some creatures, increase the growth rate. The Flight of the Flumphs: I will have flumphs, from the old Fiend Folio, grown to colossal size. They will be given greater intelligence. They can carry troops to battle and have the ability to carry vast quantities of liquids – especially Oerthblood. They can deposit the liquids in mass quantities or as a rain. A rain of Oerthblood. They can also shoot paralysis rays, lighting bolts, and cure critical wound rays. Large numbers of troops can ride these creatures into battle as troop transports. They also will carry a modified aerial form of remora, the small creatures that help clean shark gills. These creatures can feed off radiation in addition to normal plant life. They can consume toxic substances and digest them into their base elements. They will help clean the flumphs and clean the environment. They can can fire heat rays and cure moderate wound rays. The Great Trees: Treants, the size of redwoods, with magical powers. They have constrictor vines which are part of their bodies to crush and hold opponents. Their fruit is equal to a goodberry. They can also animate plants and rocks and cast plant and animal growth spells at will at their Hit Dice or level values. They can cast healing spells as a ranged attack. Most are druids of good alignment. The Burrowers: Modified bullettes with the earth elemental template, these creatures are infused with Oerthblood in their veins. They can hunt and destroy veins of Red Goo and can attack Red Armada troops normally. (Their touch acts as healing.) They can fire healing rays and lightning bolts, with the power based on their size. These creatures have human intelligence, and do not have any problem with bright light. Sizes range from Tiny to Colossal. Mistlings: These creatures appear like slightly translucent clouds. They can charm person or monster, heal, electrocute opponents, or stun them. They can exist in the upper atmosphere and can feed off of radiation. Their metabolic processes are like the modified remora, and they can help in cleaning the environment. They are exceptionally fast creatures, with high dexterity, high intelligence, and the Improved Initiative feat. My monsters are given the half-celestial template. The number of people in my territories with the half celestial template is rising. My dragons are given the half celestial template as well. If possible, I work with them to give them a spell that will allow their breath weapons to become healing weapons. The Kevellond League also develop healing weapons, such as wands and guns that fire healing rays. [/QUOTE]
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