- Location
- The Void Beyond
- Pronouns
- They/Them
Authored Act:
[X] The G'huft
As beings of light and shadow, the G'huft are their own sort of life. They glow faintly, and while they are fully corporeal, they only need light, magic, and water to survive. Because of their nature they are highly resistant to external magic, especially that which is carried by light or shadow.
A race of sentient, ungulate-like quadrupeds with cloven hooves; the fore-hooves are dexterous and have two opposable dewclaws. Their ears are long and tufted, and their two tails are thin with hair on the ends. They have manes of straight hair. Their hair and fur is glossy, metallic, or glittery. They range in colour from white to silver with tints of purple, blue, or green. Their mane and coat are always the same colour, though often lighter or darker than the other. Their hooves range from black to silver, with no coloured tint. Their four eyes are solid black. They usually stand at six to seven hands at the withers.
G'hufts have multiple horns that grow throughout their lifetime. Their horns match the color of their hooves. When a G'huft is born they have no horns. When they reach the end of adolescence (the equivalent of ~18-20 in humans) they grow a singular spiral horn from the forehead. As they grow older they grow more horns in various places on the face and head. Possible locations: top of the nose, top of the snout, between the ears. As a G'huft grows even older they will have more time between the appearance of horns. Their horns will also start coming in symmetrical pairs. Possible locations of pairs: behind the ears, in front of the ears, above the eyes, the sides of the snout. Most horns are only around an inch in length, though the forehead horn and those around it can be up to around four inches long. If a G'huft's horn breaks it is extremely painful and will bleed quite a bit, but if the bleeding is stopped it is survivable. The horn will not grow back.
The G'huft have excellent, almost perfect, memories. They also have strong instincts to repair and clean things in order to 'return them to how they should be'. For them, progress and growth are things that are carefully planned in full well ahead of time. Destruction is the antithesis of their mindset. Their culture is communal and generally peaceful. They have little patience for beings of meaningless destruction.
They channel magics through song. By singing and stomping their hooves they can channel magic into light. They use this to see and to communicate long distance. They also use this ability to make sterilizing lasers, which they use to burn away things in order to render them 'clean'.
They can also channel other magics, such as Dimensional Magic. For the G'huft the easiest piece of Dimensional Magic is teleportation portals. The second easiest is maintaining a Domain. When they find a fading Domain they are quite likely to take up maintenance of it. They will restore it to how they believe it is 'supposed' to be, and then clean it up to make it more 'orderly' and 'clean'.
They can transfer memories to other G'huft by touching their horn to the other's. This is something that they must train to gain proficiency in. The best that most learn in their entire lifetime is to be able to transfer an almost perfect static moment. Only truly exceptional individuals can do more than that.
The 'unicorns' are here, and they are here to clean up messes.
Could they possibly cause stagnation? Yes. Will they with how chaotic this quest is? Most definitely not.
Also, I think the magic resistance thing would not make them immune to the Blood Sugar Moon. It would just give them a bit more time to find shelter.
Supported Acts:
[X] Kirbo, the Great Devourer
We need the squirrel. It will live in the Eden-Tree.
[X] Cosmic act: Create Samsara
Reincarnation is a good afterlife to have. Also, trading.
[X] The Garden Blooms
We need more Hedge. You can never have enough Hedge.
This is a good Hedge update. Hedge 2 Electric Boogaloo.
[] still deciding
Just noticed that I have 2 Points. Don't know what I'm going to do with those… Probably going to use them to save my Act if it doesn't pass. Or maybe someone else's if I like it and it won't pass.
Also, I did not like that we caught the attention of the Silence Above and Madness Below. That seems dangerous.
[X] The G'huft
As beings of light and shadow, the G'huft are their own sort of life. They glow faintly, and while they are fully corporeal, they only need light, magic, and water to survive. Because of their nature they are highly resistant to external magic, especially that which is carried by light or shadow.
A race of sentient, ungulate-like quadrupeds with cloven hooves; the fore-hooves are dexterous and have two opposable dewclaws. Their ears are long and tufted, and their two tails are thin with hair on the ends. They have manes of straight hair. Their hair and fur is glossy, metallic, or glittery. They range in colour from white to silver with tints of purple, blue, or green. Their mane and coat are always the same colour, though often lighter or darker than the other. Their hooves range from black to silver, with no coloured tint. Their four eyes are solid black. They usually stand at six to seven hands at the withers.
G'hufts have multiple horns that grow throughout their lifetime. Their horns match the color of their hooves. When a G'huft is born they have no horns. When they reach the end of adolescence (the equivalent of ~18-20 in humans) they grow a singular spiral horn from the forehead. As they grow older they grow more horns in various places on the face and head. Possible locations: top of the nose, top of the snout, between the ears. As a G'huft grows even older they will have more time between the appearance of horns. Their horns will also start coming in symmetrical pairs. Possible locations of pairs: behind the ears, in front of the ears, above the eyes, the sides of the snout. Most horns are only around an inch in length, though the forehead horn and those around it can be up to around four inches long. If a G'huft's horn breaks it is extremely painful and will bleed quite a bit, but if the bleeding is stopped it is survivable. The horn will not grow back.
The G'huft have excellent, almost perfect, memories. They also have strong instincts to repair and clean things in order to 'return them to how they should be'. For them, progress and growth are things that are carefully planned in full well ahead of time. Destruction is the antithesis of their mindset. Their culture is communal and generally peaceful. They have little patience for beings of meaningless destruction.
They channel magics through song. By singing and stomping their hooves they can channel magic into light. They use this to see and to communicate long distance. They also use this ability to make sterilizing lasers, which they use to burn away things in order to render them 'clean'.
They can also channel other magics, such as Dimensional Magic. For the G'huft the easiest piece of Dimensional Magic is teleportation portals. The second easiest is maintaining a Domain. When they find a fading Domain they are quite likely to take up maintenance of it. They will restore it to how they believe it is 'supposed' to be, and then clean it up to make it more 'orderly' and 'clean'.
They can transfer memories to other G'huft by touching their horn to the other's. This is something that they must train to gain proficiency in. The best that most learn in their entire lifetime is to be able to transfer an almost perfect static moment. Only truly exceptional individuals can do more than that.
The 'unicorns' are here, and they are here to clean up messes.
Could they possibly cause stagnation? Yes. Will they with how chaotic this quest is? Most definitely not.
Also, I think the magic resistance thing would not make them immune to the Blood Sugar Moon. It would just give them a bit more time to find shelter.
Supported Acts:
[X] Kirbo, the Great Devourer
We need the squirrel. It will live in the Eden-Tree.
[X] Cosmic act: Create Samsara
Reincarnation is a good afterlife to have. Also, trading.
[X] The Garden Blooms
We need more Hedge. You can never have enough Hedge.
This is a good Hedge update. Hedge 2 Electric Boogaloo.
[] still deciding
Just noticed that I have 2 Points. Don't know what I'm going to do with those… Probably going to use them to save my Act if it doesn't pass. Or maybe someone else's if I like it and it won't pass.
Also, I did not like that we caught the attention of the Silence Above and Madness Below. That seems dangerous.
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