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[Accepted] [Lair] Barad Khôr

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Xergarok

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Lair Leader MC Name: Xergarok

Lair Leader Character Name: Barrowlord Khôr

Lair Name: Barad Khôr

Primary Lair Color: Gold

 

Lair Members: xo31, Hawkeye_Gough, tantuni445, TheHuntedRaven, SchismLover, Xergarok, NLThomato, SimonItorp, CherryBud, Swgrclan, SmokeTheKnight, SR_Dimentio, BoneChive, JustMeMorgan, _Black_Drag0n_, bestscarface76, PrinceTheDM (docHP), DizzerGrey, EndRealms, Krunos10, Slorbin, Reece_Nolan, acostrob, Arianthe22, Psymatra, Xein000, MouseMousington
 

Proposed Lair Locations:

Preference #1: Azure Forest (Umbravale)

Preference #2: Tranquil Forest

Preference #3: Black Forest South


 

Lair Lore

Recent History

The City-State of Lumbridge. Whilst the settlement stood, it was known as the Seat of Xion [1] itself and embraced Xionists and interested outsiders and allies alike. After it was renovated by its undead legions it became a landmark known to all, drawing many eyes to its hallowed Cathedral. Here the Four Ways of Xion converged as shrines were raised to the Old Lords, statues of previous Barrowlords decorated the streets, and candles were lit for the dead and the living. Home to the Sixth Synod it was the headquarters of the largest group of mystics on the continent. Lumbridge can be considered the successor of a number of lairs which came before it. Lumbridge embraced all those of occult and undead origins. It was here that the Abyssal Gate was raised because it was a public and open place which could be reached by those who sought to contact the Abyss. All who resided or frequented these halls suddenly found themselves without the sanctuary this place offered when it was destroyed by Thalandir (Aruzond) the Dragaar and his followers. Fortunately, at least for the Synod, Barrowlord Khôr had foreseen the destruction of Lumbridge many moons ago when the Shogunate of Koyo-Kuni had vowed to eradicate the entire settlement as a retribution for the Koyo-Kuni Massacre [2] by members of the Sixth Synod. Even in those days, when Lumbridge was raided numerous times by Dragonkin, Inferi, and Templars alike, the Synod would have an ace up their sleeve in case of the inevitable destruction of their home. Many years would slither by before this actually came to pass, and when it did Lumbridge went out in glorious fire that pierced the Northern skies [3]. 

 

With the destruction of Lumbridge, the Sixth Synod was scattered and its people were without home. In light of these transgressions, the last Barrowlord with an active presence within that sanctuary foresaw these otherwise unfortunate events as an opportunity for the Synod’s own vile ends. The chance to shift, plotting demise from an even more empowered position.

 

In life, Barrowlord Khôr made a bargain with the Atzumenro Mordring. Should that once-mortal complete a sensitive mission for the King Beneath, they would be rewarded handsomely. The then-mortal Barrowlord chose then a reward which could benefit the faithful if the existing order came crashing down. The mortal asked of Mordring the honour of commanding an Abyssal Tower akin to those wicked fortresses molded from pure Morion which were employed by the undead Drakaar upon Aegis. Mordring agreed.

 

As the worlds shifted and descendantkind left the wartorn lands of Aevos, from the ashes of the Sixth Synod new un-life was born. The divisive nature of the Four Ways of Xion was abandoned in the creation of a Seventh Synod. The new way, named the Abdast’Zar, would no longer openly propagate ideals of separate denominations but would instead embrace a set of ideals chosen from each of the Four Ways. No longer would they sacrifice their own for the sake of those who would put them to the fire. Instead this new way embraced the value of innovation, creation, and knowledge. To study the cosmos and uplift their own would become their primary directive. To uplift Mortalkind -- as they saw it -- seemed to become secondary. Not all mortals could be saved, but they would endeavour to redeem their souls…

 

Those loyal to the Barrowlords would chart a new course, embracing the idea of cosmical exploration and innovation, as is propagated by the Way of Dark, which they would employ in their quest to liberate the mortal souls trapped in the Ebrietaes. This one goal of liberation and vengeance would remain, persisting and characterising the Abdastite beliefs. Xion has no Kings but, taking a page from someone else’s book, the Abdastites have grown to believe that akin to Devirad they are best guided by a singular individual. This King of Nothing rules over naught but the Abdastite lands within the mortal realm. Instead it is believed that anything beyond the mortal realm is free for the Abdastites to claim. The endless expanse of planes is called the Dearth, a puzzle ready to be explored and conquered. Tinkerers, alchemists, necromancers and mystics alike combine the occult crafts with technological advancement in order to achieve their goals. Tinkerers make constructs and form a front as merchants, selling their creations. Alchemists focus on faux-life and homunculi while brewing potions to stock up on and sell. Mystics free souls and combine them with machinery while gleaming into the Ebrietaes to use souls of the dead to obtain insights and knowledge. Necromancers, who became a growing part of Khôrdaur in comparison to the Sixth Synod, are valued for their plaguecraft and their occult rites. 

 

As the Abdatstite beliefs slowly took shape and naturally developed under the influence of other dark beliefs like those of Rh’thoreans and Ibleesians, so grew the needs of its practitioners. The Abdast’Zar functions as a public facade which could allow for genuine cooperation with Mortalkind. Yet as this facade took hold, and the appearance of red robes and gilded masks became known to the world, so too did the dark truth of the metal smile fester. It is then that the Barrowlord decided that the dark spirit of the Abdast’Zar required more… The places that naturally attracted dark forces such as theirs did not suffice any longer. They would have to create their own sphere of darkness upon the lands of Azura. A dark realm in the making, though still far too young and disparate to be realmlike in the descendant sense. Barad Khôr, the dark tower, would serve as its unbeating heart, obscured by ghostly fog and hidden in lands heavy with arcane potential… 

 

Existing Links:

[1] Xionist forums and main Xion lore:

https://www.lordofthecraft.net/forums/forum/2009-xionism/

https://www.lordofthecraft.net/forums/topic/139531-xionism-the-way-of-primeval-man/

 

[2]  Koyo-Kuni war declaration and Synod reply: https://www.lordofthecraft.net/forums/topic/241736-koyokuni-direct-coming-soon-mystic-hyperwar-for-the-nintendo-ds/#comment-2069160

https://www.lordofthecraft.net/forums/topic/241781-synod-lotuses-and-lost-souls-war/#comment-2069579

 

[3] Thalandir Nukes Lumbridge

https://www.lordofthecraft.net/forums/topic/245748-event-aftermath-final-guidance-fall-of-lumbridge/#comment-2089714

 

[4] General Related Lore

https://www.lordofthecraft.net/forums/topic/192726-%E2%9C%93-magic-lore-mysticism/

https://www.lordofthecraft.net/forums/topic/190109-%E2%9C%93-playable-ca-race-event-creature-phantoms-apparitions/?pagecomment1763563=4

 

Lair Build and Infrastructure:

75x75 (likely a bit bigger due to aesthetic Morion spikes, but actual build is more akin to 55x77)

https://imgur.com/a/Ld6VSKy

 

Why can this group not fulfill their roleplay niche in an existing settlement or nation? (Give a detailed answer and examples of how this has not worked in the past.):

The Abdast’Zar are already under heavy suspicion, both by those who live in the lands we are housed in and by outsiders. Whether this esoteric order is exposed or not matters little for this application because we intend to provide villainy openly as well via our tower. This tower is not underground, it can not be hidden, and will not only draw the gaze of mortal enemies (Templars and so forth) but also of our non-mortal enemies (Inferi, Azdrazi). We’ll have our hands full, yet hope to entertain a better narrative than before. To do so, we need to be able to rely on ourselves and not be dependent on the political whims of our ‘protectors’. 

 

How does this lair add to the greater world around it? How will its existence benefit its roleplay group and the server at-large?:

Akin to its predecessors (Lumbridge and the previous lairs of the Synod), Barad Khôr serves as a visible mark on the map. Floating and sky-piercing it becomes a recognizable landmark which invites interaction. The purpose of this ziggurat is indeed to allow visitors to enjoy our cult on a surface level; certainly for them to get to know the innovation and unique takes on life. To get deeper, you would have to interact more. The goal is to keep much of the mystique intact. For the inhabitants it provides a new home which has a strong foundation in lore and RP (the tower did not just appear, it was gifted by Mordring and is meant to replace a previously existing lair). Lumbridge has often invited hostile interactions, it is quite likely for Barad Khôr to befall a similar fate should it be uncovered. If handled well, and in cooperation with nations, we hope to establish villainy with goodwill.


 

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Yes. . . . .

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I swear if you fucks ruin my beautiful voidal forest I'm going to make Lumbridge look like ******* firecracker in comparison to what happens this time.

 

(Hope to see you guys get approved and have a spot somewhere though for real)

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7 hours ago, Ninjay said:

Snip

We'll take hut care of it because we think it's beautiful too! 

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SQUAAAAK SQUAAAAK I KNOW YOURE VOTING ON THIS AS WE SPEAK PLEEEEASE WE’VE BEEN ROLEPLAYING IN RANDOM FIELDS FOR ******* MONTHS NOW

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I pray to the four lords that this survives the purge

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Application accepted. You will be contacted by staff on next steps.

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