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[✗] Domus Horrōrum - Lair Application

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femurlord

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Lairs

 

Lair Leader MC Name: femurlord

 

Lair Leader Character Name: Frederick Kelly

 

Lair Name: Domus Horrōrum

 

Primary Lair Color: Red

 

Lair Members: femurlord, Apotolofo, _NotChris, _Security, DrRandomK, _Ka0n, KBR, capn_avery, Hazmstadt, ISmooch, Krunos, Sr_Dimentio, 1Oracle, Barbarus, StingyParrot, Venomous_Pup, ThaiGreenTea, ArcaneChicken, drunkdriner45, Star_Whale100, Zarsies, TheFairLady, MailC3p, SillyZero59, AlexMagus, _Barcardi_, schemingeunuch

 

Proposed Lair Locations (Highlight/draw at least three on the map):


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Lair Lore (supply link to an existing creature or other lore if being used as basis for this lair) (1000 words minimum):

 

Spoiler

 

 

ꜰɪɴɪᴛᴇ ᴠɪꜱᴄᴇʀᴀ ᴘᴜᴛʀᴇꜰʏ ᴍᴀʀʀᴏᴡ ꜱᴛᴀɢɴᴀᴛᴇ ꜱᴛᴀʀᴠᴇ ᴛᴀɪɴᴛ ʀᴇᴠᴇʟᴀᴛᴏʀ ᴘᴇʀᴘᴇᴛᴜᴀʟ ᴄᴏɴQᴜᴇʀᴏʀ ꜱᴡᴏʀᴅ ᴍᴇʀᴄɪʟᴇꜱꜱ ᴅᴇᴠᴏᴜʀᴇʀ



 

VALUES & RELIGION 

 

THE

 

The first Vampyr were born of seven nameless, domainless entities, lords of Iblees fallen host. Primal and veiled, Strigae, the primordial spark of Vampyrdom, ruled Aeldin’s greatest kingdoms until their reach clawed beyond the realm. Of their children who left, the seven marked outsiders of Aeldin, anathema, and promised certain death. Many Strigae were led astray as a result, most fatedly, Hazm Alhazred, who fell to the wile of eight sorcerers and their cunning schemes. 

BINDING

 

Eight bloodied sorcerers shaped a new race from the Strigae’s foundation, imbuing them with the innate pulse of blood magick. On the Night of Ten Treacheries, their purpose was sealed; they tore worlds and stitched scars upon the Veil, passing through the weave of reality as living aberrations. These Archons forged a Black Heaven and called it Hazmstadt, where they locked themselves away and watched their children, the Nemuritori, traverse the realm of Man until they called them home.

FATES

 

The curse of the Archons endures as a plague on Vampyrdom. Untended beneath the gazes of mortals and alike, it has mutated across centuries like an unbound current. Corcitură mongrels. Where it crossed the path with Ibleesian Striga, the hunters of the anathema, it transfigured, birthing Cosmaruri beasts of wrath and sharp ambition. Like the first Corcitură, they are ostracized, banished, and isolated from their predecessors, yet they clamor to break free of their confines and share their blight.

 

"These three factions have formed a constellation across history, from the beginning to the present, in the context of vampirism. Each influencing the races' three progenitors, Striga: Strigae. The evolution, Nemuritor: Nemuritori. The nightmares after, Coşmar: Coşmaruri."

 

-A conclusion in the Farmers journal.  


 

THE ANGELS OF RUIN

A rogue implementation of nemuritoric blood magic and ibleesian works, such as strigae, created the third race, nightmares, ruled by ambition. They are undead, blessed with the faintest accounts of their progenitors; in their conception, though batish, they are what would be Iblees’ undead. But his voice is quiet when needed most. A chaotic marriage of the Archons and Unseen, cosmaruri are their ostracized kin, banished to the realm of descendants, where their touch is regarded as a plague and their isolation demanded. Needed. Lest both succumb to the Nightmare scourge.

 

The third time is the charm, heralded by casualties rather than Iblees’ direct touch; they are his undead, his angels. To fulfill his duty in great absence. And they must prepare his return; they must see the sun blacken, kingdoms plume with smoke, crops sour. The world must be scorched, as ruin is its domain, Iblees’ domain. They must salt the land with blood and ash, for it is their divine right, and wherever man walks, it is their claim, their duty, their mantle to assume. The angels were born in hell, and Ruin is their crown.

 

SOCIAL ORGANIZATION

At the summit of Vampyric society abide the Three Accursed. Primordial Strigae, wrought Nemuritori, and misbegotten Coşmaruri stand apart from all lesser nights. These three alone have transcended the mortal condition, becoming fully realized aberrations. Elders, preordained to rule. At the most complete and terminal expressions of their afflictions, they are enthroned upon the highest council, their authority recognized and uncontested by all other covens.

 

Beneath them gathers a coterie of Greater Vampyr, presided over by five elders who together form the Pillars of the  Godhand. This conclave exercises the highest temporal authority, codifying law and punishment while jealously guarding black truths from which their dominion is derived.

 

Each Pillar commands its own regiments and governs through consensus, shaping the direction of Vampyrdom by deliberation and vote. Their rule extends throughout the House of Horrors, where distinct domains are maintained. From these seats of power, the Pillars act as agents of upheaval, predators poised to unseat world orders and topple ossified regimes. The monsters they fashion and the treacheries they sow serve to scour and weaken the mortal world in preparation for their dominion over Heaven and Earth.

 

FARMER

The cultivator, lording over the subjects of his House of Horrors. Harvesting their uses and potential like crops.

GARDENER

The nurturer, overseeing her Garden with warm-blood and sharp shears. She uproots the weeds to grow her malefic flowers.

ENFORCER

The corrector, buried in his Bastion, manages the cattle and corrects those that have been led astray, putting them beneath his boot.

DOCTOR

The masked, managing his Clinic, toils with life itself, stripping away their blood and humanity to make monsters or sacrifices ample for war.

TRAPPER

The fortifier, shifting in the Wall, he is the inventor and hunter of the House, tending its walls with manacles and traps. 

 

THE CASTE

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Greater Vampyr are the common elevated into service, each sworn to a Pillar of their choosing and tasked according to that domain’s needs. Behind them linger the Lesser, who bind themselves to their Sires and are set upon trials meant to harden or break them. A few endure and rise; most remain expendable, pressed into menial violence or kept as living reserves to be drawn upon in times of need.

 

Below this tier lie the chattel of Vampyrdom, whose lives are measured by utility. Descendant livestock are sustained for no purpose but consumption, while slavebeasts are remade in flesh and mind, stripped of will and driven to labor and war.

 

The fabric by which the Greater Vampyr views itself, it is their laws that seam them together.

 


CODEX

All races of vampires share not only an appetite, but also a law of code that makes order of disorder. For the Strigae, it was the Codex of the Unseen; the Nemuritori, the Hexalogue; and for the Cosmrauri it is the Codex of Auspice. Without it, they might be no more than beasts, as in the past. An Elder Striga who had gleaned beyond the mortal veil into the realm of nightmares penned these rules by which this newfound race shall be held accountable. This coveted creed is the foundation and framework for maintaining, if not rebuilding vampirism in the event of war, for which the Fingers readily prepare.

 

WORLDLY CONFLICTS

RUIN, WAR, CONTROL, PREDJUDICE, JEALOUSY

 

The House of Horrors, a hidden abomination of a Castle, which houses the works of the Farmer and its four other ilk. Each domain is represented by one of the four aspects of their sire, while the Farmer, the ruling fifth, oversees it all. The Doctor and his aides rule the Clinic; the Gardener and her cultivators in her Garden; the Trapper and his shackles dominate the Wall; while the Enforcer and his law-keepers are buried in the Bastion; the Farmer is their overseer, a wretched ruler who fertilizes damnable growth. All to rule. All to ruin. They make damnable atrocities with their conjoined effort, by which they might seize what Hazmstadt and Aeldin have created for both Nemuritori and Strigae.

 

The House of Horrors, made to become mobile inevitably, would serve as a wretched bastion, for which it may besiege heaven and enslave earth, terraforming the landscape to the comfort of its new masters. Blackening the skies and sending roving waves of blights and monsters to be a scourge on the ground as well as the skies, this bastion is their weapon. With it, they will become wretched, damnable warlords; they will seize without ever having to leave home. 

 

But first must come the diligent Godhand, the preparation of their war, and the creation of a damnable army of vampires and experiments. The pillars shall spread across the realm, making it their own bounds by which they may source their talent, fund their rituals, and amass their treacherous wealth. Earth is a tool to fight Heaven, with flowers, monsters, and death, it will be theirs. The world is a material, by which the Godhand will extract and exhaust all its talent and power. 

 

ᴄʜᴀɪɴ-ʟᴏʀᴅ ʙᴏɴᴅꜱᴘᴀᴡɴ ᴅᴇʀᴀɴɢᴇᴅ ꜱᴄɪᴏɴ ꜰɪᴇʟᴅʜᴀɴᴅ ᴀᴜᴛᴏᴄʀᴀᴛ ᴏᴀᴛʜ-ʙᴏᴜɴᴅ ᴜɴᴛᴀᴍᴇᴅ ᴛʜʀᴀʟʟ ᴄᴜʟʟɪɴɢ ᴇᴠᴇʀʟᴀꜱᴛɪɴɢ ʙᴀʟᴇꜰᴜʟ ɢᴏʀᴇ

 

 

Lair Build and Infrastructure (photos required, give dimensions):

 

Spoiler

 

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Exterior of the build!

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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.):

 

This has already been tested with a smaller, less active vampire group inside of a well-known nation. The results were incredibly messy, with instances where players attempted to fabricate IC reasons to target this group, considering they were vampires; attempts but displays on why it is hard to confine a Darkspawn group inside of a nation naturally opposed to their roleplay. I do not believe that settlements and nations, being war-starved as they are, can fully manage their player bases, as large as they are, to create a narrative that lasts long, is well-intentioned, and serves everyone. As well, my group will eventually be a front-facing antagonist group, which will be very hard to do so while harbored inside of a settlement and nation that is not our own.

Inside a nation as well as a settlement our roleplay vision cannot be fully seen through, additionally, if it were discovered whatever location we owned would be evicted. This meaning we do not have location security, especially in the eventual event something goes wrong. With the roleplay stacked, as it is, including our CA, other lairs cannot serve as a true hub, as vampires must adhere to rules that aren't their own and swear fealty, whereas they believe they are superior.

 

 

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

 

This lair contributes to the greater world around it by challenging it as a hopeful recurring player antagonist group, their methods and plans escalating to invoke a healthy player-vs-player narrative; the end goal to fall to players ultimately, after the narrative has been spun. The existence of the House of Horrors serves its roleplay group by offering both direction and opportunity, allowing them to engage as antagonists across the spectrum, whether die hard loyalty manifesting legions or treachery manifesting well-won betrayal. For how this lair benefits the server as large is its intention, looking to challenge the natural narrative players have established to give them content outside of events, which will be engaged largely and fairly. Allowing these groups to either add to or challenge the group.

 

 

 

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oh mah gad, corc lairs are back

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1 minute ago, Wonderland_Boy said:

oh mah gad, corc lairs are back

Ross Geller / David L. Schwimmer "Get a load of this guy" (carefully  adjusted upscale with color-noise reduction and color correction)  (4472x5590px) : r/MemeRestoration

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cooltext501474039745067.png

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What We Do in the Shadows (2014): The main characters each pay homage to  classic or well known Vampires. Petyr as Count Orlok from Nosferatu, Deacon  as Bela Lugosi's Dracula, Vladislav as

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taking this list and metagaming to execute all of them with my boomsteel sword

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run it back

Spoiler

image.thumb.png.95b2db3d50d086f6cbe28cd5e7392abc.png

 

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Hey that lair looks kinda familiar… oh wait-

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CDN media

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Application denied.

 

Voters did not feel this lair was unique enough in purpose and seems to blend well with existing evil groups. Black Church and The Sepulchre seem to have an identical function but with necromancers instead of vampires, and theres some cross players between those two groups. Voters also felt that with the innate advantage of the disguising vampires get, a lair would be unnecessary. While this last issue is easily remedied, maplore prevents any permanent or semi permanent vampire settlement within the blisterwood forest. 

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