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Undubitably

Story Management
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  1. "One draws steel, shedding blood for his legacy. Two take the bait, besmirched to live amidst lies. Blinded by hate, they bicker and fight." An ashen man murmured in smooth baritone, his words creeping with the tinge of bemusement. His hands left the rag, and he opted to sit upon a stool -- atop of the counter now laid his boots, eyes glazed in thought as they'd glance at the distant pebbles amidst a road. "Tell me, for a race that once seemed to bright, is desecrating the past truly right?"
  2. "Magical fanatics." An ashen figure remarked, jeweled eyes peering over the missive in lazy manner. He'd tap his ringed finger against the glass he held, a rose-like liquid swaying within. Another step was taken within the city that Dionysus meandered in. His grasp drew onto his hip, procuring forth a miniature umbrella before it was placed within his drink. A quirked smile took residence over his monotone features. His words spoken in a drawl, tipped in smooth baritone. "Finally, now I can delude myself to thinking I'm in a tropical island instead of here."
  3. [Credit to Pinterest] BARDMANCY The Fables of Music [Credit to Werew0lf for allowing me to work with him on this, and for the prior write-up.] [Credit to Pinterest] LORD OF THE DEEP HUM The Wandering Bard Though nothing factual can be said about the lord of the deep hum, it is said to be a man-made entity. A strange entity of music, the original bard; one who threatened the world with his influence of music -- though not with hostility. His music rang the halls of the four brothers, with both gratitude and annoyance. It is said that the Lord of the Deep Hum came but to spread the euphony of great music; a force of nature that wanted for all to hear its glory. The Wandering Bard has been speculated to appear in many folklore and interactions; the main origin of the Lord of the Deep Hum is unknown. However, it is not an Aengudaemon -- it may have been employed by one, this is sadly unclear. Many take mockery and speak of the Wandering Bard as the same to the Wandering Wizard, though both differ and should be separate entities. This entity found joy in the combat of music, and though mortals saw it as nothing but entertainment, this specific force of nature, this entity of unknown gave it resourcefulness. The first bards of the land have revered the Lord of the Deep Hum as their deity, for this preaching has faded over the many generations of musical genres and new instrument creation. However, the truth is that the Lord of the Deep Hum was merely a descendent who focused and found success in utilizing their mana, akin to how one would use Housemagery, to perform his acts. With the use of his tools, alongside rumours and social deception, his status was elevated from man to a false-deity with this true origin unknown. For with each song, each tale and chant – his past and memory was forgotten, replaced with the facade; the mask of the Deep Hum. When death neared, so did the loss of his skills and merit. He imbued his musical sheets with mana, filling them with the techniques and spells that he conjured over his century of living, before passing them on. It is likely that most Lords of the Deep Hum are merely pretenders, seeking to find value in the past, in rejection of themselves rather than acceptance. And so, the Lord of the Deep Hum lived on in fables, lies and song. [Credit to Pinterest] INSTRUMENTS The Tools of Bardmancy Instrument List A bard is able to channel their prowess through instruments; they act as foci to their melodical prowess. Though not a combatant tool, it is able to make musical sounds with varying effects. Once a specific type of instrument is chosen, it cannot be switched out until another instrument is crafted. The three types of instruments are percussion instruments, string instruments and wind instruments. The following instruments may be claimed in order to proceed with Bardmancy. Percussion Instruments String Instruments Wind Instruments Drums (any variety) Guitar Bagpipes (or other variety of pipes) Cymbals Harp Flute Timbrel Lute Organ Adufe Psaltery Shawm Piano Vio(lin) Recorder Fiddle Zampogna Instrument Binding A bardmancer may only use one time of instrument; they must first select the type of instrument they shall use. Once a bardmancer has selected their instrument, they begin their path into bardmancy. For those who are new, they must be taught the ability to instrument bind as listed below. Instrument Claiming [Non-Combat Spell] [2 turn casting - Tier 0] The bardmancer will bind their chosen instrument to them, now able to utilise it with their musical sheet. Once a bardmancer has bound their chosen instrument, it will be able to cast melodious prowess of the deep hum unlike normal instruments. These instruments may be broken, thus allowing another instrument to be claimed. - Only one instrument may be claimed per user. - Instruments cannot be bound in combat. - Only one type of instrument may be claimed per user. (i.e you cannot claim a weapon from percussion, and then from string). - Once an instrument has broken, another may be claimed. - It takes two turns to claim an instrument. These instruments must adhere to the usual instrument list (or similar to them). - Instruments that have been claimed must be ST signed. - Instruments act as foci, they do not grant non-bardmancers the ability to cast bardmancy should they get their hand on one. - Should their instrument be broken, they are unable to cast Bardmancy Spells for 2 OOC weeks. - Bardmancy is a feat. [Credit to Kashivant] MUSICAL STORY-TELLING The Stories of Bardmancy Storytelling A bard is noticeable for their great tales whilst playing epic feats of music to enhance the immersion. Unlike normal bards, a storytelling bardmancer will bring life to their stories, immersing those staring at their tales with the muddling of the five senses; sight, touch, smell, taste and hearing. All storytelling spells are considered aesthetic. - This cannot be used to conjure up a realistic life-like illusion, it merely confuses and plays with the five senses. Etc, one may use it to make someone feel the warmth of a fire, yet it would not make them warmer. A person may use it to make someone feel the breeze of the sea, or the drops of a morning dew – it is all trickery, and does not make an effect. - Should one use this to conjure up realistic illusions, they’d find their trickery instead looking like water-colour, or impressionist paintings. People would not be identifiable, and it would seem like a depiction rather than an image. - The max range for this spell is 10x10x10, additional bards add on an extra 5 blocks to the range, and if it’s used in combat – OOC permission is needed. - You must be tier 1 in order to use storytelling spells. - Bards may not continue casting while dodging or being struck in combat, and are limited to half their movement speed. Story of Sight [Non-Combative + Combative Spell] [2 emotes (+ 1); 1 connection + 1 cast (+ 1 if they use another story) - Tier 1] The bard may play their instrument, wisping images onto anything. Images may be engraved into the flames, waters or ink to immerse their story, such as creating great waves that crash into a ship, or images of men. However, it is merely an illusion – and if one touches it, they’ll find their hand passing through it. It is something that plays with a basic sense, muddling it to perform great acts. This has no true limit outside of the redlines above. This may be done with all instruments. - Story of Sight may be used in combat, but one would find that the conjured images don’t affect them at all, no pain or feeling can be inflicted from this. - Story of Sight has no turn-limit, and will last as long as the bard wishes to tell their tale. - One cannot enact memories, and if they conjure people they’d find their identities undecipherable. - Story of Sight has no turn-limit, and will last as long as the bard wishes to tell their tale. - Bards may not continue casting while dodging or being struck in combat, and are limited to half their movement speed. - You cannot blind someone with this. - To use this in conjunction with another story, it'll require another emote as the Bard is already connected. Story of Touch [Non-Combative + Combative Spell] [2 emotes (+ 1); 1 connection + 1 cast (+ 1 if they use another story) - Tier 1] The bard may play their instrument, evoking experiences onto an individual. They may feel the wind rushing on them, the warmth of a fire, or droplets of rain dripping down their skin. However, this has no effect on their physical body as it is merely an illusion, one that can be ignored should the person want it to be. It is something that plays with a basic sense, muddling it to perform great acts. This has no true limit outside of redlines above. This may be done with all instruments. - Story of Touch may be used in combat, but one would find that the conjured images don’t affect them at all, no pain can be inflicted from this. You also can't take away or dull pain with this. - Story of Touch has no turn-limit, and will last as long as the bard wishes to tell their tale. - Story of Touch can be ignored if a person wishes to. - Bards may not continue casting while dodging or being struck in combat, and are limited to half their movement speed. - To use this in conjunction with another story, it'll require another emote as the Bard is already connected. Story of Smell [Non-Combative + Combative Spell] [2 emotes (+ 1); 1 connection + 1 cast (+ 1 if they use another story) - Tier 1] The bard may play their instrument, granting unusual or usual senses to an individual. They may smell the morning breeze, the seabrine of the coast or even a freshly baked loaf of bread. However, this has no effect on their physical body as it is merely an illusion, one that can be ignored should the person want it to be. It is something that plays with a basic sense, muddling it to perform great acts. This has no true limit outside of redlines above. This may be done with all instruments. - Story of Smell may be used in combat, but one would find that the conjured smell doesn’t affect them at all, no pain can be inflicted from this. - You cannot use this for anything sexual, please don’t. I’m begging you. Please don’t use this for anything disgusting. - Story of Smell has no turn-limit, and will last as long as the bard wishes to tell their tale. - You cannot use this for metagaming purposes. - Story of Smell can be ignored if a person wishes to. - Bards may not continue casting while dodging or being struck in combat, and are limited to half their movement speed. - To use this in conjunction with another story, it'll require another emote as the Bard is already connected. Story of Taste [Non-Combative + Combative Spell] [2 emotes (+ 1); 1 connection + 1 cast (+ 1 if they use another story) - Tier 1] The bard may play their instrument, granting unusual or usual experiences to a person. They may be able to taste a grand meal, yet not be filled or energized from it. However, this has no effect on their physical body as it is merely an illusion, one that can be ignored should the person want it to be. It is something that plays with a basic sense, muddling it to perform great acts. This has no true limit outside of redlines above. This may be done with all instruments. - Story of Taste may be used in combat, but one would find that the conjured taste doesn't affect them at all, no pain can be inflicted from this. - You cannot use this for anything sexual, please don’t. I’m begging you. Please don’t use this for anything disgusting. - Story of Taste has no turn-limit, and will last as long as the bard wishes to tell their tale. - Story of Taste can be ignored if a person wishes to. - You cannot use this for metagaming purposes. - Bards may not continue casting while dodging or being struck in combat, and are limited to half their movement speed. - To use this in conjunction with another story, it'll require another emote as the Bard is already connected. Story of Hearing [Non-Combative + Combative Spell] [2 emotes (+ 1); 1 connection + 1 cast (+ 1 if they use another story) - Tier 1] The bard may play their instrument, granting unusual or usual noises to a person. They may be able to hear the crackling of fires, a symphony of voices or even a triumphant song. However, this has no effect on their physical body as it is merely an illusion, one that can be ignored should the person want it to be. It is something that plays with a basic sense, muddling it to perform great acts. This has no true limit outside of redlines above. This may be done with all instruments. - Story of Hearing may be used in combat, but one would find that the conjured noises cannot inflict pain. - You cannot blow out someone’s eardrums with this. - Story of Hearing has no turn-limit, and will last as long as the bard wishes to tell their tale. - Story of Hearing can be ignored if a person wishes to. - You cannot use this for metagaming purposes. - Bards may not continue casting while dodging or being struck in combat, and are limited to half their movement speed. - To use this in conjunction with another story, it'll require another emote as the Bard is already connected. Songwriting [Non-Combat Spell] [No Turn Limit - Tier 4] The height of a bard’s story-telling journey is to create a story-sheet, one that evokes certain and specific experiences onto a person. It can depict the experiences of fables and stories. However, this isn’t an actual, interact-able world. - Songwriting can be done by imbuing a sheet of paper with mana, writing upon it – the experiences and the senses that are played with. Bards may find themselves lost in their imagination and stories, falling deeper into the facade of the Lord of the Deep Hum. Etc, a sheet of paper may be about a battle. It will play with the following senses. Touch - The muddy field, the dripping rain and the tight armor. Smell - The winds, the corpses and steel. Hear - Brothers fighting brothers, roars and yells ringing from each direction. The clashing of steel. Sight - It ends with a silhouette of a mace swinging down. - Stories from Songwriting has no limit to the size of which the tale may be, though should not conflict with those others roleplaying who do not wish to partake in the storytelling (i.e only those with permission can see the illusion). - This can be used in combat, but should it turn to that – the person, pr people, can readily ignore the effects of the song. - Songwriting will leave the bard exhausted after their storytelling, no longer able to use this specific storytelling ability for 4 OOC days. - Stories from Songwriting may only be used on a maximum of four people at once (all have to give OOC permission). - Story sheets can be passed from bard to bard, but can only be played by a Bardmancer. Think of it as a way to immortalise a memory, or story. [Credit to Pinterest] MEMORIES OF MUSIC The Stoic Bard Memory Bardmancy As the Lord of the Deep Hum once played various fables and songs, he did so with the inspiration of what surrounded him – people in their lives, struggling against whatever would occur and the many tales that followed. In doing so, he sought to immortalise these events in song. These would later come to be known as ‘mementos’, allowing others the ability to experience what others once did, yet none of the sight. Memento of Reflection The Memento of Reflection is commonly depicted in harsh stories of growth and acceptance in one’s self. It may leave people weeping and in mourning, drawn to their own sad or happy memories should they allow it. When used, it can be seen as waves forming around the bard and audience wherein one can see their own reflection. Memento of Denial The Memento of Denial is seen in anger, fury and rejection of one’s self. This is normally seen in stories of corruption and traitors. It may leave people in the start of anger, drawn to their own furious memories should they allow it. When used, it can be felt as crackles of cinder and embers cradle the bardmancer and the audience. Memento of Courage The Memento of Courage is depicted in stories of overcoming hardships and the eternal struggle of man. It can impart onto people a temporary freedom of their fears and cowardice, replacing it with a brazen wanderlust and thirst for exploration. When used, it can be seen as a golden light that cradles the bardmancer and the audience. Memento of Fear The Memento of Fear is depicted in horrific and dark stories, foretelling the ruinous nature and fate of man. It can give the audience a sense of fear, unease and anxiety. When used, it can be seen as tendrils of shadows that grants bardmancers to play it a sense of paranoia. Memento of Euphoria The Memento of Euphoria is seen in stories of bliss and happiness, showing the fruits of man’s labour and their paradise. It can grant others a fleeting bliss, allowing them to forget about their struggles or hardships temporarily. When used, it can be heard as a joyous choir that quietly hums behind the bardmancer and audience. Memento of Sadness The Memento of Sadness is seen in tragic tales depicting loss and misfortunes. It can give others a sense of sorrow and turmoil, allowing them to briefly forget themselves and others as they become emboldened in their demise. When used, it can be seen as ripples of waves that ride the floor of the bardmancer. Memento Manipulation [Non-Combative + Combative Spell] [Collection - 2 emotes; 1 connection + 1 cast - Tier 2] [Use - 2 emotes; 1 connection + 1 cast + (Extra emote per Memento used after the first one) - Tier 2] The Bardmancer, through his abilities, are able to turn memories into Mementos. This can be done via a contract, a handshake, or other free-form ways that are allowed by the ST. Once it is done, the Bardmancer may feel a fragment of that Memento until it is spent. - Should combat occur, the collection of a Memento would instantly fail and the Memento would not be collected. Should it be in use, however, it can be used in combative scenarios. - IC consent must be given. - Memory Bardmancy is purely emotion and experiences, one cannot conjure sights from this, nor can it be used to metagame or grant information that cannot be given freely. - To perform a Memento on a person, one must give IC consent to hear it. Those who don’t are left in silence, while those who do are granted access to the tale. - A Memento can never force someone to do anything, it may suggest but these things can be ignored if needs be IRP. Resonance [Non-Combative + Combative Spell] [2 emotes; 1 connection + 1 cast - Tier 2] The Bardmancer is able to use and combine Mementos in a way to bring ease or drown out senses of pain and discomfort; the injuries are still there, it just allows a person to ignore it through the focusing of the memories within a song. This can be used in medical practices, combat or even just to alleviate stress. - Resonance’s effects can only last for five emotes, after this – it will be on cooldown for three turns. - Resonance is limited to a 5 block radius all around the bard, or one individual within 10 blocks of them. - Resonance may only be used if the bard is utilising their instrument (i.e are banging on a drum, or playing the keys of a piano). - Resonance will work on everything in the 5x5, including enemies. - When casting Resonance for those two turns, they are restricted to a one-block movement. - Bards may not continue casting while dodging or being struck in combat, and are limited to half their movement speed. - When Resonance has been casted, the bard may not move for those five turns it lasts; however, it can end prematurely. Etc, An example of this can be one combining the memento of Euphoria and Reflection within a tale to grant a dying man relief in his final hours, or even a patient the numbing of pain during medical practices. Triumph [Non-Combative + Combative Spell] [2 emotes; 1 connection + 1 cast - Tier 3] The Bardmancer is able to use and combine Mementos in a way to allow a person to live through the experiences of that Memento. It doesn’t affect a person physically, merely it grants someone the associated senses of a tale. This can be used to make someone briefly embody what they seek to be. - Triumph’s effects can only last for five emotes, after this – it will be on cooldown for three turns. - Triumph’s is limited to a 5 block radius all around the bard, or one individual within 10 blocks of them. - Triumph will work on everything in the 5x5, including enemies. - When casting Triumph for those two turns, they are restricted to a one-block movement. - Bards may not continue casting while dodging or being struck in combat, and are limited to half their movement speed. - When Triumph has been casted, the bard may not move for those five turns it lasts; however, it can end prematurely. - This cannot be used to teach magicks. Etc, An example of this can be one combining the memento of Courage and Denial within a tale to grant a peasant the courage and the means to deny their current standing, allowing them to embody what it means to be a Knight for a brief moment. Refrain [Non-Combative + Combative Spell] [2 emotes; 1 connection + 1 cast - Tier 3] The Bardmancer is able to use and combine Mementos in a way to allow a person an addictive experience, allowing them to double-down or to strive towards aspects within a given tale. This can be used to give someone addictive highs, or feelings that they were starved off. - Refrain’s effects can only last for five emotes, after this – it will be on cooldown for three turns. - Refrain’s is limited to a 5 block radius all around the bard, or one individual within 10 blocks of them. - Refrain will work on everything in the 5x5, including allies. - When casting Refrain for those two turns, they are restricted to a one-block movement. - Bards may not continue casting while dodging or being struck in combat, and are limited to half their movement speed. - Refrain’s addictive nature is completely up to the players OOCly to discuss, cooperation is encouraged. - When Refrain has been casted, the bard may not move for those five turns it lasts; however, it can end prematurely. Etc, an example of this can be one combining the memento of Fear and Reflection within a tale to grant a soldier the feelings of worthlessness, enticing them to run from their duty and from their fate. They may grow addicted to this in the sense that they’re willing to run from compatriots to chase their life instead. Connection [Freeform - Tier 3] Should a person wish to teach another person Bardmancy, they are able to do so by combining their Mementos and various Stories in a Magnum Opus, being that of a story or fable that embodies their own trials and tribulations amidst their journey. This Magnum Opus is then played to the student, wherein they would be blessed with the abilities of Bardmancy. - Connection is a freeform spell that teaches a person Bardmancy. It must be done in an area with little-to-no disruptions or sound, allowing the two to be immersed in the tale without failure. - A Bardmancer can only create one Magnum Opus in their life-time, but can use and play it as many times as they wish to. [Credit to LenkaSimeckova] TIER PROGRESSION Path to Bardmancy Tier Progression - 0 to 5 A bardmancer will start their journey at tier 0. In order to become a bardmancer, they must be taught by another bardmancer via their Magnum Opus (this must be done by someone who has a TA in bardmancy). Tier 0 [Useless] - The bard has found a respective teacher and has their MA accepted on the forums. Right now, they are unable to do anything besides wait to be taught. This will unlock the following spells: Instrument Claiming Tier 1 [Beginner] - The bard has began to delve into stories, fables and history. They could find themselves imagining tales within their minds aimlessly. They can weave stories into their songs. This will unlock the following spells: Songwriting, however they can only play one Story at a time. This goes up as they progress up the Tiers. Tier 2 = Use of 2 Stories at a time. Tier 3 = Use of 3 Stories at a time. Tier 4 = Use of 4 Stories at a time. Tier 5 = Use of 5 Stories at a time. You must be tier 1 for one weeks before moving onto tier 2. Tier 2 [Mediocre] - The bard has began to continues to unlock stories, fables and history. They can imagine themselves living out these stories in their boredom. They also know how to storytell, and have finally unlocked the ability to weave Mementos into their songs. This will unlock the following spells: Mementos, however they can only use one Memento at a time. This goes up as they progress up the Tiers. Tier 3 = Use of 2 Mementos. Tier 4 = Use of 4 Mementos. Tier 5 = Use of 6 Mementos. You must be tier 2 for two weeks before moving onto tier 3. Tier 3 [Adept] - The bard is engrossed in stories, fables and history. They might become reclusive, or even dedicated to their artform in an alarming fevour. They have also learnt the set of wider uses of Mementos for their songs. Now, they are moving onto the next stage. This will unlock the following spells: Resonance, Triumph, Refrain. You must be tier 3 for three weeks before moving onto tier 4. Tier 4 [Expert] - The bard has began to lives in stories, fables and history. They begin to lose sight of who they are, becoming no more than an instrument meant to entertain. They have also continued to master their abilities, allowing them to Songwrite and use a wider range of Stories and Mementos: Higher use of Mementos and Stories as seen above. Songwriting. You must be tier 4 for one month before moving onto tier 5. Tier 5 [Mastery - Gifted] - The bard cannot differentiate stories, fables and history from reality. They are trapped within their own Magnum Opus, and are unable to see reality for what it is and are wearing facades of what they think they are. This will unlock the following spells: Connection Once at tier 5, the bardmancer may create a TA. [Credit to KatyChamberChorus] REDLINES Of Bardmancy General Redlines - This magic is a feat. - This magic is compatible with all current races and CAs. - This magic is compatible with all current magics. - Bardmancers would find themselves more haggard when donning full-plate, finding their movement cut in half in combat and when they're casting spells. At best, they're able to wear half-plate while retaining their usual movement. - This magic is unable to be used on-par with other magics (i.e you can’t use bardmancy and voidal magic at the same time). - This magic must have an ST-signed instrument in order to be used. - This magic may have additions written for new spells introduced for said category. - Not all instruments are written into their respective categories, use common sense. - Instruments may not be any-more than foci to cast bardmancy or general music. In other words, you can’t have a sword, put holes in it and blow within the blade to say it is a ‘wind type instrument’. It must be an actual instrument, sadly. - You can put runes on instruments (i.e transfiguration enchanting), though it should not tamper with the ability of playing the instrument. If it does, the bardmancer will no longer be able to cast or use bardmancy. - Instruments may be switched for another any time, though this constitutes destroying the old bound weapon in order to open a slot for another. - Instruments may not be draan-bound by heralds of Azdromoth. They cannot be conjured and must be carried on person. - Instruments that are too large to be carried may still be bound, though this means they restrict turning and mobility. For example, a large piano that is facing north may only target those north, and cannot be turned (because it is too ******* large to turn and play at the same time). - Bards will not be able to cast bardmancy should they not have the ability to. For example, a wind instrument category requires you to blow into the instrument to produce sound. If your lips are bound, you cannot play the instrument. This is common sense. - Other magics may be able to free-form with bardmancy in storytelling should the story-team approve. For example, a necromancer being able to use a lute to shift bones in order to tell a story, or a mystic shaping ectoplasm into different shapes to tell their fellow mystics a story. However, this is not certain and should be confirmed by a story-team member preceding over the lore-piece.
  4. "What?" An ashen figure muttered at the sight of the inferno, wisps of smoke trailing from his agape lips. He adjusted the crimson cloak upon his side, before continuing onward. Alas, an adamant blade rattled upon the man's hip. It spoke with vehemence, laden with the same confusion that was shown -- unfortunately, it wasn't as as eloquent as he was. "WHAT THE ****?"
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