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Qizu

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  1. why do jammed doors take 1+ hour to un-jam...

    1. Show previous comments  2 more
    2. Charles The Bald

      Charles The Bald

      i'd finally say the timer is coded to 1 hour and sometimes the chunk goes inactive so it just takes more than 1 hour but nothing is sure without code

    3. DrakeHaze.

      DrakeHaze.

      do npcs keep chunks loaded?

    4. Hunnic

      Hunnic

      That is a good question... someone please test if npc's keep the chunk loaded.
      And I think 1 hour isn't too long considering some freaks break in late at night IRL and could easily camp the 1 hour so jammed doors seem fine.

      I do wonder, does it work the same with broken doors?
      If 1 hour passes will the
      "The door was left ajar" go away?

  2. THE ELVES OF Y’ELTHYR - THE CONQUEST OF SKJOLDER Cursed of the Hatred that Drove them… The Elves of Y'elthyr - The Beginning Long ago in the lands of Skjolder, covens had formed alliances and pacts with mortals of the realm. One grouping in particular that had ventured to the lands of Athera, had formed pacts with elves of the realm. These elves thrived in the lands of winter, naming themselves mali’fenn. A sect of these elves had served and worked alongside the witches of Skjolder, however through these many years they had been casted out and mistreated in their service. Strife born from this, leaving a great separation between the two sides. This spawned forth wrath and rage, as vengeance riddled the bones of the mali’fenn who had pledged their very lives to the witches. One sect of these mali fled deep into the world, having been casted out from their societies for their servitude and now from the witches. It was here that they began their long trek, wayward souls upon the world in hopes of a purpose. In their travels, the mali’fenn stumbled upon a hidden tomb, buried deep within the frozen earth. It was a place of power, a sanctuary untouched by the passage of time. Within its darkened halls, they uncovered ancient relics of a bygone era – the fabled blades of the weaver warlocks. Only five blades lay within the tomb, each pulsating with an ominous aura that beckoned to those who dared to grasp them. These swords, imbued with the essence of dark magic, whispered promises of strength and vengeance to those who would claim them. Drawn by the allure of power and fueled by their thirst for retribution, the mali’fenn seized the blades as their own. As they clasped the cursed weapons, they felt a surge of dark energy coursing through their veins, intertwining their fates with the malevolent spirits that had forged the blades long ago. These five elves, now bearing the mantle of leaders among their kin, christened themselves the Elves of Y'elthyr, swearing an oath to reclaim their honor and wreak havoc upon those who had wronged them. With their newfound power and leadership, the Elves of Y'elthyr became formidable adversaries, their hatred only fueled by forces of the unknown. They rallied their forces, forging alliances with dark creatures of the wilderness and marshaling their strength for the ultimate reckoning. Their sights set upon the heart of Skjolder, the Elves of Y'elthyr marched forth, their blades gleaming with malevolent energy. They sought not just to conquer, but to annihilate – to tear down the very foundations of the motherland of the witches that had spurned them and reclaim their rightful place as lords of the frozen realm. The First Night As the moon hung low in the sky, casting a ghostly pallor over the frozen landscape of Skjolder, the witches of the covens huddled together in their sanctuaries, their senses alert to the slightest hint of danger. But on this night, danger came not as a whisper on the wind, but as a tempest of blood and terror unleashed upon them by the hands of the accursed Elves of Y'elthyr. From the shadows emerged the five figures, each cloaked in darkness and wielding blades that dripped with the essence of death itself. With silent precision, they divided their forces, each leading a battalion of twisted creatures spawned from the depths of nightmare. The first raid struck like a thunderbolt, as the leader of the Elves of Y'elthyr descended upon the heart of a coven, his blade slicing through the air with a deadly grace. With ruthless efficiency, he sought out the mother of the coven, her screams echoing through the night as her lifeblood stained the snow below. Meanwhile, his companions followed suit, their blades flashing in the moonlight as they set upon their targets with savage glee. The second coven fell beneath their onslaught, its defenders overwhelmed by the sheer ferocity of the attack. One by one, the young witches were cut down, their bodies torn asunder by the cruel steel of their assailants. The third coven fared no better, as the third elf led his battalion in a relentless assault, his eyes ablaze with the fires of vengeance. With every swing of his blade, he reaped a harvest of blood and agony, leaving nothing but death and despair in his wake. A grave sense of fear filled the hearts of the witches in the land as terror sifted through coven’s one by one. And so it went, as the night wore on, each of the five elves carving a swath of destruction through the land, their laughter mingling with the screams of the dying. By the time the dawn broke, Skjolder lay bathed in the ashes of its defenders, a grim testament to the horrors unleashed by the Elves of Y'elthyr. The Summit of Covens As the sun rose over the desolate landscape of Skjolder, the surviving witches found themselves scattered and broken, some of the mightiest covens reduced to little more than whispers in the wind. Some covens fled into the icy depths of the mountains, seeking refuge amidst the howling winds and treacherous peaks. Here, they hunkered down in the darkness, their magic veiled in shadows as they plotted their revenge. In the depths of the mountains, amidst the swirling mists and icy winds, the witches convened a somber summit, their faces drawn and weary with the weight of their losses. Gathered around a flickering bonfire, they spoke in hushed tones, their voices laden with desperation and determination. Amidst the council, voices rose in dissent, arguing for different courses of action. Some advocated for retreat, urging their brethren to flee deeper into the mountains and forsake their ancestral lands in the face of overwhelming odds. Others, however, stood firm, their eyes flashing with defiance as they vowed to stand their ground and fight to the last. It was then that the eldest of the witches, her voice a whispering echo of ancient power, rose to address the assembly. With a steely gaze, she reminded her sisters of the sacred bond that bound them together – the oath sworn to protect their motherland, no matter the cost. And so, with grim resolve, the witches cast aside their differences and forged a pact of unity, vowing to stand as one against the encroaching darkness. From that moment forth, they would forbid any who sought to flee their motherland, forcing them to face their assailants head-on and defend their way of life with all the strength and cunning at their disposal. “The night descended, cloaking our coven in a blanket of darkness as the chilling sound of metal on stone reverberated through our frozen halls. My heart pounded in my chest as I heard the unmistakable cries of agony echoing from the depths below – the voice of our mother, the heart of our coven, under siege by unseen assailants. Dread gripped my soul as I realized that the Elves of Y'elthyr had come for us, their blades hungry for blood and vengeance.” - Stelthera of the Descloux Coven The War of Eternal Winter The Elves of Y'elthyr were not content to let their prey slip through their fingers so easily. With the taste of victory fresh upon their lips, they hunted their quarry relentlessly, scouring the frozen wastelands in search of any who dared to defy them. And so, a deadly game of cat and mouse began, as the witches struck from the shadows with cunning and guile, their spells weaving a web of illusion and deceit to confound their enemies. Each skirmish was a desperate battle for survival, as blood and magic clashed amidst the frozen wilderness. But even as the witches fought tooth and nail to defend their way of life, they knew that the tide of war was turning against them. With each passing day, their numbers dwindled and their resources grew thin, while the Elves of Y'elthyr seemed only to grow stronger with each victory. Yet still, they clung to hope, for they knew that as long as even a single ember of defiance burned within their hearts, they would never truly be defeated. And so they bided their time, waiting for the moment when they could rise from the ashes and reclaim their rightful place as the masters of Skjolder. “As the first tremors of war shook the lands of Skjolder, the witches of the Coven of Devana found themselves thrust into a maelstrom of chaos and uncertainty. Descended from the Seers of the North, who had served the legendary witch Brunhylde, our coven had long stood as guardians of prophecy, keeping a vigilant watch over the ever-shifting currents of fate from our hidden sanctuary deep within the chasms of the ice. For generations, we had foreseen the signs of a brewing conflict, our visions painting a grim tapestry of bloodshed and despair that lurked on the horizon. Yet, like a cruel twist of fate, the eruption of war caught us unprepared, our senses overwhelmed by the sudden onslaught of the mali'fenn. A sickness gnawed at our souls as our mirrors and gateways of sight revealed the atrocities that would soon engulf our homeland. Gathered around our sacred altar, we beheld the grim fate of our fellow covens, witnessing their valiant struggle against the forces that sought to annihilate them. But as their numbers dwindled and desperation mounted, it became painfully clear that victory was beyond their grasp. And so, as our brethren rallied together to face the oncoming storm, the witches of Devana made a fateful decision. With heavy hearts and resigned spirits, we knew that our only chance lay in retreat. Against the sheer unexpectedness and ferocity of our assailants, we stood little chance of holding them at bay. And so, with the weight of centuries of tradition bearing down upon us, we turned our gaze towards the only sanctuary we knew beyond the icy reaches of Skjolder. For too long had our gazing eyes fixated upon the distant shores where the witches of Aevos dwelled, a flickering beacon of hope amidst the encroaching darkness. Now, as the tempest of war raged around us, perhaps it was time to seek them out, to forge a new alliance born from the ashes of our shattered homeland. And so, with determination burning in our hearts, we set forth on a journey into the unknown, our destinies entwined with those of our distant kin across the frozen wastes.” - Lada of Devana
  3. "How will I disguise as a cursed child now!" remarked a Nephilim!
  4. Hey! Thanks for the reply, I only noticed that being misplaced once. I've gone ahead and fixed it but let me know if you see any others!
  5. Hey! It's mentioned in a few places that only feat level heralds can use inscriptions, ordained heralds can use shouts and rituals. Let me add it to the General Redlines below them!
  6. Thanks! I would like to note that I received inspirations for the ghost spell, mental fortitude spell, and the dream spell from Aelesh's previous lore who gave me their permission.
  7. HERALDS OF AZDROMOTH By Asioth is every world created, for this is the golden gift of eternities. Heralds, the Layman of Azdromothian Culture, are very significant in the progress and goals of the Archdrakaar. Serving as soldiers, mages, librarians, or even farmers, Heraldry offers the opportunity to guide one’s life with the Titan’s flame. Historically, Heralds are often made to serve the order that recruits them to their causes. Working alongside Nephilim or even alone, they are capable of performing grandiose feats in the name of Azdromoth. Using their powersource known as Draan, they are capable of invoking spells, spreading power and praise throughout the lands of descendents on their journey of Enlightenment. Draan Heralds are created by imbuing the body of a descendent or greater creature with the powersource known as Draan. This is done through indirectly linking them with Azdromoth through either an Azdrazi, or an Ordained Herald. More specifically, a Herald is created by using the inscription known as Dratho’Rihk upon an individual. By doing this, you are forcefully applying Draan to their body and creating a link to the Titan. This allows them the feat level of heraldry, and permits them to cast only inscriptions. These heraldry mark must be on the center alignment of a Herald’s body (heart, head, back, etc.). Casting with draan is carried out through the herald directing the draan within their body to perform certain feats and even rituals with it. Ordained heralds have enough power to gather it within their throat, performing vocal abilities. Exhaustion of draan happens over time as a Herald uses its power. Per combat encounter, a feat level herald may only perform 3 inscriptions per combat. An ordained herald may only perform 3 inscriptions and 3 shouts per combat encounter. After each ability used the marking of a herald grows brighter and increases as a burning pain emerges on the herald’s body. Ordainment To further the path of Heraldry, there is a ritual known as Ordainment. This occurs when two Nephilim come together and imbue their blood into the body of an already existing herald. This extends upon their prior marking by making near full body tattoos and markings. Upon Ordainment it will also allow the Heralds to perform what is known as Shouts, however this will take up one of their magic slots. These abilities are performed by using draan alongside low-draconic to cast vocal spells and abilities. Low Draconic Upon creation the throat of a Herald will grow harsh. This is due to the draan coursing through the body as they are granted the knowledge of Low Draconic. Feat level heralds are able to speak the words aloud sparingly, however an ordained herald would be much more capable of communicating such, allowing them to add abilities to the words they speak. Flame Manipulation A Herald may exert their will upon flame to harmless effect. Ignite or extinguish man-made fires, as well as warp the shapes of flames to create displays. This requires 1+ emotes. Controlled sources of fire such as candles, fireplaces, campfires, torches, and so forth can be ignited and extinguished at will, though not in the midst of combat. Additionally, they may bend flames to their whim to create images and shapes, often as means to compliment their preaching of Azdromoth or to intimidate foes. Progression As a feat level herald they are capable of performing inscriptions as well as the base abilities listed above: flame manipulation, low draconic, and draan. Once they are ordained, they will be strong enough to perform shouts and rituals as well. All spells and rituals must be taught IRP, meaning that a herald cannot use anything until they learn how to utilize their draan to perform it. Herein is held the power beyond all power, that revealeth the subtle and hideth the known Inscriptions Once an individual is connected to their draan, they are capable of calling upon it to create inscriptions. To do this, Heralds will first need to connect to their draan by using a tell. These tells are associated with exhalation of smoke, embers gathering in the air around the individual, heat-like distortions around the hands or eyes, or even harmless flames gathering upon the person. Once this is done, they will then need to channel their draan based upon the emote count per the inscription they wish to cast. To be performed, inscriptions must be engraved upon an object that will wield their powers. These inscriptions can be carved with a mere finger that has draan upon it, and are written in low draconic. Heralds are only capable of performing 3 inscriptions per combat encounter. Summoning a draan bound weapon does not count towards this limit. Bel Zahkrii [Combative] A Herald may inscribe the words Bel Zahkrii upon an object of their choosing. A Herald may summon and dismiss two draan-bound items at will. This requires 1 emote for both summoning and dismissal, or 2 emotes for retrieval when disarmed or thrown. A herald may summon or dismiss an object once they have imbued its surface with draan. This is an eternal binding that may only be removed upon the weapon’s destruction. It is performed by a Herald channeling their draan into their hands, before inscribing the words “Bel Zahkrii '' onto the object’s surface. Objects with this inscription will take upon an ashen appeal as ashes rest casually upon its surface. Once a weapon is bound, it may be summoned and de-summoned by the herald manipulating the draan within it. This may be performed in combat so long as the wielder can maintain a minimum conscious effort. Summoning and dismissal requires 1 emote each, however retrieving a weapon or object requires 2 emotes. These emotes may be worked into other action emotes, to permit Heralds to defend themselves whilst also working to retrieve or summon their weapon. You cannot, however, strike with a weapon in the same emote as it appears in your hand. The act of summoning a draan-bound weapon is represented as the weapon appearing, constructing, or otherwise manifesting in a visual display always involving ash, smoke, or both. Dismissal follows the same rough aesthetic guidelines, and retrieval is displayed as the weapon being dismissed wherever it is, and then summoned in-hand. Yol Zahkrii [Combative] A Herald may inscribe these words onto their blade to set their weapon aflame and imbue upon it an edge of dracanium. This requires 1 emote. By taking their finger and inscribing the words Yol Zahkrii in flame upon the blade of their weapon, a herald may ignite its surface in flame. This fire is mundane and can be wielded for the duration of combat. It has no special properties, and the aspects of the weapon's prior state are rendered null whilst active. Dovra Kul [Non-Combative] A Herald may imbue these words upon a herald’s flesh wound to heal it as draan mends their body. This requires 3+ emotes. Heralds use an inscription to carve the words in draan over the wound of a fellow herald. This process appears akin to a peculiar sort of reverse-burn, where open wounds will find their edges caught to painful embers. As if it were paper caught alight, and rewound, this flesh and muscle will seal itself in what is visually equivalent to a backwards process of incineration, ultimately closing with a permanent burn scar over the affected area. Due to the limited nature of this effect, it is useful only for closing external wounds, and can do nothing to aid in the repair of bones, innards, or anything beyond the skin and muscle itself. The emotes required for the use of Dovra-kul are 1 of the Herald focusing upon their target's wound and displaying a tell, 1 of the words being spoken and the characteristic embers catching alight upon the edges of the wound, and 1-3 of them gesturing in order to conduct their draan and begin mending the injury, dependent upon severity. Minor wounds such as small cuts, abrasions, first degree burns etc. which do not denote any immediate risk to one's life may be treated in the minimum of 3 emotes. Middling wounds such as stabs, arterial punctures, larger cuts and gashes capable of inflicting dangerous blood-loss, second degree burns etc. may be treated with 4. Grievous wounds that require immediate attention to avoid death such as a full abdominal incision, third degree burns etc. must be attended as quickly as possible, as they will require the maximum of 5 emotes to fully tend. Yol Horvut [Combative] Heralds are capable of inscribing the words “Lorit Di Letni” upon a flat surface, creating a trap-like rune upon the floor with their draan. This requires 3 emotes. Herald’s may imbue the ground with their draan to create a flame trap upon the floor. Once the words are inscribed, the first individual to step within the trap's range will trigger it, herald, nephilim, or not. The physical rune engraving takes upon an ashy appearance and cannot be hidden. This rune takes up a 2 meter (block) radius upon the ground. Once it has been stepped on, a 3m wide ring of mundane fire will erupt from the ground. This ring spans 2 meters tall around the trap’s origin. Flames from this act as normal flames, and will inflict first degree burns upon flesh. Should an armored individual stand within the flames for 3 emotes their flesh will receive 2nd degree burns. This trap will disrupt channeling actions. Should an individual reside within the trap for 3+ emotes their vision will grow hazy and their actions disoriented from the pure heat surrounding them. This trap only lingers for 10 emotes in combat or out of combat. Once activated, the flames only last for 5 emotes. These flames will obstruct vision. Dratho Nar [Non-Combative] An Ordained Herald may invoke these words to inscribe, carve, or scorch a surface with words in any language that they know. This requires 1 emote. A common method for Heralds to leave calling cards, messages, or instructions, Dratho Nar will damage a surface by way of scorching, engraving, or scratching to leave a sequence of letters in any known language. This could be code or words. Optionally, these marks may carry a fiery glow; though produce no heat. This ability does not create the same ‘heating’ effect on a Herald’s marks that others may, meaning it is essentially free to utilize. The emote required for Dratho Nar consists of the Herald speaking the words, and their target surface being marked in one of the aforementioned manners with whatever message or code they intend to leave. Loving, he lapped up the red waters of their muse, and raised them upon a throne of shining thunder. Shouts Shouts are performed by a herald gathering draan within their throat, before speaking the words of the spell in low draconic. When shouts are cast a plume of ash exudes from the Herald’s maw as the words are spoken aloud. Only three shouts can be performed during combat before the herald loses their voice. After the combat encounter they will regain it given rest. Adrolazh [Non-Combative] An Ordained Herald may invoke this word to bring forth their affinity for flame, avoiding its touch and ensuring that they aren’t burned. This requires 2 emotes and lasts for 3 emotes. This ability allows an Ordained Herald to escape the touch and heat of mundane, draconic or voidal flames. While in effect, flames will naturally divert themselves around the Ordained Herald, never redirecting but simply passing around them and continuing on their course. The emotes required for this ability are 1 of the Ordained Herald focusing and displaying a tell, and 1 of the words being spoken and a smoke-like distortion appearing around their body. From here the Ordained Herald is protected for 3 emote rounds, and after the 3rd emote of its protective effects, this distortion vanishes and they may once more be burned. Virolah [Combative] An Ordained Herald may invoke this word to draw forth the fumes of Az’Uznath, muddling the minds of those who breathe in the fragrant incense. This requires 3-5 emotes. Through this ability, Ordained Heralds may call upon the incense present at Azdromoth’s great Ziggurat, drawing it through paracausal means to permeate a location with its center point anywhere within an 6 block radius of the Ordained Herald, filling it with a dense smoky haze and spiced aroma. The effects of the incense conjured by Virolah are mildly hallucinatory. They will begin to take effect if the cloud of smoke is not escaped within 1 emote of its appearance or of reaching them, causing those impacted to begin experiencing minor but frightful hallucinations; a feeling of being observed, the dull roar of nearby flame, and fleeting images somehow relating to dragons at the corners of their vision. It will also inspire a subtle inebriation. By nature, Virolah causes a significant amount of vision impairment within its area, though causes no irritation to the lungs or eyes. Within a cloud of incense generated by Virolah, sight range is limited to a 1 block radius around the affected party. This means that if it is used on a 1x1 space to affect an individual, it will do nothing except potentially afflict them with the relevant hallucinations if they do not move on the next emote. The incense will naturally disperse quite gradually unless wind speeds up the process, generally sufficient to linger in an area until the end of an encounter. Ultimately, it can linger for around half a narrative hour before becoming too dilute to have a meaningful effect, be it inside or out. In no case will the obscuring or hallucinogenic properties of the smoke spread outside of the starting range. Outside of combat, for recreational use, the effects of Virolah can become much more potent and debilitating, able to impact mortals and Azdrazi alike. Notably, Azdrazi will find the experience far more pleasant than a mortal, verging on an enlightening experience. Virolah allows Ordained Heralds to conjure a drugged smoke that will permeate an area ranging from a single 1x1 block space for an individual, up to a 5x5 space for multiple, increasing only in increments of 2 and requiring 1 additional emote per 2 added blocks of range. This means that to target an 1x1 space will require 3 emotes, to cover a 3x3 space will require 4, and a 5x5 space will require 5. The emotes required for Virolah are 1 of the Ordained Herald concentrating and displaying a tell, 1 for them to speak the words and begin gesturing to call forth the incense from the air above their target location, and 1 for it to begin falling in dense plumes from the target location. Additional emotes to increase range simply involve this incense spreading out beyond the initial 1x1 range. The center point of this ability can be located anywhere within line of sight and within a 6 block radius of the Ordained Herald. If the range of Virolah is escaped but not in time to avoid its effects, the hallucinations will continue for 6 emote rounds or up to half a narrative day. Due to the mental impact of this incense, the initial onset is capable of interrupting spellcasting, but will not prevent it afterward. Bharoh [Non-Combative] An Ordained Herald may invoke these words to exude an aura of significant warmth, suitable for protecting themselves and others from frigid temperatures. This requires 2 emotes. Drawing upon the latent power of the Azdromothian draan they are imbued with, an Ordained Herald may allow it to exude with intent outwards into the air around them and generate a significant amount of passive heat. The aura of warmth created by Bharoh extends in a 3 block radius around the Herald. The warmth provided by this aura is sufficient to keep the Herald and those within the effective radius safe in temperatures of down to -30C or -22F. This aura may be invisible, or manifest as intangible fragments of ash lingering in the air, a thin haze of equally intangible smoke, or heat-like distortions. This ability does not create the same ‘heating’ effect on a Herald’s marks that others may, meaning it is essentially free to utilize. The emotes required for Bharoh are 1 emote of the Herald concentrating and displaying a tell, and 1 emote of the words being spoken and the heat manifesting. Gaaf Dinok [Combative] A herald is capable of releasing fragments of their draan into the air. It is drawn towards ectoplasm and pulls them closer to the realm of the living, making them susceptible to attacks. This requires 3 emotes. Over the course of three emotes a herald may channel their draan into their throat, before shouting the words “Gaaf Dinok”. Upon casting, it will release draan into a 10 block radius around them as glimmers of red and gold fill the air. Visible ectoplasmic beings within this radius will be coated in draan. Incorporeal entities will be forced to a corporeal state. Beings coated in draan may be attacked as a natural being was, meaning that all attacks have the effectiveness of aurum as it naturally would on ectoplasm. Though the target will still float if they are able to, mundane weapons will harm them just as they would a regular mortal target. Also, due to their new corporeality, the target will be incapable of moving themselves through solid objects if they are otherwise capable of doing so. Should a being be invisible, after being within the radius for 2 emote counts their form will flicker for a mere second, sending them into a flight response to flee. Should they stay however, over the course of three emotes they will become visible. This ability lasts for 5 emotes. The essence released from this can be blown away forcibly by a strong gust of wind. If the being leaves the area, the effects will remain for a further 2 emotes, or until the draan fades away after the 5 emotes. Praan [Non-Combative] Heralds are capable of enchanting the mind of a being to enter a dream-like state for a period of time. During this state the affected being receives dreams of the draconic. This requires 3 emotes. By channeling draan onto their throat, a Herald is capable of whispering the word “Praan'' into the ear of an individual. The draan entering their body would instill a tranquil like feeling, before a great slumber overwhelmed the affected being. This dream-like state would last for 24 OOC hours with the being unable to be awoken unless the spell is cast on them once more. During this state the individual will experience visions of draconic nature. This can range from them soaring upon the clouds alongside a dragon, or venturing deep into the chasms of a mountain which holds the lair of a dragon. These dreams are freeform and decided by the affected individual. OOC and IRP consent must be given to perform this ability. During this state the individual is freed from all physical pain that they would be experiencing at the time of the spell being cast on them. Upon awakening, if this pain was not treated, it would return immediately. Nid Faas [Combative] Heralds are capable of releasing draan into the air surrounding their allies. This draan would expunge the effects of mind altering spells of enchantments. This requires 3 emotes. Through channeling draan onto their throat and shouting the phrase “Nid Faas”, a herald is capable of filling the area around them with draan. This would take the form of red and gold speckles within the air surrounding them. Upon the final emote the area this spell covers is a 10x10x10 radius from where the herald is when it is cast. This spell does not follow or move with the herald who cast it. Heralds of Nephilim within this 10x10x10 radius would be unaffected by mind altering abilities. This shroud of draan lasts for a total of 5 emotes after it is casted. The herald casting it may not attack during this time, however they are able to defend themselves. This spell can be removed with a strung gust of wind or dispelling force. This does not go through walls. If a herald or nephilim under the effect of this spell and are attacked with a mind altering ability, the ability will still be applied to them. If the ability lasts shorter than the duration of Nid Faas, then it will not affect them. Should it last longer however, then the ability will immediately affect them once the spell's duration has completed. Like the silver moon is within the tossing sea, a thousand lights reflect from but a single source. Rituals Rituals are sacred acts which are only known to certain heralds among the cause. They must be taught in roleplay to be performed, and exhaust a herald greatly to perform. To perform a ritual one must be an Ordained Herald. Dratho Rihk [Combative] An Ordained Herald or Azdrazi may invoke these words to mark an inheritor of their bond, granting a willing mortal the feat-level version of Heraldry. This requires 2+ emotes. The most sacred and well-guarded ability available to Ordained Heralds, and usable as well by Azdrazi, Dratho Rihk allows one to split the tether to Azdromoth that was at one time gifted, or is inherent, to them. Through the use of these words one may imbue upon a mortal a mark to grant them the feat level version of Heraldry, connecting them by proxy to Azdromoth and thus giving them access to His infinite draan. In addition to granting the magic, this ability also enables one to rescind a Herald's bond and thus disconnect them from the magic. Even Ordained Heralds may have their power stolen in this manner, as it is this first mark that serves as the basis for all of their power. Doing so causes all signs of the heraldic tattoos to fade, leaving only the branded scar of an eye wreathed in flame where the first mark was placed. Notably, it is possible for an Ordained Herald to willingly use Dratho Rihk upon themselves, as a means to voluntarily and independently drop the magic. Albeit, it takes significant endurance and conviction to withstand the pain necessary to complete this process. One can only split their bond so many times, meaning that no more than 3 Heralds can be bound to an Ordained Herald or Azdrazi. This ability does not create the same ‘heating’ effect on a Herald’s marks that others may, meaning it is essentially free to utilize. Both the placement and removal of Azdromoth’s mark are emoted the same way, requiring 1 emote of the Ordained Herald or Azdrazi placing their palm to the location where it is to be left or removed from, 1 of them displaying a tell and speaking the words as a tingling sensation begins, and 1 emote of that tingling turning to searing pain being as the mark is both branded and tattooed onto the target, or erased from them alongside any Ordainment tattoos. Koraav dol Yol [Non-Combative] By joining their draan with a Nephilim, heralds are granted the ability to receive a prophecy that the nephilim has previously received. This requires 3+ emotes. Heralds may link their draan to that of a nephilim’s draconic nature. Heralds would coat their eyes in draan as their vision goes blurry. A hypnotic state would consume their mind as if they had just entered a dream. Blood of a Nephilim will then be rubbed into the palms of the herald as visions soon embrace the mind. It is here that the herald will see the most recent prophecy that the nephilim who performs the ritual with them has received for themselves. Once the vision has been completed the herald will awaken from their state as a raging pain courses through their body. This pain will embed into the head as a searing headache, making them unable to cast for the next 1 narrative hour. Dratho Zha [Combative] An Ordained Herald may invoke these words to imbue upon an item of their choosing a defensive enchantment, granting it an extremely threatening aura. This requires 4 emotes. Those entering the vicinity (within 6 blocks) of an item marked by Dratho Zha on its designated surface will experience an extreme hesitance to go anywhere near it, feeling about the item approximately the same way one might feel about an explosive that could go off at any moment. Though it imbues no actual physical properties, approaching such an item requires a great deal of mental fortitude, for by the time one is within range to reach it, they may well feel that their very life is in imminent danger, enough to inspire a flight response from most. The closer one gets, the stronger the sensation is, only alleviated by departing or successfully moving the item. The effect generated by Dratho Zha is presumed to be a result of drawing forth the presence of the Titan through the use of His draan, essentially imbuing the item, when properly placed, with a similar if far weaker aura to what Azdromoth might be capable of exuding in His ire. It is, essentially, the sensation one might experience when being stared down by a very hostile dragon. Heralds and Azdrazi are immune to the effect created by Dratho Zha. The emotes required for Dratho Zha are 1 of focusing and providing a tell, then speaking the words towards the chosen surface, 1 of the sigil appearing there, 1 of maintaining that tell and speaking the words towards the relevant item, and 1 of a matching sigil appearing upon it. It may then be placed down for the effects to be activated, at which point both sigils ignite in a fire-like glow. Compatibility Heraldry (both feat and 1-slot) is compatible with: All voidal magics. All misc magic. All feats. Kharajyr. Hou-Zi [Feat Only]. Wonk [Feat Only]. Musin [Feat Only]. Not Compatible All Dark magics, except: Blood Magic All Deity magics. (With the exception of Seer) All CAs not listed as compatible. Changelog - Reconstructed vocal and non-vocal distribution. - Feat level purely non-vocal, allowing inscriptions. - MA level allows shouts (vocal abilities.) - Removed ST required for Dratho Zha redline. - Added combat counter for Dratho Zha - Added rituals concept, basically important spells that heralds can perform. - Allowed heralds to connect with azdrazi to receive a prophecy for themselves. - Added anti-ectoplasm spell. - Added dream / flavor spell. - Added mind protecting spell. - Added trap rune spell. Referenced Lore https://www.lordofthecraft.net/forums/topic/191916-%E2%9C%97-magic-lore-herald-and-azdrazi-spell-enrapturement-rewrite/ https://www.lordofthecraft.net/forums/topic/194951-%E2%9C%93-feat-magic-lore-heralds-of-azdromoth/?pagecomment1795418=3 Purpose Heraldry in it's current state and lore has a large amount of excess cultural information, as well as unneeded aspects of the lore that do not need to exist. With this rewrite I aimed to give more practical and usable spells to heraldry, given that in most cases the lore goes wildly underused outside of event related roleplay. I have added balanced combative spells, as well as roleplay enhancing spells and rituals. I also added exhaustion mechanics to create exact limits of a heralds abilities during combative encounters. I further went to change how inscriptions and shouts work in regards to heraldrly lore. One note that I wanted to keep in mind with a rewrite, was how it would be able to be explained IRPly. Given current events I feel as this would fit smoothly into roleplay.
  8. The Bloodied Keep Bithe’Vah Nears Us The Raid On a warm summer night all was quiet among the mountainside of Urguan. Wind blew through the valley as it echoed upon the stone faces of the dwarven kingdom. On top of one of these great cliffs, a small force of samurai, accompanied by two elders of their kind, had begun to scale downwards. Scales and fire licked the insides of their armors as they approached the target before them - The Paladin Keep. Maneuvering their way in they had been caught amidst the doors by a small force of paladins. One of them fled upon the sight of the grouping, whilst two of them continued onwards to pursue their invaders. Through pure luck the draconic invaders had maneuvered their way inside, capturing an elf within whilst the paladins had become trapped in the hall of doors. A battle had broken out as spells were rendered to nothingness whilst flame beat down upon the ivory walls of the keep. Alchemic concoctions overwhelmed the trapped knights of Xan. Pushed all the way into the very corners of their own home - it was here that dragon’s flame became the last sight of the night. One had been captured, the other’s left for dead. Their mortal lives soon to return to the very world that entertained their beliefs and thoughts. Born from the ashes only to return as them. ((The above is knowledge only known to those who witnessed such.)) [!] A scroll was left among the ashes. “Twice have your walls been blackened with the ashes of my order. Your initiates exchanging keys to your lands with the mere exchange of knowledge. Knowledge of the dark and its creations and recipes - how far has the Order Fallen? How many more times will your lands be infiltrated by my banners? A challenge is bestowed, one of great proportions. A duel is to take place, for I challenge a Keeper who bares the weaponry known as Lux. Seek me out at your will, however my raids will persist until this occurs.” - Ut’torvioth, The Serpent.
  9. Qizu

    Inheritance

    INHERITANCE OF THE SERPENT The Way of The Serpent All comes to an end, the only question is after each ending in our lives, what will come after? The world as we know it changes with every day. Cycles observed by all beings of existence, the stray mind attempting to break these cycle’s throughout time - however there is an instance in which a being of true wonders seeks to create a cycle of their own. Inheritance, it is often one of the things most sought after in the lands of Man. Monarchy’s who have spanned centuries, new settlements creating their own line of descendants to aspire to their whelping thrones. What is an empire if there is no being to receive its mantle after the next? What is a memory if not passed down to survive against the being of Time? Surely all must be passed down? [!] A missive was passed onto the World. Whether it be scrolls placed amongst tombs, the stray note beneath a pile of books, once found it would reveal the following. “The world shifts as the heaven’s above begin to prepare for war. My life began in the ages of the Empire when war was waged upon the beings we came to know as Inferi. Nobility and pride ran through my family, becoming leaders of all that we had gazed our eyes upon. However this mortal gaze only took us so far, our greedy minds leading us to the immortal - to the life of blood and power. Iblees, a being who had been spoken of as a story within taverns or before campfires, grew closer to our minds than we had anticipated. Immortality claiming our very bodies as fangs protruded from our mouths, talons from our fingertips, and rage from our mind. However even this cycle had come to an end, our power lost to the ages of time, our names forgotten every few years aside from the stray descendent of mine who had their name plastered by the Church and its Nations - Sarkozic.” [!] A second page would be found beneath the first, the missive continued.. “With each ending of a cycle, a new one continues. This time my mortal body embraced a second force, one that served the first in secret just as I had - The Titan Azdromoth. This time however scales crept from my skin and fires from my lips. Knowledge plagued the mind like a storm does in the sea. Greed continued to rampantly control my life, ascending to power in any way that I could. Whether it be at the cost of nations and their reputation, or my very student’s lives. Sin consuming me in every waking moment of my life. Corruption is the true controller of all that I had done, something I sought out many times to embrace the life that I had lost before this one. A cycle that had ended that I was unable to stop. A cycle I sought to recreate, yet failed miserably. Morur’ei, a name feared by many, worshiped by none. A failed cycle in the eyes of the god’s who laughed upon it. Ending in misery and flame of the being Vlos, like before it began a new cycle. From it a being born of false-purity and disguise. A being hidden behind pale flesh like walls that swore he had changed. A title bestowed for his efforts - The Serpent. A belief system was created, some figuring that was a disguise of everything he had created before. Has he changed? I preach of the End of times, of the day of Bithe’Vah. Was this a mockery of my failures, or the beginning of a beautiful end that I know will likely not occur. This cycle, the one that I live in now, has brought forth many trials and confusions. However in recent events it has brought me a revelation, that this will be my Last cycle. These words have been scattered upon the lands as a desperate attempt of relevance. A begging in the night to know what will come after this cycle has ended. Perhaps this cycle will end sooner than expected, or perhaps we have years to come. I seek a being who will inherit all that I have become and created. A being that will wield the relics of my times, a being that will uphold the philosophy crafted at the hands of madness and insanity. Someone who will inherit the disguises we have created as an Order. A being who will inherit the Serpent.” [!] The words had come to an end. No signature needed upon the ramblings, no guidance as to what one may do with their knowledge. Only those of true inspiration and will are able to make use of the knowledge they had learned upon their readings.
  10. Qizu

    Qizu Skin Auction

    AUCTION OVER - DMs Will be sent Soon! Thank you all <3
  11. Qizu

    Qizu Skin Auction

    NO SNIPING ITS LAME PLZ. Auction ends in 30 minutes, if you snipe I'll give the last bidder some time to challenge it.
  12. Franz Stroheim gazed off towards the winter wastelands before him. He pondered the idea of war as a cold wind embraced his form. "My first war, battle is upon me for the first time. I must make my family proud."
  13. Qizu

    Qizu Skin Auction

    Added more skins, thank you to all that have bid so far <3
  14. Qizu

    Qizu Skin Auction

    | QIZU SKIN AUCTION | Hey All! I decided to finally do a forum auction. Below is a collection of skins I have put together. This is the first wave of 6, with 3 armor and 3 casual skins. Tomorrow I will add 4 more random skins so make sure to check back! Below is a listing of rules for this particular auction! -This auction will last 72 hours. (Thursday 6:30PM EST) -Payments for these will be due this Friday! -All bids start at $10 USD -Bid increments must be $2+ -Every new bid or raise must be a new comment, do not edit please! Format: Skin Name - Bid - Discord Name - Golden Dragon Wraith Knight Claymore Velvet Trapper Ranger Wrath Loremaster Loyalty
  15. why cant forums just be for rp : (

    1. alexmagus

      alexmagus

      i hate rp that;s why vhjm/...

  16. [!] A letter had been penned to the parties of the Duma “Erm, where was my invite?” - Ser Tobias de Sarkoz, Eldest Living of the Sarkozic Lineage, Martyr of the Titan, Knight of the Order of Merit, Reverend Father of the Holy Church, The Serpent, Magistrate of New Esbec, etcetera etcetera
  17. THE EYES OF THE DIVINING In the far north a pillar of ethereal light ignited the horizon. Act I In the far-flung reaches of Aevos' northern expanse, a beacon of luminous white light erupted against the darkened skyline. Its arrival sent shivers through the land, driving wildlife to flee in haste from their forest abodes and sanctuaries. A great howling noise echoed across the mountainous terrain of the northern winters. Those who witnessed this spectacle were transfixed by its eerie aura, yet for a select few, an ominous foreboding crept into their consciousness. Across the lands of Aevos, the frozen altars of the frost witch covens began to resonate with a pulsating intensity, emanating a primal hum that seemed to embody the very essence of raw power. The ice that encased these sacred sites twisted and darkened, tainted by the sinister touch of the unknown. Peering into the depths of these altars revealed a chilling sight: a singular, darkened eye, piercing the veil between worlds with an unsettling gaze. In the dreams of the frozen witches of the world, this same eye gazed upon them in their slumber. It sent waves of fear into each, however even then it had a certain familiarity. The discovery of the Covens of Aevos sent shockwaves through the hidden depths of caverns and trenches where they were concealed, leaving only one lingering question: Who had dared to unearth their ancient secrets?
  18. WER IDOL DI WER ADULESE The Way of The Serpent Upon the Holy Day of Bithe’Vah, the skies will blacken with ash while a singular flame stands within the darkness consuming all that gazes upon it. A gathering formed amidst the snowy expanses of the north. Samurai, constructs, and mages all gathered around as a plan was formed. A mission was commanded to them by the General’s of Azdromoth, a mission that would be completed swiftly in the following night. Snow fell down upon their warming skin as each flake melted upon arrival. They rode south through the mountains, their destination an ivory gate upon the hillside of the dwarven lands. Swiftly they made their way into the ivory fortress. Doors were broken into and initiates scared far from their keep as they fled from the invasion. Entering into the room a large golden bell dangled before them - begging them to take it. Flame tore through the chain that held it before it fell down into the pools of water below. Metal hands grasped its dented sides as some of the lightstones within it shattered from the impact. Slowly the departure began, chests were ransacked and gates tore down as they moved from the lands. Greeting them on the outside, a band of darkspawn began to take their jab at the golden fortress. Gazes were exchanged and whispers guided through the mountainside - the keep fell to siege yet again. First they traversed through the cliffside as the bell drug behind them. Pelts and cloth wrapped around it to prevent any further damage. Then it was the stone bridge, allowing them to cross into the next continent. Their trek was silent, nothing surrounded them as they fled with their prize. Above however, an eye gleamed down at the relic - something had taken notice. This trek continued nevertheless as they soon met the forests, and then the snow. The metal glided upon the slippery surface as the journey came to an end. Whilst the journey of the heist came to an end, the descent of another entity began. Clouds departed as dragon’s flame lay wrath down upon the forests of the north. Ice and snow ceased to exist where it was sprayed, flames claimed the countryside that was the north. Satar’s wrathful gaze grew close to the prize now. Words were exchanged and the bell rang mundanely through the night. As these words came to an end however, his draconic claw wrapped around what was left of the chain that once dangled the relic over the sanctuary that held it. Hoisting it into the sky, the wings of the beast uprooted what snow remained as it filled the air. It chimed through the night sky as it's destiny was forever changed. Across the vast continent, great, flitting wings cast shadows over the forestry. Ebbs of dragons flame erupt across canopies, marring the soil with burns. The bell, now in the hands of Azdromoth, chimes violently as it is carried away by dangling, broken chains. Satar lays a firm grasp around the bell with his bloodied claws, until it arrives safely at the destined apogee of Redmont. Unlike before, the bell no longer resonates with that same fear-striking sound once dreaded by the dragonkin.
  19. Old - Enkindling - Each Trial can only be completed weekly. At the end of the week, the Whelping is to show their offerings and merit in whatever they’ve succeeded. If it is insufficient, then the Trial is forfeit and must be redone. - One of each type of these trials - therefore three in total - must be carried out. The Whelpling’s wardren glows gradationally for each trial completed. New - Enkindling - If the whelping was a Herald for 10 weeks prior to beginning their wardren trials, each trial can only be completed weekly. At the end of the week, the Whelping is to show their offerings and merit in whatever they’ve succeeded. If it is insufficient, then the Trial is forfeit and must be redone. In this case, the whelping must complete three trials total to complete their wardren. - If the whelping is a new herald (lass than 10 weeks), or not a herald at all, each trial can only be completed tri-weekly. At the end of the third week, the Whelping is to show their offerings and merit in whatever they’ve succeeded. If it is insufficient, then the Trial is forfeit and must be redone. In this case, the whelping must complete five trials total to complete their wardren. Purpose Becoming a Nephilim is an end-game situation for a character. It should be something that gives time for trial and error for those pursuing it. This amendment rewards committed individuals that partake in the heraldry process, and ensures that the CA process is not rushed or compromised. As it currently stands a brand new character can be turned into a Nephilim in three weeks. This amendment would require 13 weeks minimum for a brand new character assuming that they become a herald instantly, or 15 weeks assuming they do not become a herald.
  20. As the creature conversed within the bustling market his eyes flickered hues of yellow fire. His expression changed to a smile as he looked towards his brother and student. "We will have a journey to make soon. Father calls" stated Ut'torvioth as he interrupted their conversation. @wooz @Safryie
  21. Freebuild on arcas was such a hassle staff wise to deal with landscars and mega builds never getting finished. There are loads of realms handing out land for merely approaching them with a group and asking, in regard to doing typical culture, noble families, farm lands, etc. On another note, I hope a system is found to reduce the tiles mega nations own with hardly any RP.
  22. The Announcer gazed over the letter alongside his current champion. "I suppose this will suffice. . ." he commented out loud. Soon after he received his apology the Shuul took to his mount. He made way towards the lands of Descendents. Business was to be done!
  23. A NOTICE FROM THE COLOSSEUM [!] The following message would be sent to the participating crews of the Shuul Colosseum! Behold the many souls that have fought upon their ship’s decks within our arena, but dare you venture beyond the surface's veil and test your mettle in the abyssal depths? As you make your return to the colosseum, be forewarned: close-quarters combat shall be your crucible. For cannons can only echo through the vast expanses of the seas, and the time has come to commune with the ocean's depths. In this realm, our waters beckon you to embrace their mysteries, and meticulous preparations guarantee that you shall draw breath until the final echoes of your battle come to a halt. At the end of our trials, the top crews will join together for one final fight among our colosseum. A fight that will be told for ages and will claim the lives of the many who challenge it. Prepare yourselves with great thought and haste. “As the tides among the sea change - so does our arena.”
  24. Name of the Artifact: Curse of the Depths Effects of the Artifact: Through spans of time the shuul have shown face to the descendents of the worlds that they share. Whilst descendents roam and war one another upon land, a larger world exists at the edges of their grasp within the depths of the sea. Though as some historians have noted, there have been numerous merges between these two worlds. Times were those upon land and sea encountered one another - yet always separating at the end. Through time many forget these encounters with the people of the shuul, however some will carry a part of it with them for ages to come. Application Through a ritual performed by the magi of the shuul, the mind and soul of a descendent can be altered to further blur the lines of land and sea. By gathering participants before them, the shuul are capable of applying pieces of their own make onto that of the descendent. Eyes of the Deep Those who have been cursed will find that their vision grows affected, causing a slight blurriness when exposed to the open world. Bright lights irritate their eyes and can even cause pain within their head. Should they venture into the ocean once more - they would have their full vision restored onto them and are able to see in the darkened depths of the sea. To those who gaze upon the eyes of a cursed individual would appear white and murky in nature. Visions of the Depths When a cursed individual strays too far from the sea their vision will be plagued with varying hallucinations of the depths. These visions are often frightful and can terrorize the individual from time to time. These may come in the form of jaws wrapping around them, large sea creatures swimming past them, or even low toned sounds of whales or scales scraping stone. Flesh of the Leviathans Cursed individuals will also find that their physical appearance may be slightly altered. Their fingers and hands will appear as if they have been underwater for some time - wrinkled and pale. Their bodies will also appear excessively sweaty as if they’d been living in a high humidity climate for some time. Some curse-bearers have also been known to occasionally cough up dark, muddied waters from time to time. The Sea’s Calling Individuals who bear this curse will often feel a nagging sensation to be upon the seas. They will occasionally be reminded of their deep rooted ties to its waters. Some who are affected by this have been known to go on constant expeditions onto the ocean’s waters or have even relocated to houses on the sea’s edge. Redlines - No effects of this curse will interrupt attacks or spell casting. - This curse serves no combat advantage. - Eyesight is only slightly restricted above water. - Eyesight below water is 20/20 vision. - Bright flashes of light such as a flash powder will have an extension of 1 emote on cursed individuals. - Physical changes are not major in any circumstances. - The curse can be cleansed by one paladin or shaman via their cleansing spells. - This curse cannot be spread. It is only applied through being cursed by the shuul. - This curse persists until cleansed, even after the event. - This curse can only be applied to individuals with greater souls. - This curse does not give water breathing. - Coughing up water will never choke the user, and is purely aesthetic flavor. - Visions are freeform to the user so long as they are sea-creature inspired. ET Responsible : Qizu Purpose Curse of the Depths is used as an after effect during the shuul eventline to provide players with a long-term effect as a result of their pursuit of the shuul world. This curse lingers until cleansed and gives players a long term memory of their participation in this eventline that can further expand their roleplay and create an excitement around their character.
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