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Qizu

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  1. Become azdromoths husband
  2. so like, why do you play an azdrazi but larp as an elf princess?? also, what's ur fav interaction with my char
  3. “I already moved out.” the Dragon spoke to himself as he read the notice, a large laugh leaving his body. “Funny how someone knew exactly where it was!”
  4. “I do hope a war breaks out.” the man sighed as he read the notice. He moved to set his belt to the side of the room as he withdrew his sword from it. He stared into his muddied reflection on the polished blade, a grin creeping upon his face.
  5. And with that the Azdrazi packed his belongings as him and his men hit the roads. They whistled a beautiful song as they journeyed to their next adventure!
  6. The air was thick with tension as Ut'torvioth, his brother Ardromiath, and their soldiers stood at the edge of the bridge leading into the lands of Amaethea . Before them, hordes of insectoids, beasts, and creatures rendered of pure malevolent sorcery awaited to ultimately claim their death. The fate of Amaethea, the city they had fought so hard to destroy just years ago, hung in the balance. The sound of the enemy's approach grew louder and more intense, as they swarmed out of the western forest and charged towards the stone walls of the city. As the mori reached the bridge, the elf known as Goc lit the explosives that had been laid underneath, causing a deafening explosion that ripped through the air and sent chunks of debris flying in every direction. The explosion killed many of the enemy forces causing hundreds to be ripped apart at their ligaments, and thousands of other creatures in awe at the edges of the forest however nevertheless - they charged. Looking at one another the brother’s had known that the time for their plan to begin was now. They closed their eyes, feeling the ancient power of their dragonkin forefathers flow through them. Swarms of fire began to escape the ground below them as draconic runes filled the air. The grounds nearby the soldiers who stood around them shook as they were sent backwards by such a mighty feat. The skin of the dragons began to shimmer and twist, their limbs elongating and stretching until they stood before the enemy as towering reflections of the dragon’s their very father rules. With a deafening roar, Ut'torvioth and his brother launched themselves into the river below. As they fell, they breathed out streams of fire that lit up the dark sky like shooting stars. Hitting the water, they quickly rose to the surface, their scales glistening in the moonlight as sand and mist exploded from the base of their bodies with every step. To the enemy they appeared nothing more than two sets of flaming eyes approaching them. A low rumble creeped outwards from their throats as they approached. A loud cracking noise filled the air as their first true enemy approached. They were met with a 30-foot-tall spider, the largest they had ever seen as it tore through the mountainside to their right. The creature's eight legs thrashed in the water, sending waves crashing against the dragons. But Ut'torvioth and Ardromiath were not afraid. They circled the monster, talons at the ready, their breaths steaming the air around them. The battle was fierce and brutal; Ardromiath fighting off soldiers and spawn wrought fourth by the spider whilst Ut’torvioth engulfed the head of the beast with dragon’s flame. Such a monstrous being put up a good fight, but the dragons were too powerful for the spider. With a final roar, they tore the creature apart, leaving nothing but shredded limbs and broken shells in their wake - or so they had believed. But as they basked in their victory, they were suddenly surrounded by a swarm of dread knights, the elite soldiers of the mori. Behind them, a bubbling corpse of the spider. Out of pure instinct Ut’torvioth tackled his brother into the river to avoid the blast of acid that was sure to come from the fallen titan. However, such a maneuver cost them their position among the sands as the knights of the mori closed in behind them. Ut'torvioth and his brother fought fiercely against the knights, but there were too many. One by one, the knights began to take them down, their blades slicing through the dragons' tough scales. Ardromiath watched in horror as his brother fell, a sword piercing his heart. He let out a deafening roar of grief and rage, but it was too late. The dread knights swarmed over him, their blades cutting through his flesh until he could no longer fight back. Upon the sandy bank that they fought upon, the battle continued even after their deaths. What monstrous twin dragon’s that stood at the frontlines of Amaethea no more as their bodies exploded in a flurry of flames and ash. The river they fought over was stained like a beautiful canvas of reds and greens with them being the artists. The brother’s knew what fate had awaited them, however as their ashes carried onto the night sky they knew this death was like everything else within the world they ruled; temporary. @Traveller
  7. Lotc try to stay relevant challenge 

  8. A certain Azdrazi grimaced as he pulled his blade from the body of the slain soldier before him. He let out a monstrous roar as blood pulsed through his beaten body, “So many traitors… so many lies…when will the humans finally accept, that they ALL work with us.”
  9. ✠ THE VIRAELAND GUARD ✠ Equestibus stipendiis victoria sequitur OVERVIEW ✠ Introduction ✠ Ranks ✠ Traditions INTRODUCTION Created after the Armistice of 1918, the Viraeland Guard serves as a Cavalry Unit for the forces of Adria, otherwise known as the city of Velec. Born from the ashes of the preceding war, this force is designed to prepare soldiers and countrymen alike for future conflicts. As Adria now stands as a sole, independent political body among the world, it is important that there are powers at play to defend this sovereignty. Riders are equipped with black ferrum chainmail that covers nearly their entire body. Alongside this they adorn their torso with the color of their country, bearing a black and white cloth with a red crow painted upon it. Their horses are equally as imposing, with muscular bodies and thick coats that are well-suited for battle. These horses are specially trained to fight alongside their riders, creating a formidable bond between the two that is almost unbreakable. RANKS Rankings within the Viraeland Guard are quite simple. Each one serves a specific purpose within the guard and has its own key proponents. Positions within the guard are decided by the Lord Commander, whereas the position of Lord Commander falls onto the highest ranking guard at the time of the current one’s death. ✠ Lord Commander The Lord Commander is the leader of the Viraeland Guard, responsible for overseeing all aspects of the unit's operations. They are a wise and honorable figure, respected by their troops for their strategic mind and tactical prowess. They are also an inspiring presence on the battlefield, leading from the front lines and instilling courage in their soldiers through their actions. The Lord Commander is typically a highly skilled warrior and an experienced leader, able to command their troops with confidence and efficiency. ✠ Officer Officers within the Viraeland Guard are responsible for leading smaller groups of riders and ensuring that orders from the Lord Commander are carried out effectively. They are typically experienced warriors, with a strong grasp of tactics and strategy. Officers are also responsible for training and mentoring recruits, helping them to develop the skills they need to become full-fledged members of the unit. They are respected figures amongst the troops, often serving as role models and sources of inspiration. ✠ Rider Riders are the backbone of the Viraeland Guard, charged with carrying out the unit's mission of protecting Velec and its surrounding lands. They are highly skilled warriors, trained in a variety of weapons and tactics. They are also expert horsemen, able to handle their mounts with ease in even the most chaotic of battlefields. Riders are typically selected for their bravery, dedication, and skill, and they are often seen as the elite of the elite within the unit. ✠ Recruit Recruits are new members of the Viraeland Guard, typically selected for their potential and dedication to the unit's cause. They undergo rigorous training and mentorship from officers and more experienced riders, learning the skills they need to become full-fledged members of the unit. Recruits are often young and untested, but they are also eager and enthusiastic, eager to prove themselves and earn their place within the ranks of the Viraeland Guard. They are an essential part of the unit's ongoing legacy, ensuring that the Viraeland Guard remains a powerful and respected force for generations to come. ✠ Stablemaster The Viraeland Guard's stablemaster plays a crucial role in the success of the unit. They are a skilled horseman responsible for breeding and raising the powerful horses that are the backbone of the unit's cavalry. In addition to maintaining the stables and ensuring all equipment is in good working order, the stablemaster works closely with the unit's officers and riders to properly match each mount with its rider. Their patience, dedication, and expertise are essential to producing strong and healthy horses for the unit's riders to use in battle, making them a respected figure within the Viraeland Guard. Without the stablemaster's tireless efforts, the unit's cavalry would be greatly diminished, underscoring the vital role they play in the ongoing success of the unit. ✠ Quartermaster The Quartermaster of the Viraeland Guard is responsible for managing the unit's supplies, including food, weapons, and ammunition. They work closely with officers and other members of the unit to ensure that everyone has the resources they need to carry out their duties effectively. They are skilled at logistics, and are able to plan and execute complex supply chains even in the midst of difficult battlefield conditions. ✠ Scout The Scout is a rider who is tasked with scouting ahead of the unit to gather information on enemy movements and terrain. They are skilled at moving quickly and quietly, and have a keen eye for identifying potential threats. They communicate regularly with the rest of the unit to keep them informed of any developments, and are often the first to engage with enemy scouts or advance parties. ✠ Medic The Medic of the Viraeland Guard is responsible for providing medical assistance to injured soldiers. They are skilled at first aid and other medical procedures, and are able to quickly assess and triage wounded soldiers in the midst of battle. They work closely with the rest of the unit to ensure that everyone receives the care they need, and are often the difference between life and death for soldiers who are injured in combat. ✠ Standard Bearer The Standard Bearer of the Viraeland Guard is a rider who carries the unit's flag into battle. They are skilled at inspiring their fellow soldiers and rallying them in the face of adversity. They are often called upon to lead charges or counterattacks, and their bravery and determination are an inspiration to all who fight alongside them. ✠ Siege Engineer The Siege Engineer of the Viraeland Guard is an officer with expertise in building and operating siege engines, such as catapults and trebuchets, used to breach enemy fortifications. They are skilled at designing and constructing these weapons, and are able to operate them effectively in the midst of battle. They work closely with the rest of the unit to coordinate attacks on enemy strongholds, and are often the key to victory in a siege. TRADITIONS ✠ Victory Feasts When the Viraeland Guard emerges victorious from a battle, they may hold a feast to celebrate their success. This tradition involves the soldiers gathering together to share food and drink, and toasting to the bravery and skill of their fellow soldiers. ✠ Burial Rite When a member of the Viraeland Guard dies in battle, they are given a proper burial rite. This involves their comrades digging a grave for the fallen soldier, and then holding a funeral procession to honor their memory. The soldier's weapons and gear are then placed on their grave as a sign of respect. As per their horse, the horse will be passed onto a new recruit that will fight in their honor. Upon the death of the horse if applicable, it will be buried next to their fallen riders. ✠ Honor Members of the guard are honor bound to not only uphold the image of their own honor, but the imagery and honor of the entire guard. During combat and battle they are to show their honor by not claiming victories over the weak, nor should they brandish their armors when they seek to get drunk in local pubs on their long travels. The armor and weaponry of the riders are cleaned and polished after every battle, for they adore their appearance among the eyes of those they serve. ✠ Religion Religion is a very important aspect of the Viraeland Guard. Members are required to be of either Owynist or the Cannonicle Faith. God plays an important role within the structures and beliefs of this group, for he is their Creator and guides them into their battles to come. If you are interested in joining, please join the discord linked below and reach out to me in game! Discord : https://discord.gg/NtSF73vvaS
  10. As a nephilim heard the news he frowned, “Interesting”.
  11. We’ve got people condemning different sides of a war over serious issues, people condemning one side or the other whilst both side are doing the same hateful speech / slurs. Can we please close this thread up, it has strayed far from the point of the thread and has become derailed. What was supposed to be a serious topic has turned into a sh*t show causing a massive ooc divide in the community.
  12. This is one of the problems I have with the piece. The CA itself can work with any culture however the “origin” derives from yulthar / yokai folklore. That by no means makes it rely on the culture per-say as it is more of an aesthetic choice of presenting the lore piece. If I were to remove it, I feel like it’d remove its uniqueness so im not sure what to do. The only cultural part written in to this piece however is a warrior-esc culture that derives from a hanyo competing with one another for worship and religious purposes. Personally speaking for myself I don’t have too much of an idea for a character being based off of oyashiman culture but moreso a character that uses the yulthar lore combined with this piece’s lore to tell a narrative of how individuals can use the darkness in the world to overcome their challanges with heavy influence from IRL mysticism. If you have ideas on how I could fix what you mentioned however, please reach out.
  13. Table of Contents The Half Yōkai Physiology Mentality Creation Abilities Shrines / Tiers Useful Lore-Related Links Redlines Purpose A Hanyō/Half Yōkai - A term used for individuals who have consumed the spirit of a Yōkai. Yōkai - A twisted spirit of Iblees' army that takes the form of animals to take advantage of eager descendents. 最初は Yulthar, once a place of peace and prosperity, soon turned towards darkness as occult practices burned through it like a forest fire. Demons of horrible nature roamed the lands and set plague to villages, destroyed homes and even consumed the very families which resided inside them. As darkness overtook Yulthar, the farfolk of the lands soon looked towards any means that they could use to keep a grasp upon their homelands, even if it meant becoming the very monsters that they sought to defeat. It was one man, unnamed and lost to time, who sought to utilize the power of these horrid creatures and apply it to himself to better protect his village that sat outside the capital city. Seeking out one night, he had come across one of the foul demons that sought to destroy the very existence of the Man and his kin. Such a creature had coined the name Yōkai by locals, a demonic spirit that manifests itself from the very animals that walk the world around them. The powers of these creatures was sourced from the very fear of them whilst their initial creation remains unknown. Nearing towards it nothing but fear, horror, and sickness ran rampant through his mind and body. A bargain was soon to take place, one that is wicked in nature, and perhaps even benefits the Yōkai more than the man before him. Such a bargain allowed for the Yōkai to reside within the walls of the man’s flesh, in turn allowing him to harbor and even harness slivers of the Yōkai’s power. However such demon’s are not as foolish as they may seem. For when the body of the man soon turns to rotting flesh and bone the spirit will remain, stronger than it was before. Only once this has happened is the demonic spirit truly set free. A scream split through the night sky as the transformation began. Crawling through his airways the spirit swiftly entered the man’s soul. Twisting together to form a singular bond between the two of them, the man began to change. The serpentine Yōkai that had once manifested before the man will soon form a new body for the two of them, one of half man, and half Yōkai. His eyes began to bleed as what once was his rounded pupil swiftly turned into that of a slit, from his mouth a forked tongue creeped outwards and his skin grew cracks that dived into scales. As the transformation was complete, what once was a desperate man and a wicked spirit had become a new being, one that will even walk among the lands of Almaris itself, the first A Hanyō was born. As beings fled the lands of Yulthar so did the demon’s that chased after them. Disguising themselves within bodies of A Hanyō or objects aboard ships they successfully dispatched themselves onto the lands where people settled as they fled from the very existence of such demons. Weakened from such travels and extended hiding, only now have Yokai once more come forth to wreak havoc on the lands, and attach themselves to unfortunate souls to gain more power for themselves. Origination of Yokai As wrath was laid to the lands of Yulthar many creatures of the dark began to plague the lands however none of these were yet able to coin the name Yōkai. This term was reserved for the "demonic" spirits that came through the night causing chaos within the lands. In reality however, Yōkai are much more than what they may portray themselves to be. As Iblees laid wrath upon the lands of Yulhar so did his many demons and creatures. Among these forces were the Yokai themselves, spirits wrought of pure evil and malice that were a creation of the very fear and wrath that encompassed the minds of the Yultharians. Yokai portrayed a false illusion of themselves onto the lands of Yulthar, often resulting in an image of what appears to be a demonic beast to disguise themselves. After accomplishing this they began to prey upon the lost descendents looking for power to defeat their enemies or even those lost to the world. This is where the first creation of an A Hanyō comes into play. Through pacting the Yokai are able to create an anchor to the body and mind of a descendent using their body as a vessel to gain worship so that they may ascend themselves further on the mortal realm as they are inherently cursed to remain of Iblees horde. These creatures give no names nor information about themselves anywhere close to the truth, as they will not reveal their true nature. Yokai in creation were made to be “spirit” like creatures who served as beasts among Iblees army as he laid waste to Yulthar and engaged in war with descendent kinds. Their soul weak and their abilities minimal under the command of the Daemon. However this very reason is what drives them to pact with something much more pure, the soul of a descendent. Through the pacting with a descendent creating an A Hanyō, they work through the mortal flesh of the power seeking descendent as they create shrines of worship for what the A Hanyō believe to be themselves, but in reality is only gaining the Yokai within them more power which allows the A Hanyō to perform the different rites based upon the sacrifices they grant to their shrines. This also comes into play upon the creation of more A Hanyō, as each A Hanyō Shrine is in all reality a source of power for the Yokai to become more attached with the mortal realm than that of Iblees’ control. Via a powerful shrine, A Hanyō are capable of summoning more Yokai from it so that they may pact with descendents which in turn creates more of their kind. 生理 The A Hanyō is a strange creature, in truth - a fusion of man and the native demons of Yulthar that consumes the descendant and baptizes them in the meta-physical. What emerges from the binding is neither Descendant, nor is it fully Yokai; but rather the manifestation of the unified will shared by both souls, now tainted beyond repair and irrevocably sullied by the demon’s essence, forever forsaken by the Aenguls and their servants - rendering them weak to holy magics. They are fully creatures of their own soul, unable to take on deific connections or magic. Due to the abundance of essence within them, passive wisps of harmless ethereal flame may dance around them, or be projected to no combative benefit purely at the whim of the A Hanyō. A Hanyō are not allowed to enter the spiritual plane as their body is tethered to the mortal realm and will remain there forever even after death. Their physical form is equally curious as compared to the body of the mundane descendant they were birthed from. Their body will have been twisted and warped in accordance with the Yokai they have bonded with - an A Hanyō who has bound themselves to a serpentine Yokai would take upon characteristics such as their eyes turning to serpentine slits, their tongue becoming forked, thin scales growing over their skin, etc. Upon their transformation, they may grow or shrink up to 1 foot at a maximum, this becoming their new height for the duration of their long lives. Though bearing many resemblances to their previous mortal self, their new visage will be fundamentally inhuman - either ethereally beautiful or horrifying, but uncanny and recognizable as unnatural regardless. Their transformation does not lend them any greater strength than their mundane counterparts, though they are granted a greater constitution at a cost; being rendered immune to mundane poisons while likewise being entirely unable to benefit from any alchemical imbibement such as Tawkin Mutations, Potions of Acuity, etc. Of note, no matter whether or not they are disguised, their form will slowly take on natural tattoos that depict and resemble the growth of the pair together as they age and gather new experiences. Eventually, the entire body of the A Hanyō becomes that of a beautiful eastern canvas and is easily recognizable by the trained eye. Some wear it as a badge of honor, while others keep it hidden as it is their private journey. Nonetheless, these naturally occurring tattoos only foster a deeper bond between descendant and Yōkai and show such as it grows. With their foul ascension, the A Hanyō is freed from the mortal coil as most understand it - taking on a strange and weird form of agelessness, the unison of man and Yokai serving to stall time’s passage. As well, if they were to be slain or killed by most means, death is not the end for these forsaken beings; instead, their soul would linger on the mortal plane as their body would slowly fade into ethereal mists, sinking into the earth below. Over a course of one year, their Yokai would laboriously reconstitute the host body, an intensely painful process that the A Hanyō experiences every agonizing second of - and upon the end of the process, they would reform in a location of personal significance in a display of spiritual power; this being either a puff of mist, emerging from fog, walking forth from a mirror, etc. Death is not without its costs to the A Hanyō, however, as with each death they lose aspects of their prior self, effectively reincarnated as less and less of their mortal identity is passed on. The body may be restored in full, but the mind will suffer the blow. However, there may come a time where the A Hanyō has lost their will to live - be it through depression, weariness of the world around them, or other such circumstances. When this time has come, they may perform what is known as ritual suicide - separating the spirit of the descendant from that of the Yokai, a process that ultimately ends them both. This is a freeform ritual highly personalized to every A Hanyō, with the only real requirement being self-disembowelment with a blade covered in one’s own expelled essence, and upon its conclusion, the soul of the A Hanyō will pass on to whatever fate awaits it. This lore piece does not wield a direct PK method allowing A Hanyō to permanently kill one another, however there is a way to prolong the respawning of such a creature. Through the complete obliteration of their body, the A Hanyō will need a long amount of time to successfully reform itself. A Hanyō who are burnt alive, eaten/consumed, or completely destroyed will take an additional 1 weeks atop of their already 1 day long respawn rate. A Hanyō however who are killed off in an un-respawnable way such as being eaten by a prominent magical creature such as Azdromoth, or other respective PK clauses will be permanently killed. The reason for doing so, is to allow the lore written in this piece in regards to A Hanyō fighting one another for territory to occur without players ruthlessly PK’ing one another. Further down the line once there are more A Hanyō, perhaps we will include an amendment but to avoid OOC drama/plotting/schemes etc, it is decided that it would be best to not allow it to such an extent of permanently killing the player but instead long cooldowns. メンタリティ Detached from the mortal lens of perspective, the mind of the A Hanyō is an unsettled, disquieted thing, twisted and warped by the fell ascension they have undergone by merging themselves with the harrowing spirits that haunt Yulthar. The consciousness of man and demon becomes one after their transformation is complete, where the mortal view intermingles with that of the Yokai, to the forever-still painted image befitting of their new mantle - and to become one with the Yokai is to take on a bizarre frame of mind and spiritual condition. No matter their inclination, all A Hanyō are prideful creatures - considering their condition to place them above mortalkind, often leading them to fashion themselves as pseudo-deities or great spirits for those who know naught of their true nature. Indeed, they are incredibly vain beings, and for one reason or another, they will seek to be worshiped or praised by those that become enchanted with the Yokai’s words. They are narcissistic, selfish and covetous of validation - for theirs is a need to gather fame and grandeur. Throughout Yulthar’s history, there have been conflicts both great and small spurred by the whims of these fell spirits, seeking to claim supremacy and followers from one another - for indeed, as they are territorial akin to wild beasts, the A Hanyō will inevitably come to blows with one another for the sole purpose of defending what is theirs, or claiming what belongs to another. Insults against them are taken only with the utmost seriousness, depending on severity, as the honor of oneself and their name is held as sacred amongst the A Hanyō. Many of these spirits abide by a code of honor of sorts, though this is subjective and varies from individual to individual. These things combined stand as a pillar of not only conflict, but for spirituality, religion, and faith to all be parts of each and every A Hanyō’s story. However, entwinement with a Yokai is not without its detriments - for they are still creatures of the Dark intrinsically, and though bound in unison with their host, their fell and corrupting whispers still gnaw at the edges of one’s waking mind. Darker temptations and egomania will haunt them like a wolf at their heels, with emotions and vices such as greed, jealousy, obsessive behaviors, gluttony, etc. being commonplace amongst the accursed spirits. To the A Hanyō, their bound Yokai becomes an eternal companion - the devil on their shoulder whispering malignancies and tempting them to fell action throughout the rest of their existence. While not necessarily required to listen, the A Hanyō will forever be taunted and goaded into less-than-stellar morality. In regard to their willingness to create other Half Yokai or students, often the act is done through a Half Yokai wishing to create followers that will further develop devotion to oneself. For example one that has pacted with a crane yokai, could find themselves with students of other avian species creating a metaphorical “pantheon” of belief. 創造 Creation The Transformation Ritual The creation ritual begins with the summoning of a Yōkai. This is done through an A Hanyō giving an offering of Blood and Spiritual essence alongside a ritualistic prayer. Such a collection of forces acts as a lure for roaming Yōkai spirits as it will trick wandering Yōkai into thinking that another has invaded their territory. After one is lured, the descendent in question will consume the lured spirit through making a pact with it. Once a pact is made the descendant shall inhale the spiritual form of the Yōkai through “eating” its very being. This is done through the summoned Yōkai sliding up and through the nostrils and maw of the soon to be A Hanyō, another term for Half Yōkai. Once inside the body of the descendant the spirit will latch onto the soul and the transformation process will soon begin. During the transformation ritual the Yokai will only speak very broken common. Once complete, newly made A Hanyō will place a specially made mask over their face, known as a Kamen mask. Each Kamen mask is marked with the blood of the descendent partaking in the ritual. The marking of mortal blood acts as an anchor of the physical to the metaphysical and contains the Yōkai that they have just merged with, finalizing the bond between man and ethereal beast. After such, the new A Hanyō will collapse from exhaustion and need to rest for a minimum of 6 irl hours before being able to roleplay the change into a Half Yōkai. [Much like Druidic Attunement, the interaction between player and Yōkai is simulated by the valid TA holder to allow for a memorable interaction and freeform rp within reason. Aka. No blowing up a city or anything disastrous. Just have fun with it, if you have a question for an interaction simply verify the scenario with an LT beforehand.] The Kamen and Yōkai Binding A Half-Yōkai’s mask is known as a Kamen. Kamen masks are capable of not only harnessing the powers of the Yokai within the A Hanyō, but they may also suppress it. While wearing their Kamen mask, the passive abilities/tells of an A Hanyō are not displayed, acting as a disguise for the A Hanyō in more than one way. In their early stages the mask remains upon their face until they are strong enough to contain and control the Yōkai within them. For the first two IRL days, a Half-Yōkai must wear their mask at all times. If removed for a duration longer than one IRL hour, the Yōkai will escape and the descendant will return to normal within the following 24 IRL hours. The initial performance of Yōkai Baindingu to create the player’s Kamen mask uses the blood of the player becoming the creature. 能力 The abilities of the A Hanyō vary depending on many different factors, however there are a few core abilities that all A Hanyō have access to perform. Some are performed naturally as a passive ability, while some must be taught by their mentor. Aside from these few core abilities, A Hanyō may perform different Rites that allow them to perform even more different and diverse abilities. Casting an ability creates an exhaustion within the A Hanyō, for abilities utilize the essence of the Yokai spirit inside of them. Extended casting will result in tiredness, fatigue, and overall weakness for a course of time until the Yokai are able to regenerate themselves. Over-casting could result in the A Hanyō passing out. A Yokai’s Presence - Passive When an A Hanyō performs any swift movement they risk exposure of their true origins. Whether it be running, combat, or intensive movements a “trail” will follow the body of the A Hanyō. This trail is a stream emitted from the Yokai spirit within them and trails no more than 2 meters behind them. This means that in combat trails of light will follow the body of the A Hanyō and are colored according to the character's aura. Yokai Binding - Non-Combative (Two Casts) A Hanyō are capable of creating new Kamen masks for themselves via the Yokai Binding ritual. Ritual Death - Non Combative (One+ Cast) The life of an A Hanyō comes to an end at some point whether it be through the actions of others, or even their own alongside the Yokai inside of them. The Shrine of the A Hanyō Each A Hanyō has a shrine that links to their very spiritual personification in the realm. Shrines act as places where these creatures linger, they also act as an anchor for the inner Yōkai. These shrines come in many different styles and constructions, however all of them serve as divine places of worship in regards to the creatures known as A Hanyō. Should a shrine be destroyed, A Hanyō will suffer severe emotional distress that lasts for a minimum of 1 Year, (7 OOC days) once they are made aware of such destruction. Shrines may be created at any point in an A Hanyo's life by simply calling for their Yokai and extending their essence upon an area over the course of three emotes. Should a descendent find themself within the shrine of a Half-Yokai, they would often be taken back by the raw power that it possesses; however, it is important to note that each shrine often has more individualistic effects. The air would be filled with many wisps and particles guiding them to the center of the shrine. Should an individual within a shrine seek to destroy it they will only need to ruin the physical properties of the shrine. For example destroying the shrine via brute force, the building with the shrine collapsing and so forth. As the destruction occurs the shrine will “pulse’ in a sense as the power within it lingers outwards into the world. Through different worships and offerings dedicated to each one’s shrine, A Hanyō are able to access more abilities and powers. Once the specific ritual has been performed, an A Hanyō gain’s access to these for the rest of their lifespan. Each A Hanyō must be taught of the requirements to attain these abilities through roleplay by a valid TA holder. Each Rite that is performed or “unlocked” by an A Hanyō not only adds on to the spiritual aspect of the A Hanyō, but the physical attributes of a shrine as well. With each Rite learned, a new decoration of feature will be made apparent. For example a fledgling A Hanyō may have a mere stone tower in the midst of a cave, while an ancient A Hanyō may have a massive temple that serves as their shrine. The Rite’s and their respective abilities goes as follows: [Rites serve as “abilities” for the A Hanyō. Each Rite “unlocks” different abilities that an A Hanyō may perform.] Rite Of Curses Ritual/Offering Requirement: To unlock the Rite of Curses, an A Hanyō must adorn their shrine with the blood of a Dark Creature aside from themselves. This includes the blood of any lesser or greater dark creature such as corrupted nephilim, inferi, etc. Yokai Cursing (Minor) - Combative (One Channel - Two Cast) A Hanyō are able to perform minor curses on descendents and other humanoid beings as well as animals. Mechanics Minor Curses are able to be performed by A Hanyō onto any living thing. These curses are limited to hallucinations, mild sickness (fatigue, sinus infection, lightheadedness, drowsiness, & skin irritation.) These curses are only applied directly onto the receiver and cannot be attached to objects or areas. A Hanyō are able to do this through evoking their Yokai’s spiritual essence onto the body of the one being cursed. This is done through channeling it’s spiritual essence directly onto the victim for a course of 3 emotes. The range of this ability reaches outwards of 5 meters, and requires one casting emote, then two emotes of spiritual essence flowing from the mouth of the Yokai onto that of the victim. Should the victim leave the radius before the three emotes are completed or should the casting yokai be interrupted physically/magically the cursing will fail. The mist from an A Hanyō would feel warm, and emit a tingling sensation. Should one find themselves successfully cursed, they will carry this curse upon them for a course of 3 OOC days. A tell of this curse includes slight breathing out of colored mists akin to the color of the A Hanyō that cursed them. Curses may be cleansed by paladins or other appropriate lore pieces that would be able to remove curses from dark creatures. Sickness - The affected will find themselves experiencing symptoms of stomach ache, vomiting, cold-chills, sweating, and headaches. Fatigue - The affected will feel weak in their every move experiencing laziness, mild body pains, and overall tiredness. Hallucinations - Affected wil find themselves seeing cursed imagery of the animal that resembles the A Hanyō that cursed them. For example one may hallucinate seeing snakes slithering at the edges of the room, or hear the sounds of scales scraping across the floor above them. This is decided upon by the one cursed, not the A Hanyō unless dictated by the cursed player otherwise. Yokai Cursing (Major) - Non Combative (One Channel - Four Cast) A Hanyō are able to perform major curses upon areas of their choosing. They are not however able to grant major curses upon living beings such as the lesser variant of this ability. Mechanics Over the course of five emotes, players may create a cursed area with the location of their choosing. RO/PRO permission is required should the area be an owned region. Similar to emitting mists from their body in lesser curses, players will do the same over a large area up to 10x10 blocks. Curses within this area unleash a part of the Yokai to necessarily “haunt” an area. This is primarily done around shrines to ward off players, however it can be utilized for numerous different reasons. Once an area is cursed, those who enter it will be within the domain of the A Hanyō. Greater curses are primarily hallucinatory curses where players will begin to see imagery of the Yokai in regard to the type of spirit that they are. A cursed area on the behalf of a tiger Yokai could result in the area containing low bestial grows, imagery of bear scatches upon walls, blood pouring over ledges, etc. Once created, A Hanyō cannot alter the curse and they last for a course of 2 OOC weeks. A Hanyō may only have one cursed area at a time, and after cursing they would find themselves extremely exhausted. Like minor curses, the greater one may be removed via paladin cleansing. Rite of Blessings Ritual/Offering Requirement: A Hanyō can complete this rite by making an offering of burning great amounts of incense at the site of their shrine, as well as medical tools such as splints, bandages, etc.. This is a significance of the lesser than evil side of the A Hanyō, however every blessing has its twist. Yokai Blessing - Non Combative (One Channel - One Cast) A Hanyō are capable of granting lesser blessings to their followers and other soul-bearing beings. Blessings are short, yet bountiful which often leads receivers of them to seek after A Hanyō and enter a cycle of service to receive them. Mechanics A Hanyō are capable of granting blessings onto other soul bearing beings as a means of trying to gain their favor, or even trying to conceal their corrupted nature. A Hanyō are able to do this through evoking their Yokai’s spiritual essence onto the body of the one being blessed. This is done through channeling its spiritual essence directly onto the them for a course of 2 emotes. The range of this ability reaches outwards of 5 meters, and requires one casting emote, then one emotes of spiritual essence flowing from the mouth of the Yokai onto that of the receiver. Should the receiver leave the radius before the emotes are completed or should the casting yokai be interrupted physically/magically the blessing will fail. The mist from an A Hanyō would feel warm, and emit a tingling sensation. Should one find themselves successfully blessed, they will carry it upon them for a course of 3 OOC days. A tell of this blessing includes slight breathing out of colored mists akin to the color of the A Hanyō that gave them the blessing. Blessings may be removed by paladin purging, the blessing of scorthuz, or any other respective ability in lore that would remove an effect from a dark creature. Life - The blessing of Life will make the receiver feel as if they are youthful and at the peak point in their life. As they breathe out the spiritual essence that inhabits them, the flora and fauna around them will take a liking to their presence. Animals would be attracted, plants would turn towards them or bloom around them, etcetera. Rite of Illusion Ritual/Offering Requirement: To unlock the Rite of Illusion, A Hanyō will need to imbue a mirror or a pool of water within their shrine with their soul essence, as well as 1 count of their blood. Illusion - Non Combative (One Cast - Passive) A Hanyō have the capability to create an illusion surrounding themselves using their spiritual energy. These illusions can be nearly any object or creature of their liking and are used to create a story telling aspect to the CA. MechanicsExhaling large amounts of their spiritual essence, A Hanyō are able to cloak themselves and create an illusion by morphing the essence to their liking. This includes but is not limited to beasts, inanimate objects, monsters, etcetera. This is a freeform ability however it cannot be used in combat. This spell also is not able to “disguise” the A Hanyō as no matter what they transform into, it will be made of a glowing substance consisting of their colored essence. Should they be struck with an object or weapon it will shatter the disguise and deal damage to the A Hanyō accordingly. This cannot be used in combat. Illusions can be warded off via the blessing of scorthuz, as well as seen through by using a reflective surface such as a mirror. These illusions can only be performed within their respective shrines. Rite of Combat Ritual/Offering Requirement: This rite is successfully performed by an A Hanyō placing a set of armor or a piece of weaponry acquired from a fallen enemy which has been successfully coated in their own blood, as well as spiritual essence from any A Hanyō including themselves. Blade of the Yokai - Combative (One Channel - One Cast) Coating their sword with their spiritual essence, A Hanyō are able to create a spiritual weapon for a short period of time. Mechanics By calling upon their Yokai, A Hanyō are capable of forming a spiritual blade within their hands. This blade is a 2 foot long sword which may also be exchanged for a short dagger. These blades, whilst not physical, may still cause damage in the midst of a fight. Should it strike the body of a soul-bearing being, the affected area would begin to swell in immense pain akin to a hot blade being pressed upon their skin. This will not cause any physical marking or destruction of one’s flesh, merely a pain felt within them. This blade can however be dispelled by the likes of thanium, blessing of scorthuz, auric oil, aurum, or thanhium. This lasts for the duration of 3 emotes in combat, and takes 2 emotes to summon. At the end of the three emotes the weapon will disappear just as it was summoned. The duration of this attack lasts for 2 emotes of pain, before it would fade away swiftly thereafter. Rite of Creation (TA) Ritual/Offering Requirement: Once an A Hanyō has mastered all other Rite’s and their respective abilities, they may perform a final ritual to unlock the Rite of Creation. This Rite will allow A Hanyō to apply for a TA and create more of their kind. Once this Rite is performed, it must be marked on the respective A Hanyō’s Creature Application. A Hanyō are able to create a total of three other A Hanyō at a time as a reflection of the low amount of Yokai that roam the realms of man. This must be taught to them by another TA holding A Hanyō. Yokai Summoning - Non Combative Using this ability, A Hanyō are capable of creating more of their kind. Mechanics (Copied from the Creation Category) The creation ritual begins with the summoning of a Yōkai. This is done through an A Hanyō giving an offering of Blood and Spiritual essence alongside a ritualistic prayer. Such a collection of forces acts as a lure for roaming Yōkai spirits. After one is lured, the descendent in question will consume the lured spirit through making a pact with it. Once a pact is made the descendant shall inhale the spiritual form of the Yōkai through “eating” its very being. This is done through the summoned Yōkai sliding up and through the nostrils and maw of the soon to be A Hanyō, another term for Half Yōkai. Once inside the body of the descendant the spirit will latch onto the soul and the transformation process will soon begin. Once complete, newly made A Hanyō will place a specially made mask over their face, known as a Kamen mask. Each Kamen mask is marked with the blood of the descendent partaking in the ritual. The marking of mortal blood acts as an anchor of the physical to the metaphysical and contains the Yōkai that they have just merged with, finalizing the bond between man and ethereal beast. After such, the new A Hanyō will collapse from exhaustion and need to rest for a minimum of 6 irl hours before being able to roleplay the change into a Half Yōkai. [Much like Druidic Attunement, the interaction between player and Yōkai is simulated by the valid TA holder to allow for a memorable interaction and freeform rp within reason. Aka. No blowing up a city or anything disastrous. Just have fun with it, if you have a question for an interaction simply verify the scenario with an LT beforehand.] 伝承 https://www.lordofthecraft.net/forums/topic/144122-the-godless-lodge-of-yulthar/?tab=comments#comment-1356070 https://www.lordofthecraft.net/forums/topic/194066-culture-oyashima/?tab=comments#comment-1790003 -A Hanyō are infertile. -A Hanyō must have a valid TA to not only create more, but also to teach the different rite’s and their respective abilities. -A Hanyō must follow all lore and redlines to this respective piece as well as others. -Should a question or concern be brought up about the piece, request aid via a lore-writer or appropriate ST. -A Hanyō are lesser dark creatures. -The Yokai of an A Hanyō may only be represented as an animal that is available to be played for player events, meaning no dragon, lochness monster variant dinosaur whatever Yokai. -A Hanyō cannot FTB. - Communication with the Yokai is done via common or any other language the character learns after pacting. - During the pacting ritual the Yokai speak broken common. The purpose of this piece was to further utilize oyashiman and yulthar lore. Whilst there is only a small settlement specifically dedicated to these lore pieces, they are very much present upon the server at the given time and have been prominent throughout this map. With this piece I am hoping to give more story to the many individuals roleplaying about evil spirits known as “yokai”. In the feedback that I received it was stated that ST were unsure about this piece's place on the server or what niche role that it fills. This CA is designed to build off of the prevalent amount of faith and religion roleplay allowing individuals to not only disguise themselves within current religion roleplay but to build further on the stories that it creates. Alongside this, the CA fills a very ‘warrior-esc’ niche role as well. The force that drives this CA being that of attaining divine worship on oneself leading them to create their own religions regarding the character that individuals can follow - one example being the Great Owl player eventline that Werewolf had displayed. This proves that this CA can hold a place on this server and can directly impact playerbases to bring fourth fun, mystery, and character development. It is important to note that whilst this lore piece uses the origins of oyashiman & yulthar lore, this piece is by no regard bound to this aesthetic of roleplay. Players are allowed to take any approach to this as they wish, examples being a Half-Yokai making themselves appear as a great bear god and attaining worship in a norse-like fashion, taking the appearance of a fish god and coercing sailors and pirates to worship them for safe voyages and travels, and so fourth. Credits : Sug, Qizu, Vallanor Redline Aid : Sorcerio / Pun, Sewer_Rat Proofreaders / Consultation : Jentos, Malaise, BlackBobRoss, Unwillingly, Minth, Traveller, Ropceek, Dragoon, Panashea, Olandyr, Imp, Jules, NLThomas
  14. "Is that so. ." A Nephilim spoke from the corners of the dwelling he resided in. A foul look rested upon his face that slowly faded into a smile.
  15. NAME: Rhaegal AGE: Old RACE: Human AFFILIATION: Adria MELEE(S) PARTICIPATING IN: Both
  16. Deriving from the hearts of Norland, the Níðhöggr Warband stands proud as a bulwark against the dark that lingers within the far northern lands of Almaris. Purpose The purpose of the Níðhöggr is to defend the northern lands against that of darkspawn that seek to plague the souls of the descendants who linger within these lands. Members of this warband find themselves doing countless training, preparations, and missions in their endeavor to rid the plague that stains this world. They often only protect that of the North and disregard the lands to the south of them for they are unknown to the people of this warband. Members come from all walks of life so long as they adhere to the purposes that the Warband puts forth as a group, and actively participate in the warbands betterment. Soldiers are encouraged to grow strong within themselves and to become increasingly knowledgeable of the world. History The History of the Níðhöggr is rather unknown. The current descendents of the Warband only recently descended south from the far north in which they had once lived. Their current numbers are rather small though with them they carry some history. Long ago these members took upon themselves disguises as they placed themselves among civilizations of the world. Their eyes often hidden behind a mask as they observed the sins of the world running rampant before them. Oftentimes they will allow such sins to build and swelter before taking action. In times past they have found themselves growing extremely small as a result of their divine mandate. This mandate, being that they are to give their all even their lives to slay darkspawn persists to this day. During battle they are unable to retreat, unable to turn away even if one soldier stands before twenty for it is their sole purpose within this life and the next. Due to this, one unsuccessful mission could result in nearly the entire order being wiped out by strong forces. Rituals The Blooding Ritual - If an individual finds themself wishing to join the Níðhöggr Warband, they have one simple starting task. The seeking Member is set out into the world with nothing more than their armor and a weapon of their choosing. To join they are to seek out a darkspawn and sever their head from their body. Once this is done they must bring it back to the Warband and display it as a showing of their strength. If they are successful in this, they will undergo a special ritual in which they are branded and marked by the warband signifying their conjoining. The Ritual of Consumption - This practice is often disregarded by many of the world however it is one of the core beliefs of the Níðhöggr. Upon slaying a darkspawn, they believe that by consuming their bodies they will permanently rid the darkspawn from the world in which they exist, and destroying the power that once drove the dark force they had slain. By doing this they signify themselves within the Warband by showing not only their strength, but their willingness to do what must occur. Often they bathe in the blood of their fallen enemies rejoicing in their death and the cleansing of the world. The Oath of Persistence - Cowardice and Weakness are two qualities that are unwelcome within the warband. All members who find themselves completing the Blooding Ritual, serve an oath during every breath of their life. This oath being the Oath of Persistence. In battle warband members must fight to their very death. Any act of retreat, cowardice, or weakness will render them an execution on behalf of the Warband’s Hierarchy. They are to serve as the frontline against any inquisition regarding that of the dark. Fire and Blood - Fire and Blood are sacred materials among the warband. Through fire and blood they slaughter their enemies. They often use spells regarding flame, coat their armaments in fire, and wear the blood of their enemies. The appearance of members often is a tell of how much battle they have endured. Their beards and hair often stained a dark crimson ichor. Their weaponry and armor would be scarred from battle and even coated in ash. Rankings Rankings in the Níðhöggr are quite simple. At the top of the Níðhöggr lies the Warlords, whereas the rankings such as Warbosses, Warriors, and Recruits lie below them. Warlords - The Warlords of the Níðhöggr are members who have been within the warband not only the longest, but have proved their purpose and worth among the grouping. They are the commanders of the group and wear the helmet of the Warlord which is a helmet adorned in blood and horns. They are the strongest and most powerful among the grouping and direct the warbands proceedings. Warbosses - Warbosses are members who have proven their worth in battle and their ability to lead those below them. They are strong individuals who are given much trust within the grouping. Their capabilities, if used, will quickly lead them to that of the Warlord ranking through time and effort. Warriors - Warriors are general members of the warband. They are often newer members who have yet to ascend in the rankings, or they have been deemed weak and still need to prove themselves. Warriors are the life and blood of the Warband. Without them the warband itself would not exist. Recruits - Those who have not yet completed the Blooding Ritual find themselves within the Recruit ranking. They can still participate in the methods and tasks of the Warband, however if they have yet to prove themselves with such the simplest of tasks, they are incapable of ascending. Once they complete the Blooding Ritual however, they will be given armor, and a rank within the group.
  17. Located amidst the bustling city of Velec there lays a peculiar apothecary at the back of the town’s square. Within this apothecary travels will find an assortment of items. Whether it be remnants of a fallen beast, peculiar items, potions, quests, journeys, each and every thing you will encounter here has a story to tell. Bounty Board As you enter this shop, upon your left above the fireplace will be a marked bounty board. This bounty board provides travelers with an assortment of quests that they can complete for the shop owner, Rhaegal Roznikovic. Upon completion, one will need to find him for an award that resembles the quest at hand. This can be anything from an automaton craft, potions, secret knowledge, and more. Quests Should you be in need of a quest to further expand your knowledge and abilities within your life, you will certainly need to seek out a worker within the shop. Upon doing so they will give you a quest that will result in an award alongside what awards you find whilst on the quest. Some of the ones given so far revolve around finding magical seeds, collecting beasts, finding a certain reagent, and so on. Potions This shop has acquired itself a hefty collection of potions. Nearly all potions are able to be made should one ask, however within the shop there are premade potions available that are changed near daily. Be sure to check in once a day to check which stock is available for purchase. Automaton Crafts Automaton crafting is a beautiful work of art that helps many in dire need. Whether it be new limbs, eyes, or even a companion to guide you along your path all of this is available should one seek out the owner of the shop, or find one of his workers to pass along the message. Once a week a small automaton craft will be put for sale within the shop that goes off of a first come first serve basis. Knowledge There are many within this shop with great knowledge of the World. Should you wish to exchange recipes, learn more knowledge, or challenge one here in their philosophies each and every word carries more behind them. It is wise that you seek those who reside here out for your questions of the world. Whether it be the Aungudaemonic, the Canonical, Magicks, Engineering, Stories of War, anything is possible. The Adriatic Alchemist Guild With the recent developments of the City of Velec, it is key that those within it are also developing themselves. In light of this, those of the Wicked Thicket see it reasonable to host an Alchemist’s guild within the city’s walls. This guild is welcome to all alchemists and engineers who reside within the local region. Meetings will be held occasionally to speak on alchemic developments, new inventions, presentations, lessons of knowledge, and more. Once further developments and structure is initiated within this Guild, members will be asked to partake on quests, aid the local military with potions for the defense of the city, and attend other challenges that reveal themself in the future. It is important to note that this guild does welcome those who are not gifted in the alchemic arts, however the guild is not a ground for garnering yourself alchemy. You will need to do this upon your own accords to participate further in guild activities. If you are interested in joining, seek out Rhaegal Roznikovic.
  18. THE UM’EI OF THE HOLY TO THE RECIPIENT OF THIS SCROLL, Through your time within my brood, you have proven yourself to be strong and quite the challenger of what the majority of us deem as proper. You’ve attracted my attention and therefore your time has come to endure the trials of your Ordainment. May GOD bless you upon this journey and may you learn from your experiences you endure upon it. “For his flames are holy and pure they will burn the demons, the holy knights and more. For it is the fire of Him, the King, they are the cure.” TRIAL I The first of your many trials to come, will serve as a test of your endurance. You are to travel deep into the firelands until the flesh upon your legs swells and begins to wilt away. Here you will encounter many artifacts and creations of our people. You will encounter shrines, castles, towers, and more. Take your time here, embrace the history of our people and the path that lies before you. TRIAL II The second of your trials revolves around our ability to blend into our surrounding environments. For this trial you are to indulge yourself in the cultures of another. Whether it be Haenseti, Oyashiman, Elven, the culture does not matter so long as you learn from your experience within it. You are tasked to learn from this culture, perhaps a new trade, studying their religious beliefs, and so forth. It is key that our people know the methods of the world so that we can use them to our cause. TRIAL III The trial of combat. Here you are to seek out a Nephilim of your choosing and not only challenge them to a duel, but you must win this duel as well. Should you fail, you will try again until you are successful in your endeavors. I will instruct each of them to not hold back regarding this trial, and to use any means necessary to defeat you. TRIAL IV The fourth trial of your journey will be regarding your image as a Herald of Azdromoth. You must announce yourself amongst a city of individuals and preach the Word of Our Lord. Do this wisely and seek to right the wrongs of our past. Show them that the fires that burn within us are of balance - not of destruction and terror. TRIAL V The last of your trials is often morally challenging for many. This trial serves as a test of your faith in our cause and its reasoning that it has in the hearts of others. You are to seek a member of the sides coined ‘dark’ and ‘light’. Here you will trial them for their actions and seek to convince them to conjoin their inner flame with that of our own. Should they refuse such as you near the end of this trial you must slay them for their reluctance of penance.
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