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Qizu

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  1. Atop a large pillar a Nephilim sat pondering the words of the missive, “Elven politics have corrupted my precious urukin. . . perhaps I shall help the Rex cleanse these vermin from his lands.”
  2. “Ding! Dong! Willy tha’ Billy Goat is Gone!” cried out a Goblin from afar!
  3. Lair PRO MC Name: Qizu Lair Name: Uruloki Lair Members: Qizu, creamynoteblock, rukio, Tabby64, TreasonSeason, Diogenerate, kindEmperor, ItemVendor, outcook, high_fire, lordoflosers, Sug Proposed Lair Locations (Highlight/draw at least three on the map): Lair Lore (supply link to an existing creature or other lore if being used as basis for this lair) (1000 words minimum): https://docs.google.com/document/d/1ArT1DkwFBfB7L4z7zp4vrLH8rVcIpUxarNeSm0ykwNw/edit?usp=sharing Lair Build and Infrastructure (photos required, give dimensions): I am waiting to see what location we would get if accepted to begin building, however we intend on a tower/castle like structure with lots of gears, engineering aesthetics, flora, and draconic features. Update : WIP Photo Why can this group not fulfill their roleplay niche in an existing settlement or nation? (Give a detailed answer and examples of how this has not worked in the past.): In times past I have had many troubles working within nations as having a Nephilim group within them brings them many troubles and even warclaims that permanently damage the nation. It is not viable for a nation to host a larger Nephilim group within them as it puts a large target on their back. As per the other two Nephilim lairs, my group is vastly different from theirs in our approach of roleplay. We are significantly different in our beliefs, our relations, and how we enjoy roleplay. Alongside that in the past there has been conflict with these groups that I feel would continue should we move in with either of them. Having our own lair would put the target off of the back's of nations and allow us to do more with our roleplay outside of wearing disguises 24/7 whilst in them. How does this lair add to the greater world around it? How will its existence benefit its roleplay group and the server at-large?: Throughout time Azdrazi and Heralds have been significant contributions to the server's story. It is key that there are groups engaging players and making the server's story more exciting. I feel that if my group has a lair, I can continue efforts I have put together in the past whilst taking what I have learned from my mistakes back then into account. With this new group of Heralds and Nephilim rpers, I feel as if we have quite the good shot at providing a resourceful, and exciting group for people to interact with. I would like to expand this group, more heralds, more rpers, however such attention is not something that I can ask a Nation Leader to allow.
  4. What do you think would be fair for the spells?
  5. This spell was carried over from current lore so I am sure the ST have an answer, however I added a redline regarding your question.
  6. "Physiology - The body of a corrupted Nephilim is quite unique in nature. Their appearance resembles a struggle between undeath and the true nature of a Nephilim. Their flesh and organs grow decayed and their body resembling their descendent-self, only to be smothered with black or violet fires that surround their bodies. They have two large bone-like horns on their head, and some have also attained bone-like tusks, giving them a maximum of four horns. These horns have no practical function and will crumble easily in combat. These creatures lack visible organs, with their insides replaced with black flames. As they lack vital organs, they cannot be harmed by illness, venom, or poison, but they are weaker in durability and can be harmed by cold temperatures or freezing environments."
  7. I will likely be adding / reworking spells in the morning.
  8. CORRUPTED NEPHILIM AMENDMENT “And there he stood, his mind closing in upon every thought as corruption filled every fire within his soul, becaming the monster he sought to defeat.” There will come a time in which a Nephilim will find their flames corrupted by the dark sorceries of the world. Whether it be through necrotic, infernal or other means; this story spans far into the past lives of the Nephilim. The curse of corruption brings about many atrocities within a Nephilim, so harshly that it can even turn one's kin against another. When their precious inner flame becomes corrupted, Nephilim are subject to crude mental and physical complications. The suffering of corruption attaining itself such a damned reputation, has even led powerful beings such as Dragur himself to offer an escape from these tortures. Corruption Mechanics Should a Nephilim become corrupted they will undergo a specific process that revolves around their 8 units of dragon’s flame. A Nephilim may only attain a total of 8 units during the corruption process, with each attained unit furthering them into the weaknesses of corruption. Physiology - The body of a corrupted Nephilim is quite unique in nature. Their appearance resembles a struggle between undeath and the true nature of a Nephilim. Their flesh and organs grow decayed and their body resembling their descendent-self, only to be smothered with black or violet fires that surround their bodies. They have two large bone-like horns on their head, and some have also attained bone-like tusks, giving them a maximum of four horns. These horns have no practical function and will crumble easily in combat. These creatures lack visible organs, with their insides replaced with black flames. As they lack vital organs, they cannot be harmed by illness, venom, or poison, but they are weaker in durability and can be harmed by cold temperatures or freezing environments. Corrupted Nephilim are incapable of Polymorphing. Mentality - The mind of a corrupted Nephilim is a dark chasm of despair and insanity. What passions they had once taken light to before, now drive them insane as they chase after them only to continue to serve as a failure of their race. Diseases such as insanity, depression, sadness, jealousy, and more prey upon their weakened minds. What once turned into a play for power in the eyes of a Nephilim - could turn their mind into a room of walls caving in upon itself every day. Death - Upon a Corrupted Nephilim’s death, they will undergo a painful revival process based upon how corrupted one is upon death. Per every 1 corrupted unit, it requires the Nephilim to take 1 OOC day per revival process. Units - Below is a list of the means and methods in which a Nephilim will find themselves corrupted. Nephilim start with 8 uncorrupted units, however should one become corrupted they will find that a corrupted unit replaces one of their 8 normal units. For example, should one be struck with a spell causing two units of corruption, they would have 2 units of corrupted flame to use towards corrupted spells, and 6 units left for normal spellcasting. Corruption Enrapturement Corruptive Influence [Combative] [Passive] As a corruptive Nephilim, they serve as a highly volatile and dangerous creature to the rest of their kin, including students. As all spells and craftworks of a Corrupted Nephilim are weaved with flames crafted via dark sorcery, their spells have negative effects upon others within Azdromoth’s Brood. Fake Death [Combative] [2 turn casting - 1 Corrupted Unit] The fallen dragonkin is able to temporarily subdue their inner-flame. Through this, their bodies will collapse into a pile of bones (with whatever they were wearing left on the ground). Of course, the Fear Inducement [Non-Combative] [Freeform] Out of combat, corrupted Nephilim are capable of manipulating their flames to portray an appearance that is not of their own. By utilizing their corrupted fires growing out of their body and forming Ripple [Combative] [3 turn casting - 2 Corrupted Units] When in cramped situations, a corrupted Nephilim may exhaust their flames outwards in an area around them. By channeling their fires in for two emotes, they cause them to go damp and to fade before unleashing them in a 3 meter radius around their center. This would span out 3 meters in all directions of the Nephilim’s core. Combust [Combative] [3 turn casting - 2 Corrupted Units] Nephilim may imbue a large amount of their corrupted dragon's flame into an object that can be thrown as a combustive. Upon imbuing an object, they may throw it outwards before it explodes upon impact. Whilst it is still dragon's fire, it is a lot less punishing to come into contact with as most of the force from this attack is compromised of a combustion of the dragon's flame within the surrounding area of impact. This must be an object thrown from their hand. Corrupted Defenses [Combative] [2 turn casting - 1 Corrupted Unit] Corrupted Nephilim are capable of using their flames to create a sphere around them for a total of three emotes. This sphere of fire would churn about rapidly and would be capable of redirecting a singular projectile before dispersing. Self Sacrifice [Non-Combative] [ 2 turn casting - 1 Corrupted Unit] Should a Nephilim enter a state in which they recognize their wrong doings or accept the consequences of the state in which they have become, they may use an agent gift given onto them by Dragur. A corrupted Nephilim may use one of their corrupted units rendering them to stone forever. Credits Qizu - Corruption (Rewrite) PXY, Gamma_Byte, Jentos, Agentkhov (Collaborated Work). 2022. Nephilim - Lesser Dragonkin (Rewrite) PXY (Organization, Structure, Writing), Werew0lf (Weaknesses, Corruption & Clarifications), Excitedly (Organization, Structure, Writing), Norrthh (Weaknesses & Clarifications) & Creative Consultation (Nivndil, Philposting, Firespirit44, Remeron, Milenkhov, Archipelago, Werew0lf, Sorcerio, Squakhawk). 2021. Nephilim - Lesser Dragonkin (Rewrite) Yeagerist (Writer). 2020. Azdrazi - The Inner Flame and Severance (Addition). nameistaylor (Writer). 2019. Azdrazi - Azdrazi, Children of Azdromoth (Rewrite). Numirya. (2016). Collaboration with Lore Writers & provided Creative Assets (Paintings, Sketches). Excitedly, Freema, Key_Of_Solomon. (2016). Nephilim - Lesser Dragonkin. Remeron (Writer). 2014-2016. Dragur (Daemon).
  9. Good luck on your schooling, it's good you recognized this and are fixing it for yourself. I hope to see you in summer though!
  10. An old Azdra- Veteran pursed his lips as he was told the news “I still wish the Emperor had let me bomb ‘em back in the day.”
  11. The Nephilim approached the young Lyari as he shook his head, "We've got a snake to catch Lyari, see it that way. Snakes bite yer toes!"
  12. THE COMMANDMENT OF YOL [!] This is only available to members of the Uruloki and members of Tor-Azdroth unless shown otherwise through roleplay. TO THE MEMBERS OF THE URULOKI AND TOR-AZDROTH, Upon new inquiries within the politics of the world revolving one of our very own members Kaito the Mali’ame from the Vale - you are commanded to bring him to I, Morur’ei alive. For those unaware of such histories, my Herald had found himself at the doorstep of the Xannic Keep where he had turned himself in willingly. As a result of such he then proceeded to unveil his Heraldry not only to Azdromoth but onto myself in which, working alongside the wretched paladin herself, attempted to lure myself in for execution. It is now known that he has been seen leaving the Xannic Keep harm free and that to no avail he has achieved de-heraldry. Upon this date the 18th of The Amber Cold, Kaito, Mali’ame of the Vale is wanted captured alive for the following creed breakings, I. Soldiers of the Uruloki are bound to the Creed and must follow it at all costs, even if it means one would have to die doing such. II. The compliance or assistance to forces of the dark is prohibited, and should one encounter the presence of such - it must be purged immediately. III. Service and Sacrifice are the core of the Uruloki and those who swear oaths to such should work alongside each other as a flexible machine. V. Soldiers of the Uruloki are bound to the rule of the blessed father, Azdromoth, first-born among the dragons of the world. Through his wisdom will they find the path. I implore you all to do your best in tracking the traitor amongst us down. Should he be captured, he will stand before those he betrayed and defend himself from the enactment of The Execution of Flame. The following are appearances in which he often acquires for himself. - Blue, Steel Armor with a “T” shaped Visor. - Ferrymen Attire, Cyan Bandana. - Earth tone clothing. - Brown skin, green eyes, reddish-brown hair, mali’ame. To members of the Uruloki who seek him down, beware of retaliation from groups that he lingers within such as the members of the Ferrymen who - should you come across should be given respect and spoken to accordingly. Explain the betrayal and why it is key that the one known as Kaito is served justice. He has previously resided within the Vale for quite some time and now has been seen within the grasps of Xan. Approach with intelligence, however do not spare any mercy for those who seek to drive a sword through their teachers.
  13. Vira’ker holds a special place in my heart as well as Mau’Madur. (( one day you will grow old and gross and I will swoop in and steal sug from you )) Yeah sure reply to my dms Being a new player during the 2 emps war was absolute heaven ngl
  14. Thatch, he was just a really fun character yet my shortest time lived one
  15. I really enjoyed strigae and it was where I got my "start" into magical things on the server. I made some cool friends from it that I still talk to nowadays such as KBR, Sug, and Rae. Shamanism was also neat. get a bigger knife than the one's pulled on you?
  16. Just a little tldr, I joined lotc roughly four years ago (May 2019) when I was 16 and now I'm about to turn 20! I've led a few nations and groups, did some magic rp, made lots of friends, quit a few times, a couple of sperg moments and so on. Feel free to ask me anything ; p
  17. Across the lands of GOD such a creature drug its body through the thick woods that covered the country side. Behind it, a trail of gore and red-stained water as it travelled. Its soaked wings trailed behind it gathering dirt, grime, and more. For some time it continued like this, traveling the lands in circles in search of someone, something. Those who neared too close to the woods of Minitz and Adria would recoil in fear upon hearing the cursed language in which it spoke. As per the rare few who found themselves brave enough to venture towards this, they would find hellish writing engraved upon the trees. Should one try to read it their eyes would feel a warmth within them, a growing pain even as they stared at such.
  18. The Duskflayers of Casmiokarra Originating from the depths of Casmiokarra, a glacial land with many secrets frozen within the depths of its ancient ice structures, the Duskflayer as locals termed it is a ferocious beast that scours the lands looking for its next victims. This beast used to roam the lands centuries ago before many of the descendents spanned the world in which they exist, going completely unrecognized for over 300 years. However, due to the changing tides and shifts of magick among the world, a great storm covered the lands of Casmiokarra plummeting this species into depths of frozen, magical ice that preserved them for some time. In recent years, given more populace worldly events among the world, especially the large amount of otherworldly impacts hitting the lands, the ice structures that encapsulated these creatures soon came to break unleashing them upon local nomadic tribes and natives near their lands. Eventually, they had consumed all that lingered there before completely wiping out all forms of life upon their continent. Slowly they learned to expand outwards, traversing over mountains and even attaining the ability to swim. Such ability was dangerous however, even allowing these creatures to reach the lands known as Almaris, starving for a new source of food. Their means of hunting however involves them cramming their body into the flesh of a deceased being or animal animating it as they scour the world looking for individuals engaging in romantic activities. Upon finding a couple indulging in any form of romance, they will approach the decaying corpse before springing themselves outwards to slaughter and consume the unlikely individuals before them. Physiology and Mentality Duskflayers are creatures that consist of a main body that has many long appendages and limbs attached to it. This creature often has many faces that are attached to its body via an adhesive or through impalement; a way of shaming its victims who have fallen to its devices. These creatures are completely unnatural and look akin to otherworldly monsters. Those near the creature would smell a foul and horrid stench, however by the time one was even close enough to smell such it would likely be too late for them to escape combat with this creature. These creatures attacks are swift and deadly, and if not avoided would likely end in death. These creatures would often span between the height of 10-15 meters tall, and often can weigh between 200-400 pounds depending on their size. Their body would be covered in a thick layer of chitin that is as durable as brick. They would have many eyes that they use for eyesight, and would be capable of all senses; touch, sight, hearing, smell, taste. Their limbs can contain everything from acidic spores that pollute gas onto nearby areas, razor sharp blades made of their body’s material, and so on. This body however would be extremely flexible allowing the creature to bundle itself up and inhabit the corpse of a past living being, or even something inorganic like a barrel. Duskflayers pride themselves on their hunting capabilities. These creatures are naturally drawn to humanoid species romanticizing with one another, such as descendents out on a picnic, or cretin lingering with one another in deep caverns without speaking or moving for hours. Abilities Duskflayers are capable of many abilities given their unnatural forms and nature. Often traveling alone as they look for victims, they are widely capable of performing their singular goal - hunting. Their bodies allow for them to mutate and mold together practically anything to their liking so long as they have experienced it before. For example a duskflayer within a deep cavern could mutate a stronger form of stone-skin, as well as sharp spikes akin to the ones they would see. A duskflayer within a town could form swords and blades made of its own chitin with ease. These creatures are incapable of magicks and are too vicious to be tamed or reasoned with upon any circumstances. Redlines - These creatures are played by ST and are at their discretion, they are not playable by players. - Duskflayers can under NO circumstances be tamed, communicated with via druidism, reasoned with, bribed, and so forth. Their minds are inertly programmed through evolution to slaughter and consume their target. - These creatures are not selective, they will go for any and all who engage in the activities listed above. - These creatures cannot be studied and recreated through any alchemic or magickal means. - Adheres to all specifications listed in the lore above. - YOU CAN NOT FTB WITH THIS CREATURE.
  19. "So many incorrect statements. . ." the Nephilim spoke with a sigh, "Perhaps ask someone who is knowledgeable on the subject, not a victim of it."
  20. how can people give lore feedback if negative responses are deleted by staff lol

    1. 𝙻𝚞𝚟 XO
    2. Krugallah

      Krugallah

      mfw i'm agreeing with you for once

       

  21. Pastes or else I will continue to break child labor laws on LOTC.
  22. THE UM’EI OF THE GROVISC KEIVON [!] The Following Information Would Only Be Available to the Herald Goc. To listen like a dragon, For the first, you are to travel into the foreign lands of our enemies. It is here that you must institute yourself among their rankings and learn to listen as if a drake below his horde of treasures. You will create a network of espionage during this task, to prove that you are capable of doing such should the flags of war be raised. To fly like a dragon, Known for their beauty and terror as they break through the clouds, it is important that the followers of a dragon are as might and graceful as their forebearers. It is here that you will soar the lands that we inhabit, and create a short report of your discoveries. Grow familiar with these lands, feel the earth and fire that enwreathes itself around you. To fight like a dragon, As all creatures, dragon’s learn from those before them. In this task, I entrust you to seek out Balthazar or I and challenge one of us to a duel. You will fight this battle until one side yields, even if it means your death. To kill like a dragon, Monstrous beings we can become, however at what cost? You are tasked to bring me the head of an infernal beast that you must fight alone. To learn like a dragon, Often dragons come across troubling situations such as a wise foe standing before them. Whilst some dragons reap terror and havoc through combat and violence, other interweve the minds of others with words that can work as swiftly and deadly as the plague. You are to set out and to find a wise man and challenge his beliefs. Perhaps you should seek out An-Gho. A wise piece of advice Goc, if you are weak and cannot complete such tasks - do not return else you are to slay yourself before me, I entrust you will do fine nevertheless.
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