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Bonito

Story Management
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  1. [!] This is a lore compliant prophecy, only able to be experienced and/or dreamt by characters with an accepted Seer of Vaasek, Naztherak, Farseeing, or Vivification application. One Shut You awaken to the grass prickling your skin. The breeze carries a pleasant warmth, as does the sun. Wherever this place is, you do not recognize it, yet it feels familiar. Hearing the sound of running water not far off, you arrive at a river. There is nothing special to it, aside from it being the only detail on an otherwise dull field of grass. As your hands submerge to drink, you come to a realization: they are not your hands at all, and the face reflected back at you is a foreign one. Trying to call out does nothing. No matter how hard you try, something is clamping down on your throat. You look around. Alone. The grip around your neck tightens, bringing you to the dirt. It stings, like a thousand cuts at once, but never enough to overwhelm; a calculated cruelty. The sky itself seems to turn a blind eye to your torment as darkness seeps in from above. As you look up, the very sun has been stolen from you, a ring of light encompassing an eclipse. The pain in your throat has become overwhelming by now. Was this the cause? Time is slipping, there is no time to ponder. You crawl for the river, the only company to be had, and witness a crown deep in the waters, something that was not there before. It calls to you, a voice so welcoming that you cannot help but oblige. The river is deep, and as the light around you fades, the glimmer of the crown remains a beacon. Jewels of all colors, hypnotizing as they shine proud in the dark. Simply looking at the circlet is enough to bestow comfort. You sink on, reaching for it… and then black. So close.
  2. The Infernal Blood Rites The realization of power within your own being is often startling to those who learn of Blood Magic and its capabilities, yet even more of a surprise is the cursed power drawn from interweaving it with maleus. Though rakir is no special substance on its own, those capable of controlling blood and the infernal are innately granted the knowledge to effectively utilize it in rituals. A blood mage with knowledge about the infernal may theorize the potential for combining these two arts, yet would not innately know the rituals and spells - the same for an inferi or Naztherak aware of blood magic. Together, two disciples of these different crafts may experiment together to find such, but it takes a user with both to innately know its full capabilities. Unlike mundane Blood Magic, this art relies more on genus than it does mages; after all, the infernal circle calls for sacrifice. Modifiers are not granted by an increase in Blood Mages but rather the amount of genus offered into the circle. This circle is drawn as a pentacle with each rune then drawn in one of the points and the rune of mortality in the center pentagon. Modifiers For every additional unit of genus added to the circle on top of the initial cost, a +1 modifier is gained. This means that while a ritual may cost 6 units initially, giving ten would add a +4 onto your roll. Rite of Corruption Tier 1 Ritual. A bastardization of the elemental rituals practiced by blood magi, the rite of corruption warps both material and flesh with a glimpse of the High Hells. Objects may take on grotesque forms or have their abilities warped entirely. These are not placed on top of previous ensorcellments, rather applied on their own. This is to say they do not stack with them but may with voidal enchants. Rite of Damnation Let the world know of their evils. Tier 3 ritual. (Noncombative) Rite of Devotion Lord, I give these lands onto you. Tier 4 ritual. One maddened follower of Drazhana sought to conjure a means to prolong the despair of his victims long after they were gone. In their final moments, it was that same fear the madman managed to capture and contain. It is said this was how he fully lost his mind. Rite of Whispers Pay the price and hear my call. Tier 3 Ritual It is said an ambitious prince of centuries past acquired the knowledge of Cadmium’s great relays in an underhanded trade with a silit lord. For their deception, they were forever sealed within one of the speaking glasses they had stolen. Instead of attempting to free him, the prince’s court took to creating a pale imitation molded from his suffering. Citations: Blood Magic Naztherak Credits: Kujo (Writing) BobBox (Writing) Junoix (Consultation) Special thanks to: Zarsies - allowing us to borrow the blood magic rolling mechanics.
  3. Your favorite rpers? Is orange juice better with or without pulp? Any new music? Do you have a persona's story you wish could have gone differently? How? What specific piece of fiction from any medium would you say has influenced your writing/rp the most Thoughts on me?
  4. Bonito

    Magic

    usually i say no, but i see you are an st. pm me what magic you want and we can work something out!
  5. Elimar wakes up in a cold sweat, recalling talking rhinos and bright lights. Surely a dream, he thought.
  6. The moon was out. Most were sound asleep in their homes, but some of Karosgrad’s citizens still roamed the streets. It was around this time that the city’s wicked underbelly came out. When eyes were shut, none could witness their treachery. So they thought. As night falls, the shadows rise. They hear what cannot be heard, see what cannot be seen, and as of late, high atop the Nikirala Palace, the shadows seemed larger than ever before.
  7. skin: ruskan red bid: $6 @Sarmadonn skin: jessie bid: $10 @Supah skin: ragged adventurer bid: 150 mina skin: yarr bid: 200 @Nolan_ skin: plaid and playful bid: 150 discord: kujo#0404
  8. Elimar was proud to see the dream live on, unable to mask the nostalgia-laced smile. One that faded as his mind wandered to friends long gone.
  9. The vague requirements around disconnection should be clarified or (preferably) removed, looks like an attempt to have chaos disconnect while also ensuring certain players can hide behind ooc rules.
  10. Elimar beams, placing copies of these tales into his family's library.
  11. Haven't finished reading but the sign should be visible. In my experience, if players only see a structure and maybe some flavor signs with no context they will assume it cannot be interacted with. We both know the ST frustration when players make tickets asking if x or y is interactable when the area has no sign attached to it and turns out to be a weird thing the wt put down.
  12. Elimar spent his day wandering the wilderness of Woldzmir, trying to clear his mind. None of it made any sense to him. Elsewhere, a bloodied and wounded man's obsession with his work only grew.
  13. A creature deep within a northern forest recalls an enjoyable game of hide and seek they had played with a Kortrevich some years ago.
  14. Discord: yeah Skin Name(s): Orbeck - $26 Foreign Attire - $31 Ashen - $51 @D A N N Y@Da_Emperors
  15. Bonito

    A Lost Lamb

    Elimar watched him work away, eating soup off to the side.
  16. Elimar remains unaware of the news, but he had felt the unease of the men around him. Within a cell, he whispered soft prayer before glancing to the woman aside. @UnBaed
  17. Town notice boards across Almaris and rumors amongst barkeeps tell of coin to be had.
  18. A Warning Missives could be found pinned across the areas encompassing Dobrov. To the surge of visitors and curious eyes, our Dobrov is not a home to all, and you need not make it yours. However, you need not make it your graveyard either. Bodies have been found in our forest. It has been many years since incidents like these occurred, and so we have deemed it a cause for alarm. If it is newcomers who come in search of answers, I urge you to find them outside of our woods. And if absolutely necessary, do not enter beneath the moonlight. You will find only terrors there.
  19. Ramasar Paradise of the Lost Out in the great seas is where Ramasar waits. It remains a land of people strengthened by every peril that has come ashore, and sands that bury echoes of a bloody past. Inhabitants The lands of Ramasar are home to a vast swathe of people. The region is divided in two by natives, where the humans typically reside in the south and Mali’ker further north. Tensions are thick, with the dark elves heavily distrustful and wary of their southern neighbors. The presence of dwarves and Mali’thill is practically unheard of, though there remains a presence of Orcs, Mali’ame, and Kharajyr scattered across the sands. A Mali’ker woman of the north. Northerners The north is a markedly Mali’ker region. Foreigners are not rare, for the northern culture attracts all manner of eyes. The north is home to the island’s most diverse climates, which in turn leads to a varied people. Some of the native elves choose to settle along the borders of the volcanic mountains close to the realm’s center, while others reside far northwest in the murky bogs. Regardless of where they call home, the northerners are a proud people, united in faith. It is also this unity that makes them distrustful of outsiders, for history has shown them to be dangerous. A scout for the Southern Dahaanir Province. Southerners This region is defined by humanity, the most common denominator being the farfolk. Dark skin is prevalent, and within certain territories, pale people are deemed a curiosity. It was, after all, the R’thorian pilgrimage that marked their first notable presence. Towns and kingdoms litter the heart and shorelines of Ramasar, while the grandest of these states remains Mihyaar, a bustling pillar of trade situated next to the Havahn river. Southerners are known to be lucrative and fierce; living brief and harsh lives, they know well to make the best of it. Wildlife Stilt Striders populate the north, used as a mode of transportation for the Mali’ker treading the region. Passive beasts, whose eggs make for a great omelet. They tower over descendants at fifteen to twenty meters, though it does not hinder the bond their tamers forge with them. Hornheads serve great cultural significance for the warrior oriented settlements in the south, as young boys are often sent to hunt these creatures as a test of strength. They are troublesome beasts, known to accidentally wander into villages and kill livestock during migrational periods for their herds. Shriekers are scattered all across Ramasar, dangerous hounds that can stalk their prey for weeks before making a move. The females are easily identifiable by the pups that cling to their backs, making for a haunting sight while also serving as the tall tale northerners spread: that these are actually descendant babes snatched from their cribs for bad behavior, raised to become shriekers. Ghrendals have been spotted on rare occasions to the south, but they primarily inhabit the volcanic region closer to the north. They are often tamed by the ashlanders who live on the borders, with these creatures impressively adept at scaling sharp inclines and uneven stone. There persists a curiosity, a remnant of the Founders, of unusual beasts; Creatures born under unique circumstances that roam the sands. They carry no one specific name, but they are unique to Ramasar, often the source of many tales and myths. The Lands Kruhso, a Mali’ker town on the border of the swamps. If the climate of Ramasar were to be described in a single word, it would be dry. The far south consists mostly of desert with the rare fields here and there, while the north is home to the land’s infamous volcanoes. The most humid area would be the swamps northwest, though they are far from cozy to newcomers. The streets of Mihyaar. Mihyaar is the unofficial capital of the south, a city rich with history and curiosities, this was the seat of humanity’s power, even after it was first toppled during the R’thor conflict. It is the home of many merchants, both foreign and domestic, and houses one of the largest institutes of learning on the island; established by survivors of Baal-Hazor. Deep in the flaming mountain range. The middle of the island is marked by a collection of volcanoes. It is highly inhospitable, yet small bands of northerners do so anyway, nomadic encampments that run along the borders. This region is said to be the most unexplored, housing the most valued riches yet to be found. An anomaly somewhere in the south. Given the general term of anomalies, these locations are in line with the beasts of a similar nature; particular areas and structures owed to the Founders of an age long past, they are the source of many treasured relics, as well as vital information that allowed the early settlers to flourish. The largest anomaly, some say, is the island itself, for no cartographer has ever been able to ascertain Ramasar’s location. Many say it appears only to returning natives and before those who are lost, as it did for the aimless sailors who first stumbled upon the island so long ago. Throughout history, there are different counts of a distant island that, when described, much resembles Ramasar. These same counts also note the island having vanished not long after, as if a dream. History First Era Ramasar began far before the arrival of descendants, when others claimed this place their home. In the present, they are given many names, known simply as the Founders in common. They were a highly advanced society, deeply engrossed in the study of glimmer points. It had long been a goal to tame and control them, but instead, the Founders vanished overnight. None know how or why, with many varying theories on their fate, but Ramasar’s prehistory traces itself to the relics and structures that were found by the early descendant settlers. Even today, there are ruins still unearthed with incomprehensible knowledge. Second Era The modern beginnings of Ramasar lay in the sea. In what can be deemed its earliest history, when records were sparse, it is said a band of sailors washed up on sandy shores. Lost in the desert, they soon became entranced by a river, and after days of travel, they reached a great pyramid, today known as Osavva. This was the beginning of Gilead, today known as Mihyaar. A group of navigators shipwrecked several months after and, upon reaching the same pyramid, helped these sailors establish a home. In the far north, bands of Mali’ker wash up as well, though they never reach Osavva. Instead, they discover another oddity: an obelisk, known to them as Zan Athlar. This was a time when resources were scarce, and death from heat stroke, dehydration, or starvation was common. Third Era Marking the start of this era is the discovery of the first ruin belonging to the Founders by a Seyami explorer. By then, a decent foothold had been secured in several regions, and many more drifting souls had found Ramasar -- none by choice. The uncovering of the founders’ remnants revealed forgotten pieces of knowledge. This newfound information thrust the denizens of Ramasar into a frantic delve for the sands, and this period is noteworthy for uniting the northern and southern fragments of settlers. None prospered more from this knowledge than the people of Gilead. It was the start to many of their noble families, some of which still exist today, and overwhelming wealth, but these discoveries brought with them rising tensions; indecisiveness over who was privy to this sacred information lead to many disputes. Fourth Era Strife began to break out across Ramasar, gradual at first. Lords of Gilead ventured into distant towns and villages, brokering alliances with outsiders to raid their enemies. The arrival of the exiles from R’thor only made matters worse, as their spread of conflicting faith and knowledge brought on further bloodshed. This era is significant for the eradication of many significant families across the island, the destruction of Gilead, and the beginning of Mali’ker resentment towards their southern neighbors. Fifth Era War begins to subside as the territories are gradually brought under one banner, that of a R’thorian, and the northerners distance themselves from a markedly meaningless fight for a cause that was no longer theirs. To this day, the centermost region of Ramasar is volatile and dangerous, populated by small camps and outposts that still thrive on the conflict. This brief period is the only recorded instance where all of the south was amassed under one conglomerate, which heralded a syncretism between the island’s many cultures. Gilead is rebuilt as Mihyaar, and becomes the capital of the south. Sixth Era Some generations after the death of the beloved R’thorian Emperor, animosity once more begins to resurface. In an effort to quell another potential war, some territories are granted their independence. By this point, the northerners had rebuilt and were flourishing, leading small bands of farfolk to migrate. The strength of the south is no longer what it was, and unease fills the future of Ramasar. Many natives set off, seeking to make a name for themselves and spread their glory before war takes another hold. Purpose
  20. Elimar exhaled a sigh of relief, savoring this tranquil moment he knew would not last.
  21. it was epic before and it is epic now
  22. Margosha is utterly perplexed by the vocabulary in the missive, wondering what Princess Amelia meant with words like LOTC and roleplay. She assumes it slang of the youth, adding them to her word of the day list with a smile.
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