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Setsuko_

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Posts posted by Setsuko_

  1. From the halls of the Templar keep, a familiar man sits slumped at the throne room table. Olive eyes scanning papers, he sighs in boredom. As a courier brings in another few Edward rises and cranes his neck, a series of cracks resounding. When the courier departs, offering only a polite dip of his head to the adunian, a crest upon the paper catches his eye. Moving a few papers from atop it he retrieves the missive gingerly, as if afraid to rip it. Retrieving his drink, a hollowed horn with the curve cut off to make a simple cup, he takes a slow sip as he reads.

     

    Memories flood him, just as they always did. It seemed the keep was haunted nowadays, faces of the past never leaving the man's side. Finally he sets the cup down, giving a hum of thought. He spoke no words aloud, nor gave ill thought. The man once banished by his people simply walked to the window, missive still in hand. In the clearing, two armored figures sparred. Their armors did not match, yet their cause did. They fought as men possessed, which in a way Edward supposed was not incorrect.

    Watching the two, one's armor noticeably more scratched and worn with experience, Edward couldn't help but give a small smile. Finally he set the missive down on the stand beside him where the skull of a giant snake sat, a trophy of one of the last major fight he had experienced with his comrades. He left the window, going back to the table to finish his reading. Out of the corner of his eye, his left never quite recovering its acuity, he swore he saw a flash of purple, and a familiar face.

  2. MC Name:

             Setsuko_

     

    Character's Name:

             Edward Thuri-Elendil

     

    Character's Age:

             old

     

    Character's Race:

             Adunian

     

    Link to your accepted MA:

            https://www.lordofthecraft.net/forums/topic/208595-templarism-ma-setsuko_/

     

    What magic(s) will you be teaching?

             Templarism

     

    Describe this magic or a creature as a whole:

             

    The Templars of Malchediael are the aengul's chosen, who have shown themselves to be courageous in the face of trials and tribulations. This is a one slot deific magic focused around the Aengul of Courage Malchediael. Since this is a holy magic it is not compatible with other aengul magics or dark arts, and only descendants are capable of becoming Templar. Machine spirits, undead and other CAs remain unable to receive the connection. 

    Those who wield the aengul's connection do so to further their glory in the name of their new patron, using the gifts given not as a crutch but a supplement. The magic of Templarism is not meant to make new the fighter, but to aid in their fight, like tools in a kit. Once a descendant is connected to their Aengul, they will find their bodies strain and falter for an irp year. A Templar will find their very minds altered, an aversion to turning away from challenge and letting slight go unpunished sewn into their being. Alongside this newfound aversion, a complete lack of fear-magic's ability to find purchase in an individual. 

    The aengul does not have a strict code, as the Paladins do, but instead seek only those courageous in mind, body and spirit. Alongside this requirement, a loose dogma has been founded by the Templar, one disallowing the slaying of innocents or betraying your fellow soldiers. This dogma also asks of the Templar to accept challenges with fervor and to settle disagreements definitively through a rite of combat, as well as asserting that to use the Aengul's gift as a means to accrue wealth is disallowed.

     

    Should one Templar think another has acted against this dogma or turned their back on the values of their patron aengul, they are able to enact Victor's Justice upon their comrade (if they are T5). This ability locks the two within an enclosed ring, and only if the two are equally equipped and matched. There, the two will engage in combat until one gains the upper hand. The victor may choose to suppress the powers of the other Templar or, in rare and extreme cases, take it from them entirely. Should this be the case, the victor will deliver the final blow. Instead of this blow being lethal, however, it will instead become incorporeal and strike from the losers very soul the connection to the aengul. This rite can only be done upon someone once every two irp years, and when the blessing is stripped the loser will lose all will to fight for four irp months, even if in self defense.

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    There are three sections of this magic. First are the base abilities all Templar may learn, ranging from manifesting their courage into blinding light all the way to sacrificing their souls for more time in a fight. After this, there are the Blessed Banners. These banners are physical points of the Templar's power, bestowing different effects based on their type. Lastly, the Brazen Bonfires. These are used to deter darker entities with discomfort and to grant the Templar minor healing.

    Base Spells
    The first tier of Templarism sees both the alteration of the Templar's very mind, and the heightening of their ability to recall former glories. Emboldened and Brash grants to the Templar a newfound sense of courage, willing them to face battles and trials with fervor. This does not however rob them of their senses, and as such they will not rush in or face something half-prepared. This ability also bestows to the Templar a strange effect. Any wrong done to them raises their spite sevenfold, affecting even fear-inducing magics. Any magic of fear cast unto the Templar will instead invoke fury, negating any intended cowardice. Alongside these newfound boons, any Templar who tells a story near flames will find these flames bend to their will. These flames will aide in the retelling of any story, but are only aesthetic and provide no combat usage. This spell, or passive effect, is known as Enthralling Recount

     

    The second tier of Templarism, gained after two irl weeks (and adequate lessons), gives access to only one new spell. While low in number, this spell is regarded as one of the more useful in terms of a Templar's 'duty'. Burst Body is the spell gained at tier two, in which the Templar is able to cause a blinding flash of light from their forms. First the Templar must focus their courage inwards, and with the second emote they may cast it outwards. Any in a ten meter who look at or near the Templar would find their vision entirely blinded for one emote and only partially blinded for the second as they recover. Additionally, any invisible entity, no matter the terms of their invisibility, are forcefully pulled from this state. Any dark haze, such as Deadbreath, is also cleared once this spell goes off (for a total of 5 emotes).

     

    Tier 3 sees three new spells given to the Templar. This tier, reached after four irl weeks, adds Bound ArmamentBulwark, and Rumination Reflection to the arsenal of the Templar. The first of these, Bound Armament, is another passive effect. Whichever weapon the Templar first draws in combat becomes bound to them, giving off a radiant glow. This weapon will obey its master's call, now able to be summoned to their hand twice per scenario. Additionally, the weapon will gain the abilities Aurum holds over the undead and other darkspawn, absent the soul-capturing trait unique to the metal. The recalling of the weapon to one's hand requires them to first sight the weapon, and with the second emote summon it to them. If their weapon is within the body of man or beast, it will require an additional emote to recall. Bulkwark, the next given spell, affects the blocking capabilities of the Templar. Twice per combat a T3 Templar may prepare for a blow they see coming with two emotes. The first is to focus upon their attacker, and the strike to come, while focusing their courage. The second emote brings the light of Malchediael to their shield or weapon. The coming blow will, if blocked within two emotes, find its concussive and kinetic force negated and dispersed. This includes forces such as blasting potions, should the shield be facing the correct way. If no shield is used, however, it is only capable of blocking physical attacks, magic and alchemy will still find purchase. Lastly for this tier is Rumination Reflection. A simple spell, used between Templar for communication. Using any reflective surface, a Templar of the third tier and up may contact another. This takes three emotes from both parties to initiate, and the conversation may only last for 12 total after. While using this ability, a Templar cannot move, and their vision is blurred save for the other Templar's reflection.

     

    The four tier of Templarism, gained after eight weeks, sees the Templar gain what is arguably the most popular spell alongside a new addition. Vigorous Blow and Trophy are the spells given. Vigorous Blow is the spell in which a Templar may concentrate their courage with the first emote, a second emote to summon forth the aengul's light and infuse it into their currently held weapon and the third and final emote is to either prepare to strike or simply strike the opponent. This weapon will gain the strength of an Arbalest shot, a maximum of 2000lbs (for comparison, it only takes 520lbs of force to crush a human skull, which is still twice what the human body can deliver on average). Should the Templar go two emotes without striking, the spell will subside. Trophy is an especially gruesome skill the Templar possess, wherein they may claim the head of a dark foe they have slain and imbue it with the aengul's light. This will warp the head, making it unrecognizable as any specific individual, but grant it a new affect. Any of the same type of Dark CA holder within eight meters of it, once displayed, will become stunned and unable to move for a singular emote. To create the Trophy is three total emotes, the first to focus your courage, the second to summon the light of the aengul to your hands and the third to imbue the severed head with the light. To use the newfound trophy is only two emotes, the first to retrieve it and a second to hold it up for those to see on display.

     

    Tier five, reached after twelve weeks, gives the Templar their 'trump card', as well as access to the Blessed Banners and Brazen Bonfires. Second Chance requires only a single emote, but its consequence lasts forever. When a Templar finds their body begin to fail them and loss is within sight, they need only whisper the name of their patron. In doing so, they give their soul to him as a payment for one final chance at the glory they seek. Once cast, for the duration of the combat the Templar's wounds no longer affect them and their energy is restored. The Templar will fight at peak performance once more, no added strength or speed given. While still susceptible to decisively fatal wounds, such as the heart being stabbed or brain damaged, wounds will not hinder, and instead emit a glow. Once battle has been decided, and combat stopped. If the Templar still stands they will be completely consumed as the aengul claims them in an inferno.

     

    Blessed Banners of Malchediael's Chosen
    Once a Templar has reached the fifth tier of the magic, they will find themselves able to imbue a battle standard with the powers they have fought to gain. These banners must hold the Radiant Star of Malchediael, the symbol of their patron aengul, and fashioned by the Templar themselves. Before the banner may receive the blessings of the aengul it must be marked with the blood of a foe the Templar has slain. Five emotes are needed to then instill one of three enchantments to the banner. The first emote is to hold the haft of the banner and begin focusing your courage. The second emote brings that courage forward as a holy light from your body, while the third emote brings that light then to the banner itself. The forth emote requires the Templar to recite a litany of their choice, in which they name which of the three enchantments the banner will possess. The last emote has the Templar raise their newly made banner into the sky, letting the aengul witness it as it lets off a radiant glow before dimming.

     

    The three enchantments for the blessed banners are as follows: Indomitable BannerValiant BannerRadiant Banner. The Indomitable Banner allows the Templar to effect others. With two emotes, the first to raise the banner and the second to recite a litany regarding the opposition of evil, the banner will provide a glorious aura and give all those within five meters of the banner the effects of the spell Emboldened and Brash (as long as they are not a Dark CA) for ten emotes. The Valiant Banner is the simplest of the three, granting the Templar an extra charge to their abilities. This two requires two emotes to use, the first to raise it and a second to recite a litany regarding wrath upon their enemies. The Radiant Banner works similarly to Burst Body, absent its blinding effects. It will clear dark hazes such as Dead Breath. Again, two emotes are needed. The first is to raise the banner, the second to recite a litany regarding the parting of darkness with light. This effect surrounds five meters.

     

    Brazen Bonfires

    Created as a resting point for a Templar to recuperate and prepare for battles to come, the Brazon Bonfires also ward off dark entities to an extent. To create a bonfire requires 5 emotes, and the ground must be marked with a Radiant Star beforehand. The first emote is for the Templar to prepare the pyre with fuel, while the second is to light the flame. Third emote sees the Templar focus their blessing of courage, the fourth letting this manifest as a light in the Templar's hand. The last emote is to bring that light to the fire, imbuing the flames with the holy glow. Should three Templar work in tandem on a large enough fire (3x3), it will burn on and offer its boons permanently. A Templar who sits within five meters of this fire will feel their minor wounds slowly heal and scar. Additionally, any Dark CA within the radius of the fire will grow anxious and uneasy, raising their emote count of spells by one. A bonfire is not immortal however, and can be disrupted with three continuous emotes of physical disruption regardless of their permanence.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Edward motions for those beside him to get closer as he hefts the shaft of his banner, waving in the wind. Raising it into the air, the Templar insures all within his ranks may see it, even if they are not within the five meters to feel its effects. "Hold!"

    "Let not the craven who sulks in the darkness waver us this day" the man calls, beginning his holy prayer. "Let courage find you, brothers. Let all evil who face you find no weakness here, but let them crash down as we oppose them."

    [!] As the man speaks, it is as if each word instills a newfound boldness to those around him. Five meters around the Templar, the man at arms would feel a tingle at the back of their minds, a craving to meet the challenge of the enemy before them with fervor. Those within this radius who felt fear at the sight of the enemy would feel their anxiety ease, replaced with a want of glory and a stubborn instinct to bring their wrath down upon those whose very presence wrongs them.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Edward draws his blade slow, motioning for his pupil to do the same. "As a mundane soldier, you are taught to close your feelings and wants when facing the battlefield." His words are soft, as he takes a slow breath. "As a Templar, you cannot do so. Emotion is your fuel. Your love of your comrades, your pride of your countrymen, your hate of the enemy... these all must drive you." He raises the blade into a ready stance. "Focus that courage you feel, that need to face down your foe."

    Edward nods as the student follows along with their order, hesitantly at first. "Good. Let that courage fill you. Let everything you feel flood you. Do not let it control you, but rather use it as kindling. Fuel to the flames." This time, as the man speaks, his sword begins to emit a soft glow. "Take that flow of fuel, and channel it to your weapon. Let it bolster your strike." He then twists the blade in his hand, the glow seeming to lock in place and grow in intensity. A divine aura now fills the blade, a Templar's courage given form.

    "Strike!" he commands, bringing his own sword down to the wooden pole before him with a controlled grunt of effort. A crack resounds as the blade connects with wood, followed quickly by the echo of splintering as the pole fails to stop the weapon in its path.

     

    Edward regards the Templar a moment, olive eye flickering over their form. "A little weak, but you'll get their. Ease up on your grip, widen your stance. Again."

     

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    I'd address where I as a teacher failed to properly communicate the restrictions and guidelines of whatever ability/skill was used, and seek to right this as soon as possible. If this was simply an act of forgetfulness or lack of proper teaching, I'd work to fix that so it does not happen again. If that means changing methods so either of us or both of us remember is perfectly fine. If this is a continued behavior born out of malice, I'd have to consider more disciplinary measures

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             No

  3. From the docks of Ironguard, Edward Thuri-Elendil stood against the winds of Lake Hakon. His head remained bowed, sword drawn and emitting it's soft light as it lay bound to him by his Grace. It's point was to the boards of the dock, its round pommel in his hands. Silently in prayer, he finally raises his eyes to look over the waters. Taking a long breath, he sighs out. "May the Aengul guide you, Brother" he says simply, sparing no more words for the dwarf of whom no mere words could describle. "Clarity through Courage. You've done our Patron proud."

  4. MC Name:

             Setsuko_

     

    Character's Name:

             Blain Thuri-Elendil

     

    Character's Age:

             30~

     

    Character's Race:

             Adunian

     

    What magic(s) will you be learning?

             Conjuration

     

    Teacher's MC Name:

             MC_Celina

     

    Teacher's RP Name:

             Nuo Sena

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             Yes

  5. From the deck, Edward Thuri-Elendil directed people as cargo was loaded aboard his schooner. Crewmen readied the cannons and rigging, sails replaced and pristine. The Templar gives a small smile as he watches the other ships loaded, the land wagons already overflowing. Flying high, the flag of Cartref Mor flies

  6. To the docks of Cartref Mor, Edward Thuri-Elendil sits. The cannons had long since ceased their volleys, one last outcry for the departed. Alone he sits, a small flask in his good hand. Those olive eyes scan the waves, waves he learned to tame at a young age. Just like him.

    The push and pull of the water lulled his mind, which raced with fever. His gaze slowly pans down to the flask as he raises it up. A crest adorns it's surface, though not of his own family. House Delmar's purple crest stares to the templar as he brings it to his lips, the taste of his favorite whiskey overtaking his mouth. He swallows slow, savoring the taste and each memory it brought with it.

    "Here's a health to the company" the man whispers out, raising the flask to salute the waves. His head then bows slightly, a deep sigh coming out. He brings his good hand to his hair, running the digits through. "I hate you for leaving me..." comes the adunian's voice again, quiet and low. "... I ache for your loss."

    Slowly the man rises, taking a moment's pause to suck in a breath. "nes i ni gyfarfod eto, frawd". With this, the last of the two successors turns on heel, stepping along with muted footfalls and a bowed head. 

  7. +1 With the Bowie lifestyle adopted by a lot of adunians, even during this weird transitional phase we’ve adopted, I love this. It showcases very well the practicality of the race and culture while also providing a small well adaptable addition. 

  8. From the valley of the Hinterlands, the roar of the cannons resound once more. Atop the firing line, Edward stands, looking down the line as another volley of blanks is prepared. He speaks no words of the dead, nor the conflict that took them. Though not present, they've the same blood. The same lineage. All firing leaders look to him, only to receive a weak nod.

    As the last volley of the night shakes the forest, one can only wonder how many more must be fired before the years end.

  9. Reading the missive from atop the waves, Edward Thuri-Elendil fiddles with some rigging atop a new ship to float Cartref's waters. After outlawing a foreign bounty, deeming it forbidden fruit from his ranks, the paper brought to him a small smile. "The world's gone crazy and left us behind" he says softly, folding the paper and stowing it into a pocket. "Good" he says finally, pulling the ropes tight with a frown of pain, the blessing of his Aengul still wearing upon his mortal body.

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