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Minth_11

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Posts posted by Minth_11

  1. MC Name:

             Minth_11

     

    Character's Name:

             Cedric Heihhelm

     

    Character's Age:

             25

     

    Character's Original Race (N/A if not applicable):

             Human

     

    Transformed form:

             Ghoul

     

    Creator's MC Name:

             Femurlord

     

    Creator's RP Name:

             Gashadakuro

     

    Briefly explain the lore behind this construct or creature:

             

    Ghouls


    Ghouls are harrowed souls torn from the beyond and placed back in their rotting corpses in a hallowed ritual performed by a Necromancer to create desecrate minions for their own nefarious cause. This may be done to the deceased willing or unwilling, either way, upon retaining such a transient form they are bound to follow their resurrector's commands.

     

    Ghouls are exactly as described, walking corpses. Possessing the physique and strength of a human descendant, regardless of their race. Their undead body has however decayed, flesh and entrails left in their wake as all that is left are brittle bones covered in rotten layers of tendons and flesh, reanimated only by the vile powers of their Necromancers. This decayed form brings its own merits and demerits, ghouls are undead, requiring no sleep, food or air and are completely immune to any form of poison as they lack the organs to be poisoned. Additionally since it is no longer their own body that powers their movement, they virtually have unlimited stamina. However their form can be fragile as skin withers and bones turn brittle and hollow, allowing them to be completely pulverized by a single [1] blunt attack. Although sharp weapons are less effective due to their lack of flesh, they may still be able to sever tendons, stopping their limbs from moving, or similarly breaking bones after several [4] attacks. Their rotting forms also emit an indistinguishable stench of rot instantly permeating anyones senses should they be close enough, alerting them of their putrid existence 
    Their dried, decaying strips of skin and muscle also make ghouls especially susceptible to fire, being essentially as flammable as firewood, should they be caught ablaze their entire form would be engulfed searing their entire body with extreme pain opting them to extinguish it as swift as possible by rolling around [2] or be aided in being extinguished by another [1]. Should they not do so, or are prevented in doing so they would be reduced to a pile of charred bones in minutes [5]. Water is not entirely their strong suit as although they may be able to walk underwater due to their lack of need for air, due to their hollow bones they would simply be swept away by the current as their buoyant bones pull them apart, ending their undead life after several minutes underwater [10]. Their weak bones also disallow ghouls from carrying anything too heavy beyond plate armour, such as Carbarum and Boomsteel, which simply break their arm as they would attempt to use them.
    As vile creations of the dark arts, ghouls are naturally repelled by Aurum, searing their form with intense pain upon contact. Ghouls are also unable to know any Magics and Feats. Their ultimate weakness however is their skull, should [1] strike of a blunt crush their skull their life would be instantly forfeit, reducing them to a pile of bones.

     

    The necrotic curse affects their minds too, fogging their memories, barring their access to remember names or faces from their previous life creating a miserable encounter before any who might recognize them, such is reflected in their slurring words, apathetic and long. They would also be obsessed by the living, leading to jealousy, hatred and sometimes even a craving for living flesh. This curse would not only strip them of their mortal form, but also their humanity, emotions turning black and tainted, few would remember how to feel love, happiness or joy, leaving but a vile concoction of hate, jealousy and depression. Their new weaknesses would also manifest as an instinctual fear, often steering clear from fire and Aurum.

     

    As a disposable minion, liches and Necromancers would easily be capable of resurrecting ghouls after dead, necromancers would have to wait at least 30 minutes past their demise, however Arch-Liches may do so instantly with their superior knowledge and necromantic powers (Ghouls may not be resurrected during combat). Necromancers and Liches may also hear the argent wailing of ghouls that meet their demise. 
    A maximum of 4 ghouls may be created within a month and only by tier-4 darkstalker paramounts or Arch-liches whomst are knowledgeable of the required spells this ritual, along with the resurrection ritual are both aesthetically freeform.


    Should a Necromancer or Lich deem a ghoul particularly useful they may invoke the 'Sacrament of Usurer' to transform a ghoul into a darkstalker, as stated in the rituals redlines this may only be done 1 time per month.

     

    These symbols: [X] refer to the amount of emotes required for certain actions or events to take place.
     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    Appearance

     

    A shambling soldier crookedly trudging forth in an apathetic manner, leaving only dust in its wake. Ancient, broken armour, rusted orange and cyan is splayed upon the equally decrepit undead soldier, gaps in their armour reveal a hollow rib cage and torn sleeves reveal bone thin arms layered with rotting flesh emitting a putrescent miasma. Most notable would be hollow sockets, revealed behind their metal mask staring endlessly forth without emotion, accompanying such is their lipless teeth and jaw, loosely attached to its cheekbones with a single hole-ridden tendon, adding onto its unholy self.

     

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

             N/A

     

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

             yes

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             no

  2. MC Name:

             Minth_11

     

    Character's Name:

             Szevkzak

     

    Character's Age:

             159

     

    Character's Race:

             Zar'ei

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/224228-blood-magic-ma-minth_11/

     

    What magic(s) will you be teaching?

             Blood Magic

     

    Describe this magic or a creature as a whole:

             

    Blood magic
    Blood magic is a publicly heretical and ancient act of utilizing the innate power of Blood to bend the fabric of reality in nigh limitless ways, held back only by the increasing Chaos these rites may produce by the whim of sheer luck as the feats attempted to achieve become increasingly grander. Simply ensorcelling a sword to exude embers bears much less risk than attempting to tear holes in the fabric of reality to travel beyond the mortal realm. With the terrible powers of Blood Magic even such a simple rite as ensorcelling could summon horrors straight from Hell or the void if only one’s luck deems it so.

     

    Additionally the knowledge obtained from the Bloodshard bears a great toll upon regular descendants. 
    Firstly, the more practiced one becomes in the arts of Blood Magic the more visible the toll upon their form becomes visible, manifesting signs of accelerated aging, showing a decrease in hair, muscle strength and skin quality.
    Secondly, one's body is physically weaker, a regular mortal having an average life expectancy of 104 years (This is where any non-immortal character/CA’s new max life expectancy lies with a PK-Clause, unaffected by race) and pertaining a weaker immunity to Thanic poisoning, Azhl poisoning and any disease infecting ones blood, increasing their effects up to twice as fast and damaging.
    Third, one’s minds too would be wracked by the corruption effects, infecting their minds with paranoia, addiction and other ailments. Affecting even their character, ranging from small adjustments to entire personality changing fallacies.

     

    Units are counts of Blood, containing the energy utilized by Blood magic and employed in nigh every form of its use. 
    The knowledge of these units are basic knowledge to each blood mage, of the many creatures across realms there are many containing Blood or a similair lifeforce holding genus, depending on their type some creatures hold more units than other as their blood is much more potent, a demon may contain a slight increase in potency of 1 unit (total of 3), whereas greater beings such as drakes and celestial horrors might be able to surrender 10 to 12 units of Blood.
    Additionally, Blood will lose its potency after 3 OOC hours of the victims death or it leaving the victim's body, if it is not used before that point it cannot be used for ritual, it can also not be stored in any way.

     

    The further a student's occult knowledge reaches the more potent their use becomes, increasing their rolls by a respective amount per tier. Speaking of, after first making contact with the Bloodshard, acolytes will slowly attain new, innate knowledge of Runes over the course of time, allowing them to learn greater and more intricate spells, still requiring a teacher of course. These tiers are divided into 5.
    These runes are the fundamental building bricks of Blood Magic, within these art are numerous runes fitted into different categories, each pertaining to a different object, concept or element. The arrangement of these runes in a certain pattern imbued by the innate power of Genus and in certain occasions the extra guidelines created with reagents is what ultimately determines the outcome of a spell.
    The runes are divided into several categories, containing the current known rites of Blood Magic, yet these categories are ever-expanded on, even utilizing different magics in combination with new runes to constantly invent new rites. The Blood Arts are ever-growing and -changing.
    The Categories of rites and their respective Rituals are as follows:
     

     

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

             

    Elemental Rituals:
    By ensorcelling the elemental runes of the endless assortment one can slightly alter objects and flesh by imbuing specific runes into them for a plethora of effects using the
    -Ensorcell Material ritual
    and
    -Ensorcell Flesh ritual
    These effects are often minor but also the most interpretable, for example a Rune of water upon an object may cause it to retain buoyant properties but it might also become capable of shifting between two different forms.

     

    Summoning Rituals:
    Utilizing more conceptual runes, the Summoning ritual may be capable of transporting objects or creature using the 
    -Hail Ritual
    A complex ritual requiring incredible precision in the arts of Blood Magic, capable of hailing specific entities or materials, if done correctly, from beyond the limits of space, although in turn carrying much greater risks
    and
    -Embark Ritual
    A powerful ritual, requiring several Blood Mages capable of tearing temporary holes in the fabric of reality, allowing any object or person to travel through and beyond realms, alas these rituals, depending on their location hardly ever go unnoticed by greater beings, thus carrying extreme risks for its participants

     

    Creation Rituals:
    These rituals are capable of manifesting nigh each thought or idea its practitioners would manage to concoct, a realization of the twisted reality formed in their ailed minds using the terrible powers of Blood Magic.
    -Invent Ritual
    This is the most freeform ritual of the entire magic, allowing its users to ‘invent’ their own assembly of Runes, combined even with other magics. The freedom and flexibility of this ritual makes the endless creativity of man manifest should they be capable of finding the correct formula, for should this ritual fail, it can have damning effects onto those present. The complication and precision of this ritual making this most likely, increasing the risk compared to other rituals significantly
    -Quiet Ritual
    A ritual capable of effecting physics wherever created. After the completion of imbuing a rune of quiet the practitioners will find their location veiled by silence, even the most thin of walls may not release a single syllable spoken or reveal a single sound. To the casters’ desire this effect may be simply limited to muffled sound if applied correctly.
    Such a permanent spell utilizes a rune of life which provides the constant energy needed to retain such a reality breaking aura.

     

    Force Rituals:
    Utilizing the effects of singular runes or a combination thereof, a practitioner is capable of unleashing a plethora of effects onto the world and its inhabitants.
    -Gilding Ritual
    Much like the ensorcellment ritual, the gilding ritual enchants an object, or rather, a weapon. But instead of utilizing the plethora of Elemental Runes one inscribes the rune of Draining onto an object, allowing for several effects. The weapon in question will siphon blood from any cuts made, the victim's blood, making any scene around it increasingly gory and gruesome as their wounds would gush with ichor, unnaturally more than normal (This does not affect a person worse than a cut from a regular weapon). Additionally, Corcitura and the now rare Siliti are able to utilize the rune upon such a weapon to magically feed upon any target being cut by the weapon should they spill the necessary amount of blood.
    -Call Calamity
    Calling upon the terrible powers of Genus a Blood mage may utilize the rune of Power to unleash disastrous events upon the world, capable of wracking houses, nature or even entire settlements. Although due to its nature of Genus it will however avoid any forms of life holding Genus, therefore its effects are nigh always material only as it rarely affects any descendants or other creatures with Blood/Lifeforce.
    -Spiritspell Ritual
    Using the correct combination of runes these sorcerers may affix spells and their utilizations to be permanent, forever powered by the Blood Magic construction. This endless form of stagnation is capable of challenging the limitations of existing magics, one may for example have a form of telekinesis  be constant, not powered by its original caster, but by the ritual should the life rune feeding be routinely fed with genus. Allowing for feats such as eternal floating cities. However the longer such a spell is kept fed and workling the more destructive its effects should the rune of life be broken. Terrible explosions or corrupting effects may take hold on city wide scales if the genus has been allowed to build up for long enough.
    -Engorge Ritual
    Using this ritual a set of armour or clothes can be enchanted which can suppress a mages magics, not only does this temporarily suppress their magic, it also allows them to regain their strength which they might have lost due to their magic, such as voidal magic. Should the armour or clothes be out on they would however be left temporarily tired and weak as the rune of power takes effects, making it barely usable in the middle of a combat scenario as such can last for hours. Such is the power of this ritual, allowing sorcerers to retain their original strength with this enchantment
    -Seal Ritual
    Applying this ritual a mage, outside of combat, could reinforce their scabbing ability to seal greater wounds with the correct combination of runes. However, by increasing the number of participating Blood mages this ritual can be capable of much greater feats of healing, although grotesque. This can go up to even the point of restoring lost limbs with a minimum of 3 participation blood mages. This restored limb would however appear incredibly grotesque due to its Bloodborne nature

     

    Rune of Insight:
    This is not so much a category nor a ritual of Blood Magic origin. Its original heritage is that of the Vampyrs, of their own Rite of Reflections. Using a reflective surface such a mirror this ritual is capable of allowing new acolytes of the magic to be imparted with the knowledge of the arts, for within this mirror resides the Blood Crystal, unknown to even the Blood Mages it contains the soul the Archon and through contact with it they begin to be able to feel the genus within entities and a full understanding of every rune in existence, not still unaware of their uses.

     

    Blood Bending:
    Not a utilization of Runes, but an innate sense of Genus. Although far from the incredible feats of the old days, blood mages can still utilize this to attain not so negligible feats.
    -Augmentation
    By stripping another creature of [1] unit of genus within the close vicinity one may augment their own spells cast by the surplus of mana derived from the taken genus, allowing them to cast their spells with the amplitude of a much more seasoned sorcerer. Additionally a Blood Mage may utilize this ability to augment other mages by directing the unit of genus onto them.
    -Hemorrhaging
    Although not capable of causing great harm, a practitioner is capable of feeling and manipulating the genus within other genus holding entities to a small degree, this technique often used to incite chaos or intimidation. This ranges from people feeling their own heartbeat to bleeding out of their orifices.
    -Scabbing
    As mentioned earlier, a blood mage has the innate ability to scab minor wounds, which can be amplified by the Sealing Ritual. Without any augmentation a blood mage is capable of sealing minor cuts to prevent blood loss or able to clean puddles of blood by manipulating it to a fine red mist.
    -Siphoning
    By manipulating blood a Blood Mage can utilize their powers to perform a crude blood transfusion to possibly stop a person from bleeding out, this must be done within close range of the Blood mage however and creatures can only accept blood from their own race.
    -Tearing
    Although their manipulation of Blood Magic is not great to resisting individuals, an incapacitated person may be brutally executed by the use of tearing, allowing the Blood Mage full control of every vein in the victim's body, able to utilize this to end a person's life in a truly grotesque manner.
    -Invoke ignorance
    Capable of being self taught by any blood mage above tier 2, a mage is capable of expunging each and every of their memories and skills pertaining to Blood Magic, completely stripping themselves of their abilities. This is done by drawing a circle with many instances of the runes of silence and draining facing onto the subject.
     

     

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

             

    After completing the intricate design of the circle and submitting the required Genus onto the circle he would kneel onto the edge of the circle, along with the other 2 bloodmages the mage would place both hands onto its vermillion lines to activate the circle. The Knights stump would start twitching before numerous tendrils of gore and blood bursted from its gaping wound. A splay of blood rained beside him over the cobble floor as a seeming bone would appear to be constructed by a fine, ivory dust as the tendrils of blood formed around it like muscle all the way towards the hand where it split into 5 before sealing the last of the phalanges into the fleshy casing. The knight had now regained his lost arm, yet not the same as it once was, skinless and grotesque like a mutation, yet functionable nonetheless.

     

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

             

    After explaining the runes Szevkzak would draw an example of an ornamented design of the Gilding Ritual onto the paper. He drew a circle with a Rune of Mortality in the middle and the Rune of Draining in its crescent. The edges are then lined with the runes of Metal, Draining and Power. “To activate the Ritual you shall be required to feed 3 units of Bleed to satiate the Rune of Draining. Now attempt to recreate this ritual with a weapon of your choice. I shall grant you [1] unit of my own blood and my hands to activate the circle, for it requires 2, the rest of the genus you'll have to take from yourself” He crackled as he placed his blood stained dagger onto the altar for his student to use before stepping aside with folded arms as he watched with pensive and judgemental eyes as he waited until he’d be needed to help activate the circle.

     

     

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

             

    Should I recognize a student of mine committing an honest mistake, I will correct them and repeat the correct sequence for what must be done. Thereafter I will see to ensure they then do it correctly.

     

    Should I recognize a student continuously repeating the same mishap or recognize a student blatantly abusing lore I will report them to ST to ensure the server's rules shall be applied upon them, along with giving the ST all the required information. Thereafter if I see they have not learned from their reprimands/see them repeating similar abuse I will drop them from my Ma.
     

     

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

             N/A

     

    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.

             Yes - https://www.lordofthecraft.net/forums/topic/230949-blood-magic-ta-minth_11/?tab=comments#comment-2008452

  3. MC Name:

             Minth_11

     

    Character's Name:

             Szevkzak

     

    Character's Age:

             159

     

    Character's Race:

             Zar'ei

     

    Link to your accepted MA:

            https://www.lordofthecraft.net/forums/topic/224228-blood-magic-ma-minth_11/

     

    What magic(s) will you be teaching?

             Blood Magic

     

    Describe this magic or a creature as a whole:

             

    Blood magic is a publicly heretical and ancient act of utilizing the innate power of Blood to bend the fabric of reality in nigh limitless ways, held back only by the increasing Chaos these rites may produce by the whim of sheer luck as the feats attempted to achieve become increasingly grander. Simply ensorcelling a sword to exude embers bears much less risk than attempting to tear holes in the fabric of reality to travel beyond the mortal realm. With the terrible powers of Blood Magic even such a simple rite as ensorcelling could summon horrors straight from Hell or the void if only one’s luck deems it so.

     

    Additionally the knowledge obtained from the Bloodshard bears a great toll upon regular descendants. 
    Firstly, the more practiced one becomes in the arts of Blood Magic the more visible the toll upon their form becomes visible, manifesting signs of accelerated aging, showing a decrease in hair, muscle strength and skin quality.
    Secondly, one's body is physically weaker, a regular mortal having an average life expectancy of 104 years (This is where any non-immortal character/CA’s new max life expectancy lies with a PK-Clause, unaffected by race) and pertaining a weaker immunity to Thanic poisoning, Azhl poisoning and any disease infecting ones blood, increasing their effects up to twice as fast and damaging.
    Third, one’s minds too would be wracked by the corruption effects, infecting their minds with paranoia, addiction and other ailments. Affecting even their character, ranging from small adjustments to entire personality changing fallacies.

     

    Units are counts of Blood, containing the energy utilized by Blood magic and employed in nigh every form of its use. 
    The knowledge of these units are basic knowledge to each blood mage, of the many creatures across realms there are many containing Blood or a similair lifeforce holding genus, depending on their type some creatures hold more units than other as their blood is much more potent, a demon may contain a slight increase in potency of 1 unit (total of 3), whereas greater beings such as drakes and celestial horrors might be able to surrender 10 to 12 units of Blood.
    Additionally, Blood will lose its potency after 3 OOC hours of the victims death or it leaving the victim's body, if it is not used before that point it cannot be used for ritual, it can also not be stored in any way.

     

    The further a student's occult knowledge reaches the more potent their use becomes, increasing their rolls by a respective amount per tier. Speaking of, after first making contact with the Bloodshard, acolytes will slowly attain new, innate knowledge of Runes over the course of time, allowing them to learn greater and more intricate spells, still requiring a teacher of course. These tiers are divided into 5.
    These runes are the fundamental building bricks of Blood Magic, within these art are numerous runes fitted into different categories, each pertaining to a different object, concept or element. The arrangement of these runes in a certain pattern imbued by the innate power of Genus and in certain occasions the extra guidelines created with reagents is what ultimately determines the outcome of a spell.
    The runes are divided into several categories, containing the current known rites of Blood Magic, yet these categories are ever-expanded on, even utilizing different magics in combination with new runes to constantly invent new rites. The Blood Arts are ever-growing and -changing.
    The Categories of rites and their respective Rituals are as follows:
     

     

     

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

             

    Elemental Rituals:
    By ensorcelling the elemental runes of the endless assortment one can slightly alter objects and flesh by imbuing specific runes into them for a plethora of effects using the
    -Ensorcell Material ritual
    and
    -Ensorcell Flesh ritual
    These effects are often minor but also the most interpretable, for example a Rune of water upon an object may cause it to retain buoyant properties but it might also become capable of shifting between two different forms.

    Summoning Rituals:
    Utilizing more conceptual runes, the Summoning ritual may be capable of transporting objects or creature using the 
    -Hail Ritual
    A complex ritual requiring incredible precision in the arts of Blood Magic, capable of hailing specific entities or materials, if done correctly, from beyond the limits of space, although in turn carrying much greater risks
    and
    -Embark Ritual
    A powerful ritual, requiring several Blood Mages capable of tearing temporary holes in the fabric of reality, allowing any object or person to travel through and beyond realms, alas these rituals, depending on their location hardly ever go unnoticed by greater beings, thus carrying extreme risks for its participants

    Creation Rituals:
    These rituals are capable of manifesting nigh each thought or idea its practitioners would manage to concoct, a realization of the twisted reality formed in their ailed minds using the terrible powers of Blood Magic.
    -Invent Ritual
    This is the most freeform ritual of the entire magic, allowing its users to ‘invent’ their own assembly of Runes, combined even with other magics. The freedom and flexibility of this ritual makes the endless creativity of man manifest should they be capable of finding the correct formula, for should this ritual fail, it can have damning effects onto those present. The complication and precision of this ritual making this most likely, increasing the risk compared to other rituals significantly
    -Quiet Ritual
    A ritual capable of effecting physics wherever created. After the completion of imbuing a rune of quiet the practitioners will find their location veiled by silence, even the most thin of walls may not release a single syllable spoken or reveal a single sound. To the casters’ desire this effect may be simply limited to muffled sound if applied correctly.
    Such a permanent spell utilizes a rune of life which provides the constant energy needed to retain such a reality breaking aura.

    Force Rituals:
    Utilizing the effects of singular runes or a combination thereof, a practitioner is capable of unleashing a plethora of effects onto the world and its inhabitants.
    -Gilding Ritual
    Much like the ensorcellment ritual, the gilding ritual enchants an object, or rather, a weapon. But instead of utilizing the plethora of Elemental Runes one inscribes the rune of Draining onto an object, allowing for several effects. The weapon in question will siphon blood from any cuts made, the victim's blood, making any scene around it increasingly gory and gruesome as their wounds would gush with ichor, unnaturally more than normal (This does not affect a person worse than a cut from a regular weapon). Additionally, Corcitura and the now rare Siliti are able to utilize the rune upon such a weapon to magically feed upon any target being cut by the weapon should they spill the necessary amount of blood.
    -Call Calamity
    Calling upon the terrible powers of Genus a Blood mage may utilize the rune of Power to unleash disastrous events upon the world, capable of wracking houses, nature or even entire settlements. Although due to its nature of Genus it will however avoid any forms of life holding Genus, therefore its effects are nigh always material only as it rarely affects any descendants or other creatures with Blood/Lifeforce.
    -Spiritspell Ritual
    Using the correct combination of runes these sorcerers may affix spells and their utilizations to be permanent, forever powered by the Blood Magic construction. This endless form of stagnation is capable of challenging the limitations of existing magics, one may for example have a form of telekinesis  be constant, not powered by its original caster, but by the ritual should the life rune feeding be routinely fed with genus. Allowing for feats such as eternal floating cities. However the longer such a spell is kept fed and workling the more destructive its effects should the rune of life be broken. Terrible explosions or corrupting effects may take hold on city wide scales if the genus has been allowed to build up for long enough.

    -Engorge Ritual
    Using this ritual a set of armour or clothes can be enchanted which can suppress a mages magics, not only does this temporarily suppress their magic, it also allows them to regain their strength which they might have lost due to their magic, such as voidal magic. Should the armour or clothes be out on they would however be left temporarily tired and weak as the rune of power takes effects, making it barely usable in the middle of a combat scenario as such can last for hours. Such is the power of this ritual, allowing sorcerers to retain their original strength with this enchantment
    -Seal Ritual
    Applying this ritual a mage, outside of combat, could reinforce their scabbing ability to seal greater wounds with the correct combination of runes. However, by increasing the number of participating Blood mages this ritual can be capable of much greater feats of healing, although grotesque. This can go up to even the point of restoring lost limbs with a minimum of 3 participation blood mages. This restored limb would however appear incredibly grotesque due to its Bloodborne nature

    Rune of Insight:
    This is not so much a category nor a ritual of Blood Magic origin. Its original heritage is that of the Vampyrs, of their own Rite of Reflections. Using a reflective surface such a mirror this ritual is capable of allowing new acolytes of the magic to be imparted with the knowledge of the arts, for within this mirror resides the Blood Crystal, unknown to even the Blood Mages it contains the soul the Archon and through contact with it they begin to be able to feel the genus within entities and a full understanding of every rune in existence, not still unaware of their uses.

    Blood Bending:
    Not a utilization of Runes, but an innate sense of Genus. Although far from the incredible feats of the old days, blood mages can still utilize this to attain not so negligible feats.
    -Augmentation
    By stripping another creature of [1] unit of genus within the close vicinity one may augment their own spells cast by the surplus of mana derived from the taken genus, allowing them to cast their spells with the amplitude of a much more seasoned sorcerer. Additionally a Blood Mage may utilize this ability to augment other mages by directing the unit of genus onto them.
    -Hemorrhaging
    Although not capable of causing great harm, a practitioner is capable of feeling and manipulating the genus within other genus holding entities to a small degree, this technique often used to incite chaos or intimidation. This ranges from people feeling their own heartbeat to bleeding out of their orifices.
    -Scabbing
    As mentioned earlier, a blood mage has the innate ability to scab minor wounds, which can be amplified by the Sealing Ritual. Without any augmentation a blood mage is capable of sealing minor cuts to prevent blood loss or able to clean puddles of blood by manipulating it to a fine red mist.
    -Siphoning
    By manipulating blood a Blood Mage can utilize their powers to perform a crude blood transfusion to possibly stop a person from bleeding out, this must be done within close range of the Blood mage however and creatures can only accept blood from their own race.
    -Tearing
    Although their manipulation of Blood Magic is not great to resisting individuals, an incapacitated person may be brutally executed by the use of tearing, allowing the Blood Mage full control of every vein in the victim's body, able to utilize this to end a person's life in a truly grotesque manner.
    -Invoke ignorance
    Capable of being self taught by any blood mage above tier 2, a mage is capable of expunging each and every of their memories and skills pertaining to Blood Magic, completely stripping themselves of their abilities. This is done by drawing a circle with many instances of the runes of silence and draining facing onto the subject.
     

     

     

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

             

    After completing the intricate design of the circle and submitting the required Genus onto the circle he would kneel onto the edge of the circle, along with the other 2 bloodmages the mage would place both hands onto its vermillion lines to activate the circle. The Knights stump would start twitching before numerous tendrils of gore and blood bursted from its gaping wound. A splay of blood rained beside him over the cobble floor as a seeming bone would appear to be constructed by a fine, ivory dust as the tendrils of blood formed around it like muscle all the way towards the hand where it split into 5 before sealing the last of the phalanges into the fleshy casing. The knight had now regained his lost arm, yet not the same as it once was, skinless and grotesque like a mutation, yet functionable nonetheless.

     

     

     

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

             

    After explaining the runes Szevkzak would draw an example of an ornamented design of the Gilding Ritual onto the paper. He drew a circle with a Rune of Mortality in the middle and the Rune of Draining in its crescent. The edges are then lined with the runes of Metal, Draining and Power. “To activate the Ritual you shall be required to feed 3 units of Bleed to satiate the Rune of Draining. Now attempt to recreate this ritual with a weapon of your choice. I shall grant you [1] unit of my own blood and my hands to activate the circle, for it requires 2, the rest of the genus you'll have to take from yourself” He crackled as he placed his blood stained dagger onto the altar for his student to use before stepping aside with folded arms as he watched with pensive and judgemental eyes as he waited until he’d be needed to help activate the circle.

     

     

     

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

             

    Should I recognize a student of mine committing an honest mistake, I will correct them and repeat the correct sequence for what must be done. Thereafter I will see to ensure they then do it correctly.

     

    Should I recognize a student continuously repeating the same mishap or recognize a student blatantly abusing lore I will report them to ST to ensure the server's rules shall be applied upon them, along with giving the ST all the required information. Thereafter if I see they have not learned from their reprimands/see them repeating similar abuse I will drop them from my Ma.
     

     

     

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

             N/A

     

    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

  4. 2 hours ago, Unwillingly said:

    does this mean we can finally give builders, lore, an event ST different colors on the in-game tab

     

    Yes, great idea, please, Idk anything about Boomsteel, Azhl or if an area is an event site.

     

    I love to help people and answer their questions, but i'm still just a builder

     

    Also give builders Cyan nametags again

  5. "GRIZH ZHALL FLUW AGEN, FER KRUG, FER DA MAWGHH" The great collector rumbled, crushing an animals bone in his grasp, as this missive were read to him by his trusty Redkap. He stood tall raising his banner high as his faithful duties

  6. "DA CONZKRIPZIUN ZHAL BI HONURED AGH DA WAGH ZHALL BI KLOMPED" The olog bellowed as the alliance was finalized. He placed his enormous ivory weapons into their hinges and trudged on to enforce the laws upon his clan.

  7. The elder Big Bruddah trudged down the newly carved caverns of the Ungri. Within its grotesque digits it held a squirming Straadoth, recently caught and writhing to escape its fate. The olog stepped onto the freshly cut timber creating a board to stand before the endless abbys of the maw's bellows. He held the serpentine creature high above the maw in both fists before his rumbling voice spoke "GLUTROZ WEEK AGH LAZEE....DA AGE OB DA GREAT MAW IZ NUW!!!" His roaring voice echoed down the bottomless maw before he tore the head of the Straadoth, ending its squirming in an instant, throwing its remains down to feed the great maw.

  8. The great collector ploughed over the roads, dragging a trail of blood through the sand with the corpses of animal and descendant, carrying yet another sacrifice to the great tower of the maw. "LUP DA MAWWW....." The beast would rumble in chant as it strode forth.

  9. Urzug'Ungri roared his praise to The Great Maw as the first sacrifice was finally made. "TU DA MAWWW!!"  His and his fellow kin's roars scoured deep into the pit following the lifeless corpse into the abbyssal maw of infinite fangs.

  10.  

    _tMCmlZLAzfZ6BBVehh0I5609zWK1lAazdbMn48KGyf9aQXJM7YV-GGfiBPRePKunD09j6WEC1ITafuT70Be9EErNYzBwjnc2B2r6xb5yxCxb__0ywy_Bzdo_mEv7vQu-wbdAVM0

     ”One day he will return, and on that day, we will be there to welcome the Infernal king”

     

    SuHq96eY799loewju1IOPaWfi1xdh9zhtVqpUmIWXAJEZHHCw-GbMom13PuhFVaXC963e9OwH0vrYAJV5XA8q1m7Ke_BEiqBIDAgO0pnPNjJDTCRFz0MrUSCVrX29isBPYS8dmln

     

    ~The Infernal Knights~

     Iblees will return,

     

    A prophecy, no, a Certainty. Born from the moment Iblees was locked away, a conviction of his return. A grand prophecy, empowering all who serve the demons. An infernal source of power that drives all those who believe, all those who know. The Infernal Knights are an order of wretched beings powered by sheer force of will and faith, all of them pledged their souls to the High lord Iblees himself. They fight for their Infernal Lords with steel and fire. They would happily die if it meant the service of the demons.

     Moz Strimoza is their heaven and Demon’s are their halfgods.


     

    The world will Burn….

     

     

    SuHq96eY799loewju1IOPaWfi1xdh9zhtVqpUmIWXAJEZHHCw-GbMom13PuhFVaXC963e9OwH0vrYAJV5XA8q1m7Ke_BEiqBIDAgO0pnPNjJDTCRFz0MrUSCVrX29isBPYS8dmln

    History

     

    43 years ago the Inferi hordes were stopped  in the Korvassa desert, they returned to their realm but not without leaving a giant amount of destruction and chaos, the land around the Korvassa desert started to split open deeming its inhabitants to flee. The entirety of Arcas fled to Almaris seeking a new fresh life, but the cataclysmic event awoke something in the shadows of the dark, lingering evil that was waiting to come out.


     

    5 years later…


     

    A white haired elf,  hailed from a bustling city, one day ventured deep into a dark forest, his white locks brushed in the wind. After a long walk he came into an open spot in the middle of the dense forest. On the other side of the opening was an elder figure who arose from the bushes. Both figures approached the middle of the open spot in the forest, wind mildly blazing past their air. In the middle was a ominous rock, black as the night, a pentagram carved into it. The elf looked at the man and the man looked at the elf, they clasped hands with determination.

     

    “Old friend…”

     

    These were two regulair descendants, void of power. But together, in that forest the two friends founded The Infernal Cult, wrought in the strongest foundation: faith, soon many more gathered. They began slaying those deemed unworthy, spilling blood for infernal gods, creating chaos wherever they could, corrupting the world. They began their eternal search, longing to serve their rightful masters. But misfortune struk, The Chasm of the Unholy, an ancient and holy place for the Infernal Knights was brought down, layed in ashes of its previous cinders, sleeping.

     Therein the cult slept, slept for multiple years, but one man stood up. Another man stood up, one by one the Cult stood up from the shadows, they gathered to reignite the flames of the past. To relit the ashes so that the ashes may turn into a greater flame, mightier, stronger and more demonic than before.

     

    ‘The order of Infernal Knights was born!”

    ~

     

    UGh3H6Od6_-MizAVaYzw8eLgeRAeKckitM9gIgg-qTpcBtQnctpmGZpf2Pkzi2jWUBPZ80-c5U_cdQ_DuxLsW14zkzxffXjnr-iG3M-Sced368GKdra7_W69SZ4X8QkcJLRIlovO

     

     

    SuHq96eY799loewju1IOPaWfi1xdh9zhtVqpUmIWXAJEZHHCw-GbMom13PuhFVaXC963e9OwH0vrYAJV5XA8q1m7Ke_BEiqBIDAgO0pnPNjJDTCRFz0MrUSCVrX29isBPYS8dmln

    Clothing

     

     The Infernal Knights are never seen without armor. Lower ranked Knights will often be seen wearing chaotic, rusted symbols and armor, usually black and dark metals. But due to the chaotic freedom of their wears they can represent pretty much anything as long as it honours the Infernal gods. 

     

    The higher you climb up the ranks the more organized the armor looks, don’t get me wrong, they look chaotic alright. On the contrary, those higher in command, wear armor representing some of the commanders from the last inferi war.

     All the armor usually appear quite demonic, meant to honour their gods, often Inferi symbols can be found and the suits of armor are usually quite spiky and rugged to simulate the chaotic nature of the Inferi.

     

    ~


    SuHq96eY799loewju1IOPaWfi1xdh9zhtVqpUmIWXAJEZHHCw-GbMom13PuhFVaXC963e9OwH0vrYAJV5XA8q1m7Ke_BEiqBIDAgO0pnPNjJDTCRFz0MrUSCVrX29isBPYS8dmln

    Food

     

    The Inferi have a delicate yet brute menu when it comes to food. While they do eat regular food, the Infernal often dine at the meat and blood of their enemies. They took the habit of ripping your opponents in half and consuming their flesh from the demons, though, made more suited for descendants. The Infernal knights like to dine on their enemies and drink their blood after a victory, many different parts of their enemies are prepared and consumed as if a feast to celebrate their victory. It is accustomed to drink blood of those same corpses as well, alcoholic substances might occasionally be added if the mood is right for it. 

    While they eat their enemies, a lot of the corpses are left to sacrifice to their gods.

     

    Even though they like to consume their enemies nice and fancy they do stick to their Inferi masters and rip the skin straight off freshly perished corpses. Usually to intimidate the enemy. Though, in the end, to their sadness, they eat cooked meat, to avoid consuming too much raw meat and catching ill.

     

    ~

     

    “Cower in fear as you watch the flesh being ripped of your allies bones by the looming knights in the fire, Watch in horror as you know you will be their next meal”

     

     

    SuHq96eY799loewju1IOPaWfi1xdh9zhtVqpUmIWXAJEZHHCw-GbMom13PuhFVaXC963e9OwH0vrYAJV5XA8q1m7Ke_BEiqBIDAgO0pnPNjJDTCRFz0MrUSCVrX29isBPYS8dmln

     

    Ks7MHsPfPb6LC0Fp5Xr6B1CDqW2J5TRw4bxxJYlKtXuD8CoY5oZ4mUwz3DvDNeIHf5MzgyMcfB0QCda39jDMvGoIbcR6NIBYBWlAKoami-0lP5aF0B5TqbYJAdbQW02uLWqONTU8

    “We are but pawns, mere tools. We will live for our gods, and we will die for our gods”

     

    Religion

     

    The Order of the Infernal Knights is a religious group of knights who dedicate their entire lives to serve Iblees. They believe Iblees is the one true god, meant to rule all. By serving Iblees, they consequently also serve the pentacle and all Demons, under them. The Infernal Knights believe themselves lowly in comparison to the demons. They are perfect beings as Iblees intended to. That is why they try to pick up as much of the Infernal culture as they can, for example, as mentioned before. Eating their enemies. 

    Anything Infernal is holy to them, Moz Strimoza is their heaven. Demons are their Demi-gods, to die for the Inferi is an honour for all Knights.


     

    To only place thyne eyes on the mere sight of an Infernal being is one of the greatest blessings one can receive”


     

    The Infernal Knights believe they might be able to please any Infernal gods or even Iblees himself by sacrificing non-Believers to them ceremonially. Usually meaning the death of an enemy or someone who does not think of the demons as good, paired with a prayer.

    The bodies will then usually be eaten or used to be thrown into the mouth of Moz Strimoza. An uncanny, endless pit, murals covered with what seems to be Moz Strimoza’s land itself. They believed it is to be a portal holy, wherein they threw the bodies or residu of bodies they had consumed in the hope that the demons of Moz Strimoza may be able to claim their souls. Several members of the old Inferi cult have ventured down, yet none have returned so far. They are believed to be in Moz Strimoza now.

     

    The Infernal Knights believe that Iblees is destined to one day return to this realm to destroy it with chaos and rebuild a paradise for the Inferi. The Order seeks contact with the Inferi or its allies so that they can serve the Inferi. They have never seen any Inferi, though their purpose is to serve them, until they have contact from the Inferi they go by the lead of the Zealots. Spiritual leaders who are chosen because it is believed that they are the best to interpret the Inferi’s will and lead the Order.

     

    They seek to free the High lord of Moz Strimoza and ready the world for Iblees to make it as easy as they can for him.

    ~

     

     

    SuHq96eY799loewju1IOPaWfi1xdh9zhtVqpUmIWXAJEZHHCw-GbMom13PuhFVaXC963e9OwH0vrYAJV5XA8q1m7Ke_BEiqBIDAgO0pnPNjJDTCRFz0MrUSCVrX29isBPYS8dmln

     

    _LqzpEPKdPxzW2fXvj4gC3zzL-fQRzD6_B58YlH0nfguW4aby8tT93rv0-9v5SZ4sVgo9bJj1pG1rQcaivW4lZ8KqklSrrRBofgjF-aOSlsD1PlQf6-8KMLdnUoAMRCUqTeRcHmZ

    “Marching Knights, everywhere. All demonic in stature, chains could be heard everywhere, every step set determined, meaning to kill for their lord. 

    We knew.

     The Infernal Knights were coming…..”

     

    Hierarchy

     

     The Infernal Knights are a force of chaos and violence, not stopped until death. But like the Inferi, the Infernal Knights have hierarchy.

    The Infernal knights are an army of veteran knights, often previously a soldier before joining the order, or trained in the order itself. Led by the hardest veterans of worshippers, solely powered by faith and sheer force of will. They have an iron resolve to serve their lords and keep true to the hierarchy, obeying all who stand above them.

    The Knights have no particular weapon, all knights using their own respected weapon.


     

    Ranks

    The Scourge - The apprentices

    6hF3p-j1yciOVbCpcGNSf4-Pbx2CKbFDsqn9_un6ukXhSA61qX7qFhaT9gR6I937qiPKgRfqGT45mkKr1PQb4au-DoKSV_zhabqRB8nZeyFr281PCEQwijJxdmeguNcLPFTgLVKK

    The Scourge, or, the apprentices are newly joined members of The Infernal Knights, they are those who wish to serve, but are often not trusted completely yet, therefore they are not yet Infernal Knights or Sorcerers. The apprentices are the biggest bunch of the cult, many aspiring to be completely trusted into their knighthood, gaining access to all the Order's knowledge. Until they are trusted they will attempt to prove themselves by attending missions and assignments and are trained in combat by the Knights. Although the Apprentices are not trusted completely yet by the upper ranks, they are all valuable members of the order. Without the power and will of the aspiring Apprentices and their sheer numbers, the Order would not be where it is today, therefore they are given the name: “The Scourge” To give them a collective identity and the enemy a force to fear.

     

    The Scourge wears an individual set of armor each. Over the years tailored to their specific needs and desires. Some sorcerers need less plating, some want spikes on their shoulders, all examples. This makes each Apprentice unique, this is to represent the minions of The Inferi, all unique in their own terrifying ways. An Apprentice loses their individuality when becoming an Infernal Knight/Sorcerer.

     

    Some of The Scourge can be promoted to Lieutenants, these are more trusted Apprentices, but are not yet let into the Infernal knighthood. They are long time apprentices or those trusted a great deal by the Infernal Knights. Sometimes let in on some knowledge/missions. And also given the right to lead the scourge should a higher up be unavailable.

     

    9IoN0NSwfLdnoWKyBKUDdBVnhricjQLrhEHP6VNjuFCt0QjlbKVnunlJu8sN2e589Gnr6oNxuiana4yH844fYx7MqVAtgrhgVmjy66FtJUltW2xjoS3R23B97-1T_NIskMWdykSW

    *Scourge Lieutenant

     

    The Infernal Knights - Sorcerers

     

    KV3n65tZ3TUYKV_XeRtP0f5glJ_I7IuhBp1DIZUw9geEhUPGZlCXk8ohrHoq80rjA-d3i5rawHc2EFxHncz8sdM8y3NSaubyWQphtcwFYJrc1FHS3u9F3gZ_rdrOXGmiKo0sAy3Y

     

     The Infernal knights/Sorcerers are the most elite group of the Order, feared the most in the Order for their terrifying protruding presence. A rank holy to all apprentices. One becomes an Infernal Knight or Sorcerer when the Apprentice/Lieutenant has proven their worth. An Infernal Knights is like a brother to the other Infernal Knights and sorcerers, they have fought beside them for an incredibly long time now and they are a trusted member of Order, allowing involvement of all the secrets of the order. They are now one of the highest ranking Individuals, there are not many Infernal Knights/Sorcerers.

    When an apprentice/Lieutenant gets promoted to the status of an Infernal Knight or Infernal  they lose their Individual set of armor (they can keep it off course, but it’s just armor), in return they are given the Infernal knights set of armor or the Infernal sorcerers set of robes, showing their status to the rest of the Order. On top of that a Knight or Sorcerer is given a title, a name suited to their personalities or achievements, defining them as an individual knight or sorcerer of the Order. 

     

    RRufYGWpK6hMDUmpEUG3g7SlYvrlXe2CLpz8CpXHGeBW5hBEc-05z9rJonqn4RsSr6E2LQJQt3cHSNhIXLoAoI-PQd3lhXPJSsnxjgTqizphgNd0aNmdJLJJGQoBDSmZcviBcO7F

    *An Infernal Sorcerers set of robes.


     

    Infernal Knights wear great, decorated, plated armor giving them strong protection. They are usually already strong enough to wear the heavy armor comfortably due to the training they received as an Apprentice.

    An Infernal Sorcerer is a spellcasting member of the Order. They usually fight from distances with their magic supporting the Infernal Knights and The Scourge on the front. The Infernal sorcerers are usually given robes with light plating to allow better movement and less carrying weight for they are usually weaker due to their abilities, unable to effectively carry heavy armor.

     

    The Infernal Lords - Zealots

     

    WQJS_Eu5Oy6ta8ZMRFDYJdEhEqPvPqNGJitke8JgEPRPTHiFGN80Q9v9X4jAy3jDjxjuANjKQQ9rTGgVyc_lsKoqqGO99PFDQ3xTd1xQcCcv4WiFng-cbmntaD02dUcLh2YNtuCN

    The Infernal Lords are the three leaders of The Order of the Infernal Knights, they are treated as Zealots, spiritual leaders. Interpreting the will of the gods, deciding what actions the gods would want them to take. They always consist of three members, avoiding any possible corruption to ensure the well being of the Order.

    The Infernal lords do most jobs in the Order, amongst which leading most missions and assignments, and directing the Order to keep a chaotic yet organized group that can effectively carry out their duties, an Infernal lord's job is a tough one, but they are veterans amongst the Order, guided for decades by their religion. Atop all that they ensure their religion remains intact and honourable as intended and needed, making sure all aspects of their religion will be kept and held properly.

    The Infernal Lords armor is close to an Infernal Knight one’s, but still with their respective differences like a crown shaped helmet and greater fur collar.

     

     

    There are at this current time 2 Infernal lords who are still seeking for a third member worthy and willing of taking on the task. They are the original two founders of the cults.

    ~

     

    SuHq96eY799loewju1IOPaWfi1xdh9zhtVqpUmIWXAJEZHHCw-GbMom13PuhFVaXC963e9OwH0vrYAJV5XA8q1m7Ke_BEiqBIDAgO0pnPNjJDTCRFz0MrUSCVrX29isBPYS8dmln

     

    Purpose

     

    The purpose of this lore is a necessary rewrite of the old Inferi cultist’s lore, a premature version of the intended and still developing cult in a stage where there was little time to develop decent lore. This lore is a rewrite hoping to have picked up on the experiences made in the cult last year of its existence and in the hope of sparking the culture a new life.

    This lore also follows the same reasons the original Inferi Cult was created. To create a group of Inferi Worshippers to allow people wanting Inferi Worshipping rp to do so, and to create a new villainous threat on the roads and cities.


     

     

    SuHq96eY799loewju1IOPaWfi1xdh9zhtVqpUmIWXAJEZHHCw-GbMom13PuhFVaXC963e9OwH0vrYAJV5XA8q1m7Ke_BEiqBIDAgO0pnPNjJDTCRFz0MrUSCVrX29isBPYS8dmln

     

    I hope you had as much fun reading the lore as I had writing it.

     

    OOC applications are: Closed

    (For ooc application contact Minth_11 / Minth#6303)

     

    [Do not metagame this information]

     

    Writer: Minth

  11. MC Name:

             Minth_11

     

    Character's Name:

             Itzcoatl

     

    Character's Age:

             75

     

    Character's Original Race (N/A if not applicable):

             N/A

     

    Transformed form:

             N/A

     

    Creator's MC Name:

             N/A

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

             

    The Kharajyr are a feline race originaly from Asulon. They manouvre on two legs like most descendants but are seperated in appearance by their catlike facial structure, a tail for balance. And teh fact they are completely covered in fur. The Kha are seperated into 4 different subspecies: The Kha'Pantera, Kha'Leparda, Kha'Tigrasi and the subspecies of my choosing, the Kha'Cheetrah. Kha are also posses similair cat like traits, wich are: Their eyes are better capable at reflecting light. Allowing them to see better in the night/dark. Although, they do need a lightsource dor that. If there is no light for their eyes to reflect they would be as blind as any other descendant. The Kha also are capableof falling from reasonable heghts with ease. They have a much better adepted pair of legs, though, this does only so much, they only take minimal damage, from a height. If they were to fall from a height a regulair descendant would be hurt from they too would suffer that damage. Lastly they have rectracteble claws, alike most felines, but they are only capable of piercing skin and cloth. If it were to attempt to hit armor, there would be a moderate change for them to break, whom would take at least 3 days to heal back.

    The Kha'Cheetrah are one of the more agile subspecies of the Kharajyr. Allowing them to manouvre a bit easier and slightly quiker then the other Kharajyr. Though they are also the weakest of the Kha with strenght equal of a goblin at most and they are also noticably smaller in stature and overall. The Kha'Cheetrah ussually used to fill the priestly/monk and healer role between the catfolk and in militairy only really used for scouting.

    At least once in their lifetimes Kharajyr are encouraged to travel to Khalenwyr, their homeland. The Lunar-pilgramige, this is find peace and understanding of their species past, werein they ussually learn their creator Metztli is dead through ancient ruinic scriptures of the ancient Khalenwyr. (New players of Kha are assumed to have returned from their journey to Khalenwyr, with it carrying the knowledge there deity is dead)

    Right now the Kha are a splintered race, lifing in groups, bound no longer by their past ruling and hoping to rebuild their once bright civilization.

     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

     

    Itzcoatl is a Kha'Cheetrah, a Kha with features resembling that of a real life Cheetah. Being a humanoid with a tail and a feline face, where on sits a pair of catlike ears. His face is adorned with green eyes with a black splinter cutting across as its pupil. His black skin underneath the eys line towards the pinkish noise accomapnied by it's whiskers, shaping into the catlike mouth. Itzcoatl's fur is a matte yellow/Orange. A lighter beige tinting his lower jaw and chest-frontal body. The yellow fur is spotted with black dots. Smaller around the face and rings around the tail. Itzcoatl is quite small, like the usual Khacheetrah, around the 5ft. He is also quite skinny as a Cheetrah.

    Itzcoatl wears tribalistic decoration alike a priest or monk, bearing bones rather as priestal decoration rather then militious. Bearing a simple animals skull on his shoulder, several necklaces and armbands, conisting of a few bones/feathers and goldcoloured metal plates. He is mostly adjusted for a warmer/tropical climate wearing for actual clothing rather then decoration only robes.

     

     

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

             N/A

     

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

             N/A

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             N/A

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             no

  12. I'd personally like to see something along the terms of an aviary, allowing people to check their mail and such. It'd remove the ability to send birds anywhere regardless if the birds know how to get there. This qwould add an extra barrier of defense against metagaming as you now also would have to prove a valid reason to check your aviary at exactly a specific time.

     

    And I like looking in an aviary for mail, like everytime you go there, there could be a possible mail in your box! 

  13. MC Name:

             Minth_11

     

    Character's Name:

             Alias

     

    Character's Age:

             39

     

    What feat(s) will you be learning?

             Alchemy (infernal alchemy)

     

    Teacher's MC Name:

             Persephone

     

    Teacher's RP Name:

             Pershephone (The Banshee Queen)

     

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

             Yes

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             N/A

     

    Are you aware that if this feat is undergoing an activity trial and fails said trial, that you will lose the feat? And that if it is apart of the Lore Games, it might drastically change soon?:

             Yes

     

  14. MC Name:

             Minth_11

     

    Character's Name:

             Urzug'Ungri

     

    Character's Age:

             21

     

    Character's Original Race (N/A if not applicable):

             Orc Olog

     

    Transformed form:

             N/A

     

    Creator's MC Name:

             N/A

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

             

    An Olog is one of the three subraces of the orc race, of the orcs he is the biggest, being 8'3" up to 10" even. and they are also very strong, if not one of the strongest playable creatures on lotc, though that does come with a price they are incredibly dumb, said to be the dumbest among all creatures among lotc, they let three emotions drive them impulsively to actions, these are: Anger, Hungry and Happy" they just say what comes up in them and are unable to forsee most consequenses though they are dumb and not able to function properly in society without the help of their fellow smarter orc brothers and sisters, they do understand concepts like basic honor, listening to commands. They also have a great digestive system allowing them to eat many things without harming themselfs. just liek their fellow orc kin the ologs are also cursed with a bloodrage wich are instinctively planted in their head, together with their lack of intelligence and strenght they are quite dangerous to those who meet them alone without any knowledge on them.

     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

     

    ologs can become 8'3" and their skincolour can vary from red blue and green and their hair is mostly red if not shaven off or painted with blood. there my character would look something like the drawing in this link: (https://imgur.com/a/2ZDmbw1)

    He would have light green skin, no hair, his hands are those of gorillas placed on by a witchdoctor (if that is allowed, for i wish to continue my previously denied character wich had monkey hands placed on by a witchdoctor(the gorillhands wereobtained though RP and the magic was also done through RP), if this is not allowed he would have no hands). He would also have bones tied on places around his body, amongst wich a deerskull covering his face.

     

     

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

             N/A

     

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

             yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

            https://www.lordofthecraft.net/forums/topic/195603-ologcaminth_11/?tab=comments#comment-1799672

  15. MC Name: Minth_11

    Character's Name: Urzug

    Character's Age: 21

     

    Character's Original Race (N/A if not applicable):

             Orc, half-uruk, half olog, orog

     

    Transformed form:

             olog

     

    Creator's MC Name:

             N/A

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

    Its an half uruk half olog, an orog, it's dumb like ologs but smaller and a little smarter then ologs due to his uruk side and just a bit larger than the average human. they are often overwhelmed by the three emotions rage, hunger and happiness. they do have other emotions but not as strong, there are often also  a little more sensible then ologs but still are mentally inferior to the uruks, they are often found in selfconflict in decision due to their split nature, they are also a somewhat weaker in pure strenght but as said before they make that weakness up with their smarts. their age is just about any orc 400, but they often die in battle way sooner due to injuries wich reduce their lifespan to about 100, they are usually about 7 to 8 feet in hight, they have black hair if not dyed with blood.

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

     

    About a little higher then the average human but mostly just the same as the average orc.

     

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

             N/A

     

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

             yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             no

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