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Posts posted by Adstrom
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Falling Leaves
SpoilerCrown Prince-Consort Esmond Reede de Astrea of Elysium
0 S.A. - 62 S.A.
The crisp air that wafted throughout the portside city of Vortice and its docks permeated the nose of a particular Adunian man who roamed its lengths, emerald eyes cast outward over the glistening sea which crashed idly against the creaking wood he stood upon. Though he lingered not, for concerns lay elsewhere, a gentle hum emitting from the man as he circled through the town, halting in its square when his gaze settled upon a pearlescent haired Badawi woman.
The olden memory flashed and dissipated in a fleeting instant. A premonition. And yet, before Esmond could even recall what had just occurred within his mind, his eyes fell upon a hiss of motion, horror enveloping him at the clear sight of a translucent flask soaring through the air, hurdling swiftly toward himself, and his shield-brother at his side. The Adunic Paladin hesitated not, capitalizing on perhaps a split second of time, as he heaved with all of his strength and bound forth into the man at his left, forcefully shoving Togrim backward before he could react. And without another moment, the blast potion collided with the jagged rock at their flank, an eruption of crumbling stone and shrapnel paired with the sheer might of the blast casting him forth into the vile embrace of the cavern’s sharp and shadowy depths. As he began to soar through the air, it felt as if everything around him began to slow, memories and swift reminiscence enveloping him.
Like a slowly descending leaf, caught in a gentle breeze.
The warmth of a cramped smithy faded in, its innards alive with miasmic heat. An emerald-eyed Adunian standing by the cold steel of the anvil, hammer in hand and sweat upon his brow, while a towering elf who clutched a small glass marble in their grasp watched from the side, brows knit in scrutiny. The rough beginnings of a dagger lay on the metal before him, and he was fast at work, tapering its composure as the tool was brought down against the heated ingot. Dink. Clang. Dink. It faded away.
Then, in its place, a new memory flared. He stood nearby the roaring hearth fire of a cold home, gaze fixated on its dancing cinders before it swiveled back towards an equally cold high-elf that stood opposite to him. The hands of both men dripped fresh crimson and soon were clasped together in paramount sincerity. “You must tell no one.” One spoke, in a grave tone. To which the other replied without hesitation. “Ti - mal'onnan to the end, now.” And then, it too was gone.
Next, it contorted, and he was in the cold, unforgiving grasp of nature. Huddled along the length of a dwindling campfire, his body trembling greatly as the freshly skinned pelt of a wolf hung around his neck, blood escaping from a nasty wound in his shoulder. He felt his vision grow blurry until he collapsed sideward and everything darkened momentarily.
When the light returned, he stood by the Badawi woman again, a young child clutched in their arms, cradled as it slept. Tears flowed from his emerald eyes as they remained glued to the duo, his arms wrapped around them both in a gentle embrace, warmth enveloping them until a bright, gleaming luminescence engulfed the room, and the scene dissipated.
Suddenly, that same glow was replaced by the shimmering rays of the sun. He sat upon a patchwork blanket, three children nestled nearby, and the same woman from before at his side, protected by the shade of a large oaken tree. Joviality and comfort seemed to surround and radiate from them, smiles painted about as they conversed and laughed together as a family would.
Too, did such a gathering melt away, a far more regal procession now present. Friends and family from all across the realm seated in uniform fashion facing an altar. Behind it stood the Adunian and the Badawi, after an extensive and troubling courtship that had spanned an unending period of years neither of them would ever have expected. One said “I do” and the other chimed out the same in immediate mimicry, the union of two unbreakable bonds rectified. The platitude phrase “Till death” was never spoken, but it rang throughout the memory all the same, like some horrid overlapping chime.
Finally, his mind spun around once more. He now kneeled within a sacred chancery of pure white quartz, glistening mists of emerald hue billowing upward rapidly and encircling him as an eloquent man spoke before him. Tenants and creeds delivered, enshrined, and emboldened in interwoven light. Tales of sacrifice and heroism relayed in mighty splendor. This was when it all clicked together, in culmination.
And then, time began to accelerate.
And in a mere instant, Esmond thought of all who had impacted his life.
Of Eugeo de Astrea
Of Daubeny Bashkimi.
Of Sinsio.
Of Azriel de Astrea Morningstar.Of Lorrick Al-Wahdi
Of Lawrence Dreadmoore.
Of Eleonore O'Hara de Astrea.
Of Silas Astasel.
Of Fitzgerald Reede de Astrea.
Of Nisreen Reede de Astrea.
Of Annore Reede de Astrea.
Of many more,
And ultimately, of Aylin Reede de Astrea.
Aylin.
That was where he lingered. All the reminiscence, all the reflection - it coalesced into a vivid depiction, a symbolic representation of all that coursed throughout him, finalized in a warmth-ridden visualization of Aylin. A pure illustration within his mind, forged by unending, boundless, persistent, and ever-enduring love, endearment, and fervor.
----
Behind the slots of his ferrum mask, his emerald eyes flashed open, affixed to his wife as his form began to plummet downward rapidly. Momentum had finally caught up with him, and he knew now what awaited him next. A painful emittance of an emotion-filled outcry rang out, carrying throughout the cave as it escaped from inbetwixt his lips.
“I love you, Aylin.”
They were hurried final words, but he meant them with every fiber of his being. And, with the grotesque coalition of rock and flesh, he collided abruptly with fate. A large and jagged stalagmite that loomed underneath pierced immediately through his gut, not even a yell allowed before the bright and joyous fire behind the emerald gaze of the Adunian was extinguished forever.
----
And for a few moments, his voice still echoed. His last words ricocheted off the cavern’s walls, in a haunting melody, before silence swooped inward in its place.
The leaf had reached the earth below.
----
Spoiler[OOC Note]
Esmond was my second ever character on LotC, and it is bittersweet to finally see him go. I have severely enjoyed playing him and I truly think he got a good ending, albeit sad. I have no words to describe how thankful I am for all of the friends that I have met through playing him, and being involved within Elysium, though. Many of whom now remain my closest. I have found that LotC is oftentimes a hive of toxicity, but it is the bright corners that make it all worthwhile in the end. Moreover, I am incredibly grateful for all the opportunities I have been granted through him, and of course all the fun and enjoyable roleplay. Again, thank you to all those who I roleplay with, for helping me weave Esmond into who he became, as well as becoming intertwined in his story. I’d also like to give special thanks to @Charbi and @ThatTromboneGuy, for playing perhaps the largest roles in his characterization, and mine as well.
o7 to all.
33 -
Rebrand of the White Bear Tavern
(Year Sixty of The Second Age)
"L'eau fait pleurer, le vin fait chanter"
"Water makes one cry, wine makes one sing"
[!] A local Elysian’s rendition of the warm and inviting interior of the newly-titled Drunken Bokolo Tavern.
To the Citizens of Elysium and all hungry wanderers,
In this time of universal uncertainty and growth within our great Kingdom, we at The White Bear have decided to belatedly accentuate such shifts in unison with a change of our own.
As of today, The White Bear Tavern will henceforth be rebranded and recognized under a newly selected title, The Drunken Bokolo. This alteration is intended to complement the freshly forming cultures and atmosphere of Elysium, while maintaining the roots that still define us. However, in addition to the new name, this reinvention comes in pair with a brand new menu - stocked full to the brim with a versatile and diverse assortment of locally sourced beverages, meals, and sweets, all carefully crafted to correlate and represent the way of life in our city.
Furthermore, in celebration of this news, upon this upcoming Malin’s Welcome - only two Saint’s Days from now, The Drunken Bokolo will be holding a special tavern night to highlight all of the varying new items in stock. In addition, there will be an intense drinking contest - in which the winner will be allowed to create and submit their very own drink to the tavern’s circulation and new menu.
Any and all are invited to come out and try the initial implementation of our new menu, and enjoy themselves in a night of revelry and celebration of both our community, and our home.
[OOC: Thursday, January 27th at 5PM EST.]
[Items visible within the menu are not representative of their descriptions, and are merely extremely summarized variants of them to accommodate for the limited formatting.]
Signed,
Duke Eugeo de Astrea
Lady Aylin de Astrea, Heir Regent
Minister of Interior & Foreign Affairs
Penned by,
Lord Esmond Reede, Department of Culture Chancellor,
High Council Member, Co-Owner of The Drunken Bokolo
Dr. Esmeralda Mariana Guenevere, High Council Member,
Elysian Post and Postal Founder, Head Event Collaborator, &
Protector of the Hyspians
Dr. Lotte Dolorem, Department of Health Chancellor
Spoiler[OOC Note: Huge thanks and appreciation to @marslol for the immense help with this, as well as the writing and credit for over half of the menu items. In addition, credit to @Charbi and @captain delta for coming up with the new name.]
"Hehe im so cool"
-deltz
6 -
MC Name:
SpaceOddity
Character's Name:
Solun of Esbec
Character's Age:
16
What feat(s) will you be learning?
Alchemy
Teacher's MC Name:
Quantumatics
Teacher's RP Name:
Edmond of Sava
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:
No
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
2 -
❆ The Elysium Krugmas Tavern Night ❆
19th of The Sun's Smile, SA 45
“Krugmas is the day that brings everyone all together.”
[!] A painting of the Elysium square, filled with festive decorations and freshly adorned with a vibrantly lush Krugmas tree, its many branches embellished with shimmering ornamentation.
To the Citizens of Elysium and Her Allies,
As winter advances across Almaris, the Duchy of Elysium will be celebrating Krugmas!
In these darkened days which envelop our realm, times like this allow us to celebrate the cheerful revelry which must be held steadfast in one's heart to persevere. These festivities will commence upon this upcoming Snow’s Maiden, within the upper-most floor of The White Bear Tavern.
Any and all are invited to come and enjoy the warm merriment which permeates the wooden walls of our tavern. Steaming hot chocolate, peppermint sticks, freshly baked gingerbread cookies, chilled eggnog and more will be served by our diligent keepers, as the spirit of Krugmas is maintained throughout. Furthermore, all participants will receive small festive presents upon entry, and are invited to take this time to exchange gifts with their family and friends. As well as the interchange of presents, all are also encouraged to swap tales, whether they be of festive nature, or simply stories of times past. Remembrance and communion found the ideals which represent Krugmas, and it is these same sentiments that we intend to honor by hearthfire and snow. Finally, while it is by no means required, all are welcome to don sweaters of Krugmas spirit, whether they be ugly or not!
Perhaps, too, Father Krugmas himself will pay a visit this cold winter night, and deliver joy and gifts alike to any young ones who may take part in such holiday spirit…
Signed,
Duke Eugeo de Astrea
Lady Aylin de Astrea, Heir Regent
Minister of Interior & Foreign AffairsPenned by,
Lord Esmond Reede, Co-Owner of the White Bear Tavern
and Department of Culture Chancellor
Lady Emerald Guenevere, Elysian Post and Postal Founder
Event Committee
SpoilerOOC:
[December 22nd at 5PM EST in The Elysium Tavern]
6 -
The newly appointed Sentinel of Ephesius strode forth through the quiet earthen roads of the woodland town, surveying its morning dew and listening with tranquility upon the many circling cries of nature which bordered its ramshackle oaken ramparts. Though his early watch found hesitation, as in cane-accompanied stride such a missive was swiftly procured, its length unfurled at once within his ferrum-adorned grasp. Too, then, did inquisitive turquoise gaze of exasperation peruse the contents inked upon its parchment with astute care. Once a properly thorough undertaking had found its conclusion, a rather minimal hum of content emitted from inbetwixt the Heartlander's lips. Tread forth then did that Sentinel, towards the timber gate of the town, composure swiveling upon the dirt below. It was then that a ferrum nail was briskly retracted and pressed against the surface of the parchment, securing the missive to the notice board. In satisfaction, the wooden shaft of his cane was promptly knocked against the board, accompanied with a twist of form, as his scarred visage cast its watch elsewhere, directed towards the horizon descending out of view as the early sunbeams shone through the lively leaves surrounding. Then did he mutter aloud, with gentle tone one of ponderment, "I anticipate the learning of Mali culture in further regard with great excitement. New days do indeed dawn, let us hope that our open gates welcome progress alone."
4 -
0
-
☾ The Elysium Astral Feast ☽
✧ The Grand Harvest, Year 49 of the Second Age ✧
--
Pinned to notice boards throughout the realm, a small ornate flyer rests before you, its parchment bordered with an intricate golden trim, and its ink denoted by a rich lavender hue.
--
--
A local Elysian artist’s rendition of a darkened night sky dotted full of billowing sky lanterns.
To the Denizens of Elysium and Its Allies,
As Autumn advances, and the air continues to grow crisp and cool, it is necessary we remember the importance of union and familial bond in times of complexity and change. Let us set aside our trials and tribulations and for one night celebrate and commemorate such strong unification which emboldens us all to our causes, whatever they may be.
In two Elven days, upon The Grand Harvest of year forty-nine of the Second Age, invitations are extended to all to attend the Elysium Astral Feast, held within the grand palace of the Duchy of Elysium. Any and all are delightfully welcomed to enjoy the festivities and feasting that will be provided by the de Astrean family and Department of Culture.
--
Festivities
Upon entry into the palace, all attendees will be gifted their own handcrafted paper floating lantern to keep until the conclusion of the dinner. All will continue up the grand quartz staircase of the Palace towards the upper floor, where a banquet will have been laid out and prepared for all to enjoy a delicious and well-rounded meal of many courses. Following the conclusion of the feast, Duke Eugeo de Astrea shall provide a short speech regarding the de Astrean family and its origins, as well as the significant presence of family and fellowship seen spread wide throughout our wonderful Duchy. Once the speech has seen its end, all participants will be invited to exit the palace and enter the gardens, where the lanterns handed out previously shall be withdrawn. Within these paper vessels shall be penned wishes and whims one may hold for themselves or their families, to be then set alight and released into the shimmering sky above, welcoming the dawning days before as the lanterns intertwine with the starlight beyond.
--
Special Invitations are extended to the Clans residing within the Duchy of Elysium, as well as the De Astrean family and its many members.
Signed and Penned by,
Lord Esmond Reede, Department of Culture Chancellor.
With cooperation from,
Lady Emerald Ferinn-Guenevere, Department of Culture Collaborator.
Orchestrated by,
[Saturday, 6PM EST]
Issued the 20th of Snow's Maiden, Year 49 of the Second Age.
9 -
Somewhere within the realm of Almaris, a faded specter recalls fond memories of a close friend and his once young daughter, long waning memories of a distant time, more evident than ever, now.
2 -
MC Name:
SpaceOddity
Character's Name:
Esmond Reede
Character's Age:
55
Character's Race:
Adunian
What magic(s) will you be learning?
Paladinism
Teacher's MC Name:
Suicidium
Teacher's RP Name:
Eugeo de Astrea
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
2 -
[!]
A torn and crumpled piece of parchment would have found its way into the pool of votes, somehow, turquoise ink detailing another vote for Eliza, its penmanship clearly swiftly written, and the address line a bit blurred and blotched.
Username: SpaceOddity
RP Name: Renato Dumont
Address:
Arazo Avenue, VVote: Eliza Raven-Sentinel
0 -
No TA required. :o)
0 -
[!]
An ornate piece of parchment is delicately pinned and delivered all throughout Sutica and the realm of Almaris alike. The flyer is sealed by a red and gold ribbon, and the enthralling aroma of fresh sea-side air emanates from its surface.
The First Sarissan Melee Tournament
[!]
An unknown artist's depiction of an honorable duel between two knights in which many onlookers watch in anticipation!
In order to both celebrate the growth of its people and their perseverance throughout tribulating times as well as to honor the memory of those valiantly lost, the newly crowned King and Queen of Sutica are to hold a melee tournament this upcoming Snow's Maiden upon their shores within The County of Sarissa.
All are invited to take part, may it be lords, knights, men-at-arms or mercenaries alike, so long as the five mina entry fee is paid in full before admittance to the tournament. Plentiful reward will be bestowed upon those who prove themselves worthy.
The tournament shall be split into two separate segments, 'The Clash of Vigour' and 'The Bout of the Chivalrous' and duelists may select either, or both to enter.
The Clash of Vigour is a smaller in scale and more intricate competition, designed so that the duelist which strikes the first successful and decisive blow is victorious. This challenge will be limited to a slot of eight fighters, and each round shall last fifteen Elven minutes in time, and should no strike be made in that time, or no clear winner emerge, the Lord himself will decide who moves on. This bracket shall continue until only two remain, and the winner of the final tier will take the pot of this section of the tournament, as well as a specialized sword inscribed as "The Widow's Kiss."
[The Clash of Vigour will be CRP based, and will utilize rolls unless both parties consent to honor.]
The Bout of The Chivalrous is a far more heavily armored and swifter competition in comparison to the prior. This challenge will have no entry limit, and instead two opponents at a time will take up arms and combat each other rapidly. Each duelist is expected to provide their own equipment, and said equipment must include a full set of ferrum chainmail and a ferrum longsword. Equipment shall be checked beforehand to ensure that no duelist has an unfair advantage over the other. The last man to remain undefeated will be awarded the pot from this section of the tournament, as well as a unique sword inscribed "The Withered Rose."
[The Bout of The Chivalrous will be PVP based.]
Following the conclusion of the melee, any and all in attendance, whether it be fighters or onlookers, are invited for free spirits, food, and entertainment provided by and paid for in full by the state.
Even if you do not wish to participate, we encourage all to join us and enjoy the festivities as we spend this day in commemoration of our fallen friends and celebration of our new crown.
[The tournament takes place at 5PM EST on Wednesday the 9th within The County of Sarissa. Cords are: (X - 100, Z - 2230). Directions to Sarissa are as follows: Take the South warp, head towards Sutica, then turn right/East once you reach the bridge of the capital, then swim over towards the island and follow the road.]
[Credit to PlagueDocling / WrathofQuacken]
8 -
"Amddur, ay? I wonder how Lorrick is doing these days anyways." Spoke one, Esmond Reede, to himself within the peaceful safety of his forge, his eyes swiftly trailing over the contents of the missive. As his gaze reached the bottom, a discontented sigh emitted from between his lips. "What a shame! A shame, indeed.." At that, he carefully closed the dusty tome in which he kept all of his news, shuffling to set it aside as he returned to his work without further ado.
1 -
One, Esmond Reede, sat pondering by the roaring fire of his cracked stone forge. He rested upon his knees, just before the anvil, atop a thick green carpet, his mind wandering about as his emerald eyes watched the flame lick against the edges of the cold rock with ravenous hunger. This forge, which had become a home for the man as of late, served as a reprieve from all tribulation for him. He leaned back against the cool metal of the anvil as he raised his right hand, a wispy jade enveloping his palm as he flicked the base of his wrist, a large leather-bound tome levitating over to him, the likes of which containing many snippets of pamphlets, informational papers, and parchment of similar variety. He cracked open the heavy book, turning the pages to the newest accumulation of writings. His glistening emerald swiftly glossed over the contents of this particular paper, his form suffused with a silent and bubbling rage. His thoughts wandered to how easily the targets of these horrific monsters could have been anyone, his own love, his daughters, his friends. The realization dawned upon him like a burning blaze, not unlike the roaring heat which flickered before him. A heavy sigh escaped his lips as he moved to close the tome, though a final thought pervaded his mind. He recollected the events that had transpired in Talon's Port a few Saint's Days prior, and was wordlessly elated that he had left the port's waters with crimson coated steel, his left hand moving subconsciously to give the pommel of his sheathed falchion a satisfactory thwack of his palm. With this motion came a conclusive and soft smirk which spread quickly across his visage as he stowed away the book, returning once more to his fireside contemplation.
4 -
Esmond Reede took the falling letter in hand, unfurling its length and quickly scanning over its contents. As his emeralds reached the end of the missive a small smile spread across him as he began to ponder over numerous ideas and swirling thoughts within his head that he deemed worthy of sharing. Perhaps he would compete, he thought - besides, a little extra mina never hurt a soul.
1 -
Esmond Reede ceased the hammering of steel to take up the missive, his emerald eyes quickly flickering over its horrifying contents. Once he had read all he could bear, he wiped a beading line of sweat from his forehead and set his tools down, leaving for Elysium at once. "Innocents? Children? What cruel days await us.." Was all he was able to say, his thoughts immediately riddled with worry over Aylin, and his blood boiling in anger. Truthfully, he cared little for Oren and Norland alike, but the slaughter of children like lambs was an act that would not go unforgiven.
15 -
Esmonde Reede took the invitation in hand, twirling the blue parchment about in his grasp. As his eyes began to hastily gloss over it, a soft smile spread across his visage. He was always delighted to congratulate a new couple, and he quite enjoyed ceremonies, but he too worried partially about the state of his mal'onn..
3 -
Spring's First Kiss Masquerade
[!]
A small and ornately written flyer blows in the wind before you, it's parchment bordered with golden trim. Attached to various posts across Sutica and Brynrose alike, as well as dispatched across the realm through the means of many birds, the flyer dictates an upcoming event to be held within the city of Sutica.
---
---
A painting of a couple expressing their love for one another through the means of the ballroom.
As conflict brews all throughout the realm, it is imperative that we embrace the intricacies of life, and remain true to the pleasantries of luxury. There is no better way to do so than to enjoy a lavish evening filled with entertainment and delight provided through the enthralling guise of mystery.
In two Elven days, on the eighth of The First Seed, Year Twenty-One of the Second Age, all are invited to attend the Spring's First Kiss Masquerade, held within the Sutican Palace known as "The Turtle."
The only requirement for those taking part is that a mask be worn. Masks need only cover half of one's face, and neither hoods nor cloaks are necessary. Other than this, it is recommended that the attendees follow a color-scheme of golden and blue, to reflect the colors best represented within Sutica. It is also encouraged that those taking part follow a loose fairytale theme, though it is only optional. Further so, spirits will be provided as well as entertainment in both musical and theatrical forms.
Should you find yourself in need of something to do with your lover, or even to simply fill your night, we invite you to join us on the moonlit ballroom floor for a magical evening you will not soon forget.
[Friday, 6PM EST]
Issued 18th of The Deep Cold, Year 21 of the Second Age
9 -
A certain, moss-covered Ranger, having heard of the event through word of mouth between The Elysium Rangers, decided to attend. His expression hardened behind the rusty helm, he stared out over his perch upon the roof of The White Bear Tavern, his old eyes fixed upon the quiet tranquility of the crashing waves.
3 -
godspeed
0 -
-
MC Name:
SpaceOddity
Character's Name:
Brenjolf Ethelmaer
Character's Age:
116
Character's Original Race (N/A if not applicable):
Human
Transformed form:
Ghost/Graven
Creator's MC Name:
N/A
Creator's RP Name:
N/A
Briefly explain the lore behind this construct or creature:
Those who linger after death, and fail to pass on into the Elysian are known as Phantoms. There are numerous types of phantoms, each one having its own weaknesses, abilities, and goals in mind as it roams the realm. Phantoms are composed of a substance that hosts their souls in an ethereal body, that being ectoplasm. This material is a energy which can be manipulated and influenced by the mind of those governing it. Phantoms usually experience great suffering and mental illness as a result of their agonizing existence, mostly being depression and aversion to socialization. Most phantoms suffer discomfort and a growing burning pain when exposed to direct silent, and because of such will seek out shade and be active in the night. Phantoms are also particularly weak to Aurum weaponry. As opposed to ferrum or other metals, Aurum blades will cleave straight through ectoplasm, and lines of solid aurum will dispel phantoms, as they will be unable to cross through. In a similar note, Voidal magic and objects enchanted through it can also interact with Phantoms, as mana is a component of ectoplasm. When Phantoms are met with aurum or Voidal magic they are susceptible to demanifestation, which is similar to death.
Revenants:
Revenants are the first step, Phantoms who have only just returned from their demise. Their deaths are often violent, unexpected, unfortunate, or untimely. They are consumed with confusion regarding their existence, and remain only temporarily, moving on to the next stage once they realize their state and what has become of their lives. Revenants are incorporeal, but are lacking in control of their form. They are grey and unstable, often flickering between transparencies, mimicking the uncertainty of their mental state. They are bound with a mark that is formed through the circumstances of their demise, whether it be through the form of constricted skin or torn clothes near the afflicted area. There minds are unclear, often suffering unprovoked bouts of frustration and melancholy as they attempt to adjust to the change that has been thrust upon them. They are often disconnected, avoiding the living and avoiding conflict, seeking only to make sense of their newfound being. Often times they begin to exhibit signs of numerous mental illnesses as they develop. Their quest for clarity often governs them, leading them to search aimlessly for any knowledge about their past lives that they may have forgotten. Once this quest for clarity is realized, a Revenant may begin to become a more advanced Phantom, however the way in which they advance is dependent on how they react to the knowledge they inevitably gain about their past. Revenant's bodies, as well as minds, are unstable, thus causing them to be the weakest and most vulnerable of all Phantom forms. Though they are still immune to damage from anything mundane, this immunity will strengthen their reaction from any damage by the means of aurum or Voidal magics, resulting in severely agonizing damage and pain. Damage from these means will not only inflict pain upon them, but it also may destabilize their already fragile minds, leading to severe displays of mental illness or panic. Revenants take longer than most Phantoms to regenerate from non-fatal wounds, second only to Gravens. Revenants only possess a few abilities, that which are learned through time as they near their goal of clarity and realization. The first of these abilities is 'Phantasmal', originating from their incorporeal form, Revenant are intangible, lack a respiratory system, and bear many distinctions that separate them from the living. Revenants also possess the ability to dematerialize, entering the Elysian partially, and avoiding descendant gaze. Finally, they are able to, albeit weakly, interact with the mortal plane, forming an ethereal hold upon certain material objects.
Poltergeists:
Should a Revenant be in utter disbelief of their demise, rejecting and denying it, they may become a Poltergeist. Poltergeists are feral, unhinged Phantoms who experience extreme depths of mental illness and pain. They are unstable and miserable, forced into unrest by their ongoing mental war against the truth. They are typically dangerous violent, though not inherently evil. As opposed to Revenants, Poltergeists are displayed visually in a more gruesome demeanor, tinged and haunted by their negative emotion and bitter torment, typically visualized in shades of red or black, and marked clearly by the manner of their death. They often take on feral features, such as sharp teeth, claw-like appendages, and growls or hisses as a means of communication. Despite their mental instability, Poltergeists have become adjusted to their new form, having a stronger grasp and influence on the mortal world. Whatever mental illness began to form in their early stages as a Revenant grows turbulent and ravaging, taking over their mind and tearing them apart from the inside. They feel little to no empathy for living and unliving alike, often reacting violently with volatile nature drawn from their retrospective emotional state. They are not violent by nature, and often simply act on instinct and severe emotion, often quick to hostility when their dominance or mind are threatened. Poltergeists suffer the least effect from pain out of all forms of Phantoms. They are less likely to withdraw from conflict or refrain from it because of danger or threat. If the wound dealt is not exceedingly severe, most pain will just send them into a relentless spree of viscous attack. Aurum or Voidal magic will inflict more damage still, and instill a harsh sensation that will likely cause avoidance of exposure to such. Poltergeists require the shortest amount of time to recover from non-fatal wounds and injuries. Unlike Revenants, the immense suffering and negativity that drive Poltergeists results in much stronger manipulation over the mortal plane, resulting in numerous abilities that are employed in animalistic and rage induced fashion. Similarly to most phantoms, Poltergeists are incorporeal undead, resulting in a phantasmal state that provides a clear distinction between them and the descendants, such as their intangible nature or lack of respiratory system. Firstly, Poltergeists are able to forcefully pull their forms closer to the mortal realm, effectively manifesting a physical presence, which accordingly allows them to interact much more efficiently with the subsequent world they are now residing within. Poltergeists also can dematerialize, bringing themselves partially towards Elysian, hiding their presence away from the gaze of descendants and the living. Poltergeists may manipulate their own ectoplasm, changing their form at a whim. They also can channel their ectoplasm to cover one or many mundane objects, allowing them to manipulate them in minor ways. Similarly, Poltergeists can instill their ectoplasm into a corpse, vessel, or mind and manipulate it in a fashion akin to that of a puppet. Because of their mental state, Poltergeists often possess a passive aura of negativity and discomfort, felt by nearby descendants. Finally, Poltergeists may haunt a specific area, surrendering there freedom and handing over there ability to leave, but in turn gaining a great increase of influence and power within, offering limited omnipresence and strength.
Specters:
Should a Revenant come to terms with their demise, accepting it and acknowledging the trauma in turn, they may become a Specter. Specters embrace their new being, and exhibit benevolence in turn. Specters are often shades of white, yellow, or blue, and bear no mark from their death, as a reflection of their newfound inner peace. Their appearance is similar to the individual they once were, though still bearing unsettling features. Their voices are calming and soft, pleasing to the ear. With their newfound understanding they also gain a better understanding of their nature, resulting in further abilities and stronger physical interaction with the mortal plane. Specters, unlike most Phantoms, are tolerable of direct sunlight, while still experiencing discomfort. As opposed to Poltergeists, Specters are kind and benevolent in demeanor. They have accepted what they have become, and their actions reflect this. Though still prone to mental illness, they are much more stable than most forms of Phantoms. Specters will more often than not closely resemble the personality of their past life, though still distant to it. As a result of their acceptance, most Specters do not linger long, typically moving forward to pass on into the Soulstream after their acceptance of their demise. Specters will often disengage combat and avoid conflict, though still respond to pain in a manner similar to that of a mortal, though they still shrug off mundane injury. Aurum and Voidal magic still inflicts tremendous pain and will result in retreat from most Specters. When regenerating from non-fatal wounds, Specters share a similar regeneration period to that of Poltergeists. Poltergeists possess abilities similar to Poltergeists, though exceedingly more benevolent in nature. Similarly to most phantoms, Specters are incorporeal undead, resulting in a phantasmal state that provides a clear distinction between them and the descendants, such as their intangible nature or lack of respiratory system. Firstly, Specters are able to forcefully pull their forms closer to the mortal realm, effectively manifesting a physical presence, which accordingly allows them to interact much more efficiently with the subsequent world they are now residing within, though unlike Poltergeists, they may also employ this ability during exposure to light. Specters also can dematerialize, bringing themselves partially towards Elysian, hiding their presence away from the gaze of descendants and the living. Specters may also manipulate their own ectoplasm, changing their form at a whim, typically taking form of docile or tame animals. They also can channel their ectoplasm to cover one or many mundane objects, allowing them to manipulate them in minor ways. Similarly, Specters can instill their ectoplasm into a vessel, which they may effectively manipulate in a fashion similar to that of a puppet, however unlike Poltergeists, they are unable to possess minds or corpses. Oppositely to haunt, Specters may choose a specific location and surrender their freedom to leave it, greatly increasing their influence and power within, while also granting them limited omnipresence.
Graven:
Should a Revenant neither reject or accept their demise, and rather take on an obsessive goal to fulfill something they deem incomplete, they may become a Graven. Gravens take physical form and set out to complete a task, leaving all worry of their state behind as they are obsessively and aimlessly compelled to carry out this task. A Graven's task may be one of simplicity, or complexity, being unable to be achieved, or something incessantly repeated. Graven's are not inherently benevolent or malevolent in nature, but will certainly result to hostility should an individual get in the way or become an obstacle to their obsessive desire to fulfill their goal. Gravens do not share an incorporeal form or nature with that of other Phantoms, being brought into physical being through sheer force of passion and willpower. They bear no mark of their demise, and often share similar features that they did in life. Their skin is often tinged in hues of grey, green and purple, and their bodies are often semi-transparent and akin to the likes of glass. A ectoplasmic smoke will frequently exude from the flesh, eyes, nose, or mouth of a Graven, though not always visible. The hair and eyes of a Graven often appear normal, but toned in a similar hue as their skin, or pure black/white. A Graven possesses a similar level of strength to which they did in life, though they are unable to increase or lessen their physical aptitude. Their voices remain identical to how they were in their past life, though manner is susceptible to slight change. Graven are dedicated through all means to their task and become near physical embodiments of their sheer determination. So long as they are able to pursue their task in a successful manner, Gravens are often unaltered by the agonizing and unstable mental states that many Phantoms endure. Though, if something impedes their ability to carry out their task, they will become panicked and unhinged, acting unpredictably and extremely as a means to get back on track. If they lose sight of their task, they are susceptible to outbursts of violence or depressive breakdowns, depending on their mental state. Graven are hardly ever content enough with their actions to move on to the Soulstream, and often remain obsessively following after their goal like an addiction. The sheer determination and focus on their task often overcomes any distress over conflict, and they will often utilize violent means if it means they may advance on their path to success. As they are physical forms, Graven respond more severely to mundane injury than most Phantoms, though still less than a mortal. Aurum and Voidal magic remains an exceedingly powerful deterrent, and Gravens will often only place themselves in situations where such means may be a threat if it is related to their task. Also due to their physical state, Gravens require the longest regeneration period of all Phantoms for non-fatal injuries. Graven have numerous abilities that pertain more to their physical form, though in turn offering weakness as well as they are not incorporeal. Firstly, due to their physical nature, Gravens can interact with the mortal world in much greater ways and are able to manifest tangible ectoplasm. Gravens possess an aura of determination that is so strong that it seeps into others, possibly causing them to share their will to carry out the given task to some degree. Finally, Gravens may conjure a tool or weapon of choice, through the expenditure of ectoplasm, primarily to utilize in obsessive pursuit of their task or in self defense.
Phantom Beasts:
Similarly to descendant Phantoms, animals and beasts may also find themselves in an incorporeal state following an unfortunate or untimely demise, or a task not yet fulfilled. Phantom Beasts are incorporeal, their bodies translucent and glowing. Opposite of descendant Phantoms, Phantom Beasts often do not vary in management or acceptance of their demise, and sustain physical attributes that are definitive of their condition in life, baring no mark from death. The hues in which a Phantom Beast is presented depends solely on the temperament and form of creature, ranging from white, cool shades to vibrant warm hues, depending on the benevolent or malevolent demeanor of the spirit, and in accordance with their inner nature. Phantom Beasts are simple minded, in reflection of their nature as animals, and often fail to comprehend the difference in existence with which they now uphold. Certain Phantom Beasts will simply continue to exist and behave as a normal animal would, with no difference from their living counterpart. It is also possible for an animal to become warped due to a severe reaction to their death, like certain animals becoming uncharacteristic and acting oppositely how they normally would if living. As Phantom Beasts age, they become more and more detached to their instincts and distinctive character, or lose all character entirely, becoming nothing more than aimless wisps, wandering with a mind that lacks direction and drive. Phantom Beasts are still able to be conversed with through Druidic Communion, though they cannot be controlled, yet they are able to be calmed or even guided through into a proper death, or in the case of a wisp, their mind can even be restored. Phantom Beasts lack a complex array of abilities, but still possess a few. Similarly to most phantoms, Phantom Beasts are incorporeal undead, resulting in a phantasmal state that provides a clear distinction between them and the living. Phantom Beasts may properly pass into the Elysian Wastes, hiding themselves away from descendant eyes for extensive periods of time. Finally, if their intent is strong enough, a Phantom Beast may become partially corporeal, allowing them to interact with those around them in the mortal plane, whether it be to engage in conflict, hunt, or play.
Apparitions:
A variety of Phantom more powerful than any other. Produced only through horrific mass deaths that occur nearly at the same time and requiring of twenty souls, these Phantoms are manifested as individual entities, despite their cause of formation. Apparitions contain such high amounts of ectoplasm, that Phantoms usual physical limitations become near obsolete, allowing the them to be as physical or incorporeal as they so desire. They are bound to the location where they are created, and can only leave this location at nightfall. They are exceedingly varying in appearance but most often take on states of black ectoplasm that appears similarly to sludge, smog, or flame, with eyes consisting of a burning radiant crimson. They grow stronger depending on the amount of souls sacrificed in their creation, with no clear cap as to the amount. Apparitions are truly insane, as their mental state consists of all the personalities and minds conflicting and fighting with one another, attempting to exert their own being into the amalgamation of terror. They will often not socialize, and result to acting unpredictably without any tangible inkling of sense. Apparitions will act solely on instinct, and can shift between violence and impulsive action endlessly in a moment, as a result of the constantly unbalanced internal struggle. Apparitions are negative in all means, following their chaotic nature to a whim, causing mass destruction through spouts of rage, or ceasing to defend themselves altogether. It is possible for Apparitions to feign sanity for moments or decades at a time, despite the fact they are experiencing excruciating suffering and agony, and hold no benevolent demeanor. These Apparitions, who disguise their nature and use this illusion of sanity to plan are one of the greatest threats imaginable in the realm, due to their combination of true raw power, and semi functioning mind. Due to their immense power, they have numerous strong abilities, amplified only by the amount of souls it is composed of. This is the greatest factor in setting Apparitions apart, as the more potent they are, the combined rage and agony strengthens the being greatly. Apparitions also grow stronger with age and time, as the spirits they are composed of increase in cohesion and build to become more of a whole, singular entity. When Apparitions are more cohesive and sane, they are much more dangerous, as they can plan and think much more efficiently. Finally, in the location they are bound through creation, they are far stronger than anywhere else. They are usually omnipotent within this location, and the more powerful an Apparition is, the more they may freely move outside of it.
[I am applying for a Graven]Brenjolf Ethelmaer's obsessive loyalty to the leader of his order, Edward Astaeroth is what compels his existence past his violent demise. The oath he swore to his grand commander was kept to with such determination, that even upon his gruesome death in battle, he had not deemed his service complete..
If this construct or creature has some form of aesthetic choice, can you describe how they look?
Brenjolf was a burly and strong human, who is nearly 6'5 feet tall, and his hulking physical form reflects this. His skin tinged darkish purple, and his eyes tinted accordingly. His hair as black as the robes he wears overtop of his plate. His armor consisting mostly of heavy leather and plating, covering his forearms and torso accordingly. He willingly sports a brand upon his chest, bearing the insignia of the order he so obsessively serves.
Do you have a magic(s) you are dropping due to this app? If so, link it:
No.
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.
6 -
MC Name:
SpaceOddity
Character's Name:
Esmond Reede
Character's Age:
28
Character's Race:
Human/Adunian
What magic(s) will you be learning?
Housemagery
Teacher's MC Name:
MiniMuffinNinja
Teacher's RP Name:
Lawrence Dreadmoore
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
1
[MArt] Robot
in Denied
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