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Althea_

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  1. POWER TO THE TRICKSTERS! Just feels like a really fun and thought-out piece to indeed tackle the whole 'faerie' part of lore that until now hasn't been much explored beyond event-related activities. The liberty of aesthetic and sub-thematics for each court can also allow for a lot of diversity within the lore (maybe a Court can be closer to Hags, other one can be like a Band of Leprechaun, etc), which is something imo a good lore should have. It's also great how it isn't "alignment locked", allowing it for both good and evil usage alike after all with great powers. . . comes great irresponsibility (and mischief). +1
  2. Delving into the Deep Northern Woods, where the nights are long and days short, stood alone a reddish Jötunn Runt, still plagued by youth and its crises, chasing away to find solace among the tall spruces. Tears of anguish trailing down, onto clenching pointy teeth which stuck out, dangling off the jaw and into mossy grounds. Brutish fists, ornamented by gauntlets of faux gold, hacking and ripping at innocent bark; the frantic motion soundtracked by a cacophony of wails of anger, blending with guttural humanoid-howls, uttered by the aggrieved one, who sought naught but to escape and vent, unknowing there is one they may never be freed from. “How many tears have you already spared?” A voice came, disembodied and silent to all bar the Jötunn, who could only erratically lurch their torso upward, trying to scour for its source; savage arms flailing across the air, Svärdstav piercing through it, pointing hazardously at whatever could be in there. Hostile and eager for retaliation, to force upon another the pain which they felt but could not bury, nor be healed from, for none seemed to wish to comfort them now. “Goooood” Said another voice, deeper, more malicious, savoring each swing “Let it out on the world, on those who hurt you. . .” As a myriad of familiar figures were weaved from shadow, amid the trees, before their very own eyes; auric spears and blades wielded by them. The Jötunn’s heart pounded on, throbbing louder and faster, bolstered by anxiety and fear, - a bark out in response “THEY DIDN’T!.. Not ALL - IT’S NOT!” Their excuses, weak, faulty, and worse of all: dishonest with themself, trying to defend those who mightn’t defend them back in return. “Are you so sure?” The second, foul, voice inquired; followed by the original, softer, one “Running off. . . Always running. . . to what end?” As indeed, the Jötunn took to pivot and flee from the images cast before their gaze. Across thorn and bushes they dashed, clashing and tripping on overgrown roots, into the feet of two ‘maternal’ figures. One human, whose hand gestured the small Jötunn away; another, more monstrous, but still bestowed with sylvan grace, simply, into the woods, fading away. “Alone… again.” Spoke the tender of the two voices. “They fear you, don’t trust you, so they try to bind you - for how long will you allow it?” Followed by the other, cut short by a sudden arrow, narrowly missing its mark upon the Jötunn's back. Two figures, tall, armored and masked, encroached nearby, followed by the others from yore. The forest itself shifted: its Mightiest Tree’s canopy losing its leaves, replaced by soaring Flame, gallows’ ropes dangling from its branches. “We should’ve never let you into our walls.” - “STOp!” The Jötunn cried - pleaded - in response. Flashes of horns and tusks, snow and stone, all painted in blood - human and elven blood - flushed the Jötunn’s mind and eyes alike, their wheezy breath coming to a sudden halt as… “. . . Snake, Monster.” The Jötunn snapped - a great screech, raw and guttural, of trepidation and anger, breaking the scene. Serpents of Raging-Flame hissed, lunging onto the many figures tormenting their master, opening maws wide to devour them whole, spiraling out of control as they mercilessly entangled all that surrounded them, in response to the Jötunn’s fright, angst, and hurt. To put an end to this pandemonium, a Great Direwolf - Hróðvitnir - rushed into the scene, howling and barking in search of their owner, their friend, in despair. The Lupine Beast would spot, curled tight together, frozen upon the soil, the figure of Leikn; scooping them up as they both escaped the burning forest; flora screaming, fauna fleeing. This could be no dream… for these Leikn had ‘tamed & mastered’, all was seen and felt vivid by them, foremost on the mind and heart. Lacerations left, stitches reopen. They were tired, and now . . . There was Wildfire in the North OOC:
  3. MC Name: Drasanee Discord: altheabr Image: Description of Image: A depiction of Veist, Spirit of Illusions, Tricks, & Thievery; for a shrine. Dimensions: 1 wide x 2 high (2 maps)
  4. Leikn scrolled past all books and articles within the confines of the Dry Bar Inn, contemplating which one was the worthiest to steal, until coming across said written tale. Such fascinant adventurous report readily warranting a full read. "Sounds just like my type of folk! Now where's this Everard fellow...?" The Godling mused upon finishing reading the article, turning to scratch their head and stroke their dual horns, pondering what to do thereafter... how to find the author? They eventually came up with an idea: scribing and leaving a note within said book's pages, hoping the author could come across it. The note read: "Hello there Mister Bertram! As an adventurer and anthropologist myself, I'm very interested to learn more about these Asurans and their beliefs, for philosophical purposes! Truth be told, it feels strange for supposed 'chaos-enjoyers' to establish an order, but I digress! For this endeavor, I'd like to be given directions to their encampment; be it via a letter sent to Norland, or through a meeting with yourself. I look forward to this! Signed, Leikn Hawkins 🐍"
  5. "Imagine restricting your life based on what some wrinkled, near-dead, cross-dangling, geezers and their long dated book of cattle-herding preach!" Leikn stuck their tongue out at the very pitiful thought, laughing at the Canonists; going so far as to 'moo' toward one village priest indoctrinating local youth, believing that was how Flexio was spoken!
  6. "Sooo.. Aleksie stays wearing that crown despite it all? Uau. . ." Said Leikn upon seeing the King at Valdev, fine and dainty as he was, ridiculing the situation, unamused by "So much blahblahblah and nothing changes!" as no verdict or announcement seemed to have been shared with the public yet.
  7. Why the second slot? Because this is incredibly powerful. Voidal Magic is pretty much the most powerful magic on the server, perhaps not individually, but it allows a single character to have 5 different magics that are all very powerful on their own already, to the point the physical weakness matters little and a T5 multislot mage may take on various enemies solo and still teleport 32 or so blocks away with translo if they start losing. Add this on top of spellforging, the voidal feat dlcs (mainly eminence and voidstalker), and potential Jing Summons. If anything, restricting this by making people choose between investing 2 slots on an individual magic for maximum power with it, or more flexibility/variety of spells by getting more MAs, is a great way to tone mages down a little. Not like the 1 slot abilities are weak, not even close.
  8. "TOO DAMN LITTLE! DOUBLE THE REWARD!" Protested Leikn, yet another Chaos Gremlin who came in contact with the posters.
  9. This feels more like a Lanre Cerusil shadow-buff, given all the offensive fire based magic that Air Evo would become unable to counter as well - but I digress. This fails to tackle the BIGGEST problem with these two Air Evocation Spells: how they essentially make Martials, even Ranged ones, useless, not Fire-Mages. A Fire Evocationist, Azdrazi, Herald, or Naztherak can circumvent an Air Evocationist's Redirect & Air Shield spells with other abilities at their disposal. One could argue a Fire Evocationist wouldn't be able to do so BUT LET'S BE REAL they won't have only this MA, given how voidal magic goes. Whereas a Martial has to get close to do damage, or choose range. Martial: "I'M GONNA USE RANGE HAHA!" Air Mage: "Lol, no." *[Redirect] Spam*" *All Martial Projectiles get denied!* Martial: "OK I'M GOING IN!" Air Mage: "Nope!" *[Gust] Spam! *Martial gets continuously pushed backward, until being finished off by another spell (be it from Air Evo, other Magic, or a Jing). My Suggestions: Make [Redirect] unable to be utilized to redirect/negate Heavy Projectiles (Spears/Javelins/Pilla); Instead, to redirect or at least stop those the Air Evocationist would have to cast [Air Shield] This way Ranged Martials would have a chance to do something against those mages, who could still simply Brisk Step away if they don't have time to cast Air Shield. A single character is unable to carry many javelins, unlike with arrows and bolts, that can be RPed as infinite without anyone batting an eye. Furthermore, all those heavier throwable weapons are more close ranged than arrows and projectiles shot from bows/cbows, creating a balance. So essentially cast [Air Shield] in time. You don't? Skill issue. Find another way, brisk step, or get hit. Have [Redirect]'s Anti-Flame Potency increase with Tier. T1/T2: Tennis Ball sized T3: Cannon Ball? Whatever is most used to define a medium size. T4: Bigger. T5: Beachball. Other metrics can be used, but the point is I definetively think there should be a scaling system to this. This is just a suggestion with examples, I'm not an expert. Combustive Flame Projectiles should explode on contact; higher reward, higher risk. Those caught in the middle get hurt. Likewise, [AirShield]s should endure continuous fire spells for a scaling amount of emotes. T1/T2: Epic Fail T3/T4: 1 emote before the continuous flames get through T5: 2 emotes before the continuous flame pierce the air shield.
  10. Based as ****. Love to see sprinkles of realism like this added to roleplay, especially in this case, as it adds more IRP consequences to the reckless all out global wars the server always has.
  11. "It's so nice to know it all so I can play with both sides!" Giggled the peculiar horned teen known as Leikn, evidently very amused by the position they stood in amid all of this drama.
  12. OOC: MC Name: Drasanee Discord: altheabr IC: Name: Leikn Sinnersbúr Age: 9 Information about yourself: I'm Leikn! I'm magical, got a bow, dagger - but I won't show (meant for surprises), some stolen earned magic trinkets, a big, REAL BIG, wolf pet, and . . . I'm creative-smart! (Miss Dyonne & Rexie said so!) and sneaky. Am also pretty strong, no joking, can shock you. I like having fun, adventuring, playing with animals, exploring, studying cool stuff, and hearing stories (not just bed time ones). I can help thinking outside the box! Or using rogue skills. Or pulling magic tricks. Or cheering people! My wolf can do tracking and carry stuff, including medkit. My ma' taught me some healing stuff.
  13. A horned child-adventurer laid on their bed with a map and a dream; the map, of Aevos - or Solheim, stolen from the nearest library; the dream, a pirate's life Yo Ho! And with that in mind did they mark an X upon Nor'Velythian's location with a fancy glitter-pencil they held onto dearly! Leikn would show it to their parents, prone to pursuing the treasure beneath stone and moon.
  14. Yknow what? This makes sense. They are the guardians of the coven, the mama with the big chancla, not the undying wizard hiding behind an army of undead minions Give them some cannibal flavored whey protein
  15. In the meanwhile, a young horned child dreamed about sailing alongside funny 'bone-people', much like in one of those stories their (adoptive) father had told them to sleep.
  16. Cold be hand and heart and bone. . . Any respectable witch must have their accursed serfs and pawns! I also like the warmth system. +1
  17. Really good rewrite and update for the magic, surely makes it all tidier. I commend the intent on shifting focus from mere enchanting to RP-generating rituals bolstered by player creativity (as imo it should always have been the case), and the desire to further limit minmaxing by making it 2 slots from the get-go, while compensating with some small combative tools to make blood mages more self-sufficient. I also like how "Ritual Rebound" helps clarify what happens following failed rituals, making them less ST-Reliant, and how the "Serpent's Sickness" adds a nice narrative price to learning this dark art, giving more purpose to vampirism (as Corcituri are tied to BM). +1
  18. Very interesting lore! It's good to see an older unused lore concept brought back in a well updated fashion - as it should be - instead of being left forgotten. I don't know much about voidal lore, but it's nice to have further intricacies and depth added to it to allow for different avenues of RP. +1
  19. Clan Ixtzûl Sunkissed Children of the Spirits Obligatory Music Theme: Ixtzûl is a Clan culturally based on Meso & South-American Native Cultures (Aztec, Maya, Inca, + tribes) meant to bolster zealotic worship of the Immortal Spirits by seeing and treating them more in line with how these Ancient Civilizations viewed their Deities. Clan Ixtzûl offers a lot of Lore & Concepts for Diverse Character Creation: from the Old Fallen Kingdom & Multi-Tribal Era Background, to various Cultural Aspects & Worshiped Spirits, to the prospect of becoming the “Child of a Spirit”, to eventful Clan Trials & Rituals, and overall relatively Broad Aesthetic-Freedom (with Orcs of Many Colors, some of which have cultural implications). This Diversity also allows for different types of Orcs to identify with the Clan and slowly be eased into its Culture proper. Orcs with vague Backgrounds saying “oh, they come from the Jungles” can also fit into Clan Ixtzûl, given how many tribes formed in the Jungles following the Old Kingdom’s destruction, with their cultures varying from one another and with much knowledge of their past lost. All Orcs can find their Path under Aztran’s Sun, as part of Clan Ixtzûl. Lore: Through this Hub you may access the Posts on different Lore Aspects of the Clan. In case you are a skim-reader, fret not, a lot of the key phrases and words have been highlighted in BOLD text, to allow oneself to skim through all of the lore easily. Google Document Version (All Lore): https://docs.google.com/document/d/18bEUuUJnCAUuSClwfhYRxNjRpHO51GIQ-keej-Hk1TQ/edit?usp=sharing Ixtzûl Clan Culture: https://www.lordofthecraft.net/forums/topic/225384-clan-ixtz%C3%BBl-culture/ Ixtzûl Creation Myth, Spirits & "Children of the Spirits": https://www.lordofthecraft.net/forums/topic/225387-clan-ixtz%C3%BBl-creation-myth-spirits-children-of-the-spirits/ Ixtzûl Clan Backstory: https://www.lordofthecraft.net/forums/topic/225385-clan-ixtz%C3%BBl-backstory/ Ixtzûl Clan Trials: https://www.lordofthecraft.net/forums/topic/225388-clan-ixtz%C3%BBl-trials/ For a quick TL;DR though… Culture: Meso/South-American Native Inspired (as aforementioned) with Orc sprinkled over. Backstory: the Ixtzûl used to be part of an ancient civilization that subsequently crumbled due to the relentless attacks of colonizer-forces, causing them to scatter into many jungle-tribes that are only now banding together again to escape the Doom of Almaris. Ixtzûl being the name of the Orc Commander who led them in War against the Colonizers, who prevented them from being wiped out entirely and guided the dead in the Stargush’Stroh afterwards. Spirits: They have multiple Clan Spirits tied to multiple cultural aspects of the Clan, the main one being Aztran (Spirit of the Sun, Moon & Stars), being his utmost zealots and worshiping him first foremost. Gazigash (Spirit of Blood & Bone) being the 2º most worshiped, followed by Kor (Spirit of the Dead) & Luara (Spirit of the Moon). They also enact Rituals to Spirits of Wordly Balance [the Elementals & Nature Spirits such as Urin, Arwa & Freygoth (mainly Zagbal - Spirit of Jungles - more so than Freygoth herself)] to prevent the Mortal Realm from being broken. Children of the Spirits: each Ixtzûl is to find a Spirit that best resonates with them to try and become as close to them as possible (championing them, mastering their domains, incorporating traits/qualities of the Spirit into their personality, clothing, body, and so on so forth). Such serving as a great tool for Character Creation and/or Development/Roleplay in General. Clan Goals: Weaken the influence of Non-Spiritual Deities while Empowering the Spirits in hopes of helping them break free from the Spirit Realms; purge the Mortal Realm of Darkness and keep the Void at bay; ensuring Aztran’s Sun never Dims by worshiping him continuously; preserving their culture in hopes of one day rebuilding their Old Kingdom; and helping each Orc find their Own Path under Aztran’s Sun. You should still read the actual Lore though. To Join Clan Ixtzûl: Feel free to send me a Discord DM (Althea#9290), message me in game (IGN: Drasanee) or outright join our Discord below: https://discord.gg/He8QHjesHM In there we can better help you out and discuss your character!
  20. Ixtzûl Clan Trials The Ixtzûl Trials are divided between those of Trials of Valor - for both the coming of age of orcs born into the clan and for outsiders wishing to join it - and Trials of Penance - for redeeming those who have went against the Clan, or the Spirits’, ways. Trials of Valor The following Trials are to be undertaken by not only those born in the Clan, during their Coming of Age (18), but also Outsiders intending to join the Clan as either full blown Ixtzûl Members or Honoraries. Both are to prove their mettle and dedication to the Clan in those trials, with Outsiders undertaking them after Learning the Culture through sufficient coexistence with the Clan. They may be performed alone or in groups, the trials being more difficult the more participants there are. Light in The Depths [Event] Grasping the Heavens [Event] Trials of Penance
  21. Ixtzûl Spirits - Beliefs & Children of the Spirits Having sought redemption for the Dark Shamanic Ways of Clan Dom - to which they belonged to - these who’d be known as the Tonatiuh Orcs, and later Clan Ixtzûl, shifted towards Greater Devotion to the Spirits, seeing them on a more Deifying the Spirits Further than their much of their Brethren of Krugmar & the Horde, believing the Spirits to be Directly Responsible for both the Creation of the Universe and its Phenomena. Ōmeteōtl, The Dual Creators Ixtzûl Creation Myth Below are some of the Clan’s Most Important Spirits, and the Culture/Beliefs associated to them: Aztran - Spirit of the Sun, Stars & The Ethereal Patron of the Ixtzûl & the Tonatiuh Orcs, Firstborn of Ōmeteōtl, Keeper of The Sun & Life, The Star-Forger Gazigash - Spirit of Blood, Flesh & Bone Blood-Mother, Bestower of Life Kor, Spirit of the Dead Governor, Guide & Judge Of Souls, Gate-Keeper of Micquichantli Luara, Wolven-Spirit of the Moon Celestial-Watcher, Guiding-Moonlight, Sister of Aztran Protector of the Wanderers in the Night Spirits of the Elements, Nature & World-Balance [Elementals, Urin, Arwa, Freygoth (mainly Zagbal), etc] Children of the Spirits
  22. Ixtzûl Clan Backstory The Story of the Ixtzûl Orcs started following the Great Civil War of Orc-Kind in Aegis. Descending from Clan Dom, the Orcs that’d form Clan Ixtzûl were utterly disgusted by the invention and practice of Dark Shamanism among their close brethren, defecting from their original Clan as the War progressed, leading them to repent in the deserts, beneath the burning Sun and the Stars. In their solitude beneath the skies, they begun to better comprehend the constellations, using and expanding upon the Ilzpaak, figuring they could not only be used as maps, but also believing they were a message of the Spirits beyond - more specifically, of Aztran, Spirit of the Sun, Stars & the Ethereal. It was so they decided to commune with Aztran through a Spirit Walk into the Greater Spirit’s Realm, and by him they were offered a chance to clear themselves from the Darkness that embroiled their Clan, and once more bask beneath the Light - his Light. They were to recognize Aztran’s Position in the Cosmology and Hierarchy of Spirits, worshiping him higher than any other Spirit, and they were to put down any of his enemies - the Darkness - of the Mortal World. In exchange, as all of the descendents crossed onto the plane of Eos, instead of accompanying the rest of the Orcs to Asulon, they were guided by the stars under sails directly onto their promised land - Almaris - before the rest of the other Descendents. The exact route they took, where they stopped along the way, and the date of their arrival unrecorded (left purposefully vague). Upon reaching the shores of New-Continent, these Orcs banded together to venture into its untamed Jungles, ridding it of its threats, enjoying its riches, discovering some of the mysteries of the continent, hiding in the jungles from menaces too great (only rising to take them down should they become a direct threat upon their lands), and slowly developing their own culture and identity, straying further away from the Orcs of Krugmar. They’d soon come together not as a mere clan, but as a small Tlatocayotl (their word for “Kingdom”) - Tonatiuh Tlalocayotl (“Kingdom of the Sun”), in clear homage to Aztran. They would raise great pyramids and temples in homage to important Spirits, hunt across the continent in pursuit of sacrifices to them, conquer lesser native inhabitants and small patches of civilization (some being even incorporated as honoraries) and boast great precious stones, jewels and gold in mass. Yet for as Great as it was, it would unfortunately not last forever: roughly a bit over a century before the main body of descendents’ arrival to Almaris, others supposedly hailing from Aeldin would sail over, seeking new lands to claim and fortunes to amass. They’d hear from some other natives, and especially from Whitewashes (Exiles) of Tonatiuh Tlalocayotl, about the Orcish Kingdom’s Riches, being motivated to investigate and posteriorly try to take over their lands and goods. At first dialogue was attempted, with the exchange of goods and favors, alongside information about the two cultures/peoples; the Aeldenic Humans, claiming to be from the Horosid Imperium (the veracity of it all being up to debate), tried to convert some Tonatiuh Orcs into the “One True Faith”, whilst some Humans instead came as far as to become Honoraries. In truth, it was moreless a mutual attempt to better understand the enemy - the threat or the obstacle - with the Humans justifying Genocide of the Tonatiuh Orcs by demonizing them for their bloody sacrifices and anthropophagic practices, disregarding the cultural reasoning behind it and the actually tranquil day-to-day lifestyle of those Orcs. After a decade of Warring, despite being greatly outnumbered and far less technologically advanced (incapable of metalworking), the Tonatiuh Orcs managed to defeat and slay all Colonizer Forces, having been led by a Great Orcish Commander called Ixtzûl, Tonatiuh’Tlapepentli (The Chosen of the Sun), an Orc Warrior and Shaman chosen by Aztran to lead them to victory during this crisis. Many ambush and guerrilla tactics were employed throughout the conflict, utilizing great strategy and stealth, and geographical knowledge to give the Orcs the edge in battle. (A depiction of Ixtzûl Tonatiuh’Tlapepentli) Unfortunately, Ixtzûl himself was slain, it being said he ventured into the last encampment of the Aeldinic Forces alone at night, starting a fire and slaying every single remaining one of them, to cleanse his lands of their presence. It was then at the beach, during Sun-Rise, that Ixtzûl would fall down into the sands, wounded and exhausted, having used all of his will, lifeforce and shamanic might to defeat his enemies, perishing afterwards the job was done. His body being offered to his direct family, his soulless flesh devoured by them, in hopes his strength imparted onto them. While the Tonatiuh Orcs’ efforts were not in vain (for had they failed, all of them would’ve been genocided), the War left their Kingdom in Ruins - some of which could be seen scattered around, and claimed by, the Jungles - while much of the Kingdom’s Knowledge was lost. With all their Leaders gone to the Ancestral Realm, the Tonatiuh Orcs too ended up being scattered across the woods, into Small Family Tribes, spawning different subcultures, losing contact with each other even, as the jungle buried their past and their old roads were covered in moss and dirt. These Tribes lived in solitude, hidden in the depths of the jungle, avoiding and ever distrusting the descendents that came to conquer the Continent as a whole, in special the Canonist Humans, for they reminded the Orcs of the Aeldinian Invaders and their ‘One True Faith’ religion. Only recently did things change, as the Loss of Almaris became more and more prominent, leading to the need of these Ancient Almarisi Orcs to sail to find new lands. The Tonatiuh Orcs thus began to regroup into a Clan named after their ancestor: Clan Ixtzûl. Such ended up attracting the attention of certain past Rex of The Iron Horde, Ar-Borok’Akaal; who would, amidst his investigations, end up being captured by the Tonatiuh Orcs, taken to learn of their ways, being defeated by and having a ‘cub’ with a direct descendent of the Legendary Orc-Warrior Ixtzûl - his grand-daughter, Itzpapalotl’Ixtzûl. All of this ended up being nothing more than a Plan of the Ixtzûl, for it was prophesied by many Tribes' Stargazers that this union would bring onto the world an Orc who’d guide them back to meet again with their Ancient Orcish Brothers & Sister of Aegis, unifying again under one banner, and allowing the Glory of the Tonatiuh to be reborn in a new golden age: that orc being Xiuhcihuapilli’Ixtzûl - the “Turquoise Princess of the Ixtzûl” - also known as ‘Kuvirr’ (as named by Ar-Borok of the Horde).
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