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King_Kunuk

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  1. This lore has been denied. reasons as to why will be messaged to you momentarily
  2. Atronach Limbs Atronach forgers do not always have to create the whole atronach, but rather only parts of them. They may use these parts of atronachs to replace parts of a descendant if needed, allowing them new feats that they could not have performed before. Such extensions are recharged like any regular enchantment. Creation of Atronach Limbs While a typical atronach requires great enchantments of conjuration in order to grant them sentience from their core, atronach limbs are not so. As the wearer of an atronach limb already has sentience and animation, only the evocation of choice and transfiguration are required to make a limb in a freeform process. This process cannot be done in combat, even with the necessary materials on hand. Atronach Arms/Hands Arms can be forged from fire, water, ice, air, earth, and arcane elements. The limbs themselves hold a moderate amount of magical energy, allowing for interesting and highly capable feats. The strength of the limbs themselves is magically linked to that of the physical strength of the wearer, matching their current deposition (for example, a Void Mage with such a limb would find the limb to be as strong as a Void Mage’s. A human knight would find the limb as strong as the arm of a human knight) save for Telekinetic limbs, which have the unique ability of enhancing the strength of the user for a period of time. Types of Atronach Arms/Hands As Atronachs hold the properties and abilities of their designated element, Atronach Limbs are similar in that sense. While they may only hold a fraction of the true strength of the full construct, an Atronach Limb is still a form of prosthetic replacement that has unique augments, though always at a cost. All Atronach Arms, regardless of what element they are made of share the following spell. Elemental Affinity [Non-Combat] - As Atronach limbs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element. This affinity allows them to create passive art with the evocation that they represent. Mechanics Redlines With this basic spell available to all wielders of Atronachian limbs (of the arm and hand type), there exists another ability that they all hold based upon the limb they have been given. Fire: Expel Flame [Combat] - Much like flame atronachs, those that bear the arm of one have the ability to charge up and thus expel voidal fire wherever they may be pointing their hands. Mechanics Redlines Water: Expel Water [Combat] - Much like a water atronachs, those that bear the arm of one have the ability to charge up and thus expel voidal water wherever they may be pointing their hands. Mechanics Redlines Ice: Expel Ice Shard [Combat] - Much like ice atronachs, those that bear the arm of one have the ability to expel a small portion of their arm as a projectile towards a target. Mechanics Redlines Earth: Shape Limb [Non-Combat/Combat] - Much like an earth atronach, those who bear the arm of one have the ability to alter the shape of the limb to best fit certain situations, creating different tools and weapons in place of their normal hand. Mechanics Redlines Air: Expel Wind [Combat] - Similar to the air atronach, those with limbs made of air can expel a gust of such wind out of the palm of their hand, knocking individuals back and off their feet. Mechanics Redlines Telekinetic: Enhanced Strength [Non-Combat/Combat] - While lacking any true elemental fluidity like the other arms, those with the arm of a telekinetic atronach can harness the inner strength of such power to enhance the ability of their arm for a short period of time. Mechanics Redlines Atronach Legs Lower limbs can also be forged from any element. They do not perform any elemental abilities on their own but can allow the wearer to hover passively off the ground akin to familiars themselves. The hovering cannot exceed one meter off the ground and provides no mechanical advantage. Speed and agility are also unaffected by the legs, though if they are damaged enough then the hovering effect fades. Abilities of Atronach Legs Like Atronachs, those gifted with Atronach legs are once more able to walk like they once could – assuming they had lost the ability. With their gift of movement also comes the boon of floating, which allows the welder of an Atronach leg the ability to float off the ground passively for aesthetic purposes. Float [Non-Combat/Combat] - Akin to how familiars can float, so too do atronach limbs allow their wearer to perform such a feat. Should anyone use atronach legs they will be able to hover no more than a foot above the ground. Mechanics Redlines Atronach Eyes A new discovery and feat capable by those who forge the atronachs, atronach eyes function as viable replacements to lost optical organs, giving the gift of sight once more. However these eyes are relatively frugal, with such devisees often breaking with a decent amount of trauma to the head (roughly enough to cause a concusion) Abilities of Atronach Eyes Unique among the prosthetic eyes across the realms, those with atronach eyes are like others, immune to afflictions that could normally cause blindness (such as sand being blasted into one’s eyes). But are still susceptible to bright flashes of light that may cause disorientation. But the key ability these eyes hold is the power to see active and passive mana. Arcane Sight [Non-Combat/Combat] - Having eyes forged of magic, one using atronach eyes has the ability to channel and thus see the ebb and flow of magic around them. Mechanics Redlines General Redlines OOC Purpose
  3. A High Elf in foreign lands vomits at the cowards path of the Silver State.
  4. "until the day I see the corruption within the Silver State finally fade away, I find any trial to be highly suspect," a disgruntled elf says in passing as he reads the accusation
  5. "You mean to tell me a dwarf can suffer more brain damage then what they are already born with?!" An elf says with great surprise. "Shocking"
  6. "I did what I had to do," The Acolyte of THE FIRST BORN speaks as he leaves the streets of the Silver Folk. "He had betrayed our people for the last time."
  7. Why isn't All of Oren in the screen shot rylothh?
  8. Now I can go and break into all these secret bases with legit rp. @Ryloth , get me my thanic sword!
  9. "In times of darkness, let the paths of knowledge give us light" The Ivory Tower Seekers of Truth Founded at a time when sorcery, magic, and scholars without direction seemed at a low in the Silver State, the Ivory Tower, founded on the eve of 45th year of the Second Age came about to be the guiding light needed for the High Elven people on their eternal pursuit of strength through wisdom. Created with great ideals to continue the push and acting as an independent organization, the Tower shall stand as a monument for the coming future, being the gilding light which shall lead on to new pathways into magic that have yet to be reached. Creed of Ivory Stone In order to properly guide those that gain membership of the Tower, a set of core beliefs have been divined from months of study and debate. Decreed to be the best leading principles the Tower shall try to embody, they are the following: 1. The Void is not a God. It is a tool to be used as a sorcerer sees fit. It is a method of study as a sorcerer sees fit. The Void is not alive- it has no emotion nor thought. 2. The Circle seeks to gain and guard knowledge. Knowledge is sacred, work hard to gain it. Knowledge should not be shared to those unworthy of it. Knowledge of all kind is equal, though one must understand dangerous knowledge against safe knowledge. 3. Consigning one’s soul to entities beyond and within is considered the ultimate sin. Your soul is sacred, and worth far more than the sweet succor of forbidden knowledge. Consigning another one's soul to such entities is also considered a vile path to walk. 4. Bargaining with entities beyond is shunned, and should be avoided at all costs. Kneeling before those of the Other World for knowledge is a price worse then death Guild Ranks Unlike guilds of old, there are no defined ranks for the Ivory Tower. Instead, leadership is held by a collective grouping of all of it's members (which is not simply limited to High Elves). That as well, membership to the Ivory Tower is not consigning simply to those who partake in the Voidal Arts. All those who walk the paths seeking truth are considered members to be had within the tower walls, and are welcomed to stand amount it's ranks as fellows in arms. Though consulship is gained upon membership, there are 3 distinct ranks within the Tower which are as followed: Acolyte of Ivory- A new member of the Ivory Tower; they have joined the ranks and are free to enter and go as they please. However they lack a voice within the tower, and are not privy to voice opinion or concerns within the Inner Circle until they are elevated into the position by at least 2 of the Circle's standing members who must both approve of such rank once the Acolyte has proven themselves in their eyes via trails, tests, and other assortments deemed worthy. Scholar of Ivory- A member of the Tower's Inner Circle and seated on it's council, a Scholar of Ivory is considered an equal among many, and is able to vote on polices and other such agreements which are taken by the Tower as a whole. They may suggest as well policies and doctrine to act upon. Simply put, they are a fully fledged member of the Guild. The Ivory Wizard- Still equal and holding the same authority as all other members of the Inner Circle, the rank of Ivory Wizard is used to give the Tower a single, collective voice when sending a representative to the Silver Council of Haelun'or, or conducting official business elsewhere. They are the figurehead of the guild, and serve at the behest of all other members of the Inner Circle. The Ivory Wizard may also find their position as figurehead revoked if the Inner Circle finds them wanting, with a vote of non confidence being held which requires at least 2/3 of the serving Circle to agree on, removing the rank before an election is had for a new Ivory Wizard.
  10. If you read the old necromancer lore, the ability to make curses has always been a thing they could do. Flam era bs made them drop it. personally I think this is a lovley addition to necromancy as it adds in a new method of rp, which the necros can use to help creative narratives
  11. Woe, be the temple of the Arch-Drakaar that rested under the shrine. Days before the statue was brought down, a lone elf approached the entrance to the great cave that stood as a testament to the Titan's followers. "Though I do not praise you, Dragon, I hold much respect for your Brood and your followers," the Sorcerer says as he enters the temple. Walking the now abandoned halls, he approaches the Altar of stone, carved by the Dragonkin themselves. Behind it, a massive pyre of Dragonsflame burned, though the light was slowly dying out. "Know this Titan; if my words reach your ears! I do this deed out of respect for your most loyal follower, for he himself is not here to do it for you," the Sorcerer speaks, bellowing such words out boldly into the empty halls of Azdromoth as he pulls out a lantern, yet to be light. With his Sorceries, a timber engulfed in the draconic flame was plucked from the dying pyre and placed to continue burning in the lantern. Then turning about, the Sorcerer leaves the shrine, the pyre coughing it's last embers as the Magi left the cave. Gazing up, he holds out his hand as arcane energies of a master wizard flow outwards and blast upon the cave wall, the stone bending to the will of the Sorcerer as it collapsed in, the cave sealing up for none to ever set foot inside such hollowed (or unholy) grounds less the wizard himself reveals his one hidden secret. Time would one day claim the temple, it's pillars slowly falling down, it's halls over rune by weeds and vermin alike without the love and care of it's worshippers, now forbidden to enter their greatest shrine. "May your embers still live until The Chosen Warrior of the Titan can come and claim you for his trove," the Sorcerer speaks in echo as he attaches the lantern to his belt and heads back to the Silver City.
  12. false. Tbf I meme hard about a voidal CA because I simply can. I find the weakness of this... thing? to be interesting in concept and design, far from what I had ever imagined. This though.... tf? I am so impressed yet so confused. Amazing? but yes, the void is fucked, cool magic, but still fucked.
  13. The mage would suffer the same amount of damage unless the distance they are launched upwards is reduced somehow. it isn't really if they are prepared or not, it is more so the sudden jet upwards and the fall that harms the target (plus, idk why a mage would target themselves with this spell in the first place)
  14. Quick! Spam the AH with enchanted items before this amendment goes through!
  15. After the clan meeting concluded, several crayons from the Doomforge's hold where seen missing having served their purpose, presumed eaten by a certain, unnamed dwarf.
  16. Arcane relays sorta(?) function like it? But they do not. Think of an arcane relay like a skpye caller that mages can use. This item is more so a method of 'spying' (with ooc consent mind you).
  17. “I gaze into the crystal and I see your plots, your actions, your every step. Did you think you could really outwit my sorcery little mortal?” Orb of Scrying To be a sorcerer is to seek out and understand knowledge. To crave it’s flavour upon the tongue as a growth of a person comes to fruition. Enter then a new marvel created by such sorcerers to help them gleem into distant lands. To see others partake in actions and plan accordingly with, or against them. To see an ally in need of aid, or an enemy in the midst of preparing an attack upon their lonely tower. This item would become known as Orbs of Scrying, items which allow magi to gleem across the material realm to spy upon others and scheme in secret. Function An orb of scrying is a rather broad term of an item of making used to gaze onto present happening events across the realm. By using the item as a focus, a mage pierces through the veil, into the void, then back out the veil as a ‘Ley Sight’ is made at a location. The Ley Sight then is either stationary, or follows a target around until the mage is finished gleaming through the orb. The orb can be used in multiple ways which include: -Scrying Upon a Person(s): When used against a person, the mage will see and hear around the target through the formed Ley Sight as though they were present in the room. Due to the simplistic nature of using the Orb of Scrying in this method, it does not require ST supervision to be used. However it does require ooc consent from the individual being scryed upon as to ensure fairness in use. In situations where more than one person is being scryed upon (ie: 4 people are in a room), the persons are able to vote together to allow or disallow the scrying, with a clear and present majority (at least %60 of people) voting in favor. If large scale events where voting would become too complex, the orb will simply not function or ST approval (and PRO approval) will be required. -Scrying Upon a Location: A more pleasant use of the scrying tool, a mage can choose to gleem at a location or scenery that they have visited at some point in the past (in order for it to count as a proper visit, adequate rp must have taken place at the location). Due to the nature of this scrying. The use of this does not generally not require ST approval unless the location is an event sight. (note: if used to scry on a city, ooc consent is not needed, but no meaningful information can be garnered due to the Ley Line giving the scryer sight of the entire city, as though they were looking at it from upon a mountain in the distance). -Scrying Upon an Event or Event Site: the golden use of the scrying orb, to gaze upon active, meaningful events in some manner. This aspect and use is entirely up to the ST hosting the event’s own discretion (with or without asking players) as to allow for a more meaningfully built role play interaction, with them free to accept or deny the request for scrying. Creation The creation of an Orb of scrying is rather free form, with such objects not always needing to take upon the shape of the classical ‘crystal orb’ (such as a mirror, pool of water, or some other stationary reflective device). When making the orb, two components are required: a focus crystal (or crystals) that are enchanted with a binding spell to allow one to see through it. The second part of the orb of scrying is an arcanium forged base of some kind (be it a pedestal, mirror frame, or some other method of ‘holding’ the crystal). Then by using mage gold, the magi inscribes onto the arcanium frame several runes which help bind the orb to the material plane, allowing it to pierce through the veil, then return through the veil to scry upon the target place. The Ley Sight A Ley Sight is the manifested eye and ear of a mage when the use an Orb of Scrying. Appearing at the desired location or around a person, the Ley Sight is completely invisible to the mundane eye. In order to see the Ley Sight, one must meet one of must be actively connected to the void and also have a connection of at least T3 or higher. Purpose and Citations
  18. Next time, werewolf continues culture posting by making one for the necromancers and mystics, undoing years of lore building by making wolfinism
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