Jump to content

Badgermordakin

Diamond VIP
  • Posts

    82
  • Joined

  • Last visited

Everything posted by Badgermordakin

  1. Druid lore peak written by a voidal mage??????? What??????
  2. This Grudge has been stricken from the book, it's terms having been fulfilled.
  3. The Wronged: The Sons of Urguan The Assailant: Dorin Starbreaker The Wrong: Called an Uruk that lives in Urguan "The best miner of the Urguan Capital", thus implying that an orc is a greater miner than nearly all living sons of Urguan. Date of Wrongdoing: 12th of The Amber Cold, 266 S.A Terms of Settlement: The acknowledgement of wrongdoing, payment of a fine of 20 mina to any dwarf living in Urguan, retraction of the statement, and selection of a dwarf as the proper "best miner of the Urguan Capital"
  4. A frail Irongut lord lies deep within the mountain. Before him, things unknowable to man pulse and wave, bleed and die. Experiments, once in the name of Vuur'dor and refinement of craft. Now in the name of violence, "Oi will follow Ulfar entae teh vereh 'eart of teh world ef need beh. They 'ave slain teh Sons o' Urguan. Teh price shall beh blood. Narvok oz Urguan."
  5. The Grand King would also receive a report with several GOSHA fines amounting to 42,352.45 mina
  6. MC Name: Badgermordakin Discord: guy22127 Image: Description of Image: Dwarven Portrait Dimensions: 2x2
  7. wait why are we removing the tax fraud how are the dwarves supposed to play?
  8. OOC ((MC Name: Badgermordakin)) ((Timezone: AEST for the time being)) IN-CHARACTER What is your name? Thromdrick Irongut Why seek membership to the Mages Guild? I have been a practicing mage for many years within the realm of Urguan and am the clan father of the ancient clan Irongut dedicated to the study of Vuur'dor What arts, if any, do you currently practice? Conjuration, Translocation, and Air Evocation What position do you desire to attain upon acceptance? Adeptus Majoris
  9. Wulff absolutely rages in silence at the notion of a special druid relic being owned by Qard
  10. This is my bad I actually meant to remove this when I was reviewing it over. Completely forgot to. Have updated.
  11. Sycophantic Vexing Origin Deep within the Fae Realm, events beyond mortal understanding unfold. A realm overflowing with vibrant magic and untamed life, where the fae live in harmony with the flourishing nature around them. The fae possess the ability to channel their soul’s energy, their Anima, to cast magics known as Sycophantic Vexing, allowing them to shape their world with ease. This magic is as boundless as it is varied. Deep and shallow, tall and short, constantly woven through every aspect of their existence. Some of these fae have slipped beyond the veil and into the mortal realm where the connection between worlds remains strong. Some by accident, others seeking a new realm. These fae have preserved their craft, but in the material world, their powers are diminished, weakened by the absence of proximity to their realm’s rich energy. Some relentlessly search for a way to return to the Fae Realm, while others who have chosen to make a home among mortals reject their weakened state. Often bored by the material plane and its lack of magics, these fae turn to the Anima of those in the material plane, hoping to use it to rekindle their strength. These fae, called Sycophants, embed themselves within the minds of their victims, like parasites, drawing upon the very souls of those they latch onto to cast magic and hoping to wrangle control. Even still, they find their powers far less potent than in the fae realm. Instead of their initial hopes, they are forced into a partnership with their hosts: unable to control them fully, yet finding the world without their magic too mundane and boring to leave. Magic Explanation There are two distinct types of Sycophantic Vexers. The first are non-fae beings who have become hosts to a fae parasite, while the second are fae-born creatures, inherently attuned to vexing and able to cast without the need for such a parasite. A Sycophant cannot infiltrate the mind of a being already of fae origin such as epiphytes, treelords, or other fae kin. Non-fae hosts, however, often form an unusual bond with the fae that inhabits their mind, typically entering through the ear. These fae parasites are mischievous and unpredictable. Such behavior typically manifests in sudden cravings for tuna and minor hallucinations in their host. The fae are rarely subtle, often announcing their presence loudly in the victim’s head with grandiose flair. Though they do not have a physical form, the parasite may occasionally cause its host to see an illusion of the fae’s presence. Sycophantic Vexing is split into two versions: a Feat and a [3] Slot Magic Practising Sycophantic Vexing requires a valid [MA] or [FA] in Sycophantic Vexing Feat level Sycophantic Vexing may be Self-Taught Unless the holder is a being of fae origins (Sprite, Epiphyte, etc.), a [MA] in Vexing requires a [FA] that has been valid for at least [1] OOC week Slotted Sycophantic Vexing must be taught by someone with a valid [TA] in Sycophantic Vexing A [TA] may be applied for once someone has reached T4 in Sycophantic Vexing Sycophantic Vexing is incompatible with all Voidal, Dark, and Deific Magics barring Druidism and Seer A Vexer who dies is not claimed by the Aspects like a druid would be and would be sent to wherever they would normally go otherwise Sycophantic Vexing is powered by the caster’s Anima This Anima use weakens the user to the point that they cannot wear heavy armor Sycophantic Vexing can be used by all Descendants, Sprites, Epiphytes, Klones, Kha, Hou’zi, and Musin. Vexers who are originally fae in origin do not have access to the Feat level of this lore as they cannot be inhabited by a fae parasite Mental Effects Once a Vexer becomes infected with a Sycophant or deepens their bond with Anima, they are consumed by an ever-growing sense of ennui and detachment from the mortal realm. This profound sense of apathy leaves them drifting through the days, seeking to stave off the gnawing emptiness with acts of whimsy and mischief. Vexers often find themselves drawn to tricking unsuspecting travelers, delighting in the chaos and confusion their tricks bring. These mischiefs are not always harmless; the more detached a Vexer becomes from the material world, the more cruel and sadistic their pranks can become. To them, the suffering of others is little more than a fleeting amusement, nothing more than a game to pass the time. This detachment from mortal concerns allows the Vexer to orchestrate their tricks without remorse, feeding on the vulnerability of those they target. This does not stem from evil, but indifference. For a Vexer, life is but a series of playful distractions, and the torment they sow is merely part of their unending search for entertainment. That said, when the time comes to focus, a Vexer can and often does, particularly when the matter comes to preserving nature. Vexers often feel that druids failed in their duties to protect the world’s balance and that the material world would be better off if all was turned to be more like the Fae Realm. Feat Sycophants that have only recently taken residence within their hosts' minds often experience strain, as the relationship remains unfamiliar and unbalanced. Transitioning beyond this initial phase requires dedicated teaching and the cultivation of an understanding between host and parasite. In the early stages of a Sycophantic infestation, however, certain minor effects begin to manifest. [Passive] Minor Hallucinations Sycophants that occupy the minds of non-fae often grow restless and bored. These creatures take great delight in toying with their hosts, weaving subtle disturbances into their perception of reality, occasionally conjuring minor hallucinations to amuse themselves and unsettle their victims. A book might seem to flip to the wrong page, or a pencil could appear a few inches to the side of where it truly lies. [Passive] Sycophantic Voice A sycophant residing within a host is far from insular, often engaging in constant chatter, regardless of whether its host welcomes it or not. The comments tend to be more playful than cruel, ranging from harmless teasing, like mocking a shirt choice, to lighthearted insults, such as critiquing one’s cooking. [Passive] Housekeeping Sycophants are not inherently sadistic beings. While their nature may be mischievous, they often feel a compulsion to compensate their hosts by mending and maintaining their physical well-being, mending particular areas over the course of [10] OOC weeks at a time. Whether this drive stems from a desire to keep their host in good health so they may remain in their mind, or if it is born of true goodwill, can vary greatly depending on the individual sycophant. Weaknesses Corruption: Due to their deep connection to the Fae Realm, Vexers are particularly vulnerable to the corrupting pull of voidal and dark magics. Casting spells within [15] blocks of a Vexer causes them great discomfort, accompanied by waves of nausea and a lingering sense of unease, as their very essence reacts to the malevolent energy. Azhl: The corruptive essence of Azhl proves especially potent against a Vexer, accelerating the onset of Azhl anemia and weakening their connection to magic. Each encounter with Azhl drains their vitality, expending [1] unit of exhaustion with every touch. Aurum: Owing to their deep ties to the Fae Realm, Aurum would burn a Vexer with excruciating pain, disrupting their focus and inflicting severe injury. The searing contact would break their concentration, leaving them vulnerable and weakened. Each instance of contact with Aurum expends [1] unit of exhaustion, draining their strength and deepening their suffering. Removal A Sycophant can be coaxed out of a Vexer’s mind through the use of Druidic Communion. The Sycophant would be reluctant to leave but could ultimately be coaxed out if needed. A Vexer may not do this on themselves. Purpose (OOC) Citations: Credits: Badgermordakin - Author Trained Sycophantic Vexing Magic Explanation Non-Fae Vexers who seek out a teacher to guide them and their sycophant often discover a path to reclaiming fragments of the magic their parasitic companions once wielded in the Fae Realm. It is not the host that casts the magic, but rather that they convince their Fae to cast it on their behalf, using their anima in a parasitic relationship. Similarly, Fae-born Vexers can use their teachers to refine their inherent Anima, learning to harness spells that are more easily woven within the Fae Realm itself. Both types of Vexers draw upon the Anima within themselves, however Non-Fae Vexers face issues with their sycophants constantly siphon away portions of their Anima, limiting the maximum capacity for power that they can channel. As a result, their ability to cast is slightly hindered compared to their Fae-blooded counterparts, whose connection to the Fae Realm remains stronger and more direct. All casting of Sycophantic Vexing spells are preceded by a connection of the animas of non-fae and their sycophants, often manifesting as the Vexer coaxing their Sycophant into casting, if this connection has already been emoted and focus has not been broken it is not necessary to re-emote for the next spell, effectively bringing down the emote cost by one. Fae beings’ connection is rply represented through consolidation of anima rather than coaxing of a sycophant. Casting Slotted Sycophantic Vexing requires a valid [MA] in Sycophantic Vexing Taking the slotted version of Sycophantic Vexing takes up [3] Magic Slots Non-Fae Sycophantic Vexers cannot cast T5 Vexing spells due to their anima being constantly drawn upon by their Sycophants Connection focus can be broken by a solid strike to a Vexer, a good punch or kick would be sufficient. Loud sudden noises or bright flashes of light could also cause disconnection If focus is broken, connection must be emoted again All spells cast by a Vexer have a range of [20] blocks Should a Vexer become a fae-being by some means (Epiphytes, Tree Lords, etc.) they will gain access to T5 Vexing spells immediately as long as they have held the [MA] long enough All T5 spells are Self-Taught to avoid situations where a non-fae teacher cannot finish teaching the magic for a fae learner Exhaustion For a Vexer, maintaining the flow of spellcasting especially in the heat of battle is no simple feat. Each cast drains their Anima, leaving them weakened and in need of time to restore their energy. The process of replenishing their power takes a full [1] OOC Day, after which they may once again channel their magic. [3] Total Combative Casts As a Vexer expends their Anima, the strain begins to become evident perspiration beads upon their brow, their breath grows heavier, and the weight of the effort begins to settle upon them. Despite the exertion, their movements remain largely unhindered, allowing them to continue as they would under normal circumstances, though with the faintest edge of fatigue. [8] Total Combative Casts Once a Vexer has expended much of their Anima, their movements become labored and exhausting. Sweat pours from their brow, and sharp headaches begin to cloud their mind. The toll of the magic weighs heavily upon them, slowing their motions to a crawl, reducing their movement by half until they can recover. [10] Total Combative Casts After [10] emotes, a Vexer will find themselves teetering on the edge of collapse. Their body drenched in sweat, they will struggle to remain upright, each breath coming in ragged gasps. Even the simple act of lifting a hand becomes an arduous task. At this point, the strain is almost too great, and all casting emote counts are doubled, as their body battles against the overwhelming toll. [10+] Total Combative Casts A Vexer with a Sycophant will find that their Sycophant refuses to cast anymore after [10] casts. A Vexer without a Sycophant who casts past [10] emotes will finally succumb to exhaustion, falling unconscious. They will require [3] full OOC days of rest to fully recover before they can summon the strength to cast again. Magic Abilities Sycophantic Shifting - T1 [NC] Over the course of [2] Emotes: [Connection] [Cast], a Vexer is able to alter their form or voice to shift and change what they look and sound like. Some use it to appear more ethereal, larger, beautiful, make their voices deeper, lighter, etc. This effect is obviously of magical origins to all who witness it and may last for up to [10] emotes. Tells: Vexers casting this magic will pop and fizz when casting, with fae-like energies shooting out the top of their head. Vexer’s Path - T1 [NC] A Vexer might find themselves wanting to remember a path or lead an unwitting traveller down a certain route to be pranked. Over the course of [2] Emotes: [Connection] [Cast], a Vexer might use their faelike energies to produce a shimmering line, marking a path to be followed. Such paths often resemble faelike characteristics such as ethereal arrows or fireflies. Tells: Vexers casting this spell will shimmer with light, off-focus and blurry to the outside observer as they glow with the color of their aura. Bubble - T2 [NC] When traversing around the fae realm, some terrain is proven to be more perilous than others. Thus, fae have developed a spell wherein they form a large bubble around themselves or willing partners that levitates roughly [3] inches off the ground. Creating this bubble requires [2] Emotes: [Connection] [Cast]. When encased in the bubble, beings typically feel an incredible sense of lightness and weightlessness. Tells: Vexers casting this spell will have large to small bubbles come out of their mouths, ears, and noses. These bubbles are often adorned with various different colors and shapes left up to the caster. Tittering Touch - T2 [C] Fae are known for their playful yet often frustrating nature. When they become bored, they sometimes use their magic to toy with other beings. While these spells may seem harmless, they can have more potent effects. One such spell, Tittering Touch, causes mild but persistent annoyance in the target. Over the course of [3] Emotes: [Connection] [Charge] [Cast], the Vexer weaves their magic, inducing sensations like uncontrollable laughter or constant itching. While it won’t cause permanent harm, the annoyance becomes draining. The victim will find themselves gradually becoming more tired from the constant distraction. The effects of the spell have a duration of 5 Emotes. Tells: Vexers casting this spell will exhibit the annoyed effect they are trying to inflict on another, coughing up fae-like energies or Sneezing out flowers. Sylvan Corrosion - T3 [C] When facing a heavily armored foe, a Fae often finds themselves unable to break through the armor with their more fragile frames. As such, the Fae of the Fae Realm created the Sylvan corrosion spell. This spell conjures forth toxins of the Fae Realm that have potent temporary corrosive abilities against metals. Over the course of [3] Emotes [Connection] [Charge] [Cast], a Vexer may conjure toxins that are launched at a foe wearing metal armor. When making contact, these toxins will swiftly corrode the metal, weakening it down [1] tier of armor for the duration of [7] emotes. Tells: Vexers casting this spell will appear as if melting slightly, the features on their face beginning to droop out of place unnaturally as they glow with connection to the magic. Faelike Charm - T3 [NC/C] Charming a subject is often an important part of Fae trickery. Manipulating them and charming them to make them more susceptible to pranks. A Fae casting Fae’s Charm will fill the senses of their subjects with positive feelings, leaving the subject more inclined toward the Fae. When used in combat, a subject will be unwilling to attack the Fae casting the spell unless attacked by the Fae. This charm requires [3] Emotes: [Connection] [Charge] [Cast] and only has a duration of [4] emotes. Tells: Vexers casting this spell will radiate with soft light and warmth, glowing brightly. Gossamer Binding - T4 [C] Over the course of [3] Emotes: [Connection] [Binding] [Cast], a Vexer can bind two beings together with hundreds of very fine and thin ethereal gossamer bindings. Conjured by the Vexer, these bindings prevent the bound beings from straying more than [10] blocks away from each other for the duration of [7] emotes. Despite popular thought, these bindings do not wrap around their bodies but their thoughts and sentiments. Should one’s intent turn to fleeing entirely from the situation, the Bindings are not strong enough to contain them. Tells: Vexers casting this spell will find themselves enwreathed in fae-like energies resembling bindings before applying those bindings to their victims. Some bindings appear as if vines, some chains, some ropes, it is up to the caster. Fae’s Rest - T5 [NC/C] Using their fae powers, a Vexer may lull others into a deep sleep, giving pleasant dreams and deep relaxation. After casting for [3] emotes: [Connection] [Charge] [Cast], a Vexer may induce a deep sleep on a subject. When performed in combat Vexers must maintain their focus on their subject for the duration of their sleep to a maximum duration of [4] emotes. After [4] emotes, or if the Vexer’s concentration is broken, the subject immediately awakens without semblance of grogginess. If the subject sleeps for the full [4] emotes, they will be fully rested and devoid of exhaustion when awakened. If used out of combat, the Vexer does not need to maintain focus to keep their subject asleep as their initial casting is not marred by distractions, this sleep can be ended at the discretion of the subject’s player. Tells: Vexers casting this spell will feel rather tired themselves, causing eyes to droop and a warmth to emanate from their bodies. Sensory Snare - T5 [NC/C] Often bored, Fae creatures find great joy in panic and suffering from those they toy with. Their detachment to the world often interpreted as sadism. When toying with subjects, Fae discovered the ability to temporarily remove one of their senses. Not only that, they were able to temporarily remove the very part that lended its sense to their victim, often causing a panic. This is done over the course of [4] Emotes [Connection] [Charge] [Charge] [Cast]. Once casted, the victim will find the part of their body relevant to one of the four senses (barring feeling) vanished from existence for a duration of [5] Emotes. Relevant parts include: ears, nose, eyes, and mouth. When casted to remove feeling, the victim will simply stop being able to sense feeling. Tells: Vexers casting this spell will appear as if the body part they are removing is phasing in and out of reality on their own person. This is only an illusion though. Fae Santuaries Fae Sanctuary - T5 [NC] At the height of their connection to their host, Fae have been able to use their anima to warp the material world to be more like the Fae Realm. Serving as sanctuaries for Vexers, these areas are imbued with heavy amounts of Fae Energy and resemble the flora of Fae Realm to a high degree, though no fauna come to live there. Fae Sanctuaries are often highly controlled and regulated by their Vexers, who tend to be very protective of their Sanctuaries. For a Vexer, it is an area of great relaxation, casting within a Sanctuary causes them no exhaustion. Sanctuaries are created through an intense meditation and expulsion of anima from the Vexer, rendering them unable to cast for [1] OOC Week. This ritual is freeform, but must be RP’d. Fae Sanctuaries may, at most, be 25x25 blocks. Once the Vexer has created their Sanctuaries, the flora within will rapidly shift and warp, taking on traits of the fae realm. Flowers that bloom in midair, fruit that tastes like starlight, and bioluminescence are all characteristic of Fae Sanctuaries, though each is different. As Sanctuaries progress, Vexers have been able to discover various additions and modifications that could be made to improve their Sanctuaries. These additions can only be made after a Sanctuary has existed for [2] OOC Months. They cannot be removed, to switch modifications a Vexer would have to make a whole new Sanctuary. Each enabling a more interesting area possibly prone to luring in more victims for pranks to stave off boredom. Though only one may exist in any given Sanctuary. Sanctuary additions are made in similar fashion to Sanctuary creation, a great expulsion of anima into the area leaving the Vexer unable to cast for [3] OOC days this time. The Reflection Pool Astute Vexers might imbue the pools of water within their Fae Sanctuary to lure unsuspecting travellers. Those who gaze into their reflection within the pool will see themselves as they most desire, showered in gold, affection, whatever may be. Travellers are often completely taken by this sight and waste away their days staring at themselves as they wish to be, getting lost in the reflection and making perfect targets for Fae trickery. Fae Ring Given the rarity and unpredictable nature of Fae Rings that bind the Fae Realm to the material realm, it is little wonder that Fae have developed a method to grow a Fae Ring within their Sanctuaries. This ritual was made to finally remove chance from the equation of Fae Rings and bring order to some level of Fae chaos. Fountain of Youth Meant to entice weary stray travellers and adventurers alike for trickery, the Fountain of Youth is made to lure in those who never seek to be devoid of their beauty. The waters are, however, a trick. For victims do gain their eternal youth, but at great cost. Anyone who drinks from the waters of a Fae Sanctuary modified with the Fountain of Youth will gain eternally youthful features but find that their lifespans are halved. Tier Progression Tier 1 - Puckling [0] OOC Weeks Total The first tier of a slotted Vexer, they are just starting to get a hang of their abilities and connection.. Spells: Sycophantic Shifting, Vexer’s Path Tier 2 - Flicker [2] OOC Weeks Total A Vexer is getting better experience with connections, almost mastering it and moving up to more expansive spells. Spells: Bubble, Tittering Touch Tier 3 - Tasselwing [5] OOC Weeks Total A Vexer has now mastered connection in and out of stressful situations, they have also properly delved into the magic and are able to cast a wider array of spells. Spells: Sylvan Corrosion, Faelike Charm Tier 4 - Feylark [10] OOC Weeks Total A Vexer has nearly mastered the craft, becoming adept at most spells available and is able to cast with great precision. This is the last tier a non-fae being can attain. Spells: Gossamer Binding Tier 5 - Dewdreamer [16] OOC Weeks Total A Vexer has Truly mastered their craft, casting with precision and ability at a high level. Only fae may attain this level of Vexing. All T5 spells are self-taught. Spells: Fae’s Rest, Sensory Snare
  12. Faebeings Origins Whispers have always circulated of overly cheerful beings, hiding just beyond the brush, their laughter carried by the wind. Tales abound of travelers who, lost in the darkest depths of the woods, have fallen victim to charming illusions and mischievous tricks. Little is known of the Faebeings that slip between the leaves, their presence often unnoticed, even as they weave through the forests like shadows. Druidic historians have long debated their existence, questioning whether these beings are mere folklore or truly have passed into the realms of man. It is said that the first Faebeings emerged through a fae ring from the fae realm beneath a full moon, before the dawn of recorded history. Rumours tell of them being the first guardians of nature, the first servants of the Aspects. Yet, with so few in number, their true origins remain elusive. As time passed, druids took upon themselves the duty of the Aspects, guardians of the natural world, to protect it from forces that would harm nature’s delicate balance. However, amongst those hidden in the wilds, disdain grows for the druids, who are seen to have failed in their sacred charge. A growing number of bold Faebeings, disillusioned by the druids’ lack of action, have begun to step forth from their seclusion, determined to defend the land they hold dear and protect their beloved nature from those who would seek to ravage it. Playing a Faebeing requires a valid Faebeing CA A Faebeing must be called forth from the Fae Realm where they are made by the Aspects by either druids, vexers, or other Faebeings, Faebeings do not reproduce and cannot FTB Faebeings possess Lesser Souls Faebeings are unable to use any Dark, Voidal, or Deific Magic (Yes including Druidism) unless otherwise stated in said magic’s redlines. Due to Faebeing’s already fae-like nature, Sycophants of Boletius will refuse to inhabit the brains of Faebeings Holy Magics will have no positive effects on Faebeings (Healing, etc) Faebeings cannot be altered by Tawkin’s alterations Call of the Fae The true way a Faebeing is born is unknown to all except the Aspects who create them. Even the Faebeings themselves know not where they come from. All that is known is that Faebeings are birthed solely by the Aspects within their realms and summoned to the mortal world only through powerful rites in places where the veils between the mortal world and the fae realms are thin. The most common of these places are Fae Rings, though other sites of potent fae-mortal connection may serve as gateways, as determined by ST. When a Faebeing feels the need to summon another to the mortal realm, they can send out a special call through communion, a melodic summons that resonates across the ether, reaching other Faebeings at these connection points. This cry beckons them to cross over, alerting them to their need within the mortal world. Should a Faebeing choose, they may teach this cry to other spellcasters, passing on the knowledge of the call to those who prove worthy of understanding the deeper currents of the fae. Physical Description Faebeings are often adorned with delicate, living growths of plant-like material that sprout from various parts of their bodies. These ethereal plants are not only rooted in the mortal world they inhabit but also carry the essence of their true home in the enigmatic fae realms. As if touched by the fae world itself, they often glow with a faint, otherworldly radiance, shifting in colors that mirror the vibrant hues of their mystical homeland, casting a soft, enchanting light that marks their presence wherever they roam. Those who originate from the radiant Dayward Lands often carry the warmth of perpetual sunlight in their features, their faces alight with ever-present smiles and an aura of boundless joy. In contrast, those born of the mysterious Twilight Bound wear the somber, shadowed grace of their twilight world, their expressions often more pensive, draped in quiet contemplation and the melancholic beauty of the dark. Strengths Born of the fae magics, Faebeings possess a unique affinity for nature's healing arts. They can be mended through Druidic Blight Healing or by resting in Fae Rings, their connection to the natural world allowing them to recover swiftly. Additionally, Faebeings are unfazed by the energies of powerful fae influences, freely passing through places of intense fae magic, such as fae rings, with ease and without harm. Weaknesses Corruption: Faebeings, born of the fae’s ethereal magic, are deeply vulnerable to the corruptive forces of voidal and dark magics. The mere casting of such magics within [15] paces of a Faebeing will induce a crippling nausea, a discomfort that grows unbearable near stronger sources of corruption, such as voidstalkers or obelisks. In the presence of these greater taints, the Faebeing risks being blighted, the corruption seeping into their very essence, driving them toward a feral state within [1] OOC week or sooner if within the presence of corruption for longer than [5] emotes. This feral state, alongside the blight, may be purged through proper means. Azhl: Upon contact with Azhl, a Faebeing will begin to succumb to its corrupting influence within a mere [7] emotes. The dark energy of Azhl seeps into their very essence, swiftly inducing Azhl anemia, causing their once-vibrant form to wither and decay. The corruption spreads quickly, weakening their connection to the fae realms, and can only be cured by purging the blight. Aurum: Thanks to their profound connection to the fae realms, Faebeings are deeply attuned to the natural forces that govern their existence. As such, the presence of Aurum causes them immense distress. When it comes into contact with a Faebeing, it inflicts excruciating, searing pain, as if their very essence is being torn apart. The unnatural energy of Aurum clashes violently with their otherworldly nature, disrupting the delicate balance they maintain with the fae realms and leaving them vulnerable to severe pain. Mental Description While the demeanor of each Faebeing may vary, a deep reverence for nature unites them all. Faebeings often exist in a state of abstraction, their minds drifting like mist, attuned to the eternal rhythms of the natural world rather than the fleeting concerns of mortals. This reverence shapes their very being, leading to a spiritual detachment from the mortal realm. However, a quiet disdain simmers for descendants whose existence strays from nature’s purity. Faebeings view these 'impure' beings with varying judgment, some believe they can be guided toward harmony, while others see their very existence as a threat to the balance of the world. Those from the vibrant Dayward Lands tend to exude joy and lightheartedness, yet still harbor a subtle scorn for those who neglect nature’s purity. In contrast, those from the darker Twilight Bound tend to carry a more somber, introspective air, their disdain for corrupted beings expressed through cold indifference, seeing them as beyond redemption. Boredom often plagues the thoughts of Faebeings, lending toward an inclination toward trickery and playing pranks occasionally to stave off boredom. Oftentimes, their detachment from reality can make these pranks seem overly sadistic and wretched to non-Fae. But when the balance of nature or the fae realms is threatened, their aloofness transforms into unwavering focus, revealing a fierce, formidable force. A protector of the natural world, ready to confront both impure descendants and any force that disrupts the realms’ harmony. Abilities [Passive] Communion Communion is the very pulse of nature, a subtle yet eternal hum that reverberates through all living things. It is the quiet, melancholic song of the wind as it dances through the branches, the soft murmur of the trees as their roots touch the earth’s ancient heart, and the delicate whispers of flora reaching out to the sky. This sacred connection stirs the living world to life, allowing one to perceive it in its entirety. An ever-present, seamless harmony that binds all of nature together. For Faebeings, this communion with nature is effortless and passive, like breathing itself, an intrinsic part of their being. It is a constant undercurrent of existence, something they are only aware of when it falters or fades. It is the very foundation of their world, the core from which all things natural flow, unshakable and eternal. [Passive] Greensight Born from the fae realm, where normal material realm sight is unnecessary, Faebeings lack conventional vision and instead perceive through Greensight. This unique form of sight allows them to view the world through nature’s lens, with Communion acting as the conduit through which nature feeds them its vision. To a Faebeing, all unnatural things, including descendants, appear distorted and uncanny, making it difficult to distinguish them until their voice is heard, lending further to the Faebeing’s reputation of aloofness. Things such as blight can be seen, but they cannot see in areas devoid of natural life. A Faebeing may imbue their Greensight with any casting aesthetic they wish, seeing the world through sentient flame or with warbling distortions of heated surfaces for example. A Faebeing’s Greensight is, however, more potent than that of a druid’s, for they were born into it whereas druids merely adopted it. In areas lacking nature’s presence, they may continue to see, though to a limited range and it still fails to reveal descendants’ true forms or allow them to see wholly unnatural beings, such as dragons or the abyss. At the time of the passing of this write, all current or previous CAs in anything involving the creatures written in this lore are rendered invalid and denied. Purpose OOC: Citations Credits Badgermordakin - Author DragonofTaters, ClassyDryad, 248Pengin - Consultant Satyrs Satyrs hail from the radiant Dayward Lands of Cerridwen, a realm bathed in eternal light and overflowing with verdant beauty, where life thrives at a leisurely pace, unhurried and full of harmony. Created by Cerridwen to inhabit her realm in great numbers, the Satyrs are the most likely of the Faebeings to cross into the mortal world. They are thus the most populous among the descendants. Nomadic by nature, Satyrs are rarely bound to one place, their free-spirited hearts ever drawn to wander, moving with the rhythm of the world around them. Despite their jovial and carefree demeanor, most Satyrs harbor a deep-seated grudge against the Fae of the Twilight Bound thanks to their long and bitter history of conflict and the relentless pursuit of Satyrs by those from the twilight lands, leaving a lingering animosity that colors their view of the fae from that realm. Satyrs come from the Dayward Lands and are aligned with the ideals of Cerridwen I will reiterate what is said in this lore’s first page, Faebeings CANNOT reproduce and/or FTB Physical Description Satyrs are most notably recognized by their striking half-goat, half-human form, though not the result of any union between the two, they share many traits in common. Their skin may appear in any hue seen among humans, while their features often range from sparsely furred to fully covered in a thick, wild coat of hair—especially on their goat-like lower bodies. The legs of a Satyr, strong and robust, lend them an unwavering sure-footedness, allowing them to traverse even the roughest terrain with ease, and grant them greater strength than a typical human. Perhaps most iconic are the horns that spiral from their heads, curling like those of a goat. These are a source of great pride for Satyrs, marking them as unmistakably their own. Standing slightly shorter than humans, Satyrs typically range from 4’3” to 5’8”, though they bear a similar weight to that of their human counterparts. Their aging follows a similar course to humans until they reach around the age of 23, at which point they cease to age, remaining forever youthful, vibrant, and imbued with an ever-present sense of joy. This, however, comes at the cost of their lifespan which is far shorter than other Faebeings. The oldest known Satyr in the mortal world lived to be 284 years old. Mental Description Known for their joyful and charismatic demeanor, Satyrs are particularly skilled in music, their melodies carrying the essence of their homeland’s carefree beauty. They are often seen as embodiments of lightness and mirth, their approach to life filled with laughter and unshakable confidence. Their aloofness manifests as an abundance of unearned joy and confidence, a happiness that many deem disconnected from the harsh realities of the world. Satyrs are known to meet insults and blows with a cheerful laugh or playful banter, brushing them aside as if the world itself were a grand joke. Yet, beneath this constant cheer lies a hidden, more dangerous side. When truly provoked or cornered, the Satyr’s lightheartedness can swiftly give way to a seething, indiscriminate rage. Threats to their own lives, or to the natural world they hold so dear, can bring this darker nature to the surface, transforming the carefree being into a fierce, unpredictable force of animalistic wrath. Abilities [C] Rage of the Goat When cornered or pushed beyond their limits, Satyrs shed their facade of joviality, revealing a primal, blind fury. In this frenzied state, a Satyr becomes a force of wild, unbridled aggression, attacking friend and foe alike with reckless abandon. The intoxicating rage clouds their judgment, driving them to lash out until the storm of anger within them subsides. These assaults are often characterized by kicks with their goat-like legs. Only once they’ve wrought enough chaos or felt the surge of battle fade can they regain the clarity needed to return to their usual carefree demeanor. Such instances are rare, and typically only arise in moments of true danger or overwhelming provocation, when their protective instincts are pushed to the brink. Treants Born from the heart of the Twilight Bound, Treants are a more somber and introspective breed of Faebeing, in stark contrast to the exuberance of Cerridwen’s chosen. The first Treants are said to have been ordinary trees, brought to life by the ancient and mystic energies released by Cernunnos’s missed arrows during a hunt. The god of the hunt, captivated by their awakening, grew to cherish these living trees and, in time, decided to create more of them, imbuing them with life to help safeguard and maintain the delicate balance of the forest realms within the Twilight Bound. As one of the rarest of Faebeings in the mortal world, and oftentimes the oldest, Treants seldom wander among descendants. Preferring the quiet solitude of their arboreal kin, they are often found deep within the heart of ancient forests or at the borders of the shadowed wilds. They are creatures of deep thought and reflection, content to live in harmony with the eternal rhythms of nature, far removed from the bustling lives of mortals. Treants come from the Twilight Bound and are aligned with the ideals of Cernunnos Physical Description Treants draw their name and form from the ancient trees of the world, their 'skin' a tapestry woven from bark, roots, moss, and leaves. Each Treant bears the distinct characteristics of the tree it is born from, whether it be the towering oak, the delicate willow, or the tall pine. While they take on humanoid shapes for ease of movement, possessing a defined face, torso, arms, hands, and legs, Treants are still deeply tied to their arboreal origins. Their heads may vary greatly; some have a fully formed, rounded head, while others feature only a face nestled within the trunk of their body. Many Treants wear the marks of nature upon them, with mossy beards, leafy hair, and other natural adornments that reflect their wooded heritage. Despite their connection to the ancient growths of the forest, Treants grow at a slower rate than their mundane tree counterparts, stunted by the immense energy required to animate their form. However, their growth is still impressive, surpassing that of a human. Most Treants grow to a lithe and tall stature, but they never exceed ten feet in height. Though slender in build, they share a humanoid shape, with proportions and width akin to that of the average human, giving them an elegant yet formidable presence. Mental Description Treants are creatures of profound patience, their actions unfolding at the pace of the ages. They think in decades, not hours, and their decisions are often slow and measured, deliberated over for hours, days, or even longer, especially when made in council with other Treants. Their aloof reputation often stems from this patience. But once a Treant has committed to an action, it is executed with unwavering determination and strategic precision, driven by the wisdom of ages. They are slow to form bonds and even slower to forget slights, holding grudges as deeply as the roots of their ancient trees. Their greatest love is the vast, timeless forests they call home, and while they understand their role as the forest's protector and advocate, they are not opposed to venturing beyond its borders, though for them, what may seem like a short journey could take years in mortal terms. Being made of the very essence of nature, wood, bark, and plant, Treants are the most attuned to the pulse of the natural world, their connection to it unrivaled among the Faebeings. It is difficult to get a Treant to care about a matter that does not involve the forest. Treants hold a particular disdain for hooved nomads such as Satyrs, who they see as reckless, trampling upon delicate saplings in their infancy, disrupting the sacred balance of the forest's growth. Abilities [NC] Treant Draught Ever vigilant against the threat of the dreaded lumberjack, Treants have long perfected a potent concoction known as the Treant Draught. Crafted over many decades, this enchanted elixir is infused with fae energy drawn from the fae realms, lending it a mystic power that can mend the scars of the forest. The draught is carefully brewed from the waters of rivers or swamps, combined with the natural flora of the forest, each ingredient chosen for its connection to the land. When consumed by a Treant or absorbed through the roots of trees, the draught works its magic to regrow damaged limbs and restore vitality, healing the wounded trees as if they were merely recovering from a passing storm. [C] Canopy’s Gaze A Treant, at its will, may commune with a tree to extend its senses across the vast expanse of the forest it is bound to. Through this communion, the Treant is granted the ability to perceive images from the highest branches of any tree within its domain, allowing it to survey the land with remarkable clarity. This method of sight serves as an invaluable tool for guarding the forest, providing the Treant with a network of watchful eyes from the treetops to the forest floor, ensuring no movement goes unnoticed. [NC] Taking Root As a Treant nears the end of its life cycle, it often feels the pull of the earth and instinctively seeks a place to take root, returning to its true form as a tree. Finding a peaceful, suitable spot, it sinks its roots deep into the soil, gradually relinquishing the fae energy that once coursed through its body. In solitude, the Treant becomes one with the forest, living out its remaining days as a simple, yet enduring tree. However, when in the company of druids, the Treant may choose to serve a higher purpose, offering itself as a sapling to an elder tree, thus establishing a much stronger connection to the earth. Should an ent ever be called upon by the subsequent Elder Tree, the ent would be an evolved form of the former Treant, retaining many of its memories and behaviors. Gatrov Treants Some seek to twist the rare Treants that walk the mortal realms into vessels of corruption. When scorched by the unholy touch of malflame, a Treant may fall victim to the dark influence of Moz Strimoza. The first time they are scorched, even fully through, a Treant may recover fully with a Treant Draught. But if they are unable to recover by their next encounter with malflame, they will fall victim to the dark magics. A Treant tainted by infernal forces will be stripped of all plant life, its bark charred and its once lush form reduced to a grotesque, blackened husk. Such a corrupted being would be enslaved by the Zar'rokul, bound in servitude like the twisted Gatrov'kiel, and would become fiercely hostile toward the very nature it once held sacred. Centaurs/Cervitaurs Centaurs and Cervitaurs share a common ancestry, born from the union of Cernunnos and Cerridwen, two great powers of the fae realm. In a moment of divine collaboration, Cernnunnos took the mighty horse from his domain, melding it with his hunter's spirit, while Cerridwen drew upon the gentle doe from her verdant lands, combining it with her nurturing essence. Together, they forged two distinct yet kindred beings. The Centaurs, embodying the strength and grace of the horse, found solace under the shade of the trees in the Twilight Bound, where the dense forests and bountiful game were perfect for their hunting prowess. Meanwhile, the Cervitaurs, with their more serene nature, sought the vast, open prairies, where the wide horizon offered clear views of potential threats, enabling them to roam freely and vigilantly across the open lands. Centaurs come from the Twilight Bound and are aligned with the ideals of Cernunnos Cervitaurs come from the Dayward Lands and are aligned with the ideals of Cerridwen I will once again reiterate what is said in this lore’s first page, Faebeings CANNOT reproduce and/or FTB Physical Description Centaurs and Cervitaurs are most distinctively recognized by their fusion of humanoid and equine or cervid forms. Centaurs are horses until around the front legs where they become man from the torso up whereas Cervitaurs are the same but with a doe instead of a horse. The humanlike portions of these beings mirror the shapes and features of standard humans, with skin tones and attributes varying widely. Often, though not always, the animalistic aspects of the beings, whether horse or doe, reflect these colors. The colors of the horse or doe may instead reflect the colors of any standard horse or doe. It varies from Centaur/Cervitaur to Centaur/Cervitaur. From hoof to head, Centaurs and Cervitaurs typically stand between 6 to 7 feet tall, with an average weight of around 1,100 lbs, in keeping with their equine or cervine heritage. Their humanoid upper bodies tend to feature long, horse-like faces, accentuated by flowing hair. Centaurs often adorn themselves with pointed beards, emphasizing the length and grace of their features while Cervitaurs tend to prefer to accentuate the antlers on their head. Mental Description The minds of Centaurs and Cervitaurs diverge greatly, reflecting the essence of their respective realms. Centaurs embody the spirit of the hunter, fierce, proud, and untamed. They are aggressive, carnivorous creatures with a ravenous appetite. Centaur hunts are often organized affairs, where herds of Centaurs corral prey and shoot arrows from horseback, their skill with the bow unparalleled. They are known for their strategic prowess, hunting with precision and agility. In contrast, Cervitaurs are more peaceful, gentle beings, following the traditions of herbivores and prey animals. They are much less inclined toward battle, preferring to flee rather than face combat. Though still skilled archers, Cervitaurs only shoot when necessary, using their bows primarily for protection. Both species are herd creatures, with strong bonds to their kind. Their societies often resemble clans, led by a chief who guides their movements. Above all, Centaurs and Cervitaurs are fiercely proud, and the idea of a descendant riding on their backs is considered a grave insult, reducing them from noble beings to mere beasts. Despite their differences, both races share a profound connection to the skies, with many Centaurs and Cervitaurs becoming highly skilled astrologers, using the stars above the prairies as a celestial map to guide their journeys. Centaurs and Cervitaurs are often too prideful to worry themselves with anything other than themselves, leading to an aloof reputation. Abilities [C] Nature’s Stride Blessed with their heritage as hooved herd creatures, Centaurs and Cervitaurs are masters of swift movement. Whether charging into battle or darting through the wilds, these beings can move with the speed and grace of a wild stallion, maintaining their full pace as long as they remain in peak condition.
  13. Deep beneath the mountain in the halls of Urguan a crazed dwarf hunches over his daily letters. "Bah! Teh umreh want tae talk o' Vuur'dor once more. Mayhaps this toime et is best ah dwed es there tae show them teh propeh way tae cast." The clan father's eyes narrow as he continues to read, a quiet gasp emits, "Oh noh, ets even worse than ah thought... ah pointeh ear!"
  14. The only valid rp interaction with a demi-djin is abject blind hatred of them. Can't even be full Djin smh my head
  15. I already wrote many of my thoughts down in the collection box to be sent to his family (which I encourage others to do as well, in Urguan main city). Shroom was a great friend, a mentor of sorts on the server, and a top notch rper. I was deeply saddened to hear of his passing. He was my first ever interaction on the server and his welcoming attitude is what kept me here. I had great respect for him and his work, I'm honored to be able to carry on even just a small part of his legacy as one of his successors to the Irongut clan that he held such a passion for. Even before his death I'd often think of him when giving lessons about voidal magic (Vuur'dor in dwarven as we both preferred) and irongut/dwarven culture. I can only imagine those thoughts will be even greater as I continue to teach what he taught me and what we both loved. I will miss you brother.
  16. Shroom was one of the players in this community I had the most respect for both irp and ooc. Fantastic guy all around. Deeply saddened to hear about his passing. I hope you Rest in Peace brother.

×
×
  • Create New...