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Gaea_Foundation

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Posts posted by Gaea_Foundation

  1. MC Name:

             Divinity_of_Gaea

     

    Character's Name:

             Hrein

     

    Character's Age:

             Dead af

     

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

             Ghost

     

    Transformed form:

             Eidola

     

    Creator's MC Name:

             Ztrog / White_wolf

     

    Creator's RP Name:

             Seraphina / Astark

     

    Briefly explain the lore behind this construct or creature:

             

    Forged through a mystical ritual between two Mystics, a soul melds with a Menhir to give rise to a Pale Knight or Eidola. These entities house an outer Menhir core and an inner core filled with ectoplasmic water, functioning as their life force. Leg injuries pose a greater threat than harm to their heads, and a spillage of a significant water amount results in their demise, requiring a day to respawn at their Menhir.

    With stone bodies, Pale Knights resist slashing and piercing attacks but are vulnerable to pickaxes and hammers. They can adjust their size and strength while at a Menhir, ranging from 4 to 9 feet. Regular water immersion is crucial to prevent water depletion.

    Mental ailments plague Pale Knights' minds, leading to a somber disposition and a gradual loss of mortal emotions. They engage in tasks for temporary emotional relief, often absorbing emotions from nearby individuals. Uncomfortable around the living, Pale Knights find solace among the dead. Possessing True Sight, they can see invisible undead like phantoms.

    Pale Knights wield abilities fueled by Soul Fragments, limited to holding two at a time. Some powers require augmentation by other Mystics, unlocking abilities such as Deadbreath or revealing invisible phantoms. They can manipulate Menhirs for crafting and create an Eidola's Keep, expelling ectoplasm to temporarily alleviate mental ailments.

     

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

    Adalsteinn is wrought of stone in the form of the old Ashguard armor he was donned, though made of menhir stone. 

     

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

             no

     

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

             Yes

     

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

             Yes

     

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

             mhm

     

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

             nuhuh

  2. Current Lore:

    Spoiler

    Tier 1:

    Spirit Walking - The Shaman can now act as a tether to the Spirit Planes, however they cannot “aim” their walk properly. If aiming to commune with Freygoth, they would likely find themselves amongst one of her lessers and unable to reach the greater Spirit. There is a chance that at this tier the Shaman will “miss” entirely and end up in a completely unrelated spirits dimension. At this tier the Shaman may only act as a tether for themselves.

    Far Sight - 

    Visions - N/A

    Blessings - The Shaman is only able to call upon the spirits for blessings for themselves. In order to do so they must have an established rapport with a spirit and can only cast a single blessing once every week. A successful roll for this tier is a minimum of Eight (8) out of Ten (10). Allows a 1x1 block radius for flora blessings.

     

    Tier 2:

    Spirit Walking - The Shaman can now act as a tether to the Spirit Planes for one individual other than themselves. There is as close to a guarantee that can exist that they will attach to a somewhat correct Spirit (A Greater, and any Lessers of that Greater, would be “correct”).  Reached after 2 IRL weeks of study at T1.

    Far Sight -

    Visions - N/A

    Blessings - The Shaman is only able to call upon the spirits for blessings for fauna once every OOC week. Shamans are now able to call upon the spirits for a blessing for themselves twice every 1 OOC week. A successful roll for this tier is a minimum of Seven (7) out of Ten (10). Allows a 2x2 block radius for flora blessings.


     

    Tier 3:

    Spirit Walking - The Shaman can now connect to the exact desired Spirit Plane with little to no issues. They can also act as a tether to up to 3 other individuals. Reached after 3 IRL weeks of study at T2.

    Far Sight -

    Visions - The Shaman is capable of invoking visions in people's minds. The images would be vague and slightly muddled, able to convey general ideas and emotions but lacking specific details.

    Blessings - The Shaman is able to bless both flora and fauna alike twice in one OOC week. The Shaman does not need a rapport with the spirit as long as the purpose of the blessing aligns with the spirits goals. The Shaman can now bless themselves once every OOC day. A successful roll for this tier is a minimum of Six (6) out of Ten (10). Allows a 3x3 block radius for flora blessings.

     

    Tier 4:

    Spirit Walking - The Shaman can now act as a tether for up to 4 individuals. Reached after 5 IRL weeks of study at T3.

    Far Sight -

    Visions - The Shaman would be able to invoke a more precise vision in their target. Colors might be more vibrant and able to stand out more, and the overall details would be clearer. It would be more akin to looking at a picture.

    Blessings - The Shaman is able to bless both flora and fauna alike once in one OOC day. The Shaman does not need a rapport with the spirit as long as the purpose of the blessing aligns with the spirits goals. The Shaman can now bless themselves once every OOC day. A successful roll for this tier is a minimum of 4 (4) out of Ten (10). Allows a 4x4 block radius for flora blessings.

     

    Tier 5:

    Spirit Walking - The Shaman can now act as a tether for up to 5 individuals, and given their experience within navigating the Spirit Realms they will be able to meet with Greater spirits with greater success.Reached after 6 IRL weeks of study at T4.

    Far Sight -

    Visions - The Shaman would be able to invoke visions with extreme. realistic clarity should they wish to do so. Additionally, the visions can be invoked from a distance as long as the Shaman has some sort of reagent from the target such as blood or hair.

    Blessings - The Shaman can perform as many blessings as they wish per day, on themselves or others, until exhaustion. A successful roll for this tier is a minimum of Two (2) out of Ten (10). Allows a 5x5 block radius for flora blessings.

    Proposed Change:

    Spoiler

    Tier 1:

    Spirit Walking - The Shaman can now act as a tether to the Spirit Planes, however they cannot “aim” their walk properly. If aiming to commune with Freygoth, they would likely find themselves amongst one of her lessers and unable to reach the greater Spirit. There is a chance that at this tier the Shaman will “miss” entirely and end up in a completely unrelated spirits dimension. At this tier the Shaman may only act as a tether for themselves.

    Far Sight - 

    Farseer Tattoo - N/A

    Visions - N/A

    Blessings - The Shaman is only able to call upon the spirits for blessings for themselves. In order to do so they must have an established rapport with a spirit and can only cast a single blessing once every week. A successful roll for this tier is a minimum of Eight (8) out of Ten (10). Allows a 1x1 block radius for flora blessings.

     

    Tier 2:

    Spirit Walking - The Shaman can now act as a tether to the Spirit Planes for one individual other than themselves. There is as close to a guarantee that can exist that they will attach to a somewhat correct Spirit (A Greater, and any Lessers of that Greater, would be “correct”).  Reached after 2 IRL weeks of study at T1.

    Far Sight -

    Farseer Tattoo - N/A

    Visions - N/A

    Blessings - The Shaman is only able to call upon the spirits for blessings for fauna once every OOC week. Shamans are now able to call upon the spirits for a blessing for themselves twice every 1 OOC week. A successful roll for this tier is a minimum of Seven (7) out of Ten (10). Allows a 2x2 block radius for flora blessings.


     

    Tier 3:

    Spirit Walking - The Shaman can now connect to the exact desired Spirit Plane with little to no issues. They can also act as a tether to up to 3 other individuals. Reached after 3 IRL weeks of study at T2.

    Far Sight -

    Farseer Tattoo - The shaman may now call upon the desired Spirit Plane to imbue the tattoo but will struggle to call upon the exact spirit for imbuing the tattoo. 

    Visions - The Shaman is capable of invoking visions in people's minds. The images would be vague and slightly muddled, able to convey general ideas and emotions but lacking specific details.

    Blessings - The Shaman is able to bless both flora and fauna alike twice in one OOC week. The Shaman does not need a rapport with the spirit as long as the purpose of the blessing aligns with the spirits goals. The Shaman can now bless themselves once every OOC day. A successful roll for this tier is a minimum of Six (6) out of Ten (10). Allows a 3x3 block radius for flora blessings.

     

    Tier 4:

    Spirit Walking - The Shaman can now act as a tether for up to 4 individuals. Reached after 5 IRL weeks of study at T3.

    Far Sight -

    Farseer Tattoo - The shaman may now call upon the desired Spirit Plane to imbue the tattoo but will struggle slightly to call upon the exact spirit for imbuing the tattoo. 

    Visions - The Shaman would be able to invoke a more precise vision in their target. Colors might be more vibrant and able to stand out more, and the overall details would be clearer. It would be more akin to looking at a picture.

    Blessings - The Shaman is able to bless both flora and fauna alike once in one OOC day. The Shaman does not need a rapport with the spirit as long as the purpose of the blessing aligns with the spirits goals. The Shaman can now bless themselves once every OOC day. A successful roll for this tier is a minimum of 4 (4) out of Ten (10). Allows a 4x4 block radius for flora blessings.

     

    Tier 5:

    Spirit Walking - The Shaman can now act as a tether for up to 5 individuals, and given their experience within navigating the Spirit Realms they will be able to meet with Greater spirits with greater success.Reached after 6 IRL weeks of study at T4.

    Far Sight -

    Farseer Tattoo - The shaman may now call upon the desired Spirit Plane to imbue the tattoo and given their experience, and will be able to to call upon the exact spirit for imbuing the tattoo much easier. 

    Visions - The Shaman would be able to invoke visions with extreme. realistic clarity should they wish to do so. Additionally, the visions can be invoked from a distance as long as the Shaman has some sort of reagent from the target such as blood or hair.

    Blessings - The Shaman can perform as many blessings as they wish per day, on themselves or others, until exhaustion. A successful roll for this tier is a minimum of Two (2) out of Ten (10). Allows a 5x5 block radius for flora blessings.

    Purpose:
     

    Spoiler

    In current Farseer lore, there is no listed tier for making Farseer tattoos, however it is implied that experience does make the ritual easy in one line within the farseer tattoo part of the lore.

    - When this is done the Farseer will begin a small ritual in which they will call out to the Spirit Planes and ask for a spirit to come bless this tattoo (Higher tier shamans would be able to call upon specific spirits more efficiently).

    So, I feel that the clarity added to the lore this would create is a needed addition. I opted to keep t1/t2 to be unable to do them, as it should be a similar process to spirit walking and inflicting visions, and would not make much sense for them to have sufficient experience to call upon a spirit to bless a tattoo, as funny as the idea of playing tattoo roulette is.

    For T3-5, I tried to keep to the spirit of the line given in the lore piece. I've got limited lore writing experience, tried my best to make the additions match the current lore.

     

  3. Current Redline:

    Spoiler

    -A blessing may last for a maximum of 6 OOC hours unless they are assisted by another shaman who successfully makes their connection roll as well. 1 additional Farseer’s assistance doubles the original length, for a total of 12 hours. 2 additional Farseer’s assistance triples the original length for a total of 18 hours. 3 additional Farseer’s assistance quadruples the original length of a total of 12 hours. 3 is the maximum amount of Farseer’s who may assist with a blessing.

    Proposed Change:

    Spoiler

    -A blessing may last for a maximum of 6 OOC hours unless they are assisted by another shaman who successfully makes their connection roll as well. 1 additional Farseer’s assistance doubles the original length, for a total of 12 hours. 2 additional Farseer’s assistance triples the original length for a total of 18 hours. 3 additional Farseer’s assistance quadruples the original length of a total of 24 hours. 3 is the maximum amount of Farseer’s who may assist with a blessing.

    Reason:

    Spoiler

    A clear flaw in the lore I spotted when I first read the lore piece, however I didn't feel the need to point out or asked to have fixed at the time, as I had already heard of several rewrites in progress and figured that the typo didn't actively cause enough harm to need an immediate fix. After a while, I had completely forgot about it, but after reading the deep freeze I was reminded of it.

     

  4. [!] This letter was distributed throughout all of Aevos, and posted bulletin boards across the realm.

    Maid/Bodyguard Looking for Hire

     

    To those that read this,

     

    My name is Aria Willow, and life has led me down unexpected paths, prompting me to seek a new endeavor as a maid. While my past may not be adorned with conventional domestic experiences, I bring forth a unique set of skills that I believe can be of great service.

     

    I am competent in alchemy, parenthood, and combat. My temperament is one of a level-headed individual, capable of maintaining composure in the face of chaos.  In my pursuit of new opportunities, I am open to serving anyone in need of my skills, offering my services in exchange for room and board. Whether it be managing household affairs or contributing to the well-being of a community, I am confident that my diverse experiences have equipped me to serve.

     

    For any interested, please send me a bird.

     

    3dw4mQv8QegMUa1NMlnvTvnEZObHKY_EZg5WSx85v2obm2MUUyJAqfdRcFy04O8VWhkjRNenxVmpzeryzkgQbNNIC_Z4gWNn_g1kgDzQXdl3KivwR-6rdshJgAbi-5mWhD3_KaTlHSKSlvC5ciR8y2s

     

    [!] Attached to the back of the letter was a small drawing of Aria

    f-5iifLv6XqQ17OfEs-9b7Ci9PAO3c_W3wkDl6I3RBWpMCtnhsx6YSENxMAoqc3Hzby_og4CsxTqctpH4nr2dpEmveJvCOkQLbNys-w5UJixT_lHycvLkjRYxStScUfY0x0q_RN_hlRsdewzsfvHqBg

    Spoiler

    For any inquires please send Aria (Divinity_of_Gaea) a letter or message me on discord at gaea_foundation!

     

  5. 5 minutes ago, ThatFunkyBunch said:

    As to keep Epiphytes and etc, from getting free Iron skin. 

    I think Epiphytes can't be an Ashwood dryad by their own redlines currently, but its not really about them getting ashwood skin, its more about their soul tree being very hard to destroy. So, for example, my aspen dryad's tree could be burned or destroyed much, much easier than an Ashwood Dryad's would be.

    Ashwood as a tree is iron in strength when alive, so people could try (and I believe have) to argue that because they are also alive and made of ashwood (as a CA) and should thusly be iron strength as well. So the original redline was put in place to prevent that arguement in the first place. This is just my attempt at ammending the redline so that the intention of keeping natual cas from getting unfair protection while still allowing the treated material to be used as parts for CAs.

    Ashwood is iron strength in life, and after falling off the tree only if properly treated. Otherwise, it reverts to a mundane wood.

    So yes, you understood correctly.

  6. Old Lore: (Redline in question bolded)

    Spoiler
    • After dying, the wood will lose its strength after 1 OOC week of decay, at which point it will be vulnerable to being felled by conventional means.
    • Being a tree, it must be planted in… Well, tree-friendly places with sunlight and soil, unless kept alive by some other means.
    • For balance reasons, constructs and similar beings cannot be made from an ashwood. (i.e no ashwood treants or what have you). Further, Ashwood cannot conduct resonance.
    • All ashwood trees must be cultivated via legitimate roleplay. These trees or their swells no longer require an ST Signature.
    • All ashwood trees from the sapling stage up should have a mechanical, in-world representation, if at all possible, and size, generally, should reflect the age and health of the tree. For the sake of space and build convenience, a tree needn’t be made much larger than its adolescent stage, however. What is important is that one does not have, for example, a sapling the size of an elder, or vice versa.

    Proposed Change

    Spoiler
    • After dying, the wood will lose its strength after 1 OOC week of decay, at which point it will be vulnerable to being felled by conventional means.
    • Being a tree, it must be planted in… Well, tree-friendly places with sunlight and soil, unless kept alive by some other means.
    • For balance reasons, ashwood can only be used as a substitute for metal plates for constructs and similar beings. (i.e no ashwood treants or what have you). Further, Ashwood cannot conduct resonance.
    • All ashwood trees must be cultivated via legitimate roleplay. These trees or their swells no longer require an ST Signature.
    • All ashwood trees from the sapling stage up should have a mechanical, in-world representation, if at all possible, and size, generally, should reflect the age and health of the tree. For the sake of space and build convenience, a tree needn’t be made much larger than its adolescent stage, however. What is important is that one does not have, for example, a sapling the size of an elder, or vice versa.

    Reasoning

    Spoiler

    At the time the ashwood post was created, the Iron Sakura did not exist in the lore. Consequently, this redline was likely implemented to prevent power creeping the rarity of the then closely equivalent, ST-signed material- Ironwood. Moreover, this redline probably aimed at restricting certain CAs like Treants, Epiphytes, and others that utilize nature in their formation. This limitation prevents them from emulating the extreme durability of the tree or using it as an additional layer of protection for their CA mechanics. In my opinion, Ashwood is only as strong as thinly treated steel, and the added flavor of being able to make a construct from it would not disrupt server balance.

     

  7. Ok, I'm going to try and respond to all of these constructively as I can.

    On 1/12/2024 at 2:12 PM, Islamadon said:

    I find it a bit shady that some people here had the money to apply for a new realm, when they only left Nor 300 in the treasury, and also find it very immature that there’s talks of popping a void tear on their old vassal city because ???, knowing full well others are gonna have to clean up their mess. Legal? Yes. Annoying? Also yes.

    To begin with, I represented Nor-Velyth before some of us redirected our interests. Creete independently spearheaded the fundraising efforts, and Nor-Velyth played no role in the financial aspects of Ravenswood. I don't defend the depleted state of the Nor-Velyth treasury, but it's a significant stretch to attribute it solely to their actions instead of my poor choices as an inactive NL.
     

    Regarding the tear, while it exists, there's no intention to detonate it. It's securely stored in a vault, untouched. So, are you assuming intentions without cause? While I understand your dissatisfaction with certain aspects, addressing them here seems like an unproductive complaint and an unwarranted shift of blame that should fall on me.

     

    21 hours ago, TeawithFrisket said:

    My only question is why not a lair, why make it into a realm?

    To start, I'll answer you question as I know. Lairs are granted 0 rights as a build on the map, and if a tile with a liar is purchased, there is no protections from the tile being bought or their eviction. Additionally, we had enough signatures and interest to meet the requirements of a realm app. However, I will now transition to talking about your reply to one of the status updates; A curious question is welcome, but if it was genuinely that, is it not much better to ask them privately? When posted on a public forum it does not seem like a genuine question and more like a critique. 

     

     

    18 hours ago, Bonito said:

    oh hey kinda like norasath

    As someone who has led and been in Nor-velyth/Nor'asath for now... 1.5 to 2 years? This is not at all the case, Nor'asath's main interest in the beginning was gathering dark elves and worshipping the spirits. While the focus upon the latter has shifted slightly from time to time, Nor has always been about being dark elves and the worship of the Moon/ancestors/spirits. They even have slang to refer to other races in a demeaning way. I think you have made this comment while missing a critical amount of context. 

    This comment is also not constructive in any way?

     

     

    59 minutes ago, Greehn said:

    can someone make a post about the overwhelming number of realms pls

    We are applying within the rules of the server as outlined, and while I can understand why you may feel this way, and it is partially a subject I agree upon, why take up you issue here rather than in a separate post or status update? This is a group of players actively looking for a new place to rp, started as a vassal and gained the community it wanted. While I do think this is something that needs discussed, would it not be better to focus this frustration with the state of the server on some of the actual settlements on the map currently who do not possess the funds or activity to actively contribute to the server?

  8. Spoiler

    This is a personal rp post, please do not metagame any of its contents, only those present for the rp may know of it.

     

    Vidar stood in the halls of the hearthtemple, staring at the flame which blazed within it, the same flame given to Thoromir by the All-Father. He had always found himself lingering here, staring at the flame in his youth, debating his own thoughts against the teachings he was so familiar with. But, he had always found his mind unwilling to follow the will his heart so longed for him to hold. This turmoil was what brought him to that great bridge in the quiet corner of these lands. It was there he intended to face his sin, and face a final repentance, the only fate the boy had convinced himself worthy of. But it was there he had an encounter with a masked stranger, the Dame of Flame. A herald of the All-Father, who seemed to have been wrought from Ashwood had talked him off that ledge, and guided him to a cave hidden within the lands. There, she would take him to the cold peaks of the Red Lord’s realm, but not without trial; forced to fight against despair as he was left to darkness, deprived of his form, left only with his mind to stand against the darkness around him. It would be a trial he survived, and when he tread upon the soil of the All-Father’s realm, he was reminded of the simple truths of this world.

     

    ‘Suffer not the unworthy’ The first ashwood revealed as he set it ablaze, melting away the snow that hid the words.

     

    “For they will lead the worthy astray,” Vidar spoke upon the empty air, his breath rising from him in a great plume of condensation. These words leave his mind unbidden, his thoughts of the scripture he had spent his childhood reading.

     

    ‘Spread the Flame’ Would be the second reminder an ashwood would give him as he set it too ablaze.

     

    “So that all may know his warmth,” He spoke upon a whisper, the torch firmly in his grasp. He was quiet, distracted. He wondered why the All-Father was showing this to him, why he was here.

     

    ‘Stand Against the Long Dark’ Were the final words etched in the last ashwood around the dias from which he had taken the torch from.

     

    “So that our kin may have a home to return to,” were the words that parted from his lips as he looked up to the final ashwood which was now roaring with a familiar fire.

     

    The smoke of the torched beckoned him forth, guiding him back to the center of the dias. There, he would place the torch back once more. Rising from the smoke came a figure he had only read of in scripture, appearing before him was a great ball of fire, wrung in bands of flame and runes. ‘It was the All-Father’ the boy thought to himself as he found himself staggering backwards, mouth agape in awe. It spoke to him, but his words would be foreign upon his ears, ‘The language only our god knows, the first’ was his rationalization. However, beside him, the ever watching Dame of Flame would give him the answers he needed, translating the divine language the Red Lord spoke.
     

     

    Be not afraid, Vidar, child of Eirik.” were the words conveyed to him by the Dame.

     

    The boy fell to one knee, “I greet the Red Lord, the only lord I shall ever bow to, our savior.”

     

    “Rise and stand, lamb of Thoromir. Second to seek. Second to see. Who is to bear the flame.” The being of fire spoke, its gaze feeling as though it pierced the boy.

     

    The boy’s mind raced as he stood, he thought that surely his ears had deceived him, and so he asked, “You would deem me worthy? Of being your word, a vessel of your will? Me, the one so unworthy of my kin?”

    “You spoke to the hearth- you spoke to me. It is the warmth between the flame and the dark I am found. Make your choice.” It rumbled, growing closer to the boy, though its heat grew no more oppressive.

     

    He would find his conviction in those words, stepping forth, he’d answer with eagerness, Please. Let me be your voice. I shall carry out your will just as Thoromir did, I shall be the flame which rekindles the faith of our people.”

     

    It brings forth a fiery wing, placing it gently upon Vidar’s forehead, a warming heat felt within him. His mind went black, and he would stir once more in the caves of Aevos, the Dame of Flame- gone. He had traveled back to Norland, and stood before the hearthflame once more. His mind fell into a trace as he stared at the flickering flames, no longer was his mind filled with worry and doubt, only conviction.


    “My life was forfeit. If your will had not reached me that day, I would have died. But yet I live, and I will do so solely for you. For without your light, mine would have snuffed out.” Vidar spoke upon the silence that was only broken by the crackling of the flame within the temple.

  9. MC Name:

             Rumelr

     

    Character's Name:

             Kuyaela Oussana

     

    Character's Age:

             <5 years old

     

    What feat(s) will you be learning?

             'Blessed' Child of Ixris

     

    Teacher's MC Name:

             Nava

     

    Teacher's RP Name:

             ClassyDryad

     

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

             Yub

     

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

             Nub

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             Yub

     

  10. 8sL4S2ui37alvaECMd5cbsZyUw1Gu_PfZALm00Flh5FMxzyoqaCt5Id2iJY11_KZFyGtPGDGFanWygnnJGg7IDRhuvy84luQYX64GnRnyutkXo15AJb8pDU1puu-BA6P0W9WgxHCR9H3LDDhTAartFo

     


     

    An Executive Notice

    From the High Council

    Of the Moonlit Lands of Nor-Velyth

    tpClQ4oQmGQpSi7OmmurmXCej-x-gQ8Ej6R6DFRguL6fsEYHZqpEmLAWGhnlO7HoQqaZK7tKi8Fm9GnTPTlwJYH7IQ-XLQqoFryQVdO58a-h8c36Bqf0b-WEt-SVfLZfJrJ45ZLYxfoMIS3t8QUB4Is

    Issued and confirmed by the former Primarch of Nor-Velyth

     


     

    To the citizens of Nor-Velyth and those who share her lands,

     

    Rarely is the path forward a straightforward one. As much as I would like to rest, Helun-Velulaeya has plans for me. I wish they were plans that allowed me to remain on the throne, but they are not. And so I leave, and with me, many will follow, each of us searching to find the end of our new path in life.

     

    Yet, Nor-Velyth is the home of the maehr, and so it shall remain—a candle passed from one to another. It has been entrusted to one who seeks to reignite the maehrian population and bring them back. This is not a grand announcement, but a simple one. Hail to your new primarch, Laevona. May she bring prosperity to this zidar that I did not. Hail to the new city she shall bring forth, full of changes and new beginnings, a herald of Ublulhar.

     


     

     

    Acria Darthul, Former Primarch of the Moonlit Lands of Nor-velyth, Princess of the Maehr,

    d-xRj4_OpM7ZBj249Dugb5rbMj3kWx3LgKoxryjZrcHSGEek55aOtkymlBOM2ipe_bVPxkCIa574s_c6cq8JzYb2G0OM-VnJ-5Oe0roXYofsThtNsgyuyg9hddgbI40ZrYP_dAjvhr-7RwmQDPOe1cU

     

     

     

      Laevona the Clanless, Primarch of the Moonlit lands of Nor-velyth, Of Luara’s chosen,

     

    Spoiler

    I know both times I've ended up here my runs have been short, probably makes me look hella irresponsible lol. I'll still be around on LOTC, just not as NL of Nor. This choice was entirely my own to make, and I've got my reasons. Have good one y'all, I'll see you around o7.

    Thank you @milksoda and @Reckless Banzai Screamer for taking over, looking forward to what you do with the city and nation!

     

  11. [!] A Letter is pinned to the notices board around Nor-Velyth

     


     

    An Executive Notice

    From the High Council

    Of the Moonlit Lands of Nor-Velyth

    oufkuxV5TGiVNMwh6WT5ULl7bp55XdRk77ouVAhh4KPC12Y30dFHPq4z1UMHWcSQWGZYwJvqwnA2dnaAiBO15RFvCR3SgYcXQItFde7ZcaOHvQiqi2dFFA4kNrQVVoKgvyW4w97ykXH0HLgKaMED-QHjaIJdw1poCcVS88oByBGX0UnchChE1vEN04pZGw

    Issued and confirmed by the Primarch of Nor-Velyth,

    in the year of 161 SA

     


     

    To the citizens of Nor-Velyth and those who share her lands,

     

    This announcement hereby lifts the banishment from Evelynn Ri’karth. She has been tested and confirmed to have rid herself of her vampiric ailment. In addition, the Council does not believe that she should be held responsible for the attacks upon Watanabke Ayako, considering the revelation we have been given towards her true identity. She is to be treated with respect as a citizen of this realm, and welcomed back among the ranks of the maehr openly.

     


     

    Acria Darthul, Primarch of the Moonlit Lands of Nor-velyth, Princess of the Maehr, Clan Lady of Clan Darthul

     Ermoa6nymNyuXDUNmy6tnmU_drzsJ7r0If_nH_bNEIWLzL_r5k0ZV156otcC1Fvckxp8PnKE8sAi1O25djsONI3ozdUuJlWbXysEuRz4JImcoCN5vzoY9vDX5Gkv9ZZXkGfsRDwRRzQvPaC5Loh40WWxPMhr0Fua2t_VjBbdj6cl7MZWWAbpN1nRTHAU7Q

  12. 13 hours ago, ThatFunkyBunch said:

    It mentions natural predators and beyond them being in the cold it doesn't suggest a natural defense beyond forming Megazord. Which against most tundra creatures we possess wouldn't do much. As a troll can simply grab a branch and knock them apart. 

     

    If I do may, suggest, speaking more on their horns and perhaps a more durable hide, and ways they they interlock to form a Fluft. As with horns and a durable hide they pose to perform blunt damage or at least means to impose fear on predators. And how they keep their own horns from harming each other in said fluft

    First off, thank you so much for the feedback, I love it.

    I actually chose to not really explore the creatures interaction within its natural habitat much, as I intended for it to be a prey animal akin to a rabbit, or maybe more like a capybara (and I did not believe that it would add to the piece to mention). Anyways, I probably should have stated that the 'Fluft' can only really trample smaller predators, and would instead be formed as a way to flee from would be predators with extra momentum. I would say that the horns are probably small enough that the fur can protect the fluffs from friendly fire, but I could see that being an issue if the horns were upgraded for defense.

     

     

    13 hours ago, ThatFunkyBunch said:

    In addition perhaps add a timer it takes for a Fluf to shed its furr in warm temperatures, whilst they have the panting like a dog mechanism, it doesn't appear to have a timer for the shedding.

    Ah yes, I did not add a set time, though it would be intended to be under the idea of 'adaptation'. Since the creature is chiefly non-combative, I felt that defining it was unnecessary, and instead I left it vague so that those that rp it may interpret it in their own unique ways, as I think there might be many unique ways to adapt to a warmer environment!
     

  13. 45 minutes ago, satinkira said:

    in two months these probably won't be roleplayed at all on the server. I do hate to be a killjoy but these sorts of squishy adorable creature lore things always get submitted, accepted, and then never used by more than, say, two people (if that); what's going to make this different?

    I think this might be a lens issue on your side, while I can agree that the hype dies down, take a look at something like mana mice, which are still present and roleplayed on LOTC despite being several months old (i think lose to 6 months). While I do think you probably don't see them rped casually in chance encounter rp or within your circles, I do think they will remain very much present. Additionally, I have a counter question for you, if this piece is passed and then only used consistently by one or two players/groups, what harm does the lore piece bring to the server? For magics and other heavy impact lore pieces, I would agree that its existence could be a detriment, but a harmless creature doesn't really impede the flow of the server and gives the fauna of the server a bit more fantasy spice.

     

    1 hour ago, Tigergiri said:

    what do you mean based off  These are just poros!

    Yea, there is only really one difference haha, however they're cute and I wanted them! I love being able to rp some of my favorite creatures from video games (like chocob- i mean bokolos!). I've also been thinking about living the morrowind fever dream and writing in some creatures to fight that you encounter within morrowind.

  14. MC Name:

             Rumelr

     

    Character's Name:

             Vulruv

     

    Character's Age:

             Just Created (originally 100+)

     

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

             Dark Elf

     

    Transformed form:

             Zar'ei

     

    Creator's MC Name:

             ClassyDryad

     

    Creator's RP Name:

             Nava

     

    Briefly explain the lore behind this construct or creature:

             

    Zezimar, also known as Seraph or Zar’ei, are the most mysterious Inferi for most Descendants but are highly sought after by False Princes. They possess intellect on par with humans, elves, dwarves, and orcs, making them uniquely valuable in a Naztherak’s court. While lacking goodness and selflessness like other Inferi, Zezimar excel in high-level thinking and survival instincts, enabling them to manipulate others for their benefit.


    The most deceitful of Inferi, they closely mimic mortal Descendants with an unsettling resemblance and sharp intellect. Their appearances grotesquely imitate various Descendant races, displaying features like tendrils, twisted tusks with horns, and a disturbing facade. Zezimar can take on corrupted or alien forms, ranging from insectoid features to decaying statues. Despite their varied appearances, they share carnivorous dietary habits, with little sustenance gained from plants. If forced to consume only vegetation, their muscle mass and strength would decline, allowing survival in a diminished state.

    When Zezimar emerge on the mortal plane, they face immediate opposition from the servants of the Light and witch-hunters seeking to eradicate the Infernal presence. To escape this threat, Zezimar often make pacts with Naztherak, though the prices are steep. Even when bound, they use their intelligence to subtly resist a Prince's control. Zar'ei, incapable of forming healthy relationships, engage with others solely for personal gain. Their interactions with Descendants are inherently toxic, marked by manipulation and exploitation, as any displayed kindness is merely a calculated facade without genuine affection.
     

    Within the demonic hordes, Zezimar exhibit specializations akin to castes, each serving distinct roles in the infernal hierarchy. Three archetypes—Mage (Malda), Knight (Kozun), and Brute (Rakaal)—highlight their unique strengths and weaknesses, resembling counterparts in mortal society. Warbands often combine these types to compensate for individual vulnerabilities in infernal warfare.
     

    Mage Type (Malda):

    • Slimmer physique with no significant muscle bulk.
    • Proficient in infernal pyromancy, wielding Malflame spells without a Grimoire.
    • Physical stamina comparable to modern Voidal Mages.
    • Largest Maleus pool


    Knight Type (Kozun):

    • Physical strength on par with a fit and healthy human.
    • Capable of using Malflame spells like fireballs and cones.
    • Physical stamina equatable to peak human physicality.
    • Moderate Maleus pool


    Brute Type (Rakaal):

    • Heavy shock troops comparable to mortal Orcs.
    • Utilizes brute strength and limited sorcery.
    • Physical stamina and strength akin to average Orc warriors.
    • Smallest Maleus Pool

     

    Malflame not generated by the Zar'ei and any Malice used can still affect them. They are susceptible to Naztherak curses and other magical curses. Holy magics prove more effective, causing a burning sensation upon contact and inflicting additional pain and burns when struck with spells. Holy objects, artifacts, and auras provoke disdain from all Inferi, including Zezimar. Thanium and other anti-magic materials will interrupt malflame casting.

     

     

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

     

    A being of infernal origin, standing at six feet six inches, emanates the scent of sulfur and brimstone. Its skin, resembling cracked leather, exhibits magmatic cracks that resemble scars, glowing strangely in certain spots along its body. The leather-covered skin conceals what was once a nose, leaving only a small protrusion as a hint of its former existence. The mouth no longer features lips, exposing a cruel grin revealing sharpened teeth. The being's eyes, a pure white, lack an obvious pupil. Its legs and arms appear adorned with shards of basalt, protruding from the skin like cruel barbs. Two horns, resembling burning red-hot coals, adorn its skull, having seemingly forced their way through the skin.

     

     

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

             No

     

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

             Yub

     

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

             Yuh

     

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

             I understand

     

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

             Nub

  15. MC Name:

             Divinity_of_Gaea

     

    Character's Name:

             Bastalyn

     

    Character's Age:

             Just Created

     

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

             N/a

     

    Transformed form:

             Atronach

     

    Creator's MC Name:

             Creete

     

    Creator's RP Name:

             Caliana Ashwood

     

    Briefly explain the lore behind this construct or creature:

             

    Atronachs, categorized as voidal familiar constructs, are primarily designed to serve their adept mage creators. Their vitality stems from a core infused with mana, necessitating periodic recharging. While capable of independent movement, they remain tethered to their creator's intentions. Atronachs possess the ability to communicate in common and other languages, learn skills, emulate their creator's tasks, and mimic emotions, albeit devoid of genuine emotional experiences.

     

    There exist various atronach subtypes, determined by the arcane evocation employed in their creation. Mages can harness elemental forces and a telekinetic hybrid through transfiguration when crafting atronachs. Each subtype, whether elemental or hybrid, boasts unique strengths and weaknesses. Some excel in physical prowess, with specific elements displaying dominance in particular physical scenarios. Conversely, other subtypes may be physically weaker but excel in alternative capacities. For instance, an earth atronach surpasses an air atronach in physical strength, while the latter demonstrates greater agility.

     

    The distinct atronach subtypes include:

    • Earth: Solid or transformable into liquid, such as sand.
    • Water: Liquid or capable of solidification into ice.
    • Air: Primarily a liquid form.
    • Fire: Also manifests in a liquid state.
    • Telekinetic (Transfiguration): A hybrid subtype.

     

    In general, atronachs exhibit a lower physical resilience compared to golems, making them more vulnerable. They can be easily destroyed with just a few well-placed hits. Although a single individual might face challenges in defeating an atronach, it is not an insurmountable task with the right knowledge or in a sizable group. Atronachs are susceptible to weaknesses such as alteration and warding/abjuration, as well as opposing elemental forces. For instance, a fire atronach would be susceptible to attacks involving water or frost.

     

    Moreover, materials or substances with anti-magical properties, such as thanhium or auric oil, possess the ability to effortlessly slice through an Atronach's Elemental Form, akin to a hot knife through butter, capable of severing its "limbs." Anti-magical weapons also demonstrate double effectiveness when targeting the core of an Atronach.

     

    Telekinetic Atronachs typically manifest as suits of armor enveloping their core. The core emits a continuous aura in the color of the creator, forming a vaguely humanoid shape and revealing eyes behind the visor of the Atronach. This inner Arcane "skeleton" lacks the intense brightness of past Arcanism Atronachs but adopts a transparent, indistinct humanoid appearance. Unlike their counterparts, Telekinetic Atronachs trade some Arcane proficiency for a well-balanced blend of strength and agility, akin to the physical prowess of a seasoned orc warrior. In the realm of Telekinetic Atronachs, their available Mana equates to their stamina, meaning that the more Mana they expend, the less strength they can channel into tasks.

     

    In particular, telekinetic Atronachs embody a hybrid nature, blending characteristics of both Solid and Fluid entities. Their inner workers exhibit fluidity, yet the Atronachs maintain the physical strength and tangible attributes typical of Solid counterparts. This design renders them more susceptible to damage directed at the humanoid aura "skeleton" beneath their protective plating. Applying sufficient force to an Atronach's limb—comparable to the level that would typically cause severe injury or limb removal for an average descendant—results in the affected compartment detaching and becoming unusable until repaired. Cutting into their Arcane form triggers the release of an intangible, fluid-like mana, akin to the bleeding of a normal descendant, with the Atronach deactivating over time due to Mana loss.

     

     

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

     

    Crafted from stylized plates of darkened ferrum adorned with silver, this suit of armor is seamlessly bound together by a telekinetic force. Adorning the back of the armor is a white cloak, featuring a prominently embossed purple arcane eye at its center.

     

     

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

             Nub

     

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

             Yub

     

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

             Yub

     

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

             Ok

     

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

             Nub

  16. MC Name:

             Gaea_Foundation

     

    Character's Name:

             Adalsteinn Eiriksson

     

    Character's Age:

             Dead

     

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

             Human

     

    Transformed form:

             Phantom

     

    Creator's MC Name:

             The Skygods

     

    Creator's RP Name:

             The Skygods

     

    Briefly explain the lore behind this construct or creature:

             

    Initially, ghosts are formed when a person dies in a particularly gruesome or sudden manner, causing their soul to be diverted from its path to the afterlife and instead pulled back into the material realm. This process isn't instant; it takes months or even years for the spirit to gather enough ectoplasm to create its spectral vessel. These phantoms often wake up completely unaware of their new state, going about their "life" as if nothing has changed. However, they eventually realize that the world around them has shifted, leading to a gradual unraveling of their understanding.

    The first of their core ghostly abilities are their incorporeal forms, they are immune to direct influence from the tangible realm, and reciprocally, the material world has no impact on them. However, they are subject to certain metaphysical laws that afford them distinctive capabilities, such as aesthetic levitation—a seemingly purposeless form of defying gravity. Their ethereal constitution allows them to effortlessly traverse through people and most objects, and conventional weapons pass through them without causing harm. Devoid of corporeal needs, ghosts, being incorporeal, do not require food, air, sleep, or rest, and they remain unaffected by the passage of time, impervious to the aging process. 

    Ghosts also have the ability to envelop themselves in a delicate layer of ectoplasm through a three emote process, rendering them both transparent and invisible. Once successfully faded, they become imperceptible to most, except when exposed to direct sunlight. In such instances, a subtle outline materializes, detectable someone who engages in two emotes of careful inspection. To reappear from invisibility, the ghost must undergo a one-emote remanifestation process.

    Phantoms consist predominantly of ectoplasm, a versatile substance integral to their spectral essence. The pliability of ectoplasm allows for a varied range of forms shaped by the controlling mind, contributing to the diverse aesthetic appearances and individuality. Notably, ectoplasm facilitates interactive engagements among phantom creatures, enabling physical encounters as if corporeal, with a semblance of "pain" experienced from attacks. This interactive dynamic extends to the ability to visually perceive other invisible ectoplasmic beings. While confrontations among spirits generally demonstrate a strength equivalence, variations emerge when stronger phantom types, such as wights and eidola, confront lesser phantoms, resulting in notable power differentials.

    Phantoms exhibit diverse responses to pain depending on their type, influencing both their encounter with discomfort and their recovery from non-fatal injuries. As deceased and incorporeal entities, phantoms experience pain in a more subdued manner compared to living mortals, a sharp but indistinct discomfort that prompts recoiling and writhing. Revenants are the most vulnerable to damage, specters show moderate susceptibility, and poltergeists display the least sensitivity. Sunlight serves as a significant deterrent, causing escalating discomfort and a burning ache, driving phantoms to seek shade. Aurum possesses the unique ability to conduct ethereal energies, allowing aurum weapons to cut through phantoms seamlessly. Solid aurum lines create impassable barriers, and hasty application causes pain, compelling phantoms out of invisibility. Void magics interact with phantoms as if they were physical entities, causing demanifestation when struck by aurum or affected by voidal magic, resembling a mortal demise.

    Phantoms first start as Revenants. These beings lack a proper understanding of their existence. They find themselves in a state of confusion and misery, struggling to grasp the reality of their spectral form. Revenants go through unlife as if stuck in a surreal fever dream, prone to bouts of frustration, sadness, or anger as they come to terms with their new reality. Many of them aren't even sure about their past identities, relying on vague sensations and hints. This struggle often leads to a pervasive feeling of helplessness and despair, pushing them to avoid conflicts and seek solitude. However, a common drive among Revenants is the need to rediscover the knowledge they've lost, fueling their journey towards clarity and eventual progression into more advanced Phantom states. The specific development of a Revenant depends on how they react to the gained knowledge about their demise and incorporeal nature, shaping their unique ghostly trajectory.

    Poltergeists, black spirits consumed by the denial and rejection of their demise, descend into profound mental instability and unrest, driven by the trauma of death. While not inherently malevolent, they become dangerous and violent Phantoms, their appearance reflecting intense negative emotions and often marked by vivid reminders of their demise, such as wounds or bloated features. With a psyche ravaged by disorders from their first stage of unlife, Poltergeists lose empathy and reject their nature with violent fervor. Despite remnants of their former selves, their memories and sensations are fleeting, making them akin to shadows. Predatory in nature, Poltergeists act on instinct, quick to violence, and can be hostile when challenged, yet some may exhibit outright cruelty. Finding peace and moving on to the Soulstream is a daunting task for these troubled souls, as it requires overcoming their denial and chaotic mental state.

    Specters, characterized as white spirits, have embraced and acknowledged their demise, fostering a sense of benevolence despite the lingering trials of undeath. While sharing the basic traits of other Phantoms, they have moved past the trauma of death, manifesting a semblance of peace reflected in their appearance, often in shades of white, blue, or yellow, devoid of marks indicating their cause of death. These ethereal reflections of their mortal selves, with eyes lacking pupils or irises and flawless porcelain-like skin, exude a less intimidating presence than their dark counterparts. Specters possess a soft and melodic voice, attunement to their nature, and a greater level of physical interaction with the world compared to Revenants. Tolerant of direct sunlight, though discomforted, Specters have accepted their rebirth as ghosts, maintaining a gentle and benevolent demeanor. Despite potential shyness, they are not prone to conflict and avoid it whenever possible, resembling their previous personalities but with distant memories that may fade over time. Due to their balanced emotional state, Specters often pass on to the Soulstream sooner than other ghost types, unless lingering for a perceived purpose or lack of desire to move on.

     

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

    PK: PK post

     

    Revenants, an early stage of Phantoms, share the common traits of being incorporeal and malleable, lacking the fine control over their physicality that more advanced states possess. In a greyscale and unstable state, they haven't comprehended their death, reflecting a lack of mental clarity and often manifesting visual traits of the circumstances of their demise. Their voices are shallow and distant, lacking inflection, and they struggle to interact with the material world, serving as observers. On the other hand, Poltergeists, more advanced and tormented Phantoms, display gruesome appearances reflecting intense negative emotions and bear visceral core features of their demise, often tinged in shades of red or black. Unlike Revenants, Poltergeists actively participate in the world, having a greater physical influence. Specters, having accepted their demise, manifest in shades of white, blue, or yellow, lacking marks denoting their cause of death. With ethereal reflections of their mortal selves, their voices are melodic, and they possess a greater level of physical interaction and the ability to tolerate direct sunlight.

     

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

             No

     

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

             Yub

     

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

             Yuh

     

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

             I understand

     

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

             Nub

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