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Warcrimes

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About Warcrimes

  • Birthday 08/10/2000

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    Warcrimes#0632
  • Minecraft Username
    Warcrimes1973

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    Female
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    CST

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  • Character Name
    Xaltelolco
  • Character Race
    Kha’Cheetrah

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  1. "I'M THE TRASH MAN I GET INTO THE RING AND I THROW GARBAGE ALL OVER THE FLOOR" ~Holy text found from a follower of Krap
  2. — Alsahra' — Lesser Spirit of Desert Wind and Desertification “What good is oblivion if there is no one to praise me? I need followers who can withstand the winds of oblivion.” Physical Description The winds of oblivion manifest themselves in Alsahra’s appearance in many ways. They have no one solid body; instead, Alsahra’ is a collection of whirling sand clad in tattered burlap and cloth as their body. The sands themselves shift from one active part of the ‘body’ to another as though the collective of sand is not large enough to represent their entire body at any one time or fill their clothes completely for that matter. Alsahra’ does not have eyes, though they gaze through a polished bronze mask with convex lines. A meekly sized spirit, though very capable on their own as wind whips around them slightly, making a constant shroud of sand that obscures their appearance. Greater Spirit Allegiance Alsahra’ resides in the realm of Ramakhet, the Greater Spirit of the Desert, Barren Lands, and Sand. As such, Alsahra’ is generally trying to gain favor with Ramakhet. Alsahra’ does disagree with Ramakhet, however, on the premise of the destruction of all life and leaving the lands laid bare. Alsahra’ desires followers because they understand that their strength is equal only to the number of people praising them and therefore does not desire the death of all life. Still, Alsahra’ is often desperate for Ramakhet’s approval. Personality Best known for their persistence, Alsahra’ is steadfast in their aims yet too eager to succeed nonetheless. Often trying many quick paths to success only to fail and then try once more. This can be seen as desperation for bids of power or influence, but the followers of Alsahra’ see this as an expression of their will and often make excuses on the spirit’s behalf much to their glee. In this way, easily convinced so long as there is a bargain to be had and favor is then easily gained, but just as easily lost. Alsahra’ is a vain spirit, and demands perfection in their followers, furthering the reasoning behind the tenets that often serve as a reflection of Alshra’s own appearance or their strict standards of shrine construction. Follower Tenets Wear Bronze Mask The most apparent and visible sign of a follower of Alsahra’ is the bronze mask that is required for all followers. Though there is no standard of mask design, they often share some features of angularity and overall shape. Still, the mask is often a reflection of not only Alsahra’ but also the wearer’s biology and ancestry. A mask is sacred to the wearer and once a design is decided on by the follower; that is to say that they wear the mask so long as they remain in good favor with Alsahra’ and are a follower of them. The mask must remain in good overall condition and is only removed to eat, make love, sleep, and to polish or repair the mask. Carry Sand Sand generally refers to any granulated material that has been eroded, and through the use of a mortar and pestle could be anything, even the grit of precious gems. This sand is contained in a small pouch or other container, perhaps an ornate box, on the follower’s person and they carry a good amount of sand at all times. When greeting another follower of Alsahra’, the two mix a bit of their sand with the other’s sand as a show of unity. Be Self-sufficient A strong sense of nature and handicraft is well-looked on by Alsahra’. Some followers take up pottery, others artisanal crafts of various sorts. The commonality between all followers is that they are strong enough on their own to survive without the aid of civilization, as civilization will eventually be eroded through the sands of time. That is not to say that followers do or should actively want the downfall of civilization, the followers should, however, be prepared for the erosion of society: the active planning of contingency plans of sorts. A reflection of something that Alsahra’ often lacks — foresight. Followers Must Prove Worth Through Burdens Much like those who follow Kezt, the Spirit of Bravery, Alsahra takes great enjoyment in watching their followers be full of valor. Where they differ is that the killing of a great beast is equal to leading the village through a drought or famine. Alsahra’ asks their followers to conquer not only enemies, whether beast or mortal, but also to surpass burdens in their lives. The completion of these trials is often one of the fastest ways to garner favor with Alsahra’. In short, the followers must prove their worth by being able to withstand the winds of oblivion. Construction of Shrines Materials Needed x1 Campfire (3 Sticks, 3 Logs, 1 Coal) x1 Hay Bale (9 Wheat, place under the campfire) x4 Orange Banners (24 Wool, 4 Sticks, 4 Orange Dye) x4 Light Weighted Pressure Plate (8 Gold) x4 Acacia Signs that read: [!] Alsahra’s Sigil is Inscribed (12 Acacia Planks, 2 sticks) x9 Smooth Sandstone Slab (6 Smooth Sandstone) x16 Sand (16 Sand) Sigil Must be carved into sandstone or other sedimentary rock, no exceptions. Boons Alsahra’ is currently not able to give out boons.
  3. This is very much just a place to discuss what kind of cool things you'd like to see on the server one day, not that deep so don't get angry with each other. If I mention something that already exists, then my bad. Nations A Persian/Arabic-themed Nation. (Savoy is cool, but not it.) More nations that have a different or exotic creature as their primary population. Magic Systems Pirate Magic or just nautical themed magic. Story-telling magic or a historian type magic. Less void-based magic developments, more soul-based magic developments. More protection-based magic being available to be taught rather most magic teachers only teaching offense/healing magic. Slayer magic that is about killing creatures and exploiting weaknesses that uses alchemy to create items to help with the 'hunt'. A dark magic that can be self-taught with books in old ruins. (If housemagery is the DnD prestidigitation cantrip, then a self-taught magic that does the thaumaturgy cantrip would be so cool.) More dark magic, generally. Aura lore rewrite to allow for use of auras besides just aesthetic uses. Like a magic that forms your aura into your 'shadow' and then your shadow manipulates the world around you would be so cool like Peter Pan's shadow. That's all I've been thinking about and I just wanted a place to put my thoughts. What are some things you folks want? :D
  4. Are all members of staff as skilled at building as those in the world team? I get why you wouldn't want a static team for this but isn't that just putting more responsibility in a specialized task to a generalized team. Specialization isn't bad — stagnation is.
  5. I would honestly prefer the opposite approach in the reducing of magitech, but I don't think you're not welcome here.
  6. I joined the server very recently and so I just wanted to give my ideas but I have about 28 hours on the server at the time of writing this, so I know some things, but not everything. So far I have just begun my magic journey, I have yet to find a teacher but that doesn't need to happen for another 5 weeks or so OOC. I am really enjoying the exploration side of magic being, finding a mysterious tome in a library and then reading it, jotting that down in my personal notebook and then go back to working on my housemagery lmao. I have really enjoyed how all of the magic must be learned IC and that is my favorite aspect of the server to be honest; however, I think that there is a great barrier to magic and an even greater barrier to dark magic IRP. Which, does make sense but I just wish I could literally find anyone or any book on dark magic hidden away in some kind of ruins or the like. In the same way that housemagery is a very basic introductory and beginner friendly magic that can be self-taught I think it'd be very useful to have some kind of and I cannot stress this enough very basic introductory dark magic that can also be self-taught from a book in some sort of ruins of a long forgotten world. I think of housemagery as the prestidigitation cantrip from DnD 5e (I'm sure you're all aware of that, we're all the same archetype lmao); I would imagine the new self-taught dark magic to be like the thaumaturgy cantrip from DnD 5e. In my mind this would do a lot of good. In the same way that housemagery signals to good-aligned people that your PC wants to learn light or neutral magic to teachers, I think the thaumaturgy magic (whatever it may be called) would signal to evil-aligned people that your PC wants to learn dark magic to teachers of dark magic. Giving some IRP paths to finding dark magic that can be found in the wild would be such an asset. The biggest issue is that I could see these ruins being raided constantly by protags and as Lhindir said: Still, would give the forces of good and evil a central location of conflict rather than having small hotspots of minor villainy with the random ghoul encounters. I think the potential here outweighs any possible negatives but I really would appreciate some feedback on this idea.
  7. Warcrimes

    Warcrimes1973

    Born from a dark elf father and a high elf mother, Vuto walks two worlds in which neither had truly accepted them. Leaving Vuto to die in the woods before being found by wood elves in the Vale, named Silevion and Eryniel they were far more compassionate than either biological parent. Despite their adoptive parent's efforts, Vuto continued to hold a grudge against those who had left him, and this grudge soon turned to inward sorrow juxtaposed with heavy drinking. Still, on the outside they are merry, good and well and in pain. Having many friends who are close, yet none are 'close'. Tragedies strike thrice, and soon they found themselves grieving the loss of the two people who had showed them compassion for both Silevion and Eryniel were old, having no children of their own, and when Eryniel died so too did their father Silevion by heartbreak. Now, Vuto is a regular at pubs, but their future is not defined by their past.
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