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Everything posted by najtik
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⊱⊰ ━━━━━━━━━━━━━━━━━━━━━ ⊱⊰ ⊱━━━━━━━━━━━━━━━⊰ “Scorched, Yet Unscathed” ━━━━━━━ ISSUED ON 13th OF Malin’s Welcome, 219 ARP ⊱━━━━━━━━━━━━━━━⊰ [Artist’s rendition of Lady Silvya] ━━━━━━━ Let it be known to all whom it may concern, in light of Lord Ilarion Valkonen’s passing, I, Silvya Véronica of House Valkonen, do assume the role of Acting Regent, entrusted with the stewardship and governance of the House in his stead. This regency shall persist only until such time as his heir, Cassian Mikhail Valkonen, is duly prepared to inherit and uphold the mantle of Valkonen. Such action stands not without precedent, for as Cardinal Alaric once guided my sister Evelina in her time of inheritance, so too shall I now ensure the continuity and stability of our House until its rightful successor may stand. House Valkonen has endured hardship and rebuilding. It shall endure still. Its duties shall not falter, nor shall its name be diminished under my stewardship. We are scorched, yet unscathed. By my authority as Acting Regent, I further decree the formal renunciation of Daemon Valkonen from all standing, title, and claim within House Valkonen. His actions stand in direct violation of the values and dignity we and all humans should uphold. Henceforth, he shall bear no right to the name, nor any protection or recognition from this House. So long as I bear this responsibility, House Valkonen shall remain steadfast, ordered and unbroken. S I G N E D, THE LADY, Silvya Véronica Valkonen, Acting Regent of House Valkonen, Court Alchemist of the Petra
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The Excommunication of Edmund Jagiellon
najtik replied to Nectorist's topic in Ecclesiastical Decrees
Silvya Véronica Valkonen read the missive in silence, her eyes moving steadily from line to line. She exhaled quietly as she reached the end. “…I was only just beginning to know the boy.” A brief pause followed. “It is… disheartening, to see where he chose to stand.” Her eyes lowered slightly to the parchment. “He should not have followed Daemon.” She said quietly. “Not like that. Not when he was still so easily led. Children mistake conviction for truth far too often.” She folded the parchment with care. After a brief pause, Silvya moved to her desk. She would begin writing an announcement. -
Silvya Véronica stood before the posted decree, her pale gaze moving line by line without visible reaction. Her fingers folded neatly behind her back. “Fool” She murmured under her breath. After a moment, she reached forward and flattened the curling edge of the parchment against the board, as though ensuring it would remain visible to all who passed. “The Valkonens have never done anything quietly” she said at last. “It seems that tradition continues.” Without further comment, she turned and walked on, her expression unreadable.
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Silvya Véronica stood before the posted parchment, her eyes tracing each section carefully. She read it once. Then again. “The Autumn Court reclaiming Redquill,” Her fingers lightly brushed the edge of the missive, thoughtful. “It was never meant to sit vacant.” At the mention of instructors and qualifications, her gaze stilled. “A formal academy…” She stepped back a half pace, folding her hands behind her back. “If they restructure it into a general school, the laboratory must be preserved,” she mused quietly. “Alchemy cannot be taught in a broom closet.” Her eyes flicked toward the direction of the old Redquill building. “And if they seek instructors…” A faint smile touched her lips. “… then I should attend. With public education comes responsibility,” she concluded softly. Silvya turned from the notice board, already considering how her medical seminar would align with whatever this new academy would become.
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- THE - “The body does not wait for courage. It waits for competence.” From the desk of the Court Alchemist, Lady Silvya Véronica Valkonen. Published 4th of Sun's Smile, Atstana de Regne Petrère, 214 To the physicians, would-be practitioners and medical enthusiasts, Not every injury happens on a battlefield. Some happen in kitchens, some in workshops, some in quiet homes where no one expects danger. A cut while preparing food, a burn from careless flame, a fall taken alone. In those moments, knowledge matters more than panic. This gathering is for anyone who wishes to understand what they carry in their satchel, and what to do when someone is bleeding, fevered, burned or simply afraid. We will go over common medical potions, what they truly do, and when they should, and should not, be used. We will speak plainly. There will be time for questions. You do not need to be a physician to save a life, you only need steady hands and the willingness to learn. ✠═════════════════════⊱⟡⊰═════════════════════✠ PROGRAMME During this gathering, we will walk through the foundations of practical care; the sort of knowledge that proves useful whether you are a traveler, a tradesman, a soldier or simply someone who wishes to be prepared. We will explain proper use of common medical potions such as coagulators, burn relief draughts, organ menders, waters of life, tranquil tonics, and pain reducers. More importantly, we will discuss when not to use them. We will also cover the basics of herbal medicine. You will see how simple salves and poultices are prepared, how wounds should be cleaned properly before any treatment is applied, and how certain teas or tinctures can ease nausea, fever or shock. There is a difference between stabilizing a wound and healing it, and understanding that difference is often what keeps someone alive long enough to receive further care. There will be practical demonstrations throughout the session. We will show how to properly bandage a wound so that it holds without cutting circulation, how to place a tourniquet safely and how to splint a broken limb in the field. We will also speak about recognizing blood loss, exhaustion and shock, and how to position and monitor someone who fainted or collapsed. Those who wish may take part in simple guided exercises. Volunteers will have the opportunity to practice wrapping bandages, identifying which potion suits a given situation, preparing a basic herbal mixture and stabilizing a mock patient. CONCLUSION We will conclude with an open question and answer session. You may ask about specific potions, what to carry in a medic’s satchel or anything your heart desires that I may have an answer for. No question is foolish when it concerns someone’s life! ✠═════════════════════⊱⟡⊰═════════════════════✠ ≋▐ TEMESCH OF THE PETRA ▌ ≋ ≋▐ THEONUS | REINHOLD | AUCLAIR | VALKONEN | CARNELLE ▌≋ S I G N E D , HER HIGHNESS, Mattea Asadha, Princess of the Petra, Countess of the Phoenixsphere, Grand Chamberlain of the Pétrine Court of Autumn HER LADYSHIP, Silvya Véronica Valkonen, Court Alchemist of Petra
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Dame Katarina of Schwyz stood alone when she read it, helm set aside, gloves removed, the parchment trembling. "You were one of my favored children" Her jaw tightened. She had spent her life earning glances, commands, expectations, but never softness. Never this. And now it arrived too late for rebuttal, too late for pride, too late for argument. She folded the letter carefully. Once. Twice. Then she sat. Far away, in the halls of Fritzbrook, the old chamber lay undisturbed. The sunlight still touched the floorboards where he had once sat. The incomplete Lorraine remained unsigned upon his chest. Katarina imagined him there. Not as the numerous titles he held, but as her Großvater. The man who corrected her grip on a sword when she was too small to hold it steady. The man who told her that leadership was not a crown, it was a weight. When she finally allowed herself to bow her head, it was not dramatic. Only a slow exhale as her shoulders sagged, armor creaking softly with the motion. “I would have borne it” she murmured into the quiet. “The mantle. The burden. I would have carried it for you.” Her fingers pressed to her chest, as if to finish the blessing he could not. “GOTT mit uns” she whispered, and completed the Lorraine over herself. Katarina rose at last. Her eyes were red, but steady. She slid the letter into the inner lining of her gambeson, over her heart. “You should have burdened me” she said softly to the empty room. “I was forged for it.” Then she reached for her helm. There were soldiers to command. Ships to guard. A family to steady. And though the old lion had laid down his crown, the blood of Augusten still stood. “Long live Schwyz” She breathed. Then she stepped back into the noise of the living.
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Silvya Véronica Valkonen folded the missive with care, a faint smile touching her lips. “Then let the young carry the mantle” she said softly, looking out the mansion's window. "I pray, Evelina, that our family is in good hands. I shall do my utmost in aid, to make sure it is" The last mainline Valkonen spoke
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OOC (MC Name: najtik) (Discord: najt4383) (Timezone: GMT+1 ) IN-CHARACTER What is your name? "Dame Céstariel" Why seek membership to the Mages Guild? "To expand and share my knowledge" What arts, if any, do you currently practice? "I am a master of fire and life evocations, translocation and currently learning earth evocation. I am also a master of alchemy, medicine and blacksmithing." What position do you desire to attain upon acceptance? "Adeptus Majoris" When should you be contacted for an interview? "We can organize through discord"
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Dame Céstariel stood in still silence beside the quiet grave. No words. Just the hush of wind combing through her cloak. She hadn’t spoken Adrian’s name in some time, not the real one. Not the one she'd found caged beneath layers of armor, duty, lies, and burdens he carried like chains. In life, he'd been fractured: devout, unwell, loyal, treacherous. Human. And yet, beneath all the rot and ruin, there had been a man. A man who looked back, questioned himself, bled for others, and in the end, tried to choose redemption. She remembered the day she handed him over to Anaire. How she'd watched him walk away without knowing if he’d become a monster... or another broken tool in someone else’s war. But in the end, Adrian made his own choice. Céstariel lowered her head. “Adrian Obediah” she said quietly. Then she turned, and left nothing behind but footprints.
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Stevrik Starling stood before the message, his gaze lingering on the words. Snow clung to his shoulders as the wind swept through the streets of Silasia. Slowly, he brought a closed fist to his chest, two solemn taps against the old, worn breastplate. He said nothing aloud. But when he turned to leave, the weight in his steps spoke clearly enough: the old Silasia mourned, and the new one would remember.
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-Kekodesu "My sword is heavy with memory." In the long-shadowed days of the Marchdom of Lotusgrad, before Silasia ever rose to grandeur, a child was born to humble yet dignified lineage. Stephen Starling, first son of Adele, a soft-spoken housewife, and Stefan Starling, the well-loved tavern keeper and Chief Justiciar of Lotusgrad, came into the world in a time of small hands and slow change. The Starling name was whispered in courts for its honor and in taverns for its ale. Stefan upheld law by day and served warmth by night. From this dual world of discipline and hearth, Stephen was forged. As a boy, Stephen was inducted into service beneath Grand Duke Sterling the First, a legend in his own right. Trained alongside a number of chosen youths, Stephen's steel was sharpened against the best. Among these trainees was Cordelia, his equal with the blade, and later in life, the keeper of his heart. They sparred with bruises, unaware they would later build a life together. His training became legend. His swordplay became gospel. In time, the Grand Duke himself knighted Stephen Starling, and the realm rejoiced. Then came war. Silasia bled in battles, and Stephen with it. He fought in the great war against the orcs, a veteran's veteran, surviving while others fell. But with the Grand Duke's death, the fire within him began to smolder. Yet he did not yield. He turned his loyalty to Arturas, the boy-grandson of his liege, and stood beside him as Silasia fell. "That boy picked up a crown too big for his brow. But damn me if he didn’t grow into it." After the fall, Stephen left. He roamed Aevos as ghost of the knight he once was. In Haelun'or, he encountered Arturas again, no longer a boy, but a man of stone. The Count showed Stephen his new keep, asked him to stay. "There’s something stirring again, Ser Stephen. Stay. Be part of it." "No. My time was forged in one keep already. Yours will rise without my shadow." And so he wandered. Until one day, by fortune or fate, he found Cordelia again. They married. Built a quiet life. Raised a son: Stevran. Stephen never drew his sword for another soul, except to teach. Stevran was trained from the time he could walk. Stephen passed every strike, every stance, every parry. Then came Stevrik, and the cycle began again. A third generation of blades, and perhaps the sharpest yet. Together, Stephen and Stevran honed the boy. For over twenty years, Stevrik trained until he could match his father and nearly match his grandfather, who despite being in his twilight years, moved like the prime had never left him. But fate is cruel. Stevran collapsed during a training session. A heart attack. He passed in the following days. And now, in his hundredth year, Stephen lies bedridden, the strength still burning in his mind if not his limbs. His armor, his swords, and his final words are now entrusted to Stevrik, who rides for Silasia. In his possession is a letter, sealed in wax, addressed to Count Arturas. "Take this to Arturas. Tell him he still has a Starling who remembers what it meant to kneel without breaking." Stephen was not just a knight. He was the last whisper of a dying marchdom, the sword that watched empires fall. He was husband, father, grandfather. He was born of a tavern and a courtroom, and through him, both honor and ale survived. Even now, through Stevrik, the Starling name rides on in brew, blood, and bond. Rest well, Ser Stephen Starling. Knight of Silasia. Blade of Lotusgrad. Guardian of Memory.
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A woman far from home lingered over the notice, its words stirring both pride and ache. Katarina von Augusten wished to be there among them, to laugh and share in the warmth of family once more, yet the sea still held her brother’s shadow, and duty kept her far from Alba. That night, beneath the quiet hum of her campfire, she shed a tear.
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Virel Aurelion stood beneath a rain-darkened awning, the missive in his hand trembling slightly. He exhaled slowly "Justice doesn't wear boots" He muttered "But it leaves footprints" The paper crumpled in his fist. He looked to the horizon, turning, coat trailing behind him as he stepped into the road.
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Dame Katarina von Augusten, weary from her long search across the coasts of Azuras, found a rare moment of quiet. Her gaze lingered on the notice, written with the same conviction she remembered from their earlier talks. A faint smile tugged at her lips as she read. “If there is one fit to guide this city with both reason and heart, it is you, Mister Halcourt. May fortune favor your campaign and may Godwinsburg see the best of your vision made real.”
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A very enticing CA with the most interesting mechanics. I've always wanted to play an angel-like creature.
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Silvya Valkonen sat with the missive in her hands longer than she should have, the parchment bending under her gauntleted fingers. Her gaze was fixed on the words, but her mind lingered elsewhere, on the way Alaric’s gait had matched the man in the eccentric coat, on the way she had chosen stillness instead of pursuit. "The dead don’t answer ‘what ifs’." She murmured it to the empty room, more to quiet herself than to make peace. Folding the missive once, twice, she slid it away beneath her cuirass. If regret had teeth, she’d let it bite her for a while longer.
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[✗] [Magic Lore] Kinetomancy - The Art of Internal Force
najtik replied to najtik's topic in Denied Lore
+ Established Kinetomancy as a school (like voidal) + Subclasses remade into individual magics -
[✗] [Magic Lore] Kinetomancy - The Art of Internal Force
najtik replied to najtik's topic in Denied Lore
Currently working on a complete overhaul, thank you for your valuable feedback. -
[✗] [Magic Lore] Kinetomancy - The Art of Internal Force
najtik replied to najtik's topic in Denied Lore
CHANGELOG: + Added a Connection & Learning section + Added a spell classification system + Added an Exhaustion & Drawbacks section * Added a Weaknesses section * Clarified the concept of Kinetic Void/False Ascension * Revised the name -
[✗] [Magic Lore] Kinetomancy - The Art of Internal Force
najtik replied to najtik's topic in Denied Lore
Just to clarify, I've been on lotc for 2 years now (if you consider it new). To regard your feedback in general, that's what the comment section is for. An inexperienced writer shoots out an unpolished shotgun blast of lore and the commenters, like yourself, are here to help gather it all into a neat pile and refine it to be usable. You can't expect master-level lore writing on the first try. The lore-writers need players as much as players need lore-writers. Overlap is to be expected, you cannot create something completely unheard of with the amount of lore we have Thank you for your constructive feedback, definitely. I will use it to make the changes needed and hopefully those who would wish to see this on the server someday continue to contribute valuable feedback. -
"ᴍᴏᴛɪᴏɴ ɪꜱ ᴀ ᴍᴇꜱꜱᴀɢᴇ. ᴀɴᴅ ᴍᴀɴᴀ ɪꜱ ɪᴛꜱ ɪɴᴋ." ORIGIN Born of cultivated instinct and disciplined physical exertion, Kinetomancy is the ancient and secretive practice of manifesting mana-borne phenomena - supernatural actions shaped by motion, focus, and control of internal mana. Where other magics draw from the Void, divine providence, or ancestral boons, Kinetomancy is a purely mortal invention, devised by those who sought to shape the world not through prayer or pact, but through the strength of their own body and will. Its roots trace back to early martial traditions - monastic orders, mountain ascetics, and battlefield mystics - who discovered that intense physical training and breath control could harmonize with their latent mana. In time, through repetition, study, and intuition, these warriors learned to project their mana beyond the body, fusing it with movement to create unnatural force: blasts, suspensions, disruptions. These were not spells in the conventional sense, but reactions - catalyzed moments where mana echoed outward through the force of a punch, the stomp of a heel, or the exhale of breath under pressure. Kinetomancy was never widely taught through texts or tomes. Instead, it passed from master to disciple in sacred rites or training duels, hidden within forms that looked like combat drills or meditative exercises. To onlookers, the effects seemed miraculous - a punch that shattered stone, a step that blurred space, a cry that leveled a foe without touching them - yet no gods were named, no runes etched, no rituals drawn. Just movement. Just mana. Unlike other traditions, Kinetomancers draw only from themselves. Their strength comes not from outside forces but from the disciplined channeling of anima into refined intent. Their philosophy is one of flow, not firepower - of balance, not brute force. They are not conjurers, but conductors of energy: craftsmen of kinetic will. _________________________________________________________ THE AWAKENING Kinetomancy does not come through pact or awakening by gods. A student must be taught how to recognize and control the subtle threads of their own mana through meditative breathwork and rigorous motion. These practices eventually lead to involuntary kinetic flares - tremors in the air when they strike, distortions around a dodge. This marks the beginning of their kinetic sensitivity. The connection is not spiritual or ritualistic - it is physical, perceptual, and trained _________________________________________________________ INTERNAL MANA & EXPRESSION Kinetomancers manipulate internal mana generated by their own body, also called Anima-bound energy. They do not open portals, nor borrow force from beyond. Their spells are reactions catalyzed by disciplined motion. Mana is generated by the self; not ambient, divine, or voidal Cannot be stored in crystals, wands, or foci Cannot be enhanced by external mana sources _________________________________________________________ CASTING METHODOLOGY Kinetomancy casting is inseparable from physical movement. The caster must perform a real bodily action to trigger the kinetic effect (a punch, a stomp, a shift in stance, a breath held). These movements serve as catalysts for kinetic reactions. Spells follow emote-based execution: [1] emote: Preparation (focus/breath/draw in mana) [1] emote: Movement (the spellcasting action) [1] emote: Result (force release, kinetic effect) Each subclass may alter or flavor this casting style slightly, but all follow this general structure. _________________________________________________________ KINETIC EXHAUSTION & LIMITATIONS THE MANA RESERVE Though fueled by internal mana, Kinetomancy exerts both body and spirit. Every spell is a strain - a literal push of force through the caster’s own muscles, breath, and nervous system. Without careful pacing, the body falters. Overuse leads to: Lethargy Shaking limbs Physical pain Magical whiplash (brief feedback shocks from failed force expressions) THE STAMINA POINT SYSTEM (SPS) Each starting Kinetomancer begins combat encounter with 6 Stamina Points (SP). These points are spent to cast spells based on their tier and casting cost, which scale with the user's proficiency. Spell costs: Tier 1-2 Spells: 1 SP Tier 3-4 Spells: 2 SP Tier 5 Spells: 3 SP Maximum Stamina Points per Encounter: Tier 1-2 Casters: 6 SP Tier 3 Casters: 7 SP Tier 4 Casters: 8 SP Tier 5 Casters: 9 SP This allows high-tier casters to perform more total actions, compensating for the increased cost of their most powerful spells. RECOVERY When a Kinetomancer runs out of Stamina Points (SP) during combat, the following rules apply: Spellcasting While Exhausted: If a caster attempts to use a spell with [0] SP, the spell automatically fails. The caster’s next emote has to be severe physical strain (e.g., stumbling, breathlessness, dizziness). They are vulnerable and unable to cast for a period of [2] uninterrupted emotes. Recovery Emotes: After [2] full emotes of rest (e.g., kneeling, breathing, centering), the caster may regain [1] SP per emote spent resting thereafter, up to half their max SP (rounded down). Example: A T4 caster with 8 SP can regain up to 4 SP through this method. Recovery Conditions: The caster must not cast, sprint, or take damage during the resting period. Movement is limited to slow walking or repositioning behind cover. If the caster is interrupted (e.g., hit, forced to defend), the recovery attempt fails and must restart. ________________________________________________________ VISIBILITY All kinetic effects are visible. They take the form of distortions in the air, ripples of pressure or flickers of hazy energy around the caster’s body. No kinetic spell may be cast without a clear visual tell No pre-charged or hidden castings allowed Emotes must visibly describe both motion and resulting phenomena _________________________________________________________ ARMAMENTS Kinetomancers may wear light to medium armor, but movement must not be hindered. No full-plate No greatshields or heavy armaments Weapons must allow free bodily motion Heavier gear interrupts precision movement and makes casting kinetomancy difficult or impossible. _________________________________________________________ PURPOSE (OOC) Kinetomancy was created to offer a grounded, non-voidal magic that merges martial roleplay with supernatural flair. Its niche lies in its physical-first philosophy - magic not cast through incantations or external forces, but through movement, breath, and internal will. This system addresses a common gap in magic lore: a lack of disciplines that feel earned through physical RP, rather than simply acquired through study or worship. Kinetomancy encourages martial-emotive storytelling - meditative training, dueling, discipline, stamina limits, bodily toll - and rewards players who want magic that feels more visceral and personal. By splitting the magic into distinct subclasses, it also allows for specialized expression - players can focus on a kinetic style that fits their character, while still sharing a universal philosophy and casting language. As the system expands, Kinetomancy can become a flexible framework for breath-focused, motion-based magic that stays thematically tight while offering new mechanical space. Ultimately, this is a magic for those who don’t want to shout spells or wear glowing robes - it’s for those who treat their body as both the weapon and the wand. CITATION Inspired loosely by Kani, but distinct in execution, cost, and philosophy. All content original unless otherwise stated. CREDIT RockyTheWolf - feedback StingyParrot - feedback PrimnyaQuorum - excellent feedback BACKGROUND From the echo of war drums to the thunder of a falling mountain, the world is shaped by force. Among the earliest practitioners of Kinetomancy were warriors and guardians who found their strength not in finesse or cunning, but in the deep pulse of impact - in the raw, primal rhythm of collision. These were the Breakers, Kinetomancers who tempered their bodies into blunt instruments and shaped the battlefield through disruption. Their art was not born in scrolls or scriptures, but in shattered floors, broken blades, and the silence after the crash. The path of the Breaker is one of learned violence, mastered pressure, and battlefield presence. It is a form of Kinetomancy that favors momentum and aggression, enabling the practitioner to twist their own mass and movement into unnatural concussive effects. A Breaker makes no room for subtlety - only the forward push. EXPLANATION Breaker is a subclass of Kinetomancy focused on manipulating momentum, mass, and concussive force. It is fueled entirely by internal mana and requires bodily motion to cast spells. Breakers are close-combat kinetic disruptors who cast through physical acts such as stomps, strikes, or screams. They focus on area denial, disruption, and knockback mechanics, they cannot affect targets at long range (5 blocks max) and rely heavily on timing, positioning, and stamina management. Breaker Kinetomancy is a [1] slot magic All spells require movement; no stationary or silent casting. Cannot cast through walls or floors. Cannot cause ranged damage. No enhancement from voidal/deific/mundane enchantments. May not be used with full-plate(heavy) armor. Cannot knock over objects larger than the caster. ___________________________________________________ ABILITIES [T1] Palm Jolt (C) A short-range kinetic burst channeled through the palm to jolt a target backward. [T1] Grounded Stance (NC/C) A meditative stance used to brace and lower one's center of gravity against force. [T2] Pressure Pulse (C) The caster expels a sudden outward shockwave from the their core. [T3] Crater Stomp (C) A violent stomp that sends a ripple of kinetic pressure through the ground, unbalancing all within range. [T4] Weightbend (C) Momentarily alters the weight of a touched object, distorting its kinetic properties. [T5] Shockwave Crash (C) A charge/strike into the air or ground, unleashing a frontal wave of compressed kinetic force. ___________________________________________________ TIER PROGRESSION TIER 1 (0-1 Week): Palm Jolt, Grounded Stance TIER 2 (2 Weeks): Pressure Pulse TIER 3 (4 Weeks): Crater Stomp TIER 4 (8 Weeks): Weightbend TIER 5 (12 Weeks): Shockwave Crash PURPOSE (OOC) Breaker exists to give players a brutalist, grounded subclass within the Kinetomancy system. It supports characters who want to use bodily motion and explosive presence to control space and influence physical flow in combat. It offers an option for players seeking a martial archetype that is not reliant on weapons or casting tools, encouraging engagement with movement, momentum, and body-language-based spellwork. Breaker fills a role often left out in magic: the shocktrooper, the brawler, the kinetic controller. BACKGROUND Where the Breaker moves like thunder, the Veilstrider moves like wind through glass. Born from the same foundation of Kinetomancy, the Veilstrider is a master of subtle imbalance - the manipulation of weight, air, and fine-tuned pressure. Their style is fluid, evasive, and controlled. Rather than overwhelming their opponents with brute force, they turn their enemies' movement against them, altering inertia, buoyancy, and even their own footing to perform feats of uncanny agility. Veilstriders are duelists and acrobats. They do not resist force like the Breaker - they redirect it. They weigh nothing when needed, fall like feathers, or move like they were born walking between worlds. EXPLANATION Veilstrider is a subclass of Kinetomancy focused on weight manipulation, directional inertia, and gravitational balance. It is ideal for evasive combatants, aerialists, and those who thrive on reaction and positioning. Veilstriders do not knock over foes or create concussive blasts - instead, they tilt the rules of movement itself. Veilstrider Kinetomancy is a [1] slot magic. All spells require bodily movement and cannot be cast while motionless. Spells do not deal direct damage. Cannot be used to fly or hover without anchoring. Requires line-of-sight to affect external targets. May not be used in full-plate armor. Cannot affect magical items, constructs, or enchanted armor. ___________________________________________________ ABILITIES [T1] Featherstep (NC/C) A light-weighting technique that lets the Veilstrider land or move with uncanny grace. [T1] Weight Shiver (NC/C) A flicker of imbalance delivered through touch, enough to ruin a stance or ruin precision. [T2] Drift Veil (NC/C) A technique that removes friction and weight, allowing the Veilstrider to slide, glide, or skate through battle. [T3] Equilibrium Pulse (NC/C) A controlled pulse of balance, radiating outward to still instability or redirect imbalance. [T4] Ghost Gravity (NC/C) A defiance of gravity, allowing the Veilstrider to walk on sheer surfaces or hang like a spider. [T5] Weight Reversal (C) The ultimate Veilstrider technique - a sudden inversion of mass to disrupt enemy actions. ___________________________________________________ TIER PROGRESSION TIER 1 (0-1 Week): Featherstep, Weight Shiver TIER 2 (2 Weeks): Drift Veil TIER 3 (4 Weeks): Equilibrium Pulse TIER 4 (8 Weeks): Ghost Grip TIER 5 (12 Weeks): Weight Reversal PURPOSE (OOC) Veilstrider offers a finesse-based magical subclass for Kinetomancers who prefer grace over force. It introduces a high-mobility, reactive combat style that rewards creativity and positioning. This subclass complements the Breaker by offering utility and agility instead of raw crowd control, fulfilling the archetype of the elusive, acrobatic duelist. The aim is to create moments of cinematic movement, clever counters, and gravity-defying maneuvers in roleplay. BACKGROUND The Binder is the invisible thread, the anchor and knot in a world of constant motion. While Breakers shatter and Veilstriders evade, Binders link, lash, and trap. Their craft draws upon the connective tension of the world - the unseen bindings between objects and motion, weight and purpose. With a flick of their wrist, a Binder can lash a weapon to a hand, suspend an arrow in midair, or tangle a foe's limbs in phantom pressure. To master Binding is to understand motion not as a series of collisions, but as a web of intent. EXPLANATION Binder is a subclass of Kinetomancy focused on anchoring, tethering, and interruption through kinetic threads and pressure bindings. It is ideal for battlefield controllers, trappers, and defensive duelists. Binders create tension between themselves and the world - catching, freezing, or linking forces in motion. Binder Kinetomancy is a [1] slot magic. All spells require line of sight. Threads, tethers, or links are always visible as brief glimmers or pressure distortions. Cannot restrain for longer than listed. May not be used on magical items or constructs. Cannot disarm unless explicitly stated. May not be used in full-plate(heavy) armor ___________________________________________________ ABILITIES [T1] Gripbind (NC/C) A simple tether cast onto an object to hold or snag it in place. [T1] Slack Line (C) A kinetic slack placed between two objects or places, forming a tripwire-like tether. [T2] Bindlash (NC/C) A tether projected from the hand to lash out and bind a limb or object. [T3] Arrest Field (C) A dome of kinetic pressure that halts incoming projectiles or thrown items briefly. [T4] Tetherstep (NC/C) Movement-based technique allowing the caster to launch themselves toward a fixed point via tether. [T5] Webbind (C) The ultimate technique of the Binder: casting a wide field of multiple kinetic threads to seize and suspend targets. ___________________________________________________ TIER PROGRESSION TIER 1 (0-1 Week): Gripbind, Slack Line TIER 2 (2 Weeks): Bindlash TIER 3 (4 Weeks): Arrest Field TIER 4 (8 Weeks): Tetherstep TIER 5 (12 Weeks): Webbind PURPOSE (OOC) Binder Kinetomancy is designed for players who enjoy battlefield control, tactical creativity, and outmaneuvering foes with timing and foresight. Unlike Breakers or Veilstriders, Binders do not excel in raw power or evasion. Instead, they excel at shaping the pace and structure of combat - making them excellent duelists, defenders, and suppressors in group fights. BACKGROUND Where Breakers shatter and Binders hold, the Rendweaver tears. Rendweavers are the saboteurs of force, the unweavers of motion and integrity. Their art is not in anchoring or overpowering, but in disruption. By unraveling the pressure lines that hold shape and structure together, Rendweavers can tear armor at the seams, crack terrain underfoot, or shred through momentum itself. These are the kinetic butchers - the ones who slice through steel not by strength, but by pressure unraveling. EXPLANATION Rendweaver is a subclass of Kinetomancy focused on disruption, rending, and decomposition of structured force, with an emphasis on terrain manipulation and armor fatigue. Unlike Breakers who concentrate force or Binders who restrain it, Rendweavers target the integrity of things - the fault lines, joints, and pressure points that hold matter together. They use precise kinetic tearing techniques to degrade terrain, unravel protection, and wear down the battlefield itself. This makes them particularly dangerous against static defenses and armored targets, excelling in fights that favor mobility, sabotage, or battlefield softening before allies strike. Rendweaver is a [1] slot magic. Spells are visually represented by shimmering pressure shears, invisible gashes in the air, or distortions. Cannot fully destroy magical materials. No spell may sever limbs. May not be used in full-plate(heavy) armor. Requires line of sight and visual gesture. ___________________________________________________ ABILITIES [T1] Seam Rake (NC/C) A localized shearing pulse that targets armor seams, clothing joints, or terrain stress points. [T1] Crackline (C) A pressure-line projected across terrain that destabilizes footing or weakens the structure. [T2] Splitstep (NC/C) A defensive lunge paired with a rearward tearing wave that cuts pursuit. [T3] Renderlash (C) A whip of rending pressure projected outward to tear armor or terrain features. [T4] Unmake Surge (NC/C) An explosive burst of rending pressure from the body that disrupts all nearby structural flow. [T5] Collapse Weave (C) The Rendweaver’s signature art: a cross-shaped rending wave that destabilizes armor, objects, and terrain in a broad path. ___________________________________________________ TIER PROGRESSION TIER 1 (0-1 Week): Seam Rake, Crackline TIER 2 (2 Weeks): Splitstep TIER 3 (4 Weeks): Renderlash TIER 4 (8 Weeks): Unmake Surge TIER 5 (12 Weeks): Collapse Weave PURPOSE (OOC) The Rendweaver subclass is designed to fill a destructive niche within Kinetomancy by disrupting the flow of combat through precision sabotage. Rather than smashing enemies or holding them down, Rendweavers pick apart armor, unsettle terrain, and exploit structural weaknesses. This offers tactical gameplay for characters who prefer agile, clever, and battlefield-oriented utility rather than brute power. Rendweaver encourages environmental interaction, using the battlefield itself as a weapon - creating stumbling zones, weakening armor, or breaking cover. It is best used in support of other magic or martial roles, softening defenses and exposing vulnerabilities for allies to exploit. The subclass rewards awareness, creativity, and preemptive control of space over raw aggression.
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Among the golden fields of the Seven Skies, beneath the whispering wisteria and the warm scent of spring, a familiar voice stirred the wind. The old man stood by the brook, his silver hair catching the light. He did not speak at first-he simply smiled as she approached, red curls catching in the breeze like flame. When she drew near, he opened his arms without a word. “Come now, moya sestra” Karl murmured, voice steadied by time “Vy've come home.” And there, in the realm untouched by grief or age, he pulled her into a quiet embrace. The skies did not need to weep, for the two Amadors were whole again.
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Thanks for the criticism. After reviewing, I’ve decided to move away from a hard [1] death PK clause. The goal of the CA was never to punish players, but to highlight a unique form of magical fragility and consequence without locking characters into doom. I’ll move the transformation trigger higher up so it’s not buried in the OOC section. Let me know if that reads better to you!
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The Hollowborne Origin/Background/Culture In a world increasingly strained by magical instability, some mortals survive encounters that should have destroyed them-failed rituals, broken portals, or catastrophes of unstable arcane energy. They are not born, nor crafted, but forged by failure-survivors of arcane events that should have unraveled their very souls. Rather than die, something else occurs. The core of their being-soul, body, or mana-fractures and reforms around the breach, forming a semi-stable arcane “core” that holds them together. These individuals are no longer purely descendant, nor are they wholly otherworldly. They walk the tightrope between. The Hollowborne are not divine creations, cursed beings, or inheritors of a sacred lineage. Rather, they are mortals whose bodies and souls were hollowed to contain volatile magical phenomena. The process is never intentional-it is a last resort transformation. Typically the result of Voidal misfires, arcane overload, or failed rituals such as Scionry or Translocation experiments gone wrong. Across the world, those few who have become Hollowborne are anomalies. They are remnants of magical accidents. They are often seen with suspicion by both mundane folk and magi alike. Hollowborne are not undead, constructs, or voidal horrors - they are altered mortals Cannot be revived through standard monk means Cannot wear heavy armor or carry tower shields. Cannot become other CAs that alter the soul (Siliti, Azdrazi, etc.) post-transformation, nor it cannot be stacked with any other CA race. Their “Arcane Core” must be visible and described in CRP. It may be on the chest, spine, or stomach Hollowborne are altered mortals Cannot use magical artifacts or foci Cannot learn deific magic (e.g. Paladinism, Druidism, etc.) Can learn Voidal magic after transformation, but this must be done with RP acknowledgment of instability (emotional backlash, aura flaring, casting trauma) Creation Hollowborne are created through magical catastrophes, such as: Failed Scionry rites Unstable translocation events Direct exposure to the Veil or failed magical experiments These transformations are never intentional or repeatable by ordinary means. Core Revival Obelisk Binding: Hollowborne may imbue an ST-signed magical obelisk to act as an anchor for revival. This must be done through a ritual of core-channeling and imbuement. A Hollowborne may have up to two active obelisks at any time. If the core is ruptured (e.g., in fatal RP or soul-striking events), the Hollowborne may revive at one of their anchors after 2 OOC days. If all obelisks are destroyed or ST-declared invalid, revival is not possible. Physical Description Hollowborne appear largely as they did in life, but with visible marks of their transformation. These traits vary depending on the trauma that birthed them, but all share a core-a visibly present knot of volatile mana usually located in the chest or abdomen. This may manifest as: A glowing pulse beneath the skin Faint magical circuitry along the arms or spine Mist or aura seeping faintly from the body Their skin often grows paler or takes on a desaturated tone, with occasional soft glow around the eyes, chest, or fingertips. The eyes may flicker with aura when emotionally heightened. Height: Same as race of origin Weight: Generally 5-10% lighter than average due to subtle energetic erosion Physiology Despite their arcane transformation, Hollowborne retain their mortal anatomy. Their bodies do not decay, lose organs, or become undead. Instead, their internals are permanently altered by the magical trauma that birthed them. Organs remain, but may be impaired: irregular heartbeats, shallow breathing, and digestive difficulty are common. The core regulates their magical tension, acting like a second heart. It does not replace anything-but rupturing it causes extreme pain and near-death incapacitation. Bleeding still occurs. Some Hollowborne bleed faintly luminous ichor if destabilized. Externally, they may exhibit faint glowing patterns or aura when emotionally strained or exposed to high mana concentrations. Lifespan The Hollowborne retain the natural lifespan of their race. Their transformation does not slow aging or grant immortality. However, excessive magical strain hastens deterioration. The core weakens with each magical injury or overuse: Hollowborne who avoid stress can live a normal lifespan. Frequent casting or trauma causes core fatigue: flickering aura, emotional instability, and eventual breakdown. In extreme cases, a core rupture may lead to permanent character death, but this is not forced. Mental Description Mindset Most Hollowborne retain their original personality, but the transformation often introduces: Detached or haunted demeanor Fixation on magical balance or trauma Occasional impulsivity or numbness Their thoughts are not dictated by the transformation-but their view of magic and mortality is permanently altered. Mental State All Hollowborne suffer some form of psychic scar, such as: Nightmares or flashbacks related to the event that created them Disassociation during high emotion or casting Mild hallucinations when near magical anomalies These conditions vary in severity and are player-choice RP traits, not mechanical debuffs. Strengths and Weaknesses Strengths Arcane Resilience - Hollowborne are less affected by passive voidal corruption or magical poisoning. Aura Perception - They can passively sense nearby magical pressure, feeling discomfort or attraction to strong arcane sources. Partial Magical Anchor - Their bodies passively draw or repel ambient mana, which may disrupt low-tier enchantments nearby (purely flavorful). Weaknesses Core Vulnerability - The arcane core is their greatest weakness. Severe trauma or overuse of magic causes pain and incapacitation. Emotionally Volatile - Intense emotional states will cause magical leakage, visible aura flares, or instability. Poor Compatibility - Cannot bond with magical artifacts or arcane foci; these destabilize their core. Soul Sensitivity - Deific magic, Malflame, or Dragonsflame causes extreme pain and can stun them. Abilities Arcane Core[PASSIVE] The Hollowborne's heart is a semi-stable magical construct that both sustains and endangers them. Mechanics: Passive aura visibility during high stress If core is directly struck or disrupted (e.g. by deific magic), the Hollowborne suffers intense pain, may be stunned, and risks incapacitation. If the player wishes, a sufficiently traumatic event may lead to character death Redlines: Core must be roleplayed as present and central to their being Cannot be mechanically blocked by armor PK is player-choice and must be roleplayed through proper narrative escalation Mana Disruption[PASSIVE] Their unstable cores occasionally create magical interference, distorting nearby enchantments or rituals. Mechanics: Hollowborne will cause minor flickers or disruptions in passive enchantments or magical items within 2 blocks This effect is purely visual and flavor-only (e.g. a glowing sword dims for a moment) Will feel uneasy or jittery around strong magical constructs (voidal tears, wards, etc.) Redlines: Cannot disable, weaken, or negate actual magical effects Cannot be used to detect hidden wards, illusions, or enchantments Purely flavor; must not be forced on others mechanically Resonant Step[COMBATIVE] Through core manipulation, the Hollowborne can discharge stored magical tension in a harmless burst, briefly allowing an unnatural bound or quickened movement. Mechanics: Once per combat, the Hollowborne can perform a short bounding leap (4 blocks) or lunge forward suddenly (3 blocks) without full sprint emotes Requires [2] emotes: [1] of preparation (core flaring, posture shift), followed by [1] movement Redlines: Does not bypass physical barriers or magical wards Cannot be used to dodge mid-swing or while casting Must have line of sight Can only be used once per combat scenario Fracture Pulse[COMBATIVE] The Hollowborne may release a sharp burst of unstable mana from their core to knock back a nearby target. Mechanics: Usable once per combat encounter Requires [2] emotes: [1] to charge (core visibly pulsing, body tensing), [1] to release a concussive wave The pulse knocks back one target (Human sized) within 3 blocks by 2-3 blocks and briefly disorients. Larger or heavier races like ologs can only be staggered unless caught off-balance. Redlines: Cannot deal direct damage Cannot chain into other attacks; purely a defense or repositioning tool Purpose (OOC) Citation Spoiler
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═════════════════════════ ❈ ════════════════════════ “And Ea, Ea took the quieter road - Not for cowardice, but for peace.” ══════════════════ ❈ ══════════════════ Outside the once-proud city of Balian, as war drums echoed faintly across the hills, a quiet manor stood still in the heat of a dying sun. Within its walls, far from the chaos of banners and blades, an old man lay reclined in a modest chair near the hearth. His cane rested beside him, untouched, the fire before him burned low, and on a table beside him lay the half-finished draft of a letter never sent. Karl Isaak Falkner, born Amador, breathed his last as he had lived his final years: in calm, surrounded by books and silence. His daughters were far, his legacy scattered across distant cities and deeper scars, yet he did not pass with bitterness. ══════════════════ ❈ ══════════════════ His life had been long-longer than most would expect for a man once taken prisoner in war, once bound by duty to a house many forgot, once a boy scouring library shelves beside his sister in a world that did not yet know his name. He had seen loss. His twin, Poppiya, left life by her own hand. His parents, long buried. Brothers vanished to time. One daughter-Carice-gone without a farewell. The ache never left him, not truly. Yet there was love, too. Maxima, his wife. His girls. The manor they built with slow and careful hands. The family dinners, the alchemy lectures, the tales told to grandchildren he never met. The warmth of the Silasian court, the stern gaze of Odrin, the laughter of Aoife and Saoirse chasing each other through the gardens. ══════════════════ ❈ ══════════════════ His magic-gifted by Albus, wielded with restraint-flickered only faintly in his old age, a quiet ember rather than a torch. A tool of learning, not destruction. In his final moments, Karl heard no voices. No heavenly call, no ghostly kin. Only the ticking of the old grandfather clock in the hall, and the rustling of trees outside his window. He smiled. For what more could a man ask, in a world torn by ambition and ash, than to die warm, full of memory, with his name intact? ══════════════════ ❈ ══════════════════ As his final breath left him, the flicker of life dimmed-and then, softly, reignited. Not in fire, but in light. He awoke not in his study, but in a sun-drenched meadow, where wind swept over golden hills and silver trees rustled in an endless dawn. The air tasted like spring. The world no longer ached. From beyond the light, he saw her first-Poppiya, her smile no longer shadowed. Behind her came their mother, father and Liridona, faces he’d nearly forgotten. A new book lay before him. Its pages unmarked. The Seven Skies welcomed another soul, not with trumpet or banner-but with peace, earned the slow and painful way. ══════════════════ ❈ ══════════════════ Karl Isaak Falkner, son of Amador, husband of Maxima, father of four, alchemist of Silasia, Returns to the stars. May his memory remain inked in love, and sealed in the hearts of those who carry his name. ═════════════════════════ ❈ ════════════════════════ When Karl passed, a stack of sealed envelopes was found on his desk, each penned in his steady, aging hand. To My Dearest Maxima, My Wife To Aoife Liridona Falkner, Firstborn and Watcher of the Hearth To Carice Poppiya Falkner, My Mirror, My Fire To Nora-Lucia Theodosya and Saoirse Monika Falkner To Theodosya Nataliya, My Little Sister To Magnus Rennard and Matyas Ruslan To Cousin Aurelia To the Future of House Amador ═════════════════════════ ❈ ════════════════════════ Should you pass by the Windstadt manor, and the windows are still, you might hear the creak of floorboards, the whisper of turning pages, the echo of an old man saying a final farewell to those he loved. The ember has gone out-but the warmth remains. ═════════════════════════ ❈ ════════════════════════ Karl was my first ever serious persona I played on this server. I saw a looking-for-players post and I dm-ed, simple as that. I filled in the shoes of another player who played Karl before me. The world seemed so large for a new player to the server and the Haense community. I am sad to let him go. Thank you to everyone who had the patience to RP with me and with whom I made pleasurable memories over the 2 years!
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