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About Swgrclan

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  1. “... Know the nature of the one you hunt, King of Men. I feel the weight of very mortal emotion upon the wavelengths… a wretched nostalgia, a lost joy. A vengeance desired ‘pon the self.” “...” A pause as made by King Malineer as he stood before the flicking image of Dhurzumkal’s dull flame. The Old Lord’s warning was almost prophetic, but he would be certain not to let it dissuade him from his duty. “Yes, my Lord. I shall return come the time of the Spurion’s fall.” With a rise, the undying King of Devirad turned and made his way out of the sweltering chamber of the One Below; off to find the unbelonging ‘Last Mori’quessir’. ~:;:~ The cacophony of battle rang out through the city that the venerable King of Elves once ruled as two souls fought before the empty throne. Malineer had happened upon the lone Mori’ known as Xemn’vus of Duskryn as though fate presented him like a platter; and as though Xemn’vus realized his running finally caught up with him, he consented to a duel with the better-equipped King, knowing full well the chances of winning the exchange between them. The blood of Zanundar would be spilt before the throne of his father. Deviradaen steel clashed against Menorcressaen iron as hookspear parried with polehammer. The onlookers toward the duel kept their distance as they watched, wary of getting caught in between the violent, yet graceful exchanged. The last of the Mori’ displayed a prowess that few men could muster; spinning his spear around and striking upon the armor, undead Malineer, though to little effect; evading his strikes and attempting to bait him before the wit of the King of Devirad overcame. The hookspear was locked in a brace with Malineer’s polehammer before it was twisted away from his grasp, with the spearing head of the old undead’s weapon jutting into Xemn’vus’ sternum thereafter. TIme slowed. The pain was stifling, flooding the Mori’quessir warrior’s body with crippling shock, yet at the same time, all desire to resist and evade death melted away from mind, body and soul. This felt right… even he was alone. Dark red blood trickled from his chest as he was lifted by Malineer’s polearm before being thrown like a limp heap before the Throne of Malin. Languishing from the rapid drain of blood from his body that gushed from his open chest wound, Xemn’vus reached down to pull one of many trophy skulls from the belt that he wore, riddled with the bones of his past prey and victories over men both ill-minded and goodwilled. Malineer had knelt before him to impart some few parting words, but they could not be heard by his fallen foe; only a slowing heartbeat that rattled in his ears. He held this skull close to his chest, the disembodied cranium of the one he once called his wife and the mother of his children. Sanguine liquid trickled from the corner of his mouth as he began to fade. Staring up toward the throne with his pale eyes, borne of Miiystran blood, a moment of clarity came upon him; memories of his children filtered back, recollections of their demise by the hand of the same woman’s skull he cradled so lovingly. Long had Xemn’vus questioned in anguish how such a gentle soul could shatter her own offspring, yet the answer was always with him. Men were flawed; and whether or not the blood of Gods ran through them, the darkness within spurred the most vile and base of actions. To this end, he knew he knew it was right to die on his lonesome. The skull of Rilrae Duskryn shattered in his hands upon the fragile, wretchedly-aged cranium’s firm compression. “Dalhar elggur,” Xemn’vus murmured to no one but the memory of his beloved as the life drained from him. The cold consumed his form, and paused his heart’s beating. ~:;:~ The blood of the Son of the Spider sinks into the earth before Malin’s Throne. A flame speaks of an Elven heir’s awakening from a long sleep. The remains of a descended God weeps over the loss of her children. The many-eyed and many-legged become husks in their web. A people born of the Arachni kneel to a new lord. The Last’s soul screams through the cosm, no home in sight, with his ken to follow lest two are made one once again.
  2. MC Name: Idolomun Character's Name: Ser Raide of Ashford Character's Age: 50 Character's Original Race (N/A if not applicable): Human Transformed form: Striga Creator's MC Name: Lothric Creator's RP Name: Sascha Briefly explain the lore behind this construct or creature: The Strigae are undying entities borne of the infernal influence of Nether-dwelling Demons known as the Unseen. Gifted with greater strength, agility and regenerative abilities, they are not something one easily trifles with, especially pinned in a situation where they're forced to take their true shape - something inhumane and bestial, with a face like a monster's and claws as sharp as swords. That is what they are - beasts, for they are entities that traded their humanity for capacities beyond the limitations of mortalkind, in exchange for an everlasting blood price. They must drink the warm ichor of living men on the frequent, for the essences that linger Lifeblood are what they were deprived of in order to grant them their powers. But because they are beasts, they also carry their weaknesses. Though the wounds sealed by mundane alloy weaponry and other forms of physical trauma seal swiftly and with little drawback, gold and silver act as their blight in the fact that any wounds made by armaments of either material must be forced to heal for months, or even years. Their unholy origin also bids Aengulic Magics to have same effect, for the Unseen that conceived the race of Striga bear their own roots within the most unholy being of all - the God of Ruin, Iblees. Do you have a magic(s) you are dropping due to this app? If so, link it: No. Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes. Do you consent to accepting what may happen to this character?: Yes. Have you applied for this creature on this character before, and had it denied? If so, link the app: No.
  3. I should take the chance to let it be known that these weapons are not something that are being pulled out of someone's ass and tossed a questionable explanation. The fact of the matter is that they already exist with the logic they're able to kill deific beings with greater efficiency, and because this seemed to carry a relation to the lore I wrote for Abyss Knights, I decided to add onto the weapon and explain it at a deeper level. The Abyss is not a neutral presence, nor does it carry a moral justification as to why anything would make it "neutral", because the fact Stagnant Lifeforce rejects the presence of Aengudaemonic influences doesn't really have a moral standing, meaning that its just a very harsh, unforgiving blight on the world that had spawned on behalf of the destructive nature of the Gods- and now what's inside of it is able to work against them. By having something of a "monopoly" on the entire realm of evil and dark beings, it is a definitive fact that there is nothing darker than what comprises the Abyss, so when a weapon is laced with enough dark power that its "darkness" resonates or relates to the same level as the Abyss, its effects are employed. This is more of a symbolism and rhetoric-derived answer. As for a literal one, I can jump through hoops all day explaining some kind of workout around to it, but this is just giving a better explanation to something that already exists and adding a more broad area of effect.
  4. The weapons themselves do not carry Stagnant Lifeforce, which is the essence of the Abyss you refer to, but the concentrated mixture of Necrotic and Amber corruption allowed for a similar form of darkness to take root within the swords. That is to say, they are similar, and achieve similar effects, but are not the same. If it was the case that these were actual Abyss Knight weapons, then neither of their drawbacks would be present whatsoever.
  5. [ Forenote: Much of this was far more expansive originally, but because this website ill with every kind of STD, my progress was erased. There needs to be an automatic update history list to work with to prevent this unstable mess from randomly deleting your work. ] Name of Artifact: Crown of the Wraithlord MC Name of person(s) currently in possession of Artifact: Idolomun RP Name of person(s) currently in possession of Artifact: Abdiel Ipos MC Name of creator(s) of Artifact (N/A if not applicable): Idolomun RP Name of creator(s) of Artifact (N/A if not applicable): Gravelord Nimdravur Effect(s) of Artifact: There is a presence that inhabits the Crown that is comprised of the scattered thought processes and fleeting, wretched emotions of the memory of the original Wraithlord, Gravelord Nimdravur. Because the helmet’s “presence” is incapable of forming itself into a coherent mind without being worn by another sentient being, its influence is trapped solely to the immediate effect it can have on the wearer; it distorts their thoughts, their feelings and their views on all things, making them far more harsh and apathetic and inhumane than they originally were. This is considered to be a halfway mark to possession; the influence that is kept anchored within the depths of the Crown cannot completely converge upon the mind of the wielder, but it can influence and attach itself enough to act as something much like a Shadeic parasite, where it feeds the wearer feelings and emotions that are not their own. To this end, is also “blesses” an individual with the power to resist certain forms of incursion upon the wearer’s mental and sensory faculties. Because the ancient Gravelord Nimdravur had dabbled deeply in the art of Mental Magic, a fragment of this power was extended to the helmet itself, where it manifested as an essential defense mechanism against those who would seek to probe the mind of the individual that bids the helmet’s presence sentience. In layman’s terms, it acts as a mental barrier against invasions of the mind ensued by Mental Magicians or other entities able to pierce one’s psychological precipices. Those that would assail the Crownbearer’s mind would be retaliated against with the most wicked and vile of mental imagery and the sounds of an inhumane beast, screeching in expression of unabating rage. In extension of this, not only does the wearer gain an essential mental barrier, but they also gain a resistance to both the fallacies conjured by Light Illusionists, as well as bright lights brought about by either natural or magical means. Nimdravur in his prime employed all manner of mental afflictions to those who received the ire of his Mental Magic incursions, and thus by gaining a thorough understanding to the designs of illusions, the memory of the same Gravelord is able to grant the wearer the capacity to easily discern the falsehoods brought about by practitioners of Light Illusion. The darkness that the Wraithlord’s crown culminated through centuries of stagnating in its own imbuement enables the natural resistance to bright and blinding lights, such as those brought by the flash of alchemical or natural explosions or bursts or energy. The same can be said for holy lights summoned through Aengulic connections, but there are aspects to that which differentiate from the usual resistances of the Crown. For one, while the Crown enables the bearer to resist the blindness associated with bright lights, either conjured magically or naturally, there is an aspect to this resistance that falters in the presence of holy light conjured and used against the Crownbearer. While the resistance remains, they are left with searing mental headaches that shatter focus and prevent magical connection throughout the entirety of the scenario. This applies even for the undying who adorn this helmet, whom are otherwise usually undeterred by such sensory overloads. The Crown also causes the wearer to adopt the innate fears of the ancient Necromantic Wraiths, whom were notably cautious of the abundance presence of fire. An unnatural fear manifests within them upon being threatened with such fire, causing their instincts to scream from the deepest depths of their being to flee. Direct sunlight contact also causes mental fatigue of the wearer. Red Lines of Artifact: While the Crown resists the effects of Light Illusion, it does not nullify them. It only enables the wearer to see through the ruse easier, causing them to break with less effort put into meticulous study of the fabrications that assail them. The Crown cannot be used to pass on memories. The presence of the Wraith Nimdravur within the helmet is incapable of retaining specific details pertaining to the wearer’s experience when the helmet is worn, and thus the entity can be claimed to be “beastlike”, or always thinking in the present. Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): The origin of the manifestation of Nimdravur’s memory within the Crown cannot be precisely determined. One may say that it was the result of the Wraithlord’s dabbling in magic when he was in his undying prime, unintentionally causing his psyche to fragment and absorb into the Crown prior to his return to mortality. Another valid claim would be that the Soul Shadow of the Gravelord’s Wraithsoul itself inhabits the helmet, completely disconnected from its original mortal host, Abdiel Ipos, that had taken shape upon the Gravelord’s destruction and subsequent rebirth. Another could be that the sheer weight of Nimdravur’s hatred and malice against all things, particularly the Gods, bid the anchoring of such a vile influence within the Crown and thus, without the need of a soul, it sustained itself by force of will. Through this end, one may say the Crown itself feeds upon the minds of those who wear it so that it may be kept perpetual through time. What matters is that its strength had become so great that these defense mechanisms and powers and influences were able to manifest with such acute parallel to the designs of old Nimdravur’s Wraithdom that even their most dire weaknesses of fire and holy power are retained as though a legacy within the Crown’s confines. Number of duplicates of this Artifact: None. Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?: Yes. Have you applied for this Artifact before, and had it denied? If so, link the app: No. ~:;:~ Name of Artifact: Twin Swords of Amnesia, Aknu’gul’s Rebirth MC Name of person(s) currently in possession of Artifact: Idolomun, Niv_Mizzet RP Name of person(s) currently in possession of Artifact: Abdiel Ipos, Avenel MC Name of creator(s) of Artifact (N/A if not applicable): Tsuyose RP Name of creator(s) of Artifact (N/A if not applicable): The “Dark Lord”, Aknu’gul the Ebon Flame Effect(s) of Artifact: Upon these twin swords exists such a wretched and vile fusion of Necromantic and Shadeic corruption that the darkness invested within them resonate with the Abyss itself, bidding it some distant relation to the mortal powers, known as Strength of the Abyss, used only by those known as the Resonant Knights and their Abyss Wraith brethren. On behalf of this great weight of anti-Aengudaemonic darkness, the twin swords are capable of tearing into the manifestations of Aengudaemonic powers, such as Keepers, Ascended and Treelords, far more effectively than conventional weaponry, to the point where they essentially act as the same as gold weapons to dark beings, only in far differential reverse. The same effect is shared for the powers summoned and the creations of Aengudaemonic servitors, such as the Paladins, Clerics, Ascended and Druids. The summoned shielding of Paladins shatter easily under the strikes of the twin blades, the holy fonts and braziers of the Clerics and Ascended may be overpowered and shattered, and fragments of life controlled by Druids, such as vines or roots, become apprehensive and fearful of accosting the wielder of one of the twin swords. Red Lines of Artifact: The twin swords are not capable of striking down mortals with the same efficiency as they are with deific fabrications. While they are like gold to dark beings to the likes of Keepers, Ascended, Treelords, Augurs, and similar beings, the wounds dealt to regular descendants are only granted a degree of infectious blight, where they are fated to become vile and infected, but nothing more. While the effects of the passive sap of Lifeforce can be avoided through the use of specialized equipment or false limbs, the mental affronts cannot be. They are invasive and constant every second that these weapons are wielded, and are very capable of gradually wearing down the wielder's wits. The blades of Amnesia are designed to more easily dispatch Aengudaemonic beings and conjurations, but they do not instantly overpower them. A Keeper cannot be killed by these weapons with a single, non-fatal strike, for example, and a Druid's controlled aspects of life aren't entirely kept away by their fright of the swords. Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): By the will of Aknu'gul himself, two swords named Amnesia had been forged and then cast in the black flame that dwells the Shadeic gem he resides within. The corruption of Amber and the twisted blight of Necrotic Taint had been woven together to such a degree that a most vile form of darkness manifested within these accursed longswords, resembling that which clouds the Abyss; and that which clouds the Abyss has been known to keep the powers of the Gods, and their servitors, at bay. To this end, it is as though the powers of the Strength of the Abyss, wielded by the Abyss Knights, dwell the very alloys of these swords, for no conjuration of the Gods are safe from the twin swords of Amnesia; their edge are sharper for them, their wounds dealt more heinous, more vile, more tainted. Yet, the powers that curse these blades should not be taken with a mere grain of salt; the effect they make upon the immortalized and their powers are reminiscent of the ancient spell known as the Darkening, where those known as Old Lords took powers belonging to Gods and made them mortal and anchored to the nature of the earth. At this end of logic, one may think that the twin swords of Amnesia, themselves, strike echoes of mortality through those that abandoned it; they are dealt black wounds that seethe within their ichorous forms, causing their souls to scream unrelenting, for it is the remaining mortal essence within Keepers, Ascended, Treelords and those beyond that awaken upon the strikes dealt by Amnesia, bid to rebel against the everlasting light that keeps it asleep. Number of duplicates of this Artifact: 2 Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?: Yes. Have you applied for this Artifact before, and had it denied? If so, link the app: No. ~:;:~ Name of Artifact: Spellforged Charm MC Name of person(s) currently in possession of Artifact: Idolomun, Niv_Mizzet RP Name of person(s) currently in possession of Artifact: Abdiel Ipos, Avenel MC Name of creator(s) of Artifact (N/A if not applicable): Abdiel Ipos, Avenel RP Name of creator(s) of Artifact (N/A if not applicable): Abdiel Ipos, Avenel Effect(s) of Artifact: A charm imbued with a spell. Spell: Aura Change The user of this spell is able to change their aura color and regulate the power level and sensation it issues, this is caused by manipulating the 'leaking mana' that is the aura, and toying with its color and sensation. In doing so, it can be used as a means to mask one’s mana signature as well by shrouding mana over it, perhaps being useful in some way other than aesthetics. Redlines: The aura remains aesthetic. It can’t be used to throttle people in combat. Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): Good old Spellforge. https://www.lordofthecraft.net/forums/topic/161626-mart-00/ Number of duplicates of this Artifact: 2 Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?: Yes. Have you applied for this Artifact before, and had it denied? If so, link the app: No.
  6. ***** ass *****
  7. He just can't keep this up.
  8. Valid.
  9. THE FIRST DRUIDIC INCURSION 1642 Upon the rising of dawn, the Ophidian of Thule, the massive, pale serpent-turned-messenger, seeks the Archdruids of the Mother Circle, the Naelurir, and prominent Hierophants in order to impart this declaration: “By the order of the Archrector of those known as Thuleans, of Men bound to the Shadow Circle, all of Druidkind is called upon to diverteth their attention and direct it upon those tied to the rebellious enclave known as the “Circle of the Old Hunt”. They’rt sick with with the wickedness of dissent, and hath disregarded the Mark of the Beast placed upon them. A Druidic Incursion is called upon the Circle of the Old Hunt; their leaders shall be unattuned, and their Druids forced to stand down. This cannot continue.” [TImeline: I; https://www.lordofthecraft.net/forums/topic/164472-the-first-mark-of-the-beast-1623/#comment-1554924]
  10. Valid.
  11. Sad!
  12. The Old Lords "Beyond this fragile coil, what awaits us? There are those who once peered into the nascent dark within, And sought to find the answers Men were denied." https://www.youtube.com/watch?v=3MU5m8fJrvQ [ Credits to B3ast_Mod ] Fear the Old Dark; that is the ancient adage which four souls had devised, come the time when the first land was consumed by a lightless Abyss. It is a saying that resonates with the deep, primal nature nestled within the bosoms of all mortals, and anchors those among them dregged with a particular hatred against the Gods. That adage, scrawled as a harbinging heading to vengeful scriptures, is the work of the four, very old Lords. First, they were curseless Men, hailing as knights in the age when Horen reigned over those before the Humans. In their desperate search for a means to defeat the Betrayer that threatened to consume their homeland in the 30 Year War, they happened upon a device concocted by a timeless Dragaar, and teased out the means to use the shadow of Iblees against its master. From Iblees, they stole Necromancy; and with Necromancy, they blackened their relic, and brought upon themselves a most terrible first end. But alike their inheritors ages onward, these primordial Humans rose as the First Wraiths. Unbound from their feeble forms and immune to the curse that would soon assail their kind, their hatred of the Daemon of Ruin soon spread to become an unfaltering malice to all whom would be known as Gods, Immortals, or Aengudaemons. With the dark within them unshackled, they knew what they had to do; they would cast out the Gods. The Wraithsouls Upon their reformation as Wraiths, the Old Lords were bequeathed a grand mortal power that turned their Superior Souls into dark "Wraithsouls". Wraithsouls are the most powerful of the dark descendant souls, and grant the bearer the capability to ascend to tremendous points of power. With the Wraithsouls, the four Old Lords carved their own paths, and achieved legendary things to prove to the Gods that Men were capable of much more than what their enfleshened forms displayed. Scorned by this fact, the Aengudaemons soon marked them as eternal enemies. The Four Each Lord came to embody an aspect that resonated with their eternal duties to outcast the Gods, and each Lord came to follow a story which led to the division of their singular, vengeful beliefs. In godless text, their names are not uttered for the sake of reverence, but in an older age each bore a name unlike that which they had in life. The time of their flesh is long passed, and with it, their true, mortal names. Dhurzumkal [Credits to Henry Parsinia ] Lord Dhurzumkal rose as the Lord of Embers. He is the only one among his kind to have retained the original mission of the First Wraiths -- to cast out the Gods from the mortal plane. The scriptures which Dhurzumkal heralds state that the Gods need not deserve destruction, but rather their influence must be banished from both the body and the mind so that the realm may repair itself and once more fall under the reign of Men. It is from Dhurzumkal that the name "Xion" was first spoken, as a name given to the Abyss that lingers where Aegis once stood. Like two of his brethren, but unlike one other, he fled the mainland and abstained from entering the portal into the Verge so that he could behold the perilous battle that took place upon the land that Iblees desecrated with his fire. He once said to a single devout follower, that the struggle between the Daemon of Ruin and the Caretaker of Souls was so devastating and bright that it was blinding, and thus forced Dhurzumkal to retreat into the gloaming darkness of a remote cavern, located within the now-ruined land of Athera. Before the time came when the land was again populated by the Descendants, and then brought low to destruction by the Old God Feldamfir, the Daemonic flames that scorched Aegis during its collapse followed the Old Lord into the depths, and it is there that they assailed him, and sought to burn his being away. But the strength of Dhurzumkal's Wraithsoul denied the flame the ruin it sought to inflict, and thus he was fated to burn for an eternity. To his devout pupil, he explained that the flame which gnaws at him is a cursed essence that only devours Men. It is the resplendent Lifeforce within Dhurzumkal that this blighted fire so vicious sought, and so with so much to spare, the Old Lord could not be so easily burnt away. So like ages before, Dhurzumkal usurped the deific nature of the flames upon him, and fused his quintessence with it to become an everlasting, sentient pyre. There, trapped within the depths of crumbling earth, remnants of ancient Dwarves that still inhabited Athera even after the destruction of Aegis found him and trapped him behind a great runic door. It is from these Dwed that the name Dhurzumkal - "Demon of Fire" - was conceived. That is the only name he can remember being given to him, even if in spite. In yore, Dhurzumkal was a pupil of the Old God, Widukind. Widukind, who bore the power of foresight, was capable of peering through time; in his dreams he could witness the threads of time fabricate the likely image of the future, and at the same time he could pick through the petrified visions of distant past. With the power of flame, Dhurzumkal achieved the same means as his old master, but used it instead to dream upon the nature of the cosm beyond. Malkaathe [ Credits to OEVRLORD ] Though he retained the original design of their mission in the beginning, Malkaathe, the Lord of the Abyss, was the first to suggest that the Old Lords spite the Gods. As the unofficial "leader" of his kind, Malkaathe incited the influence of his brethren among the clans of descendants that scattered across the world after the 30 Year War and caused an old, though long-forgotten hatred against deific presence to take root in their various, now dead cultures. Among these forgotten tribes are the Vaiker, whom upon being gifted the Old Truths of the Old Lords broke away from their brethren, the Esheveurd, and soon after waged a great and terrible war against them over the right to hold relics empowered by the Sun. When the battle between Aeriel and Iblees came, Malkaathe did not flee, but rather sought to meet the two upon the battlefield. Yet his Wraithsoul did not enable him to match the power of Godhood, even if made corporeal upon mortal ground, and thus when Aegis collapsed into the Abyss, Malkaathe fell with it -- all the way to the very bottom. It is there that Malkaathe awoke to behold the desolate, lightless remains of the land where the Descendants converged together and lived in relative harmony. Such deep, mortal emotion took hold of the Old Lord's soul that he screamed in agony for ten days and ten nights; emitting a searing, painful cry that matched the shifting of mountains and the death knells of a thousand innocent souls. When he could not bring himself to scream anylonger, a hatred deeper than that of the other Lords took root within him, and made his Wraithsoul blacker than any other spirit which may inhabit the makings of a being - mortal or no. He knew what he had to do; Malkaathe would destroy the Gods. But before that time came, he had to tend to the ill grave that now dwelt in place of old Aegis. From the ruins of the towers of Aemon and Daemon he fashioned together a throne, placed before the deepest point of the Abyss, where the broken-open entrance to the long-burning Nether gaped. There, upon his throne, Malkaathe proclaimed himself Lord of the Abyss. Though he did not fashion himself a monarch, or corralled the Abyss-tainted undead that soon rose from the ashes of the once-was to form a force, he attained such an influence over the lightless realm that he became one with the Abyss, and thus achieved a form of dominance over it that matched that of the Aengudaemons in their incorporeal planes, far away from the mortal world. Through the ages he came to witness many vile things stir within the depths which he protected, and many souls descend into the depths either by their own will or another's. Mordring, the Lord of the Morning, who had been the one to fashion the relic from which the Old Lords gained the means to steal Necromancy, is said to have plummeted into the Abyss upon awakening to its visage, but failed to die upon colliding with the bottom. The Dark Lord lured the broken Dragaar from the Aengul-like nature which he once harbored, and taught him all that he knew, so that the Dragaar could preserve himself through Lichdom and then act as the guardian of the Sunless Sanctum; the ash-laden ruins of Aegis' timeless Cloud Temple. The most devout of Malkaathe's followers, who still bear their mortal sentience even after undeath, utter tales of what the Lord of the Abyss toils upon in the depths of the deepest chasms. They resonate with their Lord's stirring, peculiarly mortal emotions, and piece together his motives through these understandings; a nostalgic effort to carve a new world into the face of stone, and the desperate, fearful attempts to keep the first soul to die from awakening, and consuming the world beyond the Abyss. Brandh [ Credits to SymphonyP ] The Lord of Oaks is known in scripture as the most peaceful of his kind. Indeed; from the point of reawakening up until this very day, he was the only one among the Old Lords to be spared a tragedy-riddled fate, and thus roams the lands in the shadow of the Descendants, seeking to act as their guardian and leave behind messages upon lands left desolate by the land-faring mortals. It is from the Old Lord Brandh that the Weirhents came to rise in ancient times, and from the Weirhents, a pacifist's form of godless vengence. From Brandh, the Druid-like Weirhents, who were taught the means of Lifeforce Manipulation in order to nurture the living world through self-sacrifice, preached to the peoples that would have them and acted as wisemen and powerful seers. They taught that the concurrent design of the Descendants is flawed, and that in the beginning, all was well within them, for the original race of "Men" which all mortal races descended from reveled in the natural darkness that inhabited their souls. Without the curses of Iblees, Men were unified and singular, and held reign over the corporeal plane through four monarchs known as the Four Brothers. It is the eternal duty of Brandh, and the Weirhents hailed from him, to discern the means to break the curses and restore mortal unity. That is how the Lord of Oaks sought to spite the Gods - to show them that their blessings and illusions of granduer were not needed, and that by relinquishing the light of Immortals, Men could again regain their natural darkness and achieve dominance upon their native world as its sole rulers. Through this, the Weirhents and all followers of the Way of Oaks were demanded to display rigorous self-restraint; that even in the face of the enemy, they would show that peace can be retained and without a single drop of blood spilled can grievous errors be amended. Though this pacifism is not so dearly found within the Lord of Oaks himself. In his time tailing the Descendants and watching for cosmic threats, Brandh became a slayer of Dragons, a hunter of abominations from the Abyss, and even a foe to mortals who would ignore his wisdom and instead face him with the blade. Every last one of them were felled by the strength of his greatbow, and their remains respectfully cast into the depths of the earth, where the Old Lord believes their sins may fade through nurturing the wounded world's soil. The Nameless Lord [ Credits to Sarah--AS ] Little is known of the Nameless Lord beyond the designs of his doctrines, much befitting to the title which he was given after his trek to the Cold North. Long before the Abyss came to be, the Nameless Lord departed from his brethren, much to their displeasure, and sought to establish a bastion of mortal godlessness in a cold land abstinent of deific light. In this land, north of where Aegis once stood, the Nameless Lord forged a kingdom. The land which this kingdom stood upon was named Geidleth. Through the domination of the squabbling tribes there, the Nameless Lord became a monarch, and with mercy rarely seen from his kind those that he called his foes became his subjects, for they were inspired by the Old Lord's willpower and desire for mortal unity. The kingdom upon Geidleth grew and grew, encompassing almost an entirety of the northern land, and was fated to flourish as long as the Nameless Lord ruled; and without the means to die, he would rule forever. He was the first to converge upon the very real reality of truly defying the Gods with his achievements. Soon his power became so great that the Aenguls took notice of this and were tainted by a fear of what would come, should the kingdom upon Geidleth spread beyond the frigid north. So it is said that the Aengul of Lordship came down to battle the Old Lord, but was matched; and so through self-sacrifice, defeated the Nameless Lord at the cost of his own godhood. Wraithsoul and Godsoul became one, and were bound to the throne which the Old Lord ruled from for ages. In his time of need, the unnamed Aengul of Lordship called upon the Aengul of Fate, known as Eshtael, for the means to prevent the kingdom upon Geidleth's growth come his failure to defeat the Old Lord. Eshtael harkened his bidding and cast a curse upon the kingdom; wiping away its memory from the minds of its denizens and scorching the text from every scripture written by the land's proud scribes. It is said upon inscriptions of stone that survived the kingdom's fall that these scribes, cursed with this forgetfulness, screamed the memory of their merciful lord in an attempt to retain memory of it, and through their cries retained enough of a recollection to enscribe portions of the kingdom's design upon pageless stoneface. So it is said upon these carved texts that the battle between God and Man took place upon the very moment when Aegis was consumed by the Abyss, far to the south, and the battle waged between them was so furious that brought ruin to the kingdom upon Geidleth, and incited a frigid corruption upon it that resonated deeply with the stagnation found within the Abyssal realm. The Lifeforce woven into the earth was made still and unflowing, and drifted into the skies, where it would blot out the sun until the end of days. The kingdom upon Geidleth, brought to ruin, became a bastion of undead. Ages onward, both mindless and sentient undead would corral there through what is known as the Harkening, where each would fight and suffer and scorn one-another in desperate attempt to claim the throne which the Nameless Lord once ruled from. Those that seek Geidleth are said to be driven by the remnants of the fallen Old Lord's dream; to fashion a kingdom of Men, so that they may conquer the world, and then forever wage war against the Gods.
  13. "This cannot continue," remarked the Shadow Druid.
  14. MC Name: Idolomun Character's Name: The Druid of Shadow Character's Age: Somewhere around 450. Character's Race: Dark Elf What magic(s) will you be learning?: Druidic Unattunement Teacher's MC Name: Murlocs Teacher's RP Name: Wisteria Druid Renn Do you have a magic(s) you are dropping due to this app? If so, link it: No. Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes. Have you applied for this magic on this character before, and had it denied? If so, link the app: N/A
  15. By the Thulean Accord, this enclave of Druids has been granted the Mark of the Beast. The Ophidian of Thule arrives and imparts to their Archdruids a message: