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About Swgrclan

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    They call me Darkchild.

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    Wandering Axios

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  1. Gunpowder, Cannon and Arquebus Lore

    There's already a pretty fitting piece of lore that was submitted for a version of gunpowder weaponry more in-tune with the server's themes. And Rune Cannons, an accepted concept, already act as the stand-in for usual gunpowder siege weapons.
  2. Lore Amendment: Voidal Magic

    **** you
  3. Lore Amendment: Voidal Magic

    Here we go with another Lore Amendment meme post. @tavern_roleplay Would you like to quarrel again?
  4. Resonant Renditions I

    Alright, I wasn't making a theme reference with the death-insanity thing (because its supposed to connect to unintended Wraith transformation later down the line, and they don't turn into gaunt corpsey mindless thralls), but I'll admit I was grasping for straws as far as the bonfire goes. What I was trying to get across with Abyssfire imbuement, though, is that a varied amount of lighter effects can be produced through creative use of the stuff. With the right way of going about it, a Resonant Knight could probably even churn out a bonfire that carries the opposite effects - either pushing undead creatures into a frenzy or making them increasingly uncomfortable. Etcetera. I wanted to distance Wraithdom from being an endgame, and rather poise it as a moral and existential choice. Instead of treating the magic like a one-way ticket to becoming a Nazgul, those along the path can really consider if its worth it. If they become one, they'll be immortal, and far stronger than everyone else- but everything a person can do, such as feel and love and be content, will be lost. They'll be transcended of weakness and mortal limitation- but they'll be one step away from insanity, if the experience doesn't already make them manic. This choice is also reinforced by the current group's rhetoric of becoming a Wraith means to "lose yourself" or "submit" to the Abyss' madness, where your humanity and way of being is stolen through transforming into a perpetually angry mixture of disembodied kinetic forces and blankets. As well as the fact you get access to other spells exclusive to Tier 5, which is not reachable by Wraiths.
  5. Resonant Renditions I

    It may be a little redundant to give them a Voidal weakness when they've the same capacity to die as everyone else, to be honest.
  6. Resonant Renditions I

    They cannot. Only mortal people.
  7. Resonant Renditions I

    A knight becomes a worn-down, aged version of their former selves, essentially. Not exactly dead, but they have the look of really old people who are getting near that "I could probably die in my sleep tomorrow" stage of their life. I was not aware of the 3 emote ruling. I'll be certain to alter that. Cheers.
  8. Resonant Renditions I

    “Do you not hear its knell in times most dire? The madness that claws at the spirit, desperate for escape?” “No… what do you speak of? Mortal emotion?” “Something else that dwells within. The Abyss is within all men, and it is drawn out when their ire is risen like flame and when their sorrow plunges them into a sealike, lightless depth. Such is the way of things.” -- Old Lord Dhurzumkal to the Gravelord Nimdravur, “the Advent of Xionism”, near the age of Athera’s end. Since the dawn of all men, the Abyss as a worldly presence had always existed. With their souls pieced together from the very heart of God, theirs was a material existence where all true shapes cast shadows. In truth, the Abyss did not need to take shape through the destruction of Aegis to place its mark upon all of men; for it was mortalkind’s capacity to feel the greatest fury, the deepest sorrow, and the most despondent nostalgia that suggested their innate tie to an obscure, yet-manifested darkness. For those that know this Abyss to this day, it is known as the grave of a lost homeland, and a cesspit where evil takes shape among a fog of Lifeforce that denies the presence of light. For those bound to the Abyss, it is known as the birthplace of life, a tarnished cradle of all that casts a shadow, a corporealization of a seething desire for vengeance, and the heart of the world they walk upon. Chapter I: Reenvisioning “What exactly do you believe me to be? Among the heart of darkness and its cage of bones, do you know what I am?” “Something that must be removed.” “Then set your blade upon all men, for they hunger as much as I, they kill as much as I, and the goodwill of their fellows is shrouded by black intention.” -- ‘Redhood’ Vor’kalan, the First Darkstalker, to the Crusader Mithras. While the Abyss’ depths cannot be seen, where it may be interpreted as a place of static where all is petrified to a state of un-change, much does transpire there. Countless notions of evolution, bastardized by the mutated and the undead who are forced to face the trials of the lightless chasm time and time again. Those wizened by witnessing this may claim that one day, the Abyss’ inhabitants shall rise free from their cove of darkness, and spread out across the world, for their binding to the Cycle of life is far deeper than many can imagine. Through the harshest conditions, they will escape their pit of trials, and become immune to the rays of the sun. This is the nature of the Abyss. In a place where there is no light, where all is ash and dust, those with the willpower to survive are bidden to evolve and adapt. Its depths are a coalescence of the eternal mortal struggle… an echo of all physical history, violently made to conform to the shape of the Abyss. It is because the Abyss represents evolution through hardship that those bound to it, too, evolve themselves. Regarding: Half-Undeath In the previous iteration of Strength of the Abyss, to become Half-Undead is what a mortal must pursue in order to “resonate” with the Abyss and thus gain its powers. By becoming Half-Undead, one’s Lifeforce ceases to flow within the body, yet it remains inside -- keeping them alive, keeping them mortal. But through this lack of flow, they stagnate within. Across the timespan of a century, a Resonant Knight’s body deteriorates alongside their minds to resemble the old age of humanity; both a symbolic representation of mortality, and a statement toward how stagnation can affect one’s livelihood. It is because of being touched by the Abyss that Resonant Knights were immune to Aengulic magics, yet were still capable of feeling pains brought by them. Through the adaptations given by the Abyss, they no longer feel pain under these circumstances; instead, when a Resonant Knight is struck by holy magic, or passes through a ward, their likeness visibly deteriorates. What could be considered their “true shape” is revealed through varying levels of Aengulic affliction, where their eyes pale, their flesh wrinkles, their hair goes white, and their shadow recedes into the body. This further establishes a Resonant Knight’s intentional immunity to Holy magic, but at the same time prevents them from being immune to their effects. The learned enemy of the Resonant, therefore, would use this to their advantage to pick them out from the common individual. Resonant Knights no longer feel pain from being struck by Holy pains, nor by walking through wards of any Aengulic variety. Instead, their “true shape” (ie, a withered, ancient version of their former self) is revealed through being subjected to Aengulic magic types, thus allowing them to be recognized for what they are by their enemy. In the timespan of IRL 6 months or one IG century, the true shape of Half-Undeath develops anyway, eliminating a Resonant Knight’s ability to properly blend in and hide themselves. Regarding: Stagnate Essence The stagnation of Lifeforce, where it is cursed to no longer flow as it naturally should, is the product of the Abyss, and abruptly became an “illness” that afflicted the essence when the Abyss had manifested through sheer destruction of Aegis. Mass amounts of Lifeforce are often stagnated when a deep and moving tragedy strikes certain parts of the world, causing a blanket of darkness to be cast over the location. But when something specific is immediately stagnated by the hand of another, the experience is reviling -- it a pain like no other, only matched by one’s Lifeforce itself being drained. Long had the new order of Resonant Knights, the Judges of Xion, believed that the spell was only able to be inflicted upon the living -- but frequent testing upon the undead showed otherwise. All things bearing Lifeforce flow, one way or another; both the living and the undying exist because Lifeforce flows through them, with the only difference being that an undead’s supply is greedily sacrificed to the Darkhollow within their spirit. Therefore, by denying an undead’s accumulated Lifeforce to feed their Darkhollow, they are able to inflict the same amount of suffering on them as living men. Other variables also apply, as the Judges found out. The function of Stagnate Essence as a spell differentiates for Aengudaemonic creatures that do not run off of Lifeforce, but rather the willpower of their God. To use Stagnate Essence upon something like a Keeper or Augur does not subject them to the same suffering by stilling what Lifeforce they would have, but rather subjects them to this pain because the spell is giving their immortal forms a “shock”; they are, more or less, forced to experience the raw brunt of mortality again, whereupon a conflict is immediately made with their redesigned shape. All types of Undead can now feel harm by being subjected to Stagnate Essence. Aengudaemonic Entity-types, such as Keepers and Augurs or “nonliving” creatures, are also affected by the spell, but for alternative reasons. Stagnate Essence remains as a power that only inflicts crippling pain, and not actual direct or permanent harm on others. Regarding: The Rite of Subsumption In order to draw out the Abyss within oneself, one must lower themselves to commit among the most basest of actions. The Rite of Subsumption, a ceremony based on creating Resonant Knights through sacrifice, is an act where a mortal must consume the flesh and life of a Soul-Shadow-bearing undead creature, such as a Ghoul. By doing this, the fragments of their lost spirit merge with the ritualist’s, wiping out all remnants of mortal brilliance and thus invoking the Abyss’ hold onto their soul. This incites Half-Undeath, and thus the Strength of the Abyss is born. However, in order for the Rite of Subsumption to take its natural course, one learned in the ritual must be present to conduct it while the subject consumes the flesh and spirit of the undying. Those that are capable of conducting the Rite are also those that are able to take on new students, therefore becoming masters themselves. At T4, a Resonant Knight may be taught how to conduct the Rite of Subsumption by another Knight that is able to teacher others, therefore enabling the player to develop a TA for their character. Regarding: Abyssfire Within those bound to the lightless, screaming chasm is a black force of chaos best aligned with the nature of only one element: fire. Abyssfire is borne of the tumultuous darkness that culminates within a Resonant Knight’s center, said to be conjured as a result of one’s sustained ire and desire for vengeance. It is an essence fashioned from Stagnant Lifeforce suddenly spurned into furious movement, ignited through drawing one’s own blood. Abyssfire cannot be considered an actual primordial element, but rather a physical manifestation of mortalkind’s fury; and because it has no primal ties it does not bear elemental aspects such as temperature. It is, rather, a force of change; so while it is incapable of being spread like normal fire, it carries with it a strange, unearthly kinetic force behind it. The utilization of Abyssfire is split into three types of uses: direct offense, enwreathing, and imbuement. Direct offense is limited in that Abyssfire can be conjured from one’s bleeding hand to be struck into one’s adversary or chosen target, yet only at an arm’s reach as it cannot be fashioned into projectiles. Enwreathing is to douse one’s weapon in Abyssfire much like one can light their weapon on fire with the use of oils; yet instead of burning the victimized, everyone and everything struck by an Abyssfire-enwreathed weapon experiences a greater weight behind each successful strike, as though a swordsman swung a mace at one’s chest the same time they moved to slice them. To imbue something with Abyssfire is to involve a ritualization to the false element’s conjuring, where something such as an Abyssal bonfire may be coaxed into combustion but with effects more alike a Resonant Knight’s ability to calm an undead being’s desire to feed instead of something as violent as warding or afflicting things. Weapons covered in Abyssfire are not without deter, however, as the faux-element is prone to breaking something like a sword down until it is essentially unusable, dulled and cracked from merely one use of enwreathement. This is one Resonant Knights must be certain to carry several weapons on them if they are intending to make frequent use of the obscure power, such as Knights said to hail from a place known as Rh’hthore, who carry two swords upon the same belt. Abyssfire is said to emit an unusual, moonlight-likened glow, yet the shadows it casts are claimed to be alike “deep holes in the earth” for how dark they are. Abyssfire’s use of both a weaponized spell and a means to create places of repose of those afflicted by undeath make it something of a sacred art to practice among more distant Resonant Knight chapters. Abyssfire can be used directly, put on one’s weapon, or imbued. Direct use of Abyssfire means a Resonant Knight must cut into the palm of their hand and cast it forth with a minimum of three emotes. The false element carries a kinetic force behind it, and thus the close-quarter impact of such a spell would be equated to being struck by a mace or a hammer. Enwreathing a weapon, such as a sword, means the blade is given additional striking force behind it; it bears the same weight, yet when it strikes a surface the force of a heavy mace is outputted. This is cause for degradation in one’s weapons, however, as enwreathing a blade or any other mundane armament would result in it being in very poor or otherwise unuseable condition after the flame fades. An enwreathement is able to last throughout a battle, and cannot be doused by elemental or magical influences. Enwreathing takes three emotes as well. Imbueing Abyssfire is a ritualized art that carries no extensively beneficial purpose other than for aesthetic or hallowed intention. A Resonant Knight, however, may light Abyssfire candles for a meditation chamber, light a bonfire of bones and dead things that emits a similar effect to Calm Darkhollow for undead creatures, or may be trapped in objects such as hollow gems or unoccupied phylacteries as a minor ensorcelling that carries miniscule, unremarkable effects. Abyssfire is a T4 spell. Regarding: Mortal Intervention All Resonant Knights are attuned to the abyss, and, hence, bear some attunement to one another. Because of the nature of the Resonant Knight’s stagnant lifeforce, it takes a much longer time for them to pass on to begin the regeneration process at a Lesser Seed or the Abyss. Recently fallen Resonant Knights may subvert the death waiting period if a master Resonant Knight calls forth the lingering darkened soul of a fallen comrade through a resonant calling similar to that of the abyss. By doing so, the knight is able to, in essence, “trick” the soul into returning to its body and bypass the time restraint in place for restoring a Knight to corporeal form by simply causing the regeneration process to take place in the damaged body with the result being heinous scarring of their mortal wounds. This process is very cumbersome, requires complete focus, and instills a high amount of pain in the caster’s chest. It may be performed once combat roleplay has ended, and only once per day for both the user and the recipient. Normal death rules will apply, and this cannot prevent a PK. It also cannot be done to a Resonant Knight who has used the Awaken Abyss ability, as that vessel has been damaged beyond repair. Normal death rules pertaining to how memory and death work are in place, as well as the penalty to sanity that befalls a regenerated Knight. Once per day, a T5 Resonant Knight may revive another Resonant Knight from death within the hour of the character’s demise, but only after the source of conflict has either relented or dispersed from the area. Death rules apply, where the revived cannot recall the actual context that led to their death, and this cannot be used to reverse a Resonant Knight’s decided PK. This cannot be considered as “healing”, as the revived Knight would sustain heavy scarring where their death-wound was mended, ensuring that they would be incapable of activities like combat throughout the following IRL day. Psychological trauma is sustained by the revived, where their memory of the past begins to gradually fade with every time they are brought back, and where they become more and more influenced by the unstable forces that threaten the wellbeing of their mental state. Revival through Mortal Intervention counts toward a T4 Knight’s progress toward inadvertent Wraithdom. Chapter II: Revival “The Lord I serve speaks rarely, but when he does, he says wise things. It is bizarre to see, from one so ancient and shrouded in undeath.” “It is as they say, ‘death is only the beginning’, yes? If there was not some means to go beyond one’s limitations, then surely there would be no credence to the proverb.” “No, no… not once had he told me that. When I asked the Lord of the Abyss why he is willing to endure what he is, he told me, ‘death is the enemy’.” -- The First Among Dead Men to the lost Resonant Knight, Glineth. Through the Abyss’ evolution, the Resonant Knights have come to change. With their souls anchored to the very earth, cursed to a fate where their souls cannot pass on to the next life, a system of revitalization has been shaped through the use of Abyssal Seeds after the current iteration of Resonant Knights realized that death itself could not be embraced by them, but rather by some means they had returned with fragments of their psyche damaged. Death is harrowing. To those that cannot die, to fall time and time again break them down until their mind is a nexus of chaos, where they become no better than beasts with twisted instincts. For the Half-Undying, whose souls are fragments of the Abyss in their infancy, to die repeatedly means to quickly spiral them into unholy depths of ceaseless madness. Every time they experience death, whether by the hand of another or through more mundane means, a piece of their mind chips away, banished into nothingness. It is not death that a Knight of the Abyss must fear during their darkest hour, but the mania that afflicts them after blood has long since spilled. Regarding: Death and Revival At default, a Resonant Knight’s soul is bound to the earth and cannot pass on. When slain, the spirit of the Knight is naturally inclined to be drawn to the far-away Abyss, where the living body of the Resonant Knight may reform overtime. Through sheer willpower, however, they may direct their spirit toward settling into the earth within the same land they died in to prevent being absent for so long. This is a system that depends on chance; therefore, every time a Resonant Knight is killed, they may either submit to their natural path or attempt to remain clung to the earth to reform in that land. But through the designs of Abyss Seeds, a Resonant Knight’s soul may not need to take such risks. Abyss Seeds have been relegated to two variants through this evolution; Lessers, and Greaters. Lessers act as the communal “anchors” of a Resonant Knight chapter, while Greater Seeds act as the city-consuming fragments of the Abyss that can only exist at a certain number, lest the world is thrown into utter peril. A Lesser Abyss Seed is created by a minimum of three Knights. One Knight must know how to create a Seed with “Spread Abyss”, but any others that assist do not. By creating a Lesser Seed in a specific location, that place is marked to be where a Knight reforms after being subject to death. Other Resonant Knights that join the chapter are able to bind themselves to that specific Seed as well. When a Resonant Knight dies, they do not pass on like regular mortals, as their souls are bound to the earth. “Naturally”, their souls drift toward the Abyss so that they may reform inside it. This is a process that can possibly take up to a week, and adheres to a rolling system. When an RK dies, they must roll 10+ in order for their revival to take a day; if they get below 10, then their revival takes a week. In order to skirt how much time it takes for a Resonant Knight to reform, communal properties have been added to the function of Lesser Abyss Seeds. A Knight chapter may create a Lesser Seed with a minimum of three individuals, with one of them needing to know the spell Spread Abyss. To bind oneself to a communal Lesser Seed drastically lessens death penalties for RKs, where there is no rolling risks involved, and only a day is required to regenerate. At this end, one may consider communal Abyss Seeds to be a collective “phylactery” for a chapter of Knights. Lesser Abyss Seeds still retain the effects of regular Abyss Seeds, but do not reach as far. For example - a Lesser Abyss Seed would be able to blanket an entire citadel or castle, but a Greater Abyss Seed can cover an entire swathe of forest, a region, or a city. The communal revival system does not prevent PKs, nor does it particularly make a Resonant Knight immortal. Regarding: Greater Abyss Seeds Though Lesser Seeds have been relegated to a communal revival role, Greater Abyss Seeds retain their original power with a clarified drawback. Hypothetically, countless Lesser Seeds may dot the map as long as there are enough Knight chapters to bind themselves to them, but a Greater Seed is capable of consuming such a large swathe of land overtime that a single chapter cannot be able to create more than two at maximum. Though they dwell in far fewer number within the lesser variant, the expanse a Greater Abyss Seed covers may become home to shapeless entities known as “Roamers”, as dubbed by the Judges of Xion. These creatures are manifestations of negative mortal emotions and only awaken in places where the Abyss runs deep, and are known for causing deep unrest and psychological stress in those that they attempt to “possess”, or, rather afflict with their influences. Greater Abyss Seeds can cover more land than Lessers, but cannot be used for communal revival purposes. Three Resonant Knights are required to create one Greater Seed, with one having to need the spell Spread Abyss, and only two Greater Seeds can be made per Knight chapter. There can only be one Lesser Abyss Seed per Resonant Knight commune. There is no determined cap or Greater Seed maximum. “Roamers”, or unseeable Abyssal entities, dwell the proximity of a Greater Seed’s reach, and thus make it a struggle for both Resonant Knights and more mundane individuals to either settle within the afflicted areas or to explore them. Chapter III: Ascension “We uphold notions of regality and restraint because to indulge in the raw nature of what we are bound to means to become something… other, than mortal.” “Other? Do you speak of undeath? Madness?” “I speak of Wraithdom; the end of our long road. We’ve a century to gain the strength needed to defy that fate, and should we succeed, we will only mean to pass the final trial set intended for mortalkind.” -- The First Judge Alduous to his Brother-Judge, Sataric of Devirad. With the rise of the Judges of Xion, the path of Wraithdom has been stripped of a majority of its deep obscurity. With the elaboration of their understanding, they have taken one step closer to discerning that to be a Wraith is not to lose oneself, but rather to become the Abyss itself as a test to see if they may reach the other side with their minds intact. The mantle that has been kept preserved by ancient tradition this whole time bore a far greater meaning than ever before believed; for the Wraithlords, those who bore the fortitude to lead their brothers in black, have been walking the same path as the Old Lords all along. Regarding: Wraith Banishment A Wraithlord does not carry the weight of their authority through singular brutality alone. It is the cooperation of his kin that bids him to be what he is; and thus the Wraithlord is not the only one able to strip a Wraith of their Abyssal transformation. Two other Wraiths must accompany the chosen Wraithlord in the removal of a Wraith’s form, and thus the return to their mortality. A Wraithlord’s authority is now communal; two other seperate Wraiths are needed in order to help banish a single individual’s Wraithdom. A Wraith can only be banished once. If brought back to Wraithdom through failing the Path of the Hollow through dying six subsequent times in one month, they return as a Wraith and cannot be banished back to mortality. Instead, a Wraithlord is able to disable their Strength of the Abyss powers. Wraithlords lack the mania usual Wraiths do, which attributes to their capacity to lead. Regarding: The Path of the Hollow The Path of the Hollow is a fate destined for every Resonant Knight that struggles to reach the end of the century. It is the absolute moment that defines what they shall forever walk the world as; Man, or Immortal. At the cusp of mastery in the Strength, a Resonant Knight must choose either to submit to the weight of the churning darkness within them, and to become a Wraith, or to rise above their temptations and become the pinnacle of what it means to be mortal; a true master of the Strength. However, as soon as the Path begins, there are forces that ever-urge the vigilant toward succumbing to the depths of dark within them. Through death, time and time again, a Resonant Knight may become a Wraith against their very will; and thus be reborn in madness and blood. It is only those that have risen higher than them that can strip these bastards of the Abyss of their unleashed shape, and restore them back to their mortal form. A T4, a Knight is presented with the choice to either become a Wraith through the assistance of a Wraithlord, or to rise to T5 while preventing the inadvertent transformation of Wraithdom through multiple RP deaths. By dying six (6) times in one IRL month, a T4 Resonant Knight is forced to suddenly and violently shift into a state of Wraithdom upon the sixth recorded demise. This makes the character unplayable until they put up a CA that is validated by the confirmation of their designated teacher. A Wraith created through this manner can be brought back to mortality through a mastered Resonant Knight, or “Elder Knight”, through the use of a specific spell, but only once. A second return cannot be done. If a Knight chooses to become a Wraith, this spell also does not work. Regarding: The Foregone, or Elder Knights Also known as Primeval Knights or the “Knightlords”, the Foregone are an advanced form of the Half-Undead that comprise Resonant Knight chapters who act as their designated leaders. By remaining vigilant through the Path of the Hallowedand resisting the beckoning of the Abyss’ madness, a Resonant Knight may rise to utmost mastery, where they may learn two spells regarded as sacred and timeless. The Foregone are those that demand respect among their ranks, for they have withstood both the tests of time, and the true nature of the mortal spirit. Alongside being able to learn the spell “Mortal Intervention”, a Foregone may be granted the mantle of leadership by the will of their predecessor by learning a rite known as Abyss’ Judgement. With Abyss’ Judgement, several things may be achieved; the eradication of a Wraith’s curse brought by a fellow Knight’s repeated demise, the removal of a Resonant Knight’s Half-Undeath through the assistance of two other Knights. The Foregone are immune to all. The Foregone are T5 Resonant Knights capable of learning Mortal Intervention and Abyss’ Judgement. They are Resonant Knights that have completed the Path of the Hallowed, and thus achieved immunity from Wraithdom. Regarding: Abyss’ Judgement Only those with the strength to become Foregone are those worthy to not only refine themselves, but force the Abyss within them to conform natural order. Through this, an Elder Knight may act as the leader of a Knight chapter, and thus choose who is fit to remain within the chapter and who is fated for banishment. They are also able to reverse a Resonant Knight’s transformation into a Wraith, if they fail the Path of the Hollow and become a Wraith through multitudinous demise, but only once. Foregone Knights with Abyss’ Judgement are able to act as a Resonant Knight commune or chapter’s leader. They may strip the Strength of the Abyss from a Knight with the help of two other Knights, as well as revert a Wraith to their mortal state if the Wraith was turned through failing the Path of the Hollow. This can only be done once, and if they turn again, it is permanent.
  9. The Shores Are Bleeding

    [ Continued from: ] From the South-West, Cyndaer of House Sylvaeri, Haelurir of the Virarim road to the city bearing urgent news; something encroached upon Caras Eldar from the sea, and soon would rise from the western shores to strike. Steward Kalina was the first he had happened upon, and thus she was the one to hurriedly inform the others of the necessity to take up arms. Just as warned, from the depths rose a member of a menace that has plagued the Elven capital before; a Droquar, though far larger than the one that had previously assaulted the city. Going by the name of Tokovolos the Greater, the ungodly beast is storied by native Atlasaen tribals who, having settled far before everyone else, knew well of the havoc the two beasts waged in far older times. A conflict between Tokovolos and the rallied Elven defenders almost immediately began. With prior attempts from an Azdrazi having failed to calm the ancient beast's ire, it cast upon the farmlands it invaded a breath of lightning so fierce and powerful that it could be heard across the land - though better summed up as a distant violent thunderstorm for those who were not there to witness the struggle itself. With steel unable to pierce its scales, and arrows bouncing off like pebbles cast against castle walls, the defenders had little choice other than to retreat to the wall and quickly discern a proper battle plan. The farmlands were torn apart; scorched by something far more catastrophic than Dragonfire. The one known as "Crumena", a wizard of older times, rushed to the assistance of the others and began the creation of a weapon of destruction known as a Rune Cannon. With it having been completed and poised upon the wall toward the distant, encroaching Tokovolos, the Elves finally had the means to exact vengeance against Tokovolos and its campaign of blind fury. After the wall, and those upon it, sustained heavy damage from a clawed strike, which bid the collapse of some of the stone arches and the wounding of those atop it, Crumena let loose the cannon's raw power; ensuring that his mark would be struck after Artimec Camoryn of the Naelurir displayed his deep bond with nature and willed roots from far below to keep the Droquar in place, even if only momentarily, before the Elder Druid had sustained a twisted, broken leg amidst Tokovolos' furious, pummeling retaliation against those against the wall. The subsequent cannon-blast struck the Greater Droquar in the chest, where a strange, festering wound as dark and ill as the Abyss lingered. The beast of the seas screamed; it bled black blood and stumbled every step made in retreat. Yet it was not slain. The shores were drowned in dark blood after Tokovolos submerged itself amidst its efforts to flee and regain its strength, as though half a hundred whales were slaughtered not far from the city's shoreside. What does this mean for the noble denizens of Caras Eldar, knowing that their beloved capital has been marked by beasts that have long since stood against the test of time? The Redshore War has begun.
  10. Lore Amendment: Plants Can't Have Babies

    I typed up a couple paragraphs of some snarky nonsense but I don't think I want to put in the mental fortitude necessary to partake in roleplay morality arguments. I will agree that some points are valid but that some of mine are better than others you've put forward.
  11. Lore Amendment: Plants Can't Have Babies

    If you got your head out of your ass and used your eyeballs to read the last two things you've replied to instead of, again, groaning incessantly like a child about my Miyazaki grimdark fantasy preferences you would actually grasp what my complaint about these Byrophites is. I will spell it out one more time - and note this isn't an invitation to whittle out five more snarky, cunty paragraphs that remark about MUH LORE preferences because you play the "pick on x person because they derive inspiration from a video game or nip animation series" trend in a scrambling, misunderstood defense against what I've been saying. Byrophites shouldn't be normalized. If they want to be a creature instead of some borderline vaccine-induced gaggle of green normie people, they need to express they deviate from actual mortal characters. The fact they're green, plant-based versions of people breaches any semblance of them being a "creature" instead of a "race" in the server. I don't even know who you are, but I can EASILY tell why you're thrown into a panic to defend the ridiculous idea of plant people becoming pregnant and then birthing humanoid, mammalian spawn. That's probably why. I see where you're coming from with this "keep the elitists from ******* everything up" standpoint, and I'm not blaming you here from taking that position, but what I'm trying to get across is that these undead races you whinged about were distinctive enough to poise themselves in a unique manner in RP, and therefore are deserving of being categorized as creatures because they're different from everyone else in various defined aspects. They are incapable of being normalized, even if helped with some nonsense like the Draught of Incite (I'll take the blame for that one), and that distances them from the primary racial groups. The Byrophites, however, lack little distinction other than being leafy and flammable. Do they act normally? Check. Does their plantmatter-based composition physically differentiate them from everyone else? As far as I've seen in roleplay, no. Can they use magic? Check. Can they make children? Check. Can they essentially be incorporated as a race like Humans and Elves because of these facts? Yeah. That's bad, and sets a bad precedent. The reason I've rambled about "roleplay integrity" and "roleplay quality" is because this server is objectively not supposed to be like an anime Highschool roleplay setting where everyone can be everything at once - this is factual. It doesn't matter what your viewpoint is here, because the composition of the entire ethos and setting doesn't allow it. However, when we start allowing things like Byrophites, who only exist to marginally differentiate themselves from everyone else, yet become acceptable at the same time because they may as well be no different, we're going to see a lack of specialty in the entire concept surrounding playable creatures because people will just start expecting things to start strolling through. It's the same deal with magic -- there's too much of it. In fact, it's the same deal with undead things as well. There's too much **** and it's being normalized; the weight and the potential experience behind these concepts is dimished the more **** that comes out and is normalized.
  12. Lore Amendment: Plants Can't Have Babies

    I think you're in desperate need of staying on track with the subject, because I think you have a knack for flying off the handle to nudge at things that do actually have more defined purpose that what can be boiled down to green versions of normal people. These "pokemon evolutions" of undead have provided roleplay in their own right time and time again, each of them are distinctive unless you're 40% blind and can't read or don't care to try to distinguish them, and more notable members are known for having provided quality roleplay to those that would receive it or approach them. I didn't ***** about anyone's writing style or inspirations, I insisted that the quality and design of RP presented by the Byrophites is nothing different to what every other normal character portrays, and so the entire race loses a semblance of what it means for it to become unique. And what is this nonsense about "letting people roleplay what they want", like we have no form of standards here? Do you think touting "let people RP what they wanna RP :3" justifies dumbing down roleplay quality because you think allowing a horde of literal green bean people and slice-of-life ghouls to prance around and plague everyone's hubs is a good thing? I don't want to see people twist a concept up until they're essentially snowflake versions of normal player races because it does usher in this highschool roleplay bullshit, which has no business being here, because it doesn't fit, and the day it suddenly fits is the day the server's gone down the gutter. Get off of your morally posturing high horse.