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Hydra

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  1. Its just that xan paladins give more leeway with mages, you could be a tah cleric and learn magic but you would be deattuned same with druidism. And dark shamanism is quit literally normal shamanism with minor differences, and the orcs have a hard time teaching each other i'm almost sure that all dark shamans are elves so they are more proactive i guess. Its mainly that shamans leave the server.
  2. Thanks for all the support guys XD Didn't think the comments would all be so supportive, you make me cry
  3. Feels radiant from all dem +1's

  4. I made it indefinite for simplicity because after 3 months if you have not been found the person is most likely to never to find you and it makes it convenient for MA's because less apps are better as with my experience of my app just wallowing away at the bottom of the pile for over a month. Sidenote your not stealing their magic they still have access to it your just siphoning some of it. And as for monks i simply have not contacted the elder monk to workout how this magic would interact with monks just yet. Left the aenguldeamon very anonymous because it would add too much depth for an unnamed deity but lets just say it's amassing their power to do its own ends, us mortals wouldn't understand the complexities of an aenguldeamons plans.
  5. This is not limited i just used clerics as examples because they are the most common deity users
  6. Posted up my new lore, give it a look over

  7. http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/thief.png?itok=b_2ywxLu The divine scoundrels are the agents of an unnamed Aenguldaemon. Through the use of sacred rituals a scoundrel can bond with another deity magic user and siphon their power. Throught the bond the scoundrel can harness the other deities boons. Original Connection to the Aenguldaemon The ritual involves being brought to specific locations within the realm, that is blessed by the unnamed Aenguldaemon. These areas typically are made ornately, adorned with many jewels and gold. These areas can be made through the magic of the deity, or already exist within the world.. It is limited to one per continent. These areas are able to be accessed by any one that holds the power of the Aenguldaemon. It is unable to be blocked off through means other than the Aenguldaemon. http://img1.wikia.nocookie.net/__cb20121220114251/elderscrolls/images/4/49/Elder_Knowledge_-_Dwarven_Machine.jpg For the ritual that involves binding someone to the Aenguldaemon is quite simple. It is simply being brought to the location by a practitioner of the art. The capsule located within the middle of the chamber opens, for the person to lay inside of it. The capsule would then activate if the Aenguldaemon deems them worthy of receiving the blessing. A strange energy would flow towards the person, lighting all gems within the room until it eventually surrounds the capsule. The person would slowly pick up a glow, eventually leading to their eyes. Their eyes would appear to glow a silver hue. This silver glow also happens whenever they are performing a stolen magic. The person would then be knocked out cold due to the raw surge of energy that they had received, unconscious for a full elven day. If they are killed during this time period the blessing is wiped. To bind another deity user they are also encased in the capsule almost in the exact same ritual that was used to connect the scoundrel to the unamed Aenguldeamon. The Aenguldaemon is tasked with creating the power tap for the scoundrel(purple tube in diagram), the tap allows for a constant flow of energy. Then the scoundrel must tether the tap to himself or a trinket to the tap so that the energy can flow from the cleric to the scoundrel. The amount of power that can be funneled from the Tap is determined by the Tiers of both the deity users(Better details in the graph below.) . Once the scoundrels tether has been established as a price for the deity setting up the tap the deity takes a small share of the power to use for its own purposes. The scoundrels tether also has a visible component as it takes the form of a tattoo, the tattoo takes the shape of a glyph that is a symbol of the deity. After the process the deity practitioner will feel weaker than they normally would be because a percentage of their power is being siphoned, this is more than reason enough for the practitioner to seek out the scoundrel to restore themselves to full strength. ms-paint diagram, made by yours truly The tether is temporary and will dissipate after a certain amount of time. The scoundrel has two options when deciding to bind the deity users cleric. Either bind the tether to himself or to a trinket each have their strengths and weaknesses. Binding the tether to yourself If the tether is bound to the scoundrel it suffers no penalties to its Total tier. The downsides of having it bound to yourself is the Deity will be alerted the moment after the ceremony is complete with the scoundrels name and aliases and a description of what you look like however your location is unknown to the deity. Binding the tether to a trinket If the tether is bound to a trinket it suffers a penalty of ½ the Total tier rounded up. The trinket makes up for the lack of power by allowing the scoundrel to anonymous to the deity. The deattunement process is a simplistic ritual that allows for deity practitioners to stop the scoundrel from siphoning their magic. By marking the scoundrel in the same place the deity user was marked this stops the connection of the scoundrel to the practitioner entirely. However if the scoundrel decided to bind the connection to a trinket the practitioner must simple destroy the object that the scoundrel has bound it to, the object is most commonly found on the scoundrels person. The scoundrel could be deattuned through less favorable techniques such as the practitioner getting deattuned himself or even the (Permanent)death of the practitioner the scoundrel had connected to. The unnamed Aenguldaemon provides the means for its practitioners to siphon the power of other deities agents. However the unnamed deity has a price for its services taking a share of the power siphoned as it allows its agents to use the lion's share of the energy. The reasoning for the deity to have agents of its own is simply to harvest energy from the other Aenguldaemons. Why the deity needs said energy is unknown, but every day it grows slightly more powerful as its harvesters grow more numerous. Throught events more information about the deity's might become clearer such as its reasoning for stockpiling energy. The scoundrels intuition is heightened after taking part in the ritual allowing him instinctively understand things from extrapolating information from everything available . The scoundrels intuition is that gut feeling that lets him know to turn left to get out of the maze instead of right or even guessing the amount of jelly beans in a jar with surprising accuracy. The Scoundrels Intuition is what allows a scoundrel to somewhat effectively use the boons of a deity without actually having learned it from the official channels. As time goes on the scoundrels instincts evolve giving the scoundrel a much better grasp of the magic that he has siphoned. After mastering their intuition they have a great enough understanding of how to use the boon as a practitioner of the deity. Tier 1 The practitioner has just been gifted his Scoundrels Intuition and has just begun to understand the complexities of his gift. The effectiveness of the deity's magic is severely limited as the has just barely developed his intuition. Tier 3 The scoundrel has become adept with using the magic of other deities. His newfound power allows him to be half as competent as the person he is siphoning from. Tier 5 The practitioner has just reached the pinnacle of the magic being able to match a master of another deities magic with his own stolen version of it. He suffers no penalties to using another deities magic Strengths -The ability to use deity boons after siphoning from the connection -The scoundrel has a heightened intuition Weaknesses -The deity of the magic will be told of the siphoning, depending on if the scoundrel uses a trinket or not name and face will be given to the deity. - The user takes on the weaknesses of the magic. -The tether withers after certain amount of time -The practitioner can lose a specific siphoned magic by the users of the other magic. -Their ability is only as strong as the ability of the person that they stole it from. -The connection is lost if the character PK’s or loses his own connection -They lack the ability to connect to the void efficiently (Since it is deity magic voidal connections are frowned upon) Due to the temporary nature of this magic it has made it slightly more difficult to make a concrete way to make this MAT friendly. The scoundrel that has tethered someone will write an app very similar to a student app and then the victim will sign off that it did happen and then will oocly learn the magic so they don't end up powergaming the magic Honorable mentions: Javawizard for theory crafting Shamejax for helping write and consolidating the idea Hesh For being resident lore badass
  8. Friendly game of beach volleyball between the elves
  9. Its Z, XD the one symbol missing from the cypher
  10. The oathcast were wrong. its Gazed not Gained
  11. As Irhamir and Khel sat in a large, breezy space within the Dwarven mountains with papers strewn about them. Eventually, as the final mark of a pen was brought down upon a parchment they had come to a solution. As the wheel lay broken, mercy shed tears and took true form. And wrath prepared his fury. The failings should neither have grown far more grave nor lesser. They did falter in their eternal role and so the watcher too did weep. With their failings the path blurred. The fractions of which are he did linger and mercy and wrath did rise. The divisions did colide, tearing creation asunder. but wrath had might far more than mercy. The watcher gazed on, resolving that that which is eternal must be restored. With passing second and flurry of eldritch might, they grew undone. Their eternal conflict granting power to that which would sustain their doom.
  12. Khel Chuckles to himself "Ill give him a few days before the uruks slaughter him."
  13. Sooooooo a complete rip of of Warhammer 40k Nice GJ, I suggest you keep up with your lore we already have voidal horrors.
  14. Sorry thought it was open since you finished two request
  15. OOC: Minecraft Username: Hydra98 Skype: I have you Do you have a Teamspeak(Yes/No): Ye IC: Name: Tharin Goldhand Race: Dwed Profession: Jewery Skills: Being a Jew Desired Position: Teller Do you understand that misleading Valiant and Balk, and or falsification of any information will lead to your immediate expulsion from the Bank and possible Death?(Yes/No) Yes
  16. RIP Javawizard

  17. MC name: Hydra98 Character name: Aravae Siil'crux Character Race: High Elf Type of Order [Head, Outfit, etc.]: Full Skin Description of Skin: Fir the head use the reference, for the clothing try to make it something high elven but try to keep some of the essence of the reference and make it so that i won't get liquified when i walk around in the city. p.s. try to keep the cape
  18. MC Name - hydra98 Character Name - Aravae Siil'crux Profession - Miner - Stonemason - Smith Profession Level - Legendary - Adept - Adequate Combat Or Magic Training - Decently competent with a blade Skype Username - I have a buddy in the chat he will add me
  19. For your first challenge you must find Jared Halton in Felsen and use the code word Sky Prison ((please refrain from doing trolly stuff like this
  20. The RP fights might get a tad repetitive, so you should spice the games up by hosting fun kinda odd games where mages cant use magic and are given swords or some artifacts with nifty abilities to use for a fight. Perhaps terrain problems or timed fights that would encourage creative uses of magic.Also all magic groups should be welcome as long as they don't cause any problems such as necromancers and clerics.
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