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Fitermon

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  1. I'm not saying it's motivated by "lol you salty breh." I just think it's redundant to have something called the Tome of Power if the aforementioned "Power" isn't from the "Tome" it's explicitly stated to be from. As for letting people other than Zarsies review it, I believe that should be easily implementable, but I do not think it's reasonable to shift the ability to learn from the Tome away from the Tome itself, instantaneous or time-taking. In regards to saying this because "I have the book," I do not, and am actually trying to steal it from Jax's character in roleplay. Perhaps actually enforce the tome's requirement to be used or it'll be taken from its holder to prevent hoarding as opposed to making the tome from THE Tome of Power into the Tome of Suggestion For Quicker Power. As for the emotes needed, I'm moreso concerned of potential use in combatitive/other similar situations where one can potentially abuse the quick speed of making a portal to simply escape and avoid roleplay without having had prior preparation and time. Jax's statement I disagree with, but I will also just as steadily argue against Tox's statement the only reason I wrote this is because of my bias towards the tome, given I am restricted any access to it in roleplay as well, and am similarly trying to steal it to distribute to a different group of players. No harmful intent was meant to be given off by a very concise, statement-based opinion on what the Tome of Power should do, and if you still believe this to be "salty" then let me know what can be improved upon, @ski_king3 & Aehab
  2. I'm only Magic Sect, but feel free to PM me any concerns or questions you have on Skype.
  3. Baby’s Brain Baby’s Brain is a yellowish, thick liquid produced when one is to take the oils from Cactus Green and mix it thoroughly with ether when heated in a jar, pan, or any suitable container. The result of this mixture is the thick, yellow depressant that can be either drank, poured into an open wound, or injected in order to take effect. The effects of this depressant cause the user’s mind to dull down in its strength and ability, rendering the user akin to a baby in terms of capability, giving the drug its name. With a small dosage, about the size of a teaspoon for an average six foot one-hundred-fifty pound human male, the user would begin to feel its effects about five minutes after taking the drug, and it’d last for about fifteen minutes, during which the user will be in a mental state where they are prone to drooling, easily being distracted and tricked, hardly able to form words, and other similar effects akin to such. With a regular dosage, about a tablespoon in size, an average male would feel the effects in about three minutes, lasting around thirty minutes after taking it, with the effects more severe, preventing any form of purposeful communication or action during this time. Overdosing on the drug could easily cause the taker to suffer brain damage, or to black out for the duration of the drug’s effects. Due to the enforced limitations on one’s cognitive abilities during this time, this drug may be appealing to those with too much stress in their lives, or a desire to simply block out the outside world with ease, making the drug valuable to some. Ice Kiss Ice Kiss is an ingestible, or snortable, minty tasting powder produced when one pulverizes blissfoil, frost vine, and blood lotus, then mixes the three powderized ingredients together. After doing so, the combined powders must be lit on fire, and then rapidly cooled, the flames acting as a catalyst to make the powders combine into a unique substance, with the best results formed from four parts blissfoil, two parts frost vine, and three parts blood lotus. If there is more than twenty percent too much or too little of any ingredient, the mixture will not properly be done, rendering the usable powder too thoroughly mixed in with the unusable powder. After this is done, the result is a light purple, granulated powder, which can be snorted to induce its effects. If inhaled, the Ice Kiss will first and foremost, send a minty feel throughout the whole body, an incredibly strong one. Moments later, the coolness would bring upon an exhilarating sensation upon the drug user, akin to diving into ice cold water, without actually cooling in the process. This stimulant lasts for around two to six hours depending on the size of dosage taken, and in the last quarter of the drug’s effects, the cold, minty sensation would be overwhelmed by a burning, painful one, as if the user was covered in paper cuts and had lemon juice squirted all over the open wounds. This horrid sensation would most likely dissuade users from further use, unless convinced by the exhilarating properties exhibited in the first stages of this drug’s use. ((Thanks to SandK1ng for writing the first volume of drugs, and giving me the OK to make a few more. Perhaps some new drugs will shaken up roleplay a bit for some.))
  4. Ignore it nevermind it was only on the ones I made because trust. Sry.
  5. I don't have the book, lol. Furthermore, the same can be said you're doing this just because you lost the book.
  6. 1. This would completely go against the point of it being a Tome of Power, rendering the need for the actual book useless and null. If not, it can get to a point where practically everyone will have the magic eventually. 2. I'll ask Zarsies about this, but at least in my case I've been told I can oversee the creation of portals. I'll discuss that with him. 3. No. It'd make it far too easy to use in combat and other situations where time is of the essence. They're not meant to be made quickly, they take a loooooong time to make in RP for a reason.
  7. Barbu'tayna, the Biological Horror ((Image credit to somebody else, not my own work. http://www.aidedd.org/dnd/images/grayOoze.jpg)) “The dark, thick mass contorted, twisted, and deformed, its own structure altering from a shapeless blob into that of Aurela, from her auburn hair, to her button nose, to her freckles, to her smile. Her smile, the one I’ve grown to love, the fair lips that sung happy melodies turned eldritch and false…” - Illerion Ihnsil, 'Barbu’tayna' Introduction Barbu'tayna is the given name for the organic horror that is effectively just that, variously sized splotches, masses, and collections of a black, thick, sludge like substance, which holds incredible organic properties, being able to absorb other biologically based organisms and replicate itself as them as well. Features Barbu'tayna, expectedly, is a viscous, black, slimey organism that when in its true, undisguised form would very much appear to be tar, or syrup that was dyed. When in this state, the creature is easily identifiable due to its unique appearance, made even more distinguishable when a mass of any size is in motion, where the sludge will have its matter spill in its intended direction, with the matter on the opposing end pulling itself along with the leading end, akin to a worm slinking along the ground. Barbu'tayna will usually not be seen going along a road in a massive blob, however, usually opting to find a place to nest, where the largest portion of the creature will remain and stay for as long as it is able to. Instead of going off on its own, this larger blob, now referred to as the “Hive” will send off smaller divisions of itself, usually ranging from the size of a human head to that of a troll, these segmentations called “Harvesters.” The goal of the Harvesters is not to simply wander about all day, however, but rather to fulfil both the method of survival and growth of Barbu'tayna: Absorbing as much organic material as possible, including dead wood, grass, dogs, people, flowers, or even at times waste and other byproducts of organic beings. This is done by the Barbu'tayna releasing incredibly small parts of itself into the various pores, cracks, holes, and slits in its prey, where the mass then begins to steadily break down the plant material, flesh, or respective matter of the biological being that it latched onto, turning the broken down basic building blocks of life into its own matter, effectively recycling and repurposing it. Furthermore, upon absorption of even the tiniest of bits of matter from a subject, the individual Harvester can merge with other Harvesters, or with the main Hive, effectively “sharing” the biological makeup of the creature it stole matter from, allowing the creature to take on its possibly most useful, yet dangerous ability. Upon storing the biological information of wood, grass, a person, a wolf, or any other organic being, the mass can alter its shape, size, density, and physical makeup to replicate the being it gathered from, allowing the Barbu'tayna to disguise itself as the dog, cat, person, grass, or other organic being. However, the transformation is not instantaneous, and will usually have a flaw or two, such as sludge in its regular form lingering about in some places, or making unnatural motions for the creature it replicates. To break the replicated form and revert it to its true form, the Barbu'tayna must simply be disturbed enough in order to force it to revert to its true form, be it slashing through it with a sword, a mace slamming through the sludge, or an arcane missile sending bits of Barbu'tayna flying about. Despite holding such a tactical advantage as being able to replicate most organisms as long as it’s gathered some of its essence, Barbu'tayna of course, as most creatures are, is killable, although it is incredibly peculiar on how to do so, and does not directly cause the organic matter to “die” persay, but rather go entirely dormant or be rendered docile and non-threatening whatsoever. The two factors that affect the volatility, aggressiveness, and power of Barbu'tayna is temperature and size. The hotter or larger the mass of Barbu'tayna is, the more aggressive, offensive, and dangerous it is, making the Hives, large Harvesters, or heated up Barbu'tayna much more difficult to fight or prevent further growth from, proving to be an ever growing problem especially if the Hive resides in a hot climate, or one with bountiful amounts of organic material to eat up. Conversely, the smaller the individual bloblets of Barbu'tayna are, and the colder they are, the creature begins to act much more calmly and timidly, even adorably so when in masses no larger than the average thumb. In this state, Barbu'tayna will slither around calmly and collectively, not making any efforts to absorb flesh, blood, or any other biological nutrients. So, an excellent way to combat Barbu'tayna is to scatter and separate the small bits of it, rendering it tame. Even more effective is cooling the substance, with colder temperatures making it less and less active and powerful, meaning even the largest of masses can be tamed if kept cold enough. However, the only nuance is that if multiple tiny bits of Barbu'tayna are in close proximity to one another, the smaller bloblets will exponentially in effort try to regroup and reform a larger sized mass, making just blasting a Hive to oblivion a poor choice of containment, as the individual pieces will violently try to reform. All in all, there is no way to truly “kill” Barbu'tayna, aside from depriving it of any organic material whatsoever. Instead of growing, with a lack of nutrients the mass’ individual droplets begin to degrade and wear away into organic biowaste that even Barbu'tayna cannot repurpose, leaving behind a filmy, web-like black collection of layered material, almost like dead skin that is peeled off. So, the best ways to “kill” Barbu'tayna would be to cool the mass, then to separate it, then to deprive it of any nutrients while ensuring no bloblets are to regroup with other bloblets. History The history of Barbu'tayna is a simple, yet vital one to how it became native to Axios. In the deserts where the city of Arcadia resides, the first living Barbu'tayna specimen was, with the Hive of the Barbu'tayna nestled in the once lush, fertile silt deposits with running green hills, brilliant displays of flowers, and life abundant and widespead, that is, before it was the barren desert it now is. The Hive suffered greatly due to the cold temperatures produced by the thanhium deposits in the desert, giving it its unforgettable chill, while flourishing due to the large number of plants and vegetation that grew due to the silt deposits from the river flowing North. As time went on, the first Hive sent Harvesters further and further along the lands, begrudgingly trekking along the cold sands, growing more and more barren as the Hive continued to eat to survive, no longer having new life grow around it, but surviving off of whatever wasn’t absorbed already. If it weren’t for the thanhic deposits cooling the entirety of the Hive and desert, the Barbu’tayna could’ve possibly expanded further, deconstructing and absorbing even more life on the island. However, as the continued temperature made gathering for the Hive increasingly more difficult, individual Harvesters exited the now mostly barren lands, leaving the sands that were once rich, fruitful soil for plants and life, dry and cold, dooming the Hive to starve out and the lands to remain a desert even through the present, the Harvesters having went to scavenge and find new places to hunt for life, a Hive as large as the original not seen ever since. From the desert, Harvesters scattered throughout Tahn, with some smaller masses of the organism being swept out through the river, smaller bits landing and nesting in on the other islands in Axios, perhaps one day posing a threat were such a Hive as the original to ever return and reform. Purpose of the Lore The lore was written for a multitude of reasons, the most prominent one to provide official lore ingrained in the world for an ongoing event line, while also allowing the Event Team and Lore Team to use Barbu’tayna to their own discretion in events, be it as an antagonistic force, the subject of tests done by a mad alchemist, or whatever reason deemed necessary. Furthermore, the history aspect of this lore would not only explain where the Barbu’tayna originated from in Axios, but also to explain why the desert beneath Arcadia is a desert, since many seemed to not be appeased by the geographical conditions that mountains would do to a desert, along with providing a reason as to why there are some incredibly lush patches in the area, since the sand is intended to be silt, a mixture of sand and other sediment that allows plants, fruits, vegetables, and more to grow with ease. Unique Interactions with Descendants Barbu’tayna, given its already unique nature, has similarly unique possibilities when dealing with non-plantlike organisms, namely the races such as the Humans, Orcs, Elves, Dwarves, Kharajyr, Hou-zi, and others. The organism can gain communicative abilities by absorbing parts of those races, being able to speak and converse as a result. Additionally, if a mass of Barbu’tayna clings to somebody, say inside of their mouth, or in their ear, it can eat away some of its host as it would normally, but from there it can begin to seamlessly “take over” its host through a long-lasting process, slowly eating away at bits of the host, while replacing the missing parts with its own disguised essence, effectively switching out the matter that makes “You” into the matter that makes “It.” The one and only upside to this also acts as a downside of any Barbu’tayna infesting itself into one’s body: It will act symbiotically, until it has absorbed enough of one’s body to rapidly eat and add to itself the rest. For example, if one were to have a fistful of the substance in their body, and they were to recieve a large gash to the arm, the Barbu’tayna, amazingly enough, would travel to that spot on the body, and using its own essence copy the muscles, blood, bone, and other damaged parts with its own, effectively acting as a rapid healing system of the sorts. However, this docility and friendly nature is not for the goal of keeping its host safe, only to keep them alive in the meanwhile while they steadily absorb more and more nutrients, be it from food they eat or drinks they ingest. After growing to a reasonable size, and being heated up by the body’s latent heat, it’d go to rapidly absorb and ingest the vital organs in the body, followed by the rest of it, seamlessly taking the host’s place with its own. In conclusion, Barbu’tayna can prove to be an incredibly dynamic, influential force in events, on individual characters, and in grander cases, the realm as it is known.
  8. Tendrils, I'll see if when reviewed if it seems too superfluous, as for the evocations, the shade lore post clearly outlines what occurs to specific magics, and would apply equally here. Although it's a good idea, I'll link over to that post on this one.
  9. Magical Artifacts, What They Are, & How To Make One So, you’re interested in wasting your time making a magical artifact for a Premium Minecraft Roleplaying Server? Well you’ve come just to the right place to do so! Here we will cover both what is a Magical Artifact, or a MArt for short, and what making an MArt is like, be it an Event Team member making one for an event, or a player character making a neat piece of equipment to use against unsuspecting foes in combat. What is a Magical Artifact? Put simply, a magical artifact is any unique, special, or otherwise differentiated magical or special artifact or device that does a number of things beyond the regular restrictions and redlines provided by lore, be it bypassing the rules of fire evocation, or being a reward from an event that isn’t quite worthy of its own lore post being made for it. Two examples of this would be the Arcanist’s Breastplate, made by yours truly, which is a player made MArt that bypasses regular Arcanism magic lore and utilizes portions of conjuration and shade magic, both of which the character had knowledge of, to allow the player character to make a magical limb that can turn into armor. This would be considered a Magical Artifact since it bypasses regular redlines of the magic, can still be explained with how it alters the magic lore, and is reasonable. An example of another MArt would be a reward from a long event line, in which you are given a sword that when whispered to allows you to live another twenty years. This would be considered an artifact since it’d not be anything regularly possible, would have a unique, strong, or lore-lacking effect, and cannot be done throughout any forms of magic, which in this case classifies it as less of a “Magical” Artifact and more of a “Special” Artifact that would still be reviewed and processed by the Magic sect of the Lore Team, although an explanation of how it works could simply be a screenshot provided of the artifact along with its ET description and signature. For a more bulletin-like list of what qualifies and what does not qualify as a Magical Artifact, see the list below taken from Mephistophelian’s guide. -It is something that cannot be explained as occurring non-magically -It is something that cannot be fully explained with current magical lore, red lines or boundaries. It is something that goes beyond magic lore, within reason. -It must be explainable with current lore and magic lore -Voidal artifacts must be explainable using the current voidal magic lores and/or lore on the void or relating to the void -Deity artifacts must be explainable using the deity they are bound to/represent and/or the deity magic that created them -Dark magic artifacts must be explainable using the current dark magic lore and/or lore on the sources of dark magic -Event items that fit into these criteria must also be submitted. These event items may have a screenshot used as proof instead of any explanations. How Do I Make A Magical Artifact? Great, you now know what a Magical Artifact is, but you’re still wondering how in the world am I supposed to make one, incandescent magic team? That’s what you’ll learn here, with a quick rundown of each part of the MArt Application and an example of each! Now that you’ve seen the basics of what goes into a MArt, what does this look like in practice? Well, let us look at two artifacts, an accepted, and a denied one, and analyze why they were accepted or denied. Accepted: What did the author of this artifact do right? For one, the artifact is clearly defined in its capabilities and limitations, and second, the method of its function is also concisely explained in the “Explanation of effects” section, giving the MT no reason to think that artifact is either unreasonable, unfair, not possible with how much lore is bent, or anything else disastrous. This is an example of a solid, well written artifact that would be accepted easily ninety-nine out of one-hundred times. Denied: So, jokes aside, why would this one be denied? For one, the name of the artifact does not hold any signifigance to separate it from others, and also doesn’t give any insight into what the artifact is itself. Second, the effects of the artifact cannot be done, even with bending magic lore, as voidal shifting simply does not work like that. Third, many of the effects, such as boosting the strength of blood magic, or shooting water at you, or being unremovable, are not explained at all in the effects or the red lines. Fourth, the effects, explanations, and red lines do not coincide whatsoever. Fifth, the number of duplicates is completely unreasonable, if it were that common, it may as well not be an artifact. Finally, he did not promise to keep us updated on its whereabouts! So, all of these reasons, albeit obviously exaggerated ones for this guide, would contribute to its denial. So, that’s it folks! You now know how to identify and create Magical Artifacts! Any questions, comments, or concerns can be left below in the thread as responses, in which we’ll answer to you expediently.
  10. To clarify, this does not append any amber to a soul, but rather is the result of imbuing amber into an atronach, just as a shade can do with other spells and enchantments. No further amber is generated by the Wretch akin to how no further mana is spontaneously produced, giving it not only the limitations of a shade in terms of producing amber, but also an atronach in producing mana. 1. Clarified in the post. 2. Same. 3. It's not a whole lore piece, moreso a clarification and affirmation of what would occur if one were to create such an atronach using amber. Because it's possible in roleplay, yet had no official explanation of what would happen if done.
  11. Wretches: Corrupted Atronachs Twisted, horrid parasites upon one’s soul, and arcanic servants to their creator, two beings that ought to never meet, for the sake of those involved. As fate would have it, these two separate beings meeting would produce a terrible result, a Wretch. Introduction: A Wretch is the result of an atronach whose arcanic essence, be it of water, arcanism, fire, stone, or any other magical source, is corrupted with the amber produced by a shade, contorting and melding their pure mana into the tool of a shade. Differences From A Regular Atronach: Akin to its untainted brethren, a Wretch is able to manipulate and utilize its element it is composed of, although in this case instead of firing regular arcane bolts, or orbs of water, the atronach can produce tendrils akin to a shade’s ability to manipulate and control their amber, fire off corrupted bolts of their original element alongside the amber within, or manipulate their amber similarly to a shade in terms of shape, density, and fineness, with more precise and useful alterations to their essence draining the mana powering the atronach all the quicker. Furthermore, due to the inherent chaotic nature of shades and the corruption their amber provides, a Wretch will not function like a normal atronach, but rather as it is driven to due to the chaos within it. It will not simply take an order then obey, but rather alter the order to be done in a way that would produce more chaos, disregard the order in favor of its own action, or even in more severe cases turn on its own creator and friendly forces, truly posing these creations as less of a boon, but more of a grenade, in which if relied on too greatly can prove to be troublesome. Last, but not least, a Wretch is unique as it is not only sentient as atronachs are, but also hold the "personality" of the shade that provided the amber present in their corruption. For instance, if Kvothe the Atronach was imbued with Amber from Alrian the Shade, Kvothe will begin to act much more like the personality of Alrian's shade, which is its own independent being latched onto Alrian's soul. Pros: Wretches are able to utilize a weakened form of shade magic. Wretches' spells are imbued with amber by default, giving it the benefits of such as well. Wretches are able to regain parts of their body that are 'fired off' or 'released' unlike their non-corrupted counterparts, assuming they are able to recover the separated 'parts' before they fizzle off into nothing as non-attached amber does normally. Wretches can be more physically capable than usual due to their ability to form tendrils and similar things. Wretches are able to act more freely as compared to their untainted brethren, being able to bend, and at times blatantly ignore, the orders given to them by their master, holding some of the personality of the host shade that used their Amber to taint them. Cons: Due to the nature of amber and shade magic, they are more chaotic in their actions. They can at times disobey their masters, acting to cause chaos. When their plates are damaged, their chaotic nature amplifies and grows. When their plates are severely damaged or destroyed, their element and amber both violently release, akin to an untainted atronach. Wretches are able to act more freely as compared to their untainted brethren, being able to bend, and at times blatantly ignore, the orders given to them by their master, holding some of the personality of the host shade that used their Amber to taint them. Red Lines: They're only as strong as a Tier 2-3 shade, only able to utilize their tendrils and amber to an extent to make them viable in combat. Weak to holy magics. Wretches must recover 'fired off' parts of their self quickly, or it'll disperse as normal. The more their tendrils and amber are used, the quicker they run through the mana powering them. As with regular shade magic, amber fired off and not connected to the source begins to fizzle away. Holy fire will easily subdue and destroy a Wretch, as will Fi anti-magic, providing two massive weaknesses to a Wretch. Thanks to KnghtArtorias for collaborating with me on this. Edit: Link to Shade Lore, effects on magic and in general explained there. Edit 2: The purpose of this is not to simply go "m-muh powah!" but rather to provide two things. 1. Allows something entirely possible in RP to be done, while at the same time providing explanation of what would occur. 2. Allows atronachs that are played to have much more personality and free-reign in their roleplay. Right now, atronachs suffer the same curse as most creatures, in which they must obey their master. This would allow them to not act on their master's accord fully, but to also inflect the personality of the host shade on the atronach, hopefully making this variant more enjoyable to play.
  12. Cahir is the crossbow; I am the bolt.

  13. Cahir and Arche as they ordered the

    Arbiters and Vigil respectively to deal with one another.

    https://gyazo.com/60cd3a51c505857fdc2762eb2462eea2

    1. meg

      meg

      my arbiters are the best, nobody questions my arbiters
      now the vigil, let me tell you, the vigil whew, they are, just, you say the vigil, and everyone understands immediately, wow, the vigil!

    2. KetchenX

      KetchenX

      Cahir is the crossbow; I am the bolt.

    3. GDPR 014

      GDPR 014

      Cahir is the crossbow; I am the bolt. I am one with Cahir.

  14. @Tahmas pls resgin ur b@d

    1. Fitermon

      Fitermon

      Ok resign now

    2. ShameJax

      ShameJax

      damnit youre never resigning then

    3. Fitermon
  15. The Kal'Varak The Kal’Varak, which roughly translates to “Mind City,” is an ancient crystalline artifact. It is a sort of magical nexus, that generates an abundance of magical energy. Strangely enough, as opposed to exhibiting this energy outwards into the surrounding environment, it is all turned inwards upon itself, giving it the property which its name stems forth from, the realm within when somebody touches the crystal. Upon contacting the strange crystal, the user’s soul and consciousness are both forcibly drawn forth from their bodies into the Kal’Varak, awaking to find themselves within a bizarre dream-like world, which usually takes upon the form of a maze. They’d awaken confused, dazed, and unaware of what has transpired, at least for the first few times entering. With practice, diligence, and integrity, those who’ve transversed the dream realm before can grow accustomed to it, the negative effects it has upon one’s mind upon entering lessening each time. How Do You Look Within The Kal’Varak? Upon entering, one’s appearance would alter minorly, or drastically, depending upon the acclimation one has to the artifact, and the true nature of one’s soul. At first, one who is new to the dreamscape would appear as however their soul were to appear when within the realm. For instance, a human woman would appear as that, a human woman, while an archon would appear as they did in their intangible, mist like form as opposed to their transcorporeal form. However, due to the dreamlike nature of the Kal’Varak, one who is acclimated to being inside can begin to appear as their mind wills and desires for them to. For example, if a scrawny, ugly man entered, he may appear as a muscular, strapping one, and if a kha who wished to be an elf entered, he’d appear as a relatively hairless, slender being with pointed ears. So, how one appears is determined by their acclimation to the artifact, and the nature of their soul’s true form. What Is The Realm Within? When one is within the Kal’Varak, their mind will heavily influence the world within. The crystalline artifact will be populated with various things, including their fears, aspirations, memories, dreams, and nightmares. The more complex the minds of those within are, the more complex the maze is in proportion. Those with dark, buried away histories and thoughts may very well have to face the fruit of said memories, easily turning guilty moments within one’s past into a full-blown nightmare within the realm, adding the danger of such a reality to the dreamscape. An example could be if a former killer were to enter, who held guilt about his victims. Within the Kal’Varak, he may be haunted by the horrors of what he has done, be it being objected to a vision of the mother he murdered being buried as her son and husband cried, or being forced to relive the moment, watching as he impaled her with the old, rusty dagger he tossed into the river when wracked with guilt. On the contrary, the opposite can occur, where the artifact procures a realm in which the inhabitants would never want to leave, a paradise, if you will. For instance, the husband that lost his wife to a cold blooded killer that is inside the Varak may by happenstance stumble upon a vision of his wife, happily playing with their young son, in an effort to trick him into not wanting to leave the artifact, entrapping him within. The dangers in this come from the fact that although their mind and soul are within the artifact, their physical bodies outside of it still require the basic necessities, being food, water, shelter, and whatnot. If their physical body were to expire, be it inadvertently or intentionally, the soul would have no bodily home to return to, making it impossible to escape unless another vacant body present outside of the Kal’Varak is present, at a cost. How Do You Leave? In order to exit this bizarre, strange world, one must traverse the either hellish or felicity inducing maze to find a “door.” This “door” does not always have to take the form of a door as we know it, but is always clearly and unambiguously an exit from the Kal’Varak. Upon entering this "doorway," the person inside is ripped out, returning to their body. However, their is the offchance that they accidentially and mistakenly end up in another's body, which may pose a whole set of problems for all involved. Of course, this only applies if there is a different body to enter. What Applies Within The Kal’Varak? Due to the strange nature of the Kal’Varak, many things that apply and matter in the real world do not within the dreamscape. For instance, due to the concept of mana not applying within the crystal, one can effectively cast magic without any limitation as to how much mana they can utilize in a spell, or one can spend weeks within the Varak without food or water inside due to a lack of need of sustenance within, assuming their body in the physical world is provided nutrients vital to life, be it one way or another. What Are The Benefits Of Using It? The Kal’Varak, despite its great risks and horrors, can be effectively used to a great extent as well, if one knows precisely for what purpose to use it. Golemancers who have been rendered unable to create more golems due to “spiking” can perform a ritual to undo this prohibition once, which requires the soul to be out of the body, lest it kill them. One can achieve this by entering the Kal’Varak, providing a use to Golemancers. A spiked golemancer can remove their spike once and only once by utilizing the Kal’Varak. To remove the spike, they must enter the Kal’Varak, and as their soul is inside, have somebody remove the spike from their physical form, preventing the usual death that coincides with this action when the soul is present in the body. Who & What Can Go In? Concerning what can and can not enter the Kal’Varak, the factors considered is the presence of a functioning soul, and if the soul is stored within a physical object or not. The beings that can not enter under any circumstances include golems that are not soulbound, atronachs of any sort, ghouls, ghosts, or pale knights. Beings with phylacteries, or similar objects housing their soul, such as liches, or soulbound golems, can enter as long as the object containing their soul is pressed up against the Kal’Varak, and beings whose souls reside within their bodies, can enter at will, including but not limited to descendants, archons, wraiths, Aenguls and Daemons, and similar beings. What Goes In With Them? When one enters the Kal’Varak, anything they had on their person would enter into the dreamscape with them. For example, clothing, jewelry, weapons, bags, and similar objects that are carried or worn by the person entering would be with them in the dreamscape. If an object is nearby, such as a dagger resting a foot away, or a bowl of soup on a table close to you, it would not enter the Kal’Varak, as it is not contacting either directly, or indirectly but intentionally meaning to be taken. This prevents one, for instance, bringing in a catapult, or a small arsenal of weaponry, into the Kal’Varak, as to avoid unreasonable results of using such things within. However, the object will not vanish from the physical world, but rather a copy of the sorts would form within. If one were to take, say, a flower from within the Kal’Varak, and leave, they would not have a similar flower form within the real world, rendering anything made and taken from the Kal’Varak limited to the artifact’s reality, preventing one from conjuring objects into the real world with the Kal’Varak. Drawbacks So after hearing of the benefits and understanding of how the Kal'Varak works, what are the disadvantages of using the Kal'Varak? There is one major drawback to entering the Varak, and such is the state of your mental psyche. The Varak utilises your own mental ability in this 'mindscape' and due to such, your mind can begin to take detriment if used too often, or for too long. Below is a list of possible drawbacks: Disassociation with people and the 'real world'. Short to Long Term Mania. Soulsplitting Soul lost to the Kal'Varak Illness, Nausea Starvation, Dehydration Loss of Time Comprehension Death Short to Long Term Coma A note regarding body switching: This cannot be used to somehow negate the effects of the 'Race Curse'. Should a Human switch bodies with an Elf, the age Curse will still apply, and so on. This means that a ninety year old Human who switches bodies with a twenty year old Human will still likely die of old age at a young age. Age and the curse is effective and bound to the soul, not the body. All the while a body is swapped, the mind of the swapped person will begin to deteriorate. Loss of focus, haziness, possible loss of memories if it goes on for too long. Additions & Clarifications Addition One Aside from some very minor grammatical edits above, there will be other additions to the Kal’Varak lore. In this case, the Kal’Varak has been, is, and will be a thing that isn’t meant to be treated lightly, and to reflect that anybody entering will be granted and will be required two things: One, the player is granted a link to the lore in addition to a textually communicated warning that the Kal’Varak is very dangerous, and two, the player is required to OOCly consent to entering the Kal’Varak in addition to all of the possible consequences that may occur in Roleplay, be it death, permanent alteration of a character, or any similar effect regardless if the player is satisfied with the result of the roleplay with the Kal’Varak. This would be to prevent the Kal’Varak from being used simply as a lore playground of the sorts where the only limitations on what can occur inside are the lore of the Varak, the server, and reasonable effect inside. Furthermore, this further reinstates the Kal’Varak as what it was historically in lore, and what it was meant to be: A prison. If a player willingly enters such a treacherous, horrid realm, they ought to accept the consequences of doing such, as the sole purpose of the Kal’Varak in the server’s lore is to imprison and contain, not cater and reward. Albeit brutal, there is nothing forcing any player to enter the Kal’varak, and there is no reward for successfully doing so and escaping, aside from whatever pride one may garner from such. To prevent abuse, a player’s character can not be “forced” to enter, such as being pressed against it against their will, as an OOC clause to this clause. If a player does enter, and does feel as if any roleplay provided inside was unsatisfactory, discussion can be held to either alter or void the roleplay that took place concerning the Kal’Varak. Finally, the Kal’varak will be unable to be interacted with unless an appropriately instructed and informed LT or ET member is present to act out the effects of the Kal’Varak. Addition Two The former advantages of the Kal’Varak have been altered, namely that Shades can no longer utilize the Kal’Varak as a tool to “Conquer” one’s shade. Although Shades are still free to enter the Kal’Varak, and may face more difficulties as the Host is subject to various torments and throes due to the curse, they would be unable to enter the Kal’varak for the purpose of “quieting” or “dominating” the Shade. This is not meant to upset or disadvantage anybody, but rather to further reflect the fact that the Kal’Varak is as stated before, a prison. In addition, since it is the consciousness and the soul of the Host entering, the Shade Parasite is latched onto it, not a separate entity of its own. This would reasonably prevent a separate materialization of the Shade Parasite inside of the Kal’Varak, as there is no reason for a split to be made right off the bat. Addition Three The following players are now allowed to run and manage the Kal'Varak, as well as roleplay and consequences listed above... Fitermon Big thanks to Tahmas, Tsuyose, and HeeroZero's books for composing this lore. Edit Made: Additions & Clarifications Added Shade "Benefit" Removed Forceable PK / Permanent Alteration Clause Added Edit Made: Added list of "Approved" ET or LT to run Kal'Varak RP.
  16. Shameless advertising. Do it.

  17. Its wings are too small to get its fat little body off the ground. The bee, of course, flies anyway because bees don't care what humans think is impossible. Yellow, black. Yellow, black. Yellow, black. Yellow, black.

  18. Daily Wiki Trivia:

    The Average Wood Elf Looks Like This!

    https://wikia.lordofthecraft.net/index.php?title=Wood_Elves

  19. THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER?

    1. Merkaken
    2. Areon

      Areon

      Did someone say [Thunderfury, Blessed Blade of the Windseeker]?

  20. So we can't have Bible quotes as usernames, but we were fine with a guy named An*lJockey? Gotcha.

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