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Aelu / Rel (Combustionary)

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Posts posted by Aelu / Rel (Combustionary)

  1. MC name: Combustionary

     

    Character's name and age: Ac'Aelu Tinuvial, 250

     

    Character’s Race: Wood Elf

     

    Link to your accepted magic application: 

     

    What magics do you desire to teach?: Familiar Binding

     

    Summarize the Lore of this Magic:

     

    Familiar binding is essentially the enchantment of a conjured 'primordial' to a set of plates. This enchantment requires the user to have access to three specific magics: Transfiguration to enchant the spell, Conjuration to create the primordial, and either Arcanism or an Evocation to given the primordial its element. 

     

    Unlike a more typical conjuration, the Familiar gains its longevity in how simple its form is. The spell itself is responsible only for creating a constant stream of the specific element, and for giving it life. The enchanted plates give the form a shape to fill, so that the creature doesn't become a shapeless mass of evocation, and the core provides the element and its life.

     

    Like a golem, a Familiar is bound to the will of its creator. Due to the complex nature of the enchantment, the creator loses the mental link typical between a conjurationist and his summon, and as such must issue his commands verbally.

     

    Familiars come in five varieties: Stone, Ice, Arcane, Water, and Fire. Stone and Ice are the most solid, and resemble golems. Fire and Water are much more fragile, but can easily project their bodies away from their shell to create a stream of water or a jet of flame. Arcane familiars are a bridge between the two - more solid than water or fire, but still able to easily launch projectiles.

     

    Write up a lesson that your character would give to a student. (Do note, we will be contacting aspiring teachers for a quick interview, to try to better gauge your knowledge and understanding):

     

    "Above all, a familiar is an enchantment. It is a specialized spell bound to a few pieces of magegold." Ac'Aelu would begin to his student, somebody selected who already knows at least Transfiguration.

     

    "To start, you must decide on the shape of your familiar. Smaller ones will be easier to make, but larger ones will have more mass to launch at the enemy. Once you've chosen this, the next step is to form the plates."

     

    Aelu says this as he'd motion to a humanoid frame, with bands and plates of arcaurum adorning it.

     

    "These plates give the familiar stability. They will keep the flame from simply exploding out from the core as soon as it's activated. Once you've designed the shape, as I already have, you will be ready to begin the enchantment. The next step is the core of the being. In liquid familiars, I usually attach it to a torso plate for stability. The core is the familiar's power source, and is where the mana gem that nourishes the familiar is stored." He'd say.

     

    "The gem is charged by nearby mana obelisks. As long as your familiar lingers near one at the end of the day, it'll remain functional. If it wanders too far for too long, it will run dry of mana and deactivate."

     

    "Lastly, once the physical parts are complete, the spell itself must be bound to the core. Simply combine evocation with conjuration, and enchant the core with the resulting primordial."

    Do you have a Teacher App you are dropping, due to this app? If so, link it: None.

  2. MC name: Combustionary

     

    Character's name and age: Ac'Aelu Tinuvial, 250

     

    Character’s Race: Wood Elf

     

    Link to your accepted magic application:  

     

     

    What magics do you desire to teach?: Golemancy

     

    Summarize the Lore of this Magic:

     

    Golemancy is a largely simple skill, based around the creation of Golems.

     

    A golemancer must acquire magegold as well as either a Thanhium crystal, or a mortal soul to combine into a golem's core. The core must be inscribed with a specific set of runes, as well. Once this is done, the core is inserted into a stone or wood body that will become the golem.

     

    The completed golem is magically bound to follow the will of it's master, or Impera. They have very minimal intelligence, and thus perform much better when given simple tasks that do not require any assumptions or inferences. More complicated forms of golems can exist, such as multi-cored, but the vast majority are single-cored, typical golems. 

     

     

    Write up a lesson that your character would give to a student. (Do note, we will be contacting aspiring teachers for a quick interview, to try to better gauge your knowledge and understanding):

     

    "This lesson is perhaps the only lesson that one needs in order to create the basic golem - the formation of the core and body.

     

    The body is the largest part of the creation. Through either muscle and tools, or mind and transfiguration, the golem's form must be hewn from stone or wood. It must be large, but no taller than the typical olog. It must also be roughly humanoid. This isn't a familiar. The sort of stone, the design, as well as nonmetal adornments are all at your discretion to make, though take note that metal will interfere with the golem's operation."

     

    Ac'Aelu would lead his student into a workshop containing an already prepared stone body.

     

    "To save our time, I've prepared a body already. Feel free to study it.

     

    Next we'll be making a core. For obvious ethical reasons... thanhic will be our first choice. I've already gathered the materials from the thanhium mine north of us. First, the thanhium crystal must be encased in a small cube of arcaurum. Be careful with the crystal - It'll freeze your hands right off." He'd say, taking a hold of a tool to grab it. "I prefer to just drop it into a mold of molten gold. Once the cube cools, it won't get too cold to handle. Get your chisel."

     

    After a few moments, the mentioned cube has indeed cooled. Aelu takes a pair of special tongs to pull it from the mold.

     

    "Next are the runes. Five specific runes on five faces of the core." He'd say, starting to carve. "The only way to learn them is to watch, so pay attention." He adds, going from face to face of the core to carve the specific runes.

     

    "With that done, we put it in the body. You can do the honors."

     

     

     

     

     



    Do you have a Teacher App you are dropping, due to this app? If so, link it: None

  3. magic_sword_by_vinifernandes-d8ontcf.png

     

    The Arcanist’s Blade

    A Weapon Without a Smith


     

    Throughout the relatively short history of Arcanism and its two predecessors, one feat has always been deemed impossible - The evocation of a sharp-edged weapon.

     

    An arcanist’s wisps are fragile, gaseous things that take great skill to shape into anything. While the magic has proven superior to evocations in the precision it holds in shaping its efforts, a sturdy, sharp blade is something that has forever taken too much of the casting mage’s focus to ever be able to hold that shape for more than a couple of seconds.

     

    Alone, an Arcanist simply cannot do anything but waste his mana to create such a weapon. An enchantment, however, requires no focus on its part. Together with a transfigurationist, an enchantment can be made to maintain this fleeting weapon.

     

    The Arcanist’s Blade is the result of this effort - a sharp, arcane weapon comprised of three parts.

     

    The Mana Gem - Due to the advanced nature of the blade, the enchantment requires a fair amount of mana. As such, a large gem is embedded in the hilt to provide it.

     

    The Hilt - The weapon’s base, and the item that is enchanted with the blade. The hilt’s materials can vary, but magegold is the preferred metal in most cases.

     

    The Blade - Only attainable in a quiet room, by a well-rested and well-trained arcanist, the blade itself must be summoned and bound to the hilt as an enchantment.

     

    Once the three parts of the weapon are together, the blade is complete. Functionally it is similar to a weapon of metal, and depending on the skill of those involved can be weak and blunted, or as sharp as the finest steel.

     

    Due to the precise nature of the enchant, the sword will always remain activated. As such, a blade of this make requires regular recharging like a blade of metal requires sharpening.

     

    Due to the heavy materials of the hilt, the tool itself is similar in weight to a regular sword. While not useless to a mage, a sword will always be best left in the hands of a swordsman.

     

    The Arcanist’s Blade is not a revolutionary addition to the art, but it is an option for those who seek to produce weapons through alternate means.

     

    OOC

     

    For all intents and purposes, the Arcanist’s Blade is more or less flavor lore. Being an enchantment, as far as mechanics (both IG and RP) go, it functions almost exactly like any other sword. Without the enchanted item IRP, an arcanist can’t use a magical blade. With In-Game mechanics, the requisite enchantment is easily represented by a regular sword.

     

    With this addition to Arcanism, one red line will be added to the magic:

     

    • Sharp-edged weapons summoned by an arcanist can only last a few seconds, and have no use except to be bound to a hilt. Only when previously bound to a hilt (and represented by an MC sword or other weapon) can one be used.

     

    With this addition to Arcanism, one red line will be removed from the magic:

     

    • No sharp weapons.



     

  4. "One can only hope that the necessity becomes clear sooner rather than later."

     

    Ac'Aelu remarks casually to his golem, 1-B-002, as it concludes its recollection of its trip to retrieve the stolen Izaliths.

     

    "Again and again the Mali'aheral of Haelun'or jump to follow a zealot not at all different from the last, pretending to be wise without ever giving thought to the inevitable conclusion. If there's any justice in this world then Haelun'or will be left in ashes, never permitted to rise again."

     

    As the golem leaves, he turns back to his table adorned with the map of Celein, and various writing instruments.

  5. 55 minutes ago, BrandNewKitten said:

    Not that I care all too much but what is the reasoning behind not making these count towards the subtype limit? It makes having a limit seem arbitrary if some magics aren't included, right? 

     

     

    Originally, neither of the two took a 'ma slot' because of the fact that both were closer to knowledge locked behind an MA than a magic itself. Knowing how to make a golem core doesn't have any of the effects on a person that a voidal or deitic connection does. Golemancy was the knowledge of making golem cores, and familiar binding the knowledge of using a few magics together to create an advanced enchantment.

     

    The magic limit is in place due to the effects of having magic on a character. Since these two don't have those effects, they are seperate.

  6. Hello!

     

    After a recent discussion within the team, the MAT is happy to announce a small adjustment to the rules of magic and teaching slots.

     

    Typically, a character is allowed to know five magic types, and teach only four of them. Slight exceptions to this rule have been Golemancy, and more recently, Familiar Binding (Sometimes listed as Atronach Forging) that have been independent of the 5 MA limit, but not the 4 TA limit. You could learn them without taking away from your 5 magic cap, but teaching them would count towards your teaching cap.

     

    After a small vote, we've decided to enact a few changes to simplify this.

     

    1 - The Archetype 'Artificery' has been created. This currently includes only Golemancy and Familiar Binding.

     

    2 - All magics, current and future, that are listed under the Artificery archetype are independent from both your Magic App limit, and your Teacher App limit. You can use both, and teach both, even if you know five other magics and teach four others. As a note, you still do required an MA to use these magics, and a TA to teach them.

  7. Across the lands of Vailor, numerous posters are hung to posts and walls.

     

    zmdXtxc.png?2

     

    "As many of you are likely now aware, a recent meteor shower of powerful origins has struck the lands we call home.

     

    These meteors, as it seems, served as a sort of herald for the presence of mentioned 'tomes'. It is highly likely that these tomes are of nefarious origin, and could prove to be harbingers of peril across Vailor.

     

    It is imperative that these tomes, as well as any clues to their nature or location, be found and secured so that any dangers of them can be alleviated. 

     

    If any reader of this poster has any clues or knowledge of any such tome, please report it to the Celein Institute of Magic and Technology at once. Reward, in the form of minas or less mundane creations, will be discussed and offered.

     

    Alternatively, any such can contact Ac'Aelu Tinuvial to arrange for a meeting."

  8. 3 minutes ago, Narthok said:

    Why not just do events on the main map? 

     

    The new map allows for much larger scale builds, as well as the ability to create event lines and do worldbuilding without getting in the way of player builds. To go to the Anthos example - An atmosphere like the North couldnt have been created if the builds were simply dispersed between player lands.

  9.  

    Evening, Lord of the Craft!

     

    After discussing it in today's Community Meeting, I'm wanting to get some opinions on what sort of things the community would like to see from the event map. That said, I'd like to begin with a short bit of information.

     

    Details

     

    The Event Map, currently going as '4.5.1' will serve as an event map. To make a comparison, the map will function much like the North did, in Anthos. This means that it will be exclusively used for events and event builds. It will not be settled by players, so there need not be any concerns of construction or the spreading of rp.

     

    Lore-wise, it is going to tie in with the 5.0 map to a great extent. Details on this will be revealed as the events go on.

     

    The map is a very large landmass, and it's going to be released in segments as the plot (and our builders) move forward. Don't worry - The first part is easily sufficient to provide many, many events.

     

    -

     

    Now, the main purpose behind this post is to ask you, the playerbase, as to what sorts of events you'd like to see come from the map. 

     

    How many players do you think can work in an event?

     

    Did you like the old 'bounty board' monster hunting events?

     

    What is your opinion on PvE in events?

     

    What do you think of allowing some events, such as dungeons and fights, to be repeatable to allow different groups to experience the same event?

     

    What is your opinion on large event storylines? How can they be improved?

     

  10. The Creation and Playing of Familiars

    A Guide

     

    See the full lore here:

    https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/?page=1



     

    Contents

    I - What are familiars?

    II - Familiar Binding & Creation

    III - Playing a Familiar

    IV - Red Lines

     

    What are Familiars?

     

    Familiars are, in the simplest description, constructs fueled by the arcane. They are conjuration elementals given permanence through Mana-gem cores and arcane plates. These arcane plates define the shape and regeneration of the Familiar, and if they are too damaged the familiar will not be able to regenerate its lost element into the correct shape.

     

    In function, they are very similar to golems. They are of limited intelligence and are magically bound to follow the verbal commands of their creator. The similarities end here, however.

     

    Familiars have the limited ability to manipulate their bodies in a way similar to casting magic. Rather than connecting to the void and consciously forming the element (a task far too complex for such a being), they simply project their forms in the direction of a foe.

     

    After casting, their diminished mass slowly regenerates as the enchanted core summons more of the element.

     

    There are five types of Familiars. These are Stone, Ice, Arcane, Water, and Fire. Each of them have their own properties.

     

    ~

     

    Stone Familiars are the most similar to golems, being made of rock bound by arcane plates. They are the most solid, and best at manipulating physical objects. They are, however, much more limited than other types in their ability to cast, only able to launch fingers or spikes at opponents from their bodies.

     

    Ice Familiars are, in use, very much like Stone. They serve the same functions and have the same abilities, though are slightly weaker. They are able to launch small spikes of ice from their bodies.

     

    Arcane Familiars are a sort of ‘jack of all trades’ among familiars. While their forms are more frail than those of stone or ice, they are able to manipulate objects with the same ease as their solid counterparts while still casting with ease.

     

    Water Familiars are slightly less powerful versions of fire familiars. They are able to shoot jets or orbs of water at ease towards their opponents, but lack the sturdy form of other sorts.

     

    Fire Familiars are the most volatile sort. Made of flame and arcane plates, they can launch jets of flame and fireballs from their bodies. They are also the most vulnerable, though. Severe damage to their plates can lead to them exploding as the core tries to regenerate fire without boundaries.

     

    ~

     

    Familiar Binding and Creation

     

    The creation of a Familiar requires a MAT-locked knowledge much like Golemancy. This knowledge is called Familiar Binding.

     

    In addition to this, the creation of a familiar requires the combination of Conjuration, Evocation, and Transfiguration. The Evocation and Conjuration create the elemental spell, while the Transfiguration enchants it onto the core. A Transfigurationist’s entrapments of magic are perfectly viable for this. When a Familiar is created, it is initially linked to the Transfigurationist that created it.

     

    As per the Familiar types, only Earth, Water, Fire, and Arcane evocations are applicable.

     

    When a familiar is bound to its core, its size and shape are dictated by the Arcane Plates that are connected to the core. These plates serve to essentially tell the core the boundaries of where it should summon the element.

     

    These plates do not need create an entire shell around the being, and can cover (within reason) as much or as little of it as the creator decides. A more full covering is easier to hit, but much sturdier than a less full one.

     

    The size of a familiar is also important. A small familiar is possible to create, but will be much weaker than a larger one due to a smaller pool of its element to use. A larger familiar, however, puts a heavier strain on its core. The core has an effective range of roughly three and a half feet, and cannot easily summon the element past this. As a result, Familiars cannot exceed past this in any direction.

     

    When a familiar is made, its player will take one of two nexus races for its.

     

    Stone and Ice - Construct

     

    Water, Fire, and Arcane - Necrolyte

     

    Playing a Familiar

     

    Playing a familiar is like playing a golem. A familiar is compelled to follow the verbal commands of its master and is incapable of disobeying. Familiars are capable of basic and can speak clearly, but without any emotion.

     

    A familiar’s ‘home’ must be near a mana obelisk to retain its energy. A familiar does not need to remain exclusively near one, but it cannot linger for extended periods of time if one is not around to refuel its core.

     

    The abilities of a familiar are based on the type being played. Solid familiars (Ice and Stone) have different specialties than Fluid familiars (Water and Fire). Arcane familiars have many perks of both which will be described.

     

    Solid

     

    Stone and Ice familiars are much better at using physical objects than fluid ones. They will often be equipped with swords or other weapons to use as their primary offense.

     

    The ranged capabilities of a solid familiar are very limited, though. A familiar designed with spikes on its arm would be able to launch them (or even its fingers) like a crossbow’s bolt, but cannot spew a jet of their element like a fluid one can. These projectiles, when launched, take a long time to be regenerated by the familiar’s core.

     

    In a fight, the launch of a spike should take between two and four emotes. One must be dedicated to getting the arm (or other surface) into position, another to aiming, and finally one for firing.

     

    While still very important, the arcane plates of a solid familiar are not quite as large a weakness as they are in other sorts. If a plate is severely damaged, the element will begin to form unchecked at the break but will do so at a slow rate, allowing the being to continue fighting for a few moments before the growth renders them immobile.



     

    Fluid

     

    Fluid familiars are opposite to Solids. They are incapable of wielding weapons or tools, but their bodies are much greater in use than those of solids.

     

    Fluid familiars have no melee abilities to speak of. A fluid familiar can swipe its arm at a nearby attacker, but at great risk to its own arcane plates.

     

    In ranged ability, though, this short shines. Fluid familiars can project their element with ease in the forms of either a jet or an orb. The nature of their bodies allow for faster regeneration as well. The quantity they can cast before the core must replenish the element is roughly equal to a fourth-tier evoker. While this replenishment is still quicker than that of a solid, it still takes more time than most battles will allow for a nearly depleted familiar to regenerate.

     

    The arcane plates of a fluid familiar are far more vulnerable than that of their solid counterparts. If a plate is severely damaged, the element will spew from the break uncontrollable, diminishing the mass of the familiar. Multiple breaks can likely lead to a familiar exploding as the core generates the element through them.

     

    Arcane

     

    Arcane Familiars server as a combination of both types. They are able to manipulate objects as well as a solid familiar, but can cast as well as a fluid one. Instead of a liquid expulsion, arcane familiars can launch orbs of energy or beams of it.

     

    They take after the weaknesses of a fluid familiar, though. Due to the fragile nature of arcane whisps, they are only slightly more durable than water or fire familiars.

     

    Red Lines

     

    A Familiar’s casting is very limited, and must be an ejection from its own form. A stone familiar cannot form a rock above it, for example.

     

    Only the following magicks can be used to create familiars. (Familiar Binding is required in addition)

    Conjuration

    Alteration (Transfiguration)

    One of: Water Evo, Earth Evo, Fire Evo, Arcanism

     

    Familiars have no free will.

     

    Familiars cannot be larger than seven feet in diameter.

     

    ‘Solid’ familiars are the only type that can easily manipulate physical objects, though ‘liquid’ familiars are far superior at casting.



     

  11. On 3/11/2016 at 9:06 AM, Luv said:

    Your Name: Kypris Thylsealaes

    Your MCName: Luv

    Your Skype: luv.jpg

     

    Race: Mali'aheral

    Age: 120

    Gender: Female

    Do you require housing?: No

     

    Division Sought: Research & Retrieval

    Magical Ability: Arcanisim, Mental Magic, and Illusion.

    If None, Willingness to Learn: N/A

     

    On 3/14/2016 at 2:23 PM, Toodles78 said:

    Your Name: Revion Tathron

    Your MCName: Toodles

    Your Skype: lucas.or.toodles

     

    Race: Mali'ker

    Age: 76

    Gender: Male

    Do you require housing?: No, I do not.

     

    Division Sought: Research and Retrieval

    Magical Ability: None.

    If None, Willingness to Learn: Water Evocation

     

     

    On 3/14/2016 at 4:18 PM, MangoArt said:

    Your Name: Gladok

    Your MCName: micbox

    Your Skype: None

     

    Race: Mali'Aheral

    Age: 58

    Gender: Male

    Do you require housing?: Yes

     

    Division Sought: Research and Retrieval

    Magical Ability: None, but has a lot of potential

    If None, Willingness to Learn: Lots! Gladok desperately wants to learn Electric evocation and perhaps later Earth Evocation.

     

     

    On 3/15/2016 at 7:05 PM, Seal said:

     

    Your Name: Shuril R'zaman

    Your MCName: sealteam2

    Your Skype: SealDeal7

     

    Race: Dark Elf

    Age: 110

    Gender: Male

    Do you require housing?: If you have spare room.

     

    Division Sought: Research and Retrieval

    Magical Ability: Fire Evocation

    If None, Willingness to Learn: N/A

     

    On 3/15/2016 at 7:16 PM, Jaek said:

    Any individual seeking membership within the Institute are encouraged to fill the following form.


     

    Researcher or Laborer

    Your Name: Xander Duval

    Your MCName: JakeFSF

    Your Skype: Y' got it!

     

    Race: Half elf

    Age: 22

    Gender: Male

    Do you require housing?: It would be kind to receive

     

    Division Sought: Automaton

    Magical Ability: None

    If None, Willingness to Learn: Arcanism would be nice, as well as a possible bit of Mental magic.

     

    On 3/19/2016 at 3:40 PM, Vasemir said:

    Your name: Vasemir
    Your MCName: Vasemir
    Your Skype: Not using one

    Race: Human, Farfolk
    Age: 20
    Gender: Male
    Do you require housing?: No, I do not.

    Division sought: Research and Retrieval
    Magical ability: None
    If none, willingness to learn: Most certeinly yes, but after some theoretical sutdies and advice from experienced lectureres.

    ((Sorry for the long wait, been away on break.))

     

    All accepted.

  12. On 3/7/2016 at 7:17 PM, The Chaotic Cookiie 饼 said:

    Your Name: Eloh'ra Siil'crux

    Your MC Name: ImCookiie

    Your Skype: You have it.

     

    Race: Mali'aheral

    Age: 90~

    Gender: Female

    Do you require housing?: No. 

     

    Division Sought: Researcher and Laborer.

    Magical Ability: Fire Evocation, Telekinesis, Mental Magic and Illuion.

    If None, Willingness to Learn: N/A

     

    On 3/9/2016 at 1:11 PM, KorusPrime said:

    Your Name: Lyu

    Your MCName: ((Korus_Prime))

    Your Skype: I'll PM it

     

    Race: Mali'aheral

    Age: 142

    Gender: Male

    Do you require housing?: It would be appreciated

     

    Division Sought: Research & Retrieval

    Magical Ability: Sensory Illusion

    If None, Willingness to Learn:

     

     

    On 3/10/2016 at 7:48 PM, Fordo said:

    Your Name: Archembalt

    Your MCName: Ebonsquire

    Your Skype: gyasiford

     

    Race: Southeron

    Age: 24

    Gender: Male

    Do you require housing?: No.

     

    Division Sought: Research and Retrieval

    Magical Ability: None

    If None, Willingness to Learn: No willingness.

    All Accepted.

     

    ((Apologies for the delay. IRL's been a pain))

  13. On 3/5/2016 at 11:23 AM, iceflames5 said:

    Your Name: Katari Leaf

    Your MCName: iceflames5

    Your Skype: tedlee325

     

    Race: Wood Elven

    Age: 130

    Gender: Male

    Do you require housing?: If you want to give me some, I won't mind.

     

    Division Sought: Research and Retrieval

    Magical Ability: Wind Evocation

    If None, Willingness to Learn: Fire Evocation

     

    Denied.

     

    18 hours ago, Sargeblub said:

    Your Name: James Aylward

    Your MCName: Sargeblub

    Your Skype: Sargeblub

     

    Race: Human

    Age: 22

    Gender: Male

    Do you require housing?: It's not necessary but it would be appreciated.

     

    Division Sought: Research & Retrieval

    Magical Ability: None as of yet.

    If None, Willingness to Learn: Quite willing, hopefully Conjuration or Arcanism.

     

    Accepted.

     

    13 hours ago, Riven~ said:

    Your Name: Gerald March.

    Your MCName _Riven

    Your Skype: riven.senpai36 (no)

     

    Race: Human.

    Age: 23.

    Gender: Male.

    Do you require housing?: No.

     

    Division Sought: Research and Retrieval.

    Magical Ability: None.

    If None, Willingness to Learn: Earth Evocation.

    maxresdefault.jpg

     

    Accepted.

     

    27 minutes ago, :) said:

    Your Name: Botan Croyz

    Your MCName: sextant

    Your Skype: ask in a pm pls

     

    Race: Human

    Age: 48

    Gender: Male

    Do you require housing?: No

     

    Division Sought: Research & retrieval

    Magical Ability: Cognitism, Electrical Evocation

    If None, Willingness to Learn: Pursuing elements of Transfiguration.

     

    Accepted.

     

    26 minutes ago, Jentos said:
     

    Your Name: Jentos Blackwood

    Your MCName Jentos

    Your Skype: Jentos

     

    Race: Highlander

    Age: 62

    Gender: Male.

    Do you require housing?: No.

     

    Division Sought: Research and Retrieval.

    Magical Ability: Slight electrical evocation, yet I wish to learn more

    If None, Willingness to Learn: Conjuration or continued electrical evocation

     

    Accepted.

     

    14 minutes ago, Wrynntastic. said:

    Your Name: Gus

    Your MCName: Wrynn

    Your Skype: luke7361

     

    Race: Highlander

    Age: 36

    Gender: Male

    Do you require housing?: Yes! 

     

    Division Sought: Researcher/Labourer

    Magical Ability: Water Evocation

    If None, Willingness to Learn:

     

     

    Accepted.

  14. The Celein Institute of Magic and Technology

    Project Guardian Public Unveiling

     

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    Tomorrow lies across the void.

     

    The Celein Institute is proud to announce the public unveiling of of its inaugural advancement, Project Guardian.

     

    This event will be hosted within the halls of the Institute, located on the Northwestern edge of the Township of Sanctuary. Members of the Institute will be present to welcome all visitors to the facility.

     

    The event will include the public unveiling of Project Guardian, as well as a short and informative speech from a guest. Food and drink of the non-alcoholic variety will be served.

     

    ~

     

    The exact timing of the event is set at 6PM EST, Sunday March 6th

     

     

     

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