-
Posts
6730 -
Joined
-
Last visited
Content Type
Profiles
Personas
Wiki
Rules
War
Systems
Safety
Player Conduct
Forums
Forms
Posts posted by ScreamingDingo
-
-
What's the world team? Never heard of it
14 -
- Popular Post
- Popular Post
SpoilerAt least this shows me why nation leader roleplay is dead, if basically everything to do with it has an ooc vendetta that transcends roleplay itself.
It's all good to remove horrific people from your community but this post is against the spirit of what lotc should be about. Sorry.
Mods could genuinely just blanket ban people with this meta confession ngl
60 -
Museum server
16 -
Denied.
1 -
4 minutes ago, Taketheshot said:
((the Nuke is finally Valid??? @ScreamingDingo
Spoilerdid it the lore compliant way of it not being thanhium that exploded, but just a dirty bomb w/ dust in it
1 -
- Popular Post
- Popular Post
With the strategic bombing of the Savoyard Capital by the strange, off-shore mercenaries. The contents of the city have become filled with pockets of thanhium and boomsteel residue. Buildings have been shattered as the nature around the plateau has been twisted to strange levels akin to the original disaster of the Mordskovian expanse. The ruins scatter in the city with the debris, covered in various corpses and entities that have exposed themselves to the strange area. Overall, the effects of the bombing lie stagnant within their confines. An urban landscape of hell that those who enter shall realise.
The Eventsite of Savoy is an active event site AND a place where DIY events can happen. These DIY events are reflective of the circumstances surrounding the city, where strange creatures and entities have taken refuge within the disaster zone
D.I.Y Events
Players are able to utilise the zone as a variety of small creatures and people to be interactable NPC’s and event characters throughout the zone.
This can range from:
Refugees and Displaced NPCS -
These characters should aim to head towards the nearest vassal state of Savoy, or another city. They should have lost their homes within the thannic explosion and be aiming to be escorted either out of the fallout zone, or going back into it to retrieve some personal possessions. They can be of varying cultures or whatever would be found within the Savoyard sphere of influence.
Beasts and Beasts affected with Thanicosis -
These are the usual threats that have settled within the ruins of Savoy as of recent. Think of scavenger animals and those that are nomadic in lifestyle to aim to either end up there, or be affected by the initial explosion.
Normal beasts that dwell within these ruins could include:
Wolves, Horses, Dogs, Eagles, Birds, Vultures etc. Think of smaller entities that would possess the area if afflicted by the zone itself.
There are a variety of creatures that have been created by @schitz0breeni which are included below. These are Thanicosis-affected beasts that were exposed to the initial zone. You can utilize and create a variety of monster blocks if you wish. If you use them in events and submit them to me, I will include them in the post with credits.
People affected with Thanicosis -
Refugees and those caught within the blast zone that have been negatively affected by Thanicosis within the first three stages. They can either be aggressive and hostile, or otherwise beg for help and be escorted out by players when interacted with. There are a few people who have roleplayed cultists that are obsessed with thannic dust, where their presence is aimed at developing people’s addiction to being exposed to the substance through preaching or forceful conversion.
Sidenotes for D.I.Y Event Runners
-
Most of the citizens/refugees that end up within this zone were either caught in the initial blast, or have wandered into the zone and ended up trapped by the various entities that inhabit the area. They should be desperate and ill-equipped in most scenarios. They aim to either expose themselves to the full level of thanicosis, or be evacuated through teams that will sweep through the area.
-
Druidic gifts would find that the land itself has been tainted and slowly twisted by the thannic exposure. Blight Healing would not be effective for the first few weeks of the zone, until the natural deposits of thanhium have been blown away or displaced through various weather.
-
There will be a “safe zone” within the palace of Savoy, which will be more of a shelter-esque sort of scenario where players are able to either camp or rest their heads for a short amount of time. Beasts will not actively go into the palace unless provoked, [or otherwise with ST instruction and different context].
-
When making relics and such for events. Most should have Savoyard iconography or be parts of other normal, household items that were caught in the blast. Think about uncovering items from a disaster zone, what would people have had in their homes when they were suddenly destroyed.
Guidelines for Thanicosis
First Stage -
Those that are exposed to the thannic remnants of Savoy initially will feel fatigue and the inability to cast magic for the amount of time they were exposed to the dust within. Lethargy and otherwise slower movements would follow this, where bed rest and a warm house would solve this initial exposure to the strange dust.
Second Stage -
Those that have prolonged exposure within the ruins will see their vision warp and change, hallucinations would be present in their vision as their own tiredness becomes a heavier force around them. An occasional blue flicker is seen within the whites of their eyes, where their magic becomes too unstable to cast effectively. Where they are now limited to T3 spells unless recovered with rest and alchemical means.
Third Stage -
Those that have lived within the zone for months will undergo a transformation dubbed “Thanicosis” which lightens the skin and gives it an ice, pale hue. Their mental state will slowly deteriorate, where civilised and moral actions become second to primal instinct. To cure this stage of thanicosis, bed rest and alchemical healing is necessary under a prolonged period.
Fourth Stage - [ST Only]
Those that have succumbed to thanicosis are pale in color, with pulsating deep blue veins that protrude in their skin. Their eyes have become a pale blue, covering the whites of their eyes to create a unified color upon their faces. Their own sanity degrades itself to true, primal thought. Where reason and such are limited in capacity. Some that are afflicted with permanent thanicosis have the ability to cast magics unpredictably, where their utilisation of basic evocations has been spotted amongst the mists.
Usable Creatures / Monster Blocks for D.I.Y Events -
Gelids - @sayadi tarkhan screamer
SpoilerGELIDS
Physiology
Seabirds located around that coastal capital have been reduced to nothing more than malformed avian threats. Most commonly seagulls, though it is not uncommon to find mutated crows or other city birds afflicted by the thannic exposure. Some even say local chickens have undergone mutations and turned into ground-based Gelids. Two archetypes have been identified, one still capable of flight and the other whose wings have transformed into some sort of appendage that the Gelid utilizes to crawl and scutter across the cityscape.
Physically, many of their beaks and tongues have mutated beyond comprehension. It is not rare to see a bird with jagged shard-like teeth surrounding what was a simple beak. Some Gelids host skeletal wings that resemble a bat more than a bird, and almost all of them have vile, oily, feathers and cracked skin. Almost all Gelids have a vile, fish-like, decaying smell: You will smell them before they arrive, a tell-tale sign that they’re near. Many of their talons have been overgrown and are incredibly sharp. They are the average size of a local bird.
Habitat
Lone or sparse numbers of Gelids can be seen perching around the rooftops of the ruined city. They peer down at travelers curiously, and some local scavengers have built an enigmatic superstition that if they are spotted during delves, they bring only bad omens. Others have claimed they surround anomalies and areas of great power or fortune.
Though within that city, Flocks of Gelids paint the sky like paint to a canvas. They move as one, liquid, and if you find yourself in their path, you soon will be bird food. The early bird gets the worm.
Grounded Gelids act akin to rats, more isolated, though just as clever: they dwell under floorboards and within crawl-spaces of the buildings and tunnels they have made their home.
Behavior
These avians soar through the sky at a rapid, erratic pace. The effects of thanicosis are prevalent as they pick apart each other and frost-ridden corpses throughout the city. When alone or in sparse numbers, they will often caw at travelers in an alarm-like fashion, freaking out at the sight of any traveler, and even sounding until they fall over dead.
However, when a Flock of Gelids make flight through the streets of Savoy, it is best you avoid them. Like a torrential storm, this blotch of feathers swarm the ruins like a school of fish. Smacking into buildings and people alike, puncturing armor with talons and pecking relentlessly. They are maddened, and if they do not eat each other, they most assuredly will make you their next meal.
Grounded Gelids scutter like rats through the surface of the city. They are no different than their in-flight brothers, but it can be said that Grounded Gelids do not host a flock. They are most likely seen by themselves, hiding in the crevices of old forgotten buildings, or buried under the snow and dust of the fallout.
Abilities
Gelids of all sorts are incredibly loud. If one sounds off at one end of the city, it is more than likely it could be heard echoing through the entire ruin.
With their mutated beaks sometimes hosting teeth, and their ice-like talons, these creatures are well capable of puncturing armor like a sentient siege-crossbow. On their own, they are weak: capable of being dispatched with ease even by a rookie adventurer.
However, when a swarm of Gelids floods the streets in a rabid hunt, the disorientation and confusion they cause through their ear-drum ringing caws and the amount of them could paralyze any foe. If an adventurer finds themselves facing a Flock of Gelids, they better take cover, or hope they can get low enough. A Flock will batter and tear at any poor victim that finds themselves in their path: with talons peppering armor with holes, beaks trying to gouge out eyes.
Redlines
-
Gelids hold a deteriorated state of mind and are unable to be tamed or domesticated in any capacity.
-
Although a druid may attempt to communicate with a Gelid, they often will be met with the screams of pain, madness, and delirium.
-
Gelids can resemble any family member of maritime avians or city birds. These consist of (but are not limited to) seagulls and crows.
-
A Flock of Gelid’s let off an absolute overwhelming stench. You will smell them before you see them.
-
A Flock of Gelids is incredibly loud, you will hear them before you see them.
-
Flocks of Gelids are considerable adversaries, and no mere sword or crossbow nor a matter of armor will protect an adventurer from the onslaught that is dozens of mutated birds crashing into them in a state of delirium.
Concept Art:
Algid Dogs - @sayadi tarkhan screamerSpoilerALGID DOGS
Physiology
Once proud wardogs of Savoy, these hounds have been reduced to mutated hunters after enduring the brunt force of the blast. Those that survived in their cages soon broke free, roaming the derelict streets of San Luciano. Many of them are blind, ironic considering the number of eyes that have sprouted from their cranium. Instead, their other senses have been enhanced: with extraordinary hearing and smell. The majority of these dogs suffer from at least Third Stage Thanicosis, with some even reaching the full Fourth Stage.
Physically, and although their breed may vary, the bulk of Algid Dogs were former Mastiffs, measuring at an average of 30 inches at the shoulder and anywhere from 150-250 pounds in weight. They possess an incredible jaw and sharp teeth, as well as wicked claws to tear into flesh. Some have various shards of ice ripping through their body, resembling spikes. Most of their coats have been reduced to pale, frost-bitten ice tones from the Thannicosis. There is incredible variance when it comes to these wicked hounds, and it’s not unlikely for one to differ wildly from the next. Extra eyes, a spare head, and deteriorated skin are only a few of the many mutations these beasts can suffer from.
Habitat
Often seen wandering the lonely streets of Savoy in search of their next meal. Where there is one, surely, the pack is to follow. It is incredibly rare to find a lone Algid unless they are much older. Beware your ventures in the alleyways, and traverse with quiet steps, for these hounds can hear you from one end of the city to the next.
Behavior
These dogs are incredibly fast, moving swiftly through the wastes utilizing their ears and nose alone. They are pack animals, and it is extremely rare to see a singular hound wandering less they are setting a trap. The effects of Thanicosis have deteriorated any sense of domestication or discipline within these beasts, and they hardly hold any good will towards their former masters.
The mutations have reverted them to a primal state, and their hunger is insatiable as food stores have dwindled or been blown away. Refugees or wayward adventurers are ample targets for their next meal.
Although they are rabid, they aren’t idiotic: If they sustain enough damage, they may retreat, but be wary, for a retreat may be luring adventurers into a trap.
Abilities
Equipped with the standard tools of hunting as an average canine, Algid’s have strong jaws, sharp teeth, and claws. Although blind, their nose and ears can find a target if they are not careful. They are apex predators, and a pack of them is a formidable foe even for a well armored band unaccustomed to life in the Thannic wasteland.
Given their mutations, they traverse the cold with ease and for a startling amount of time. They can easily out-pace an adventurer traveling the streets through endurance alone, all the while silently and with speed.
If an Algid manages to latch on to a limb, their ‘lock-jaw’ makes them incredibly difficult to remove. They will shake their head, and attempt to tear off whatever they are bit into.
Redlines
-
Algid Hounds hold a deteriorated state of mind and are unable to be tamed or domesticated in any capacity.
-
Although their claws and teeth cannot pierce standard plate armor, they will work quickly to attempt and rip off pieces to expose flesh.
-
Their role as a former Wardog gives them considerable strength when leveraged against their other canine cousins.
-
Although a druid may attempt to communicate with an Algid, they often will be met with the screams of pain, madness, and delirium.
-
Algid Dogs can resemble any family member of canina, including domesticated dogs. These consist of (but are not limited to) wild breeds such as Coyotes or Wolves, or domesticated war dogs such as Mastiffs, Malnois, or Waldenic Shepherds.
-
Algid Dogs have little to no capability to breed due to their skewed genetics. The chances of them reproducing are very slim.
Concept Art:
32 -
Notices are spread amongst the populace after disruption of the lower reaches of Almaris. Rumors of the aftermath of an attack are spread as these letters fly from ports, heading towards the hands of others. Those around the Savoyard expanse would see the plumes of smoke and blue mist that emit from their city, a disaster that happened moments ago.
To destroy those that follow the whims of Humanity’s declaration is something that we will achieve if the relinquishment of protection is not followed with this notice. As these spread across the continent, word will spread of the destruction of the Savoyard City. Loaded through its negligence, horrors of the Tahn disaster are mimicked upon this country. The land itself ruined and destroyed, while many entities will now sweep to either control or inhabit its skeleton.
We will once again speak to the Almarian Continent, we know that your leaders attempt to shelter these abominations. But do know, that protecting them will offer a journey that will send you down a path of horrors, a path that remains untravelled by many. Do heed the warning that has landed. To destroy the name of the “Marked Man” from your histories and to allow the legacy of such to disappear into the fog of the unknown. Histories that are forgotten allow for many to heal, allow for them to repair the gap in their hearts that are left vacant through fear and misery.
To know of Lucien the First’s own misery, the blood of Ashford is one that is stained with rebellion and dishonor, akin to those of the first Horenic Houses of the Empire. He shall drag all those around him into the worship of figures that plagued his stories of youth. The blood of the cursed turns blue when placed under the scrutiny of the moon, the legacy of evil shall remain to those that chase it.
To the Hexers that remain, relinquish the teachings and rituals of the Marked Men and dismantle investigations surrounding that of Dee. For this shall finally grant you true salvation, to become that of your own and to not meddle with affairs that matter not to you. You are sheep led towards the wolves that hide within the fields, we shall allow for more accidents to appear within your worst moments, as to those that chase coin end up trampled by their greed.
Learn from the mistakes of old, end such a legacy and find true peace amongst yourselves.
Richard Elgan, Knight Commander of the Band of the Blue Cockatrice
23 -
Below is the last of a set of missives that have been exchanged publicly between Almaris and this off-shore entity.
They find their way circulating upon the docks of cities, with a few addressed towards the City of Savoy.
To Lucien the First, Inheritor of the Justice of Ashford.
I write to you with your own extended support that has been demonstrated to the entities that we search for. To see that these rulers have outlawed such actions for many to take for coin confuses me, but so do many customs that spill forth from these shores. For what I simply offer, is advice and help for you to understand the history of the groups you serve. Those of the Marked Men, instrumental within the early years of the Empire for assassination of dissidents and the suppression of folk. Those that were branded, aligned with malignant forces prior to the Mordskovian Disaster. The lands of Athera tell many stories, especially those that were stained with the various schools that followed.
With as such, I hold no authority truly for those I represent. I simply head to these lands to finish a grudge that was meant to be settled upon the grounds that followed. The Hexer is an omen, and I shall explain as to why to your court, to your public people. With such, I shall send a single man to your throne to petition to you about our cause which is true and just. I expect no ill harm to come to my own man, so I trust you entirely with a comrade upon this exchange to understand the trifles that you exude upon protecting these criminals.
To write with such flurry and poise against those who lead those of great statecraft is a folly I shall not win, hence I do ask for such an obligation for us to, here our cause. Our man shall march to your court on the 66th Year of the Second Age, upon the Great Harvest. [Saturday, March the 12th, 7pm EST]. I do wish to ensure that you understand why we come to these lands aiming to purge such entities from your grasp. There are many things that those with crowns upon their heads do not see within their mirrors, but many lurk. The binds of Dee, hold many upon and twist their necks until they snap. I wish to eradicate these binds from your people and yourself, to allow yourself to live free away from the omen of destruction that lies with the sheltering of these folk. They must either tear apart from the name of the Marked Men, or be persecuted as such.
I await to have my compatriot see you and present our evidence. I will place his life in your hands and shall hope the hospitality is not met with daggers that plunge within their heart. If any others of Humanity wish to hear this cause, they shall be allowed. Though, this declaration is aimed at those that house them within the view of their capital.
The ever-blue follows their strides, do not allow the cycles to repeat.
Richard Elgan,
Head Knight of the Gwynieverian Retrieval Organisation
19 -
With a heavy heart and a lack of submissions from the contestants. This event has been formally cancelled. On behalf of Ser Reginald, we are sorry for such disappointment and saw that such ventures were sadly ignored. Please ensure still to stop by the iconic town of Du Loc, owned by Lord Quentyn Brae himself, the hospitality of such a man is to die for.
- The Almarian Social Society, Owner Ser Reginald Tythallaen Remeronia Johannian Ishikawa Aurellian Persepolis the Fourth.
2 -
- Popular Post
- Popular Post
Upon the frightened coasts of Almaris, a few ships cruise along the docks of cities, aiming their soldiers outwards as they spread missives that move like wildfire amongst the cities. These strange men carry an air of arrogance, holding sigils of Lorraine Crosses and Skulls that emblazen their cloaks. Cargo is loaded and unloaded from these ships, all while they are seen, asking for directions to the Chosen City in the South. The Jewel, Kivdrona. Below lies the missive they hand out, plain for all to see.
ON HEXERS
A WARNING TO ALMARIS
To the Almarian Continent,
DO NOT ALLOW THE HEXER TO SLEEP BENEATH YOUR SKIES.
I spread this message as part of an association that has been tracking down criminals and those of strange, occultist fascinations. There are groups that have infiltrated the continent and started meddling with affairs that do not concern them, those regarding events that led to the horrific fall of the Tahn Continent, countless years ago.
My own force was established after this disaster to ensure that these issues would not appear again, yet now I come upon the borders of the Almarian Continent to beg for the help of those that may hold the hexer in their bed. These strange groups, called the “Hexers'' are a dangerous organisation that has committed various crimes across the continents that they have been laid upon. For they have orchestrated the fall of various cities, exploiting their occultish connections to rain doom upon all they touch. They have been caught using necromatic arts to revive their fallen brethren and are charged as murderers and pillagers to various coastal towns on the Oyashimian Peninsula.
Their ilk on the Aeldinian homeland have committed countless acts of terrorism against the good citizens of the Empire, and are currently training a new generation of guerillas to disrupt the rule and peace of Almaris towards their strange esoteric ends.
These individuals that affiliate themselves with the name of “Hexer” must be captured and dealt with at once on behalf of the Almarian expanse. For this, we are offering bounties for the live capture and retrieval of these figures, starting at 100 mina, with the “Head” Hexer fetching a price of 1000 mina if brought to us alive. Do note, that most "Hexers" carry an occult ailment that stains their eyes amber. Use such to identify them.
We do hope for cooperation with the various nations of Almaris to prevent disasters that have haunted your people for centuries. Ensure that you shun the Hexer and do not let them burrow within your sites, for they carry an omen of darkness that shall curse all those that touch it.
Richard Elgan, Head Knight of the Gwynieverian Retrieval Organisation35 -
4 minutes ago, 1_Language_1 said:
I am concerned that you are having an idea about 12 year old children copulating, especially when people in their sane minds aren't even thinking about this because anyone attempting such a thing would be banned and shamed within a heartbeat. It's stated clearly that no FTB will happen between characters that are under 18, so this thought 12 year olds you are having is a situation already against the rules.
people have done it and did remain unbanned till very recently when it was readdressed by the admin team after getting hushed away for 6 years. (This team only found out about it recently, btw. Which it was quickly acted upon)
I've got a funny perspective on the server, one that slightly gives me a bit less empathy and resilience surrounding these topics and knowing they have come up in discussions prior. Using the words "mental and physical maturity" to define consent and gross roleplay like that.
8 -
20 minutes ago, Harold said:
you can come and try to kill my characters off, pk me in the street, but technically I’m a snow elf and I don’t recognise the deletion of our race by the tyrant Joel
I'm happy that a different subsect culture of the High Elven race is thriving so much! I know the warclaim was very strange, having two of the same race battle it out. But that's the joys of the craft, when different people within the same race oppose one another. Whether that be the Mali'aheral High Elven Culture, or the Snow High Elf Culture20 -
3 minutes ago, L0rdLawyer said:
FTB'ing at 12 was a violation of server rules and did not take place (as far as I'm aware). Changing the way orcs grow and develop though with size and strength is wrong when you don't even consult the orcish playerbase for opinions first.
A major part of orcish roleplay as a child is learning how to overcome and control the new strength given to a child. The ability to take a life away with your bare hands because of you size and strength.
me when grow to 6 foot at 14 but not 6 years old poopy pants poopy pants
13 -
- Popular Post
- Popular Post
2 minutes ago, L0rdLawyer said:Kind of lame how humans grow faster than orcs. Nice nerfing of the orcish race. @SquakHawk
kind of lame orcs having sex at 12 tbf30 -
5 hours ago, Harold said:
I want to agree with you, but some people are beyond saving.
Like this monster.
your mod application made you soft
4 -
-1s are great and the only thing better would be returning the downvote button
9 -
-
swa out but dark mages still shit?
8 -
✴
THE ALMARIAN BLACKSMITHING
TOURNAMENT
✴✴✴
To all denizens of the Almarian Continent,
The champions of craftsmanship have brought themselves forward to my name and now, we have a celebration to prepare. For this GRAND TOURNEY shall be organised and held within two years from this proclamation, to allow for the preparation of the champions and the event grounds themselves.
Lord Quentyn Brae, of Du Loc has formally invited this company to hold their event at their grounds, so such will be prepared and done so, under the graces of the Almighty Lord Brae.
THIS EVENT will be a spectacle of neutrality, Sir Reginald shall provide his own security to dissuade any that wish to interfere. The wars that blow upon the shores shall not affect us here, for this craftsmanship goes beyond the quarrels of others.
This Event shall include the spectacle of the testing of the weapons under glorious conditions of strength, lethality and weldability. For those blades that are broken, they shall be dismantled and removed from the champion and given to the winner. For the blades that survive, tests of combat shall be employed, using objective fighting patterns that shall test their capabilities. With this, I extend the invitation for those that wish to place stalls of food, activities and such to parlay with Lord Quentyn Brae, such shall be organised on his terms. Also, rounds of betting shall be established based on rumors of the renown of these smiths. Where these active bets can be submitted on the day and placed upon the champions for their spectacle.
With that, these are the figureheads that shall represent this tournament -
That of Du Loc, Dharas de Mantiquella @Heathen
That of Haense, Ser Reinhardt Barclay @Capt_Chief26
That of Fenn, Ayred Drakon @Wyrvun
That of Urguan, Rylanor Goldhand @AfroJoeTheOlogBro
That of Norland, Zodd Calliban @AdmiralLB
Rhaezaiil Doomforged @hotbox_monk
Camille Realim @S1nnerVsSa1nts
That of the Strange Boat People, Diomé Indoren @Orlanth
Alaric of Solomon @Mordhaund
Durin Hammerforge @Tabby64
Alaric Grimgold @AlaricGrimgold
SpoilerOOC:
To all those competing, the events will be done through rolls, but your weapons will be assigned stats based on materials, components, the blade itself and the craftsmanship which will be determined by me. Once you have created your item, please send me screenshots of the roleplay and the weapon itself over discord so I can create your ‘profile’. This must be done before the deadline of the 23rd of February.
Those competing will now have two years to forge their weapons. The requirements of such are:
I. It shall be that of a blade, of some sorts that someone of your race can wield without difficulty. This shall be on the request that these tests shall require cuts and stabs within these games, blunt weapons will not suffice.
II. It shall not be magical or imbued with such magics that make it anything more than mundane.
III. It should represent you as a craftsman, this blade should be practical and also highlight your abilities, beliefs and drive to become that of Almaris’ renowned craftsmen.
IV. You shall be asked about each component, with the idea of the above in hand. The hopeless decoration of items or imbuement of things such as the Wax of Athin without any thought, shall lead to the weapon being shattered, since melting it down would be difficult.
This Event shall be held on the 18th of Grand Harvest, Year 13 of the Second Age, at Du Loc.
[26th of February, 6pm EST]
I do urge Almaris to come if you are not busy, a spectacle that shall be for all to watch. If such arises for it, an impromptu jousting tournament may appear if people wish for more. Do prepare for such, as the prowess of combat and craftsmanship go hand and hand.
19 -
On 1/28/2022 at 1:10 PM, hotbox_monk said:On 1/28/2022 at 1:18 PM, RemRat said:On 1/28/2022 at 1:22 PM, Orlanth said:On 1/28/2022 at 1:58 PM, Capt_Chief26 said:On 1/28/2022 at 3:00 PM, Mordhaund said:23 hours ago, Heathen said:20 hours ago, Wyrvun said:12 hours ago, Tabby64 said:8 hours ago, AlaricGrimgold said:8 hours ago, AfroJoeTheOlogBro said:
To whom this may concern,
I appreciate your letters, they have found my residence and now I have selected you to partake within this extravagant event. There is an additional component of such, you shall need to present yourself to me at Diddyfunkle Lake for me to inspect your form to ensure that no ill-doings have been done to you and that you are of the race you declared yourself to be.
Do spread this notice to the rest of the nations, young artisans. For I still seek representatives from many nations. Do come see me at my camp. You shall pitch your weapon idea and be granted a timeframe, with some constraints that must be built into your weapon that I shall decide when we meet.- Sir Reginald Aurellian Johannia de Bar Tythallian Montgomery the Fourth.
3 -
35 minutes ago, Orlanth said:
I, Diomé Indoren pledge my weapon of craft to be used within the tournament of Almaris. I am a lone Blacksmith. My blood is sworn to that of The Ferrymen and my weapon shall represent as such. I will not issue any punishment or harm to Sir Reginald Persepolis Montgomery the Fourth if such an incident arises at the tournament. I bequeath my tournament weapon to be under his jurisdiction if dismantled or broken during the processions.
If any bodily harm comes to my form, or happens in response to my weapon. I shall ignore such incidents and allow for this tournament to continue. I shall promise to not use the devious acts of the arcane to influence my weapon or the tournament myself, for doing so shall have myself removed from the contest or recycled into different bodily fluids.
Signed,
Diomé Indoren
P.S.
Is it required that such a weapon be a sword?
To the strange, ship-bearing nation of the Ferrymen,The craft of blacksmithing is regal and follows on highlighting the intricacies and mediocrity of a weapon that should be effective to be seen for all ages to come. The Sword itself is the most basic of weapons that represent the true aptitude of the blacksmith. One may craft something else, but this tournament and its procedures shall benefit those who aim to use that.
I apologise, I think my first letter got lost in the ocean. I did place the letter on a small boat, hoping it would reach the strange amphibious nation of yours. But neverless I did not think it made it, as I watched a strange fish eat the letter and boat whole.
Regarding such kindly, I do hope your techniques land true.
Sir Reginald Tythallean Persepolis Aurellian Montgomery the Fourth.9 -
Credits to @Werew0lf for formatting
✴
THE ALMARIAN BLACKSMITHING
TOURNAMENT
︽
SEEKING ALL BLACKSMITHS
︾
✴
✴
I write to you as an anonymous, but reputable source of entertainment. I am an avid collector and tester of weapons that wishes to see the true talent of the descendants. For this, I will challenge all those who believe their crafts to be the strongest and best in the land to submit themselves to a true artisans challenge.
A test where your weapon of choice will be presented and tested under certain conditions, to be seen as the true, best work of craftsmanship in the land.
For this, I do ask for blades that are forged fresh for this tournament to be seen as masterworks. For this should represent you as a blacksmith and show your best skills.
Your weapon shall undergo tests of extreme duress, durability, dexterity and lethality, to ultimately have the last two weapons remaining battle it out for all to see.
REQUIREMENTS OF THE TEST
The Blade must be usable by those of your own descendant race. Crafting an Orcish Blade as a halfling shall not allow you to qualify. This is to ensure the quality of your mastercraft is seen to the blood that runs within your veins.
✮✮✮
THREE POINT REQUIREMENT
FOLLOW APPROPRIATELY
It must be freshly forged within the timeframe presented before the contest happens. If it is not freshly forged, then one is not worthy of fulfilling even an ounce of the requirements regarding this test.
No magical items must be attached to the blade. It should work in its base form, with no extra additions. This is a test of blacksmiths, not the parlor tricks of the Arcane Delvers
THE WINNER OF THE TOURNAMENT
WILL BE GRANTED THE FOLLOWING
TWO THOUSAND
MINAS
✮
BRAGGING RIGHTS AS THE
MOST ESTEEMED BLACKSMITH
WITHIN THE LANDS OF ALMARIS
THE MATERIALS OF THE
BROKEN WEAPONS OF THE TOURNAMENT.
✴
This invitation is sent out to all nations and non-affiliated settlements. For this. I shall accept five Blacksmiths of unaffiliated origins and One Blacksmith per Nation and Settlement that dwells upon Almaris. For me, being a traveling advocate, I ask for nations to see if they shall be able to host this tournament for myself. I do request that whichever place aims to host this, has access to a large field to establish the blacksmiths and an arena, where my two compatriots will battle it out to determine the best weapons possible.
A date will be published, but for now. You have at least one Year to produce such masterwork to use within the tournament. May the best Blacksmith be revealed for their prowess.
To submit yourself for this tournament.
Please address a letter to Sir Reginald Persepolis Montgomery the Fourth, directed towards the lower continent near Diddyfunkle Lake.
APPLICATION
[OOC]
MC Name -
Discord -
[IC]
I, ___________ pledge my weapon of craft to be used within the tournament of Almaris. I represent the nation of _________________ / Or am a lone Blacksmith. My blood is that of ______ and my weapon shall represent as such. I will not issue any punishment or harm to Sir Reginald Persepolis Montgomery the Fourth if such an incident arises at the tournament. I bequeath my tournament weapon to be under his jurisdiction if dismantled or broken during the processions.
If any bodily harm comes to my form, or happens in response to my weapon. I shall ignore such incidents and allow for this tournament to continue. I shall promise to not use the devious acts of the arcane to influence my weapon or the tournament myself, for doing so shall have myself removed from the contest or recycled into different bodily fluids.
Signed,
_______________
If representing a nation - the Seal of the Nation must be placed below.
21 -
((This is a lore compliant prophecy, and therefore not considered IC knowledge for all characters. This prophecy may only be experienced and/ or dreamt by characters with an accepted Seer of Vaasek, Naztherak, Farseeing or Vivification app.))
First, the Behemoth must awaken from its forced slumber. Chained, where its key lies within the heart of all.
SpoilerDeep within the caverns, the dust is felt within your mouth. You glance to your arms and see gilded, iron gauntlets that ensnare your forearms. Your own sweat beats from your brow as you glance up towards the entrance of the cavern. Darkness envelopes the area as a single bridge of stone moves across a depthless abyss that outstretches below. A single husk of gold is seen in its center, as you raise your head to look towards the cavern, the vision itself dissipates into dust. Into nothing
Second, the magma that bellows beneath the earth shall churn and bubble, showing the salvation of the Right Hand. The last hope for their righteous blade.
SpoilerThe clanging of metal against stone shudders through the area, the light of magma illuminating the ruins that surround your own vision. Men clad in ragged clothes dig against large pillars of stone that have collapsed upon a variety of entrances. The strange script of runes sprawls upon the walls, with a single figure carved upon the roof. A crown measured around the figures head, with another that stands beside it, vigilant. Many figures surround the pair, where the humanoid faces seem to be carved with tusks. The sight itself then dissipates, washed away like the dust upon a bookshelf.
Third, The Moon itself shines upon the glimmer that vanishes from the dunes. The ever-watching eye, as the never-ending struggle transpires amongst the ash-clad figures of renown.
SpoilerThe sparking of metal illuminates the darkened dunes that spread across the surface. Two figures stand in the middle of the moonlight, exchanging blows with spears that carry themselves across the surface of the sand. Sprays of sand follow each blow, flying outward as its own form seems to take shape above the skies. Foreign exchanges of tongues are heard, as snakes themselves pour from the dunes beneath their feet, all heading towards a central point that your vision focuses upon. A single, beating heart that lies within the sands, each pulsating beat pushing sand away from its form. The snakes envelope the heart, constricting it as the two figures fight ahead. Another shattering of metal, sparks flying as they continue their battle. All as your own body sinks into the ground, the veiled figures twist upon their duel. Ever entrenched in a fight, that no-one dares to make a victorious one.
For last, it unveils the webs of fate that have spun themselves across centuries. For that of the glowing, evolving kind shall rise again. Spurred by the Behemoth, for where the last place of plague arose.
SpoilerThe single misted vision follows to a place of frigid winds, where the stone itself lies encapsulated in ice. Whispers themselves illuminate the area as they traverse, fauna of strange proportions popping amidst the cold that encapsulates the cavern and follows into the darkness that obscures the tunnel ahead. Faint screams are heard behind and ahead, followed by a wave of warmth that comes from behind. The warmth itself grows into a blistering inferno, where your own vision wraps itself amidst the pain, where you buckle and look up towards the skies and your surroundings. There, you lay in the fields of green. The morning breeze brushes against your body, yet no movement follows when trying to move your arms and legs. Immobilized, as you simply watch the scene ahead. A figure that walks upon the grass, veiled in blackened robes that cover its body. A disheveled beard protrudes from his hood as a floating chest follows his every move. A single hand is placed upon the stone arch that lies in the center, the flash of purple and blue seen within its depths before the scene vanishes.
What lies ahead?
19 -
- Popular Post
- Popular Post
but its canon that i did your mother
58
A Friend Lost.
in Miscellany
Posted
I wish Mr Lawrence's family all the best during such hard times