Jump to content

ScreamingDingo

Story Management
  • Posts

    6725
  • Joined

  • Last visited

Everything posted by ScreamingDingo

  1. i just got done with a 50 rep thread I really don’t need to do another
  2. The night sky drapes across Arcas as the waters surrounding the Korvassa shudder in small waves. Giant, bloodied behemoths are seen trudging through the shallow sandbanks, their chained ankles tearing through coral and disturbing the aquatic life that inhabits that area. With this, the mammoth-like beings move upon the shore of Vanmark, materials and chains rattling upon the top platforms that occupy the creatures. Within the night, blackened shapes now consume the airspace between Vitenna and Vanmark, the infernal calls and screams heard from the refugee camp of the Qalisheen and to those that occupy the former burial site in the mountain range. Traders, merchants and people are seen traveling in and out of the city, the presence of the beings lingering but no infernal beings roam the walls of Vanmark. The citizens themselves were constantly aware of the threat that surrounded the city, yet it never intruded or exuded its will against those within. Instead, pieces of paper are hammer into the nearby forests, sent with envoys and a variety of ways that spread across the lands of Arcas.
  3. This blatant mis-use of lore authority against these pieces of lore is absolutely abhorrent. The messenger that spread this gospel has truly allowed us to see the injustice that this horrific team even bothers existing.

     

    All that we deserve to do is introduce guns and give the innovations to the sugarfoots. They are allowed to do Gang Warfare roleplay all because of the players. For what the players what, the players will get.

     

     

    The kharajyr themselves are a fantastic race built upon the foundation of proper roleplay and being friendly towards one another. The Story Team are evil, burning the pillar of the community down in a firey inferno.

    1. Show previous comments  8 more
    2. argonian

      argonian

      "hanrahan has blatant disregard for lotc’s setting”

      “yo guys how about we delete an 8 year old player race?”

    3. MunaZaldrizoti

      MunaZaldrizoti

      @ScreamingDingo wow thats really too bad 😕 gazardiel babies are cool

    4. saint swag
  4. Ensure that your references are valid, we will be calling them and running background checks on you before we look to integrate you into our company. Also please list your criminal history when applying, we are funded by the government and require us to declare all of those that have committed felonies to the public service system.
  5. The Infernal Introduction Post Welcome to the Damnable Host event hub page. I apologise for the delay, I originally thought keeping all actions and information IC was the way to do this but I found out the flaws very quickly in keeping that system. So, here is a rough introduction and idea of what you can actually do against this threat. The Korvassa is currently overrun with an Infernal Incursion from Moz Strimoza itself, the exact location and way they are entering is not quite clear. Though after the fall of Al’faiz, the Upper Korvassa has been completely captured and fortified, leaving settlements like Marsumar cut off from the rest of the world. The Korvassa itself is split into ‘six’ main regions, controlled by different Inferi Generals that all have their own agendas and plans for the lands of Arcas. They are outlined in the map below; With each event region, players can decide how to combat these areas and what to do to try and limit the Inferi Incursion. The actions that players are able to do through scheduling events are below: Scouting These can be asked for from the ST, where a smaller party is able to look towards a group and try to gather information about their logistics, general and otherwise mentalities surrounding them. With this, players will know that these actions are high risk and that information will only be presented if the players ‘find’ it. Sabotage Sabotage actions can be taken by smaller groups where they are able to infiltrate zones and destroy ‘key areas’ found through scouting. With this, sabotage normally requires a group with decent equipment and planning. Failed Sabotages will ‘fortify’ the area further and cause the area to ‘overproduce’ to compensate for their almost potential losses. If a sabotage is successful, then the area of control zone is weakened with however such an action was performed. A destroyed wall, a disrupted supply line or even the incitement of ‘infighting’ all last for a ‘week’ from when that action happened. Coerce/Negotiate Players are able to negotiate and speak with the said generals to learn of their motives, offer bargains and otherwise do the usual ‘communications’ to those in these zones. This action is for more nefarious purposes and can be performed by asking an ST. ‘Attack’ An attack action is a lower tier action that groups can undertake towards areas, big or small. The one limit with attacks is their equipment, they are able to use maybe one or two siege engines and that is it. All other equipment is permitted, but this action is used to attempt to thin the numbers of a camp either before an attack or to dissuade them from continuing onwards. During attacks, players can be killed and/or captured by the Inferi forces. If such happens, the usual path of progress for Zar’kiel continues. Generals will continue to grow and upgrade their forces if multiple failed attacks happen, so do be weary of how much you schedule and abuse these (Attacks can be scheduled a few days in advanced. If over 40 people, do give at least 4+ days notice to allow for the ST to organise and be able to contribute to the event) ‘Takeover’ (One Resource, One Action) - Nation Intervention A ‘takeover’ action requires a fortification adjacent or near the ‘zone of control’. With this, an event will be scheduled in a siege format. Take-over actions are recommended to have large amounts of siege equipment, preparation and overall a plan to be able to dismantle the control on a zone. If successful, the said ‘group’ gains control of that zone of control. (Takeovers require a spent ‘action’ that week. All those who are connected to the siege line will be able to participate in a takeover /IF/ they are not defending another location or maintaining a blockade in an area. Sign up sheets will be used to demonstrate the forces able to come to the siege/takeover) Nation Leaders should have access to the big ‘info dump’ about strategising, supply lines and the sort within the Firewatch Alliance Discord. The link is below. https://discord.gg/QxNYxAZ For any questions or concerns, contact me on my discord @joel#4235 Now, a small introduction of each ‘region’ and their generals. The Hive – @Gamma As the corruption within Korvassa spread, the greenery and foliage growing upon the mountains shrivel as a strange, fleshy substance draped over the stones. Massive holes litter the plateau, revealing tunnels dug out by some sort of creature. Large insects constantly crawl out of the openings, following one another in a line-like formation as deliveries and retrievals were made. Constant chitters and buzzes rang out within the stone, echoing from the darkened depths. Within the center of the cavernous maze lies a large room. Vo’eas’ov, a large demonic insectoid screeching out what seems to be commands in the infernal tongue. It takes the height of fifteen feet, donned in beige chitinous armor. An orange mantis-like pincer grows out of each of its four arms, talons resting on each of its digits. All sorts of titanous arthropods rummage and clamber through the tunnels, carrying various objects from corpses to boulders to separate rooms. As the workers follow their leader’s orders, the soldiers remain by the entrances of the hive, watching the horizon whilst some keep track on what goes in and out of the colony. Their armor and body take the color and texture of the corruption around the mountains, camouflaged within plain sight as they remained as still as a rock, looking only like large bulges ontop the hills to those unfamiliar. Smashed carts and bloodstains litter the roads beside the mountains, contents still within the carriage. The only thing that seemed missing are those who bore flesh, as strips of clothing and red splatters remained within the scene. The Bridge @Gladuos Blood seeps into the foothills of Korvassa. The entirety of the descendant host fled soon after the initiation of battle. Demons jeer from atop rooftops of the burning sandstone palaces and balconies. With the loss of the Qalasheen, there was nothing left to stop the total domination of the infernal forces. In the plains south of the Korvassan bridge, where the remnant of the Orenian battlements were staged, a new force congregates. Fiendish foot soldiers and imps march across soot-covered grounds. There they erect walls with screaming flesh-wood: demonic fortifications fuelled by souls. Blood is continually spilled there, leaving the ground stained in a deep crimson. Men and women are led into gates by chains, and are never seen from again. Titanic beasts wander the countryside and make sport of anything living there. The tremors of their footsteps shake all that hear them to the bone. Any that see them up close have yet to tell the tale. Roaming beasts of lesser size follow in their wake and their distorted howls echo for miles as they stalk their prey. ______ Sitting on its throne at the center of the camp is a demon they all fear, or give respect to. An ancient monster whose true name was lost to time, now known only as Tichar, or Raakal-Kramutru (‘The Unchained Tyrant’), for which the new legion gets its name. For all demons and men that serve under it are given freedom from their ‘bonds’, to indulge in the truth lying deep within themselves. The General Tichar is a greater demon, or Zentherak, that has earned its name through gruelling combat and acquisition of power. Those that serve under it do so for no small reason; Tichar is ruthless and persistent. For the demon has clawed its way to the top of the infernal ladder over the course of centuries, and as such has gained an infamous reputation for both descendant or demon-kind. Al’Faiz – @BathRugMan Among the black sands of the Korvassa, amid the hill high corpse piles lie the final remnants of mortal presence upon the inferi blighted land. Welcome to Al-Faiz, kingdom of the one and true Sultan; M’ag’nus C’arne Once the golden capital of the Qalasheen people, the once proud city had been rendered a desolate work-camp for those too slow to escape the crimson tides. Men, women and children alike toil endlessly under the desert sun, sundering stone and ore from underneath the city as the one source of brick and mortar for inferis expansion. The false-sultans throne had been toppled, velvet cushions and wicker ripped from sandstone to be replaced by a proper seat. Steel and plate sat upon obsidian and Rokodra, a splintered throne fit only for the spiral. The general who occupies these lands is M’ag’nus C’arne, the “spiral knight”. A newly ascended Zar’a’kal was the spiral knight, a silver figure clad in shimmering, morphing plate. Having come to Arcas, the once silent inferis had learned to speak common as his infatuation for the rich culture of the descendent realm came to set him apart from his brethren. Open to negotiation and trade, M’ag’nus is one of the more reasonable inferis though make no mistake for it to be love for mortals. The ‘Siege’ Camp - @Spoons The ‘Siege’ Camp is the fortification set up near the Voidal Heath in the Korvassa. The walls themselves writhe and gargle with life as blood and other gore leaks from the surrounding area. Though, this camp is led by a singular general who has not been named or ever seen outside the inner machinations of the Inferi War Machine. This place swarms with various soldiers and is a place of importance to the Inferi, it’s purpose is currently unknown. The Doghouse - @ScreamingDingo The former duchy of Vitenna now lies in ruins and surrounded by various behemoths of demonic origin that toil through the dunes. The beastial howls and screeches fill the surrounding area with noise, little would sleep or stay silent within the presence of the ‘Doghouse’. Soldiers line the walls as beasts emerge from the steel gates, hounds covered in green flames, strange wingless lizards that boast scales of stone and visages of gold. A cesspit of where these beasts came from, and the general that led them was Zekul'akudah, “The Beastmaster” in the Infernal Tongue. Mystery shrouds this figure, where most of the Inferi do not understand its origins or how it came to power. Rumors speak of this creature being a giant snake, a dragon, or a crocodile esque demon drenched in the blood of their enemies. The very few times they have been seen in battle, it has been with the Gargoyle-esque monstrosities that once plagued the skies around the Encampment. Their weapon is coated in descendant blood and demon blood alike, the golden sheen of the metal visible whenever used in battle. The ‘Encampment’ - @Riftblade The original incursion site of the invasion force lies behind the wooden walls and trenches filled with magma that surround the lower Korvassian area. Many soldiers line themselves between the trenches and within the tent camps that dwell inside the walls. With this, the thudding of the lumber camp is heard from the south as large orcish beings carry trees and imps move supplies along the camps to head towards the others. This is the central place of the Invasion, and the General Vasava’jit is said to lead those that remain protecting whatever laid within. Vasava’jit is one of the two leading commanders of the Inferi hordes who’ve set foot upon Arcas. Shorter in stature compared to most other Zar’kiel, this Inferi stands at a height of seven feet and towers over many of his subordinates. He dons armor similar to many of the Inferi troops: Rokodra lamellar; however, his helmet is ornamented with gold. Oftentimes this Inferi will resort to use of sorcery to deal with his foes, opting only to reveal himself when necessary. In most cases, Vasava’jit acts through his many soldiers and captains.
  6. The drums of war echoed across the Korvassian expanse as the defenders of Al’Faiz looked towards the legions that marched across the city. The air was dry and the sky was clear, the occasional bird engulfed by an imp that encroached in its flightpath. The various make-shift trebuchets laid atop of houses, defenses made haphazardly as the streets of Al’Faiz laid empty of citizens. Notices of evacuation littered the pathways, all directing them to the new camp they established near the abandoned citadel of Vira’ker. Drui’, Haenseman and Qali patrolled around the walls as the Infernal legions marched across the sands. The insectoid siege engines to the south of the camp writhed and squealed in anticipation as the drums continued to thud across the sands. A few moments of silence followed before a barrage of catapults thundered across the southern walls of Al’Faiz. The sandstone shuddered as soldiers screamed and started to flee immediately, flanked by the Orenian and Aegrothond led evacuation force. The first blow of battle immediately broke any and all morale that the descendants had against the Inferi Incursion. Arrow fire was exchanged and chaos ensued inside, siege engines snapping with a few volleys before they’d fall from the towers they stood upon. Others would jam with alchemical materials, all within the chaos of battle soldiers intertwined with one another. None inferi, only those that arrived in the initial battle plans. Explosions shuddered from the East and South of Al’Faiz as sections of the wall collapsed, sabotaged from within as the Infernal Hordes took advantage of the chaos to breach into the city. By now, the only soldiers that remained were the stalwart men of the Empire and Haense, ballistas firing into swathes of Inferi and obliterating the few that were caught in the careless attack. Yet, the legions continued to march onward, routing the remaining forces as they fled into the boats. Minutes later, the city of Al’Faiz was abandoned by the Coalition that previously ignored it. Yet all that remained was the skeleton of the Jewel of Korvassa, pillaged and now utilised by the Inferi Hordes. The demons exploded across the Korvassa with horrific glee as the bastion fell, the only thing stopping them from previously occupying the entire desert. Elephants, drones of imps and soldiers captured a few of the fleeing families from Vitenna and Al’Faiz, devoured or subjugated as they fortified the coastlines. For the once pale sands turned dark, infernal runes lay ablaze across the once clear skies. The War had truly begun, what will the descendants do to stop them?
  7. LOL PVP AT ITS FINEST GUYS

     

     

    1. Show previous comments  4 more
    2. Callistus

      Callistus

      never change, lord of the craft

    3. Charles The Bald

      Charles The Bald

      @Beamon4 @Noobli when they get assassinated

    4. Nooblius

      Nooblius

      I love using superior clicking power to overrule roleplay consequences. 
       

      Everyone knows me, classic pvp goon

  8. @Wretched A few of the planes are a bit wonky but overall it’s fantastic. With Tayl, I’m currently planning to rework him with my implementation of another thing so his ‘plane’ doesnt really exist in the traditional sense. The concept of Plane Breaking also is really just how Arcane Displacement works, it’s an extension of the Outvoker’s left over scraps that the descendants have utilised to learn how to break into the fabric of different realities and planes. Unseen realm also doesnt exist in ‘proper’ canon, it’s a really weird thing that was never tied up with that lore. Brath is always on the pseudo-canon/non-canon tightrope so their inclusion here is interesting. I’m not too keen on the entire eventline that you’ve proposed, placing gaz as the main force that created another ‘aengudaemonic’ anomaly kinda akin to the Outvoker. Seems a little redundant in the grand scheme of things
  9. The Story Team (Event Sect) are looking for Applicants with high levels of big CRP/Group Event experience for help in the Inferi Eventline specifically. Please apply if you feel like you have the qualities to be a good ET. I’m happy to train you up, just be prepared to be slave worked for this eventline.

     

    1. Show previous comments  6 more
    2. Paulobig

      Paulobig

      Sign me up boss

    3. JokerLow

      JokerLow

      i can spawn in mobs

    4. AmericanSimp

      AmericanSimp

      I am a CRP goon at heart ❤️

  10. This unironically is the most legitimate take I’ve ever seen from elves. They should be the culture that genuinely despises homosexuality for the curse of infertility placed upon them. For their neglecting of producing stuff for the race is a detriment to their survival. It’s kinda powerful
  11. The Korvassan Hellscape has expanded since the incursion that followed the eclipse, two cycles ago. The seas that surround the rift now are infested with demonic entities that sprawl on the coastlines, the skies intertwined with jagged, grotesque imps that throw bodies and materials across the arid deserts. Those of the mountains are infested by the horrific insectoids which have bellowed outwards from this rift and now burrow into the very heartland of the desert. Drums beat rhythmically across the otherwise absent wind, almost like clockwork. They would never cease to beat, coming as the daunting reminder for all those that approached the camp. Siege engines now were being hoisted by horrific entities, bestial worms and larger demon-kind that dwell within the pure hellish depths of the Moz Strimoza. The sounds of material gathering litter the South Korvassian expanse, lumber camps set up as fortifications are constantly expanded upon from the charred remains of previous incursions. Yet the Inferi held their ground for only so long, they kept complacent in their defensive. Yet, they were driven to now aim their sights upon the Jewel of the Sultanate, Al’Faiz. A bastion of adventurers, culture and most importantly, the resistance that was constantly hurled at the Inferi. Corpses were occasionally rained down on the cities, splatters of gore shown as warnings of the events to come. Sickening spectacles littered their walls, demonic in-fighting and sacrifices staining the blood that where Allah themselves was revered by the Qalasheen. Yet, they marched. Their first target was placed in their minds and the preparations were complete. The incursion against the Korvassa was truly about to begin, a bastion of the descendants now placed under the pressure of the Inferi horde. Will they crumble, or will they stand tall? For they have refused surrender, all that shall follow is brimstone and flame.
  12. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  13. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  14. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  15. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  16. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  17. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  18. server will give you exactly what you want it to give you. If you come in hating the server and wanting to cause **** then you'll get that energy. If you come to roleplay, you'll get roleplay. It's all about perspective on lotc nowadays, you create your own experience. Think of what you wanna do and then pursue that
  19. The sounds of the river intertwine as mud falls from his hands. The scent of pine permanent upon his nostrils as he trudges towards the whirling noise that lies in front of him. The darkness envelopes his vision, streaks of purple and gold embracing the Abyssal darkness that follows the hermit and his madness. The slick mud squeezes through his fingers as he staggers up the hill towards the whistling vibrations that lie ahead. The end The torment and madness of the old figure encapsulates his mind, a few screams exchanged before a sickening crack following through in his mind. Blood spraying across the branches and mud that was his home for many years, returned to the worms. Finally, returned to the worms. The cycles continue, the gears twist, everything happens for a reason. His eyes glance up towards the night skies for a single moment before his passing, the jagged scar of purple twisting through the cosmic expanse. The streaks of gold come from the explosion within the sky, seen within his own mind. It begins Nothing. Nothing remains.
  20. you cant nullify the elven curse of infertility or lessen it with alchemy as an fyi
×
×
  • Create New...