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Runabarn

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About Runabarn

  • Birthday 09/21/1993

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    Runabarn

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  1. Name: Sally'Yar Race: Dark elf Type(s) of Shaman: Witch Doctor Teacher(s): Murdok'Lak
  2. Once more staff shows their true colors

    1. Show previous comments  1 more
    2. Runabarn

      Runabarn

      Finally someone gets it

    3. Laeonathan

      Laeonathan

      what do you think about pink ct? I feel the should be more purple-ish 

    4. Runabarn

      Runabarn

      Bedrock VIP > CT

  3. Amendments Maledictions: -In order to make it compliant with the recent changes requested by LT, the shaman now chooses the effect their curses will take, provided the roll is successful. Hexes: -Same as maledictions the shaman is now able to choose the effect their hexes will have for both flora and fauna. The MC item must have this effect in their description, as well as what tier it is, its creator’s name and its expiry date. Hexes must be signed by the ST. Elixirs: ((Elixirs have always been a confusing mess. The lore does a poor job at explaining what an elixir is or does exactly. Moreover it made use of terms such as “boon” and “blessing” which is Farseer territory. On top of all that, the changes for hexes have rendered elixirs mostly obsolete. New abilities have been proposed to make up for the removal of elixirs.)) -Elixirs removed. Cursed Healing: -Limbs and body parts that have been replaced or reattached must now be represented by an item signed by the ST. Voodoo Dolls: ((This piece had problems of clarity and different sections of the lore contradicted itself on a couple instances. On top of that this spell had the issue of being too restrictive with meager payoff in return. This rewrite of the spell aims to solve these issues.)) Voodoo dolls are powerful tools employed by witch doctors to further torment their victims. Each voodoo doll is crafted in the likeness of a particular victim and tethered to the victim’s soul. This allows the witch doctor to inflict curses upon the victim regardless of distance. Starting at T3, a witch doctor can learn to craft a voodoo doll. First the witch doctor must acquire a piece of the victim’s body. This can be a lock of hair, a vial of blood or spit, a rag drenched in sweat, a set of nail clippings or even a severed body part. The ingredient must be taken from a living victim and must be used within 4 IRL hours of being obtained. Then the witch doctor must craft an effigy which resembles the victim. The ingredient must be incorporated into the doll somehow (e.g. its own hair being made from the victim’s, or clothing made out of a rag drenched in the victim’s blood.). Lastly, the witch doctor must perform a ritual requesting the spirits to bond the voodoo doll with the victim’s soul. If successful, the witch doctor will have in their possession a voodoo doll of the victim. The doll will not expire until it is used to curse the victim or is destroyed. A witch doctor can only have one doll of a particular victim existing at any given time. If a second doll is made the first one will disintegrate. A witch doctor can curse a voodoo doll through a ritual or a hex. This will apply the full effect and duration of the curse to the victim, no matter where they are. After being used in this fashion the voodoo doll will disintegrate. All Voodoo Dolls must be made into a MC item and must be signed by the ST. Redlines: -A voodoo doll may only be cursed once before it disintegrates. -The voodoo doll must have a close resemblance to the descendant. -Organic material expires after four (4) IRL hours of being unattached to the victim. -A Witch Doctor must be at least T3 to use this ability. -This is the only tool that may bypass the distance restriction of direct cursing. -Reagents gathered must have screenshot proof of collection with the date and time clearly visible. This is to prevent OOC abuse of hoarding incredibly old body parts. -Do not use reagents from dead bodies. -If unsure about what is a suitable reagent for whatever reason, contact the ST. New Abilities Voodoo Nightmare ((Voodoo dolls have a lot of potential for interesting RP, but they currently lack variety in the ways they are able to be used. This is my proposal to make them more interesting and worth the trouble of creating one, as well as potentially making the experience more engaging for the victim.)) Starting at T4 a witch doctor is able to initiate a spirit walk while holding the voodoo doll of a victim, which must be sleeping at the time. This will transport both the shaman and the victim’s souls to a nightmare dimension inside the realm of Drelthok, spirit of dreams, regardless of the physical distance between the two. The Shaman has limited control over the nightmare and is able to communicate and interact with the victim. The victim’s body in the material world may turn and struggle in its sleep, but the victim is unable to wake up by their own means. The victim will only wake up if released from the spirit realm by the shaman, or if another person sufficiently agitates or hurts their sleeping body. The experience will invariably be unnerving to the victim and will deny them a good night’s rest, eventually degrading their mental health if regular sessions are maintained. Unlike regular dreams, the victim will be able to clearly recall the experience after waking up. At T5 the shaman is able to bring one other person to the spirit walk, which must be present at shaman’s location. This does not destroy the voodoo doll. Redlines: -Cannot be used more than once per OOC day. -Just as with spirit walks, this requires OOC consent and cooperation with the victim. -Cannot leave the nightmare and visit other spirit realms. -Cannot outright cause insanity or mental disorders. However, if the victim is OOCly willing they may choose to eventually develop some form of disorder after frequent sessions. Elemental Hexes ((Witch doctors had very little incentive to make use of the elemental spirits. The curses associated with them were very lame and uninteresting. Also the magic always had the problem of lacking usability in combat or fast-paced scenarios. This new ability aims to address both of these points.)) Starting at T4 a witch doctor can learn to contain the raw power of the elemental spirits in bottles and vials. Elemental hexes work differently than their Immortal counterparts. Instead of inflicting curses upon beings or blighting land, these hexes upset the elements in their area of effect, releasing elemental chaos. Elemental hexes are created by performing a ritual where the element is strongly present. So for example, a fire hex must be made with a pyre present, and an earth hex must be made in a location with rocky outcrops. A storm hex must be created in rainy weather. The witch doctor must have a bottle or similar container to store the hex. Elemental hexes are used by being thrown. Where the bottle shatters will mark the center of the hex’ effect. To throw a hex an emote is required to shake the bottle, making the elemental power inside the bottle unstable. The bottle may then be thrown with a second emote. The different kinds of elemental hexes are as follows: Hex of Tremors: Appears like sand swirling inside of a bottle. This hex causes the earth to shake violently, making it difficult to remain standing in the area and causes loose objects to tumble. This hex will not cause structural damage to any buildings. Hex of Raging Waters: Appears like a whirlpool inside of a bottle. This hex causes a whirlpool to form in a body of water. Hex of Blazes: Appears like an ember held at the center of the bottle. This hex causes fires in the area to flare up and burn with twice the size and intensity. The danger of something catching on fire or sustaining burns is thus increased. Hex of Raging Winds: Appears like a tiny tornado inside of the bottle. This hex causes a whirlwind to manifest in the area. If the area has sufficient sand or dust present it’ll create a sandstorm, severely limiting visibility. Hex of Magnets: Appears like pieces of ferrous metal floating inside of the bottle. This hex causes metals in the area to become magnetized and attract one another. Strong enough to stick armored people together. Hex of Thunders: Appears like lightning in a bottle. This hex causes a concussive thunderblast to batter the area. Anyone caught in the blast will be stunned and deafened for 2 emotes. This hex is instantaneous and has no duration. At Tier 4 the hex has a radius of 6 blocks and a duration of 4 emotes. At Tier 5 the hex has a radius of 10 blocks and a duration of 6 emotes. Redlines: -People may only carry a single hex of each type at any given time. -Cannot be used to destroy or alter builds, unless explicit RO permission is given. -An area can only be affected by a single hex at a time. -The shaman is not immune to their own hexes.
  4. Shanka’Yar shakes her head in disappointment, seeing the Rex has given the go ahead for dishonor to run rampant in the Uzg. “Very nub’hosh statement. Validating whitewashes and their murderous grudges will only bring more dishonor to Krugmar. Clan Raguk has no reason to be involved in the first place.”
  5. Shanka shakes her head at the declaration, only having one comment to make “What the heck is the ‘Eternal Uzg’?”
  6. If Harambe hadn’t been murdered, would the pandemic have been prevented?
  7. Local elf shaman looking for aspiring elf shamans to join elf shaman community.

    1. Show previous comments  3 more
    2. Hephaestus

      Hephaestus

      funny high elf shaman man is willing to join

    3. Sorcerio

      Sorcerio

      Gonna become like Chi where the users are anything but its culture race...

  8. “The dark mages finally made their move.” An aged dark elf woman comments upon reviewing the message, making sure to write down the names of those foolish enough to openly respond to the letters.
  9. Here are my suggestions: -You should explicitly state whether the horns can be used in combat or not. I assume the lore is meant to be mostly aesthetic, so it’d be good to add a redline for it. -Clarify how the %reduction of growth translates to irl time. Also calrify if the reductions stack, for example if a half orc attempts to get quad horns what would the total reduction be. -I know Elemental spirits can’t grant horns, but it’d be good to explicitly say so. -I’d like to see a more involved process for recovering lost and broken horns, rather than just simply growing them out again. Something interesting like seeking healing from a shaman or from Akezo.
  10. [!]A statement would be issued to all the current Wargoths of Krugmar. “I, Snagagoth Shanka’Yar, do nub agree with Ugrad’Lur’s claims to Rexdom. Uruks should stay true to their traditions agh culture, nub claim power without honor agh introduce foreign policies. I ask the Wargoths to blah if they decide to support or deny mi right to klomp Ugrad’Lur for Rex, as tradition demands.”
  11. “Do I have to remind that lat lied about being honorary? Do I need to remind everyash about the rest of wub lat were hiding? Gruk lats place, runt.”
  12. Shanka’Yar would listen to this announcement of sorts with a furrowed brow. She decides it is time to make an announcement of her own. “I have had enough of this. For too long have our ways been ignored agh cast aside. Just peep at us bruddas, we have spent our tik in Arcas scrabbling agh wallowing in weakness. At every turn we have been put back down into the mud like bubs. How can we peep up at Krug like this? If things are to change, then we must bring about that change. I will nub stand agh wait anymore, it is tik to act. Agh I believe the first step is to respect the old ways once more. Ash needs the support of the Wargoths to challenge for Rex, anyash trying to claim it for themselves is nub hosher than Korgahk. I will gather the support of the Wargoths agh rise to the challenge if I must.”
  13. For escaping you should contact your master oocly and come to an agreement. Some people prefer to roleplay the escape, some prefer to leave behind RP signs, some are fine just straight up leaving. Try to arrange whatever would work best for the two of you. Just remember that you shouldn’t be oocly forced to remain a snaga.
  14. The newly appointed Snagagoth, Shanka’Yar, makes an announcement in the goi. “Bruddas agh sistas! With the turmoil gone from Krugmar comes the return of our culture agh traditions! Raiding parties will soon be returning to Krugmar with bounties agh snagas. As Snagagoth, it is mi duty to make sure both snaga agh master follow the codes agh bring honor to Krugmar. Anyone bringing snagas to the goi must bring them to mi for branding agh evaluating! Anyone with questions or issues concerning snagas should seek mi out as well!” Shanka’Yar then distributes flyers containing guidelines for snaga owners to follow. Snaga guidelines: The Snagagoth is appointed by the Rex to oversee all matters concerning snagas. One should seek the Snagagoth for advice on the subject. All newly acquired snagas must be brought to the Snagagoth to be branded and, if necessary, broken. A snaga is their master’s responsibility. A master is expected to satisfy their snagas’ basic needs and provide them with the tools necessary to perform their tasks. Snagas must abide by the Code of Krug like any other uruk. A snaga owner must see to it that their snagas learn our ways. That includes respecting the spirits. When a snaga breaks the code, refuses to perform their task or otherwise fails to behave in a suitable manner they should be brought before the Snagagoth to impart an adequate punishment. Owners are discouraged from punishing their own snagas directly, as bloodlust and emotion can lead to inappropriate punishments, which would be dishonorable. Abusing and injuring snagas outside of lawful punishment is considered dishonorable. Snagas are meant to work, an injured snaga cannot work efficiently and time spent recovering is time wasted. The Snagagoth reserves the right to take away someone’s snagas if they deem their treatment too abusive or too lenient. Breaking the Codes of Krug might also lead to this. ((OOC Guidelines:)) Never force anyone to be a snaga. Slavery roleplay isn’t for everyone and forcing it on people will only lead to bad times. Always consult oocly with your victims and make sure everyone is enjoying the roleplay. In the case that you’ve captured someone and they do not want to engage in slavery rp there are a number of things one can do instead. Sacrificing them to the spirits, auctioning them on the market or using them for witch doctors to practice their hexes are all good alternatives. Please make a conscious decision before having your character become a snaga, don’t make it just a throwaway endeavor.
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