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Supremacy

Creative Wizard
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Everything posted by Supremacy

  1. What was just moved into the "Athera" portion of the Core Lore subforum is not everything, but rather just the beginning.

    1. Supremacy

      Supremacy

      Also-- some of the stuff isn't in "new posts" as I only reposted some to put it in the top banner. There are like 14 or so threads, not 4.

  2. Author/s: Mithradites REGION 13: The House of the Wild Alchemist Migueleo Berankle A simple house that appears to have been smashed apart from the inside. At least half of the building is totally destroyed. Within the intact half of the building is a Dwarven skeleton crushed into the wall along with the remains of furniture. Stuck in its shattered ribcage is a rotten-looking book that, despite its age, some pages are still readable. On the face of the book, the name “Migueleo Brackenankle” is written with faded gold type. [unreadable mess, obscured further by large, copper stains] -rst tests have begun well, with very little damage I can see. Sadly, it appears that the fly has become lethargic and tired. I expect it to kark it soon. Bloody quitters, these insects. Reminds me of my days in that pisshole academy. I reckon I just need to refine the process with the swamp-lilies, and then place the r--- [The page is too mottled with ancient blood to make out] [several pages on, faded words can finally be made out.] --1276, second month of testing. Khorvad’s arse is less wretched than the stench that’s lingering from that bastard fly. Need to bury it further away. Though, at least the smell’s keeping those crows away from my pumpkins. [upon the next page, there is an undated page in rushed writing] Success at last! I just needed to remove the swamp-lilies entirely from the equation! Don’t even remember why I needed them in the first place... [The writing appears to become less legible leading to the end of the sentence, but then returns to its original rushed form]. My old mate from the academy made me one of his pumpkin pies while visiting, and then I see this fat little snail just chomping away during dinner. Hadn’t tried one before for the concoction, so I tipped it on the pie for the little bugger to eat! Bastard grew to the size of a dog, and he’s still energetic! Going to brew up a fresh batch, then me and “Sluthery” are going to those limp-wristed academists and shoving it right in their fat, fu- [there appears to be a violent, thick pen-stroke, before the rest of the page is covered in a deep coppery stain. There are no more entries.]
  3. Author/s: Mithradites REGION 13: The Iron Tree Upon one of the larger islands in the Thousand Isles, an adventurer may come across a most peculiar sight in the centre of a wooded area; a tree made entirely of iron. It, and the surrounding area, appear to have transformed into precious resources--grass and leaves have turned to emeralds, bark to iron, and sand to gold. Unlike the other peculiar plants, the iron tree in the very centre appears to have no emerald leaves of any kind. Upon nearing the outskirts of the tree, a player will receive the following automated message. "You see the iron tree, and the emerald ground. This place is impossible. You feel a throb in your head as you stare at your surroundings-almost as if your mind rejects what it sees." If a player chooses to go even closer, they will receive another message. "The pain in your head increases as you move closer to the tree. This thing isn't natural. It's an abomination that should not be in this world." At some point, a book will be thrown into the game-world reading the following: Bark of Iron [The pages seem to be written in a near-illegible scrawl] Bark of iron, deep in the south. The rip in existance that we must embrace! It gives gifts! It gives wonderful gifts to those who serve! A blade most perfect! So perfect that it does not belong in our world! All it takes is a few drops of blood! A few drips from your wrist, and it shall awaken! And when it does, it will look upon you with such favour! The sweetest favour! It is an impossible thing, but it is a wonderful thing! Seek it out, brothers and sisters! Seek it seek it seek it deep in the south, for amongst the Islands of the Ankulos Peninsula, it waits for others to appreciate its luminescence! [A second piece of writing by a different hand is scribbled below the first] Do not trust it. The tree is evil in a way that I cannot comprehend. Take only its first gift, and then never return. [A third piece of writing by yet another hand is scrawled at the very bottom of the page.] Take nothing from it! It wants only to consume! It consumes everything! It will consume you! I can't get it off me I can't get it off me I can't get it out of me only flame will end it BurN th TrEE [The writing trails off to nothing.] The Player’s Response If a player places fire near the tree, it will appear to melt like ice with the metal puddling like water and hardening once more in its new state. The tree will show no reaction to this, and if enough fire is applied it will melt completely. However, over time it will reform to its previous tree-like state. If a player is to give a few drops of blood to the tree, it will awaken. /setname The Iron Tree *sways slightly, as if in a breeze. The air, however, is completely still. Your throbbing headache begins to pound, but you cannot look away. *exudes a metallic sigh, and loud screeches of iron scraping against iron emanate from the trunk. [!] The noise reaches a crescendo, and a hairline fracture upon the trunk begins to tear open into a horrible, cragged maw. [!] The tree inhales slowly, and the branches shudder and knock together, creating a horrifying cacophony of shrill metallic sounds. *'s maw begins to settle, and slowly stretches into what can only be identified as a smile. "My salutations." [!] Its voice is that of innumerable people whispering in perfect unison. Thinking on how it moves its mouth in that fashion makes your head pound further. *takes a moment to inhale again. Speaking apparently being greatly difficult for it. "I am pleased you have taken the time to nourish my roots. Those who serve me in such a way are rewarded." [!] With accompanying shrill screeches, the iron branches extend downwards slowly. *shudders violently for a moment, before a chunk of the closest branch drops off at [player's name here]'s feet. [!] The chunk begins to contort and liquidise upon the ground, before slowly reforming. [!] The chunk reforms completely into slender, beautiful sword. Its metalwork appears flawless, and covered in intricate floral designs. *inhales slowly again, and its smile grows wider still. "Should you wish for more rewards, bring me more nourishment, my friend." Despite what it may seem, the tree is not very intelligent, as it operates mostly on the instinct to feed. Furthermore, it cannot see, hear, or detect any creature that has no blood (E.g. Golems, liches, Dread Knights. It can detect necrotic beings, so long as they have blood in their corpse). Any conversations struck with it will be quickly driven back to the topic of nourishment, and rewards. If asked where it came from, it will answer after a short cackle. "There are no words in your tongue to explain my existence. But how I came to be here? I first went up, but at the same time I went down. I tore a hole, and pushed my roots through." If they ask where this hole is, the tree will reply only with "Everywhere." If they ask why it came to this particular place, it will only answer "Less competition." It will not elaborate on either of these answers, stating that they wouldn't understand it. The Sword Name: Choose from "The Rose," "The Daisy," or "The Tulip." Type: Iron Sword Effect: Highest unbreaking enchantment. Description: An impossibly beautiful sword made entirely of steel, from the hilt, to the tip of the blade. Should a player use the sword to slay a sentient creature, any blood that gets on the blade will immediately disappear, as if being absorbed. If a player kills two with the sword, the blade will grow slightly, and attach itself to the player-character's hand. It will not be removed in any way via magic or conventional means, short of getting the hand cut off. If the player returns to the tree, it will advise them to touch the sword against the trunk, and blood will immediately flow out of the trunk and pour upon the roots of the tree. The tree will thank them for doing so, and explain that there is a great reward if the player kills six others. If the player refuses the offer, the tree will strike out with its branches, drain them of their blood, and toss the corpse away. If the player accepts the offer, they will slowly be overtaken in both body and mind with every kill. Upon the third kill, the player-character will begin to forget their friends, family, and history. By the fourth kill, the player-character will have no recollection of anyone it knew before the tree. By the fifth kill, the player-character will become emotionless, and will not speak unless necessary. By the sixth kill, the player-character will be nothing but a mindless husk. Each time a kill is performed, the metal from the sword will grow over more of the body--twisting around them like vines. They will be compelled will return to the tree, and offer the blood they collected. The tree will then wordlessly strike out with its branches, absorb the player-character's blood, and afterwards discard the corpse. There is no way to win in this scenario. Killing the Tree and its Thralls Though it will melt from fire, it will reform back to its original state after a few days. It may only be killed if it has been awoken. Fire is the only method by which it can be destroyed; any other conventional weapon will just bounce right off its iron body. Even the smallest flame can melt the tree in some capacity. Obviously this is rather painful after it has awoken, and it will do its best to kill the one doing so. Once it has been melted to a considerable extent, a large, blood-red ruby (only visible if awoken) will be visible, and can be destroyed with conventional weapons. When such is done, the tree, and all things from it, will be sucked towards the place of the broken ruby, and disappear entirely. Thralls still with metal growths will be immediately released, and their weapon removed. There is no reward for destroying the tree, aside from the precious materials that lay around it. The thralls can be killed conventionally, but are particularly suseptable to fire. Should any wounds be near the metal growths, the sword will suck the thrall dry of its blood, kill them, and then retract its growths before returning to its original state upon the ground. Thrall Kill/Change Rules: One kill: The sword will absorb any blood it comes into contact with. Two kills: The sword will attach itself to the player-character's hand. Three Kills: The player-character will begin to forget their family, friends, and personal history. The metal of the sword will thread itself around the whole sword-arm. Four Kills: The player-character will recollect nothing prior to the tree, and a desire to kill two more people. The metal now snakes partially around the torso. Five Kills: The player-character has no desire to speak, or do anything other than finding a last kill. They will not stop to eat or sleep. The iron now fully covers the torso, and winds around the neck. Six kills: The player-character will become an emotionless, unfeeling thrall. It will feel an irresistible compulsion to return to the tree. Once there, they will place the sword against the tree, and the blood from the sword will be absorbed into the trunk. The tree will then strike out at the thrall with its branches, and absorb the player-character's blood. They will die, the tree will re-absorb the sword, and then toss away the corpse. If a thrall is killed, the sword will return to its original flowery state. The next to pick it up will inherit the growths that apply to its current number of kills. Disclaimer: Anything that isn't covered in here can be interpreted personally by the person playing the iron tree, so long as it fits its character.
  4. Author/s: Lagomorphia REGION 16: Orcenge The orcs do not built to last the centuries. They know that they could be driven from their camps any day, and their wooden huts are designed to be both built, repaired and torn down as quickly as possible. Having structures future civilisations can uncover, caked in dust, doesn’t do them any good. The orcs of ancient times were nomadic, and next to nothing remains save for a few carvings on cave walls. Only one artifact of the ancient orcs remains, a stone henge used as a meeting ground between ancient orcish clans. Why the henge would be built there instead of anywhere else is unclear at first, but the significance becomes clear to the explorer. The place is a proving ground: nearby lies a deep cave, filled with traps and hostile spiders. At its deepest depth lies the cave of a great mother Scaddernak, far too big to ever leave the cave and tended to by her young. This creature must be ancient, thousands of years old. It isn’t clear if the orcs worshipped this scaddernak before the time of Krug, sought to prevent its escape or used the cave as a proving ground, a trial of strength and skill to descent into the cave and recover the creature’s eggs, then escape alive.
  5. Greetings once Denizens of Athera, We will soon bid farewell to the Birthplace of Urguan, sailing out across the seal to distant lands with mysteries untold. But with the departure from this strange land we inhabited for an elven year comes a new set of knowledge, before our new adventure even begins. Within this forum lies the complete compendium of lore written by the lore team for 4.0 during its build phase (with the exception of a few redacted works due to their implication in future events). This work was known as "Lore.0 4.0" as coined by Lagomorphia and until now has remained much a mystery— known only to those who learnt via the events. Below you will find a map of our world, which you will find invaluable in working out what ruins lay where. Have fun learning about the world we have departed. Disclaimer: Yes, there are a few inconsistencies in regards to the location of some ruins and sometimes the lore. They had to be shifted during the build phase on occasion. Also there are some pieces of lore here which will be incomplete— because to complete the lore would be to give away future surprises. However, for the most part 95% of what lies within this forum is accurate— Any queries you can bring to me via PM. — The Lore Team of 4.0, Creators of Lore.0 4.0.
  6. These creatures can not be used to justify horse jumping over walls.
  7. Guys. We're going to transition in the traditional LotC way. It will be a flood. There will be no reason for it.

    1. Show previous comments  2 more
    2. Samler

      Samler

      For once the flood has a reason! Some Aengul/deamon wants to splash and have some fun in the water.

    3. Booklight12

      Booklight12

      Can we just have one giant noahs ark magic ship thingy?

    4. Krodin
  8. The book is removed from the library. Silver is eternal. This is no mere statement but a fact which rings true throughout the ages. And yet, just as iron can rust and wood may rot— Silver may grow dull. Envision then, elves of Haelun'or, a house of an elf in a city of others— filled with trinkets of Silver. His collection so lustrous that the others in the city would grow jealous and ****** them from him, night by night. One after the other. His collection would slowly dwindle. And yet those who stole them did not know how to care for the precious creations of Sliver. They did not know to polish and shine. They did not know how to display them so that they were at their most beautiful. The Silver trinkets grew dull and the world filled with sorrow, for by stealing from the man they had extinguished the most beautiful sight in all of their city. It is this decay that Haelun'or so often stands in defiance of. And yet, it is not always this decay that can be avoided. King Vydra, after the war, did grow hostile towards the eternally faithful to Crimson-Silver. Just as has been written, tensions still brewed amongst the elves and yet the aid of humanity was absent. The mali'aheral and mali'ker, realising the wayward ways of their wicked wooden kin did form a union— The Emerald League. A unity of elves was to be established that had not been seen since the age of The Fringe. But this was not to last. The King Vydra grew lustful, seeking to bring the elves of the world into the fold. The elves of Haelun'or and Ker'nor were instructed thusly— allow us our armies into your lands so we might protect your city from war. This was no choice and so the mali'aheral did let them in. Step by step the men did desecrate the sacred ways of Haelun'or— Demanding they the Children of Silver embrace the impure, tearing books from shelves and wiping mud on that which is Eternal and the knowledge within. And with that, Vydra ceased to be... and our troubles did begin.
  9. Lunar and Ming, if you are online when I am— PM me today. I can refund your things that vanished because of the nexus derp.

  10. Mcname(s): Goldrim and Onslaughted Why he/she is blacklisted: Poor villain conduct whereby you walked up to someone and immediately, after very little role play began attacking them on dwarf affiliated orcs— After we had warned the dwarves not to raid these players for 48 hours. Even if you were unaware of this rule, you still went out of your way to provide poor villain RP and slaughtered the player's horses, even though they were not involved in the PVP at all. Conditions of blacklist (temporary, permanent, until appeal, etc.): One month. Must post appeal in the ban appeal forums. http://gyazo.com/10a069c10cf15634caa1ab1fcc1e88dc Note, saying *halt* does not mean they "ran with no RP". If they walk off and you say halt as they're walking— That doesn't mean they have to stop. http://gyazo.com/20944d407dfffcb79ee4a0fbc959d905 https://www.youtube.com/watch?v=ABJiOgD-t3U (No-RP horse killing).
  11. Sensory Illusion: Basic Understandings: A magic which, to this day, few Arcanists understand. However, what is known is that Illusion is the magic of the mind and conscience. Perhaps Illusion is considered to be the magic of the manipulative due to the fact that Illusion most often always deals with the manipulation of others through the creation of false thoughts and images. A truly difficult art to master in the sense that any Illusionists must first be a master of their own mind to alter the minds of others. Though Illusion does not involve the “summoning” of any physical object from the Void into the physical world it does still involve the use of the Void. The Void is a plain of thoughts, memories and emotions. Though the Void may “appear” to be nothing more than a vast black nothingness it is in fact a collaboration of thousands of the previously stated. This is how the Illusionist weaves their web, through using the Void directly. Everyone’s mind is technically connected to the Void, however very few know how to utilize it as Mages do. An Illusionists must spend days upon hours upon weeks meditating and looking into the nothingness that is the Void. More than any other sub-type of Arcane, Illusionists must be the most connected to their source. By allowing their own conscience to drift through this empty space allows for them to enter that of others. A common misconception is that Illusionists posses the ability to control the minds of their foes. This is, of course, false. In no future or past can any form of Arcane arts directly control the minds of others, only control certain senses which we as living things process. These senses are: touch, sight, sound and smell. When an Illusionists alters these senses the art is known as “Sensory Illusion”. Sensory illusion is the most basic (but by no means weaker) form of Illusion which allows Illusionists to use other’s mind within the Void to make them hear, see, smell, or touch something which does not actually exist. This is done by the Illusionists having their minds enter the Void and just as all the other sub-types, they must imagine what they are choosing to create, whether that be an army of soldiers or ear ringing shreek. However, unlike the more scientific approach which the others require, Illusionists rely on their own experience. They must know exactly how their Illusion will sound, smell, feel, or appear. It is because of this that Illusionists must experience their own Illusions. If they choose to summon a tangle of snakes, they must have seen with their own eyes, ear, hands, and nose that tangle of snakes in the physical world. Due to this factor, it is extremely rare to find an Illusionists who can produce something like an ear bleeding shreek, because if an Illusionists experienced that noise in the physical world, they would most likely be deaf. After the step of creating the Illusion in their mind, next comes the step of actually making the Illusion come to be. Unlike the other sub-types though, an Illusionist almost entirely skips the step of drawing the Illusion from their mind and into the physical world. Once the Illusion is imagined within the Illusionist’s mind they must simply have the Illusion take place within the minds they choose. This is when the use of mana for Illusion comes in. By using their own mana to intermingle with that of their choosing (With our without the other person(s) knowing) they can reproduce this Illusion which is already within their own minds into the minds of others. Illusions can also take on multiple senses to alter. Meaning an Illusionists could create the most realistic army to siege a castle ever seen, however! No matter how realistic that army is NEVER can it affect the physical world. This means that if a fake soldier stabs an Illusionist’s enemy, that blade can appear and even feel like a real blade, but never will that blade harm or draw blood from the enemy no matter how realistic the stabbing feels to the enemy. (Note that the Illusionists would have had to feel what being stabbed feels like to produce this Illusion...) Just as any other sub-type, the larger more complex the Illusion, the more mana it will take to produce. Oddly enough, Illusion uses the least amount of mana since nothing within this sub-type actually exists and not nearly as much mana is needed to enter the minds of others than to produce a fireball. Roleplaying Guidelines: Roleplaying Sensory illusion is relatively simple. Depending on the situation one may use /tells or emotes to convey their illusions. This is true because illusions can be targeted to specific individuals. For the purpose of this guide we will split our illusions up into glamors, fighments and phantasms. A glamor is an object which has its sensory properties altered by an illusionist, a figment is an entirely illusory object and a phantasm is an emotion brought on by an illusionist. Sensory illusions shall be defined as any illusion which manipulates the senses (figments and glamors). In general glamors tend to be the easiest of illusions as one does not need to create an entirely new sensory object in the mind of their foe. Figments are slightly harder and phantasms tend to be the hardest. This does not restrict the order in which one learns them though, but rather restricts the power of each. In general a character learning illusion will have picked up all three skills by the time they are adept. Perfecting sensory illusions in 2 months, and phantasms in one. It is recommended one has their character learn light illusions first as they tend to be more useful in RP. Practicing on animals IC is also a good idea as their minds are weak and therefore far easier to illusion. In general the first two weeks of illusion will consist of a student learning how to connect and control the void. By the end of the second week they should be able to make basic flashes of light in their mind, or the mind of another. Though these will not be bright they can easily be of any color the illusionist choses. From here the illusionist may develop either sensory illusions or phantasms. In general a single sense will take a week to become competant with. If the illusionist elects to study sensory illusions first by the end of their first month they should be capable of two senses (usually sight and sound). The illusionist would be able to create small illusionary objects and hold them for short periods of time. From here a sense may be learnt each week, picking up smell, touch, taste and even sensations of temperature. By the end of their second month an illusionist would be easily able to hold small illusions like a dagger in their hand and would even for a limited amount of time be able to put on an illusionary disguise. Though at this point it would be weak. Let us examine how light illusion might be roleplayed: Kalenz then spins about, back to his student and speaks “A salum’sair at a most basic level changes what things appear to be. Should you decide to deceive another an illusion must be similar enough to the real so that it is believable. However, no illusion is perfect. For us to move on to greater heights in illusion we must master what appears to be the most simply illusions of all. Small tricks with the light are often, despite their often far more useful than the most complex if they are to be used correctly.” Kalenz pauses for a moment in thought “Ah yes! I do believe it is your turn!” The student gazes at him in sheer surprise “Me? But I can only make a little flash!” Kalenz then frowns “Progress can not be made without risk. If you are not to try, little will be achieved on this day, nor on any other in the future”. The student shudders and approaches the fire, extending a hand. Moments later the light before the student seems to shift. The student grunts, still remaining still with his hand extended. For a few seconds nothing seems to occur but suddenly a faint green hue appears on one of the tips of the fire for no more than three seconds.But an instant later the student collapses. Kalenz then frowns once more and mumbles to himself as a crowd gathers around his student to see if he is ok “Rather convenient he did not fall into the fire”. The illusionist then turns on his heel and strides off, not particularly willing to deal with his recovering student at this late hour. Phantasm learning begins with the focusing on an emotion which the illusionist has experienced. From there they must learn to push it upon their target by emulating it in their mind. Phantasm usually is limited to one person except by select masters who perhaps can push an emotion onto multiple beings present. Velwyn exhales sharply while his eyes flick up and down Davey. In three even strides he crosses the room, his metallic armor making loud clanking sounds as he does so. Beneath his helmet Velwyn twitches lightly his eyes looking directly into Davey’s “One hears you were quite... obstinate in training today”. Davey simply grunts, staring into Velwyn’s helm. [/tell by the illusionist]*Davey suddenly feels an awkward sensation, barely noticeable unless he was perhaps searching for such*. “The creator smiles upon those who are obedient to the White Rose”. Davey takes a short step backwards, nodding slowly. [/tell by the illusionist] *A strange sensation is seemingly attempting to enter Davey’s mind, a sensation of euphoria* Velwyn tilts his head slightly “Would you agree, Davey?” Davey exhales sharply, he mutters unsure for a moment. [/tell by the illusionist] *The sensation continues to be pushed upon Davey, searching for an entry point* At this point one may need to clarify that the illusion is occurring OOC. Most will not be ‘immune’ to phantasm however those who do not experience such emotions often will be less susceptible. The idea that a character can not feel emotion is illogical and such claims are often best ignored, that being said a sensation of fear on an orc will be more difficult to create while honor on an orc will be easier. One who knows an illusion is orrucing is better equipped to resist a phantasm, but in general if one has never experienced it before they will feel the emotion. Davey smiles rather suddenly nodding while stating “Erhm... ye...” Velwyn nods slowly before moving to stroll off. A bead of sweat runs down his face, hidden by his helmet. [/tell by the illusionist] *As Velwyn walks away the sensation fades back to nothing.* Novice: Small fragments the size of a small ball which can be held for short periods of time. These only control light and fade when touched. Journeyman: Mastering other senses such as hearing, touch, taste, smell and learning to mainpulate sensations of heat. By this point an illusionist would be able to hold an illusionary disguise for a short time. The illusionist begins to experiment with phantasm but is largely ineffective. Adept: Illusionist can form a variety of light illusions and hold disguises for a while. The illusionist is capable of a few phantasm emotions on one person. They struggle holding a conversation and maintaing a phantasm. Master: Sensory illusions continue to develop while phantasm can be extended (with difficulty) to more than one individual. Red Lines: Emoting invisibility, one can not become invisible. There will always be tells. This does not, however, mean one can't vanish. Given enough distance one may create smoke or a flash of light and then become the illusionary form of somewhat-invisible to escape. Copying a person perfectly in an illusionary disguise. One is required to study someone in detail before they can be replicated without error. Unless one has spent a large amount of time with someone they can only replicate their appearance vaguely with illusion. Attempting to illusion upon one's self. This is impossible as it creates a paradox. After all, logically how can you attempt to trick your own mind while knowing you are doing it? Accessing memories, wiping minds or reading minds.
  12. Author/s: Lagomorphia REGION 17: The Stoneskin The Descendants of Urguan were a hearty people, sturdy in form and ideology. With this, of course, came those who were a tad too zealous for their own good. With a culture and lifestyle idolizing the mountains and rock, there came a group almost religious about their love and adoration for the peaks of stone that were about the lands. With this exaltation for the strong and grand, this group turned more passionate than expected; the loose collection of arcane artists within the cult gathered with the most devout and ardent to the order of Faith of the Mountain leaders with an idea that would further their works, believed to bring them to divination. They tried to make the perfect being… And after several decades of experimentation and testing, something was made. The Faith of the Mountain produced numerous of these creations after their original birth, seen as the most true and correct embodiments of their emotions for the glorious mounds of compact perfection. These supposed ‘supreme beings’ were far from the truth, but anyone may think what they will. In truth, these men made one of the first collaborations of the natural elements into an entity; an elemental. These beings are the true works of stone, masonry in its most primal and gruttal fashion. Morphs shaped of pebbles to boulders, these sentience lacking things were none the less exalted and glorified, called gods and avatars for their creative powers, able to format all things earthen. Although, they were correct in partial; they represented the mountains, the rocks, the unmoving and forever tough. And it was so, the Stonekin outlasted the children of Urguan. To this day they remain in the last shrine of the Faith of the Mountain, home the last trio of Stonekin, the beings forever locked away in their own tor, a crag made just for these three men of gem and subsurface grain.
  13. Author/s: Supremacy REGION 17: The Word Altar of Fiandria For years scholars have puzzled over the few remaining writings in elven of the ancient elves. In ancient times the elven tongue was almost exclusively spoken by the elves and yet over time, inexplicably to scholars, the language was to become outlawed. Who imposed this ban or taboo on the language is unknown and it is particularly remarkable given the long lives of elves which would presumably slow the change of language tremendously. Some scholars have postulated that the words held ancient and eldritch power, yet no proof has ever come forth to prove such a notion. In truth elven, was indeed a powerful tool for the elves— Yet only in particular circumstances. Just as the dwarves were gifted the ancient dwarven anvils by Aenguls, it is said that the elves were gifted Word Altars for the protection of the elves. The purpose of the Word Altars were two fold: With the altar and the language of the elves a druid could commune with the entire forest at once, literally knowing the thoughts and feelings of every animal and plant within their woodland domain. The second purpose was perhaps far more dangerous, through the use of their connection to the aspects, the Word Altars and ancient elven the druids could forge, or rather in their case, grow sentient plants of size and stature which would slumber deep in the forests until a time of need. But what of the descendants who found themselves in Aegis? Alas it is said in ancient times it was Malin who commanded the altars be sent to the North with a small contingent of elves to guard them until their death after the first great war with Iblees for he too feared their power should they have come under his control if he were to control. Yet the altars were not to have the longevity that the dwarven anvils did have— For they would meet their demise in time. It was fear which caused the demise of the altars for in the year 1200 the leader of the elves was to hear of a great temple in the west and the wrath of a being— A story foretold by those who brought the Altars from Malin’s land. The elves, inspired by fear and the words of Malin, vowed that the great Word Altars were too powerful for those who would harm their kin to control and thus destroyed them. There will be one broken altar locked beneath an ancient elven tree. 3 keys are required to open the area of the altar. Within will be ancient elven tomes detailing the history of the altars. The 3 keys are found in ruins the elves across who went east constructed to make sure only their kin could access the altar.
  14. Author/s: Lagomorphia REGION 14: The Forest of Adrallan The Forest of Adrallan is always eerily silent. There is clearly life there, but no birdsong tweets through the trees, there is no rustle of animals and the trickle of water in the streams always seems somewhat muted. Despite the apparent tranquility, one is always slightly uncomfortable beneath its canopy. The Forest is a dangerous place. It is a place of magic, almost like a maze. It is littered with magical disturbances that teleport people across the forest, making it incredibly easy to get lost (unmarked fast travels to help people get completely lost in there). The longer one stays in the forest, the longer one feels their memory slipping, their identity fading away. Why did I come here? Who am I? I don’t need to leave this forest, I can just stay here, sit down on this rock, and not move… The other thing that makes the forest disturbing is the number of skeletal dead bodies laying next to rocks and fallen trees. At the centre of the Forest is either the Elven Portal in the misc object section or a colossal tree going up to the height limit. Climbing it is a very difficult parkour challenge. Something good is at the top, but the climb is so difficult most will fall and die. Druids seem not to be that badly affected by the mind-altering effects of the forest due to their Aspect Connection and are one of the few people who can successfully navigate it.
  15. Author/s: Supremacy REGION 12: The Massacre of 1283 In the year of 1183 the practitioner of the dark arts known as Ezekiel Cunningham and his apprentice, Aldron Festivus, struck and killed individuals in a settlement near Fiandria. Curiously there are reports of the mage manipulating a dark spectral force at other attacks— Though details on this creature are unknown. Little is known precisely of what happened on that day as there was not a sole survivor of the massacre. In the beginning of 1183, the Order of Nine was sent to investigate the reports of the massacre. All that was found within the town were the bodies of the dead and a newly formed apparition pillar within a nearby cave. The battle to seal the pillar which ensued left Ser Rowyn Villinus, the then most powerful cleric of the order, dead. The apparition is known to have been maimed and sealed within its pillar. The small cave will be sealed with a large boulder with the text engraved upon it: Sealed by the Order of Nine. Should anyone push the boulder aside (noting it is heavy and would require more than one individual) they will come across the free apparition (An earthquake broke the seal). This apparition, despite its age, is not particularly powerful— Given that it was maimed by the Cleric in the year 1283. It will however defend its tomb vehemently as any other apparition would. It is known as “The Crippled Apparition”
  16. Author/s: Supremacy REGION 10: The Tomb of Ezekiel Cunningham Ezekiel Cunningham was a remarkably wicked practitioner of dark arts, born in the 12th century. He is said to have terrorised multiple dwarven towns until he was eventually killed by the Order of Nine— A group of Paladins assembled by the Pereans of the time to remove dark creatures which terrorised the human kingdoms. Upon a rock to the north of human lands, behind moss and vines will be an inscription on large boulder which will read “Sealed by the Order of Nine, never to be opened again”. This boulder blocks the entrance to the tomb. Upon entering the tomb there shall be an outer room littered with 5 skeletons, each of which appears to be dressed in a similar white cloth. Within the hand of one of the skeletons shall be a torn page, clearly from a journal or historical log of sorts. It is short, clearly there is a better log of the event elsewhere. The 5th of Snows Maiden, 1402. We, the Order of Nine close upon the sanctuary of the heretic known as Ezekiel Cunningham. He appears to have sealed himself in an underground cave of sorts. In a ruin closer to the capital of the humans a tome will be found, chronicling the history of the Order of Nine: The Order of Nine was founded in the year 1243 by the Pereans to combat what was apparently an increase in the number of attacks by those who practiced Dark Magics. Although the reason for this increase is unknown it is known the Order was led by Ser Maximillion Vegasus and the High Priest Paul Rutherford. In the year 1244 the Order began its formal duty and purged 27 suspected heretics and practitioners of Dark Magic in that one year. Their methods, while unorthodox appeared to yield results for this was the greatest number of dark practitioners purged in many years— Scholars of later years have suspected this to be the result of inaccurate detection methods. The Order is known to have come to an abrupt end on the 9th of Snows Maiden of 1402 when they attempted to purge Ezekiel Cunningham— Known for at least 2 magical massacres in the first half of the decade of 1390. The Order is known to have sealed the Apparition which arose from the Massacre of 1283 which killed the Cleric which undertook the task. Thus the pillar was only sealed in gold and the apparition maimed and not banished proper. Although he was eventually killed and sealed within his cavern home as a tomb, eight of the order perished within, and the ninth, he who oft created wards, spoke not of that day or the location of the tomb afterwards.. The location of the final resting place of the Missing Eight remains unknown to this day. However, it is said that the ring which gave Ezekiel power still rests there to this day. It is also rumored that he who acquires the ring and brings it to the southern elven isle on the eve of a new year will gain the power of Ezekiel. Should a group venture past the first room and into the inner room, known as the tomb proper, four more skeletons will be visible. Also in the room will be an apparition pillar with its golden seal broken. It will have upon it the words: Sealed by the Order of Nine Final note: The apparition of Ezekiel Cunningham shall be named, by those who RP it as “The Wicked Apparition”.
  17. Author/s: Lagomorphia REGION 12: The Wreck of the Perea and the Town of Deus Proditor After the majority of the people of Aegis had fled through the portal from the crumbling, drake-scoured realm of Aegis, the portal to the Verge and safety was sealed. Not all managed to escape. Many survived in the ruins of Aegis, evading the savage, life-hating drakes and being turned to ash by the crossfire from the ongoing titanic, land-shattering battle of Aeriel and Iblees. After a month of living amongst the devastation, many of the survivors, most of them humans, banded together and launched a desperate raid on the ruins of Al’khazar. Many died from the life-draining miasma that still hung over the city, but in Al’khazar’s docks was a blessing. A ship, abandoned when Al’khazar fell, remained moored in the harbour, and was somehow mostly intact and untainted. The survivors commandeered the vessel and sailed south. There, they gathered as many of those still alive in Aegis as they could and boarded the ark, dubbed the Perea, and set sail as far from Aegis as they could. The ark sailed east through the storms of the crumbling Aegis until it struck fertile, untainted land. The crew resolved to go further still, as far from Iblees as they could. As the Perea approached, it was beset by a great sea beast, the Great Kraken of Athera (we’ll make separate lore for this mythic monster). The ensuing battle ended with the sinking of the Perea, and the great ark still lies in two parts, one balanced precariously on the top of a huge underwater trench near Region 12 and the other at the bottom, so deep underwater one could never get down there without the aid of alchemy. Who knows what treasures and lore may lie forgotten in that ship? Many survived, clinging to bits of buoyant wood from the battle. The Great Kraken showed little interest in them, and it was not far to the fertile forested land of Region 12. The survivors, mostly human, rebuilt. First wooden huts, and then mightier stone structures reminiscent of their old home of Al’khazar. The town would survive for almost three generations, long enough for the initial human settlers who had endured so much hardship to pass on in peace. In this time the battle of Aegis came to an end. Garzardiel betrayed Aeriel and used her as a seal to imprison Iblees in The Seal, an artifact of the Forgotten Dwarves.. Aegis was physically destroyed, leaving the Abyss. Human scouts explored the lands and began to uncover the ruins left behind by the Forgotten Dwarves. The Forgotten Dwarves, while in many ways primitive, were not technologically unskilled, and some of their technologies are lost to us even today. The humans investigated the Forgotten Dwarves extensively. At the same time, a faction arose amongst the humans opposed to exploring the rest of the land, insisting fervently that mankind should stay on the island where they could not uncover a new threat. This agents were humans under the thrall of Garzardiel, who sought to keep the humans from ever uncovering Urguan’s Hall and accidentally re-releasing Iblees. When it became clear that the humans were not going to back down in their exploration, and were beginning to expand beyond the island, Garzardiel took decisive action. His followers instigated a civil war, and with almost the entire human population on the island, Garzardiel struck. The city and everyone in it was annihilated and the island was reduced to a blasted, sandy ruin. Today, nothing can be built there for the sandy dust makes it impossible ((the place is regioned)). The remains of the stone buildings destroyed in the blast and partially buried in the sand still stand, a haunting ruin of a destroyed people and a stark. Skeletons stalk the ruins ((there are spawners here)) and kill any living thing that tries to approach. A few brave adventurers venture there, either to collect coin from the undead creatures that stalk the place or to try and uncover what happened there and how the town was destroyed so utterly from the hidden vaults and libraries. ((The destroyed town serves as something of a PvE region and a dangerous site for archelogical expeditions. As the place is regioned nobody will colonise and and thus the skeleton spawners can’t be abused. The ET can easily build new sections and “uncovering” them to stage archeological events.))
  18. Author/s: Mithradites REGION 9: Sluthery the Slothful and the Swirling Hill Were a player to look inside a crooked and decrepit shack found somewhere in halfling-land, they might happen upon a small, crumbling book. Its faded colours look as if they were once colourful and vibrant, implying that it may have been for a child. A simple picture of a snail can be made out on its rotting cover. Within is terrible poetry. On the inside cover however, there’s some handwriting in ink scribbled in barely-legible cursive. “I remember you loving this book when you were the size of a pickle, Damni. I hope it gives you a little smile in the coming days, despite the dreadful rhyming. Much love, your brother, Herbert. P.S. Don’t stop making your pumpkin pies!” Upon the next page, the book itself begins. Far back in the days of the silliest yore, When knights would woo ladies, and fight nothing but boar, There was an old wizard; a white beard to his ankles, His name were Migweed Berleuth-Perrydankles. Old wizened Migweed were in a slump, Whilst in his chair resting his wrinkly rump. He were tired of all these youngin’s a-many, Rushing about and bothering him a-plenty. He wanted to set a good example, For all the chil’rens against their rushful debacle. So he scratched his chin, and thunk’d a bunch, And decided instead he’d have some lunch. And ‘lo, he sat down with a pumpkin pie, And ate his fill with a serving of lye, Then slowly it came from across the old table, A small sloshing snail, most slow and graceful. “Aha!” Exclaimed Migweed with a grin most cunning. “Ye will be he to send my message a-pummeling, Into the mind of many a young stoat!” The snail, in reply, said nothing of note. The snail were small, no greater than a mere finger, But on such details Migweed weren’t one to linger. He enchanted his magiks into his pumpkin pies, That any who dined would grow ten times their size! Migweed fed the snail a piece most fat, And the snail were grown to the size of a cat! But the snail loved the taste, and was the greedy sort, And ate and ate ‘til he were the size of a fort! Migweed named his fort-snail Sluthery, And rode upon his shell through miles of shrubbery. But at the first town, he met the sum of his fears. He had died during the trip--it had taken ten years! Not only were size that Sluthery did gain, But also did grow his sluggish snail-brain. And what did he ask the scared townsfolk within? “Poompkim Poie!” he glubbled with a grin. Town after town did he demand of pie, And fatter he grew as years went by. Until one day he felt a wee-bit woozy. So he found a nice field, and had himself a snoozy. But this snooze were nary a quiet little matter, He’s yet to wake up, and not getting any fatter! Plants and trees grew while he was so still. His shell is bright green! He has become a hill! So ends the tale of Sluthery the Slothful. But, sweet reader, always be mindful; Grow no pumpkins, those who would tempt fate, Or you may find him sloshing towards -your- gate! Sluthery is a hill near the edge of halfling land, and will awake if enough pumpkins are planted nearby. He is not violent, or horribly dangerous, but he is very, very slow, and very stupid. He will approach those in nearby towns (likely the halflings) to give him “poomkim poie” until he’s eaten his fill. When he’s full, he’ll go back to his original resting spot, and sleep once more. He is about the size of a large manor, and nigh impervious to any attacking force, save for huge amounts of salt. His shell is as strong as steel, and his slime may also have miraculous healing capabilities, so it is unlikely those he slithers over will be killed, or even injured. He knows/understands no other words outside of four-- “Sluthery wunts poomkim poie.” Talking to him will likely get an answer of those four words. His shell is mostly mossy green with trees growing from its highest points. He is recoiled inside his shell, and will not wake up for -any- other reason aside from smelling pumpkins.
  19. Author/s: Supremacy REGION 9: The Order of Nine, Alderon Festivus Aldron Festivus was a known apprentice to Ezekiel Cunningham although his power is claimed by many to have exceeded that of his master in many ways. After the massacre of 1183 Aldron is known to have disappeared for 10 years— Though precisely where he went is entirely unknown. Some speculate it was to his master’s training grounds he returned to harness the power which Ezekiel had only begun to comprehend. On the Second of the Grand Harvest of 1194 Aldron returned to prominence where he terrorized elven and human alike— Killing far more than his master ever had. It is rumored he took upon a half-spectral form, where his soul was bound to a far more malevolent and powerful creature than he could ever have been alone which permitted him all manner of eldritch powers including the often sought ability to fly— A power which was much the envy and ire of those benevolent mages and clerics who wished to smite him. Aldron is known to have been killed by a dwarven order dispatched to kill him early on in the 1210s. What happened to the artifact which powered him is unknown *The pages appear to have been damaged by time, only fragments are legible* 1283 Sno… Maide… Ezekiel pur… Order of Nine. *Tens of pages are unintelligibly damaged* 1283 18th of … Reforging a soul-ring similar to what which Ezekiel possessed is proving more difficult than anticipated. Only poltergeists remain bound to my will. Time is running out. *Further pages are damaged* ...8t… 12… Ide… has come to… m… The appar… Which Eze… bound to his will returned lon… ago. Perhaps a diff… arr… m… 29th of… 1283 My soul appears just as fragile attached to my mortal body as the souls which cling to one another in the spectral beasts known as apparitions. Perhaps I might bind my soul to that collective entirely to manipulate it. Results will be reported. *Hundreds of pages are unintelligible* … 1283 It is done. *There are no more entries in the damaged diary*
  20. Author/s: Supremacy REGION 9: A Compendium on Spirits Ghosts: A spirit which for one reason or another has refused to pass from this realm to the next. Ghosts usually linger due to an uncompleted task they wish, even in death, is completed. Ghosts are very weakly linked to our realm and therefore are often incapable of interacting with our world. Ghosts find themselves with an aversion to light, particularly light of the holy variety. Indeed, the holy light of a War Cleric or Priest is often enough to banish these creatures and force them from our realm. Gold is also a potent weapon against these creatures, draining them of their energy for an extended period and rendering them entirely incapable of much of anything. It is said there are other ways to banish these creatures through magical and mundane means. Graven: A spirit which lingers on this plane of existence for similar reasons to the related ghost. For reasons unknown to the writer these creatures find themselves more tangible than ghosts can can interact with the world and be interacted with. However, they share the same weaknesses as ghosts. Apparitions: Unlike the weaker variety of paranormal creatures, apparitions are not individual souls but rather a collection of souls held together by a particularly wicked soul. They form at the site of mass deaths and possess a variety of magical powers making them dangerous and even more powerful than experienced mages. It is said apparitions hold telekinetic powers along with other abilities to chill the air and force hideous images into the minds of their foes. They are found around pillars, appropriately named apparition pillars. These pillars are the site of a mass death and the apparition will defend this pillar with all its might. To break the pillar will break the Apparitions bond to the location of its death and will allow it to roam free and cause havoc.
  21. Author/s: Supremacy REGION 9: The Philosopher’s Chamber The Philosopher’s Mirror The Philosopher’s Mirror will be found within the Chamber of the Philosopher. The Chamber of the Philosopher is, in turn, found as a well furnished room which is found within the long tunnel of region 9. Within there are multiple tomes and curious objects. The Philosopher’s Mirror itself is an object which will sit upon the long abandoned desk of the philosopher. If touched it will force a mental experience upon all those within the room (albeit the image is damaged). A cool chill runs down the spine of he who touches the mirror. The corners of the cool object seem to glow a dull orange. All of a sudden the entire room seems to become pitch black before being filled with a sky blue light. In the light two figures appear to conflict in the sky blue expanse. One figure is bright while the other is dark. They seem to slam into one another and launch bolts of light and dark energy respectively. The vision seems to freeze and rapidly fall apart. The mirror stops glowing and the individuals are returned to reality.
  22. Author/s: SupremacyOps REGION 7: The Warped Henge The Warped Henge is a curious creation found to the far west of the 4.0 continent. While it is mostly ruined the curious aspect of this henge is that inexplicably when individuals walk under some of the arches, they will find themselves exiting an entirely different arch (fast travels between the arches which are no more than 10 blocks from one another). Just like Stonehenge in real life, how and why this was created is unknown. The stonehenge may later be used for an event. The poem refers to walking under the arches and how it will reveal an ancient secret. However, in truth it refers to one tracing a trail of blood under each of the warping-arches. Precisely what this event will be remains up to he who uses it for the event— Though one would reccomend something occult. Tome found in the Crumbling Tower: The crumbling tower’s occupant (the cursed daughter) appears to have this book within the tower she perished in: The Warped Henge is found far to the west of the human kingdoms. Even to the ancient kings of old, the true purpose of the henge has been entirely a mystery for centuries. Those who dare step under the arches will find themselves relocated spontaneously to another arch. It is hypothesised by the King’s Arch-Scholar, Adrian Veretz, that the henge was once the home of an ancient magical society of not just mages, but also of druids who seemed, for some inexplicable reason, to cooperate for the purposes of furthering their own intellectual and naturalistic desires— That being said, this theory remains entirely unfounded. Others, particularly those who have seen it with their own eyes, claim it to be a gift from the Creator himself. A puzzle left for the devout to solve so they might ascend to the seven skies and walk amongst the gods themselves. Text engraved on one of the arches: This crumbled stone, This hallowed earth, For those who walk with mortal blood, Under these obelisks wrought form rock, An ancient secret will be unearthed,
  23. Author/s: Lago REGION 4: Eastern Isles The islands to the far east lie on the edge of the old world, between Athera and the Eruthos Canyon that separates Athera from the Uncharted Wildlands. They remain untouched by civilisation. There is no lore for them because no civilisation has ever stayed there to create it. They lie there, untouched, untamed, and ready for the Descendant Races to arrive and claim them. However, they face the same danger any coastal part of Athera faces, the Great Southern Kraken that stalks the south waters.
  24. Author/s: SupremacyOps REGION 3: The Crumbling Tower History: The Crumbling Tower is found to the North of Elven lands. It is said, that long ago the dwarven King banished his daughter to the tower to await a prince to save her— A traditional fairy tale plot. However, the true rationale for her existence within the tower was that she had been tainted with dark magic. A dark magic which ran through her very soul and twisted it. So distraught was he, he banished her to this tower, under the guise of the traditional fairy tale plot. Long had the last of the order of nine wandered until he came to dwarven lands and was assigned this task to end his days in his misery from the massacre of 1283. It was this tower which was warded and guarded by the last of the order of nine until the end of her days. He later died and with little to eat she starved there, for the King could not bare to have his men kill his daughter and with her the taint died. Over time the wards lost their power and all that remained was her withered skeletal corpse for the descendants to find upon their arrival. Poem found in Human Lands: The old King’s daughter, Day by day she waits, Her cheeks ruddy as a rose, Her voice sweet as a lark, She moves with a lilly’s grace, But it is there she waits, In her ivory tower, Passing her days until her prince is to come. Outside the Sealed Door to her Room in the Tower: Sealed by the Last of the Order of Nine, A Royal Tainted
  25. Author/s: Zarsies REGION 2: Palatial Aphidylytes Scribed from the last words of Urangoi Ballenz, fifth descendant of Urguan’s generations. [[Any dialogue or words are written in common on here for us to comprehend.] “I am stuck. I ventured too deep into the coil of the Motley Ravine, and after a wrong turn in one of the abandoned mines I suppose I was knocked out. I’ve awoken to be affixed to a wall of some gooey, thick sludge. It binds me to wall, but luckily I have my journal wedged beside me, and close enough to write on. Nearby I hear a woman, I can barely make out her lectures, but it sounds like she is preaching in a far off cavern… I fear for my life here.” Deep underground the ridges of the Motley Ravine lay a muddied labyrinth, marbled in stone and the hardened byproduct of ant-like construction. Riddling the maze of tunnels and crevices once scuttled swarms of uncountable hordes, writhing masses of legged, exoskeletal shells and tibia, clusters of wriggling bugs formed out of coxa and spinnerets. With thick armor of biomass from their antennas to their thoraxes, in the pitch abyss roamed the aphids, grand and gargantuan in both number and size. But now, all have vanished. Not a single critter may be sought scuttling about in those barren halls, decrepit with time’s withering. That being due to collapse. The Deep now only consists of a chamber; the pith. The lifeless bluff of the overworld resides without motion while all of the Aphidylytes are compacted into their own deposits and veins of sand and sediment. But one. In the core of one mesa’s knoll, wedged down below in a sliver of openness, lies the central crux. It too lies in stillness, but not in death, but in concealed ambush. The ancient Hive Queen rests in unconscious slumber, awaiting the day for excavation of a foolish kind before her automaticly reactive limbs may draw in the prey and feed upon it to revive her, and thus the Hive. Further Reading
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