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_Grim1_

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About _Grim1_

  • Birthday 02/07/1997

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    _Grim1_

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    Australia, Perth

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    Mawl

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  1. As far as things go, we'll find some way to keep Hunter 'alive'. One imagines enchanted weaponry could work wonders on undead, Hunter might want to look into that. Hmm. Oh lordy, Hunter could get cleric magic. That'd be hilarious. Also probably impossible. Hmm. I can't think of anything off the top of my head. I'll ask around. - _Grim1_
  2. Eh, I don't much like these changes. I made Graven weak to normal metals instead because I didn't want them to seem OP. Plus Hunter kinda needs gold to hunt undead stuff. Besides that, daylight weakness on graven will kinda screw with most of us. I don't really want to get demanifested just because the sun's up. Brilliant light however, would still hurt us, quite a lot, just not quite to that extent. It would drain our energy, there you go. I'm all for us having complete immunity to weapons if it means we are only vulnerable to gold, unless that screws with Hunter, in which case NO NEVER NOT IN A MILLION YEARS <3 other Graven. I'm not sure, but I do know I dislike most of these changes. - _Grim1_'s two cents.
  3. Character Name - Kargul'Agrak Nicknames: Kargz, Kargy, Bone'ead. Age: 97 Gender: Male. Race: Orc! Status: Alive. Description Height: Eight feet, five inches. Weight: 400lb. Body Type: Medium muscular build, considered wiry by most orcs. Very agile. Eyes: Solid red. The left eye is a ruined socket, having been cut out by an Iblees-worshipping child many years ago. Hair: None so far, due to a portion of his skull being exposed on the left side of his head. Is beginning to grow ragged, long black hair. Skin: Dark-green. Markings/Tattoos: Has the left side of his skull exposed, including the nose and eye. Health: Healthy, fit. Left leg injured by a wild boar, healing slowly. Personality: Brusque but companionable. Easily angered but relatively slow to become bloodthirsty. Simplistic, with philosophical elements. Enjoys the little things. Inventory: Two orcish warswords made of blackened iron, one orcish falchion, made of tempered steel. Wooden round shield, composite bow, barbed orcish war arrows, broad-headed arrows, hunting bodkins. blackened chainmail neckpiece and leather pauldrons, leather boots, metal cuisses protecting his thighs. Wears blackened iron vambraces. Also possesses the book 'A History of Magic', several blank manuscripts in which he is currently writing, hide, skins and salted meat, bundles of orange-white feathers taken from his hawk Fethaz while it was still alive; has a much-treasured necklace of bone fangs that he considers to bring good luck, and carries many other such 'good luck charms'. Further Details: Lives by an honour code known only to himself, and is the last scion of Agrak'Agrak. Is known by many orcs as 'fast'. Life Style Alignment*: Chaotic Neutral, tends towards Chaotic Good Deity*: Krug Religion: Spirits, nature, orcish honour code. Alliance/Nation/Home: Whichever land is beneath his feet--but owes allegiance to the orcs of Krurgmar. Job/Class: Vagabond Title(s): The Laughing Skull of Agrak Profession(s): Scout in wartime, Hunter in peace. Special Skill(s): Honed senses of hearing, sight and smell. Unusually dexterous and co-ordinated for an orc, accomplished student of the dual-wielding discipline, incredibly quick and agile. Cunning to boot, and dead killy. Stealthy--for an orc. Flaw(s): Dumb as rocks, injured left leg (only really troubles him during long periods of strenuous activity), attached to his bird, Screech. Has trouble growing hair on his head thanks to his exposed skull. Magic* N/A Weaponry Fighting Style: Brute strength and speed, dual-wielding weapons. Trained Weapon: Orcish warsword, falchion, shield, composite bow. Favored Weapon: Twinned orcish warswords. Archery: Competent, nothing special. Biography Parents: Whitewash orcs, Jargas and Nakaiga. Both are deceased. Siblings: None living. Children: None so far. Extended Family: All orcs, everywhere, are his brothers and sisters. Pet(s): Young orcish warhawk named Screech. Full-grown orcish warhawk, Fethaz, deceased. History Kargul was born clanless and honourless, emerging bellowing from his mother's womb and attacking the human midwife who delivered him with his tiny fists. His place of birth, the human village of Seven Bridges, was neither renowned nor defamed, far away from the orcish deserts in the south. Raised in the 'greenlands', Kargul grew to the age of four in Seven Bridges under the watchful eyes of his parents, the whitewash orcs Jargas and Nakaiga, and came to despise humankind. His suspicions--and his hatred--were confirmed when, on the eve of his fourth naming day, the human villagers attacked and burned his family home--a depressive, filthy hovel--to the ground, and along with it his natural parents. Kargul fled into the wilderness, and began again. Kargul had managed to steal a pair of swords--mismatched and ill-suited to the swiftly-growing young orc, but weapons nonetheless--and practiced with them relentlessly. Initially clumsy, slow and stupid, Kargul soon became quick, deft and stupid. In orcish society he might have been ridiculed, for he was not particularly strong and he certainly knew no honour. Because he was young, and no-one was there to tell him otherwise, he came to believe that everything that happened in life was the result of the will of 'the spirits'. Whenever he became ill, he prayed to the spirits and promised he would not offend them again. When good luck came his way, he made sacrifices to the spirits to ensure his good fortune stayed. Whenever possible, he employed his weapon skills on living targets, ambushing entire caravans on his own with varying degrees of success. When he was not training with his swords, he was hunting for food to sustain his ever-hungry orcish metabolism, and slaying wolves with his bare hands and teeth. By the time he was eight, Kargul was the size of a fully-grown human, and four times as strong. On his ninth birthday, Kargul became very sick. He'd fallen prey to a disease--it made him see visions, hear voices, perceive omens of bad luck and misfortune that persist to this day--that ravaged him, nearly killing the young orc cub. When he recovered, Kargul ran like the Nether itself was after him, believing above all else that the spirits were enraged, and that all he could do was run--for one cannot hide from spirits. Kargul travelled the world for many years, honing his skills and living in fear that the spirits would strike him down. He learned to use his natural cunning, strength and speed to his advantage, and crafted many tokens of good luck to help ward off ill fate. By twelve, he was an accomplished--if brutish and ill-trained--swordsman, and a competent shot with a stolen bow. He had become so adept at hunting that he could track a wolf by the sound of it breathing, sense his foes by their scent, and watch his prey like a hawk. He eventually began to believe that the spirits were no longer angry with him, and he ceased his unending retreat and emerged back into the world. It was then that Kargul learned the rest of the common language--his parents had taught him orcish but only broken common--and to speak it more fluently, although that skill took a long time to master. He learned the ways of men, but could not relate them to the savagery of orcs his parents had spoken of. He was regarded as honourless and without morals, and soon humans began to pay him to kill their rivals. But the spirits caught up with him. Tormented by visions in the night and strange voices howling in his head, Kargul ran. On the very day of his eighteenth birthday, Kargul arrived in the orcish city of San'Orka--then the War Uzg. He was greeted at the gates by a group of orcs, himself accompanied by a goblin named Gartug, and three or four poorly-chosen words later he was tossed into the arena pit with Gartug, the Braduk orog Ghazkull and Farok'Gorkil--who would later be an inspirational figure in Kargul's life, and then a bitter friend and enemy--and despite all odds won out. The fight lasted nearly an hour, ending in both Farok and Kargul lying bleeding on the sandy ground, Ghazkull having beaten the life from Gartug in the first few minutes, then retreating to watch the rest of the fight. Kargul, then honourless, had bitten Farok, wounding him, while Farok had used his superior martial training to beat the similarly-sized Kargul senseless. However, Kargul's cunning equalled Farok's strength, and the fight ended in a draw. From then on, Kargul was considered a true orc. Kargul was initiated into the Braduk clan but his skin always seemed to itch and his blood boiled half-heartedly. It had gotten to the point where Kargul was restless and quite insane when he overheard tell of one of the orcish clans of old: Agrak. Kargul ambushed those he overheard and stole the book they referenced, forcing a human to read it to him. Kargul learned of the legendary hero Agrak'Agrak of old, an orc that sliced open his own head to exposed his gleaming white skull, and fought the dwarves at the mountain fortress of Brittleskull Pass during an age-old war. Kargul asked around, and soon found that the fe-orc who'd bloodbonded him to the Braduk clan was in fact of Gorkil descent--as was Agrak'Agrak--and after a second duel with the bloodthirsty Farok, in which Kargul was mortally wounded, his chest staved in and lung punctured, a vision came to him. Kargul writhed and bled, bled and writhed, all the while believing he was Agrak'Agrak. He was saved, barely, by the intervention of Raurna and Malakai'Braduk, and there witnessed things that disturb him to this day. Regardless, he soon healed and recovered, though it took some months. The one thing Kargul remembered was the truth of his heritage: Kargul was an Agrak by blood. The Gorkil blood boiled in his veins, Raurna's gift to him as part of the bloodbonding ceremony, and it awakened the Agrak within--and Agrak blood did always love to fight. Kargul became a wandering hunter, leaving the orcish uzg for the greenlands, realising he missed the feel of grass beneath his feet. He spent most of his days haunting the lawless human city of Salvus, brutally murdering Shields and White Roses whenever he could. The monks had their hands full with the young orc, but after seeing Farok in the city and realising the importance of honour, Kargul reforged his own honour code, and lived stringently by its decree. He became a protector of sorts, klomping anyone who harmed a person that could not fight back for themselves. He made a lifetime enemy of the seemingly-undead doctor Corvo Archdiamond Valkrae, and of the White Roses and shields. Upon his next visit to the orcish war uzg, he mutilated his own visage to make himself resemble Agrak'Agrak, and to strike fear into his enemies, cutting off his nose and scalping himself, exposing the left side of his skull; a gruesome sight. Kargul's wanderings took him to Malinor, once upon a time, and while Kargul had never really though much about elves he suddenly found them very interesting--in particular the dark elf women. He admired that creatures so slender and graceful could be so rash, violent and battle-hungry, and knew he wanted one for his mate one day. However, while Kargul was attempting to teach elves how to speak orcish, his beloved pet and companion Fethaz, an orcish warhawk trained to kill and eat other messenger birds, was slain by the elf known as Bircalin. Kargul still promises vengeance upon Bircalin should he ever find him again. Once again in Salvus, Kargul saved the life of a blind dark elf girl from White Rose attackers, and generally made the life of the Shields hell. When the orcs began to raid and later siege Salvus, Kargul trusted to his honour code, and fell afoul of Ghazkull--the brutal leader of the Braduk clan. He also made bitter enemies of the blue-skinned Zudah orc tribe, but slew more than one of them over the months and eventually decided to live and let live with them. There is an uneasy ceasefire between Kargul'Agrak--as he was now known--and the Zudah orcs. Kargul befriended a few select humans, in particular Mark Lander--now known as Visha Celestrios--and Sarah Archdiamond. He also decided that the Horen family in particular were quite honourable and good people, and not quite as worthless as most humans. He remains close friends with the new leader of the Braduks Thurak'Braduk, and retains strong ties to the Braduk clan, feeling the most kinship with tales he heard of one Dagnyr'Braduk, who died during the ship travel to Anthos, having fallen overboard. Nevertheless, he refused to renounce his Agrak heritage, and one day will reform the Agrak clan. His fondest hope is to establish a city, Shalatuwar--fortress of the orcs--which will be open only to orcs and elves, and hopes to foster more than just neutrality with the graceful lords and ladies of the forests. After a few chance encounters with Kharajyr, Kargul also learned to respect and even admire the odd-seeming cat-people, and is able to understand a few words of their tortuous tongue. He has even been to the Kha lands more than a few times, and befriended one Do'Kahn, a Kharajyr warrior. Kargul now hunts the lands around Abresi, and helps unofficially to keep the peace in his spare time. He also has taught himself to write, and quite likes doing so, along with reading. His most favoured pasttime remains klomping, but unlike some orcs he also enjoys other, less-violent pursuits. Most recently, Kargul badly injured his left leg hunting a wild boar that proved more cunning than expected, running him down from behind and savaging his leg. The boar escaped wounded but alive, a fact that vexes Kargul to no end, as he considers himself the greatest hunter and climber of walls that ever was. Climbing is another of Kargul's skills and enjoyed pasttimes, as is hunting. Kargul has also found and is in the process of taming another orcish warhawk to replace the beloved one he lost. This hawk is named Screech, and oddly has white-banded wings. Kargul is currently recovering from his injured leg. Famous Quotes "Evul idz az evul duz, agh rooin tagz alung." "Git." "Uuf skah." "WUB DA SKAH?!" "Nebah yooz a weppun latz hab tu frow awai. Datz juzt skahin ztuupid." Artwork - _Grim1_, now y'all can learn a little bit more about the one Chaotic Good orc there is. TEnjoy, folks!
  4. Insanity is a very extreme VA. I recall they didn't ever really want more than 3 people with a VA or 5, which means it is quite intense. Anyhow, the information here is all accurate. Until I get around to posting my guide, this is bible for Graven everywhere. A few points: 1. Being sentient, Graven are not susceptible to the influence of necromancers. A dead, mindless soul may be compelled. One that is angry, and after your blood, cannot. Graven may, however, work with necromancers if it is to that Graven's benefit. 2. Actually, Warden draws energy from killing the guilty. If y'all would just let me do my work, you'd have far fewer villains trying to kill you or steal your minas. :D 3. Depending on their strength--determined by whether or not they are regularly fulfilling their eternal duty--Graven may manifest other slight abilities. For example, at full strength, Warden can unleash souls to torment people, and remotely manipulate his sickle for brief periods of time. A-yup. - _Grim1_
  5. In hindsight, yes, probably, but as far as I know there is an old ghost story involving the exact same type of character--and I had the idea before I began playing LoL, earlier this year, so I strongly doubt I plagiarised it. It is, however, strongly inspired afterwards, as I only actually started RPing as a Graven after playing the character Thresh, who I like very much. Sorry if you don't like it. I use a skin based on Thresh, for all who are confused, and the same ghost story was probably used during his conception and design in the game. - _Grim1_
  6. My point exactly. Although, restrictions are good for some things and some people. On the other hand, badass ghosts. RP it is! - _Grim1_
  7. I use the conquest Texpak, Wandering Witcher. Sorry it took so long to respond. - _Grim1_ P.S. Well, given the lack of GM/ET presence, I'mma take their silence as a yes and keep doing this RP.
  8. You should get a Graven to crew this thing. Try asking Vladamire00, he wanted to be a ghost pirate. - _Grim1_, GRAVEN 5EVA
  9. I considered that angle. Although, apart from the haunting in Ager, how many ghosts do you really see? That much aside, I want Graven to provide a very unique RP experience from ghosts. Ghosts are not able to physically interact with the world. At best they possess a very limited telekinesis. Graven are able to interact with the physical world. At their best, they might be a ghostly knight in full armour, with a broadsword held in spectral hands. And they would be able to use that broadsword. Ghosts are also not bound to a single task or duty. In that sense, Graven are more like apparitions (which by this server's lore, are bound to the place of mass death that spawned them unless that place is destroyed--the equivalent of which destroys the Graven unless it can be forced to remain) and overall, are a kind of cross between ghost and apparition, with a unique way that they are created and a unique way that they appear and act in the physical world. In other words, these aren't ghosts. They're just dead people who started walking again without taking their corpse with them--and they're back for a reason, unlike ghosts. In my opinion, the two are very different. I hope I've shed some light for you, as I really think this RP could contribute to the server. As can be seen, most of the people who experience it have enjoyed it immensely, which in itself is a very good reason for this lore. Anyway. - _Grim1_
  10. Your hope is wasted, ahem. I wanted confirmation that people would like the roleplay. I took a break from LotC today, and have stopped RPing as my Graven, because I'm waiting for confirmation from the Lore team and GMs, which is the purpose of this thread. Besides that, yes, I've looked at the regulations. As far as I could tell, these counts as 'new playable creatures', and as such need approval. Someone should probably stop me if I need to PM a GM or LT member for the approval part. I thought I just needed to 'build it and they would come' i.e. lore post. Apologies for any inconvenience. On the other hand, if you've experienced Graven RP, post a comment here reviewing it. I think if the GMs see what people think of this lore, they might be more (or less, depending on the comments) likely to accept it. - _Grim1_, hauntin' hauntin', hide yo kids, hide yo wife, cos he's hauntin' everybody out there.
  11. Lol. "A Merchant's Folly" and "The Harbinger's Trial" are both Abresi. Though my latest massive haunting RP i failed to remember to take screenies...>.< Anyways, thank you! It's always good to hear people like your RP. - _Grim1_
  12. I honestly don't know what to say. I didn't think people would like it this much. *blushes* That's pretty badarse. I've been haunting Abresi, btw, if you want to experience some of the RP. - _Grim1_
  13. I was actually really surprised people like the idea this much. Everyone I've tested it with has liked it a lot! It makes me pretty confident about this becoming accepted lore, which might be a bad thing if the lore team takes an axe to it. Regardless; If it gets accepted I'll put up the Graven application form soon. I'm thinking like maybe 2 Graven to 100 normal players. Since we get about 150-250 players at peak, that means the max number of Graven is probably going to be 4 or 5. The Lore Team might want smaller numbers though, so we'll see what happens. - _Grim1_, haunting like a bawss.
  14. The Graven Spirits of Duty Unfulfilled Introduction It is a cold, wintry night. The road has not yet frozen over, but the winter snows are due any time now. You are walking along the path, shivering and hurrying towards your destination. A mistake, to have walked this way at night; there might be bandits and such about--but you had to. Suddenly the air turns chill. It had been cold but now it is ice. Your teeth begin to chatter--and over that sound another may be heard: the sound of digging, an iron shovel cutting into the frost-hardened dirt. "Who's there?" you might cry out. Silence. You walk a little faster, attempting to convince yourself that it was nothing. "Just the wind." you tell yourself, on this windless night. The sound of digging does not abate. You break into a run, stopping some distance ahead, sure you have outrun the strangely-terrifying sound. A heavy thud and scrape. A shovel, breaking into the loam and casting it aside in a heap. "Who's there?!" you'd scream again, "What do you want?" If unlucky, one might espy between the trees an awful figure. One of us. A man in a leather cowl, a hunch in his back and a shovel in his green-tinged hands. The eyes beneath the cowl are barely visible, but they burn green, casting no illumination on the darkness of his face. "Need t' bury me quota." it says ominously, raising the shovel and resting it upon its disfigured shoulders. "Q-quota?" "Souls. Tha ward'n collects 'em, brings 'em t' me." it says, hefting the shovel once more, and moving away from digging what is now clearly visible as a grave. "T-the warden?" "O' Lost Souls, yeh. 'Couse, he don't always collect 'em alone." the figure smiles, cracked lips barely visible beneath his cowl. "Sometimes I lend 'im a hand." The gravedigger laughs, moving back to his task. After all, he must bury his quota before he can rest. You run, never looking back. What are the Graven? The Graven are a kind of spirit, a type of ghost if you will. However, they are subtly different. Whereas ghosts generally retain most of the sentience they had in life, and can 'adapt' to their surroundings, Graven are more similar to apparitions--which are bound to one area, the site of the mass death that spawned them, and cannot leave it unless that place is destroyed--in that they are bound to one task or duty for eternity until their quest is complete or they are destroyed for good. Like apparitions, Graven can prove difficult to exorcise fully, but are much more easily damaged with common steel, not requiring gold or silver to slay. Graven tend to manifest semi-corporeal, seeming ghostly but possessing form and figure. Without this corporeality, limited though it is, they would not be able to complete their tasks, and would be tormented for all eternity in a state of agonising limbo. Graven are created by the violent or unlawful death of an individual who is singularly devoted to their work or an ideal. An alchemist who devoted their entire life to finding the cure to a disease, but was murdered by a competitor, might rise again as a Graven, seeking not revenge as a poltergeist might, but instead the completion of their life's task. In this case, it would be the finalisation of a cure, after which the Graven would slowly fade away unless given another task by a figure it recognised in life. Given that most Graven take several hundred years to rise from death initially, this is highly unlikely, although if the alchemist was an elf, a long-lived family member might be able to command him to remain. This remnant would be a bare shell of the alchemist, hardly recognisable as what he was in life. This is the curse of the Graven. Some example of Graven might be a prison warden, forever questing for more criminals to incarcerate that he might practice his foul tortures upon them, but killed by rioting prisoners; a gravedigger, devoted to his work but laid to rest without heirs, or a single-minded general, assassinated the night before a major battle in a war. These Graven would rise with only one task in mind; the duty that consumed them in life. It generally takes a violent or unlawful death to raise a Graven, and most of the people who knew that person would be long dead by the time it happens. Such as it is, Graven are cursed to perform a single task for eternity, be it a warden's duty, a gravedigger's burden, or a general's burning desire for victory over the foulest foes. What can Graven do? The Graven are spirits, meaning their interaction with the world of Anthos is limited to the one duty they treasured in life. A gravedigger is bound to spend eternity digging graves and safeguarding cemetaries. A prison warden must hunt down murderers and worse until the end of days. A general might return as a ghostly leader in the bloodiest battles, or in rare cases lead a small army of Graven to lay siege to strongholds the enemy held in life. The degree to which a Graven returns to fulfil his eternal task depends on his or her zeal in life. Graven are semi-corporeal. They have bodies--commonly wreathed in illusory darkness or spectral flame--that can be harmed like any mortal, and unlike ghosts this harm may be perpetrated by a wielder of steel instead of silver or gold. However, in the case of more violent Graven, this corporeality also means they are able to harm others. In my favourite example, the prison warden hunts down and attacks murderers, intending to drag them back to Fumblemore's excellent Shackle's Silence idea (once it's accepted, wink wink nudge nudge) a giant prison for criminals of the worst kind--in pieces, if necessary. Other Graven may be less violent but can still interact with the world around them; a Gravedigger digs graves to bury the recently departed and fulfil his quota. If someone tried to desecrate a graveyard, the Gravedigger would most likely attack them, but any other person would be able to hold a decent conversation with him, if brave enough. It differs, from Graven to Graven; some are more or less violent or vigorous than others. Graven also sometimes appear to flicker, or fade from sight. This occurs because the spirit energy that ties them to this world cannot bind their soul here for long. Graven very literally work for their living; the task that constitutes their eternal burden refreshes and rejuvenates them. Upon laying a body to rest, the gravedigger would feel energised, but after a period of time spent without digging, they fade away until they can muster enough energy to manifest once more. This process is automatic--Graven cannot choose when they are reborn. It also means that Graven can 'die' or be slain. Disrupting their spectral form--with a sword blade, for example--consumes the fuelling energy that keeps them alive; stabbing a Graven through what remains of its heart will kill it as surely as any mortal man. What do Graven look like? Graven generally appear as undead or spectral beings. They might have blue-green flames instead of flesh, and a blackened skeletal visage; rotted skin and flesh tinged poison-green; or even be translucent, like your common, run of the mill ghost. However, Graven usually appear to have corporeal equipment or apparel, unlike ghosts. This equipment very rarely appears illusory, unlike their spectral forms. Looking a Graven in the eyes too closely reveal the screaming, trapped spirit within. This can commonly drive mortals temporarily insane. What benefit will the server receive, from allowing this lore? In my eyes, the Graven will benefit the server as creators of otherworldly roleplay, as well as a caution to any who think villainy has no consequence. It will bring some defining and landmark encounters with ghostly figures that should make any character stop and think, and create an extra dimension to villain that inspires caution and careful consideration--after all, who knows when a Graven--a fanatical keeper of the peace in life--might step from around the corner and witness a murder, drawing his broadsword and charging with a battle roar. Likewise, a lonely old gravedigger doing his job late at night might be visited by a spectral helper armed with a shovel who helps him complete his task--any grave robbers who approach, looking for easy pickings, are beaten senseless by this ghostly guardian. In short, it will create roleplay. Good roleplay, hopefully--and on that note, I present these screenshots as evidence. I realise it was against the rules to roleplay as this character without an accepted lore post, but I truly wanted to see if the roleplay would appeal to players of the server. It turns out, of the four times I used the character 'Warden', my Graven altchar, I received comments that the roleplay was more than positive no less than four times. I'd say that's roleplay that appeals, wouldn't you? Without further ado. The Harbinger's Trial Fun in Kralta A Merchant's Folly A Haunting In Salvus What benefit will players receive, if this lore is accepted? I'll begin with material rewards, to keep everyone happy. Firstly, if this lore is accepted, all Graven characters will be required to drop a material reward of some kind on the event of their 'death'--represented as an inability to continue manifesting due to excessive consumption of spirit energy in game--for example, Warden drops his lantern with a 'soul' in it. This will be represented as a potion bottle; if Warden is slain whilst using a murderer's soul, for example, it might be a potion of strength. A torturer's soul might be a splash potion of poison or blindness; an innocent soul might be splash healing, or haste. A gravedigger might drop his ornate iron shovel, a general may leave behind an armoured chestplate. It all depends on the Graven in question, but you can depend on some kind of worthwhile reward for slaying a Graven. However, the second benefit is the roleplay Graven create. It is, by all the first-hand accounts I've collected above, 'spooky', 'amazing' and 'badass'. This would seem to make it worthwhile, and the character Damen from the "Fun in Kralta" account has ideas of formulating a ghost-busting service in Kralta, due to my Graven spooking him, and the increasing appearance of monsters and other horrors in our fair realm, such as the drake and river monsters that recently attacked the quaint town. It has the potential to change the way characters look at the world, or to give them a permanent fear of what might lurk in the dark. Criminals should begin to find new consequences for their crimes, as Graven take vengeance for those who cannot take it themselves. This seems powergamey? I've strived all through my roleplaying life not to godgame, as I first knew it on a roleplay forum. I pride myself on not powergaming; of course, that is my own opinion. However, to bring comfort to other users that Graven will not be powergame, they are subject to a number of restrictions: They can die, and you don't need gold or silver. They can't manifest forever, and need to sustain themselves by furthering their burden of duty. They possess the physical traits of the original corpse. A human Graven has the strength, agility and attributes of a human, whereas an orcish Graven has orcish strength and bloodlust. They aren't fully incorporeal. No phasing through walls, no flying or floating, no walking through people. They tend to flicker or appear as an outline when weak or first manifesting, but these effects are purely aesthetic. They may only act in the interest of furthering their burden of duty. Anything else causes a Graven great pain, and eventually to fade and have to remanifest. They are subject to the same respawn-after-death time as other players (30 minutes.) They are as easy or as hard to slay as any other character. A Graven with no neck (i.e. if it has spectral green fire for flesh) can still be decapitated. Graven have no specific special abilities in combat, unless the Graven in question has a MA or some other form of extraordinary attack. Hopefully this is enough to convince people that Graven are not powergame. If not, you can always talk to me about it, and see if I can calm your fears. If you're still not convinced after that, well, I suppose it depends on whether this gets accepted by the lore team or not. Here's hoping! How is this different from the undead of Aegis/we aren't having multitudes of undead again I understand that this idea might cause consternation among the staff and event team. I think I read somewhere that they weren't doing Aegis-style undead again. Well, as far as I can tell Graven aren't similar, nor will they ever be prevalent. Similar to ents, golems and other magical creatures, Graven will have a limited player base. As I said, I shall craft an application form or some such, if that isn't too presumptuous of me. Thank you for taking the time to read this lore post. It is my first, if that's relevant. If there's any way I can further improve it or its chances of being accepted, post here or PM me and I'll see what I can do. Thanks, all! Graven Application Form Spirits of Duty Unfulfilled Post applications in this forum. Please note that I probably won't be accepted more than 4 or 5 Graven (if I even get that many) so be quick. - _Grim1_
  15. If you need minions of darkness, I'm available. PM me or post here if there's a spot for me, I'd really enjoy bringing this kind of RP to players on the server. - _Grim1_
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