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Booklight12

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  1. The stone guardians are used for guidance, and an RP ability as only RP can truly be made from it. It is used mainly as a source of guidance an example I gave to someone, was say your character had issues with his unstable family. You may take a break for a few minutes IRL inwhich ICly it would take numerous minutes to call upon a soul of a willing person who is completely neutral. They would come down either in as a vision, ethereal or a physical form as a terracotta like statue. They would speak with the person after their progressions and tell them of an experience they had when alive and try to assist you in your problem you may have. Normally it may be done with there, but some may stick around at much higher experience if needed though consumes mana slowly but continuously essentially making other magical castings much more difficult as you may exhaust yourselves and be unable to consume more mana until the soul is returned. Which gives no real benefit to combat and is souly as an RP tool, sure you may say they can be used in combat infact I stated that. Though they cannot be used or called for malevolent usage so if you attack someone the soul will simply disappear, it may only defend you from attack and is forbidden to heavily injure or kill a mortal, they can only stop them or knock them out, being though they are fairly fragile as one piece of their body being destroyed results in their disappearance from the mortal realm. As for sight that and the Projections go hand in hand, the projections being more of a powerful form of it. The passive sight is only minor making things a bit more clearer, and for active it is like a hawks view though has not much gain besides RP sight, and Mechanically as far as you can see. As for Projections which is a mutation of sorts to it. It was gone through different ideas in order to prevent the use of metagaming, making it that it takes a decent portion of time to use, and your physical body is still opened. Which we balanced all of the magic portion of this lore with negatives aswell as positives. The final part is the passages which is not teleportation but rather rifts. They are simply a way to ICly fast travel, which other magics are able to do mind you but in a different and much easier way. These rifts take time to form, and the upmost concentration, so to prevent powergaming any way they may be distracted may set a chain of events to prevent them from doing it correctly. All in all though, all the magics aside from the active enhanced sight portion for the magic, is non combative aswell take much time to even use as they are more ritualistic than, Concentrate, Summon, Cast. Though, if I didn't clear any of your concerns or you might have more. Do reply to this, or msg me on skype since you have me as contacts :P. I'd be glad to hear more man. -edit: forgot to mention it's only 1 aengul we are adding, the other two serve no purpose but to explain her roots. Though, if there is an issue with LMs on that matter, we may discuss it and change it. Though, Kaun would know more about the lore in that part of it for the early history of her.
  2. (By Omupied, DeviantArt) ((Lore written by Generalkauns’ idea, he didn’t want to post it, so I would like to thank him greatly for writing this alongside me)) ~Eseeria~ Aengul of Hearth and Gateways Eseeria is an Aengul, the child of two elder Aengul and Daemons, two believed to be in their time, The Aengul of Life, and Daemon of Death. These two powerful Beings, one of Light, and one of Darkness, created her view of Neutrality to all. She has since then been on both sides of Light and Darkness, never truly intervening in conflict between them. She has, and always will, do as her purpose decrees, to Protect the Home, protect that within it, and that around it. Few true interactions have ever been recorded or known of her intervening in the Mortal World, but very rare cases have been found, mainly following a Book she helped write along with many other Immortals. (This Book is her cause for returning once more.) Unlike her purpose in the Mortal World, she has a great influence among the other Aengul and Daemons, as she is the one who opens the Gateways of the Realms, a duty she was given strictly for her pure Neutrality, as if Light or Darkness controls this, the other would surely fall. So this duty fell to her for safe keeping. As one of the Eldest of the Aengul/Daemons, she has gained knowledge beyond most others in her time, she has learned much of Creation, and even of Destruction. She has obtained Connections that not even the most powerful of Aenguls and Daemons have achieved through her age and wisdom. She alone has created Magics over her long extensive life, however remain hidden, as many are too powerful for the Mortal World. She is known among the Aengul and Daemons as the Being of Passage, and Protector of the Hearth. Her self proclaimed duty is to open and close all Passages, and offer Protection to the Hearth when their is none. She is often one of the most respected, and feared, of the Aenguls due to the powers she has over gateways. She has the ability to decline the Passage of a Being from one Realm to another, however she is a Neutral Being, and shall not decline assage to them based on their stance of Good or Evil. Her influence on the World has been very little since it’s beginning, though now she has heard the call of a Book long ago written, and looks to the World to return her gaze upon it. She sees the Ignorance, Pain, and Danger present in the World, and so she casts down her knowledge of Connections to ancient Magics. How these Magics are known by Eseeria is by her Great Age, long has she studied and learned of Ancient and Forgotten things. These Magics and the abilities that follow them, are ones she deems the Mortals capable of using, without destroying their purpose, to Guide and Protect the Mortals. From this she gives the Connection to the Mortals through Her, as they are too weak to sustain them alone, and so she provides this lost Connection to them, however the strength needed to use them, is up to the Mortal, and them alone. Only in the most strange of times, when Light and Darkness are beyond their equality in strength, shall she intervene and aid the Mortals, or even the other side they face. The Connection is formed through her, and her alone. It begins with the Mortal’s soul and mind, latching onto the strength of Eseeria, and continuing to be nurtured as they learn more of the Magics. Eseeria will feel their mind become part of her own, from this she will strengthen their bond with her personal Connection to these Magics, through her, as they themselves cannot sustain it. Eseeria herself shall rarely interact with the Mortals in her physical form of an Elven Maiden, (Sometimes she shall appear as a great cosmic form of this Maiden; looking as if the nights sky), often she strolls the great wilderness of the World, sometimes even visiting the Four Brothers. She will most likely watch from the skies as a Great White Owl, or her Cosmic form, overwatching the Mortals in times of grief, rather than walk among them. She will only intervene between the forces of Light and Darkness if one or the other has gained too large of an advantage over the other. In the Mortal World, Eseeria’s rules, she and a great many others, created for her to follow restrict all that she may do, being one of the Eldest Aenguls, and one of their strongest. Though some things are left that she may do, the most common to be found is her creating the Connection to this Magic, of which only she can do. She can travel the world, open gateways the Mortals may use in due time, watch them with curiosity, or even intervene in the case of Light or Darkness growing far beyond the other. When this happens, her rules no longer apply and she may reset the balance that Neutrality craves. This causes great tension among her at times long in the past when she had intervened, and will do so again if she does. The Councils of the Aenguls’ and Daemons’ may take up vote to create more rules on her if this happens, restricting her in the future even further. However, no matter what rule may be changed, or already stands, she will continue to do as she does if it aligns with her purpose of doing anything in the Mortal World, stop the imbalance of Good and Evil, and to protect the homes of those that have no protection, or face impossible odds. One thing, she is capable of doing, no matter what rule there may be, is visions. She will often give visions to the Masters of the Celestial Magics, of the future, past, and present. Eseeria will only do this however, to insure the balance she wishes to keep. Eseeria, constantly opening and closing Passages and Connections, she is often interacting with the Voidic Powers, and has grown accustomed to it’s presence. Her giving the Connection to these Magics shall not intervene in Voidic Connections. Though, her teachings and granting of abilities are like a crossroads of sorts, she does not care for if you are good or evil, though she has very few tenants to which she has strong belief of. These tenants are: Thou shalt not disrupt the balance of good or evil too excessively, and blindly follow two sides of a spectrum without considering the other.(Though you are allowed to take sides or have a bias to one another, so not to change ones own characters personality and ideals. They simply cannot be blindly following one side to another) Thou shalt not call upon other higher beings for malevolent intentions. Thou shalt stay humble, and not think thyself higher than another life form. ~Celestial Magics~ (Harry Potter: Deathly Hallows) Eternal Guidance This ability is one most unique to this type of Magic. Eternal Guidance is the Gift of Eseeria and her personal Connection to the Seven Skies, of which few have a true Connection to. When the Caster uses this ability, Eseeria shall search the Seven Skies for Souls willing to come forth to the Summoner in a Stone form. This ability has many changes to it as one progresses through it and learns it better. To use this ability, one must meditate for long hours, possibly days, to gather mana within themselves to prepare for a Summoning. However, it may seem it should require less time to prepare for a Summoning as you gain a better Connection, here it is the opposite. As the Connection grows stronger, you must meditate for longer periods of time to prepare. As the further this Connection goes, the more the Summoner provides to the Summoned. When beginning with this ability, the Summoner will be capable of summoning a mirror image of a Soul within its Stone Form. This Guide, as the Souls will be called, is incapable of communicating and interacting with the World until the Caster becomes more prepared and practiced with this ability. Early on, this ability will be highly taxing on the Summoner, for as long as the Soul is within the World, it shall drain their strength. After the Summoner has become more advanced with this ability, the Guide shall now be capable of being heard and can listen to what happens around it. However, it will still not be able to interact until a much later stage. At this point, the Guide can be asked for small advice and partial wisdom it may have obtained in its life to help the Summoner. After a fair time of practicing and using this ability, the Guide will obtain the strength to interact with the World around it, and take on its physical, Stone form. They will only be able to sustain this form for a few moments the first time this is achieved. Though once this further Connection is made, the Summoner’s body will take a heavy toll if it attempts to keep the Guide present for too long. Once the Summoner is adept with this ability, they will be able to sustain the Guide for a long period of time. They will also be capable of asking more complex questions to the Guide, and request it’s thoughts on a situation. However, each Guide shall be different for every time it is Summoned; very rarely shall the same Guide be chosen to come forth. This will create difference in the advice and wisdom given by the Guide each summoning. After a great length of practicing and meditating, the Summoner will be capable of calling forth a Guide of their own choice, be it a Wise Man, a Soldier, or a Mage, or even a particular Soul they know of. At this point of the Connection to the Souls/Guides, they will see the Summoner as one of their own, and protect them when threatened by a Mortal danger. However, they shall not go and attack whatever it is that threatens the Summoner, they shall only Defend them. The Guide, once capable of taking physical form, will be a rather weak and soft Stone that can be broken easily by almost anything. (Once part of the Guide is broken off, it shall turn into a mist and fade away, back to where it came from.) Once at the point the Guide is willing to defend the Summoner, the Stone will be stronger than a normal Stone that can be found. However they shall be very slow in ground movement from being solid Stone, no special joints are within them; though, their arms and legs will be forcibly moved when defending the Summoner, removing this drawback of speed. Depending upon what sort of Guide was summoned, they may possess different skills and abilities of their own. Soldiers/Warriors will be quick and strong, with few drawbacks. A Mage shall have limited control over the Void, and have very weak casting; fire for example would barely singe clothing, but shall still be fire, and hurt by sheer heat. At the point of Mastery of this ability, one will gain the ability to call to Eseeria herself, if, with more than 1 other Master of this ability. When these Masters attempt to do this, their strength will be utterly drained if unsuccessful; if successful however, Eseeria shall replenish their strength, and grant them 1 Question that she will answer to the best of her ability, and what she is allowed by Rules she has set herself. If they do fail in summoning her, their Connection will break for the next 2 Elven days, and all Connections to any other Magic, shall also cease for those 2 days. Cons~ Eternal Guidance -Incredibly difficult to learn. -Very taxing on the body. -Long periods of time needed to simply prepare for it. -A large bust of Mana is used for a Guide’s summoning, over time the Summoner’s strength shall be depleted slightly faster than what they are obtaining naturally. -Summoning Eseeria is a life threat. Attempting to summon her will cause the body to exhaust all of its strength in the process, killing those that attempted the summoning. The chances of summoning her, even with a fair few Masters, will be very difficult beyond compare. -The Caster will pass out if enough strength has not been gathered. -There is a very slight chance, though not mentioned, of a Guide being broken on their path to the Physical Plane, and may see the Summoner as an enemy. -Souls that are directly summoned may not be brought back, they may only be brought once on precise wanting. -The statuettes or images of the soul are the same size as they were when living. No extremely large or extremely small versions can be made. (By Joseph Devon) Esseria’s Sight This ability grants the user the ability of an improved sight. It starts out passive giving those sight that is slightly better than that of an elf. As their abilities increase their sight will become even more potent, though to increase ones sight further than that of the passive sight they must activate the ability staying active as long as the caster is able to keep their eyes open and once they blink, the ability ends. As their experience increases, so does their depths perception as well as details, allowing one the ability to see across an entire valley in great detail when activated. Though, once they gain a near mastery over this the ability will mutate to a degree. With their normal sight and activated sight they would be able to move into a state of projecting oneself further than the eye is able to grasp, this is known as Astral Ascension. Through meditation for a period of time the caster would be able to project their very own image in a state akin to that of a ghost. Where they are transparent but remain visible. During the beginning steps of the transmutation of the ability the caster is able to project themselves but a few meters away and where they would be able to see normally. When this takes place they are given minimal movement abilities and if they move out of an area that would be unseen to the caster the projection of themselves would shatter and forced back into a state of consciousness. As well if they come into contact with any form of a being with a minimal concentration of mana being an animal, tree, large plant, and the descendants. The image they are in would be shattered. Slowly, as they progress with this mutation of Eseeria’s Sight the user is able to increase their distance now granting them the ability to project themselves at a far distance warping through the land and their projections appearing into an unseen location. An example of this would be the caster meditating inside a small hut in Fiandra forest. After a time they would see themselves in a third person view, that rises and rises into the sky and sifts through the land going as far as the elven city they, project themselves into their home. Their image taking form as they look around their home. They once more are granted minimal movement they cannot dash off or fight if someone chases the image rather they can walk or jog. At this time though at their most potent level of ability only sentient lifeforms that are able to think, speak and communicate, having a good concentration of mana and energy may shatter the projection. This being descendants, large animals and monsters. Or any other “higher” life form (Basically any player). These projections have a limit though, as they can only go so far out of the casters physical body. When they form a projection of themselves, their bodies slump and go into an unconscious state rendering them useless if someone were to find their bodies and decides to mess around with them any way they wish. As it takes time to go into the projection and a few moments in order for them to naturally return into their bodies. When they return their senses barred, mind heavy, and vision blurred. Though, if unnaturally forced out of their projection, such as a concentrated form of mana previously stated making any contact with the projected image of the caster. Friendly or with malevolent intent their image shatters and disappears, due to this trauma of being forced out and vision returning to their bodies. They are rendered incapacitated for a time going through convulsions, and spazzes giving them great pain for a few moments and if it happens too often perhaps a permanent mental or physical pain due to the constant stress. This makes the magic fragile and unable to be used aggressively, as if they are spotted their body acts physical for the most part though lacking senses besides sight and hearing. Leaving them highly exposed and susceptible to the image forcefully being shattered. Cons~ Eseeria’s Sight -You must make it known, once entering an area, that you are in the Astral Ascension state. -If forcefully removed during Astral Ascension, permanent damage to the physical body shall take place, and upon each “resurrection”, you shall obtain a great and terrible mental pain. -If you come in contact with a life form while in Astral Ascension, you shall receive a burning pain where you came in contact with them. -Once you have used this ability, it cannot be used until the body has returned itself to full strength, otherwise you risk burning and scarring as the Mind is transferred to the Astral Plane. -This ability leaves the body near drained of energy when you return from its use, longer use will drain the body further and possibly create a Mental Scar if staying after the body has used all its strength. -Occasional use is required to keep the Connection beset by Eseeria to keep it there, otherwise it shall fade and must be reforged. -If you overreach the distance allowed, your body will turn against itself and become sickened as well as the Ascension shall fail and the connection broken for a few IC days The Passage The Passage ability is an ability that allows the caster to form a wormhole of sorts commonly called a rift. Which forms a rip in the realm connecting on area to another, where two places a distance away, commonly viewed as separate locations become one for a short period of time and in a short space as well. With this ability it is in a way similar to the Soul Stone. As to where at first it may only be casted to places of meaning where the caster calls home. This place having a resonance of sorts and comes nearly naturally. As they progress they would find the ability to differ immensely to Soul Stones as they would find themselves able to form “Rifts” to other places that they wouldn’t call home or safe. Towards the beginning, the caster would only be able to form the rifts to places similar to Projections it must be in the casters general vicinity though increased further to which they do not need to see the area they are warping to, but rather know the area well, and be able to form a vivid mental image of the location. Vividly remembering sights, sounds, smells, all senses and then some. When picturing the location and concentrating, their sight would shift to a different wavelength of sorts, seeing different ethereal shapes, Hexagons, squares, circles, triangles. they would see many of them and in different colors each tied to different areas of the world, though the ones the caster is searching for would gather around in a “Clump” around them which they must piece together one by one like a puzzle. This depending on the casters dexterity, and mental strength may take a long while, especially for those new to Eseeria’s magics. Taking somewhere from forty five minutes to an hour for new casters (ICly, so it may differ from person to person but I would say about 15-20 minutes IRL when starting it would take them) After piecing together the different, thin sheets of images which would require you to point at the shape and slowly bring it over to the frame which would act like a canvas to which you create the rift on. After the time and a suitable frame is created, the caster would subconsciously know when it is finalized, after this it requires the caster to make contact with the frame which would be unseeable to others, unless they are concentrating, as well as know of the magic at a higher level. Once contact is made with the frame, the caster would feel a slew of mana rush from their body, as it melds with the frame causing it to become physical and, able to be seen by all. At this point the rift comes in different, shapes sizes, and appearance. So while your initial rift may be simply like a window to you. So it may appear as a literal “Rip” in the air and as you look inside from one side you see the other land while of someone happens to come across the rift while you created it and look through the other side, they would see you and the area around you like a window, though unable to speak or hear the other side, to another or later on as you progress it may appear as two obsidian pillars with a portal frame in the center with the same image. Though the common factor with each is that you will be able to see through the frame like a window to the other side. ((This allows creativity between each person, though is completely aesthetic)) As you get higher leveled you are able to create rifts that go farther and farther away from your initial location, as well as be able to form them faster, of course the farther the location the more mana it consumes, and longer it takes. Though, once the caster himself or if it is a group of casters that create the rift together go inside. It would immediately shut and disappear behind them. Though common mainly in long distance rifts you won’t appear directly where you set out to be. And may be a few yards, or even a few miles away but normally has some form of a hiccup in it. Aswell, if the castors decide to stay outside and wait for others to go through, the rift is only able to stay open for a short period of time at the highest levels about 2 minutes in total. Cons~ The Passage -You must RP Fatigue after the rift formation of the frame, however it isn’t entirely taxing, even at lower tiers as it plays more on sight and to piece each “Puzzle piece” of the frame. But when forming the rift it is normally very taxing even at higher experience there will be some form of fatigue from even the shortest distances. As the mana drains from you in a very fast period of time -While making the rift, if even the smallest of concentration is broken it may cause a hiccup or depending on how large like turning around and losing sight. The caster may have to start over again completely -You must wait time to cast, it is not an instant magic and takes time to form through each step. Longer rifts take much much more time even for seasoned casters, while shorter distances may be much quicker and be formed in a matter of a few minutes if experienced. -You need to RP out forming the portals, others unless concentrating, and know the magic itself cannot see the piece of the frame or the beginnings of forming one. It would look more like you are reaching and grabbing the air pulling it in front of you if looked at. -You must have vivid detail, experiences, and sense of where you are making your rift for if you don’t it may collapse the rift you try forming, or cause a hiccup and be transported to a different location. ((Hope you guys liked the lore, if you have any questions, qualms, or see any mistakes please write it below both me and Kaun will reply))
  3. *A letter would be written to the Grand Hermit on a rough, and cheap parchment though the words ominously seem to shudder faintly in place* "Dear, well I am unsure of your name as of now.. Though, I am interested in joining your sanctuary the idea of peace and a place to share similiar ideals with others resonates with me to some degree.. Though, I am not particularly one for a application sheet. I will keep it as simple as possible and state that I wish to meet you in the Tavern of the cloud temple where we may discuss face to face.. I shall await you there friend. Sincerely, Beranabus Seregon" ((Msg me on the server I guess if or when you would like to meet :P this sounds pretty interesting man))
  4. Pretty sure they can become a mouse or something small like a cat. But they can't become something like a dragon, or blue whale. Just nothing too big if i'm correct.
  5. I like the idea very much so. But I feel perhaps it should have a few different drawbacks. Yes I like the idea of some druids shifting without consent and by accident. But at the same time I feel after a while it would just get really dull and not as fun as the first few times as shifting. A first drawback I think would be good is having to progress through the system the same way and one by one. So for example, you cannot be able to shift between three animals and learn to shift at them the same time. But rather you have to go through the progressions one by one slowly after time being able to shift. Another neat one would be perhaps only being able to really shift into animals that relate to you. So like, Ouity is the wolf druid. He would be able to turn into a small mouse, or a beautiful swan but more beastial creatures like as he already is able to shift into a wolf, bear etc. Though that doesn't seem too imposing if it's not added it's fine. For an addition though to shapeshifting, is what about adding something positive to the mix if you are going to add a few other negatives, for example what if specific qualities of the animal are relayed over to them. For example, if your animal is a bear you would ICly be able to gain a bit more strength? Only slightly however but besides the negative qualities also add positive qualities. So if I choose to shift into a fish, I can become a faster swimmer, or I become a deer I may be able to learn to run silently, and a mouse not having to eat as much as others.
  6. Yeah, like what was said before. If this were not to be accepted even if it were RP'd people would simply call his char or other characters who do this crazy using OOC knowledge to some degree. But if it were accepted more people would most likely adopt it and RP it as true since they know it is true OOCly. Which is sad but true. Also, I just wanted to get back on what I said prior. If you are trying to make this like another way to do Evocation I don't think making someone lock into a specific magic singularly would help much. Except of course them not wanting to connect with other aenguls or aspects perhaps. But a lot of people that want to see this as another way to RP evocation would be warded away since they would be unable to use any other magic. For example, if this were accepted and my char was invited, he would sure as heck try it out since it would interest him. Though, he uses other magics so would essentially be useless for a good amount of time. And would not really want to lose his progress in them. I would believe many others would feel the same especially since they would be able to do the same things with evocation through void and still be able to use separate magics. I do know it is more of a religious thing but I just don't think it would really catch on any other way.
  7. Agiantpie for ET 2k14

  8. https://www.lordofthecraft.net/topic/109374-magical-mentors-list/ The list is finally up to date once more. Msg me if you have any complaints, or ideas for it. Aswell, if there is a magic that is added please contact me to add said magic.
    1. Eleatic

      Eleatic

      You can add me to Earth Evo.

  9. Beranabus Watches the watcher complain about other watchers, though laughs with his other friend The Watcher who was a watcher before the watcher.
  10. Updating the magic mentors list so this is your chance if you wish to volunteer to help newer magic users out. Look at this and tell me if you are knowledgable in any of these subtypes https://docs.google.com/document/d/1EjNOIEOp5zUkCzKRSOugvhhoQt3u8vmK-2HB4oq1Jew/edit

    1. Show previous comments  1 more
    2. excited

      excited

      PiercingDarkness - Fire-Evocation

    3. Dromui

      Dromui

      Drone414 - Fire, Illusion, or Mental

      Skale is no longer a Mage but he can still help out beginners.

    4. Booklight12

      Booklight12

      Would like to note. This is an OOC list. None of it is IC though people who do RP it ICly will most likely be considered slightly faster.

  11. Beranabus nods at the letter sent to him, and hastily replies "I am free currently, if you wish to meet in the Stone Sail tavern. I will be awaiting you there, and will be the white haired man there.
  12. *A letter would be sent to Mariane in a fine parchment* "Dearest Mariane of the Enchanters guild, I am quite interested in learning more of this organization and perhaps assist in teaching in it as it seems apparent you are in need of more teachers. Though, I detest writing letters by way of bird for applications. Perhaps we may meet somewhere and speak face to face. I am commonly found wandering about the cloud temple, or the standing and stone sail taverns if you wish to find me. Or send me a return letter strapped to this messenger pigeon and return it to me. -B.B Seregon"
  13. Also, just a question but for the fire aspect and air aspect. Wouldn't it be a bit wrong to disallow their follows the inability to learn other forms of magic? You could say things such as. The fire daemon wouldn't want their followers to be unable to learn other magics as they wouldn't be able to grow as strong and for the air one. Be a bit hypocritical saying that they wish everyone to be free and their followers to be free to make their own choices but burdening them by disallowing them to learn other forms of magic. Though, things can be said in opposites like the fire daemon wanting their followers to be strong physically aswell. I think I just wanted clarification though if these aspects/aenguls/daemons/what have you are disallowing their followers to learn other forms of magic. Or it is physically impossible to learn it.
  14. I think it would put a nice, more religious spin on standard void evocation. I don't really see any negative side to this, it's not a new magic or changing anything to it. Just giving it a bit more meaning and possible RP to it. So, I think that is a good short few sentences to answer that. Just a small edit- The only thing I can see going wrong with this is people abusing this and using this magic instead. Ultimately allowing evocationists to use magics that wouldn't normally allow them to be used. Such as clerical magics, or druidism?
  15. Isn't this similar how Evocation worked in Aegis? Not really sure how it worked just was told it was similiar by a few though this shouldn't really require aengul lore. What Elindor said seems pretty cool just having aspects in a way to personify them.
  16. Yeah, Daemons don't necessarily symbolize fire, nor technically good or evil. I think it is just how they go about their objectives. There are people on the server that technically have aengulic/daemonic blood. And it is said it was quite common just in very minute quantities. Because of that, and since it could easily be PG'd. I don't believe this is the best of ideas. Perhaps adding onto it and changing it to have a different concept as a whole though. Might make it better? Iunno, but for now -1.
  17. Wanted to know if a verdict of this may be announced or decided. It has been quite some time.
  18. I think he was talking about transfiguration magic. Like if it was possible to enchant magic with other magics such as monk magic, druidsm, Shamanism and cleric magic. All of which except for druidsm I have seen. Though, it might have changed since then.
  19. OOC Minecraft Name: booklight12 Timezone: EST Skype: booklight12 Anything you'd like us to know?: Nupe IC Name: Beranabus Seregon Age: Unsure.. I haven't counted (88) Race: Of high elven decent Gender: Male Alignments: Alignments? A tad.. Unspecified. Morally? I suppose good. Socially? None particularly. Eh.. Not quite sure of other Alignments you might be speaking about. Skills: Great Chef, A decent fisher. Dancing instructor? Decorum and etiquette instructor? I suppose I have quite the fondness for exploration. Though not much other skills that I wish to tell to the open air that is writing perhaps in person. Anything you'd like us to know?: Not particularly.
  20. Beranabus blinks a few times as he looks upon the public forum of with this cryptic message "Od-eh.." He blinks a few times looking over to fredrick and nods at his word before walking off "What he said." ((Seems interesting. But it may be best to expand on this. As there is no real concrete goal rather than meeting and discussing modern events and wanting to do something about it. Though if you were to take action and spark RP. That would be pretty cool. Good luck!))
  21. Seems interesting and would be cool to watch in RP. But my only questions that arent quite clear are. How are these magic ritual daggers even created? Are we able to just stab someone with a dagger that resembles these? Or does it require a special item only certain peeps can make. Also, if say the immortal cursed creature is gutted and or has his arms cut off. After combat would it just grow instantly? Over a while? Withing a few minutes or hours? How does that work?
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