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  1. 309829676_ChamberofFire(1).thumb.gif.ded46c698405821ceed3f89a79fb8e2d.gif

     

     

    - THE CHAMBER OF FIRE -

    The Chamber of Fire has elected to publish its charter, so that the people of Hohkmat may understand what we do and who we are.


    Our Responsibilities

     

    The Chamber of Fire draws its responsibilities from the ‘Three Mysteries’ - it is meant to preserve sorcerous power, protect the magical state, and protect the Grand Magister. Two explicit mandates are given by the Grand Magister in execution of these duties.

     

    Our first mandate is the Defense of the City-States of Hohkmat and its Magi. We achieve this by:

     

    ° Training inductees in martial, alchemical, and magical combat.

    ° Equipping inductees with martial, alchemical, and magical weapons, armor, and tools.

    ° Recruiting and maintaining constructs such as golems, atronachs, sorvians and automatons.

    ° Contracting mercenaries if necessary to bolster the city’s forces.

    ° Serving as Liaison to foreign military forces.

     

    Our second mandate is to inflict indescribable violence apply combative force in service of the Grand Magister, both at home and abroad. We achieve this by:

     

    ° Serving as the Grand Magister’s personal guard. 

    ° Defending the city against violent attack.

    ° Organizing expeditions to inflict indescribable violence apply force where and when the Grand Magister desires; typically against the undead, the demonic, and the rogue magi. 

    ° As per the Merzhin-Garmont Traité, “[providing] strategic and tactical mages to support [The Commonwealth of the Petra] in times of war.”

    ° Defending against internal threats to the stability of Hohkmat.

     

    Our Philosophy

     

    As is built into the culture of Hohkmat, powerful magi should be independent. To that end, we eschew traditional facets of a military such as a uniform, formations, salutes, gate duty, or a complex rank hierarchy. We will not waste our magi’s time, and we will not keep qualified recruits from advancing because they’re new to the Chamber. 

     

    When it comes to our magi, our sole concern is forging them into a formidable, highly-equipped fighting force. They should wear what they like, when they like, and do what they like, so long as they can be called back to use their skills to defend the city and its interests when necessary. 

     

    Whether a Chamber of Fire magus is acting in service of Hohkmat, or acting to achieve their own goals on their own time, they will fight harder, smarter, and more effectively than their non-Seared peers. Let others study the Void, broker alliances, or engage in commerce. Above all else, a Chamber of Fire magus knows how to wage war. 

     

    Our Organization

     

    The Vizier

     

    The Vizier is the leader of the Chamber of Fire, selected by the Grand Magister. Of all the Viziers within Hohkmat, he is the most lethal - one of the few capable of standing toe to toe with a Lord or Lady Magister.  He is responsible for reporting to the Grand Magister, negotiating with the Hohkmati government, organizing expeditions, running the Immolation, delegating duties as he sees fit, and above all, seeing that the responsibilities of the Chamber are carried out.

     

    The Seared

     

    The Seared are full members of the Chamber of Fire who have undergone the Immolation and bear the Striker. They have received the best training and equipment the Chamber can provide. They have few day-to-day duties beyond training inductees and inflicting indescribable violence applying their skills when directed to by the Vizier or the Grand Magister.

     

    The Kindling

     

    The Kindling are the inductees of the Chamber of Fire. They are trained by the Seared and the Vizier in martial, alchemical and magical combat and equipped with martial, alchemical, and magical weapons, armor, and tools. They also assist the Seared when they mete out indescribable violence act in service of Hohkmat.

     

    The Pyroclasts

     

    The Pyroclasts are the constructs that serve the Chamber of Fire. Their duties mirror those of the Seared, but they do not undergo the Immolation, nor do they bear the Striker. They may, however, go through the process to become Seared if they are loyal, skilled, and sapient. Pyroclasts have a special duty to carry on the traditions of the chamber, often living much longer than most of its members.

     

    The Immolation

     

    The Immolation is the ritual by which the Kindling becomes the Seared. 

     

    The Striker

     

    The Striker is the identifying mark of the Seared. Those who carry it are full-fledged members of the Chamber of Fire. It is a red signet ring bearing this symbol: 

     

    TZNDlNE5mlb7G_DRK0vBXuF6KDKiUIU2shHUOpCRovTpip7xpxQLGc_HY0fBcfxrF1Q77Mpf_gN9fxLN01STCziuOIl-AF0IJhnsmIkw_z1OqFwhePDVYefb-tg6zicI_xozxyy0wP56VMwyvPr8Hk4
     

    Recruitment

     

    There will be no uniforms, no formations, no saluting, and no gate duty. We won’t waste your time. If you want the best magical combat training and the best equipment, and are willing to loyally follow the mandates of the Chamber, join us. 

     

    You may send a letter to the current Vizier, Ayche ((Xydraus)) or his secretary Faeryel ((Faeryel)). You may also go to the Chamber of Fire, located within the Ziggurat of Hohkmat ((1566 112 -3)) to express an interest to join in person. 

     

    Previous combat or magical experience is not necessary - just a sharp mind and the desire to serve. You will learn combative magic as part of your training.

     

    (Drafted on 3rd of Snow’s Maiden, 1951 by Faeryel Artenin)

  2. 5 minutes ago, Andustar said:

    -snip-

     

    I appreciate the kind words and the feedback! 'Amped Reflexes' is balanced around the Air Evocation 'Redirect' spell, which does effectively the exact same thing at time of writing. (1 connect + 1 cast, redirect projectiles). The intent is for Amped Reflexes to be an alternative way of accomplishing this with fun flavor.

    As for Lightning Step, our hope is that the complete inability to move after 2 turns of boosted movement, along with the existence of Translocation spells (which currently allow for a voidal mage to instantly blink 12 meters in a single emote, 16 meters with one emote of preparation, or 32 meters with two emotes of preparation - or double all of those distances with the use of a focus) make this spell a useful, but not overly strong alternative.

    In terms of covering ground, a translocationist vs. a lightning evocationist might look something like this, assuming both void mages are already connected:
     

    Spoiler

    Emote 1: Translocationist forms anchor, Lightning Evocationist prepares the cast. If moving, the Lightning Evocationist can cover 4 blocks.

    Emote 2: Translocationist can now either teleport 16 blocks (including in response to incoming spells or attacks), or 32 blocks with a focus. Lightning evocationist can cover 8 blocks, which in addition to the previous 4 makes 12.

    Emote 3: Translocationist, if they haven't already teleported, can add one more emote to double their distance, making 64 blocks. Lightning evocationist can cover another 8 blocks, making 20 total.

    Emote 4: Translocationist can theoretically Brisk Step another 12 blocks instantly after the 64 block minor teleport, making 76 blocks of distance, or 88 blocks by using a focus with Brisk Step. Lightning Evocationist is immobile due to fatigue, and still at 20.



    We also considered the outcome of Lightning Step vs. a non-mage:

    Spoiler

    Emote 1: Regular Swordsman sprints 8 blocks. Lightning Evocationist can move up to 4 while casting Lightning Step but cannot attack either (because they're preparing Lightning Step).

    Emote 2: Regular swordsman sprints another 8 blocks for a total of 16, or can move 4 while attacking for a total of 12. Lightning evocationist can move 8 while attacking for a total of 12.

    Emote 3: Regular swordsman can sprint another 8 blocks for a total of 24, or can move 4 while attacking (total of 16 or 20 depending on last turn). Lightning evocationist can sprint another 8 blocks for a total of 20 while attacking.

    Emote 4: Regular swordsman can sprint another 8 blocks for a total of 32, or can move 4 while attacking (total 20, 24, or 28 based on previous turns). Lightning evocationist is fatigued and immobile now, for a total of 20 (no movement).



    In this instance we're hoping this would also be considered balanced.

    In addition, Lightning Step prevents the mage from casting any spell other than Amped Reflexes for its duration, which we intended as another balancing measure. 

  3. It's actually a little wild to me that you were lurking for seven months reading the forums and taking in lore. Welcome, and I'm pretty sure you'll be the most knowledgeable new player ever. Enjoy your time here!

    Oh, and nice writing.

  4. Name of the Artifact:

             Mark of the Tempest

     

    Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations:

             Yes

     

    MC Name of the person(s) currently in possession of the Artifact:

             Xydraus

     

     RP Name of the person(s) currently in possession of the Artifact:

             Ayche

     

    MC Name of the creator(s) of the Artifact (N/A if not applicable, e.g. for event items):

             Xydraus

     

    RP Name of the creator(s) of the Artifact (N/A if not applicable):

             Ayche

     

    Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're resubmitting an old MArt put N/A:

             

    https://imgur.com/a/2WOFHCg

     

     

     

    MC Item description (the exact description that will be used for the MC item if this MArt is accepted):

             

    N/A (The MArt would be my character, or rather the Mark/Lightning scar left on his back by the Voidal Lightning from the Hollow event).

    Scar referenced here: https://imgur.com/Xt7sLWW
     

     

    Effect(s) of the Artifact:

             

    Effects:

    All void magic spells cast by Ayche become ‘lightning’ evocation spells, taking on the aesthetic appearance of lightning evocation spells, but otherwise maintain the exact same effects as before. Casting combative evocations will fill the air with static electricity, the smell of ozone, and so on - all effects similar to previous lightning evocation. These effects, from the change in appearance of the spells to the static electricity in the air when casting, are purely for flavor. Every spell maintains the exact same functionality as before, aside from the aesthetic changes.

    Examples:

    Fireballs and flames from fire evocation become balls of glowing plasma, or writhing sparks (this does not change their temperature or effect in any way).

    Air evocation spells carry with them static electricity (which does not change its functionality aside from flavor, and the static electricity cannot be used combatively). Optionally, little glowing sparks can be attached to each air evocation spell (which again do not change the functionality of said spells and are only for flavor).

    Earth evocation spells now summon lightning glass, or fulgurites (without changing anything about the durability or functionality of said spells).

    Translocation spells create optional showers of sparks when casting Expatriation, Half-Expatriation spells have portals ringed with electrical sparks, and anchors can take on the appearance of a large mass of glowing sparks (with the same size and visibility of existing anchors). The trail of aura left behind by Brisk Step can now be stylized to appear as a trail of lightning (which has no effect besides aesthetic - this trail cannot be used combatively).

    Any other voidal spells cast by Ayche can be stylized to take on the appearance of lightning (or something related, such as lightning glass/fulgurite for Earth Evocation), as long as there’s no change in the functionality of said spells. This includes effects such as lighting a dark area to see - if the original spell did not generate light, then the modified spell will also not generate light, even if it takes the appearance of lightning.

     

     

     

    Red Lines of the Artifact:

             

    Red Lines:

    Existing spells gain no change in functionality whatsoever. They have exactly the same effects as before - the appearance of the spells simply changes to lightning. Given this, the evoked ‘lightning’ does not have any of the properties of previous (shelved) lightning evocation, and will not redirect to hit armor or metal. Additionally, combative evocations will not travel instantly to their targets, unlike previous lightning evocation spells from shelved lore, and no spells can ‘stun’ a target as old lightning evocation might have. Spells besides fire evocation will not burn a target on impact, even if they take on the appearance of lightning. Spells that do not normally create light cannot be used to light a dark area, even if they take on the appearance of lightning. If lightning-themed fire evocation is used to start a fire, the fire does not take on the change in appearance.

    All existing redlines of the modified magics must be followed.

    Should always have an aesthetic related to the flavor of evo being cast, e.g water evo should be electrified water or ice, just so the nature of the spell is still visible and can be reacted to. Doesn't "cloak" tells, effectively, in some manner or circumstance. 
     

     

     

    Explanation of the effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

             

    During the events in the Voidal Hollow, Ayche’s life was saved by a bolt of Voidal lightning, which struck him as he was falling to his death and teleported him to safety, leaving him with a lightning-scar on his back. The events are detailed in the following two posts:
     

     


    Following this event, and now knowing that Voidal Lightning was still possible in theory, he set out to rediscover the first magic he ever learned; lightning evocation. After many failed attempts and a near-miss with another lightning bolt, he finally succeeded. To an extent, anyway.

    While he was not successful in rediscovering any of the old spells, as those had been forever lost to the Void, he found that his attempts caused his existing spells to take on the appearance of lightning.

     

     

    Number of duplicates of this Artifact:

             Only one of this artifact exists, as it’s tied to Ayche himself - unlocked by the Mark, or the scar, left on his back by the Voidal Lightning which saved his life.

     

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?:

             Yes

     

     Have you applied for this Artifact before, and had it denied? If so, link the app:

             No

  5. Ayche stares at the final stones he's placed to mark Ruina's life. There are no words he can find, and his throat is too dry to say anything anyway. She didn't deserve to die when he didn't. None of them deserved to die.

    He sets a single tiny paper umbrella on the stone, the sort that are served with tropical drinks, and turns to make the long journey back to civilization.

  6. Ayche grabs the fallen letter from his doorstep with a stick, so as to not have to go outside. He opens it with gloved fingers and frowns.

    "I'm sure this was very important, but it's soaked in blood. I can barely read it."

  7. MC Name:

             Xydraus

     

    Character's Name:

             Ayche

     

    Character's Age:

             Extremely Old

     

    Character's Race:

             Mali'ker

     

    Link to your accepted MA:

            https://www.lordofthecraft.net/forums/topic/210828-voidal-translocation-ma-discordantnote/?do=findComment&comment=1901226 (App hidden)

     

    What magic(s) will you be teaching?

             Translocation

     

    Describe this magic or a creature as a whole:

             

    (The MA linked above is a recently resubmitted MA as the old one was under a different format; The previous MA linked in said application (for Shifting, which was later merged with Translocation) is the date when my character actually began learning this magic, and he was previously T5. Currently, as a Scion, he is effectively T3, but as he’s had plenty of experience casting T5 Translocation spells in the past, I’ve been informed he should be able to teach/describe the spells to students even if he can’t cast them himself.)
     

    Translocation is a voidal magic that makes use of the void to transport or store physical items, or to transport (but not store) living organisms. Translocation incorporates two subsections - Expatriation, which involves construction and deconstruction of physical objects in the Void for storage (or in the case of half expatriation, rapid transport) and Shifting, which involves teleportation of objects and people through the Void. 
     

    In general, the only way to move organic/living matter through the void is via shifting - living things cannot be expatriated, even with half expatriation. Magic and combative potions cannot be translocated. 

    Shifting was once a separate magic that was merged with Translocation, and is the only way to transport living organisms through the void. Shifting cannot be used to store items - that falls within the realm of Expatriation. 
     

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Expatriation spells use a mana anchor to deconstruct an object and store it - this is the basis for spells like Void Pocket and Summon Weapon. These spells allow a mage to store an item in the void after carefully studying its every detail, and retrieve it at a later time. The latter spell is used specifically for weapons, and can be cast much more quickly than the former, though it will fail when used on complex weapons like crossbows. Half Expatriation, the third spell in the Expatriation subtype, allows a mage to place two anchors in different places, opening rifts in those places that will allow objects to enter one rift and exit through the other while preserving momentum; this is the only expatriation spell that will preserve momentum. These rifts must be stationary, unless one or both are summoned on the mage’s hands, in which case they will move with the mage’s hand. Items do not need to be carefully studied to be Half-Expatriated.
     

    Shifting is the other subsection of Translocation, and was once a separate voidal magic entirely. This subsection revolves around teleportation with mana anchors. Minor Teleportation allows a mage to place an anchor a short distance away, and then follow up by dragging themselves through the void to the target anchor instantly. If the anchor is warded or destroyed (by putting a large object over it), the spell will be canceled. Translocationists can also teleport someone else the same way, by dragging other people through the void to the target anchor. Those affected will be covered in a visible shroud of the mage’s aura before being teleported. When used this way, the spell is called Group Teleportation. The spell can move at most four people, including the mage. Material Teleportation is much the same, but allows a mage to cover a stationary material object in their aura before teleporting it to the target anchor. Finally, Brisk Step, or Blinking, is the fastest way to shift a short distance, and is a particularly draining and hasty way to teleport near-instantly once a mage has connected to the void. It does not require a mage to carefully place an anchor beforehand, and can only be used to transport the mage who’s casting it, leaves a bright trail of the mage’s aura color, can only be used to move linearly, and is twice as exhausting as minor teleportation despite the shorter distance traveled. Traveling this way is extremely disorienting, and doing so will break the mage’s connection. The longest-distance teleportation spell, only available to master Translocationists, allows a mage to set a permanent anchor at various cities (wherever their soulstone is bound to), and to open a portal to said locations when not in combat. This portal can only transport the mage, with no other passengers.
     

     

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    The following is a list of emotes for a minor teleport without spending an extra emote to double the distance.
     

    [!] Ayche’s pupils dilate, and his eyes flare with a pale, near-white blue light as he connects to the Void.

    [!] He sets his gaze on a point by the tavern, and a tiny burst of mana in the same white-blue color of his aura flares in the air, leaving behind a clearly visible rippling distortion in the air.

    [!] Ayche snaps his hand closed in a fist, and disappears with a pop and a burst of light blue energy. He reappears by the tavern in the same instant with another burst of mana, exactly where he’d placed his anchor. 

     

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    It’s a cold, crisp morning when the two meet again. Ayche is waiting by the lake, leaning against a tree with a deck of cards in hand. He’s shuffling them idly - the deck disappears into a coat pocket as his student approaches. “You’re late.”
     

    “You say that every time. Literally every single time. I even made sure to show up half an hour early today so you couldn’t say that, what do you mean-”
     

    Ayche waves dismissively as his student steps forward. “Stop right there. Yes, right there - no, back up a little - too far - there. Stop.”
     

    His student crosses his arms, about three meters away. “...And?”
     

    “You’ve gotten pretty good at basic storage of items in the Void, given how recently you’ve started the art, and your shifting is… good enough. Today we’re going to work on blinking.” Ayche gestures. “It’s a rapid way to shift. Short distance, linear. May save your life one day. Connect to the Void as usual.”
     

    His student nods, and his eyes begin to glow with an ethereal purple light. “Now what?”
     

    “Picture your destination. Should be easy, given how close it is. Hold it in your mind. Reach out to the Void and drag yourself through it, as fast as you can. Focus carefully - try and cross the three meter distance to me. Just be careful, shifting this way will be-”
     

    His student evaporates in a burst of purple aura, reappearing instantly in front of Ayche. A trail of lingering purple energy covers the three meter gap. The student staggers, then doubles over, emptying his stomach of his early breakfast.
     

    Ayche supports his student with a sigh, patting his back. The ‘ker’s nose wrinkles. “...will be nauseating. I thought I told you not to eat beforehand. Bah. Good work, though.”
     

     

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    If my student accidentally powergamed during teaching, depending on the way in which they’ve powergamed, I would gently remind them of the proper limits and redlines of the magic, and of the proper emote counts required for whatever spell they’ve just cast. Then, I would give them a chance to re-emote properly. 
     

    If they powergamed after teaching, that would be more of a concern, as it would mean that they either did not fully understand the magic, or that they were intentionally powergaming. In this case, as soon as I heard about potential powergaming, I would reach out about the situation, and if it seemed unintentional, would remind them of the proper limits and redlines and would clarify any questions they may have had. I would then prompt them to reach out to those affected by the RP to allow them to void it, if it had already happened, or to re-emote following the proper guidelines, if the RP was in progress. If they did not do so, or the powergaming seemed intentional, it would be time to reach out to staff and reconsider teaching the student. 
     

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             N/A

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             N/A

  8. MC Name:

             Xydraus

     

    Character's Name:

             Ayche

     

    Character's Age:

             Extremely Old

     

    Character's Race:

             Mali'ker

     

    What magic(s) will you be learning?

             Fire Evocation

     

    Teacher's MC Name:

             TheFirstShroom

     

    Teacher's RP Name:

             Falk Irongut

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             Yes, I'm dropping Water Evocation (App hidden) - https://www.lordofthecraft.net/forums/topic/210826-water-evocation-ma-discordantnote/?do=findComment&comment=1901220

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             Yes

  9. MC Name:

             Xydraus

     

    Character's Name:

             Ayche

     

    Character's Age:

             Extremely Old

     

    Character's Race:

             Mali'ker

     

    What magic(s) will you be learning?

             Earth Evocation

     

    Teacher's MC Name:

             FadedQuartz

     

    Teacher's RP Name:

             Eliza

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             N/A

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             Yes

  10. MC Name:

             Xydraus

     

    Character's Name:

             Ayche

     

    Character's Age:

             Extremely Old

     

    What feat(s) will you be learning?

             Arcane Scion

     

    Teacher's MC Name:

             FadedQuartz & CephalonAir

     

    Teacher's RP Name:

             Eliza & Air

     

    Do you agree to keep Story updated on the status of your feat app?:

             Yes

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             N/A

     

    Are you aware that if this feat is undergoing an activity trial and fails said trial, that you will lose the feat? And that if it is apart of the Lore Games, it might drastically change soon?:

             Yes

     

  11. MC Name:

             Xydraus

     

    Character's Name:

             Ayche

     

    Character's Age:

             Extremely Old

     

    Character's Race:

             Mali'ker

     

    What magic(s) will you be learning?

             Voidal Translocation

     

    Teacher's MC Name:

             EdgyMagey (Unsure if still active, unsure if still the same username)

     

    Teacher's RP Name:

             Evelangéline

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             I'm resubmitting my MA to bring it up to date with the modern format. My original MA is here: https://www.lordofthecraft.net/forums/topic/140404-arcane-sa-ayches-voidal-shifting-application/ It's for shifting, which has since been merged with Translo.

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes.

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             Yes, I'm aware (rip mental magic and electric evo)

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