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About Ambduscias

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  • Birthday 08/28/1987

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  1. [CA] Vindicator

    MC Name: lady_strangler Character's Name: Vindicator Character's Age: 0 Character's Original Race (N/A if not applicable): N/A Transformed form: Atronach Creator's MC Name: Niv_Mizzet Creator's RP Name: Avenel Briefly explain the lore behind this construct or creature: Atronachs are voidal constructs, akin to magic given growing sentience and sapience. They are anchored and focused between "plates," of which are the source of the majority of their strength and an egregious weakness. If targeted and struck, those devices can rupture and result in exceptionally adverse effects depending upon the magic/energy compromising the core of the relevant Atronach. Though they have intelligence and relative autonomy, their reliance on their creator's charging leaves them dependent and obedient. Past this, there are a few other unique facets to Atronachs. When they project their magic, they do not "cast" - they shoot it from their body. And as with that, they are not born intelligent - they slowly become more and more sentient, able to process information at their own place. It is a progressive endeavor that doesn't necessarily have an 'end' to their development, allowing for a disparity between individual units. As one could assume, being hit with anything that wards their magic or Iconoclast abilities will disrupt or disable them, and if they are destroyed, they will need to be recreated. 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 MT updated on the status of your magic app by using the Magic List Errors topic?: No Are you aware that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?: Yes Do you consent to accepting what may happen to this character?: Yes Have you applied for this creature on this character before, and had it denied? If so, link the app: No
  2. [CA] [Lich] Primdria

    i was forced to help
  3. Invocation

  4. Invocation

    I debated on attempting an Elven words of power derivative from their current language well before this, but coincidence worked out when a friend wanted to cooperate to write something. There wasn't any particular desire for "here skyrim dragonborn magic," and the piece itself is more derivative of WoW priests and words of power than it is of Elder Scrolls. Not to mention, the concept itself doesn't originally fall under Elder Scrolls; it's been a running trope throughout history. It's similar in concept, but the mechanics are entirely different and it brings a new variety of RP that isn't similar to anything else available. Would you decline fire evocation because of destruction in Skyrim too? It's a weird border of where you draw the lines of things being too similar. If it really is such an issue that people really don't want words of power, I'll rewrite my portion of the lore and make it something more simple and generic rather than having a word-based magic.
  5. [MArt] Bleakwalker's Signet

    copied my format off of google docs and forgot that was a section firetruck.
  6. to clarify, this is for a item from before the MArt system came out and was made by LT on said arch-scaleyboy. Magical Artifact Application format: Name of Artifact: Bleakwalker’s Signet MC Name of person(s) currently in possession of Artifact: Crazyrabbi1916 RP Name of person(s) currently in possession of Artifact: Aresaeth MC Name of creator(s) of Artifact (N/A if not applicable): LT (MTH_Dominator at the time) RP Name of creator(s) of Artifact (N/A if not applicable): Azdromoth Effect(s) of Artifact: With the Signet came power and responsibility in equal parts. The shepard was given his flock to tend, and the stray sheep a herd to return home to. Yet it was not simply an idol to represent authority, but the means through with authority was conveyed. The device, forged with long toils and labours, even for a Drakaar, required the attention of his adjutants; with his power to manipulate genus’, and his lieutenants knowledge of mental magic, the device was imbued with his voice. This is not to say that Azdromoth’s voice held any particular magical quality, but the candor and authority with which he spoke was evident; Dragonkin were aware of his presence when it whispered to them in the dark of the night, and the authority manifest with it -- a symbol that whoever the device was last passed down to was the vessel of his authority. Which, for the most part, was true. The ring itself, however, was lost to time after his pilgrimage to the Abyss and Void, lost to those who ought to have wielded it; such proves to be a great source of contention, with its existence. Many have right to hold claim to it, but none truly own it - that lies solely in the Arch-Drakaar’s hands. In brief, the ring carries no outwards magical power but the ability with which to convey speech in the form of suggestion to other Draconic entities. Outright obedience rarely follows, depending on the sentience of the creature, but less intelligent and weaker creatures are more easily keeled and subjugated with it’s use. Red Lines of Artifacts: - Mentally projects Azdromoth's voice via it's wearer. - Doesn't have any direct magical powers or abilities, but holds minor sway over draconic creatures. - It doesn't have any effect on mortals or otherwise, but they hear the voice. Number of duplicates of this Artifact: 1 (OOC safekeeping in case lost in MC accident) 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.
  7. Invocation

    ideally i'd proliferate it in orenian/other human circles. i have no real desire to stranglehold it, just want to make sure it'd be used right by whoever gets it. my only desire is to keep it from becoming yet another elf magic used once in a blue moon to make someone's character seem like a tough guy.
  8. Invocation

    ill have you know that the idea of words having magical power can be traced back to ancient jewish folklore, i'm just a fellow leech
  9. Invocation

    eleven pages of google documents and my blood sweat and tears bring me esoteric word cults so i can make a hermetic society
  10. Invocation

    Invocation Fluff/Historical Background What looked perfect in the eyes of many alike was open to fracture, from both external weaknesses, and inner-conflict. It’d be as if be they were bequeath gold under their skin, weak, but too heavy with strife. Dragonkin have been revoked a fate without pain, fighting. It’s a poacher wanting scales, Xanic fighters, and a society wanting to prove themselves warriors. The desire, demand for the heads of dragon beasts has been the playing factor towards their proximate extinction. Mordring the Ashen, like forgers of frozen wastelands before, the lich dragon chose action; he acted to preserve Dragons. He’d invent an object, using fifteen people’s lifeforce to be the clay for the Dragon. However, through this device were Mordring’s servants able to create the winged reapers of the skies. Despite the success for Dragonkind, the turmoiled, tempestuous servants were wracked with the conflict of sentience. The turbulence in which is powered by the chaotic world caused their downfall, disbandment. A natural course, but a dire threat prevailed onto the wolf-like harbingers of the sky. Mordring the Ashen sank from being the Lord of Dawn, and his legion of Greyscale Knights gone; becoming a beyond immortal individual at the expense of what it meant to be Dragaar or Drakaar. Mordring became a branch of it's own using the arcane knowledge they had gathered. Aruzond, a Greater Dragaar, prized the contribution as it was restoring his kin naturally. No, they couldn't pass judgement and saw restoration in their perception-- much like Cerridwen, or Cerunnos would, seeing natures plan carried out. And they understood, seeing a new grave threat listed as extinction. Aruzond the Senex, often appearing as a wise old man came to see Mordring’s actions as venerable. It pleased the plan of Dragonkin and by extension Dragur, until it collapsed. The ghastly appearance of the Old Lords as servants, however, displeased him, yet nothing displeased him more than the guise of Setherein’s minions. Between competition and corruption gives a war on two fronts, which often results in the loss of stability underneath pressure. An understanding general realizes they cannot fight two wars, but the Dragons didn’t have the greater thinking to protect or hide Dragonkin accessibility to downfall and destruction forced a card of the Greater Dragon, while Mordring the Ashen enlightened a new way. The lamented lich Dragon showed it was possible to restore their lesser brethren who were fated to drudgery. themselves. They were creature far more bestial, always thinking about the next meal. Aruzond understands his kins condition as he’s rooted with the same nature, albeit full of a Senex’s man wisdom. Once Warden of the North now warded nothing, beside flooded lands. They set on the beginnings of a new age to herald a continuum. The Dragonkin he would deem and see wouldn’t expire in the great continuum that was time. ““From stone to scale, my wings are torn, A song of death do I sing. A curse to fear, a rite to mourn, Love not the pain I bring. Splendor to dust, my soul forlorn, We are your fallen kings. But now we die, to be reborn, When Daemons clip our wings.”” The Book of the Dragon, era unknown Overview, Clarifications, and a bit more fluff Eras have came and passed. Innumerable worlds have fallen, only to be reborn again; the Dragaar is left impotent, only capable of mourning the transgressions of Aenguls and Daemons, but most of all those who put his kith to the sword - the entities responsible for the extermination of Dragaars nigh-on wholesale. Yet, if nothing else, the ancient ones plans come to a fulmination; perhaps they shall fail, perhaps his works for the last century have proven to be fitful and childish delusion. If the Creator still drew breath, Aruzond beseeched the Almighty’s mercy one final time for the expedient success of his acolyte’s endeavors. The dragaar turns to his project and completes the final contract; his voice is bound to another - the first, ideally, of many progeny. Where he himself had failed another would rear the torch and bring about a nascent golden age. With this pact sworn, there stood the first of the Speakers. A heavy tome hung from his hands; its works were archaic, forged in the language of the Arch-Dragaars own, a token that had been burned into the back of his mind, like a fresh brand. The inside of his mind feels as if it chafes under the duress of this great burden; yet the disciple knows there is not time to whine, or to be lost on reconciliation with pain. The knowledge of Aruzond’s tongue; the tongue imparted by the aged, great knowledge of the likes of Gazardiel and Dragur, was fresh in his mind. No longer were words a means to communicate. Words became a tool bifurcated in two, able to sow destruction and reap harvests with separate syllables.Enough words knit a vivid, living picture capable of altering the world; these powers were amplified by conjunction and correspondence. Whilst the knowledge was commonplace, there were varying minutiae involved in the process.In the hands of Aruzond, these words and terms held immense power - the term for “warmth” elicited torrent of flame, devastating cities; in the hands of a man, who bears an infinitesimal fragment of the power their progenitor possessed, warmth could kindle a brazier or warm the body of a sickly, frostbitten man to offer comfort. This process [unbeknownst to the wielders of the magic] functions based upon the imbued Dragaar’s “magic”, utilising the worldly powers to bring miracle to life. The aforementioned Elder Tongue seems to possess an innately magical property to its words and process - the speaker imbued with a fragment of Aruzond’s voice acts only as a catalyst, not the actor. Therefore, they cannot create their own terms or bring his will to fruition; though the First Among Speakers was known to create conjunctions and compound words with unique effects, this knowledge was lost to time. The knowledge found itself a heavy burden to bear. It weighed upon the souls and minds of mens who sought it, imparting little fervor - but imbuing fragments of Aruzond’s personality and aspects into their own, due to abstract and literal nature of the original words and the way subsequent pacts are formed. These often substantiate themselves in odd tendencies. Mechanical Bogpill [overview: Possible word expenditure: Tier x 4 Cast time is 2 turns to prepare and one to use for a two word spell. After that, it linearly scales upwards - +1 for every additional word, including those with special effects. Rigid working format but room for creativity. Weaker than equivalents but with further room for expansion/creativity within outlined boundaries.] The voice of the Dragaar is oft invoked using two to three part incantations comprised of High Draconic. The essential parts, as will be detailed before, are usually an active noun to symbolize the base element and or power, and one to two supporting adjectives, descriptors, and/or adverbs; for example, let’s start with the simplest incantation an aspiring Speaker would be taught. [insert noun for fire] + [corporeal/adj] results in a small, uncontrolled fire often used for cooking, lighting campfires, or igniting torches. However, if we changed [insert word for corporeal] to [insert word for transcendental], which affects things on a meta-physical or mental level… [insert noun for heat] + [transcendental/adj] results in a warmth filling the specified target’s body. The specification is carried out through pointed gestures. As the Speaker progressively becomes more knowledgeable, the number of active words and adjectives becomes more numerous and therefore leading to more varied and widespread effects. Statements and commands longer than 6-14 words normally fall under the category of “rituals,” with their own unique requirements that often require physical goods or multiple Invokers to accomplish the task. The longer the sentence is, in addition, the more exhausted it leaves the caster; operating off of the basis, of, say, a three word sentence for the equivalent of a tier three -- so let’s say we combine, ixen for fire, okh for it being a manifest spell, and [resistance] for power against, the target becomes immune to heat and or fire for a brief duration. For a tier one, this would be possible to cast once. For a tier three, they could cast this twice; the number of alloted/usable words is three times their tier. This pool is used for amount able to speak and end amount they contain the energy to act as a catalyst for. The terms and example conjunctions; furthermore, if a combination or sentence is vague and not detailed and a player wish to utilise it, ideally they can contact an LT manager and have the interpretation officiated via an edit into the guide to avoid bureaucracy. Sentences can be chained and multiple nouns can be used, but there must always be the initial noun followed by cast descriptor. As a particularly important note, the base strength of any elemental manipulation is far weaker than it’s evocation-counterpart; say, we utilise flame in the purpose of a projectile - it’d be akin to tier two fire evocation, and mostly harmless. These quick incantations serve a more utilitarian purpose than combative, though the keyword for strength can boost that for a cost. RED LINES Basic spells/incantations are comparative to tier 2 in the relevant evocation. Takes five magic slots due to its utility. User’s personality is warped, taking on Aruzond’s traits. Has hard cap on how many spells/words can be utilised at each tier. Connection With all other affairs accounted for and fairly considered, the most prevalent topic left to discuss is the source of power the oft-mentioned “Speakers” utilise for. Keep in mind that it’s practitioners will know little of this, and likely consider a “gift” or some variety of esoteric knowledge that they’ve acquired; but common sense would imply, if that were the case, that those who knew the aforementioned “Words” would be able utilise the power. That is not the case. The speakers act similar to other “deific” mages, utilizing a connection to their progenitor Aruzond; the power and energy required to act as a catalyst for his magic is carried out through their bodies, established by the initial Pacting ritual that irreversibly alters how “mana” in their body functions. As their powers do not necessarily involve a direct conduit of mana > effect, but mana > Aruzond > effect, these effects cannot be replicated with other feats of Voidal prowess such as alteration or otherwise. In addition, it leaves them unable to process or utilize their mana for other tasks; they cannot wield other Magics, ‘less one manages to function without mana or an available Deific connection. Past this, and as mentioned prior in the document, the pact has a variety of mental and physiological effects. They take on traits of Aruzond’s personality (patient, scholarly, focused upon knowledge / safeguarding dragons and etcetera) that warp portions of their existing psyche, perhaps lending them more odd personalities than simple derivations of the original. The physical, manifest changes are normally simple; their eyes yellow, their body oft finds itself slackened -- in more extreme circumstances, some take on exceptionally minor draconic traits akin to the Nephilim’s slitted eyes or discoloured skin, but these provide no abject physical benefits. The Speakers, for the most part, are not warriors; they might be able to wield sword and board, but their stamina and musculature are absorbed for reasons twofold; the magic itself weighs on their shoulders, and the study required to educate themselves is often very time consuming and rigorous. Draconic creation: “Betell, I tell, Of the brimstone to the Dragon’s breath, Where saviour dwells, Sheeted by Death.” Nothing is never free, like two peas of a pod such a phrase is, for dictated reasoning if equivalent exchange was law. The wise man said to get you got to give something in return-- and the constant forwardness displays it, opening the mind to what it calls fate. A Dragon doesn’t match any other biological being, having simple, and beyond capacities unmatchable. The other winged creatures of the skies, such as birds are unlinked to the complexity that’s a Dragon’s hereditary. A brutal, sand-whipped creature of the Orcish desert aren’t enough. It’s requires a lesser draconic cousin, Wyverns. They do share their formidancy, causing need for gathering a party. A Wyvern firstly has to be killed before any other type of process can be useful, made. The body and skeletal remains are to be collected to the last bone, however, the scales of the Wyvern can be used by others. When a damaged bone is found after the battle is concluded, leaving a Wyvern most presumably gruesomely slain by thoughtful means, then the carriers to Aruzond’s voice can weave them whole again as the closely related draconic bones have to augment. It’s computable to a child that’s growing, the baby’s bones are basic templates to what the body grows to become. The bones are imbued, filled with the will that’s Aruzond, Greater Dragaar and an ancient incarnation magic gifted life further through Aruzond’s draconic voice sacrificed to linked tomes. The bones in the first place are meant for change, ever so slightly, since they’re related. While they become augmented it’s important their bones are bathed in the realm’s overarching sun. To some scholars all derives from the Void, for others all derives from the lightly sun. It’s an energy unlike Aruzond’s own that is captured subtly into everything. The bones ritualistic incantations have to imbue the bones with death, breath, and life. All bones are blessed in sets, so this is to say all wing bones can be blessed as one, but the head has to be blessed independently again. Whatever the element, wind, earth, water, and fire is used in conjunction with breath, which together compacts the Dragon’s nature via an incantation onto its maw. The imbuement of Aruzond’s will takes three people to bless the bones. It’s required the skeleton is braced together for clay to mold and be sculptured around the dragon’s framework. The ritual often has blood magic markings worked into it on the understandment nothing is active of them beside ceremonial symbolism. A regent of alchemy with its symbolism is another ceremonial piece, but unlike the markings, they aren’t displayed on the clay. At this stage it’s usually the adherents of Aruzond who do everything as they typically find deeper meaning in doing it through their own passion-- their own efforts. Although, someone who is not magically proficient would be able to make the carvings artwork. Runes of power, mortality, and flesh are engraved into the mold while the clay is fresh; otherwise it’d harden too much due to it needing to bathe in the sun, allowing the clay to harden. An incantation of skin and imbuement, strongness, with others speaking the incantation to give the clay further life. When it's done the hardened clay sheathing a skeletal structure is able to support a rather suitable specimen, the Dragon. Among the clay it can be styled in such a way to give the Dragon distinct features to allow identification while having names. They don’t have ultimate control of what the scales color will turn out to be and perhaps the color is more a representation of the locked conscious that’s the Dragon. RED LINES All bones have to be Dragonkin Bones have to be blessed independently, for example bones relating to the chest could be blessed together, while the wing bones have to be separately blessed. Requires at least three Voicers to bless the bones with Aruzond’s will, while requiring Aruzond’s will: At what is loved, precious to the Greater Dragaar is his ability to get lost in the thick pages of tomes. The holders of the Draconic voice can imbue his will only from library, requiring three present. Where space allows and messy, lackluster spots do not is the gathering. It’s required one object is inanimate with Aruzond’s will one at a time, creating swords that give off courage, and symbols imbued with peace. The greatest feat of imbuement is their ability to create Draconic items, no bigger than what he can be packed around to harness a raw form of speech. It’s a baseless, but paradoxically depthful way of conversing if it can be called that all. Instead of speech, it’s a raw form of having the Dragon register in its mind the object their eyes see instinctually is not stepping on their territory, or hold an ounce of conceited, malicious intent. They see them like another omega wolf that has no need to be trifled with, giving an ability to at most calm, settle a Dragon in their presence. They offer no other advantage, if a carrier of Aruzond’s Draconic voice genuinely warns the Dragon they can fly off at perceived threat. The same can be reversed and Dragons, given enough prey that it doesn’t require them to excessively outsource can stay in specified locations. HOWEVER, by no means can Aruzond’s embroiled hold conceit or malicious intent, like attempting to trap them. It’s difficult for others to use the communicators, for no voice is being beside pure telepathic thoughts of Aruzond Draconic voice’s will imbued into the device. The process unbeknownst to the users using it are what gives it functioning. They can’t control a Dragon by any means and can only keep them in urban, outskirt areas for rule of thumb, but for special events moderated could six carriers of Aruzond’s language could herd a Dragon to a location proximate to somewhere. This can only be done for Dragon events and embroiled keep maintenance on them in more urban areas. To instill the Greater Dragaar’s will into objects loses the word from the tome momentarily, furthering reason why they act out this ritual in a library, as tomes around the library lose words from their pages. They have a funny curse where the more they use their library more the books become changed, broken, giving way for new libraries to be created when one has ended. Magic doesn’t judge complexity, therefore the books don’t necessarily need to be poetry that’s written descent is product of the masterly book. It’s possible by using the Draconic word Ricin (mental) the communication effects can be chanted to ensconce (trelk) an object with the will of Aruzond. RED LINES A Dragon is not controlled. It’s a pure telepathic speech unlike words that rather exposes the intent of Aruzond’s embroiled. Any regard for harm towards Dragons will have their connection forcefully shattered that like other deity connections can cause damage when it’s abruptly shattered. Others have a difficult time voicing this pure nature as they don’t have the will of Aruzond, causing a Dragon to view them like any other mortal. Nothing can be imbued alone and must be done at a library.
  11. [✓] [Frost Witch Addition] Enhancing the Curse

  12. if people weren't insufferable ***** ooc i wouldn't pvp half as much 4v10'ing wood elves and winning is a fun experience
  13. Lower the amount of spooks?

    Basic logic implies that there's no difference mechanically between a draughted ghoul and a normal Human being. I'm not saying Draughts aren't stupid, because that's a different matter - there's no need for a "weakness" because there's literally no difference between them and a normal human being.
  14. Lower the amount of spooks?

    Draughted ghouls are not stronger, faster, or more durable than a normal Human being. Could at least do the world a favour of having an understanding of what you're talking about before posting.