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Ambduscias

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Everything posted by Ambduscias

  1. cameron doesn't even play a necromancer anymore and isn't vocally making his support for this known i'd put more weight on the opinions of certain people if they were proactive and did things in RP for this to become an issue, but it's very clearly a further line in the sand to encourage the low-pop ganksquadding and OOC "us vs them" mentality by gangbanging innocent little ghoul boys to get at their necromancer piece of advice? make it so only that a ghoul's creator can do this to them if you really want it to be a tool for moderation and not clique warfare. also billy literally said on the firs page that neither he nor parkins is pushing this so ???
  2. t. "literally whos" making blogposts edit that isn't exclusively BM: then report it instead of writing and backlining underhanded lore to support an OOC agenda my friend
  3. perhaps, instead of writing additions to deal with "bad ghouls", mat could instead do their job and deny the apps of those who've roleplayed it incorrectly i don't think other than one or two "literally whos?" anyone is particularly in favor of this.
  4. To be fair there's a striking difference between abyss seeds (something that's never been used) and Cleric Wards, which exist in literally every minor town. I get what you mean, but previously there was no mention (from what I've seen/read) of it dispelling/blocking things like Shade/Necromancy in it's area, just exclusively causing agony (which would interrupt casting) if they were undead. I don't think it's crazy strong, just that it's a big jump for an already strong magic.
  5. this is a pretty huge buff for a sub-100 word addition with no other changes it goes from effecting only undead to effecting all dark magics + covering a large radius?
  6. oh boy i wonder who was the reason this one got written
  7. i hate draughts almost as much as i hate the people who play slice of life holy mages can we remove both???
  8. Any groups interested in organized (PVP or RP) skirmishes for the sake of RP? Looking to do some good old fashioned combat and non-passive spook **** with my goon platoon.

    1. Show previous comments  4 more
    2. zaezae

      zaezae

      Pretty sure there's nothing stopping that. 

    3. Ambduscias

      Ambduscias

      The only thing stopping that is NLs refuse to cooperate and the playerbase doesn't play well together. I'd like to see it done (and is why I'm trying to organize some 10v10ish skirmishes) and am trying to get my jewish claws into someone who is willing to cooperate, but it's tough.

    4. Ambduscias

      Ambduscias

      smh i was replying to the other person @DPM, i'm already gonna take you up on that in a little bit. 

  9. i like some of you guys, don't come to necromancer chat tomorrow

    1. excited

      excited

      We wuz Necromancahz 'n' **** you ***** ass ******.

    2. Kaiser

      Kaiser

      do necromancers even exist anymore tho Sounds like cool magic that could be dope for rp but never even seen it.

  10. these can't i might flesh out the "ebil taint dragon" who will probably be able to use a dark magic some time
  11. i'll have you know it's an edit to an existing creature, not a magic. ......retard
  12. i'm trying to find an organic way to get rid of something op without 100% rewriting lore and negating history. i don't disagree that it isn't 100% necessary, but i prefer it over the alternative. if you have a suggestion, feel free to PM me or say it here.
  13. The Learned Elders of Azdromoth The Transformation Day yielded unto day, and all remembered one key fact; that the road they’d embarked upon had not yet seen its end, and of which they knew not the destination of. As in those first long days, they felt a compulsive pull that managed to warp both body and mind alike. Each felt the essence that was their Humanity dwindle and pull farther and farther, slowly loosening their grasp upon the world and their worldly homes and purposes. Some of the kindred fought tooth and nail against this pull; some of the kindred managed to stop this process that ate at individuality and one’s person. Others permitted the enactment of Azdromoth’s plan. The effect was clear. Towards the latter end, it became “natural” to linger in the Superior Form; it was simply the most comfortable body, suited for warped minds and scales. None could deny it’s natural power, with long, weapon-like limbs, it’s great weight and laden muscle. Yet the form restricted something far more dire to Azdromoth’s brood; it fogged their minds, stealing clarity and a sense of definite purpose. It had made them animalistic, and many rightly feared the form for it. Something entirely different came next. The next Dawn came suddenly; unlike the slow, meandering mutation of their body, that came with acquiring the ascendant form, it was akin to the bursting of a cocoon. Their flesh and scales split and cracked, shedding their skin like reptiles and leaving sloughs of flesh and biological mush, from which emerged a familiar creature - albeit, something wholly new to them. Before those few lucky enough to witness the nascent hours of the new form stood a long, wirey creature with utterly alien proportions. It no longer seemed a parallel to man, instead a step closer to true ascension to the form of the Dragons and their patron. Long, reptilian wings curled about the body of the newborn; it’s neck long and arching, and a head more akin to a Wyvern’s than a man mounted atop it. Obscene muscleage gave way to limber, long limbs - almost as gratuitous as the Superior, but lacking the same heinous power that could break men over their knees in it’s latter stages. Over time, these aforementioned “elders” found that their perception had changed; time became trifling, negligible -- one year, ten years, all the same. Akin to their ilk, the Dragon, they became patient and clever; Azdromoth’s plots need not be fulfilled in a day, nor must they expose themselves to elicit progress. Accompanying the more notable physical changes; each, perceivably, a step towards the coveted ‘Dragonhood’ they expected -- were several more particular and interesting adventations. Their power had radically changed, its heat becoming more lurid and potent; so too did they find their capacity to manipulate it more particular, able to muster it at greater distances -- albeit at diminishing returns, as one might expect. A Digression Akin to the Superior, Elders still possess a particularly defined figure. With this change, they are not physically ‘incapable’ or suddenly lacking prowess in their former arts of combat, simply lacking the overwhelming weight Azdrazi were previously renowned for. This is a repeating theme; their scales are also, notably, not as rock hard as they once were; they still possess a level of natural armor, but it doesn’t pad damage from blows of devices like maces and so forth. Such easily bypasses it’s layered padding, and lacking the overwhelming musculature they previously had, is more likely to break bone or cause internal damage. In turn, as detailed prior, they possess a set of vestigial “wings” incapable of true flight - though with proper reinforcement, they can be used to glide short distances, otherwise inept for much but an expression of Draconic heritage - and, potentially - an indicator of further things to come. Much of their body, aside from this, remains similar to its original makeup and compound. They still possess reptilian eyes, distinctive horns, and a tail. There is a nuance to the aforementioned “eyes” that was not previously relevant. This body fine tunes the understanding of sight and perception, tuning the Azdrazi to surveil the ‘heat’ of visible surfaces. Understandably, this makes looking at the sun an extremely unpleasant experience for the Elder shepard, often accompanied by a period of brief blindness. Most remarkable of this alteration (besides increased cognisance and the lack of damage upon exiting the aforementioned form) is the increased ability to manipulate heat and temperature. Alongside this comes a few new abilities that utilise their “internal” flame -- that being their unique variety of mana, the prime reason of their incapability to use voidal magics. Such includes the ability to conjure flame in and around themselves, as well as now ‘shooting’ it, as if it were a projectile. The process is not instantaneous and remains possible to be interrupted before it is channeled. The most alien technique discovered at present is the ability to transform their limbs into a heat-based substance akin to malleable flame, able to squeeze through thin gaps and project extreme heat. To further expand on their fire -- a topic previously untouched -- an Azdrazi’s would burn at roughly seven hundred and fifty degrees fahrenheit, presuming it were retained exclusively upon their blade. For Superior form, this peaks out after several years at one thousand and four hundred and fifty degrees fahrenheit. For Elders, this peaks at roughly two thousand at their most ancient stages. Keep in mind that the consumption of mana increases with temperature, if at an incremental rate. The further this flame is from their body, the more harsh the drop in temperature it becomes and the more “mana” it costs to maintain. Furthermore, there exist a few other peculiar feats they are capable of. Utilising their “mana” as a gradient fuel, they are capable of building and shaping raw heat; the culmination of which can lead to the production of faux “electricity.” It appears similar to lightning, but is more simply an extremely focused condensation of heat that requires notable labour to prepare (four emotes of preparation, four of continuous use before exhaustion). spell info red lines much much weaker than superior form cannot melt steel beams 300 iq big brained lizard mages still cannot learn other magics or break azdrazi redlines
  14. You're aware (as a blood mage with access to the Runes) that the rite of Firestorm currently exists, almost word for word, in our current approved runepage/ritual collection? It has been used multiple times in the past, most notably in the destruction of Waldenia. I don't necessarily disagree with the fact it's too strong, but there's a small issue with your assumption that this is somehow more overpowered than current blood magic. As for the point of materials, it'd be interesting to see some LT moderation of rune creation (with material cost, IE, iron/gold/etc for respective elements/materials) but I somehow doubt the team is competent enough to handle something like that in it's current state. Either way, it's interesting to get an LT perspective. I'm not the author nor did I have anything directly to do with the piece, but thanks for being vocal enough to discuss it unlike many others.
  15. what would you like to see in a player antagonist?

    1. Show previous comments  9 more
    2. Ambduscias

      Ambduscias

      @Harrison its ironic harry bc ur my favorite antag for single and attention hungry e-girls. u provide them a unique revenge story for u dicking and dipping .

    3. Harri
    4. PraiseTheLord
  16. 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.
  17. 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.
  18. 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
  19. eleven pages of google documents and my blood sweat and tears bring me esoteric word cults so i can make a hermetic society
  20. 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.
  21. @Niccum does the concept of a lore team inherently violate the concept of the NAP?

    1. Ambduscias

      Ambduscias

      Isn't any selective moderation of content inherently aggression? Such as content like the techlock, a violation of personal literary liberty.

    2. Ambduscias

      Ambduscias

      I see. Thank you for the enlightenment.

  22. The Augmented Introduction “...legends tell of the old Teuton, standing as tall as a building; with shoulders like oxen, and a flame unbeknownst to man in his eye...” Jean of Eshenvaurd, 1132 The march of societal adaptation to varying strata never ended, as the uneducated might preach; the advancement of fell deeds and idols, stretching from the bowels of the Abyss’ domain to the all-encompassing boundary of creation that is the Void and its powers that find themselves bestowed to those with idle hands, provoke reaction. Busied minds laboured, dark deeds and terrible experiments taken to with uncanny vigor by those industrious enough to search for a transcendental strength enough to give Man its own guard against what might seek to taint it. Dusty records sequestered deep beneath an Aeldic monastery speak of and detail the endeavors of an alchemical collective; each of masters of their own craft, from those who sought to use reagents to subvert lead to gold and age-old pioneers of their craft came together to discuss the aforementioned problems of their times and unilaterally embarked upon a quest that might prove their most incandescent achievement - or their most lurid, though none might easily expect the winding roads and ethical queries their decisions might bring them to. They resolved on creating something purely vital; the ubermensch, as the Waldenians would come to call it; alternatively came to be known in common - roughly translated, of course - as “the Super-Men.” “You speak of ethics; morality is the tool of the fitful, the weak - borne as a shield by those unwilling to meet the means their goal demands. We shall be burdened by no such thing.” Aethur Lohingren, excerpts from project logs - roughly dated 1032 None would say the process was brief. Messy, visceral implantations left many men dead; grown bodies struggled to display any symptoms before withering away under a variety of treatments, oft ranging from the induction of Bulls’ testosterone into their bloodstream and the implementation of pseudo-physiology, most of which serve little end purpose but further ailing sickly men. These failures were met with sorrow. Some of these men were but blushing virgins in the face of death; their minds comprehended the concept, great as they were, but failed to visualize the suffering that burrows on a man’s face before he expires and diffuses his bowels. The first turning point in the adaptation of a new, faux-endocrineal cocktail of alchemical contents regularly administered via the mouth - though this was proven to have very minor effect, varying on the recipients age; even this process took many attempts and following failures that left its creators deeply disheartened, till one man rose a point; in more simpler, archaic terms, they came to comprehend the nature of the thyroid glands’ production capabilities, and how the organ slowly turned vestigial with age. And so, they had their first step. A fitting urchin-child was taken, and one of seven philosopher-alchemists all but turned tail and departed from the endeavor, citing it as a breach of the most basic ethics of virtuous conduct. At first, all had seemed well; they managed, for what they could; using a variety of herbs and thin needles, the body seemed to accept the implantation - though things later turned south, and the first young subject was lost. With the greatest emotional turmoil surmounted, those who remained dedicated to seeing the wretched work through to its final end; for the sake of those who had been lost in the name of progress to come, from urchin to elder man; and so they labored and labored, till their hands were numb.. On Augmentation With first and foremost endeavors complete, the aforementioned endocrenial secretion cocktail they’d fed the youth saw progress. It drove their insides wild, left them racked with lasting pains - but in turn, it slowly morphed their musculature. Though the process was oft prone to mis-growths and unintentional side-effects, their bodies were wider and taller; while they aged into it, they found themselves more akin to the common Orc in physiology - at their smallest, ranging from six and a half feet to, at their maximum, seven and three quarters with shoulders akin to that of a bull; though this took horrible toll on their legs and knees in later life, leaving them with locking joints and horrible agony by the point they might retire from the affairs of war. Said augmentation was the first of many to follow. A more permanent solution to the glandular issue followed later, with the implementation (following much trial and error) of an implanted ‘seed’ - a pseudo-adrenal gland, which when fed with proper chemical cocktails, could induce a temporary burst of adrenal painkillers - though, while providing the combatant with the illusion of a berserkers strength, leaves them just as vulnerable to conventional weapons as a normal man in their respective garb. Later, some ventured forth and pressed the idea of vestigial organs - duplicates of the functioning, in the chance of the capcity) though these were not commonplace, considering the surgical acumen required to keep a man alive through the procedures - often resulting in extreme attrition when they were implemented.firsts’ failure - such as a secondary heart and a quad-set of lungs, attached to the initial tracheal tubes via a crude filtration system (in addition, providing them a stronger ability to hold their breath - considering the additional Many of these came with their own lackluster additions; the Augmented is almost constantly in pain, often leading to a rash and aggressive personality built from a young age - the cocktail of chemicals is, the vast majority of the time, lethal to nonhumans, and ineffective on Orcs and Ologs; it’s their testosterone mixed into tapped fluids from Orcish youngs glands harvested, so it can’t further augment their strength any further than their present status. Culture For the most part, the rites and processes required were lost during long periods of civil strife and the dissolution of the pseudo-triumvirate that pioneered the modification of the Human body; but that is not to say that the practice is wholly dead, as the first of the youths formed something of a chapter in which they sold their blades in service as an accomplished organization of mercenaries across the known world - of which knew of them only as Strongmen, oft-referred to as Orcbloods for their impressive stature. Even after the first creators union dissolved, they remained; their eldest selecting youth, mostly those orphaned by the frequent wars that scoured the surface of [insert generic continent name here] for dozens of years at a time, subjecting them to the same horrible processes that they themselves once experienced, offering youth a chance at redemption via the only method they knew of; glorious melee combat. So many years hence, few know the intricacies of the rituals and instead perceive them as blessings; the fine details of alchemies and Mutagens required for the process to take hold and successfully bind is no longer trial and error, but sacrosanct duty -- failures, whose bodies reject the chemicals, are seen as those too weak or unworthy. It is often that these are taken with religious connotations, be they taken as Cannonist, Xionist, Adunian Creatorist, or otherwise; the specific instances vary with the party of individuals and the current establishments with the archaic knowledge required to complete the processes. “Blood and thunder!” Brother-Chaplain Hensley Harrison of Blackpool - anti-Savoyard Warcry, 1942 Strengths and Weaknesses Without a doubt, the Augmented’s strength is significant; their frame has loadbearing capacity compared to the normal Human, and carries a great deal more weight and possibility for muscle between it’s broad shoulder blades. However, like every large man, it suffers a distinct weakness of the knees - even with thick legs, they still experience duress over a long life, weak from start and nigh-crippled at the end. Aside from this is the taxation upon the heart, which must work in overtime to ensure all muscles are supplied with enough blood; while a secondary implant makes it so that it will not produce too early a death, excess strain (such as that produced by mental magic) is easily capable of sending them into cardiac arrest. In addition to this and their particularly odd glandular implants, their heightened adrenaline makes any variety of short-term focus almost impossible; they can’t steady their minds on delicate tasks such as Voidal, fell, or for the most part any variety of voidal Magic, nor would , migraines, severe nausea and so forth. deign to permit themselves to touch such - their (generally) culture instills a deep seated hatred of the unnatural from a young age, if raised with a proper enclave. However, said adrenaline provides them with great, impressive stamina - though once it runs dry (generally within fifteen emotes), they experience severe crash symptoms, including but not limited to vomittingmost Generally, their personalities are less than friendly; this is attributed to the harsh, stark upbringing most experience, leaving them lacking adequate social skills with an excess of strength to back up fitful anger. While tools such as gold or divine enchantments might not work upon them, often times conventional means suffice. Red lines Strong but not greater than that of a conventional mortal creature, with slightly post-Orcish strength (closer to Orc than Olog, but between metrics). Wholly mortal; can be slain with conventional means or magical, though none have a special reaction with their upbringing and powers. Has to be raised from between the ages of 8-22; characters older than that are incapable of adapting to the changes. Shorter than Human lifespan (80 years from 150). Cannot use Magic. Humans only. angry marines credits: me i wrote it at 5am with the energy a cup of hot coco provided me games workshop for inspiration
  23. i didn't realize that you could rent a chimpanzee to format your posts
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