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Drak3

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Posts posted by Drak3

  1. Just now, Tato said:

    Imo

     

    pointless. 

     

    You could accomplish the same thing with an orc in armour.

    Being titled ‘servant’ rather than ‘slave’ isnt a very compelling difference.

     

    So too: I thought Beserkers were supposed to be the replacement for this in the current iteration of Blood Magic?

     

    + locking the knowledge to a tome promotes circle-jerking: something that, in the current rewrite, was to be eliminated through the Blood Shards/Malghourn (which this also disregards as the knowledge source: and could work better as being available through communion/tasking from Malg)

     

    Also, blatant locking to emotions and characteristics restricts these from being means to promoting narrative and character development (which imo is what lore pieces should strive to do) for both others and the character itself. Its actions, as I sorta said above – in fighting and assistance and whatnot (what I see its main and almost only purpose is) – can be driven by an armoured uruk, or like... an armoured man

     

    It is fine to think such.

     

    I am sure one can accomplish the same with an orc in armor, but it defeats the purpose of bringing back the old style of Dreadknights for the sake of role play and possibility of expanding the same with blood magic.

     

    The tome itself was destroyed in the history written, a page remained with the teachings of the dreadknight ritual, which once learning, another blood mage of sufficient power can teach another the ritual. So I really don’t think it’ll be completely cut off to one group of blood mages per say.

     

    Their emotions being cut off is from runes put in place to restrict the Dreadknight from having pity, or remorse, which can back fire in certain situations to bring diverse, interesting role play.




  2.  

    MIhoojtVl9rvn9c8-63jueoqBQf-Ak3jmhBzT1e1Gh_fwoX5nyLjcgovdED2yDUGZQOELce-RL1bB2cgaDPHnlt-OUbcPAdpRK4EuJp6WS3eyXVP_Ujhy5_IZeGU4To2X-syZcW9

     

    Dreadknights

    Harbingers of the Blood





     

    Brief History

     

    With the extinction of the terrifying abominations known as Dreadknights decades before arriving at the lands known as Arcas. They had become nothing more than fabled, hollow beings that once towered over their foes to wreak havoc upon the mortal plane. Previous generations of blood mages that sought power through the use of such a ritual often tinkered and explored to the very brink of their limits. Some ancient mages that bent genus to their will had perfected the usage of creating semi-obedient slaves through crimes that went against nature itself. Though those who failed were consumed by the magic as it backfired and tore not only their bodies, but spirits asunder. With the coming of age a tome had been constructed to contain a listing of runes, similar, yet different from those known by the blood mages of today. Inside the withered pages resides instructions explaining the steps of shackling the spirit and binding the soul to a set of armor.

     

    Although different forms of Dreadknights had surfaced in the past, those who had competed with other groups of blood mages argued that their manner of creation was perfected and solely their own doing. A supposed traitor known simply as K’lenro had been suspected of crimes, strung up, and picked apart for a vile ritualistic experiment. One that none of the other dark mages of ancient times had predicted such a creation could take root within itself. The Tome of K’lenro had been constructed and within the ritual of creating their masterpiece was implanted upon the freshly tanned, and magically aged hide of K’lenro. Part of his soul clung on, screaming silently within the pages as the sheer agony tore at the ex-spy’ shattered mind.

     

    The pages quieted internally though in time, and eventually the book had fallen into a craterous explosion caused by one of the final acts of a defiant blood mage. It was swallowed into the genus-fueled flames and slowly, but surely was turned to dust by the ravaging torrent of fire as friend and foe fell around it, unknowing of what had slipped from time. The ashes and blood settled beyond view of the Betrayer, Ascended and others in Aegis, and so did the knowledge of K’lenro’ horrid fate. With the Blood mages of ancient times banished to death, and all knowledge of the tome being vanquished by one of its very creators, all knowledge of  the ritual fell away in the years to pass.

     

     



     

    Tome of K’lenro

     

     

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    It had been speculated that K’lenro was a spy who had originally been sent in to infiltrate a union of mages who dabbled in the dark arts. He himself being a man who served god fully, and had risked all he knew in life. Though this in turn was the his own downfall. K’lenro’ word returned to the ears of the blood mages after he attempted to dig too deep for info and they had skewered him the next time he arrived to pledge his loyalty to them. The man was slowly skinned alive as ancient runes were carved in place, empowering the flaps of skin with genus-bound potential.

     

    The final act of sacrificing his broken body and soul had added together the effect of imbuing the pages and cover that were stitched together with inhumane properties. Though the book was destroyed years after its creation, a few scattered pages remained throughout time though. Scarring each mind as they were passed along through shady trades and theft. A single vile page remained with potent importance, awaiting to resurface and spread the knowledge of piecing Dreadknights together once more by use of blood magic’ sacrificial rites.

     

     

     

     

     

    Appearance and Functionality


     

    Sqng2X1q4-o9hg3tLalEoTX2T5UPQR_V2HCZ-H4EN7u0J-cw5DkyvFgvVdl6Fe_cBbpYykIBWQNxkAYFWV7q0-BiCA1TvGUP_MeUDEy-lDaTBQ_YJ3QRCjQia3TXI5nJwkAogHaG

     

     

    Dreadknights stand between 6 and 8 feet in height, and weigh roughly five, through eight hundred pounds. This is due to the genus that had been bathed upon the armor itself, the magical essence corrupts the very metal into harboring a constant flow of empowered genus-bound energy to course over each rune carved upon the inside of the Dreadknight’ husk. The engraved runes themselves cannot be washed clean as the blood itself had been dried up long after the Dreadknight took shape, all that remains is a dull, low throbbing glowing runic markings that are colored depending upon the Dreadknight’ aura. The shape and design of the Dreadknights armor is completely decided upon their creator when conducting the ritual, or victim. Though, attempting to create Dreadknights of too large or two small in size will result in a PK of the attempted character being transformed.

     

    (PK is consent-only on Dreadknight-to-be characters upon being created. If not wanting to PK the character resists the ritual and remains mortal.) Dreadknights carry with them an encumbering stance when it comes to moving, though their arms are relatively free of this problem, allowing the metallic harbingers to defend themselves at close quarters, though turning and spinning in place is brought to a slow march. If the Dreadknight is not made of a completely layered suit of armor, a crimson aura can be seen connecting the pieces of armor together by a rough outline of a humanoid shape. This gives them their scarcely known trademark of being creations bound to blood mages of ancient times. Dreadknights, when encountering fire in any natural form are unaffected by such, though the concussive force with enough energy can send any Dreadknight off their sabatons and possibly ripping apart their armor if having enough force.




     

     

    Strengths:

     

    The strength of a Dreadknight equals to that of a healthy Uruk

     

    Hardened suit of a Dreadknight’ armor is extremely resistant to strikes performed with slashing weapons and weaker attacks

     

    Dreadknights have no need of food or water, do not age, although they gain a thick coating of rust in time that does not dissolve their strength or durability

     

    Dreadknights have no real sense of bodily harm when damaged, though suffer an intense, dull throbbing pain when pieces of armor are pried from its entirety, or come in contact with aurum

     

    Dreadknights are immune to exhaustion

     

    Those transformed into a Dreadknight can mimic that of a set of armor on display, their crimson aura vanishes as the armor freezes in place (This cannot be done with partial pieces of armor making up a Dreadknight form.). A Dreadknight, with enough cover in place can sometimes pass as a man, although their posture and walking speed may give them away in certain circumstances.



     

    Weaknesses:

     

    Vulnerable to piercing and bludgeoning attacks with sufficient force behind an attack

     

    If a Dreadknight is vanquished their form will slowly remanifest at either a random location upon the mortal planes, or near a blood mage who aided in their creation. This process though takes four elvish days to complete,(4 irl days to remanifest) and after such time passes. The Dreadknight erupts back into the mortal world with the ringing of grinding metal and anguished screams as their form seemingly rips into existence out of thin air, a reverse side of what would be a suit of armor being crumpled up into a tiny ball

     

    Dreadknights struck by Aurum would be exposed to immense pain even if not having any actual harm inflicted upon their suit. The feeling subsides after a few seconds (One emote of pain)

     

    Dreadknights suffer from bouts of rage seemingly at random when around crowds of mortals who are unattuned to the rites of blood magic as the untapped genus within the region triggers their damaged psyche

     

    Dreadknights are bound to a slow march when moving and turning in place

     

    Dreadknights are incapable of feeling any emotions besides pain, anger and sorrow. For this, they are hardly seen at events or gatherings intent on spreading good, cheerful feelings. This making Dreadknights more on the side of anti-social creations

     

    Fi magic, Shamanism, malflame, and any type of holy magic that targets the soul negatively affects Dreadknights

     

     

     

     

    Mindset & Mental State


     

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    The mental state of the Dreadknights is a complex one, varying slightly in between each. Though they revolve around the same effects placed upon the broken soul of every single one when created. Every Dreadknight is stripped of their emotions, besides pain, sorrow and anger. Those remaining are left in place by usage of certain runes that allow the remaining emotions to fester and breed a merciless killer as time passes. Having said this, the Dreadknights are not incapable of thinking for themselves, each one is their own self in completeness. They may have ‘hobbies’ or past work they may continue on from beyond death’ grasp, examples would be a blacksmith, or a shipwright. Because of this many Dreadknights of the past had preoccupied themselves with such things as to prevent themselves from going crazy in isolation from mortal kind.

     

    Genus also acts as a magnet to these creature, and the blood flowing within the veins of mortals also brings about a slowly building essence of rage and hatred whenever they’re around. Stories spoke of those turned into Dreadknights returning to their families, attempting to blend in with them by all means. Only lost control to watch as they themselves had torn their own family members limb from limb, their screams and suffering only fueled the Dreadknights into utter destruction over a course of spanning years. This is a reason why many Knights of Dread stay

    away from the ones they knew in life for the thought of losing their minds and recklessly smashing the ones they once loved into a bloodied meat-paste.



     

    Dreadknights gain an unnatural hatred for all mortals as they harbor life, something they can never experience again. Their own unnatural state of mind having compulsions of anger and rage at random times that can result in violent outbursts

     

    Dreadknights can only feel anger, sorrow and pain, all other emotions had been stripped away after becoming one

     

    There is no such thing as a happy Dreadknight, to RP such is powergaming

     

    Dreadknights are beings that have souls, corrupted as they may be. A Dreadknight is fully capable of going off on their own and doing as they wish, though if summoned by their creator. They’d feel compelled to return, or risk having their soul rune torn to shreds unless possessing their own.

     

     

     

    Rune of Siphoning


     

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    When a Dreadknight is in the process of being created, a complex rune is engraved upon either palm of the gauntlet. This rune, once applied to an open wound allows a Dreadknight to increase blood flow from the victim and store away a portion of useable genus that can later be channeled outwards and offered in various manners to aid in blood rituals, or amplifying the use of blood magic, and void-based spells. The one affect that mentally effects a Dreadknight has after finishing the spell successfully is the unquenchable anger felt within their frames is quelled for a short time. (30 IRL minutes) Usually allowing the victim to live with a horrific experience, their wounds seal up by the unnatural touch of blood magic, which can be a subtle blessing if the victim had taken a grievous blow in battle and were bleeding out. Ancient bloodmages hadn’t blinked twice when allowing their ‘pets’ to heal wounds and seal them back together, for a price. Even now this can be the harnessed to ones painful advantage.





     

    Emote 1:

    Grasping a victim that is bleeding, making sure to target a wound that is bleeding. Firm pressure must be kept to the wound where the rune of siphoning is located.

     

    Emote 2:

    Activating the rune of siphoning that is upon the gauntlet of a Dreadknight. The gauntlet must be in contact with a bleeding victim’ wound, otherwise it will not function as genus is used to spark the rune’ properties of draining a portion of genus from the victim.

     

    Emote 3:

    The Dreadknight then begins to draw out genus from the victim, causing excruciating pain upon contact of where they’re bleeding. The Dreadknight must remain stationary to drain a victim properly, if attempting to move, the Dreadknight loses focus and fails to continue in using the rune of siphoning.

     

    Emote 4:

    The victim is drained of ⅓ of their entire genus pool, the Dreadknight gains no benefits from storing the genus within their suit of genus-fueled armor. The victims wound also stitches back together after the process is completed. The stored genus can remain for 1 IRL week, after it is not used the stored genus leaks out and must be refueled if needing again.






     

    Soul Rune

     

     

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    The process of creating a Dreadknight in this manner starts with specific runes being firstly carved into each part of the armor that will be used, preferably the interior. Then the Dreadknight-to-be has the same runes carved into a spot on their body sufficient in offering enough space.  A final rune is carved upon the back of the victim, this rune is known as a Soul Rune, which draws power from the very genus coursing through the mortal, and links it to the rest placed upon not only their own body for a short time, but the runes mainly carved upon the armor to be used in creating the Dreadknight. Afterwards, an incantation is spoken that is passed along by the tome of K’lenro’ passage, or by mouth of another who had experienced such. When this is done correctly, the genus throughout the victims body will empower the runic markings on the armor, an invisible tether will then be created to the victim and soon to be metallic prison.

     

    One must then carve the hunk of flesh from the back of the victim that contains the Soul Rune used to house a bridge for the soul to link to. Instantly after it is seperated, the hunk of flesh dries up, becoming leathery and weathered with faint glowing runic markings where they were originally carved. This allows an anchor for the soul and blood contract signed by genus itself. The creator and Dreadknight having a passive bond that allows a common understanding, though nothing else between the two. Although the Blood Mage may offer out a few drops of blood when creating the Dreadknight, which can strengthen the bond between the metallic being and genus wielding mage. This only aids in making the Dreadknight more malleable when it comes to persuasion and nothing else.

     

     

     

     

     

     

     

    General Redlines


     

     


     

    There may only be 3 Dreadknights bound to each blood mage T3 and above.

     

    Pain, anger and sorrow are the only emotions that can be felt by Dreadknights.

     

    Dreadknights can only be 6-8 feet tall, and range from 500-800 pounds in weight.

     

    Dreadknights can only have the strength equaling to that of a healthy Uruk.

     

    Dreadknights may not move faster than a basic walking speed while in combat or roleplay.

     

    The creation of Dreadknights can only be performed by anyone who has had evident RP with a parchment from the Tome of K’leno, or those who had prior experience with those who had

     

    A Dreadknight whos Soul Rune is destroyed is instantly PK’ed can unable to be reconstructed to role play as a Dreadknight, or any other type of undead other than a Ghost.

     

    A Dreadknight must remain stationary when attempting to use the rune of siphoning, if attempting to move the spell will end prematurely.

     

    The four-step process must be followed when using the rune of siphoning to drain genus from a victim.

     

    The sealing of a mortals wound by use of the rune of siphoning cannot bring the dead back to life nor restore blood loss as the victim will suffer this still.

     

    A Dreadknight can only store an amount equal to that of three full genus pools from mortals (9 full drains within a week.) which when harnessing the genus after siphoning, only one full genus pool can be offered per spell, although the full amount of a stored genus pool within a Dreadknight can be given to rituals at once.

     

    Dreadknights cannot learn magic, besides what their abilities allow them to do

     

    Any mortal attempting to put on a section of Dreadknight armor will slowly have genus yanked from their body as a vacuum of invisible energy radiates from within any section that has been disassembled from a Dreadknight.

     

     



     

     


     

    Purpose

     

     

    With the preexistent Dreadknights that had been shelved for being nothing but killing machines, I aim to base this lore upon having this generation of Dreadknights to be more akin to servants more than slaves to blood mages, giving freedom to them and bringing down the ability to simply crush every person in their path without a single drop of resistance. They will be walking batteries for genus in some sense. Allowing a Dreadknight to aid in rituals or spells cast in the heat of battle by wizards and sorcerers alike. Dreadknights will still have the essence of being skilled warriors who can sustain great amounts of damage in combat, but not nearly as much as their previous counterparts potential. With abilities that have balanced mechanics to them and the potential to offer diverse role play and fun on LotC, I hope to see Dreadknights become a part of LotC’ current lore for players and staff alike to enjoy.

     

     

     

     

  3. MC Name: _Drak3_

    Character's Name: Zafirah

    Character's Age: 180

     

    Character's Race:

             Half-Orc

     

    What magic(s) will you be learning?

             Naztherak

     

    Teacher's MC Name:

             Lockezi

     

    Teacher's RP Name:

             Lozkezi

     

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

             Nub

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?:

             Yub

     

    Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?:

             Yub

     

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

             Nub

  4. Fliers are hung around the Cloud Temple and even make their way around various cities and small settlements.

     

    “I seek gemstones of power’ that are able to be socketed to weapons and tools.

    I am willing to pay a handsome price for any that would catch my eye.

    If possessing one, leave a note by the CT posting of this same parchment.”

     

     

  5. 13 hours ago, Geo said:

    Clotting was never what caused the issues and that has been pretty much accepted for a long time, although certain people always waved their arms and blew a panic about it and made it out to be far bigger than it was.  Clotting didn’t get used that much at all (It was also misused the very first time it was ever used, in which it then got overhauled because it wasn’t balanced but people only remember it to be a massive shocking event when in the end nothing permanent happened), except from when people were going out of their way to create new necromancers en-mass and then abandon them after teaching them one spell (Which happened a LOT.)  That’s the thing we don’t want.  The only reason necromancy ever fell into the state it did was when we made the change from keeping things such as making new necromancers and creating ghouls/lichtypes restricted to much fewer individuals.   When we made that change we ended up with so many new necromancers that got abandoned without even learning the drain life spell that they basically should have died IC and there was even two instances of people that had been a necromancer for 3+ months not know what reanimation was, nor that we could do it as they believed our only real purpose was to make ghouls and liches (Yes, this isn’t satire, it really happened) because of a horrible shift in culture we’ve seen surrounding necromancy since everyone and their mother could **** out two liches a week.

     

    These sorts of spells worked best in their original iterations when they weren’t widespread and the original Wraiths are in a similar boat, they were written to function alongside spells like that.  Those wraiths haven’t existed for over four years as Swgrclan seemed to have a fascination with fixing anything that wasn’t broken even when he nails things the first time round and wraiths have been dragged through the dirt since.   I want to bring back Wraiths in their original iteration, when they were a product of necromancy, trying to forget the disaster of a fiasco that has gone on with them the past few years because that isn’t reflective of how these iterations that I am writing were used. 

    Also to note the Wraiths were gone by the time clotting came about, reinvented as Ash Wraiths which had nothing to do with necromancy, so these clot target hits are just myth.  The only one people ever went out of their way to be like ‘Nah **** this dude’ is when Aerialkebab had taught like 7 people back to back, abandoned basically all of them and then had his next student lie to us about the fact they were becoming a necromancer until they had posted the application, which we just found to be too shifty.  These sorts of things just don’t really happen.  From someone who has experienced a lot of it, it feels like the community remembers either a very dramatized version of events or are just missing massive chunks from things that did happen, because a lot of what I have heard isn’t even close to being accurate. 

    That said, I want Wraiths to come back in their original iteration, because I think they are ******* awesome (Which I don’t think there’s anything wrong with me saying that) and can be awesome even in today’s climate.  I want to forget about the past two completely unnecessary iterations of Wraiths because I really disliked them and I want to make these Wraiths great, so if you have any suggestions of additions or subtractions or anything for them, tell me.  Telling me to remove them because the other wraiths sucked ass and the worst period of necromancy’s timeline completely sucks even though we all know its absolutely sucked for ages just due to terrible decisions in previous rewrites and a complete lack of specificity within the magic does not help, because I know and I agree.  I mean the big elephant in the room is ghouls, not clotting.

     

    I do also strongly believe this is the most cohesive necromancer lore yet and there was a lot of things within Zarsies’ rewrite that I did not like.

    Amen.

  6. I like the concept and group packing, although maybe shrink their size down to relate them to a swarming pack of deadly fiends. If they’re slightly larger than a Human they can overpower people pretty quick. But in them holding a smaller size, it gives time for them to gang up effectively. The regeneration too seems a bit overpowered, maybe have them become sluggish while the mending process takes its time to work, other than that I like it.

  7. MC Name: _Drak3_

    Character's Name: Zafirah

    Character's Age: Almost 200

     

    Character's Race:

             Half-Orc

     

    Link to your accepted MA:

              https://www.lordofthecraft.net/forums/topic/173551-mysticismma_drak3_/?do=findComment&comment=1635869

     

    What magic(s) will you be teaching?

             Mysticism

     

    Summarise the Lore of this magic(s):

             

    Mysticism revolves around the manipulation of a substance known as ectoplasm. Once attuned to the spirit world by a ritual called ‘crowning’, a Mystic can in time build a reserve of this ectoplasm and disperse it to carry out multiple means of action that revolves around harnessing, trapping, enslaving, and feeding off of ghostly beings. A Mystic, with time and knowledge can ascend to become a Wight by means of consuming an Apparition, which takes them to tier 5, the only achievable means of doing so as any non-Wight Mystic can only reach tier 4.

     

     

    Write up a lesson that your character would give to a student:

             

    Within a cavernous scenario small torches licked the uneven walls to create mocking shadows that churned and bobbed about to the command of the flames. Within the center rested a small cage made of wood, a rabbit inside its confines. On either side sat the Half-Orc Zafirah, and another figure that reeked of cheap ale and spices.

     

    “I see you’ve finally shown up, let us get directly to the lesson. In front of you is all that will be needed tonight. Begin as I’ve shown you in the past.”

     

    The Half-Orc nods to the figure across from her, a short and husky figure who’s eyes had sunken into his skull some degree with exhaustion constantly upon his features. He nodded once and began to concentrate, within mere seconds his form began to shimmer, and have a thin layering of greenish energies wash over his frame. His appearance warped and shifted to take on the visage of a bloated, sunken corpse left at sea that shown with a sickening glow that illuminated the cavern’ walls further. Zafirah grinned with a wild, untamed sense, clapping once and leaning in gently, flipping the lid of the cage off with her right hand. The rabbit within giving a nervous jerk as it huddled in the corner from a semi-drugged state of mind. The Half-Orc hands a small knife, what could be considered a butter knife if not being so honed to a razor’ edge.

     

    “Good, now.. Take this, and extend your will of ectoplasm upon it. Infuse it with your own energies so that the final act may be conducted...”

     

    The figure inhaled deeply to give his ghoulish looks even more of a sinister expression as the dagger was taken. Lifting it up, he allowed the greenish energies to wash over the blade and envelop it into the same decayed and warped state. Barnacles and other sea-like appendages now link themselves to the eroded knife as it too glowed with a vibrant hue.

     

    “Jab the blade into the rabbit as to bring a swift death upon it, and usher it into your services!” She shouts mildly, awaiting the performance of her student. “Yank forth it’s soul by extending the ectoplasm through it’s form and pulling it from the body like a potato from the ground!”

     

    She blinks, unsure if that was the best example. Though the glowing figure across from her did just that. Plunging the blade downwards, it connected to allow the rabbit one final squeak of pain and agony. It’s body twitched as the figure yanked outwards with the glowing blade, as it was extracted, it tore the very soul from the body. The spirit of the rabbit thrashed in mid air. It’s ghastly squeaks filling the cavern...

     

    “Excellent job, do as you wish with it. Either consume or tame it’s being..”

     

    Zafirah stood to turn and walk from the room as the figure began to drink the soul of the rabbit in. The muffled screams of the beast echoes a bit more. Until silence was all that remained.

     

     

     

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

             Nay

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?:

             Indeed

     

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

             Nub

  8. MC Name: _drak3_

    Character's Name: Zafirah

    Character's Age: 146

     

    Character's Age:

             Ditto

     

    Character's Race:

             Half-Orc

     

    What magic(s) will you be learning?

             Mysticism

     

    Teacher's MC Name:

             Kalehart

     

    Teacher's RP Name:

             Benjamin

     

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

             Nope

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?:

             Yep

     

    Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?:

             Sure

     

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

             Nah

  9.  

     

     

     

    MC Name:

    _Drak3_       

                       

    Character's Name:

    Zafirah   

                       

    Character's Age:

    130ish years   

                       

    Character's Race:

    Half Orc       

                       

         Link to your accepted MA:  

      https://www.lordofthecraft.net/forums/topic/164217-dama-zafirah/   

                       

                What magic(s) will you be teaching?:

    Dark Shamanism

                       

                Summarize the Lore of this magic(s):

    The last dark shamanism was a boon given by Ixli though it was ripped from their grasp. Leyd offered out a new means of harnessing the power of spirits, forcefully subjugating them through the usage of an Isthmus Anchor. This forcibly made the spirits manifest to the realm of the living. In which allows the dark shaman to either trap or kill them. When trapped within the anchor, the dark shaman has the ability to channel the power of said spirit through an object called a Naakt, this allows the dark shaman to cast and conduct different hexes, or spells. If killing the spirit, they can gather the blood and craft weapons, armor, and other objects to enhance their rituals.

                       

                Write up a lesson that your character would give to a student:

     

    Zafirah sat cross legged in the middle of a fire-lit cavern. A faint lining of sweat built across her face as her newest student entered by passing by a tattered rug hung in the entrance of a hole in the stone wall.

     

    “Ihd am abuwt tik. Me nub lyke tu wayt dat long.”

    She would grumble, opening her only eye to stare upon the Goblin.

     

    “A fehw ting’z zluw’d me duwn , me am zurri.”

    The younger Gobo nodded a few times before moving to sit across from Zafirah as she moved a hand, ushering him to take a seat in the heavily heated cave.

     

    Zafirah waves a hand with a dismissive stance to the gesture. In her hand would be a small gem, the surface giving off small wisps of purple energies in doing so.

    “Leht uz begyn den. Tayk uwt lat’z tuul agh zhuw me wub me taught lat.”

     

    The younger Gobo reached into her side pouch and took out a small dagger, it too glowed with an eerie, purple tint, the wisps moving like a flame around his hand grasping it. He raised the dagger up and began to focus. In doing so, the aura around the dagger began to spread and churn more wildly then before.

     

    “Hozh.. Fokuz ahl lat’z rage.. Ahl lat’z innur ztrength. Wyll lat’z uwn want’z thruwh da tuul beztuw’d upon lat, frum Leyd.”

    Zaf said while watching, her eye set upon the younger Gobo as all the muscles tensed throughout his body. In the corner was a Halfling chained to the wall, blindfolded and gagged. This now coming into view as a small fire in the corner of the cavern barely shown such being present. The Gobo sitting across from Zaf lurched forward a bit as a wheeze escaped his mouth, the dagger held burst into a cloud of purple smoke, encasing his hand that held the weapon, From the cloud shot a single golden chain, the tip edged a hooked blade. It raced by Zafirah’s head and struck into the Halfling’s form. A muffled shriek escaped the chained figure. The being attempted to escape the bindings, though failed against the metal clamps.

     

    “Hoooozh, hozh! Nuw, channul lat'z hayte thruwgh, agh lat wyll hab gayn’d da azh’t lezzun ub huw tu perfurm lat’z potehntul ub wub wyll be.”

     

    The Gobo continued to keep the chain upon the Halfling for a moment, then it vanished from sight, and the Halfling slumped against the binds hooked into the wall. He huffed a few times and all the muscles relaxed on his form at once.

    “H- Hozh… Dat wuz hozh...”

     

    “Zafirah stood after viewing this, nodding and padded off to leave the cave system.

    “Hozh, nuw rezt.. Lat wyll need zuch fur da next tik we hab anuthur encuwntur.

           

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

                       

                Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yep       

                       

                Have you applied to teach this magic on this character before, and had it denied? If so, link the app: I have not.




     

  10. Xuli'Braduk feels a slight tremor through the ground, as if something extremely heavy collided with the lands far beyond her eyesight allows to see.

     

    "Da skah wuz dat?.. Hmm. Muzt be da work ub zum zky'gud play'n wib da gruwnd er zum'tyng."

     

    She shrugs and goes back to her routine of slamming a blacksmithing hammer into a sheet of jagged iron.

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