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About Starfelt

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  • Birthday 03/22/1999

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    Kaelwyn | Minerva

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  1. The Father Circle The Warriors Of Cernunnos [https://www.youtube.com/watch?v=DS2dzeDWNSo] Table of Contents - History of the Father Circle - Beliefs of the Father Circle - Rituals & Rites - Ranks History Of The Father Circle The History of the Father Circle is one that is complex and unique. When it began it served as a circle of guardians that were only called forth in times of crisis and when change was to be enacted within the Druii. Since then it has held several different purposes but the same notion has remained, to protect the balance through warrior-esque traditions. The Father Circle has maintained its values of kinship, traditions, protection, and spirituality throughout time and as it is reborn once more, so shall it remain. In recent times it has faded from existence, but in its rebirth it has begun to grow once more into a conglomerate of like-minded Druii accepting a wide range of beliefs yet all walking the same path. Beliefs Of The Father Circle With the founding of the Father Circle, came a set of ideals which have stemmed from both druidic and warrior traditions that have embedded themselves into the present views of the Father Circle. The beliefs of the father circle are held within high regard and of great importance. The father circle is made up of Druii warriors, and as such the beliefs of the circle pertain to traditions of war and protection. Members of the circle are taught from a young age how to wield weapons and fight, likewise they are also taught survival skills. Like all druii, the goal of the father circle is to protect and uphold the balance, they do this by following the teachings of Cernunnos, often times proactively hunting down the abominations that threaten the balance and using their teachings to cull such from the realm. The Father Circle is accepting of all walks of faith, Traditional Druidism, Neo-Druidism, The Wild Faith, and other unique religions all exist within the Father Circle, allowing for a bounty of ideas and growth to occur within their ranks. In the end, all who enter are deemed protectors before all else, even the oracles and Stiùireadh play their part as warriors to help guide the circle forwards in their journey to proper balance. The Turning of The Wheel The father circle practices a belief system that revolves around the wheel of the year, and its seasonal events that occur. With each solstice or equinox, the wheel is turned and with it it brings about new beginnings and festivities, for example upon the turning of the wheel during the summer solstice, also known as ‘Litha’ a large festival is held, including both a maypole dance, and a grand hunt. Festivities like these celebrations bring the Father Circle together to join as one in memory and gratitude for the natural cycle. The four parts of the wheel act as a symbol for each part of the cycle and are each seen as a metaphoric period of time that are all celebrated in their own unique way. The celebrations are usually held and led by the Råitheans who act as symbolic representations of each season. At each turn of the wheel, the Father Circle celebrates in their own unique way, the rites and celebratory endeavors are listed below under seasonal rites. Initiation Rites Before one becomes a fully fledged member of the Father Circle, they must prove themselves through a series of trials. Dedicancy is viewed by the Father Circle as a personal journey where the acolyte must prove to themselves that they can achieve what they seek. However, to be initiated to the Father Circle, they must prove themselves able to stand among their kin and complete three rites in order to become Curaidh which is the role of a warrior within the circle. Before their trials, the new Acolyte’s Guardian will bring them before The Father Tree and offer sacrifices and prayers for good fortune and guidance from Cernunnos as they begin their journey to join their Brothers and Sisters on the other side of the circle. These rites include the Rite of Marking, Rite of the Curaidh, and Rite of Companionship. After this is done, the Circle comes together to celebrate the new brother that has entered their ranks. The Tree of The Father The Father Tree or Tree of the Father is an old and barren tree that has remained with the Father Circle since it’s previous creation. Seen as a religious symbol that is held very close to the conglomerate of Druii, the tree is a dormant father tree that never grew to its full potential. Because of this it is viewed by the members of the circle as a reminder to push themselves to their absolute potential and it is a place where offerings, bone charms, and runes are carved for good fortune in the coming years. This dwarfed tree blooms once every 10 years and celebrations are held because of the rarity of its bloom. When this occurs, pink and white leaves blossom forth and create a beautiful display of floral petals that only last for one day. The tree is often placed in the center of the grotto inhabited by the circle as the cornerstone for their beliefs. Bodily Health It is believed that through the use of Herbs to speed up healing processes to injuries that a Druii of the Father Circle acquired (unless in dire need) is unnecessary and disrupts the natural healing of the body from injury to it’s prior state. Often stitching and the use of alcohol to clean wounds is the most common practice of the Father Circle Druids as it is seen as the most efficient way to clean and mend a wound without interfering with the natural balance of a body healing itself. Thus, the use of herbs for cuts or other ailments is seen as taboo and unnecessary to the druids. Voidal Magi The stance on the void remains clear and cut to the Father Druii who are members of the Circle. The void is an absolute and neverending threat to the natural order and balance and within itself is unnatural. Thus void magi are under a zero tolerance stance, this does not mean that they all are hunted but hunts often occur to cull these beings from the land so they can no longer draw forth their foul practices into the natural realm. Thus, they are not permitted and more often than not returned to the soil or burned in order to restore a fraction of the balance that they have ruined. Rituals Initiation Rites: Lifestyle Rites: Seasonal Rites: Ranks The Winter, Summer & Autumn Råitheans of The Father Circle - The ranking structure of the Father Circle is unlike those of previous renditions that Druids have instilled into their traditional ruling styles. At the head sit four elder druids who resemble guides for the Father Circle, these are known as the Råithean. The Råithean of the circle are viewed symbolically as the seasons that pass through the year, each resembling a different attitude and perspective that the seasons possess and embody. They act as guides rather than leaders and hold no special duties or privilege over the others. Curaidh are known as the regular druids/warriors that serve the balance and act as protectors over the balance and nature, fighting those who seek to disrupt and harm the earth and her bounty. In the circle everyone holds equal power and responsibility technically speaking however, certain duties fall to different positions. For example, the Stiùireadh are known as the religious zealots of the circle and are in charge of upholding faith rituals and rites that are given to members who seek to enter the circle. The final role is an Aspirant or Acolyte who is someone seeking to join the ranks of the Druii and are undergoing their trials for attunement. The reason for a loose structure is to maintain not only a balance of all members to reflect the natural balance, but to allow all an equal status and sense of pride and fellowship that comes with being a member of the circle. Roster
  2. APPLICATION Minecraft Name: Starfelt Character Name: Kaelwyn Discord Name: Starfelt#2929 Race: Mixed Mali Time Zone: PST
  3. Starfelt

    Alchemist's Guild

    MC Name: Starfelt Discord: Starfelt#2929 Character Name: Kaelwyn Age: 600-ish Race: Mali’aheral Reason For Joining: Interest in alchemy/further practice. Affiliation (Include if you are banned from any cities): Siramenor
  4. Minerva smirked as she looked over the missive, casting a glance to her right to look out over the view of lake Helena. A Sphynx cat wandered onto the desk Minerva sat at, nudging its head against her hand, which she responded to with offering it a gentle little scratch upon its head. Her other hand placing the missive down as she reclined in her seat “So it begins..”
  5. Starfelt

    Headshot Sale!

    I’m interested! I’ll message you on discord soon! ^-^
  6. You bastard. Kowa how could you, and to think I helped you test plugins.. ?
  7. Application: Name: Stawrfewlt Gender Identity: Star-KWIN! How much anime do you watch: Attack on titans and sword art online are the BEST! OWO Are you an epic gamer: I ONLY PLAY MAPLE STORY! RAWR! Please write a 3 paragraph essay explaining why you are a disappointment to your parents: Hehe, do i really haaave too?! ;3 What mental maturity do you possess? (Hint: Too much mental maturity = application denied ?) I once accidentally choked on my own tongue.. ;3 ;3 hehe
  8. I see this was taken straight from Zythus old lore, but why not just change this to one emote? I’m not sure what counts as “absolutely undistracted” in a noncombat situation. I’ve gone about changing it to one emote, since its out of combat I don’t see much problem with that. In the T5 section of lore it states “Masters can lift a net mass of 320 kg”.. Why is that different outside of combat? Irply doesn’t make sense. A lot of magics have stronger out of combat abilities. Thats why I, and the others I worked with felt this was a good idea, though we’d be willing to lower it back to the t5 Cap. We figured out of combat they could concentrate more, or something along those lines to lift more. 1000lbs isn’t a small object. No, it isnt. I’ve changed the redline. I might just be bad at reading but this explanation was really confusing to me. Could this be simplified or perhaps an rp example added? I’ve gone ahead and edited the way it was phrased, let me know if its still confusing. It would be interesting to have a roll system for whether or not this spell would go in the direct path of the intended target- similar to what you added for the spell “disarm”. This would not affect the target’s ability to dodge if they saw it coming. Though I know some people are weird about “roll playing” so all depends on people’s opinions of it. “TENNIS BALL” and “PAPER AIRPLANE” speed I would prefer to see actual speeds listed rather than words to describe them. Mainly because these two objects can vary in speed depending on different factors, such as the force used to move them. Realistically a tennis ball can move pretty fast so pls define. The issue is, a lot of people are against ‘Rollplay’, I had to fight already for a good amount of them to be cool with the disarm spells roll. As for the speeds, everyone on the ST recommended we do speed that way, as its hard to measure how fast 50mph would be in game.. I did make a meme about BPE (Blocks per emote) but most people seemed to dislike that.
  9. This was mainly just the required changes by Flam, though in the future we can alwayw make an amendment or an addon, if the community is interested in such. Though in my personal opinion, adding the ability to choke people, and use telekinesis on players would be.. overly strong. Just my opinion though.
  10. Origin Telekinesis originates from a curiosity in motion and the way the phenomenon dubbed “gravity” causes various objects to behave. Over years of experimentation and voidal tappings, researchers found a way to safely manipulate the force of gravity on objects, causing them to behave in different manners. This splendorous and wonderful achievement provided mages all across the world to begin to start picking up this useful and widely used alteration magic. Magic Explanation Telekinesis much like the name implies, is the alteration of object kinetics through the mind. However this name is in some ways misleading. A more accurate name for this magic would be Kinetics Magic, or Motion Magic since it is not inherently through the mind that one moves these objects. Instead, telekinesis is performed through the mysteries of the void, with the guiding help of mana. The void allows the mage to manipulate the behaviour of gravity on an object, if only for a few moments, thus enabling a skilled magi to control the motion and behaviour of an object through space. Lifting and moving objects through air as they defy simple physics. This defining power is what gives the magic it’s namesake. Telekinesis uses up [1] Magic Slot. It is not a feat. Telekinesis requires a connection to the void as well as ample mana to cast. Telekinesis of the subclass of Alteration Magics under the Voidal Magic class. Telekinesis can be learned from those possessing a [TA]. Telekinesis users must have a valid [MA] to use the magic in-game. Casting Telekinesis The manifestation of telekinesis when using it as a magic is, like many magics relatively straightforward. Telekinetics can summon power from the void and use this creative energy to weave and manipulate the gravity upon various objects, and thus subsequently control these objects by manipulating the way it behaves on them. A mage must standardly connect to the void before casting, which is learned under the tutelage of a mentor and then focus on the object(s) being manipulated. Once this focus and connection is established, they will feel their mana and control over an object begin to arise through the manipulation of gravity, after which they may use any of the prescribed spells of Telekinesis. If the focus is interrupted in any way during a spell, the object being manipulated will fall to the ground and cease to feel the affected forces being applied through gravity. Learning Telekinesis The art of taking on Telekinesis is relatively more simple than other arcane magics. Where other magics such as Arcanism may have a student arduously learn of complex and intricate potential energies that do not even exist in the real world, telekinesis is more straightforward. A mage need only learn how to alter the gravity on an object using the void’s infiniteness, though new mages to this art must learn how to connect to the void as is standard. Those with unimpeded connections to the Void and access to mana will be able to learn this magic, with more ease than other supposedly harder magics. Telekinesis is learned under standard learning times. Properties of Telekinesis Objects can be manipulated within various ranges. Obviously a mage could not launch an entire city at someone, such would require a force of divine proportions, however telekinesis has some reasonable limitations that mages are able to manipulate. Like previously stated, telekinetics have the ability to manipulate the way gravity behaves on an object. This capacity to manipulate gravity provides magi with great potential and power over the behaviour of objects through space, though they may only manipulate certain factors of this behaviour. Telekinesis is only able to manipulate inorganic solids such as rocks, and well defined objects. It cannot manipulate gases, liquids or fine particulate such as sand. This is because it would be too difficult to concentrate on these changing forms of matter. You may, however, lift a container holding a liquid or shifting solid assuming it does not exceed the mage’s lifting range. A telekinetic is bestowed with the ability to manipulate the motion of objects using gravity, thus being able to lift these objects up and move them around as they see fit within the line of sight. Telekinetics must consider the weight of the objects, size and number of objects they’re trying to manipulate. As they lift heavier objects, they will not be able to move them as fast. As they lift more objects, they will not be able to control them as finely. Telekinetics can launch objects as fast moving projectiles if they are very skilled. Telekinetics however can’t suddenly stop objects flying at great speeds, only objects at low speeds (such as below the speed of a paper airplane) can be stopped altogether, as it makes it harder for the mage to focus on the moving object. Telekinetics can move objects out of their path if they are travelling at high speeds, however they cannot by any means stop the object’s motion and launch them back where they came from. Spells and Abilities Telekinesis like many magics operate under spells. These spells are what telekinetics can essential do and what they essentially cannot do in a variety of different contexts. Generally speaking, when used in a utilitarian manner, telekinesis is less restricted since a mage is free to focus without distraction. While telekinesis has great utility, it is also widely applicable in combat. Using a dash of creativity, and strategic usage of their spells, a telekinetic can become a force of great strength on the battlefield. Absolute Control [Non-Combat] This spell allows the telekinetic to control a certain mass of objects according to their skills and move them around according to their degree of control. Control is essentially a non-combat, utilitarian way of using telekinesis. This spell is applicable to a mage simply washing dishes, cleaning the house, opening doors, or perhaps writing on paper. This spell can finely control objects, so as not as they’re being used for combat. Lift [Combat] This spell enables the telekinetic to lift objects up with fair speeds, allowing the mage to use these lifted objects as they wish. They could possibly lift a large object and use it as a shield, or lift a number of medium sized objects and move them around to deter attackers. Mages cannot lift objects already being grasped such as swords and move objects at high velocities. Mages can move these lifted objects around with small and reasonable speed. Push [Combat] This spell enables the mage to exert a large gravitational force on an object, causing it to move backwards with a great deal of speed and force. This spell is best used to push back attackers wearing a large amount of armour, causing them to be sent away from the mage to provide them with time to possibly flee. They can also exert this force on a number of objects, causing rocks on the ground to move away from the mage as they cast it. Pull [Combat] This spell enables the mage to exert a large gravitational force on an object, causing it to move instead of away from the mage but rather towards the mage. They can also exert this force on a number of objects, causing rocks on the ground to move towards the mage as they cast it. This spell can be used to draw enemies in if they are wearing a sizeable and heavy weight amount of clothing or armor. Alter Velocity [Combat] This spell allows the mage to deal with projectiles being launched at them. While the mage in question cannot stop a projectile entirely, they can set projectiles off course. This allows the mage to avoid the projectile in question, provided it is solid. A good example of usage of this spell is setting an arrow launched at a mage off course. Provided the mage has enough notice, they can use this spell to protect themselves from oncoming Project [Combat] The mage is able to launch an object in a given direction with a great deal of speed, or perhaps numerous objects if they are skilled enough. This spell allows the telekinetic to essentially create projectiles. At the very most, a reasonably skilled mage could launch a projectile with the speed of an arrow. This spell however can only be cast if the spell: Lift had already been previously cast. Shatter [Combat] A reasonably advanced technique gives the power to send vibrations through certain objects, causing them to resonate with energy. Once a stable solid, the mage can then shatter glass or fragile materials into small and reasonably sized pieces which act as shrapnel to those nearby the shattering zone. Disarm [Combat] This spell allows the telekinetic to potentially disarm an enemy from a reasonable distance. By focusing directly on the enemy’s weapon, if it meets the conditions of manipulation (a stable solid), the mage can send gravitationally induced vibrations through the objects, incurring a force that causes the target to drop the object and be disarmed. The mage can then either throw this object a reasonable distance away from the target or move the weapon towards their own body so they can take hold of the disarmed weapon. Red Lines Cannot manipulate anything other than inorganic, stable solids that have no particulate matter. The size, weight, number of objects, and speed of objects must be considered carefully when using telekinesis. Mages must always have the object(s) they want to manipulate within their Line of Sight at all times. Cannot use telekinesis to gain a mechanical advantage in Minecraft. Ex: forming bridges or using floating platforms to fly around. Cannot stop objects completely in motion unless they are moving at a slow pace (slower than a paper airplane). Doing otherwise is considered powergaming. One must adhere to the emote count must emote fatigue must be put into play All telekinetic spells must align in the Line of Sight, this is an active condition as well, if the mage turns their sight away from a manipulated object it will cease the force acting on it completely, causing the object to either fall or slow down rapidly. Lifting someone by their clothing, weather it be armor or otherwise is not possible. Can’t manipulate matter from the void. Newtonian mechanics and associated math do not apply to the magic The Project spell ONLY works on small items, no larger than a baseball. Tier Progression Like many magics, Telekinesis operates under a varying level system of skill. This is the Tier system. It follows normal progression times. Each Tier has access to a different variety of spells and abilities, as well as different limitations on what can and cannot be lifted as well as how many objects can be lifted. For more information on each tier, consult the following information below this paragraph. Tier 1: Novice The Novice telekinetic has only just began their studies. They are slowing learning the magic, closely under their teacher. At first it is only recommended that they lift small mugs and feathers, anything beyond this will be extremely taxing for the new mage. Tier 2: Student The Student telekinetic is growing in progress and is learning their magic at a far more sophisticated rate. They are able to access more spells and methods as well as manipulate more objects at faster speeds. Tier 3: Adept The Adept telekinetic has come a far way in their magical journey. They are now able to lift more objects with more competence and draw on more telekinetic techniques. These mages are considered average level for telekinesis, and can do quite a bit with their powers. Tier 4: Expert The Expert telekinetic has learned all the techniques and spells that Telekinesis has to offer. They are of great skill and power, and are to be reckoned with in many cases. These telekinetics have learned a lot and are beginning to pass their own knowledge down to a new generation of mages if they do choose to do so. Tier 5: Master The Master telekinetic, while having learned all techniques in their Tier 4 times, are able to perform greater feats that transcend the Tier 4 mage. These masters are able to lift way heavier objects, and dedicate a lot of time to be able to control them very well. Masters are able to essentially dominate their foes in combat, provided they have objects to use in these situations and are the very apex of skill in magic. Purpose (OOC) The purpose of writing a draft for Telekinesis is simply to ensure that the magic has a legible draft and rewrite for the LG. This draft provides a means for a potential approval so that telekinesis can be reintegrated into LOTC. Telekinesis, while a smaller magic than others, is very interesting so I took the mantle of writing this draft. Since telekinesis is one of the smaller magics, and I did not change much except one small addition, there is less detail in this draft than other drafts I have personally made. This is not a fault of this magic, I do assure you since telekinesis would not have the same amount of spells as, say other magics. It was a challenge coming up with a liturgy of spells that made sense for this magic since for me the only intuitive spell was “move” or “lift” which could let you move objects around. Change-log Citations (OOC) Most of the credit goes to Zythus, since this is mainly his lore with the required changes, and a few tweaks. I’d also like to thank @Sorcerio & @nepir, both helped greatly with this magic by providing very useful tips! Also thanks to @Devdog, @Slayy and @The Redneck for their support and useful tips!
  11. Would you be willing to make the greater teleportation work with groups? Since it’s a solely out of combat spell, and a lot of magics have amplified up their non-combat abilities.
  12. So if this is mixing shifting and translocation, would those with and MA/TA In either one be able to learn all this?
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