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Azrail

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About Azrail

  • Birthday 10/01/1989

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  • Minecraft Username
    No-Longer-Here

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  • Gender
    Male
  • Location
    I'm not sure.. it's dark, and I can hear laughter... halp!
  • Interests
    That which causes a more appealing response.

    That didn't help at all did it?

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  • Character Name
    No-Longer-Here

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  1. Now here's to hoping the rollback doesn't destroy all of my and morganna's work yesterday <.< Spent practically our entire sat. building up an amazing lighthouse on a island just off the mainland and underground, detailed tomb with multiple branching paths for a 'horror' area to adventure and get lost in (and find random treasures =p just felt like sprucing up the otherwise barren swampland spot we'd found.)
  2. I would like to poise a question. Where exactly is the line drawn? If my character at some point believes he would like to open a slave trade, taking captives and whipping them (obviously avoiding any form of nudity or suggestive themes), marking their skin with a hot iron brand to label them servants and choosing to sell them off as mining labor or to a castle or fort for the use of serving drinks and making meals is that hitting a server-line? If one day I come across a character who chooses to knock mine out and place bear traps beneath his legs, is it going to far to detail the flesh rending and blood flow or should it simply be 'cries out in agony' and kept as simplistic as possible? If in the future, my character is defeated and my opponent chooses to chop off a hand, or take an eye for say, thieving - is it alright to actually roleplay it out, the bone crunching, the crimson spray, or is what I am typing at this point already hitting near a ban line? I ask because in the end, one can always fade to black or request 'less details' for any given situation for those who don't desire that deep and detailed of immersion, and instead prefer to just know the results and not think to much further on it. No cybering, or explicit sexual detail - thumbs up! Don't need it. But I would personally rather have my character's life changing moments, both be a natural risk of living life as it would be in such times : enslavement, torture, dismemberment, death - and also have them be unrestrained and not fearing a ban hammer to go ontop of the already lost character. As in my opinion it breathes life, each detail, it gives a sense true danger, of real ending or change when the worst of it is to be detailed out not skipped over. It has nothing to do with ego or some 'pushing rule boundary' rather it is the mirror of the grand romantic tales and heroic stories. Dante's Inferno, essentially. Dark stories are their own category , and worth telling not shielding away from.
  3. My thoughts on Necromancers in general and this is sort of just a globally encompassing imagination of them .. to me at least, are essentially like Crossroads Demons. This isn't limited to just LOTC but an overall view of Necromancers that isn't written in stone, but a guideline I'd usually work with to base off of and remodel. To give an example, your basic Necromancer still in the beginning years of learning the art starts off by making odd little 'barters' with strangers on the road, like a vulture, targeting those whom have just lost someone near and dear to them and in exchange for money, or even something much more sinister. Of course these deals are hallow, the dead raise - sure.. but not as what was desired, the flesh falls and the bones continue as the days pass, left with nothing but a horror - a walking corpse once family or friend. It is this deception and ghastly nature that Necromancers thrive. To keep things 'varied' this particular event is less common, far more more 'outside the box' ideas occur for Necromancers, particularly with beginning Necromancers - making deals that are severely underhanded, agreeing to grant someone eternal youth, beauty, causing others to desire them, cursing and hexing enemies, yet most if not all of which truthfully is beyond the beginner's ability to even try for - instead only 'half assing' the desire, giving the illusion a spell granted eternal youth, letting the 'victim' in truth - believe his or her enemy was hexed, and in fact might well suffer from some minor pains even if the Necromancer has to resort to hiring an assassin just to poison the person with a basic herb to cause a few stomach aches and fevers.. just so it's believed the Necromancer has power beyond understanding and thus garners followers, believers, subjects for dark art experimentation in the long run. Resorting to any means to capture stray individuals if "willing" followers cannot be had, so practice can continue. (Oath of service at a later date, even if not enforced by a spell of it's own the 'fear' of what a Necromancer 'can' do would be enough to force the oath to be kept, for eventually.. you will die, and that necromancer might remember.. and might find your death a sweet revenge to make your end less of a rest in piece, and more a rest in servitude eternally.) Why the living? Because the living flesh gives understanding how to bring dead flesh back to life. This can incorporate both magical pain in practice, to cruel torture, cutting into flesh and garnering understanding of organs of the living, when the subject dies - bringing them back. Though most Necromancers prefer not to kill their willing subjects at least, as they are more useful alive in other ways (eg. Garnering unwilling subjects) and provide means to study the living body without resistance, a source of blood for rituals (and who doesn't like red painted walls..) that is on hand at all times. Necromancers eventually learn to stitch flesh together quite well (usually) - as corpses aren't usually greatly intact and beginners prefer flesh and tendons still on the bones so they don't just fall apart. It would be later in a Necromancer's years that he or she might choose to raise a small army of undead, attack small villages for plunder and new 'deals' to spare their lives in exchange for belief - 'faith' in the necromancer, fame, loyality, wealth. Much like a bandit, attacking those who are ill prepared. Like a mastermind, never exposing his or her self until the battle was well and done with by the horde summoned. But usually never so brute in nature, more akin to witches, and demons in this sense they would lurk among the villagers and spread discontent, plague, poison and weaken it's people until barely a single undead 'soldier' would be needed to claim all the village could offer. In the aging years of a Necromancer's life more vile experimentation in his or her craft begins, causing vastly more prolonged suffering than in the Necromancers more youthful years - for all those who strike deals as they are often the subjects of these attempts to further knowledge and now more so than ever can be kept very much alive and aware of all that is going on. Eventually to the point of possibly breaking their mental walls and creating willing servants out of the living through sheer torture, or new power in Necromancy. Potentially even through messy, unreliable surgery after many years of expermentation - in a sense, killing the part of the brain that harnesses higher thinking and turning a otherwise alive person - into one obedient of every command of the Necromancer due to that part alone being 'revived' under his or her control, or killing off the motor-control portion of the brain to allow the Necromancer to take sole control of the body at will, but not conscience thought in any way, therefore able to send out individuals none the wiser to what has actually happen beyond the obvious scarring, until one night they raise from their bed and kill their significant other (for a good reason more than 'because I'm evil' however) all the while thinking, and screaming they didn't mean to as means to further the Necromancers overall goals. Not to mention those whom are raised are often tested and killed, raised and retested upon to see what new discovery can be had (Such as restructuring broken bones and rebuilding flesh, rewiring the dead's rotted brains to allow more complex commands and duration of which the Undead can remain fully functional and suffer less decay..). Meanwhile the price for making deals with these more experienced Necromancers grows, greed and cruelty take root. Spite of life itself, spite for it's brevity. Spite for weakness, sheer hatred for all others not of use - but these emotions bottled, kept within until able to safely be freed as a Necromancer is not a front line fighter, but a commander - a strategist. Planning, blackmailing, tricking and bartering are the way of Necromancers, always with a smile - pleasant to speak with yet making all those around uncomfortable and not even certain why.. never letting on what it is they do, not publicly at least - until they know they are safe from direct hostility. In the waning years of a Necromancer's, true desperation for immortality sets in or at least a brush of reality that all this control over death may soon end: and instead claim the Necromancer.. and so, vile and demented experimentation of all dark arts lead to the torturing of flesh and bone in every manor trying to seek out a way to prolong the living or ensuring self-resurrection. Resorting to the worst, until in the end either their experimentation turns them into little more than an abomination, not necessarily a powerful being by itself but one much like a summoner, capable of raising the dead more freely being dead itself. Wraith like, perhaps, but others whom are sheerly disfigured, rotting corpses, malformed (.. those who know, think Dark Souls Nekros, larger, sheer bone and cloth, multiple skulls but still not a front line fighter, but one whom keeps an army of undead ready between you and it.. or of course they simply die of old age or failed experimentation. Essentially, this is what I 'like' to see in Necromancer's - or rather for my character not to see... but know is around, is occurring behind the scenes even if never knowing the details or even being certain of it. Obviously some content with server rules requires a Fade to Black situation since it would get fairly dark, but it's the story of a Necromancer and thus though the gorey scenes aren't shown on 'camera' they still take place as do the results even if not described or shown in detail. TL:DR - Dark.. dark evil sinister blasphemy! Necromancers dig up graves, cut into the the dead, cut into the living for experimentation, torture, blackmail, betray, low on the moral totem pole and are akin to vultures and 'RL' Demonic lore, like a crossroads demon. Not a front line fighter, but rather a shadowed figure moving the undead and living alike - as pawns to his or her end-goals. Everyone is expendable, life is fleeting and obtaining power in the present are the usual guiding principles of Necromancers.
  4. Same post I made before in proper format, still can't figure out how to copy paste (not even ctrl-c ctrl-v, or using the built in buttons..) is letting me paste on this particular forum, so couldn't even take it from a notepad. Instead, wrote it all from scratch - again. - And seeing as these forums at least are beyond strict, going to say this now and get it out of the way. I'm on a 24 hour 'wait time' from the last application not being a copy/paste of the application format, still isn't, but close as I can type it out after 12:00AM and don't know for certain I'll have the spare time to write all this out tomorrow when the timers up, so got it out of the way now. Out-Of-Character Information The simplest section of the application! Simply answer these questions so we can get to know you a bit better. What’s your Minecraft Account Name?: - Azrailcross How old are you?: - 20's What time-zone do you live in?: - Eastern Have you ever roleplayed before - if you have, how?: - .. more than I care to try to list, but none in minecraft. Para-Rp generally, and all sorts.. from starting storylines, creating dramatic, warm tales or being part of a dark sinister plot. Have you been on any other roleplaying servers?: - None in minecraft. Have you applied to this server before?(Please link past applications): - http://www.lordofthecraft.net/topic/106095-lord-of-the-craft-application-azrailcross/ How did you hear about us?: - .. by searching up 'best roleplay server minecraft' on google :p What do you think the server will be like? - Haven't the slightest clue, it could be a troll fest with broken buildings everywhere and people stealing all the supplies out of houses every where you turn, but I am rather hopeful it'll at least be primarily kept IC and allow me and (potentially) some of my long-time roleplay friends to settle into a corner, build up and perform our own stories while watching the rest of the community, and in time when we're comfortable enough with the lore and the people join in ourselves. Have you read and agreed to the rules?: - Yes, multiple times. I couldn't recite them word for word from heart, I won't lie about that. But they were all straight forward and rather 'common sense' for a roleplay environment to really function. What’s your favourite rule / the rule you agree with the most?: - Well.. there weren't any I disagreed with. Having the minecraft skin match the avatar your playing was welcomed, the building rules ect. Definitions This is simply so that we can get an understanding of how much you know about roleplaying. Feel free to Google the answers, but make sure that you write the reply in your own words, not another website / person's! What is roleplaying?: - Storytelling. Taking the role of a character, history, and personality you choose and playing out their tale as realistically as possible. Starting at general conversation from your character's perspective and history, all the way to weaving a sinister tale of blackmail and betrayal or heroics and building up a new banner for the masses to rally behind and smite the undead! .. and everything in between. What’s metagaming?: - Knowledge your character couldn't' possibly possess, shouldn't possess, but yet is being used in the roleplay anyway. This can extend as far as using a minimap, xray, or otherwise to run all the way across the map to find the person you've wanted to kill, even though they were intentionally hiding and did so well enough they shouldn't have been found or at least not so easily. But more often used in the sense 'just knowing because you know.. because your omnipotent' facts about another character, or event - that your character hadn't heard about in roleplay, but you did OOC. What’s powergaming?: - Eg. Midst of roleplay, let's say in combat - you begin roleplaying that the dagger in your neck doesn't hurt, or have any other side effect. That every attack is dodged regardless of realism, and the biggest one of all - the true 'powergaming'/god-modding - Where you begin to force actions on others, no longer content to dodge, evade and survive everything you are now roleplaying the sword you swung has most certainly chopped off your opponents head, and now is being placed on a pike for grins. Yeah, not particularly fun for the other person, or true roleplay. Just ego's getting in the way. In-Character Information Now you actually make your character - be creative but stay reasonable! Make sure they make sense and that they follow lore. Try to come up with a character that you actually want to play. What’s your character called?: - Azra'il Cross What race are they (and sub-race)?: - Elven What sex are they?: - Male How old are they?: - Youthful, 240 Give us a brief description of their life - their story, childhood, family (Include server lore when writing): - Raised in the depths of the ancient forest native to the elves. The Cross bloodline never known to the pure Elven community or that of the Dark Elves. Nevrin and Zamira survived living reclusive lives in caves, and the tops of the forests in temporary housing only to move on to new locations throughout the youth of the Azra'il and Morganna. Often when able would wander during daylight in search of the one plant that drew his attentions more than most others of his teaching, for it's particular - unusual appearance more than that of it's chemical uses, the Blood Lotus; a rust colored plant found only in the hotter climates and given it's nature of only being near caverns made it a rare thing for him to possess but still one he took particular interest in. His parents tales of the devote and rebellious factions of the Mori, their old ways and new affairs, even with their innate hatred for his kind has ingrained a hope to one day see the people supposedly similar to himself. Though doubtfully enough of an interest to approach those whom he can only expect would meet him with hostility, it is still one of the sights that would bring a faint light to his day yet never was granted such in his youth. Only one specific thought would spring closely to the Elf's mind instinctively if he were ever asked of his youth and others, 'never to trust' - as it was repeated by his parents - and equally it was reinforced by watching bandits exchange their services for Minas and that of the distant shouts of raids and battles and that of bounties being collected. Yet more so the tales from his father, of the The Deal with the Elves of Malinor. In his mind at least, if his own kind could ally themselves with such sinister creatures and surrender innocent lives.. as the story he was told goes. Who could be trusted then, if that were true? The creatures that lurked the night whom none can avoid, the abundant spiders, skeletons and zombies particularly, never made venturing far in any given day a desired option for him either as he grew older. Yet with any family Azra'il began to want to make his own path as he had begun to outgrow their way. Younger, faster, and stubborn only watching his father tire and grow more cautious and so it was near the Anthos Highway, the main connection of cities that much of his life changed. The only factual truths of the Cross history that can be discerned begin about four years ago, and are found in that of the remains of a once proud Dark Elf father, throat slit and left to rot in a small cave system beside a simple bloodied dagger bearing the etchings of the Cross symbol on it's blade. Of the present day, and Azra'il- At best can only be spoken of in rumor, a figure rarely approaching any gathering or community, instead content to watch from afar, generally seen in white dyed clothing with leather mix and a simple hood to conceal his features. Unlike regular elves not desiring natural colors, or more specifically not needing to be concerned with such affairs given his nature of avoiding others. His life-experience cannot even include his races home city of Luminair, of which beyond making use of it's trees to remain scarce, has not visited with no known religion, the more prominent Valkyrian religion one he has yet to even hear of. What are they like (personality)?: - Neutral Chaotic, timid, prefers the forest and solidarity. What are their ambitions?: - Survival, remaining elusive. (at present) Do they have any special skills?: - Archery (Proficient) Alchemy (Trained), Wilderness Survival/Plant Knowledge (Trained), Enchantment (Trained), Clothing/Leather Armor Crafting (Trained), Bow and Arrow Crafting (Trained), Hunting/Skinning (Trained), Basic Wooden Housing/Cave Structure building (Trained). All other skills/aka - Crafting armors above leather, repairing armors above leather, crafting weapons beside bows, true magic, using other weapons, creating different/more complex structures (e.g Ground housing, towers, ect) so on, is beyond his talent at start and can only be learned through roleplay. Essentially, basic survival knowledge. What are their weaknesses?: - Avoidance of others leaves one vunerable, terrible at bartering, even general social interactions could be a burden. Self reliant has a high price, even potential insanity, and personality quirks. Give us a description of how they look: - Basic white clothing with a hood hiding most of his features. Anything else you want to say about them?: - Natural Hair Color: Black Eye Color: Crimson Skin Color: Fair, Olive Height: Roughly six feet Bloodline - Father: (Dark Elf) Nevrin Cross - referred to as 'Storm' due to unstable personality. (Deceased) Mother: (Elf) Zamira Cross (Location: Unknown) *Potential Future Applicant Sister: (Elf) Morganna Cross (Location: Unknown) *Potential Future Applicant - Updated.
  5. Step 1.) Read the server rules, Lord of the Craft Lore, server rules, and agree on all counts, including no metagaming, godmodding, no villainy (unless applied for after a week of whitelisting), stick to roleplay and the lore. Step 2.) Try to remember and retain all of the lore (in progress...) Step 3.) Don't get run over by a Braduk Rhino. (... also in progress.) Step 4.) Figure out why Copy/Pasting the application format didn't work.. (..meh!) Out - Of - Character Section: Minecraft Account Name - AzrailCross Age - 20's Timezone - Eastern Roleplay Experience - .. more than I care to try to list, but none in minecraft. Para-Rp generally, and all sorts.. from starting storylines, creating dramatic, warm tales or being part of a dark sinister plot. How did you hear about us? - .. by searching up 'best roleplay server minecraft' on google :p What do you expect the server to be like? - Haven't the slightest clue, it could be a troll fest with broken buildings everywhere and people stealing all the supplies out of houses every where you turn, but I am rather hopeful it'll at least be primarily kept IC and allow me and (potentially) some of my long-time roleplay friends to settle into a corner, build up and perform our own stories while watching the rest of the community, and in time when we're comfortable enough with the lore and the people join in ourselves. Have you read the rules? - Yes, multiple times. I couldn't recite them from heart, I won't lie about that. But they were all straight forward and rather 'common sense' for a roleplay environment to really function. What was your favorite rule? - Well.. there weren't any I disagreed with. Having the minecraft skin match the avatar your playing was welcomed, the building rules ect. Roleplaying - Storytelling. Taking the role of a character, history, and personality you choose and playing out their tale as realistically as possible. Starting at general conversation from your character's perspective and history, all the way to weaving a sinister tale of blackmail and betrayal or heroics and building up a new banner for the masses to rally behind and smite the undead! .. and everything in between. Metagaming - Knowledge your character couldn't' possibly possess, shouldn't possess, but yet is being used in the roleplay anyway. This can extend as far as using a minimap, xray, or otherwise to run all the way across the map to find the person you've wanted to kill, even though they were intentionally hiding and did so well enough they shouldn't have been found or at least not so easily. But more often used in the sense 'just knowing because you know.. because your omnipotent' facts about another character, or event - that your character hadn't heard about in roleplay, but you did OOC. Godmodding - Eg. Midst of roleplay, let's say in combat - you begin roleplaying that the dagger in your neck doesn't hurt, or have any other side effect. That every attack is dodged regardless of realism, and the biggest one of all - the true god-modding - Where you begin to force actions on others, no longer content to dodge, evade and survive everything you are now roleplaying the sword you swung has most certainly chopped off your opponents head, and now is being placed on a pike for grins. Yeah, not particularly fun for the other person, or true roleplay. Just ego's getting in the way. In - Character Section: Name: Azra'il Cross Race: Elven Age: Youthful, 240. Sex: Male Natural Hair Color: Black Eye Color: Crimson Skin Color: Fair, Olive Height: Roughly six feet Personality Alignment (To Start): Neutral Chaotic Personality Quirks (To Start): Timid, prefers the forest and solidarity. Skill Training at Youth: Archery (Proficient) Alchemy (Trained), Wilderness Survival/Plant Knowledge (Trained), Enchantment (Trained), Clothing/Leather Armor Crafting (Trained), Bow and Arrow Crafting (Trained), Hunting/Skinning (Trained), Basic Wooden Housing/Cave Structure building (Trained). All other skills/aka - Crafting armors above leather, repairing armors above leather, crafting weapons beside bows, true magic, using other weapons, creating different/more complex structures (e.g Ground housing, towers, ect) so on, is beyond his talent at start and can only be learned through roleplay. Essentially, basic survival knowledge. Bloodline - Father: (Dark Elf) Nevrin Cross - referred to as 'Storm' due to unstable personality. (Deceased) Mother: (Elf) Zamira Cross (Location: Unknown) *Potential Future Applicant Sister: (Elf) Morganna Cross (Location: Unknown) *Potential Future Applicant BIography - Raised in the depths of the ancient forest native to the elves. The Cross bloodline never known to the pure Elven community or that of the Dark Elves. Nevrin and Zamira survived living reclusive lives in caves, and the tops of the forests in temporary housing only to move on to new locations throughout the youth of the Azra'il and Morganna. The only truths that can be discerned begin about four years ago, and are found in that of the remains of a once proud Dark Elf father, throat slit and left to rot in a small cave system beside a simple bloodied dagger bearing the etchings of the Cross symbol on it's blade. Of the present day, and Azra'il- At best can only be spoken of in rumor, a figure rarely approaching any gathering or community, instead content to watch from afar, generally seen in white dyed clothing with leather mix and a simple hood to conceal his features. (Good enough to begin...!)
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