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Daniel Carpenter chuckles to himself with his longsword laying upon his shoulder. He was ready.
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Daniel Carpenter sharpened his sword at the smithy. He was preparing for a battle, a war even.
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[Amendment] Wight creation and destruction
AntiSociety replied to MysticalWeasel's topic in Lore Criteria + Submissions
-seals you like a lich and throws you at the bottom of the sea like osama bin laden- As someone who played a Necromancer with the potential for mechanics such as that, it is interesting roleplay to be sure to deal with. The sealing wars with femurlord, but there is good and bad to it. But that is perhaps with anything. I think phylactery stuff is pretty outdated though. -
Magnus stood amidst a small storm of snow, he'd gazed from the mountain top to the view towards his homeland. Clearly in remembrance of his life there in his early age, stuck in thought. He was remembering a more simple time, but more importantly, he was remembering his mother. Yet, he offered no words.
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Nestled atop the mountain near the capital of Idunia lay a workshop with ample tools and machinery. We dub this area as Barazinbar (Red Mountain) being the foundation of our cause. We seek all manners of craftsmen and capable creators of goods to bring themselves here to work within our guild. More importantly, you must be a Khazad to join. We aim to produce goods, weapons, armors, buildings, furniture, carpentry, and many more to paying customers and those who would make exchanges. Our aim is simple: to produce goods of the highest quality. Weapons, armor, buildings, furniture, stonework, carpentry, mechanisms, and countless other works worthy of our people. Through your addition to our cause, we may establish not only excellence in craft, but a name that carries weight—a mark upon our goods that speaks for itself. A brand known for reliability, quality, and dwarven pride. Within this identity, this guild, we seek to build a bond with each creator who contributes and joins our fellowship. We will aid one another beyond our crafts, and work as a cohesive force to help one another in their pursuits. Be it through those capable of being soldiers, or a reliance on a brotherhood. We will act as one to ensure our well-being beyond our missions. You need not be knowledgeable yet, for we will come to ensure what you seek is learned. So too do we seek others of our kind who simply aid in our duties, to gather and to protect. If this speaks to you, then seek us out. We are not merely building goods. We are building a legacy. If you are Khazad, and your hands are willing to shape stone, steel, and history itself, then Barazinbar calls to you. The Guild itself is structured as follows Guildmaster The head of the guild, leader of the day to day operations and mind behind the guild. Responsible for ensuring the continuation of the Guild and the acquisition of deals, ascensions within, and concentrated efforts. Forgemaster The head of all crafting and forging, responsible for the men who work for the guild in the creation of goods and builds. This position helps to maintain workflow and to hire new potential recruits to be inducted into the work force. Journeymen Senior craftsmen who have proven themselves as capable on their own, or even specialized in a particular field with which they create. Likely a serving member who is a veteran to the cause. May also be a potential teacher who seeks to expand the knowledge of the other craftsmen. Apprentice New or learning craftsmen who may not be specialized in something at the moment, or are simply new to the guild itself. The foundational workforce who helps to aid the guild in any way they can. Oathguard Reserved for Khazad who may not be craftsmen at first, but serve to protect the guild interests and defend guilty property. They may also help in the acquisition of materials required for any operation or plan. Message AntiSociety in-game for any questions, or feel free to send a bird through the aviary to Rorik Bronzebeard. Alternatively, contact me on discord @ _Antisociety
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Daniel Carpenter clenches his fist in anger, he contemplates slamming the wall. His frustration is vented in his words. "Those Reinmaren have gone too far this time." He stated.
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More Goop leadership #adminsweep #secretcouncil #shadowleaders
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favorite dessert?
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Autumn Meadows The Tranquil Forests Current Day Nestled in the North-West of Azuras, between mountain ranges and valleys lay a thriving land of both forests and open, clear plains. Small game and peaceful creatures generally inhabit the forest, they live where it is most dense with trees. The meadows sport open fields with creeks which run through them, split by a dip and rocky drop. The entirety of the region is surrounded by peaking mountains with valleys in between them sporting their own forest trails. The trees are always colored to an autumn tone, sporting a similar wild botanical theme with squash and pumpkins existing on their own. The forests themselves are dense and break off into neighboring fields which are open, with some indications of land having been intentionally cleared. The Wooden Ruins Nestled right in the middle by the creek is the existence of a ruined village, one seemingly abandoned and left to the elements to rot. Some homes are clearly more capable than others, supporting the idea that each home and building had stopped being inhabited at different times. All indications show that it was once a sprawling village which lived on the land, lumber and equipment supporting the idea that this was once a bastion against the elements of weather and otherwise. Families were likely responsible to each home, inhabiting them together with their own natural professions. It is clear perhaps through what is left that this civilized village clung to the idea of faith, symbolism and a place of worship is present. The Fog Phenomenon Those who inhabit the land, or near, often report stories of thick fog which pools itself in the evening or early morning. Said fog is accompanied with odd revelations of terror, specifically rousing around the idea of undead. Most who are unfortunate enough to experience such a spectacle often speak tale of whispering or whining ghosts, spirits which seem at great unease. Something preventing their rest, which in turn has led them to take it out upon the living. So too is the supposed existence of undead, battered and dirtied corpses which wander mindlessly through the fog. Guttural tones of dismay made audible as they seemingly have no directive in sight. The Height of Fright The most outwardly of all claims to have come from rumors and present tales of the land is one which cites the existence of a figure, clad in black armor and cloak which rides a steed. The most unusual thing of all in regards to said being is the fact that there is no helmet, face, or head present to the body. Some claim to have been attacked by the being, though none truly seem capable of presenting enough evidence to support such an idea. The only thing which lay as a common concept amongst all reports are the fog which covets the forest into an even deeper tranquil state.
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The Silverwoods The Island of Purity Current Day The Island of Silverwoods is nestled within the furthest South-East of Azuras. Secluded and surrounded by water, it is mainly untampered with by external forces. Leaving a unique and rare ecosystem to thrive unimpeded. One great peaking mountain range runs through the island, reaching great heights with rock and marble pure and white, accented with gray segments throughout. This range divides the forests into three, leaving one of the only options to either cross the mountains, or go around. The forests themselves are teeming with life, similarly colored a pure white with other trees being multiple shades of gray. This gray extends to the leaf color, though a cyan blue is more commonly found. What occupies these lands you'll find are animals colored white, a certain albinism which seems to affect every being on the island itself. Most predatory creatures are lacking here, allowing a sprawling, peaceful, and mainly herbivorous species to exist. Pegasus exist to the peaks of the mountain and on heights which overlook the rest of the forests. The forests seem to teem with life and lights during the night, something innately calls to it to come about. Plant life illuminates the forest floor during these hours, vines and other unique flowers seem mainly responsible. So too are the animals most active at these times, though one would assume most creatures of this type to be the opposite. Somewhere on the island there is said to be a cave which inhabits a special kind of crystal, they offer dim light within the darkness of the ground and allow those who dwell within to see. Past Tales Not much is easily known of the region before it is now. However, evidence suggests that the island was not always as pure and white, colored in a unique way as it is now. There are skeletal remains and fossilized structures of predators which once inhabited the land, clearly different from the system of animals it perpetuates now. There is little to no proof that there was any successful or unsuccessful civilization which inhabited the region. The only thing left are odd stone carved remnants which stand in different parts of the island. Within the gem cave on the island, a certain mass of crystal is present and discolored from the typical makeup of the materials, it seemingly blocks a path which leads further within the system of caves.
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[The Age of Dragons] - Establishment of The Cinderwatch
AntiSociety replied to squakhawk's topic in Events
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[AMA] NightOfTheWind Ask Me Anything
AntiSociety replied to NightOfTheWind's topic in Ask Me Anything
What is a niche (magic, religion, culture, media reference, villain, anything) that you think is severely underused and would like to see more of? Let us say in this hypothetical those who would then play it would do it some justice and not be totally bad. Favorite kind of aesthetic that your character(s) has inhabited? What one piece character do you think has the coolest back story? (bar any straw hats) Favorite ice cream flavor? Favorite dessert? -
THE DICE’S LORE Upon the southern hemisphere of the continent, a criminal pirate captain ruled with an iron fist. Though initially a mercenary for a merchant vessel, through his own observation of being internally amidst the potential loot as well as repelling pirates on his own. He thought of ways to be more successful than they were, ways to truly put together a plan which would lead him to be rich. So he did, a mutiny upon a merchant vessel he worked for to capture the captain of it and the loot it carried to sell it for a hefty sum. This sum would serve as the beginnings of his pirate career, hiring crew members and thieves in successful raids all carried by the mind of this pirate captain and his insider knowledge. Over time he would gain notoriety, through both his success and his fond nature of gambling. His men and all who fought him knew he was a gambling man. Be it through offers of freedom at the whim of a dice roll or even to play cards to dictate the outcome of a treasure share, the captain often left determinations up to games of chance. After culminating in victory and prestige, the captain was told by word of mouth and rumor that there would be a treasure vessel sailing in secret and that this could be their chance at a great heist. So then the captain planned for this, he knew the routes of the sea and what a vessel may sail if they were attempting to go in secret. Come the day of the great plan, the vessel quickly caught up and cannons were launched to destroy the mast of the ship and quickly board. Expecting a fighting force worthy of defending such treasures, he was instead met with a crew near-death. That misfortune had found them at every turn, their rations were spoiled and turned by bugs and scavengers, sickness had overtaken every sailor. Their captain was dead, all semblance of leadership boiled down into a pit of survival. The gambler captain took some pity, feeding and saving most of the starved and sickly as they were no contest. After some interrogation, he’d found that there was no grand amount of treasure, merely a relic alone. Said relic was ordered by a leader of a tribe to be brought to the ocean in hopes of being rid of forever. He’d claimed it to be cursed, that nothing of value could be found from it. Yet, this did not persuade the gambling captain, he thought it to be fallacy and thought only for the potential riches to be gathered from it. After finding the relic, it was an ornate sarcophagus which, despite the protest of the shambled crew, was opened. An energy manifested itself before pooling into the hand of the captain, so then did this energy seep into part of him. It had created something new, a set of dice. The power within this relic had taken the form of something related to the soul of The Gambler, and thus his greed had been chosen as the shape for this newly created relic. The captain was cursed, persuaded that this power had chosen him and it had clearly taken hold of his psyche. As the crew continued under the captain, he was clearly mad from it all, his own crew planned mutiny to gain some semblance of future for themselves. Yet, the captain was one step ahead, he’d sailed them directly into the storm of Aevos. From the storm that surrounded the island, a crew of greedy, selfish and undead pirates met their end in the pursuit of cashing out. Their ship groaned and splintered, ripped apart by the might of the sea which caused their crew to lose control, sending it down to the bottom of the ocean where the few survivors tried to survive. Among them, a coveted Captain had been consumed by greed. He carried with him a set of aurum dice, and in his death, the dice absorbed his soul, cursing and binding him to the relic and now echoed the Captain’s spirit. THE DICE’S EFFECTS [NC] [PASSIVE] GAMBLER’S GUILE The Gambler's natural affinity for games of chance lets you subtly rig any dice thrown by your hand to land on any number of choices, always looking like a fair roll. REDLINES ⚀ The Gambler may rig any thrown die by their own hand, except the Captain’s ⚁ This functions only for roleplay interactions which actively require a dice, and does not for OOC usage like rolling for loot in events, perception checks, et-cetera. ⚂ The act of rolling the dice looks no different to an ordinary throw, and has no perceivable effect. ⚀ The effects of Gambler's Guile will never work for Luck of the Draw. [C] [ACTIVE] THE ROLL OF BONES Few dare master the dice, but this corsair has long since transcended mere games of chance. Their soul has become a wager, and each cast of the die is a display of this. The utilization of this ability comes at a cost, engaging the Curse of Greed, and starts the PK timer. MECHANICS [2] EMOTES ⚁ [1] SHAKE + [1] CAST [1] - THE SIREN’S SONG A spectral mutineer manifests before The Gambler lashing out toward them with a cutlass to lock them into a duel and restraining them, leaving them STUNNED for [1] turn as their eyes become clouded and body gripped by a ghostly force. [2] - BREEZE OF THE BACKWIND Winds of the sea rush beneath the feet of the Gambler's heels, allowing them to move an additional [4] blocks. [3] - THE PIRATE’S LIFE Chaos descends upon The Gambler's mind as they are overwhelmed with drunken madness. All nearby friends are visually transformed into mutinying pirates, triggering immediate aggression and causing them to turn on their friends for [1] turn coupled with a feeling of drunkenness. [4] - GRIT OF THE SCALLYWAG The Gambler channels the strength of the sea into their hands, manifesting dripping shimmering water around their arms. For [1] turn, their power surges and grants them an increase in strength equal to that of an Orc. This power is granted upon the following emote after the roll emote. [5] - GOLD OR GRAVE An enchantment floats over The Gambler, causing all items not made of pure Gold / Aurum to become unbearably heavy and unwieldable for [1] turn. [6] - CALL OF THE CREW From the mists of the Captain, a grasping ghostly arm manifests to protect the Gambler as it is attached to them. It intercepts the next attack aimed at the Gambler, fully blocking a single incoming attack if it is a Tier [3] spell or force equal to that of a mace swing. Should a projectile equal or slower than the speed of an arrow be launched toward the Gambler, the ghost will transform into a parrot and fly to intercept the projectile, exploding into a burst of ghostly feathers. If this projectile is a spell, it will only protect against if it is equal to Tier 3 or below, flying through it otherwise. EMOTE EXAMPLES [1/2] The Gambler will prepare the dice with a clear tell, blowing on them, whispering to them, rolling them between their fingers, et-cetera and then they will throw, which will follow with a roll of 1d6. [2/2] The effect takes form, and the player emotes accordingly depending on the outcome as well as the benefit or detriment in this turn. The Gambler brings the dice out of his satchel and into his palm. Lifting them up before him, his neck inclined toward it as he began to blow on the dice, coupled with a whisper shared between him and the dice. Then, with a flick of his wrist, the dice is thrown forth onto the floor. The Gambler rolls 4 out of 1d6. The Gambler’s arms are covered in the misty waters as they manifest around his forearms. With a swing of his sword toward <TARGET>, the waters magically enhanced the strength equal to that of an Orc. REDLINES ⚀ All effects take form in the next turn, the previous emote having been throwing the dice with results. When this ability has been used for the first time, the Curse of Greed will begin and the ST responsible must be informed. ⚁ The player can only move [4] blocks whilst charging. (throwing the dice) Rolling the dice counts as your action for that emote. The effects granted will occur in the following emote and will be emoted as such. ⚂ In THE PIRATE’S LIFE, the player must swing at anyone near if they are within reach, or have the ability to move and swing at them. ⚃ In THE PIRATE’S LIFE, the player has a magical induced drunken feeling which throws off their coordination, lasting only for that turn. Even characters who may have been unable to feel the effects of alcohol would be affected. This does not weaken the power of a swing, but may throw off a precise strike. ⚃ In Grit Of The Scallywag, the strength of an orc must be used in the emote following the dice roll. It cannot be hold until chosen for a specific emote and must take in the next emote. Those already with orc strength would not be empowered further, simply staying the same. ⚄ GOLD OR GRAVE counts every single item on one’s person, even armor. ⚅ SIREN’S SONG locks the player in place, preventing any action from being performed. To The Gambler, they see a ghost dueling them and locking up their weapon whilst they are frozen in place. ⚀ The ghostly manifestation of CALL OF THE CREW will only defend The Gambler, the parrot will not fly to protect a friend in their path or raise their ghostly-cutlass to take a hit for anyone but the Gambler. ⚁ The ghostly manifestation of CALL OF THE CREW must be emoted each turn being connected to the player until it is dissipated. Usage comes when a projectile is launched and absorbed, dissipating the manifestation. ⚂ CALL OF THE CREW does not consume one’s action. An example of this is if being shot at whilst attacking, the ghostly minion would still protect The Gambler, allowing them to continue as normal. This only works against direct attacks, like a sword slash, small projectile, et-cetera, but not anything grander like a cannonball. ⚃ CALL OF THE CREW will absorb the impact of an arrow shot by a short bow, small crossbow, or otherwise equal in size and velocity like a potion. Crank Crossbows, Longbows, and comparable would pierce through and only lessen the impact, preventing proper penetration through plate. Anything larger than that would not be able to be deflected, and the manifestation would emote failing to protect The Gambler, allowing said projectile to pierce through or overtake it. ⚄ The player must roll in shout for it to count: /roll 1d6 -s ⚅ The player can only use this ability [1] time per combat encounter. [NC] [ACTIVE] LUCK OF THE DRAW The Gambler of the dice can challenge a target to a game of chance, specifically a death roll. If the target willfully accepts the challenge, they may engage in a secret deal of fate and potentially relinquish themselves of the curse and transfer it to another; assuming they accept the dice. The Gambler would always feel inclined to take to a dice game when offered, only rejecting so in light of potential harm coming unto them. MECHANICS [1] EMOTE ⚀ [1] CAST The Gambler will begin the game by rolling 1d1000, where thereafter, the target will roll on the result of that until one of them loses by reaching [1]. The Gambler rolled 682 out of 1d1000. The Target rolled 231 out of 1d682. The Gambler rolled 40 out of 1d231. The Target rolled 1 out of 1d40. If the Gambler wins the game, they may give the dice to the target, releasing themselves from the curse. If the target wins, the Gambler is forced to withhold the dice and continue with the curse. EMOTE EXAMPLES [1/1] The dealer will challenge their target, and upon their vocal acceptance, the game may begin. REDLINES ⚀ If the Gambler loses the game, they may not attempt again for [1] OOC day. ⚁ The game can not be rigged or intentionally conceded. ⚂ The Target does not need to know OOCly of the challenge and its potential, but they may refuse the dice upon being offered in the instance the Gambler wins. ⚃ If the dice is given, ST must be informed. [NC] [PASSIVE] CURSE OF GREED All effects of the previous tier carry on to the next tier in combination. Upon the reaching of each tier, the effects will gradually onset over a few days' time. MECHANICS TIER ONE ⚀ INITIATES UPON THE FIRST CAST OF ROLL OF BONES. The Gambler generally feels more inclined to gamble and make a bet, said opportunity seems more enticing than normal or at least their supposed odds of success may seem internally more favorable even if they weren't. The Gambler may feel an inclination towards hard liquor had they previously not been one to naturally drink. Those who already were a drinker may find themselves quickly becoming alcoholic and finding no issue with such. Small bits of gold manifest themselves upon the physicality of The Gambler, teeth, parts of the hand, nails, feet, and few strands of hair are all potential changes which may become gold. TIER TWO ⚁ INITIATES AFTER FOUR OOC WEEKS. The Gambler may seek more adventure or money making excursions which may benefit them in wealth. The Gambler becomes more greedy, the thought of sharing items or even food may seem more daunting or like a bad idea. Gold now more clearly manifests upon the arms and legs. The torso, back, and other areas may bear patches of gold, like a rash which seems to only change the skin to said shimmering radiance. Gold hair becomes more than single strands and may bear discolored clumps of gold in contrast to whatever color previously held if any. TIER THREE ⚂ INITIATES AFTER EIGHT OOC WEEKS. The Gambler is totally encompassed by greed. Giving anything to another unless for benefit seems like nearly an impossible task. Friends or allies are more akin to potential business partners unless they are subordinates, those who lack in contribution towards the goals of The Gambler may be less inclined to be listened to. Gold bears great amounts upon the body of The Gambler, arms completely covered, grills of teeth colored gold. The Gambler may have parts or complete change in hair color to resemble gold. TIER FOUR ⚂ INITIATES AFTER TWELVE OOC WEEKS. The gambler has succumbed to the greed and curse of the dice and the gold completely envelops them, their entire physical body is replaced with a statue of pure gold and their life is lost. REDLINES ⚀ Upon the first cast of ROLL OF BONES, a timer begins which puts the character on a potential PK clause. Upon reaching Tier 4 of the curse, The Gambler turns into a statue of gold and is effectively PK’d. ⚁ The player has some choice over where the gold manifests, but it must be clearly visible and extremely difficult to hide by Tier 2. ⚂ The Gold does not have any additional strength, weakness or weight to it, responding to any damage as flesh, bone or otherwise would normally. However, the feeling of touch is lost in the consumed areas. ⚃ The gold stays even if the curse has been lifted, leaving a permanent mark upon the once-gambler. A reminder of the curse which once consumed them. This gold transcends revival mechanics, scarring their very being permanently. ⚀ This PK clause supersedes all forms of revival mechanic, none able to save the afflicted from their eventual death should they reach the full time accumulated. THE DICE’S REDLINES ⚀ The dice is made of Aurum and is considered Cursed with the Captain’s soul trapped within. ⚁ The dice can not be willingly given, the curse too binds them from only giving it up with the stipulation of being bested in Luck of the Draw. But it can be stolen, should this be the case, the curse will be lifted from the original user. ⚂ Upon the first cast of the ability, the Curse of Greed will set in and the ET responsible for the artifact must be contacted to update the item. ⚃ If the ability Roll of Bones have not been used after [1] month and the curse has not started, the item will be repossessed. ⚄ The ET responsible must be informed when the item is moved to another persona, in the instance it is forcefully taken, or given through Luck of the Draw. ⚅ If the dice is destroyed, the soul of the Captain is released and will seek to inhabit new dice. The dice are able to be destroyed by mundane reason, however The Gambler will always be persuaded internally against destroying the dice themselves, even protecting it. PURPOSE To implement an artifact that has a clear detriment and benefit from a notable character in the eventline whilst also providing unique roleplay avenues for the holder and those who interact with it. CREDITS ANTISOCIETY ⚀ Writing, Proofreading, Editing ROMANCERPER ⚁ Writing, Proofreading, Editing IBLEESIAN ⚂ Formating
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Favorite singular or multiple Chinese proverbs?
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Lair Leader MC Name: AntiSociety, Femurlord, king_kunuk, TheAmazingSewer, Megavoltar, Petsch2k, _Security, _notchris Lair Leader Character Name: Artakrast, Kasavurr, Felix, Barrowlord Matorak, Sark, Deadmund, Ludwig, Goibbled Lair Name: The Blighted Crypts Primary Lair Color: Gray Lair Members: Acallam, TheOnlyTub, Turbo_Dog, ninjaclimb1, LordCrowe, Minth_11, Apotolofo, RedeemableGoon, MysticalWezel, Astrophysical, Plummius, Periklis_, Rhettthecoldone, BubblesEventAlt Proposed Lair Locations (Highlight/draw at least three on the map): Dark Forest 1, Cursed Forest 4 or Marshlands 4 Lair Lore (supply link to an existing creature or other lore if being used as basis for this lair) (1000 words minimum): During the Age of Dragons, when the world was covered in shadows cast by a battle long forgotten, beneath the ground where a nation stands, there stood a city carved from rock and the surrounding caverns, a sanctuary known as Blight Town. Dwelling within the depths of this forsaken town, the followers of Mordring and the Xionist way of Umbrage, bound together by their goals, their hearts turned to the service of their master. However, its once thriving streets have begun to be slowly abandoned, aware of the coming doom that was going to be brought on by Thalandir and his followers, its halls echoing with silence, as those that dwelled within have departed to escape the conquest that sought to eliminate them. On the other side of Aevos, stood a sister refuge, hidden in the shadows and cloaked deep within the snow covered lands, called Lumbridge. This refuge was a place of solace for those that followed the Xionist ways, offering shelter and home to all practitioners of Xionism, its history withstanding the clutches of time.. Yet soon, its glory was brought to its knees, its impressive history wiped from existence, as the descendants bolstered by the might and favor of a being whose name was only known to a select few, mounted a grand assault upon the fortress. With banners unfurled and guided by the light, they laid waste to Lumbridge, crumbling its walls and erasing the once proud monolith of Xionism to nothing but ruin and rubble. And so, thrown to the fates, the lost company of the Triumvirate Necropolis, a band of like minded individuals and practitioners of magic, were forced to wander endlessly through the lands of Aevos. They roamed the lands, travelling from nation to nation, passing multiple abandoned villages as they sought a new refuge, unable to find what they longed for, as the strings of fate have abandoned them and their master seemingly nowhere to be found. As they ventured forth, the band drew closer to the deep and ancient forests, where the area was teeming with vibrant life, as if the veil had torn between the worlds, allowing them to merge into one, if only for but a brief moment. Within that enchanting moment, the band would see the phantoms and ghosts weaving through the fog, all dancing in a strange rhythm as if a ball was happening between the two worlds. The sight was an attractive one to those of the Triumvirate, especially those who were made from the same ilk, these masters of spectral and undeath drawn to this strange dance of the dead. Yet for all the allure of what this fleeting moment offered, the wills of the members prevailed and refused to yield. Driven by a purpose, to raise a new sanctuary of their own, they held steady to their course. Bound by their fates and their unwavering loyalty to The King Beneath, they closed off their withered hearts and corrupted minds to the beguiling invitation and with resolute steps, they ventured onwards in search of a new refuge, one that they could call home. After many days of wandering, this grim troupe that was sworn to the dark arts and forbidden magics of old, stumbled upon ancient ruins concealed deep within the earth that belonged to the dark elves known as the Mori. Yet, these were no ordinary ruins, for though age and lack of use had left them withered like a tree which had no gardener; much could be found within these dreadful crypts used by the ancient Mori. The rooms and chambers within these ruins were filled with various comforts - tools, furnishings, and other various objects - long abandoned, as they were left behind by the residents that fled the underground in the terror of the witch. For she ruled the Underdark with an iron will and powerful magic, enacting her will upon the shadowed realm that was once home to the Mori’Quessir, now succumbing to her absolute rule. Witnessing the condition of these abandoned corridors and the usefulness of these halls, those who made up the Triumvirate Necropolis summoned others of their kind - necromancers, mystics, and the undead, as all were bound together by a will of survival and the shared goal of creating a new stronghold through pick and chisel to restore what dilapidated tunnels had caved in with legions of enthralled ghouls and spectres conjured forth to aid in the effort to bring these ruins to habitation standards of their dark purpose. Together, they created what is known as The Blighted Crypts, a stronghold hidden deep within the ground, where memories and bodies lay buried and forgotten. This stronghold was wrought to defy the servants of Thalandir which dogged the actions of Mordring and the Canonist Church who pursued them with zealous dogma. Descendants, driven by the glory and the light, pursued the Triumvirate with relentless fervor, seeking to extinguish them as they had done to many such groups before. Deep within The Blighted Crypts, mighty vaults stood, their stone walls guarding the relics of old and the artifacts of the followers of Mordring. Among these treasures were the Heith Hedrans, Menhirs that housed a multitude of tormented souls and phylacteries of the dead. No longer would these treasures and artifacts stand bare to the world, exposed to the hungry greed of the descendants and the ravaging of time; here within the crypts, they would be held, protected and coveted, an impressive hoard to feed Mordrings designs and ambitions, a legacy of shadow preserved to resist and consume the light. Lair Build and Infrastructure (photos required, give dimensions): Dimensions are 75 x 75 and goes down about 150 blocks. Why can this group not fulfill their roleplay niche in an existing settlement or nation? (Give a detailed answer and examples of how this has not worked in the past.): With the events that led to the fall of Lumbridge and Blight Town where the Triumvirate Necropolis group was located, the Xionists, necromancers and other radical minds that flock to this religion and the fellowship of Mordring have been displaced, and thus are seeking a new location to set up, in order to create a new hub for necromancers and mystics where they can gather in relative safely and protection from Templars and the Canonist Church. This location aims to act as the new base of operations that will be used to plan raids, conduct rituals and to engage in conflicts with the LOTC playerbase in order to provide a fun and enjoyable experience of the Bad Guys vs Good Guys trope. Furthermore, the purpose of this group is to provide interesting villainy roleplay, which will require careful planning and coordination, where the new lair will allow them to do just that. This lair location will also double as a vault that houses various relics and important lore structures such as Heith Hedrans, Menhir, Phylacteries and so on, with the primary goal being the defense of these structures, but also to allow players to break into the vault and to participate in the destruction of the important lore structures, as well as, stealing the various artifacts that are located within the vault. How does this lair add to the greater world around it? How will its existence benefit its roleplay group and the server at-large?: The Blighted Crypts aims to serve the greater LOTC player base and world by developing a hub for those that wish to participate in the antagonism and be the villain of the server without the influences of any nation to offer a balanced and enjoyable experience for all those that wish to interact with the group and the lair. Furthermore, the lair will encourage the good vs evil trope, where those that wish to purge the darkspawn and antagonists residing within it, will be encouraged and welcome to try and break into the lair to gather useful information and to discover its secrets. Additionally, the lair serves the purpose of being the final antagonist defense against the forces that seek to hunt Mordring and destroy the stake, such as Thalandir and his followers that have participated in the destruction of Lumbridge. The Blighted Crypts also aim to contribute to the ever evolving grudge match between Mordring and Thalandir, by acting as the headquarters in which the Xionists of Umbrage, necromancers and antagonists can gather to plan their final stand by creating a dynamic environment that will both be fun and challenging for both sides.
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It should’ve been me.
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[Event Aftermath] Final Guidance | Fall of Lumbridge
AntiSociety replied to Werew0lf's topic in Events
Aratakrast held his mangled piece of shoulder, an arm missing. "I will avenge this deed, and sow the seeds of dissent.. You may block the radiant glare of our sun, yet shine it shall. These misdeeds will never be forgiven, for this is war." He angrily thought aloud. -
anyone wanna date my lich
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The Wraith-Lich deliberated upon a missive, seemingly a collection of words documented and since spread from person to person. He clenched the missive upon reading particular words. "I know your name. I know your face. Never show it within the Light again." The missive was crumbled, the Wraith-Lich droned on as he spoke to himself aloud. "The Light I have already long abandoned. You speak of what we've abandoned, yet you are no different. You pledge thyself to Deities who entrust you with their power. You forsake and continue to forsake the mortal form which you come from. You perpetuate the cycle which binds us, and so you shall die as all others have. In vain." Aratakrast turned to peer upon a gang of skeletons, zombies alike lumbering in work. Breaking, mining, building. They continued like clockwork. The Wraith-Lich sat upon a throne, staring upon these beings with his skeletal figure. He spoke to himself again. "I will outlive you, and the next self-acclaimed warrior who seeks glory.. Again, and again, and again.." - "When will they learn?" He mumbled to himself.
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Aratakrast clutches the missive with anger. "Could I have truly sandbagged?.. He bears the ring.. I will fetch it from him, this I promise MORDRING." Aratakrast turns to look upon an army of skeletons, picket signs and general equipment to riot. "Let us see how he deals with a boycott and cancel.." The Wraith offers a skeletal chatter in laugh.
