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RaiderBlue

Story Management
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  1. Martin looked over the sign-up sheet with a frown. "Do I really need to sign up? Surely you know I'll just be present." A complaint was made against his fellow ward, Ithmere, though it was promptly denied, and he was encouraged to simply do it like everyone else. To which the young prince did.
  2. Name of the Artifact: Egg of the Phoenix Lore / Description A rare creature with dark red and bright orange plumage, the Phoenix, once seen in the descendant world, was long thought extinct. The species, in itself, in prior times, only ever lingered in the shortest of numbers, twelve at a time. As the cosmos shifts, nature has begun to find its new footing, and a select few chosen have found themselves in possession of these most ancient creatures. Starting as but simple eggs, these birds of natural fire have been granted new life. Perhaps to one day serve as useful tools in the greater workings of those who brought about their revival. While in earlier centuries there were several forms of elemental phoenixes, in the modern age, the only ones that exist are those of Ignis. The phoenix is most commonly known in legend for an innately primordial flame within its being and for a mixture of red, yellow, and orange feathers. Wielding not only fierce talons and razor-sharp beaks but also keen minds making powerful companions for those that bond with them. The process of this bond is quite simple and quite rapid once the egg has fully hatched. As a Phoenix hatches, it grows and develops an innate connection to its shell, indicating that whoever is nearest to it is the most trusted. General Artifact Redlines: Whoever is the holder of the eggshell that the Phoenix initially spawned from is the one the Phoenix holds an innate connection towards. Marking them as the user and owner of the Phoenix, meaning they will take any commands or assist others. That said, a Phoenix will never attack or harm a previous holder of its shell. When an egg is handed out by the ET, it will be initially generic during the growing stages. After it hatches, players must inform the ET to help define the Phoenix's general appearance, name, and personality. Once the initial player and ET have reached an understanding, a new item will be created detailing all relevant information. In total, from the gathering of a new egg via ET, it will take a total of [2] OOC weeks to fully hatch, of which the player must provide. Along with an additional eggshell [1] OOC week to reach full growth. At this point, combative capabilities and spells are unlocked. To fully hatch an egg, the player must come up with some form of way to sustain a burning heat around the egg for [2] OOC weeks or IRP years. Some examples of this include flamewells, burning bonfires, or even dangerous volcanoes, if they had a way to retrieve the egg later on. Malflame may not be used as a means to maintain the flame for the Phoenix egg, as it would kill the Phoenix's soul. The height of a Phoenix can range between 2 - 4 feet, whilst holding a wing span range of 6 - 11 feet in total. Leading to the birds being generally larger than your standard bird companion. The talons on a Phoenix are comparable to ferrum in terms of density and strength, but would be no less effective than a small dagger in terms of being used to attack enemies. In terms of defense, the Phoenixes are like any other bird and can be put down with a well-placed shot. Only being able to withstand three strikes from either a ranged or melee strike before falling dead and beginning its death process. A new holder of the Phoenix cannot command or utilize the Phoenix for a total of [1] OOC week, should the shell be taken or passed off. Within combat, the Phoenix may only function in a 20 block radius around the eggshell and, subsequently, the player who holds it. These eggs are considered extremely rare; that said, an ET may inject more, so long as they produce an event line for one to appear in and, with it, gather Event Management approval. Explanation of Effects: Physicality When hatching from an egg, a Phoenix can take on a number of different forms, largely dependent upon the flame that sustained them for the incubation period while within the egg. Perhaps a phoenix born of a molten pool of lava has a far more ashy presence, rough red or black feathers, and a jagged beak. Where, in contrast, a flamewell or brazen bonfire, a Phoenix may hold lighter-hued feathers of yellow, orange, red, and maybe even white, an elegant beak, and a calmer demeanor. No one phoenix is alike another, even if the same means of incubation are used. That said, there are commonalities between them. Physiologically, the phoenix’s talons and beak are both comparable to those of iron, acting as excellent tools for capturing its own prey. Though no more effective than a common dagger. As for the beast's size, the phoenix often stands between two and four feet in height, whilst supporting a wingspan between six and eleven feet. Mentality Often prideful to a fault, the ever loyal Phoenix forms an immensely strong bond with their caretaker to the point that they might even sacrifice themselves for their sake. Stemming from whoever holds their shell, their place of rebirth, and a signifier of their protector. The phoenix will form a connection with the new holder of the shell almost immediately. That said, the phoenix will never turn on its previous owner, so it will refuse to attack or otherwise harm its former protectors. As with a phoenix's physicality, differences in personality can largely depend on how the egg was incubated. For example, perhaps one hatched from a burning pool of magma has a stubborn nature, or even, at times, is outright aggressive. Where one made from a flame well may be exceedingly courageous, being the first thing to enter into conflict when it or its keeper is at threat. Abilities Ascendant Mind - [Passive / Combative] Unlike your common natural born creature, the Phoenix is granted an innate sentient mind, able to retain immense amounts of knowledge even from the time within their own egg. While they lack the ability to speak, they can innately understand almost any non-magical language. This awakened sentience allows the Phoenix to easily take commands and even take the initiative. Allowing the phoenix to assist its owner with menial tasks and defend against attackers. That said, the bird in itself is quite fragile, only being able to take a few hits before succumbing to the wounds inflicted upon it. If the Phoenix has not been emoted prior to the start of combat, a player must spend [1] emote to call for the bird, prompting its arrival in subsequent emotes. Redlines: Cindering Form - [Passive / Non Combative] Spawning from the Ignis subspecies, these phoenixes form passive flickers about with primordial flame. Being so innately attached to its form, the phoenix may expel its flames to ignite things in a sudden manner of combustion. Passively, when not used within combat, a holder of the Phoenix egg may command their Phoenix to conjure their primordial flame for certain tasks. This can be used for various means, such as starting a campfire, melting away large sheets of ice, or maintaining the heat of a forge. While this specific instance of conjured flame cannot be used in combat, should a player capture another or in some way fully restrain the Phoenix, it can be used as a form of execution. Either via lighting a great pyre or immolating them directly. These actions may be done over the course of [1] emote. Redlines: Rekindling - [Passive] As spoken of in the fable, from the ashes of a phoenix will soon be kindled fire, and with it new life as the perished phoenix is born again. Death is within its nature; the creature's essence lingers beyond it so long as something remains for it to return to. Passively, once a Phoenix has either reached fifty years of age a natural rebirth will occur much like it might should the Phoenix be struck down by conflict. Their form will alight with the primordial flame that makes up a majority of their form, immolating them to be nothing more than ash. Though, of course, this is not the end. Once the Phoenix’s ashes have scattered, they will begin to magically reform within their former shell over a period of [1] OOC Week. Once all the ashes have found themselves gathered once more, they will suddenly surge to life, and with it the Phoenix. The only exception to this occurrence is when the Phoenix has sacrificed itself using Everburn, extending the resurrection period to [6] OOC Weeks. Redlines: Everburn - [Active / Combative] In times where the phoenix’s handler is in grave danger the Phoenix may gather the burning essence within them to perform an attack of sacrificial immolation. The phoenix, being a creature of primordial flame, can build itself to temperatures that can be extremely deadly. This buildup occurs over time, culminating in an immolating implosion of violent flames. In total, it will require [3] emotes for the flame to spark to life upon the phoenix, before rapidly growing as the phoenix dives upon its foes, expelling forth a massive fireball from its form, taking up a 6x6x6 area. This implosion area can instantly cause third-degree burns in flesh and bring standard steel to its melting point. That said, this is costly upon the phoenix's form, destroying it along with the explosion, requiring a total of [6] OOC Weeks for the phoenix to reform in its shell. Additionally, Everburn may only ever be triggered as a sacrificial option, meaning the handler must be actively stuck in combat, greatly wounded, or wounded and fleeing for the phoenix to make such an action. Redlines: ET Responsible for Artifact: RaiderBlue
  3. He's so back... Xan Anthem II in my ears again.
  4. The Event Team will be reviewing applications towards the end of this month. So make sure to apply by then if you're interested in joining.

    1. Adelemphii

      Adelemphii

      eat the applications :3

    2. trinn

      trinn

      so ur ghosting my app

  5. Traitor of The Story Team...
  6. “I will not aid you in ruining yourself” In the lengthy days since the death of the Matriarch Fox the being once simply known as Asger Nria lingered within the wilds. The line of dialogue from his favored sibling weighed upon him as each step forward did to him. He had separated from his coven upon the completion of the ritual to linger upon what had been wrought, but he felt such little joy he expected from the moment. While the contortion of the beast sparked life, as he shifted away to safety and lingered on fang within his possession he was forced to recall what he had done. Hidden away within the inner channels of a lonesome cave the Spore Druid could not help but lean inward to the voices that rattled out to him. An inner council of only his creation. Periodically the lord twitched scratching against his barked skin in contemplation as the chattering arguments of the colony of mycelium upon his staff continued, leaving him to set it aside to further close himself off from the voice of nature, a council he did not seek. He denied any other further opinion on it, in his own mind it was just the same thoughts that drove him. “It all had to be done; it was they who acted first.” Though unfortunately for the man while a being of soul tied to the realm his soul was not only his own but one intertwined with a creature that knew all too well his nature. Betrayer. Coward. Killer. Rattled out the tune of the long dead owl Spore had utilized but days before, so laced within his own actions, something gifted to him by the very own druid he betrayed. He could not escape the reality of his nature, there was no justification for claiming the fox as he did as there was no reason for the claiming of the Owls life he had a century before. How the simple word Traitor uttered in the Owls' last moments caused the man's rage to consume, releasing an anguished wave of death over the owls once home. It was true that the Lord hated to remember a time that had long abandoned him. When that fox found the Draoi lingering in solitude alone bearing a letter only of the past the man showed something to the once companion of the Fox druid he had not in many years compassion. Taking the letter with shaky hands as the fox scampered out of the cavern with its life.
  7. Heed my call, servants of the Aspects. Beneath these soils roils something far older than that of the wild Gods. I have heard its whispers in my dreams, and it has revealed truth; within each of us lies a primordial power that the Aspects and greater Aenguldaemonic influence seek to deny us. To which truth was greater revealed to me in the burning of the Wicker Druid’s Grove. The essence that lingers within each of us descendants is one of primordial discourse. For their slight against me, they were struck from this realm, forced to release a wisp of energy as they fled to the Eternal Forest. The Graveyard of the Forgotten. In their final moments, their tune cried out in muddied words; they spoke of the great old oak as if it were standing still. I have realized with that single act, I affected you all so greatly. I have awoken something within you. I know my words to be true. Your panic, your anger, what will it draw you to, to get but a whiff of what I inflicted upon you? You claimed one close to me so I have answered back with the casting down of your patrons. Will you echo those of the past and only speak in vague nomenclature of what to fear? To that of my forebearers, the intrepid overstepping of the Shadow, the poison of the Father Circle inflicted by the Viper, or shall something new be formed of me, a disease spawned on by the Spore. You may deny me such now, but in truth, I am kin beneath them, the same as each of you. No matter how it may be avoided, we are the same, yet I am only further along the path. Know that I did not wish to claim my dearest sibling, Fox, but my hand was forced just as it was forced by your precious Wicker. Those that now linger in the forest have only gotten what was destined for them from their actions. The anguished cries of Bolormormaa and her kin will be spread across the land, her children enraged and rampaging just as their mother does. It is time for you all to act, to decide whether what I have caused is more important than finding my life essence or not. To the cohort of the Mother Circle You will be the first afflicted by my ire, your grove besieged Nature shall not be your ally within the coming days, but a tainted beast. One that requires only one thing, a blade jabbed within its neck.
  8. As the channels of battle echoed out from the lower portions of the cave, Asger felt the tether attached to Nenar's soul suddenly relinquish, not to the depths of the Soul Streams destinations but one destined for them hundreds of years ago. An outcome undesirable to the long-aged elf but one he was quick to accept, turning to travel to the battle after a snide comment came almost second nature to him. One that claimed cowardice of the soul tree as it was consumed by demonic flames, he so greatly loathed. The eternal man thought of the now-deceased in those moments after the words shared over time, as one aching question lingered at the forefront of the being's mind. Does such mutual shame and distaste not make the two Lords similar? A question they would never earn an answer to as he exited, looking down over the amassed force meant to foil long-toiled over plans. The tree lord held no truth, though, as conflict continued, and his gaze met that of enraged, panicked warriors; a singular thought crossed his mind. They were no different from him; their rage would gnaw at their mind, as it did to the lord who died but moments before.
  9. Serving people within what feeble way he could, Nikolai, the once chaptermaster, remained in a simple role he had taken many times before, that of a Farmer. Crouched upon a small field, plucking produce from the ground in preparation for the seasonal harvest, when purity made itself known across the realm of Azuras. A pause echoed over the old man's form as purity struck within the confines of his mind, and the withered form of a former man slowly turned back towards a small homestead. As memories beyond purity entered his mind. One of a fallen brother and mentor. Time had continued, order was near forgotten, and the ageless man, while withered, had not aged since his chosen lord's fall. A single line of questioning lingered within the man's mind: Why did he still linger? Was there a purpose to his continued existence? Was there any weight to his words spoken to his mentor's final moments? The old man could only raise himself from the field, trekking forward within the abode before opening some hidden place of security and retrieving a sole item. A blade entirely coated in worn cloth and bandage to hide its nature, the once-glimmering Lux had long since been dimmed. Though as the bandage turned for the first time in many years, the deific blade shone for but a few moments.
  10. Druid Up?
     

    ...

    a cartoon of a man talking to a red monster with the words adult swim on the bottom

    1. Show previous comments  2 more
    2. ReverseNebula
    3. Fishy

      Fishy

      Do you realize, do you realize something, that if the map team of LotC saw the state of our capital that they could condemn it and we'd have to move out of it?

    4. Junoix

      Junoix

      DRUID UPPPPPPPPP

  11. Pack it up Druids… This guys trying to pass Woadbow that actually does something. Those above will not like this.
  12. Rimeglen The Expanse of Nymure Snowcoated Lands Far in the northern lands of Azuras lies a vast expanse known as the Rimeglen, a land of pine-coated cliffsides, large wooded groves, and immense glacier-covered shores. All with a lingering and set permafrost over the region, as the land is almost entirely covered in snow. A token hold from the nearly constant snow falls that linger over the area, providing a coating from dreary clouds that blot out the sun. In terms of settling, this land is one of the more difficult regions, where, if it is not the cold that dries out crops, it is the beasts that roam the region that have dissuaded a significant descendant presence in the area. That said, it is not uncommon to see markings on the land, from abandoned villages and half-built homes to warning signs dotted throughout the region, intended to inform those who come after. Regardless of the descendants' habitat, the area is fairly populated with various creatures acclimated to the low temperatures. These creatures vary rather widely from common foxes, wolves, and acclimated bears to large beasts of furred and serpentine nature more akin to monsters than animals. The Pale Veil Close to a century before the Descendants traveling from the realm of Aevos arrived on Azuras, a large fleet of ships had set sail towards the Rimeglen. The only remnant of them that remains to this day is the immense glacial formation that the many galleons and evident hunting brigantes now sit within to the far northern coast. Not much is known of the fleet and where they might have arrived from. The facts that are made clear are that the band was most likely descendants of Horen, as those who trek out to the ships would note that a number of the vessels scattered about the glacier bear the names of many canonist saints. Some notable examples are Godwin’s Eye and Harald’s Spear, which can be found submerged in ice or left upon high ice peaks, utterly desolate. The effort they had made to come to Azuras remains primarily a matter of speculation. Still, they had arrived with the intention of pursuing a hunt, as large ballista and harpoon-like bolts are stored within a number of the under decks of these broken ships, leaving many to speculate what brought down such an organized force now commonly referred to as the Argent Spears. Many wise tales from explorers of Rimglen offer potential theories about what caused the hunting band to be left in the state they were in, from stories of a great sea beast sundering their boats and casting them into the glacial cliffside, to suspicions of foul magic that grew the very ice into unsuspecting ships. That said, there is one that is undoubtedly the most popular, accounting for the majority of these other suspected theories. A tale known as The Pale Veil is commonly told to children as a means of reason to avoid the frozen north. It is said that during the Argent Spears' final preparations for their hunt, a sudden and great storm began to rock the coast, one that would last for years. Battering down upon the anchored vessels, causing them to crash into one another as a great hollowing screech rang out across the coastline that was great enough to cause one's blood to run cold. Attempts were made to call out to one another and give orders to one another, but it was to no avail as something had befallen the band of hunters. As one by one clashes were made against the ship, leaving immensely sized claw and talon marks, the troop was only able to make out the large form moving between the Pale Veil that obscured their vision before all the ships had fallen. The region was left only to remember the remnants. The Village of Valgor Resting within the center of Rimeglen is a relatively small village that appears to have been utterly abandoned at first glance, long since being brought up by settlers from Skjoldier in the mass settling by King Bryndr. Though it is now a space, with abandoned food left to rot about, it seemed as if the settlers picked up what they could and left much behind. Some believe they found the lands too hard to tame and shifted west with the rest of their kin, while others believe the elements themselves had claimed them. Regardless of their fate in the modern day, many explorers of the region often use the abandoned fishing village as a staging ground for expeditions, setting up temporary camps at the established location before heading off further or going about their day's ventures before returning. Acting as one of the only staging grounds presently available within the region.
  13. The Emberrest The Fogged Wood Lands of Eternal Autumn Resting within the middlelands that comprise the center of Azuras is a vast woodland commonly referred to as The Emberrest, which appears to be locked in an eternal state of autumn. Each of the trees holds hues of gold, rust, and ember-red, occasionally flickering off and littering the forest ground only to regrow in the same almost withered state. Additionally, residents of the region often found that these trees occasionally produced thick fogs that lingered throughout the woods. Those who may be more knowledgeable on wood elven practices may form a comparison to their own Taliame’miruel or Trees of the Red Autumn. However, this comparison is more akin to a sister species than an exact copy. Taking on a far darker coloration often leads to a more foreboding presence. Travelers who are forced to travel through this fog usually speak of how the wind never ceases to shift in the forest, as the branches carry sounds like whispers or forgotten voices. Some believe that the Aspects cultivated the forest itself as a blessing upon the land, meant to protect and preserve it. However, over time, an apparent sickness has appeared to root itself through the wood, as if the cycle of nature had been broken or twisted inward, causing an eternal rot to fester like an infected wound. Such things can be seen in the subtle signs within animals that linger in the area, often accompanied by occasional malformations or the shifting fogs of the wood, which are said to whisper the voices of those lost to it. The Forgone Ruins Throughout the woods, it is not uncommon for travelers to come across various ruins that litter the land, each clearly a remnant of humanity. Stone carvings and foundations hidden amongst the fog, with no true origin aside from clearly being multiple forms of grave sites. Superstition has left many of them unexplored, and rumors of curses falling upon those who wish to disturb the long-dead. The ominous presence in itself leads many to avoid taking the risk. Some believe that these ruins may lead deep beneath the twisted soils of the decaying lands and suspect they may be the heart of the forest. With such a fact beside these sights across the Emberrest, often they are small and may only rarely hold any substantial building. Only one such ruin is an exception to this, known as the Village of Rowland. An island colony of once foreigners set out to make Azuras their new home, which now rests mysteriously abandoned. Compared with the other ruins of the Emberrest, the village is far more recent, likely only half a century old when it was inhabited. Visitors to the site would find the town in a state of disrepair, as if the colonists had suddenly disappeared. Farm tools and rotted food litter throughout the village, and children’s toys are left upon now cluttered and dirty floors of the homes. Rumors scattered throughout suspect that the colonists may have sailed away from Azuras or been claimed by what may linger in the forest's fogs. Creatures of The Fog It's a common occurrence for tales of travel through the Emberrest to be told by hunters and merchants as they traverse the dense autumn woods, being suddenly enveloped in a thick, misty haze that obscures their vision of the traveled roads—said to begin only with whispers flickering between creaking branches, followed by the cracking and crunching of sticks beneath foot before suddenly being attacked by packs of pale snarling creatures. Said to be descendants, like in form with lanky limbs and twisted forms, the attacks are common and jarring enough for the creatures to be given a simple nomenclature of the Ravyns. The origin of the Ravyns is unknown, mainly because so few have been captured to perform a study, often disappearing as soon as travelers are ambushed. The beasts frequently only claim one victim at a time, dragging them away into the forest, not being long for prolonged fights. Some hunters in the region believe the creatures that linger in the fog are ancient, appearing when grave sites across the forest are disturbed. Others believe that they are the now twisted forms of the colonists of the Village of Rowland, the fact of which is to be seen. But the fact remains that stalking the various roads of the autumn-coated lands is a shifting foreboding haze.
  14. The Southern Shores Coasts of Marigold Lands of Golden Grass Spanning a large swath of the southern coast, a rocky and grassy expanse lies, holding a warm temperament and relatively peaceful plains of golden grass, with the occasional sprouting of marigolds. The land itself provides safe travel for most explorers of Azuras, holding little to no geographical dangers across the expanse. That said, those unlucky enough to linger near mountainside and cove caverns might find themselves facing some of the unique beasts that make their home within the plains. In terms of civilizations, past or present, those who find themselves traveling across the southern mainland might come across remnants of old pillars that once formed the foundations of small buildings, along with remnants of long-abandoned campsites darting across the landing and hinting towards some descendant or beastfolk presence within the space at some point in time. That said, while the mainland itself is not greatly inhabited in present times, the coves and isles that make up the entrance to the waters spanning the center of Azuras often serve as staging grounds for roaming sailors or bands of marauding vessels. These bands constantly switch locations to avoid competition within the space before taking their journeys elsewhere on the seas of Eos. The Silver Oath Throughout the Southern Shores, travelers who frequent the land spread rumors and tales of creatures that lurk within its caves —most would consider them mythical: one-eyed giants, multi-headed serpents, and creatures that can turn men to stone. That said, one legend is far more prominently told, focusing on a singular hero, Diodros, and his crew, the Oathbound, who came in search of a relic said to offer a glimpse of the future. Diodros was a foreigner, like many others who had set out for Azuras when Descendants first touched the lands of Eos centuries prior. His main charge, along with that of his crew, was to locate a site of power somewhere within the southlands known as the Oracles' Pool. Said to be able to offer a glimpse into one's future and the height of their potential, the crew of glory-seeking sailors were keen on gathering a glimpse of their fate, even if potentially bleak. It is spread throughout tales of Diodros that each of his crew took an Oath, granting them their given title. Each Oathbound swore upon a silverblade which they would carry on their person until death or their mission was made complete. However, the Oathbound would soon find that this quest would be far more challenging than they had assumed. Once they had gathered a suitable camp and staging ground, Diodros and his crew set out to explore the various hills and cave entrances, seeking clues and encountering numerous dangers, some of which are still said to linger around the inner coves and mountain sides. Their journey and search through the southern lands spanned years, claiming many lives of the expansive crew to the beasts of the land, until it is said that Diodros and a handful of men were all that remained. Whether the man ultimately discovered the Oracle’s Pool remains unknown; one defining fact is known: Diodros left the Southern Shores without an Oathbound aboard a small vessel and was not seen again. The rest lingers in speculation; some say the Oathbound now stand as eternal guardians of the so-called Oracle’s Pool. Others believe that the original vessels of the Oathbound were stolen or sunk, leaving echoes of them throughout the shores and depths of the nearby waters. The Marauding Isles Throughout the central isles of the Southlands, it is not uncommon to see stray ships docking for or setting up within the coves. These ships often carry foreign goods from other established descendant lands and serve as a stopping point before moving elsewhere. That said, this fact makes the area a ripe target for numerous marauding pirate bands seeking to make a quick fortune from undefended vessels. A reputation has arisen that ships known to linger in the area for more than a few weeks have a crew that is either seeking other marauders to expand their crew or awaiting unsuspecting vessels foolish enough to resupply.
  15. I’d recommend just adding a redline stating that then when we were initially attempting to get the initial write passed we had a lot of comments from LT to restate information like that.
  16. If you are specifying a kick back you should mark how many blocks the ability would knock someone back or not.
  17. Marts and Carts can go within your vaults when transferring between maps. As for placed down phylacteries and st signed builds how it’s usually done is players are given one placement of it day of for revival mechanics. Other ST builds just need to be remade. Some examples are the special forges or seer alters. This might be subject to change mind you, but I doubt we’ll be making any drastic changes from last transfer.
  18. Just this once, Calzium, I shall partake.
  19. Name of the Artifact: The Staff of Riitill’eliuii Lore / Description A simple staff plucked and carved out from a fallen branch of the first Elder Tree grown upon the mortal realm. A being that bore witness to numerous historical moments in its long life, though now only holding fragments of its once great wisdom. Granted to Descendants by the Green Dragaar Taynei’Hiylu in centuries past, the simple staff traded ownership between Druids for many years before finally resting in the hands of the Fox Druid, Sonna Vulnrith. Who, upon finding the Wellspring of Al’Avariel with the order at large, sought to utilize the waters of the spring to coax life back into the ancient staff once more. The Staff of Riitill’eliuii, now awakened and refurbished, clings to the memories of those who once visited it to pay tribute. The vision of hunters, warriors, and sages coming far and wide to bask in its once glory. In turn, the sentient staff now clings to their beliefs, urging whoever may hold it to carry on in their name and path with an aged and stern tone. “Heed me; walk my woods, watch over those within it, and protect them until their end. Find those hiding in the shadow amidst it, seeking to defile its grounds. Make prey of them and their ways.” General Artifact Redlines: The staff may be used by all descendants, except for those who hold a tainted soul—some examples of this being dark magics like necromancy and naz’therak. Seers and Blood Mages, who are also Druids, are still capable of using the staff. However, should the blood mage ever showcase corruptive magics, the staff will cease to function for them. This acts permanently as the sentient staff will actively remember what occurred and refuse to work with one utilizing corruptive magics. Should a player drop the corruptive magics there after the staff will allow its use once more. Within the base form, the Staff of Riitill’elulii has the same durability and strength as standard wood. That said, if it is in a form, this durability will change to whatever the form allows. The mental effects of this artifact only apply when the wearer has it on their person. Should the Staff be broken apart, if pieces of it are still intact, it will naturally weave itself back together over [3] OOC days. That said, if all pieces of it are destroyed via something like fire, the Artifact will cease to exist. Mechanically, the reformation will occur with whoever is still holding the original item. Should this artifact be completely destroyed, the player holding it must contact the ET managing it to inform them. Explanation of Effects: Mental Effects When one has the Staff of Riitill’eliuii, they feel a great urge to travel throughout the realm in search of corruption to uproot. They’d see it as a duty-bound cause to protect the wildlife and people that live in tandem with nature. All forms of corruptive magic cause them great distaste or even bring them to the point of rage. This can often be a detriment to the person under the staff effect, as their protective mission will frequently drive them to the point of obsession. Those under the staff's influence feel this urge to find corruption, akin to a hunt, though it is never-ending. No matter how much they remove from the world, it feels almost insatiable. A flaw was woven into the awakened staff, with only fragments of memories to piece together its wishes. Abilities Riitill’eliuii’s Somber - [Passive] The ancient staff limb of one of the first Elder Trees holds a sentience unparalleled by most awakened staves, but loneliness lingers within its core. Riitill’eliuii’s Staff functions like a sentient awakened staff, holding its natural tune and making small movements to express itself. Most distinctly for Riitill’eliuii, the staff has long clung to what little memories remain of their being, having long since forgotten the faces and names of those who offered them tribute long ago. The staff will actively long to travel with a druid, seeking to return to them. For example, Riitill’eliuii, if they are attempted to be hidden away, might wrap vines around the wearer's hand, or if they are stolen from their holder, the staff may rattle violently within their captor's hand, seeking to escape with no avail. A somber tone follows the ancient staff, and it does not wish to be forgotten once more by the Descendants of this land. Redlines: Warrior’s Memoriam - [1 Emote] Within its natural state, this former branch of the great elder tree, Riitill’eliuii, takes the form of a simple staff but can be willed to take hold of a form familiar to one of its many visitors. Throughout its centuries of life, it has held on the mortal plane of existence. The Staff of Riitill’eliuii can take on three forms, each holding its own distinct magical abilities listed independently from the descriptions below. Each weapon takes [1] emote to switch between them, no matter the state that it is in. The Huntsman’s Spear: Channeling the memories of the many warriors who visited its roots early in its history, the Staff of Riitill’eliuii can take on the form of a large spear, bearing the durability and density of Refined Argentum. However, lacking the other benefits, the weapon is magically infused with this comparable strength and weight. The Stalker’s Bow: Channeling the memories of the many scouts and bowsmen who visited its roots early in its history, the Staff of Riitill’eliuii can take on the form of a long bow, bearing the durability and density of regular wood. However, it possesses the ability to create its own ammunition within combat. Actively being a state where destruction is more likely a risk should an assailant get hold of the relic. The Glade’s Shield: Channeling the memories of the many scouts and bowsmen who visited its roots early in its history, the Staff of Riitill’eliuii can take on the form of a Tower Shield, bearing the durability and density of Refined Carbarum. With this, when within the Glade’s Shield state, it will weigh heavily upon the user, reducing their movement speed to half. Redlines: Hunter’s Recall - [Warrior’s Memoriam - The Huntsman’s Spear + 2 Emotes] When within the state of the Huntsman’s Spear, the Staff of Riitill’eliuii retains its sentient urge to return to its holder, allowing itself to be pulled back once thrown. When thrown or at a resting position within 20 blocks of the holder of the relic, they may call forth for it to return to their grasp when within the spear state over the course of two emotes. The first would be putting forth one hand to usher the sentient artifact as a vine grows upon the spear. The second emote following this would be the shooting of this vine, wrapping around the holder's arm before reeling the weapon back into their hand. The spear must be within the user's line of sight. Redlines: Ensnaring Shot - [Warrior’s Memoriam - The Stalkers Bow + 4 Emotes | Twice Per Encounter] When within the state of the Stalker’s Bow, the Staff of Riitill’eliuii may channel forth a great concentration of natural power before firing forth an ensnaring projectile. Should the Staff of Riitill’eliuii carrier need to slow down or ensnare a foe, the Stalker’s Bow offers them the ability to hold large or small creatures in place with a set of entangling brambles. This is done throughout [4] emotes, knocking an arrow as you usually would before, willing the energies of the sentient weapon to funnel into the arrow, gradually causing it to grow into a large pointed root. When released, the ensnaring shot will travel a total of 48 blocks; that said, during event scenarios, the range is increased to 100 blocks. Once this fired projectile reaches a target, the rooted shot will wrap around it, seeking to restrain its movements. Should the shot impact and ensnare the root and bramble spawned forth, it holds enough strength to restrain most beasts, only faltering at the strength of Adult Wyrms and greater. These roots would remain for [2] emote rounds before decaying away. Redlines: Enduring Bulwark - [Warrior’s Memoriam - The Glades Shield + 3 Emotes | Once Per Encounter] Drawing forth a power from its centuries of time standing as a sturdy anchor of druidic power within the natural world the Staff of Riitill’eliuii can form itself into a sturdy bulwark. As a defined act of defense within the form of The Glade’s Shield, the Staff of Riitill’eliuii can be driven into the ground, causing it to expand and grow past its standard form. Slowly, throughout [3] emotes, once driven into the ground, the shield will root itself into the ground, expanding out and upwards to a 4x3 wall just before them. Offering a sturdy barrier capable of enduring numerous attacks, be it siege weaponry or massive beasts. After [3] emotes, the wall will reform into the staff regardless of the number of strikes made against it. Redlines: ET Responsible for Artifact: RaiderBlue
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