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6xdestroyer

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  1. A Princes Missive From the Clouds; Twilight of the Shuul 

     

    "In Knowledge, Power"

    5rDqHFNBgERYQNupKzbgX7ZEozeHOZk5kHxQDOL6uBw2RbOVdie-YJ2mXzHo3ZiR9QNXbERWHChJID3y63htln3LXwUUy3S2yZ6u82_qZtvLLyGupWxu5maBbXlzyGNcU-f6H1I_

     

     Penned on behalf of his Highness by

     Sinbad al-Bahaar

     

    5th of The Deep Cold

    Year 33 of the Second Age


     

    It is with great pride that I, Sinbad al-Bahaar - Seat of Poetry, and loyal subject to his eminence Prince Vulnir Syllar; present the second issue of the weekly Alurian Royal Missive.

     

    Much can be said of the late tidings here in the clouds. First and foremost, the astute men of the conclave continue their uncanny business of mortal sustenance; as I still do-be drawing breath while writing these lines. Yes, yes; a jibe, I hope I am making a good impression. 

    In other less important matters; a battle has been won, an expedition had, and a Royal Gala been held. I do say, boring stuff in the face of imminent death. 

     

    vjh6doDYvEnCPdWNd8IHSc5N1zY0t8yS5ICqasqeMVWsEMiCMXJMGgIJyo0ydiR1-yE5Xi5n5RaxuyN21wk1cHZnW1spulppeSj1KJGcJCuS4_oASOwajkufhiC6ucNm3V_EOr_t

     

    The Sagacious Sentinels 

    From a mere scholar's view, it would seem the newly composed, and most venerable; Alurian Sentinels, be a welcome addition to us residents of the sky. On the eve of the 3rd, a crippling blow was dealt to the subaquatic Shuul scourge, more commonly denoted as ‘Fishmen’. A first hand recount of the battle; collected from The Lord Sentinel, Harald Hansen, recites the events that transpired on that most triumphant of nights. 

     

    “As we approached the battlefield, we were first shelled with spears from the fort. There were approximately twenty of us, a mix of all nations and races. We got behind the rooted barricades that were formed by Becclain, a known druid; while he attempted to build a bridge from our location to the fort. However, the root snapped and they used it to encroach on our position. We suffered an ally casualty as a result. The turning point in the battle came from a hexer, or witch doctor that poisoned the water causing a mass retreat to the depths, however; the elite Fishmen vanguard unit was not so lucky. The water was later cleansed, and our victory assured.”

     

    Terrifying business I must say. We are lucky to have these staunch oppressors of savagery. No official date for a subsequent incursion has been proposed as of late, however; a full ousting of these aquatic beasts is planned.

     

    [Any wishing to join the ranks of these gallant warriors, speak with Harald Hansen at the Sentinel Barracks.] 


     

    Revenant Revelations

    Regarding the Sentinels once more, I was privy to a meeting called upon by The Lord Sentinel, in which he raised two objects of interest. 

    1. Recruits: Shiro, Edvard, and Aaravos, have attained the rank of Sentinels in recognition of their efforts. 

     

    1. A rogue phantom of the name Tal'Aelor, seeks an unknown vengeance on all Alurian citizens. 


     

    i2M5-4B0huRdVkeUu_MO0fv69pW86hzXmaMJmsAru3gDbUg-xXO4PKE09ikujuL1UTqXlPS4Fc06lPSPuQvn3yT3QeGEuwo6xjvQ2lJZsxbUJlanZ9Xz5UKzhwhoKZZKSGX4X84s

     

    A Meteoric Masquerade

    One of my many recent regrets was the inability to attend an event as grand, and opulent, as the Royal Gala. Alas, I have been told with the most ostentatious glee; of the magnificence of this celestial themed masquerade. Held in the royal palace, nobles and subjects intermingled for a merry night of disguised delight.


     

    Proclamations 


     

    The Upcoming Beach Bonanza

    In an attempt to recapture the splendor of the Royal Gala, his serene Highness and his Council intend to host a similar such event: The Ando Alurian Beach Festival. Worry not for the weather, as you are in Ando Alur! and I can assure you this coastal cabal will not disappoint. 

     

    [OOC Date: Sunday the 24th 7pm EST] 


     

    A Search for Founding Families & Guilds

    On behalf of Prince Syllar, I extend a warm invitation to the well-to-do families of Almaris; to take up residence in the Floating City. I have been advised that eligible families can take part in a Lordship arrangement, in which Manors and titles may be bestowed.

    Similarly, guilds are actively encouraged to settle in Ando Alur, with tax free guild halls being granted according to activity. Those interested are encouraged to send bird or come in person to the floating citadel

     

    [Those interested can reach out via discord, forums, or in game to inquire more!]


     

    ChNlj2IGsDAo7FxAOKV4ZwhZlFHuC__Ascml8T8TBSuP2jMjAVUCEIiaGjEiEO5E0u03DNkdYbZWIG7xJHRzUXvRsMg_aeQGX3DbAiYkJiWG045kP3k48fDTxRku6ikCjWkocUIF





     

    [OOC]

     

    Want to get involved? Come visit us in Ando Alur in roleplay or join the discord!

     

     

    Discord:

     

    https://discord.gg/sM3TexBZQh


     

    I hate the forums, our sub-forum is glitched again so hence why it is in Elves. Sorry not sorry.

  2.  

    A Princes Missive From the Clouds; The First Storm

    "In Knowledge, Power"

     

    hGkwUOSjvSwW-NUmzEEcsMOpbsoFFObdVFh9iy59vLvCWLJ7qA_m15zhgOJ9ZPmeu0P4JtVfbLWBLemcHScgqnSru5PnH-aIKLHQU9xv3V_lYvnor_JRlADf1g5qKJhZol1oJBPG

     

    [!] A missive penned upon papyrus and pinned around the Alurian city and beyond. [!]


     

    A City Amongst the Clouds

    Greetings denizens of Aluria, and those which happen to read this missive. It is with great humility that I announce our city has ascended into the skies of Almaris. Through the work of the Conclave of EÛ’RAS the city has been made able to sustainably drift amongst the clouds and stars. To a ‘ker like myself who once dedicated their life to the appeasement of the spirit Luara, to be able to sit amongst her stars and bask in her light is a feeling unmatched by all else. I encourage those interested in learning more, or scholars of the arcane to seek entry into the Conclave so that you may learn their celestial secrets. They are located in the Spire of Eu’Ras, you will find it hard to miss upon entry into the city with its heavenly light lapping at the skies.



    NuH9M3QSl_CqgZbKU_ogpYfOPTqc4PrL7o6lCRXMpmXfHmSGIXr31-fnt6aKRSkGL8YOJi3Brh2e3CRJxin8aOp5YuNu7hMORFQsMhCWJ6L_m37EBjM3MFv9Rz-z9ubQ9WLYqktE

     

    The Grand Alurian Library

    Working alongside our friends in the Silver City, we have developed a large library from donations from almost every citizen in Ando Alur. Those looking to advance their studies will find a great refuge in the library. Furthermore, those wanting to get involved are encouraged to do so, the library always is seeking scribes and writers to help fill the little empty space there is.

     

    [Visit the library or join the discord to get involved]

     

    o7MV77OwbeanKyRFnOsSen0VSuLN_7a6FG-AsGJWpJ904ZzMOifAb5vOcALceZ28pj6haEWy60DZZmS0NctGZIBZ9_go_nIAqRQI62Ya_ER3l-ByJhhblW8vx8xurUWJipIWqNQK


     

        Second Masquerade of Ando Alur

    The number of those who can say they’ve attended a gala in the skies is perhaps limited to the ancient scholars of Arcadia and well, drunkards whom daemons play evil tricks upon. However, if you do wish to have an experience to tell tales of to your kin and theirs then attend the second masquerade gala of Ando Alur.  The theme is celestial, for what better a theme than a city between land and sky. 

     

    [Friday the 16th, 6 pm est.]

     

     

    hrQR77v0UvPg3Mv26HCN0zxLvKc4GohnrLI6X70jZiKMzZkdElYEmxJwUgLrrsErBqr-jkdpGENL03A2j6WZqjdPJUgUHL3bJCesAZ40IYnPJe21fHnEl9FWy792MvyMrRCOoz1K

     

    The Alurian Sentinels

    Due to my focus in the pursuit of scholarly and arcane matters, our martial prowess has gone rather undeveloped. However, under the new leadership it has begun to prosper and grow once more. Those interested in helping defend the city from threat, be it the creatures of the depths below, or banditry, are encouraged to apply. Sentinels having proven themselves receive powerful arcane weapons or armours.

     

    [Msg Slapacookie or Salvius to get involved]

     

    AGztF4s2V9p8LqWDijR_lmS925223Pvo2D9ZCipMZ7tAr-UyK1RIuDpVxCh9jFeX-gaR35YdSzRErlarKuIJilAGZ1kcn2wz0PX0WRPC9-MMrFR9k3rM6BHfkJ-CE6e4Vy2SP-Lk

     

    Creatures of the Depths

    Whilst the rupture from the ground below was a feat indeed, it would appear it has emboldened the fishmen which had plagued our caverns. They have established crude fortifications in their watery domain and have attempted to seize multiple denizens from reaching their homes above. To these dwellers we offer them only a swift death such that we may study their figures and find from where they come. Those interested in helping be it in their study or in the melee are encouraged to reach out to the Sentinels.

     

    [Active event site beneath Ando Alur]

     

    diiUqXf_fLj-OMRuskvdHybgCXykWxaQGyxC1NYouDY5D6aiJ1iv0h85AEN4BYPy9AVj9PsHSFEeXFw_CJqzKP6_SN_UqMe3CJlsVLniDTX6hVgZFbQKnKhwKUgGVaU4t_IA0oQz

    [OOC]

    Want to get involved? Come visit us in Ando Alur in roleplay or join the discord!

     

    Discord:

    https://discord.gg/sM3TexBZQh

     

    See the map from Easthub:

    UMfDoFMnLvAWBMlGowmUoyqYOU_OtgZEniJQh27s0xVdZErM8di6ePIk-4zccog6aNuu2LZavFE0Z4d5XNsm789hZVHF0Y8jnciTWxE4AmOPh5PAiSqbpkKoq0ko89aOggxBonX0

    (Pictures just for aesthetic value.)

  3. Name of the Artifact:

             The Well of Artifice

     

    Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations:

             No

     

    MC Name of the person(s) currently in possession of the Artifact:

             6xdestroyer, Sorcerio, Geidleth, Z3m0s

     

     RP Name of the person(s) currently in possession of the Artifact:

             Vulnir, Olrin, Muriel, Kalgrimmor

     

    MC Name of the creator(s) of the Artifact (N/A if not applicable, e.g. for event items):

             6xdestroyer, Sorcerio, Geidleth, Z3m0s

     

    RP Name of the creator(s) of the Artifact (N/A if not applicable):

             Vulnir, Olrin, Muriel, Kalgrimmor

     

    Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're resubmitting an old MArt put N/A:

             

    https://gyazo.com/22d552c7dcd67f091ce1a0e567f08dc3

    https://gyazo.com/4c015caf4abb5fa875d1732d36fdeb63

    https://gyazo.com/45145a38bc88fda3080856e6be2394d9

    https://gyazo.com/b1e5050235b7b2a3d2fb28d40561b8eb

    https://gyazo.com/36a663f9b7cb8bcf83dc66f480c5c1bd

    https://gyazo.com/f27aa97ea4792c95a811f07611dfab62

    https://gyazo.com/0641acc85e7f0ce8796307eb6afbeaa7

    https://gyazo.com/e2ea89d27125bfa4c865c1225e2e3698

     

    MC Item description (the exact description that will be used for the MC item if this MArt is accepted):

             

    DVYrJjpCc3RK2n1c9KQwGjdn6V_r5U3vDO3GHQkIkjp6WSih9mCoiTU4kR42nvSJXPRscvJzFVRaRgDj7LO8J4IzadFgjtTt9CMmcY7lIBznwzyjyep7K9Ph76YaPQDJ-_K8zv-8

     

    Effect(s) of the Artifact:

             

    Introduction: The Sloucher's Story

     

    IFpWaeX_-pgK9bhrVfHaoIsHFrSCzzxMOBTQ6c7PLT64AbxIj9VVTOvwd5vGS3jEHRhAQRH0Bh5wAxx1bkaiZP1PwDPS27Nu-tWNc0CXS3jTEW7oEVQXsIocan9sm6wpdyUbJEgd

     

    Upon the narrow and dirtied path did the sloucher step, their soft steps pooling in the rain which dropped overhead. The sky overhead was dark and looming as the waves crashed upon the rocky cliffs to his side. With one hand the sloucher clutched his cane, and with the other, the mountain to his right in which the path had been cut. 

     

    Though perhaps cut was an inept choice of word, he pondered as his wrinkled fingers ran across the smooth stone. The path was not jagged and crude, but felt as though it had always existed; he pondered whether the path had been forged into the mountain, or the mountain around the path.

     

    And yet, whoever had forged the pass had seemingly made it purposefully deceitful. Had he moved quickly, like in his ancient youth, he would’ve slipped numerous times, falling to the rocks below. As many had done before him. A sacrifice to the forger. The sloucher was in no rush. He had centuries past and centuries before him, and so he continued slowly, his cane and feet squishing the muddy ground.

     

    Like a masterfully made clock, not missing a beat, did he make his steps. The ornate tapestries which had sat upon his back, were now no more than black wet rags. The sloucher lifted his heavy head as the path came to a hole ethereally bored into the hard stone. Droplets of water wept from his hood as he cast it off, stepping into the cave.

     

    Deep and dark, the cave did linger before him. The sloucher reveled in the darkness, but knowing he had greater pursuits he did shut his eyes for a moment to conjure a celestial light to guide him. A spark of light popped from white embers, illuminating the cave. 

     

    Much like the path, the cave before him was smooth and symmetrical. Two paths were sculpted before him, a random choice to most, but an otherworldly force guided him left, as it had been guiding him most of the journey. And so the robed sloucher took off his boots and continued with slow steps, splashing some foreign liquid beneath his wrinkled feet. 

     

    The sloucher reveled in the cool waters which reminded him of his youth, from darkness was he born and to darkness was he returning, though this time with a greater purpose. His centuries long pursuits and studies did guide him here, though he questioned whether those very studies were truly his choice, or fated for him. Lest he dive into contemplating freedom of will did he return to the task at hand. 

     

    The flickering ball of embers which floated beside him provided just enough light for him to study his surroundings as he walked on. The walls slowly became softer, the rocks appearing some warped form of their natural manner. He was not certain, but he thought he could make out paint, faded by yore, upon them. His thoughts were interrupted though, as the ethereal light that guided him whizzed from his side to deeper in the cave. To darkness did he return, his eyes slowly adjusting. 

     

    A most faint and vaporous blue light did illuminate a twist upon the cave, to which the slouching mage wafted towards. As he finally reached the turn did he see it. Some yards away did inhuman light wrap around an ancient forge, twisting and twirling like dancing birds. His previously clockwork-like steps became rapid, his curiosity and hunger for knowledge propelling him forwards. 

     

    Upon reaching the warped forge and falling to his knees beneath the dancing lights did the sloucher begin to investigate. Where they would lead, he only dreamed…

     

     --------- --------- --------- --------- --------- --------- --------- --------- --------- --------- --------- --------- --------- --------- --------- --------- --------- --------- --------- --------- ---------

     

     

    cH20eGcpfBYcRmksK5v0QlvdDmCyerI81sZ47OLIOAHMu58VYz0vKu_GaXp0LuFIj7nXje6T-jqMGUq4kcLgWqfzcbFF1NPd1xKmSH8-hb02__YbWjlPbZssLp3B7oXn-SBuq-o0

     

    The Well of Artifice

     

    Effect(s) of the Artifact

     

    The Well of Artifice is a unique structure which exists as a means of augmenting a magi’s abilities to imbue spellcraft into a weapon. Powered by a voidal tear, this “arcane forge” exists to supplant the presence of a transfigurationist whilst enchanting, permitting a mage to weave chosen spells into an object without practicing the art. It may be used to create anything from lesser to grand enchantments, allowing arcane spells to take hold within the material realm and remain so long as they are powered. The different subtypes of enchantment available to those employing The Well are listed below.


     

    Lesser Enchantment

     

    A mostly aesthetic enchantment that has no major effects or combative potential. Some examples of such enchantments may be magelights, arcane lifts, floating candles, and so on. Generally they are passive, though some may be activated, such as a gate or lift. These may be created to an unlimited extent, as they are relatively benign and harmless.


     

    Potent Enchantment

     

    A more bold method of enchantment where a mage imbues an object, typically a handheld item, with a spell. These objects may be a ring, a bow, a staff, or any other such relic which may be equipped and house within it a spell of moderate power, ranging from novice to adept in its proficiency.  Potent enchantments must have visible triggers, whether that be a touch, incantation, or other visible method of activation that is emoted before the spell begins to charge. Enchantments will require the same number of emotes to charge as the regular spell, with the activation emote acting similar to that of the Voidal Connection emote that a mage makes prior to casting. Depending on the tier of enchantment, the relic will have a certain number of uses per combative encounter, with T1 enchants having 3 uses; T2 enchants having 2 uses; and T3 enchants having 1 use per encounter. 


     

    Grand Enchantment

     

    The epitome of enchantment via The Well, allowing powerful spells to be imbued within relics and objects. Said object must have a fourth of its surface encased in magegold, allowing it to retain more mana and thus fuel the more potent spell. This does, however, make the enchantment brittle and thus prone to breaking far more easily if struck. However, should the mage instead apply Arcanium Forging upon steel-like material at the Well, they may bypass the magegold weakness and thus create a more durable enchantment. Grand enchantments must have visible triggers, whether that be a touch, incantation, or other visible method of activation that is emoted before the spell begins to charge. Enchantments will require the same number of emotes to charge as the regular spell, with the activation emote acting similar to that of the Voidal Connection emote that a mage makes prior to casting. Depending on the tier of enchantment, the relic will have a certain number of uses per combative encounter, with T1 enchants having 5 uses; T2 enchants having 4 uses; T3 enchants having 3 uses; T4 enchants having 2 uses; and T5 enchants having 1 use. 


     

    The Arcanium Anvil

     

    The Well of Artifice’s anomalous nature, whilst allowing the augmentation of enchantment, also permits a more unique feat, that being the transmutation of metal objects into Arcanium. While a prominent mage forger might smith Arcanium pure and refined from the forge, should a metal object be placed within The Well, it would be converted slowly to arcanium over the course of some narrative time. This would begin with the object being enwreathed by ethereal arcane flames which appear to slowly eat away at the object, before leaving it with a somber glow the color of the mage’s aura. Though there is no true emote count for this, it does require some number of narrative hours as does regular smithing.


     

    Affinity of the Spellforge

     

    Wrought of the Void and empowered by the endless reservoir which pours from it, The Well of Artifice grants succor to those seeking to push the confines of the Arcane. While it may take some time for those of regular magical prowess three elven month’s to recover from such a taxing investment as creating a magical artifact or deriving a new spell, those who perform such an act at The Well may only need one elven month’s worth of reprieve before they may attempt to derive another arcane relic. This only applies to artifice of Voidal origin and does not extend to any other magic. The Well only possesses enough power for one artifact created per month, and thus does not replenish for new groups of magi. Should any biological matter enter The Well, it would incite a searing pain, causing glimmering aura-like crystals to protrude from the skin. Though not inherently lethal, they would be painful, feeling alike to a bee sting, and must either be picked out surgically or allowed to fall out over the course of one IRL week, or a narrative year. If the individual were a voidal mage, it would significantly hamper their ability to cast without a focus. 

     

    Red Lines of the Artifact:

             

    General Redlines

     

    - The Well of Artifice cannot be operated in combat. 

    - The Well of Artifice can only be operated by a T5 mage who is proficient in the magic they seek to enchant (i.e. a T5 fire or water evocationist). 

    - The Well of Artifice cannot be used to enchant non-voidal objects. This includes enchanting objects via magics that use “raw” mana such as Housemagery or Chi. 

    - Though a transfigurationist need not be present for a mage to yield an enchantment via The Well, the mage must still practice the magic they seek to imbue, as well as the object that they are imbuing the enchantment within. The Well does not create objects.

    - A transfigurationist must still be present should one seek to imbue a ward or abjuration.

    -  All enchantments yielded by The Well must have a valid ST signature and adhere to all other redlines and mechanics of enchanted items and their spells, including combative usage.

    - Similar to a transfigurationist, the Well of Artifice can only be used to make up to three Potent Enchantments, or one Grand Enchantment, a day. It must then take time to recharge.

    - Spellforges and MArts are limited to the creation of one per month for both.

    - Arcanium as a result of The Well is no more powerful or durable than regular Arcanium.

    - The Well of Artifice requires an immense amount of power to sustain, and thus must be placed in direct proximity to either a Void Tear or numerous Mana Obelisks.

    - The side effects of biological matter coming into contact with The Well’s interior are never fatal unless the creature or organism was particularly small. 

     

     

    Explanation of the effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

             

    See above.

     

    (Thanks to @Sorceriofor the actual writing, I am just a story writing goon!)

     

    Number of duplicates of this Artifact:

             

     

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?:

             yes

     

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

             no

  4. MC Name:

             6xdestroyer

     

    Character's Name:

             Vulnir Syllar

     

    Character's Age:

             Old

     

    Character's Race:

             Dark Elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/174485-transfigurationmasoulstrung/?tab=comments#comment-1643329

     

    What magic(s) will you be teaching?

             Transfiguration

     

    Describe this magic or a creature as a whole:

             

    Transfiguration is a magical art mostly concerned with manipulation of mana to alter the properties of the physical world around the caster in various ways. This could be through changing the physical components of an item they are holding, such as elongating a piece of iron by manipulating the mana within the item. Though this is restricted by the law of equivalent exchange, something can not come from nothing, and so transfiguration is very much a give and take sort of magic. For instance, if you manipulate that iron piece to be the length of a sword it will become brittle and lightweight, as you can only manipulate the matter you have at hand, not create new or destroy unwanted matter. Transfiguration is a voidal magic so the caster must have a connection to the void. They must thoroughly understand the items they are manipulating, enchanting, etc. The transfigurationist can either learn about the object they are attempting to alter through more traditional means of learning, or by using the spells at their disposal to determine the makeup of said object.

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    The first subsection of this magic is voidal feeling. The caster can use their own mana pool, as well as the mana already present within an object, to discern its properties. By feeling the mana within an object the caster can discern certain properties of it, such as durability, freezing and melting points, the chemical makeup, natural color and temperature, all by simply studying the mana within this object. Voidal feeling does not give the mage an inherent understanding of how complex structures are made, a transfigurationist cannot touch a sword and understand the complex crafting that went into making it without first studying blacksmithing themselves. The same goes for alchemy, a mage cannot discern the alchemical properties of a harvested plant with voidal feeling if the mage does not have an accepted MA in alchemy. As the transfigurationist tiers up they will be able to discern more about the components of the material they are working with. If they have previously felt tin and copper they will be able to feel that bronze is an alloy of the two, but they will not inherently know what metals make up an alloy if the metals have not been felt before. 

     

    The next subsection is transmutation. Using transmutation a mage can change the properties of an object. This is only able to be accomplished after the mage has already learned of the exact attributes that go along with the object. The alteration of the object at hand must always follow the law of equivalent exchange, as previously mentioned. If an object is elongated it will become more brittle and lighter as the mass is spread out over a wider area. A mage is also unable to revert the chemical changes that occur within an object if they are to transmute it, however for the most part the transmutation process is reversible. Other aspects of this subtype are fusion and fission, where the mage can combine elements into a single object, or break down an object into its individual elements, respectively. Again this only applies to alloys or materials that the caster has an intimate knowledge of, they can not break down an alloy that they do not understand or have never felt before. Almost everything within transmutation has to do purely with altering an object for some purpose or another, aside from the spell of magelight which draws in light and mana from the surrounding area to create a glowing orb, typically the color of the caster’s aura though not always, to illuminate the surroundings. The spell can also, at its greatest power, be used to create a great flash of light bright enough to disorient anyone close enough and within line of sight of the flash.

     

    Third is the process of enchantment whereby the transfigurationist can imbue objects with spells they have at their disposal. The process involves concentrating mana into an artificial pool within the object itself and imbuing it with the power to cast a spell at a trigger of the enchanter’s design. A single object can be imbued with more than one spell but this would require an MArt approved by the story team. In order to use a spell that the enchanter is not capable of casting themselves they require the assistance of another mage. This assistance can either be through the mage allowing the transfigurationist to entrap their spell through a ritual between the two mages in which they store the spell in a glass bottle for later use, or through direct assistance in the enchanting process by the mage being present to imbue their power into the object. There are three tiers of enchantment a transfigurationist can perform depending on their own tier in the magic. Only upon reaching tier 3 can a mage enchant any objects, and at this point only lesser and, rarely, potent enchantments though the later would likely consume their entire mana pool and exhaust them. At tier 3 some of the mage’s enchantments may fail as they are not fully comfortable with the art. Tier 4 is much the same though they enchantments no longer fail. Upon reaching tier 5 the transfigurationist can now create grand enchantments, with some great effort.

     

    Last is the art of warding and abjuration. This is a largely defensive form of transfiguration as spell wards allow a mage to create a defensive shield, eventually up to 3x3 meters in size, to ward off oncoming spells. These wards only work against spells the caster personally knows or has known before, and they have a set durability against certain tiers of spells. If the shield’s maximum damage threshold is 5 then the combined tiers of spells cannot surpass 5 (i.e. one tier 1 spell and two tier 2 spells) or the ward will shatter, disorient, and drain substantial mana from the caster of the ward. Abjuration is similar to warding, but it is cast as a spell itself to intercept another oncoming spell. Abjuration is somewhat weaker than the spell ward as one specific abjuration spell will only defend against its intended spell, so an abjuration meant to counter an air blast can not counter a water blast, it would simply fizzle into a puff of air and fail to have any effect on the oncoming splash. As with enchantment the transfigurationist is incapable of truly casting spell ward or abjuration until they reach tier 3. 

     

    As an additional note, any enchantment, transmutation, or voidal feeling cannot be used on living matter. The material must be either dead or inorganic in nature. 

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    *Vulnir lay his hand upon the gemstone which sat upon the hardwood table. His eyes shut as he focussed his black aura to flow into the gem wrapped in magegold as it slowly began to glow. He pictured the spell in his mind...

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    “Alright John” he muttered, “In order to fully understand that which is before you, you must not only understand how it appears and feels, but the very mana which it holds. I want you to sit and clear your mind, picture the item in the void how I have previously taught…”

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    Depending on the circumstance, I would either explain to them their wrong doing and make them write a short paragraph about it and do a proper emote, or if severe enough and they are unwilling to listen, drop them as a student and forward their tendencies to the ST. 

     

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

             No

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yes

     

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

             no

  5. Spoiler

     


     

    Ethereal Light

     

        He laid soft steps upon the muddy ground, his feet were weary from days of travel as the cacophony of crickets ushered in the evening moon. The traveler sighed. Too long had he been on the roads, with the scars still fresh and wounds to prove the roads were no place for the lone.

        It was a life of solace, the traveler thought to himself as he continued down the moonlit road, but it was not so bad. There were friends, however fleeting; periodic moments of hope inspired by charismatic priests, or perhaps that was just nostalgia.      

        Then, he heard it, an all too familiar noise: the clink of chain and squish of heavy leather boots. The trio of darkly clad men stepped out from behind the trees as they called for him to stop. The traveler knew the drill: his possessions for his life, and so he gripped the book beneath his tabard tightly. 

        He was tired of it though, and he was out of valuables. He did not wish to lose a digit, or a limb for that matter. He had spent too much time working, too much time just to stock his now empty pockets with meager rations for his journey to the mountains. He took his chance, a more than likely foolish one, as he turned into the dark and thick woods.

        The snap of twigs betrayed his escape, as the trio chased him, a bolt whizzed by his ear, slicing it as he yelped. He slid down the ravine, hiding beneath a large chestnut tree as he whispered a rhyme he’d picked up ages ago, one that had always brought him a strange comfort since:

       

    Every day I am plagued by three thoughts–

    A heavy weight on my soul.

    First, that my time is finite

    Second, I know not when I will depart

    But it is the third that torments me most

    That there is no way to know where I’ll go*   

     

        The traveler’s breath began to steady after the third repetition, the harsh sound of his impending death fading deeper into the forest in pursuit. He waited, before deciding to take an uncharted path in the forest. He rose from the nook in the tree and began to meander forwards, guided only by the stars and moon.

         

        His hope faltered as he continued in the dark. He began imagining his savage death to those that camp within the forest’s lawless territory, wolves or boars, or even worse, man. His mind failed him, or did it? The soft glow of the candle light could not be real, or if it was, what men did light it.  

        The traveler approached it cautiously, staying within the tree cover. He smelled food, again he thought his mind failed him. He sighed, wondering why the fates would play such evil tricks upon his humble being, a trial to prove his strength, he concluded. 

        Finally the candle came into view. It burned slowly upon a pike dug deep into the dirt, but it was not alone. Through the dimly lit forest was a path lit by these piked candles, and the scholar let his gaze follow the lights until he could not see beyond them. Cautiously, he stepped more pronouncedly onto the dirt road, but was halted by an abrupt invasion of fearful and curious thoughts.

    “CRRRRAAAACKKKKKK” echoed from in front of him as an immense light painted the sky and its very nature was, for a moment, torn asunder.

     The unexpected burst of light and harsh pop sent the scholar upon his back. But he was a curious man, and though he feared men, this unexpected occurrence felt different, so he began to stand. The scholar dusted off his robes and secured his prized journal as he set off with hastened steps down the road towards the light which had turned the night to day. 

     


     

    omn9E2ssQJrvelp1UKV_lgMTSUWYdP9x3ydRkpWG3k4Z77BpPivCM98KBcLYOwGN6q-YPdLuIuxWo2O118es5AUz_Z1u5XEalSs1gtCP6C6axkHzTwL6WZzfbPgNheBAeXwIR4Lr

     

    The Principality of Ando Alur

    “In Knowledge, Power...”

     

    To the far Eastern vales of the Almarisian continent, beyond the wave-lapped sands of the western shores, there lies an ivory spire — one which claws to the very heavens in hopes to reach the gods. This divine citadel, a final refuge of the noble arcane, stood to embody the hopes of descendant-kind to reach the seat of the gods. Many come here seeking enlightenment, whether they be some roaming scholar, weary knight, or cloistered monk — each taking solace in the gleaming light of Ando Alur. 

     

    Leadership of the Principality

    Governance is a necessity of all societies, even those as great and wise of elvendom, and those of Ando Alur know this well. However, though given the reigning authority of a Prince, the people of Ando Alur are also sustained through the Council which advises the High Prince on matters pertaining to the wellbeing of the city-state.

     

    The High Prince

    [Vulnir Syllar - 6xdestroyer]

     

    The Prince is the recognized leader of Ando Alur and is responsible for the safety of those within the realm. The Prince acts in coordination with his council and guilds, ultimately holding the power of binding contracts. Drawing their power from the Onyx codex, they are ritually crowned in front of their kin by the Councillor of Culture.

     

    The Council of Seven

    Whilst the Prince may hold the power of binding contracts and direct authority, the magnificence of Ando Alur is no product of his virtue alone, for even he must have guidance through the Council. The Council of Seven is composed only of the greatest minds of the Almarisian continent, holding the power to make executive decisions and attend the works of the Prince. During the instances of disagreement between the Prince and Council, they may override his Highness if in unanimous agreement. The council will always possess at least one elven, one dwarven, and one human member. 

     

    The Councillor of Council

    [Thallan Syllar - Cobbler]

     

    The Councillor of Council is in charge of all diplomatic matters within Ando Alur, as well as the recording of such, often heading foreign diplomatic missions in representation or assistance of the Prince. The Councillor’s primary role is the documentation of all legal and diplomatic proceedings that transpire within the Principality. They also possess the ability to hold judicial trials, presided over by the wider council, to help administer punishments to individuals arrested by the Inquisitors or other internal policing forces.

     

    The Lord Inquisitor

    [Erilian Oranor - Shmeepicus]

     

    The Lord Inquisitor is the head of the Inquisitors, the military force of Ando Alur. Not only is the Lord Inquisitor expected to be passionate and patriotic, but also tactically cunning and politically attuned in order to effectively defend the marble city and her people. While the Alurian Prince may grant the honorary title of Onyx Knight to worthy Inquisitors, the Lord Inquisitor’s recommendation is almost always a requirement. 

     

    The Councillor of Keys

    [Jakob Castington - Oh_Ontario]

     

    The Chamberlain assigns living situations for all citizens and can charge tax on behalf of the Principality. They are also able to evict residents and organize events for citizens to partake in. The Chamberlain also presides over the market stalls within the Principality.

     

    The Lord Auspex

    [Avurak Syllar - Morghuul] 

     

    The Lord Auspex is in charge of all religious activities within the Principality. Their duty is to that of the Ancestors and the Spirits and making sure the onyx children are guided on the lunar path. They build and maintain a spiritual following in the Principality, devoted to converting wayward humans, elves and dwarves onto the path of honour, building and maintaining shrines and totems, blessing kin, and snuffing out evil. 

     

    The High Praetorum

    [Olrin Hildinyr - Sorcerio, Muriel - Geidleth] 

     

    The High Praetorum are esteemed roles within the courts of Ando Alur, being responsible for the documentation and regulation of magic and artificery within the Principality. Along with this, they are also responsible for the defence, preservation, and protection of the marble city through their many arts, and work vigorously to achieve knowledge that can be used for the betterment of the Principality and her people. The High Praetorum are also responsible for the direct oversight of all arcane activities and projects within Ando Alur, as well as working closely with both the Lord Auspex and High Inquisitor to ensure balance and security within the Principality.

     

    The Councillor of Land and Sea

    [Vanya Hileia - Space_Solstice] 

     

    The Councillor of Land and Sea oversees the construction of guild halls and helps to manage the various guilds within the principality in the aim of leading to higher levels of productivity and recruitment among them. With their gentle guidance, as well as their affinity with architecture, the Councillor of Land and Sea oversees the ships and construction within Ando Alur. The Councillor also takes on the role of presiding over the Alurian naval forces, working closely with her sister counterpart in Haelun’or.

     

    The Seats of Grace

    The Seats of Grace are granted to those of honourable merit and high prowess. These Alurians sit below the Council, but still hold an immense amount of responsibility. 


     

    Seats of Ceremony

    [Lorelei Vamyar  - Clonky, Ilyana, Clonky] 

    The Seats of Ceremony are titles given to Alurians who demonstrate keen abilities to work with the denizens of Ando Alur to organize and schedule festivals, galas and feasts in the name of joy and entertainment. To facilitate these events, they may present requests to the Council for whatever materials, funds, or support they may need.

     

    Seat of Health

    [Elren Asul'onn - BobBox] 

    The Seat of Health is tasked with ensuring the health and day to day safety precautions for those within the city. They often consult the High Praetorum and Lord Auspex to ensure any arcane actions are balanced and will not negatively impact the health of the city on a major scale.

     

    Seat of the Hunt

     [Open] 

    Whereas the Seat of Ceremony is tasked with internal Alurian events, the Seat of the Hunt is tasked with providing and organizing events beyond the white walls. The Seat of the Hunt is expected to be skilled in tracking, archery, and the various skills that go along with the name.

     

    Seat of Poetry

     [Open] 

    The Seat of Poetry is given to one skilled in the art of literature and missive making. They are assigned the responsibilities of ensuring transparency between the council and the good people of Ando Alur. They are encouraged to write their own poems, literature, and works of art in their own time to be spread across the continent.


     

    The Four Podiums

    The Podiums sit in the throne hall of Ando Alur and await the statues of the heroes to come. Alurians, or their allies, which perform great feats in the name of the city will receive a statue of their likeness made from the finest marble of the white cavern. There are four podiums:

     

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    fu959WHz48Y_PzEu6MQxNRys1dAhLINQCE98J8E3TxIItIVhBc0pb7t0XpnZb2RMb-eykLVf4TNPEa4o_7cQdwF7qhTmpcF1xZuE_OgBikt2G1DBWaq8CVEIlw64vYmCHEKpHcqI

    z8r6lc6besCjQudi3elJV3G68itsbNdWBcew-oH6sQambRqvPz9lMs4_5CjQVak0-jrveV54hp3aEJsmeK4GfTVHtdYq4jZzQEe4Zune_It8BeKbI4mOKw6kN8ywW2UgpYIKAFMI

    DR1TQdahmy7p8qoCPP8HUXC69-yMDeEwTMEns_ovlpShDNDsQE7t5XPMu1-O2HihaVdkmZUS5XLB9gw4umbHnX1BVBzkGRvo7NA7jGHeeHfbs4nmhBGeggMxyVSrL-J1xaetJOFk

     

    [Out of Character Info]

    Want to Get Involved?

    Ando Alur is not only meant to be a place for those seeking knowledge or needing refuge in roleplay, but also a welcoming community to its members out of character. If you wish to help out with anything around the city, whether you know what it is you want to do or not, we will do our best to help you fit in and get involved in the community!

     

    Click here to join the Discord.


     

    How to Get There

     

    cZzIHMHPoAPMnfRjSqut4HN3nUD5aB5-AjRqvStbRhDoVScMoiyvpREVSUwl1JHQGS6oYz8UiZNr2z1ta1oN9NxliJQ4tXXiR49Ql5k5m6crMTGBHN_cwXbxzH1m7x85aA99M4aZ


     

    *Poem is by unknown, I do not claim credit for it*

    ((Post not put in Ando Alur subforum as it is currently glitched.))

    Thanks to Sorcerio for formatting help!

  6. 3 hours ago, BenjiBot_ said:

    Very cool, I definitely look forward to seeing this on the server in future and will certainly be paying a visit to this awesome places. Pray tell, what's your favourite parts of the build? And what kind of niche rp can we expect from Ando Alur? Anyway aside from that, great job and can't wait 

    Favorite parts have to be the main hall, the arcane hall (which isnt pictured above) and the tavern. Niche rp wise expect more fantasy based rp as well as a lotta cool magic stuff!

  7. Hey Everyone, in honor of completing the huge project that is Ando Alur, we've decided to do a showcase of it accompanied by a group AMA. Feel free to have questions ranging from those about the town to those about @Cobbler's favorite color.

     

    The build will be getting implemented on the server before the weekend, and if you'd like to stay more up to date in regards to it feel free to DM any of us on this AMA ( @Cobbler, @Shmeepicus and we can help you out.

     

    All that being said, enjoy the pics and ask away!

    ------------------------------------------
    REKm6IlmbMnR77yQvQLy8o_i_TzBPXaBwUyRDJ-LWGEEOz5HwY0cML-zzi6pGB6A9Uo6ibzbzzHTtstodv4bmfw120rhHV8iHaXVTmSI13v53sz2ej0gW2rKGpKK1UkK8Uz_DqqDtSm8CT4FrfjmqZJ-qwF6-ci5b-fXOG_a-E1BH7VyTj0fUhAZXEgXZd2JmLdhFQ7zDkKzd5wU4fZPWnzeR_E_nlqWQgl1gTf6JwUJiIUB0NOU7aj1MRdYnvsBHuIe6TDbUEG7pfyBm-zq0bdbgJi8O8LZpzVWitE5CbQ7Txh5hDbH2kVfZLROxH-gwqZIziJqnvICyxQfGu1YpESFIHTu2Ntw4SpZESq2dGi47fitc-rjZjoQ-axY6YG8UMPTZiz2wveHMaOPYdfGh6-z    DTFNC-szVKO9kyi00gitP4NoVgyHP0U_TRqy2s1ab7IMhVok3PO0ajEqkqR2A1Qr7s0TI0jdifw_Gj08eTnK1EJBqQhg2T6VHiVMa9AFXsH-ZV9UgYeYMYMX73oRK42QOrZZqzGy73ZysoURpxx4V0Z54FoYRJoSQNYEo9_n3YJimBDJcql4tZH446USwtTIKCn7hTdqymjTMhEC1dvxo1aFse5dxXmgCl9lUy_krjRGnvyh5_RBp21Uf9whMa2fXXowtzs7LzXT9qlS5z4vytN4o15yhX2ySjrbyH6atZu-iagcUGUF5eI_c4RmYJJ-aUfSEGtw6OQVqWIqDnnuwYfxY5uT_inXKy60rfiifzDKzKH1j2TuP0tSCTr2dM1ZOqgabVss5qMuNWLlcY-hUCmN30fAxnRQBGJYAj5J7ZpHybeZFLKcUzmxPgLA5EhDMaNZ_JIo2p6iec0CXszxgo0QgAZ8i7hUW3QXCorUQgVI1JQOmcauygviHPMqHo-3MLRoQCpzFXV9mkc3pl27TQUb_ke3eOBvnUKx_-76BupyaX_lXI_xnBTlP4oJ3rqc31m2hyFh_rcEvXw7TJuU_sdKMe9wfi-ss71T8p2-upyFgVTvV5tgbqKfGX552ADCSkrl4K-2XwlURRXTExzF6AbvB9oeMV-0fY-WNHrB

    AeCe103DN1HIfIcYAeMd-MchTfzG9HfUBYjy0dlVNDG4nV5m-47mwT8r0DFnFyGhy84Fy_S0I9Q_Nfr0BmBHOtGH-6IYshI_IQMbqxYWab4flAP_VWCgGWVcZQCqz1DRBw7Wv74i

     

    (Nothing gross)

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