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luv

Creative Wizard
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Everything posted by luv

  1. 7/12/2019 10:33 PM EST Finally went through and sorted all the red lines into their proper places. Will be spending the rest of the night fixing up the post and working with the feedback I’ve received to try and keep the post looking as clean and consistent with the intended work as possible, please be patient with me as I do this – Kind of new to all this. Thank you to everyone for the suggestions and support, greatly appreciated!
  2. 7/11/2019 7:43 PM EST I apologize for the wait on this update, was having some issues IRL that needed to be sorted out first. In terms of red lines below every section to which they apply to that will be done soon, don’t worry I know the lore cannot be voted on until this is done, but it is a tedious process and I will need time to sit down and dedicate to doing it – my apologies! When a witch dies by fire she is only subject to a shelving should her entire body be burned until there are no remains, if a fireball causes her death this will not put her into a shelf. The idea was a “burned at the stake” sort of aesthetic for the death. Witches that die and are shelved for a week may be brought back at any point during that first week by using the altar sabbath. After one week the witch will be able to bring herself back. Witches that are runed will be unable to bring themselves back from the dead with this process, and will NEED to be brought back using the altar sabbath. Everything above is listed in the change log on the actual lore post. Any further comments you may have that I might’ve missed up until this point feel free to reopen the discussion or message me on discord Luv#2390!
  3. “I wish to provide my services to the Llyrian people by joining the Traceless Order. My name is Zel and I am a skilled mage. I hope to hear from you soon” -Z e l
  4. i will change the words i used to describe “a long time”. i didn’t look into mathematic definitions when using words i felt sounded “good”. i will make the change shortly along with the redlines.
  5. gonna be posting another off topic thread soon... stay tuned!

     

    also want to thank everyone who commented and left their opinion on the “witches, shamans, and ghouls – oh my!” post, i appreciate everything and i’m currently working on proper responses to everyone who commented, so also stay tuned for that.

     

    if you missed said post, here it is: 

     

  6. thank you so much for pointing this out. setting a body of ice on fire like that would be relatively difficult and the implication is that the witch would need to be “burned at the stake”.
  7. there has been a change log added to the piece where i will be updating everyone on clarifications and adjustments made through discussions here in the comments so that people do not have to click through pages of replies to find answers to their questions. i will be home tonight around 6 pm EST to properly apply the change log information into the actual lore and will be adding a check mark below each update when it has been completely implemented into the lore. thank you to everyone who pointed out errors, asked for clarifications, or simply left suggestions and feedback. i genuinely appreciate all of it and if you notice anything else moving forward by all means feel free to inform me here in the comment section! change log as of 6/28/2019 at 7:11 am: hopefully i don’t forget to remove the change log spoiler once this is shuffled into the lore mag, don’t wanna ruin my pretty post.
  8. rip lotc discord ??

  9. hey girl hey, allow me to clear this up as well! i will be going through to further clarify our ice magic capabilities, but as it stands i will be making it that in terms of witches (the second tier) they will be able to conjure ice equivalent to tier 3 water evocation and ice manipulation at the rate of a tier 3 water shaman. a witch mother has ice conjuration at tier 5 evocation level and ice manipulation at tier 5 water shaman level. in terms of how cold i would say with enough time and concentration a witch could reach sub-zero temperatures with relative ease, i’m not good with all those technical terms. and for your second question, it would be much easier for a witch to control pre-existing ice/snow. i am going to keep it that witches cannot use their ice abilities if they are disguised. these changes and clarifications will be present on the change log as well, thank you for pointing these out. they’re obvious to me as a 2 year witch player, but i forget that’s not common knowledge to everyone. thank you ❤️
  10. greetings everyone, luv here! so i’ve noticed lots of talk across the forums, various discords, etc that people are unhappy with the villainy rp, specifically dark magic, as of lately on the server. i have been spending some time gathering people of various different communities, primarily blood magic, to help fix this issue and to hopefully provide some enjoyable rp for all of you! please leave your problems with the current state of dark magic villainy, suggestions, comments, questions, etc down below! i’d love to hear from everyone regardless of the community you primarily play in as i feel like everyone’s opinion can prove useful moving forward. thank you and try to keep it respectful, please!
  11. @Jenny_Bobbs @Wrynn i will respond as soon as i am back to my computer in an edit to this comment. wrynn, if you could specify which redlines specifically that would be so so so helpful and i will respond to you with the said clarifications? btw for everyone else i will be including a change-log at the bottom of the lore post so everyone can see the updates as they occur and i will make sure they are smoothly edited and placed into the lore properly should it receive a trial that way it keeps its pretty visual format! my response to @Jenny_Bobbs: so so so sorry for a lot of the issues you’ve pointed out – sort of a mistake on my part, so allow me to clear somethings up for you! since i’ve changed the frost witches to a creature with 4 magics slots i figured the magic will not have a “student cap” like everything else, which is often 3 students. for something like frost witches this doesn’t make sense since a week after they are cursed they are progressed to the “witch” tier and are essentially there until becoming a mother which would sort of stunt us in terms of growing; ESPECIALLY since it’s been over a year since we’ve had any new witches. however, because of my desire to not have a student cap i know this could get out of hand therefor i do not want 10 mothers with the ability to curse at their discretion with little boundaries if that makes sense? both parties are unable to speak on the deal, except to one another, and in terms of “exposing” her true form the other party cannot speak, write, or imply that they are a witch. this deal is held indefinitely as long as the witch is in the process of completing her end of the deal actively or the deal is sealed permanently if she completes her end. a witch is not forced to disclose if the deal is not valid, and she is allowed to deceive the other party if she pleases – it’s all sort of up to the witch. the stun is meant to be quick cast and sort of stop a chase in its tracks regardless of who is running. it is going to be that the one stunned only has to suffer the effects of the stun for one emote which gives a witch time to make distance or gap close. in case it wasn’t clear, the stun is only able to be used in feral mode. i would like to make it count two emotes as well to perform the stun. i have been away for quite some time so i have to catch up on everything, but if you could enlighten me here that would kill two birds with one stone. i’d like to make it so that any magics meant to harm dark creatures specifically will apply in the place of the “holy fire” as well as azdrazi because they sort of are the FIRE creatures of the server that i think make the most sense. in terms of mirroring, thralls, and the alchemist addition they are not included in this rewrite because i wanted to keep this simple and not bloated. i want to thank the beautiful @fighting evil by moonlight for those, but until we can get back to business as usual i don’t want to add into too much that would go “unused”. should we feel like they have a place once more and will be actively RP’d i have absolutely no opposition to bringing them back! if you you and @Wrynn could specify any red lines you feel are lacking or aren’t clear enough PLEASE PLEASE PLEASE let me know and i will be sure to make those changes in the change-log as well. i am going to be posting the change log at the bottom of the lore below the credits tomorrow morning.
  12. i am so sorry! i hadn’t even considered those. my say is that they wouldn’t really be sated nor really be even able to feast upon them as they are made of wood to my knowledge? if this is correct then i’ll update it in my change log as such, but not please please correct me.
  13. allow me to shed some light, my friend! point one: whoever the witch makes a favor pact with will be unable to share her secret in anyway, shape, or form. this means he cannot write it down, speak it, nor imply it in any regard as long as the witch is making an attempt or has fully held up her end of the deal. point two: it’s been a normal thing in frost witch lore that they are able to maintain their muscle mass from when they were cursed, meaning mages are stuck as small as mages and viking he-women the opposite, but i am not at all opposed to perhaps removing this should more of the community agree and a decent bit of the witches leave their two cents on the matter. thank you so much for your questions!
  14. you say you luv me, that makes me crzy.
  15. and i oop – 

  16. Fjarriagua, the Witches of Winter Eons of secrets, buried beneath the ice. Origin of the Curse The history of Aenguldaemons spans far and wide albeit is different for each, and every one, some betray their ilk whereas others stand balwart amidst their brethren -- However, it isn’t quite like one to be considered Fallen, a rare occurrence in which the Aengul falls from its ethereal mantle, corrupting the eldritch god into an unearthly figure, warped from its original purpose. Two cases so far have been recorded throughout - although it isn’t to say there couldn’t be more - history: Wyvurn and Malchedial albeit isn’t the latter that scorned the souls of plenty as much as Wyvurn did, forging itself a blighted cult as he aided the likes of Setherien to conquer the Seven Skies. Within the depths of Skjoldier a legend as old as the Fjarriauga themselves lingers upon the tongue of few, and even less dare to utter such a tale in fear, sheer horror, or in pure disbelief the mention of Aenguldaemons were less in the old era; Wyvurn, the Northern Beast -- a dragon so large it could be mistaken for a mountain that spouted not fire and warmth but a flurry of ice that could forge tundras from molten liquid :: He stood large and grand albeit was a shadow compared to its former self, A beast that took the form of many although a dragon it came to be, Even the mightiest Skoldravok - the bravest of our ilk - could not hunt the wretched beast, For if it didn’t want to be seen, then it shan’t be found. Claws as large as a castle, Breath fiercer than the northern winds, Wings capable of warding armies, And a torso as large as a two dozen acre fields. The tale of the beast was of course naught but a tale, a tale barely spoken. Albeit was this tale that sprouted truth to its meaning; a beast so large with a breathe fiercer than the northern winds albeit had fallen far from its path and naught but the odd few, the very souls that dabbled in their own deity magic knew who, and what the emerging beast was, and to some they would swiftly throw away, let alone toying with it; Wyvurn, the Lord of the Deep Cold. An Aengul once sought to bless the lands with its winterous embrace albeit did far from that as per Ondnarch goes the bloody blighted beast was far from home; each, and every waking moment the Aengul spent upon the realm was a lifetime for he, as he were plagued with the torment of fire and blight. Albeit was here an interaction was left untold for naught but one knew the truth of how they came to be. The Frost Witch - Fjarriauga - Maidens forged from the desolate and suffering of youthful women originally thought to of been abandoned by their loved ones albeit transcended past that to those vulnerable. Teeth as sharp as a dragons tooth whilst having the ability to manipulate the frozen wastelands upon their will, these dastardly beasts were, and still is the bane of lost men who wander far from their homesteads. “The myth goes that the first Fjarriauga was born when a young bride, abandoned at the altar by her would be husband, charged out into a snowstorm. The snowstorm grew more and more violent as the young bride struggled through the snowdrifts. Eventually, she collapsed. Old Father Winter saw the bride and took pity on her. He leaned in and gave her the wedding kiss she'd longed for, turning her lips blue and her skin grey. Icy coldness crept into the young bride's heart and, when she awoke, she found her body was as cold as the snow she lay on. The snowflakes bent to her will and, out of the ice, she formed a chariot finer than anything her husband could have given her. This Fjarriauga, known in myth as Kriemhild the Witch Mother, spread the curse of the Frost Witch across the land. Any woman with deep despair in her heart may embrace the cold and find power, if she is marked by a Witch Mother. It is only the strength of their faith and will that many women avoid falling and becoming Frost Witches. The powers of a Fjarriauga are tempting, though, and there are those that might seek out a Fjarriauga to gain the benefit of her knowledge. Fjarriauga are masters of disguise. Their skin is naturally grey and their eyes a glowing blue, but they can slip into a mortal skin as easily as changing clothes. They cannot impersonate others, but they can make themselves look normal. One can only identify a disguised Frost Witch by her icy touch. Fjarriauga can control the ice and snow, though they are powerless in the heat. Many Frost Witches are known as great seers and fortune tellers, offering to divine the future for any man who catches them in disguise. However, Fjarriauga are as fickle as the chilly northern breeze and are just as likely to eat a man as they are to help him. Fjarriauga delight in the succulent flesh of young men. It is one of the few things that gives their cold hearts pleasure. Though violent, fickle, and tricky, Fjarriauga can be both helpful and harmful. They are required to provide aid to anyone who spots them in disguise. Unfortunately for those seeking their power and wisdom, a Frost Witch's mood may only depend on her appetite. Men, especially married men, must beware most of the Frost Witches. A favorite tactic of theirs is to devour a man and then mark his grieving bride for Witchdom. In this way, their numbers continue to swell. The curse of the Fjarriauga, like its creators, is fickle. A woman must first be willingly or unwillingly marked by a Witch Mother (a powerful Frost Witch with the ability to spread the curse). The mark of a Witch Mother is hard to discern. It appears on the back of a woman's neck — a blue splotch no different from a bruise. Indeed, many women dismiss it as such. Some never even know it's there. However, being marked by a Witch Mother is not enough to cause a woman to fall. If a woman is strong in faith and in will, she can escape becoming a Witch. To become a Witch, a woman must give into the despair that plagues her. Only then will the curse take over, giving her the powers of disguise and frost and binding her to the Witch Mother who marked her. Each Frost Witch Coven is governed by a Witch Mother. With time, a Frost Witch may grow powerful enough to spread the curse and create her own Witch Coven.” The story foretold of the Mothers rise was that of deceit and lies for she was not taken by the eldritch beast who dawned upon her as a benevolent spirit, but rather, a tale of rejection and desolation as she were cast away further by that once believed to be the Aengul of Virtue now a shadow of his primordial self; a visage warped into a bleeding blight that left a cancer upon the realm. His origins were unknown, however, the interaction he had here sparked a series of events that would later divulge into what we have today with the eldritch beasts known as the Fjarriauga. For this were no mere myth, but rather, an untold legend. What truly happened that fateful night would remain untold except to the very rare few as the first Fjarriauga was indeed a young bride abandoned at the altar by her would be husband. Her broken heart unable to be mended by the words of her kin sat in their seats, staring upon the event as the maiden twists, eyes wide and she fled for the snowstorm. With each step she took it never mended her broken heart or her wounded soul, but rather, it only made her more vulnerable. Her feet frozen, the blood having clotted as she were unable to move anymore she promptly fell to the ivory snow with her digits curled in taut and her relentless wailing never gave way. She had made it roughly a mile through the snow to the base of a series of hills and the like; the snow beneath her began to clear and what she thought was the fabled Father Winter she had in reality crossed upon the slumbering beast known as Wyvurn. The dragon once sought by the fabled vikings and barbarians left unfound, Now discovered by the youthful, vulnerable, and terrified girl. She longed for her lover, a man she could call her own, But instead she were left at the altar alone and afraid, With naught but the shame and humility plaguing her.. She lost hope. She lost what made her human. She lost her desire to love. This here was what made the very first Fjarriauga vulnerable what awakened the blighted beast was not her wailing but rather.. Her wounded heart. Akin to the pulse of a heartbeat He felt her pain and arose from the hillside to peer amidst the desolate girl albeit came in the form of the fabled spirit; his visage warped and he settled down upon one knee to cup her frozen cheeks, hoisting her torso upright to tuck his head down, offering naught but a short albeit sweet smile with his head tucked in. “Tranquility is naught but a farce, a lesson many learn albeit not quite like this,” “I can offer you tranquility although it’ll come at a price, you will give yourself unto I, and you will feel this pain no more. You will understand the true meaning of tranquility, I promise you this.” And so, in her broken state she did naught but provide a loose bob of her head, a short smile of her own painting her arid, parched, and blue lips as they were sealed in a soft albeit passionate kiss, the wedding kiss she longed for came, warping her visage as her lips took on that sapphire hue whereas her very flesh morphed, taking on a grey colour. Slowly, but surely, as Wyrvurn drew back he offered naught but a sly grin as her eyelids fluttered shut and she fell back, unconscious. With the palm of his right hand he pressed it to the chest of the youthful bride with an ethereal hue bubbling from his hand to forge a bond between soul and Aengul, cursing the woman; “As she awoke, she found her body was as cold as the snow she lay on. The snowflakes bent to her will and, out of the ice, she formed a chariot finer than anything her husband could have given her. This Fjarriauga, known in legend as Kriemhild the Witch Mother, spread the curse of the Frost Witch across the land. Any woman with deep despair in her heart may embrace the cold and find power, if she is marked by a Witch Mother. It is only the strength of their faith and will that many women avoid falling and becoming the fabled Frost Witch.” Albeit wasn’t until the fall of Ondnarch that the Coven of Ice Maidens lay still in their homes, unaware of whom they were bound to, or why, but a savage pain scorched their cores as their souls were left wounded akin to the very first Mother when she were left abandoned at the altar. As the Aengul, forged anew from its blighted husk resumed its mantel a spectacle transpired unexplainable by even Aenguldaemonica standards as the bond between soul and Aengul snapped like a coord tugged taut, recoiling which struck the Maidens like a full blown hit to the chest -- they fell silent, unable to talk, move, let alone breathe as they felt their lives sluggishly parting from their existence.. that was, until, the curse latched unto the soul and it became the very second curse to be recognised as self-reliant - akin to the shade curse - it was then able to root deep into the soul, pertaining the power it stole from the bridge between Wyvurn and the soul, becoming the fundamental source of their magical prowess. Albeit, again, akin to the Shade Curse - although lacking a sentient entity - expanded, providing ample opportunity for the curse to garner power in order to fuel the developing Witches. And so, the tale went on without hindrance, the ebb and flow of time and life passed onward and the myth, became a legend, and that legend was reality. -Quoted from the Fjarriagua, Maidens of Ice lore by Tsuyose Physiology of the Witch From the very moment they’re cursed their transformation is gradual, beginning with their skin morphing into a greyish or icy white hue. They can pertain white or light blue hair alongside illuminated blue eyes. The blotch upon the back of their neck, a reminder of who, and what they are. By technicality they’re no longer an inherent descendant as their entire racial structure warps from its original foundation. Starting with what transpires within to the very foundation of their curse which projects a frozen aura once steady albeit remains transparent. Due to the icy aura they project - again, unfeelable and unseeable by anyone other than those able to see auras (which is little to none) - this warps the liquids they have, and produce, into an icy slush - blood - alongside this their flesh warps to a low cold akin to a dead body as they no longer generate warmth anymore. Due to this, when struck with considerable force they crack instead of gushing out blood akin to ice. However, this doesn’t prevent them from excreting their bloody whenever sliced open with said intent. That being said their bodies and muscle mass ceases to grow or dwindle, age or wither due to the crystallization transpiring within their bodies; it is also worth noting they’re unafflicted by the curse of voidal and dark magic. Whatever their physical appearance was, prior to transcending into a Frost Witch, will remain that way throughout. - A nineteen year old turned Frost Witch will eternally look nineteen years of age. - This also means that the Frost Witch is sterile, unable to give birth, although they may if they were pregnant prior to being cursed, the child will more than likely be a stillborn. -Quoted from the Fjarriagua, Maidens of Ice lore by Tsuyose Frost Witches who choose to feast upon the flesh of men in order to sate their hunger will find themselves flushed with a sense of empowerment and self-fulfillment. This causes the witch to lose interest in the relationships outside of her coven, and will find it nearly impossible to hold romantic interests with men specifically. In addition to this witches will have various different adjustments to themselves should they feast upon creatures of non-descendant races. Those that choose to go an alternative path, hoping to maintain some shred of their former selves, will find their disguises to be hag like as their skin grows cold as ice to the touch and their eyes a strikingly bright blue color at all times. The smell and sight of male blood and wounds will bring the starved witch intense nausea and irritability. Witches who also choose to starve themselves in this manner will find themselves at the weakest possible strength with their ice magic and unable to hold more than one disguise, the one most similar to themselves prior to being cursed. Red Lines: (Art by one of our very own, Yuln) Tier Progression Fledgling A Witch that has been recently cursed. They lack the ability to properly utilize the magic, and must be instructed by a Witch Mother, or mentored by another experienced Witch. A fledgling is inexperienced and weak, only able to don one disguise that is exactly the same in appearance as their previous form. They will find themselves completely unable to cast any forms of ice magic and mostly will remain in their true frost form. This stage of the progression lasts one OOC week. Witch After becoming more accustomed to the magic, a Witch’s flat abilities plateau. A witch will find herself slowly grasping the ability to perform ice magic, over the course of an OOC month it will become like second nature to them. A Witch will remain in this tier for the rest of their life, only advancing when they take upon themselves the mantle of Witch Mother. During this same time she will find herself able to adjust her disguises and broaden her aesthetic palette. Mother The Witch Mother is the apex of Fjarriagua. Leading their coven and daughters with their increased skills from the curse and ability to, obviously, spread the curse to new women. Normal witches will often find as they grow older that their power is lacking or that they feel they have not met their full potential, as this happens they begin to develop potential to become a Witch Mother and ascend into the leadership roles of their coven. Witch Mothers are much stronger than normal Witches as they have mastered the ability to force their will upon ice in their surroundings and gain more freedom in their disguise aesthetics. A Witch Mother rises most often in times of need, when the other Mothers have gone missing or perished over the years. Other times, Mothers are made when lone Witches are in desperate need of company, of sisterhood. During the weeks leading up to her official ascension the Witch will feel her powers growing, will find herself being drawn to the altar more often than not, and will begin to find themselves taking closer notice of the mortal women around her. Red Lines: Abilities Disguising The most important ability to the Frost Witch is her ability to manipulate her visual appearance to seamlessly blend into society around her. The visual aesthetic of the disguising process is up to the player and oftentimes is roleplayed like ice cracking away to reveal the new visage. Some prefer to emote it like shimmering snow. Witches are able to disguise themselves as any of the four descendant races; Human, Elf, Dwarf, and Orc. They are limited to these four categories, but may adjust the visuals freely amongst the possibilities for each unique race. Witch Mothers are granted the addition ability to adjust the age of their disguises to be either much younger or much older than their true cursed age - however, they cannot disguise to be any younger than 10 years old. Ice Conjuration The art of evoking ice is one that comes naturally to a Frost Witch, and has incredibly useful applications. This is done by condensing existing moisture in the air and then lowering the temperature past the point of freezing. At first, a witch is only able to conjure small flurries but with practice, an experienced Witch is able to pull respectable amounts of ice and snow from thin air. Ice Conjuration is affected heavily by the environment. Any environment considered dry or hot would be incredibly hard to conjure within without assistance from an outside source, such as an enchantment or another witch. Ice Manipulation Witches are able to manipulate existing ice with ease, as if it is an extension of themselves. Of course, this doesn’t exempt them from tiring after extended use. Most Witches are taught how to forge daggers from ice which, while brittle and able to be melted, is better than being unarmed. Other uses for ice manipulation include immobilizing opponents, throwing chunks of ice or icicles in combat, and, of course, making ice sculptures. Red Lines: Feral Response The Feral response is a Witch’s form of “fight or flight”. When a witch is in a dire situation where it is is live or die, feed or starve, they may enter this feral mode depending on the situation at hand. When a witch goes feral she will be trapped in a savage guise of their true ice form and be unable to cast any of their Frost Witch magic or any other magic they may also have. During this mode a witch however get a few different sets of abilities which she may use to her advantage depending if she chooses to fight or flight. However the decision to enter this last stand is a hard one as the witch loses a part of herself and feeds into the beast inside - becoming savage and incapable of greater thinking while in this form. Her only goal is survive. Her only goal is eat. It is important to note that a witch who has not feasted on the flesh on men within the last week she will be unable to use this form. In the snow a witch will be able to move a 0.25x quicker speed, and have the same increase of physical strength, than they would normally be able to. This allows witches to get a speed boost to escape sticky situations or to quickly hunt down the last escaping prey. This burst of speed and strength only takes place if the witch is in a climate that would normally favor her ice magic. Witches also gain the ability to perform a stun ability of their choice that would fit the witch aesthetic and the roleplay scenario they find themselves in. Some witches could choose to greatly increase the glow of their eyes in dark locations in order to temporarily blind an opponent. Or perhaps release an ear piercing screech that would knock someone out of concentration. The choices here are endless, but nothing that could cause physical harm to someone and this can only be done once per combat situation. Red Lines: The Altar and Sabbaths The Altar The creation of a “seed” can only be done by a Witch Mother. A seed is made by encasing a man’s freshly killed corpse in ice and burying it into the ground, this can take quite a bit of time as the ice used in this process is not normal ice; but Cursed Ice. Taking the time to imbue extra magic into their conjured ice to transfigure it takes a lot of concentration and work on the Witch Mother’s part. Altars appear as large frozen trees of ice with a table of ice at the very base of the trunk. Upon close proximity or direct touch with the Altar witches can hear faint incoherent whispers of their fallen sisters. Sabbaths A Sabbath is a ritualistic event enacted by any number of Witches in the presence of an Altar. They are only possible through an established Altar, and the ability to perform certain ones depends on the amount of Witches present at the Altar. They generally require focus and time, and depending on the Sabbath, may be draining. Sabbaths are varied and new ones may be discovered or created, so long as they remain within the confines of what the magic can do. All Sabbaths are mostly up to the discretion of the witches performing it in how they’d like to roleplay it, as none of them can be done away from the altar or for combative purposes there is no restriction on times or the like. Rebirth Sabbath The Rebirth Sabbath is important as it allows the Coven to bring back their fallen sisters who have met their demise by fire. A congregation of witches must form before the altar after hearing the news of their sister’s passing and chant to her spirit within the altar in order to guide her back to the mortal realm. During this time the witch will begin to hear the voices of her sisters calling to her through the roots of the altar, her soul clinging on to the idea of rebirth, the curse demanding to prolong. If this is done too soon the witch will be in too much agony to hear the sounds of her sisters and to properly concentrate to follow their voices, but should they wait long enough for her to lose her fright - then they will be able to safely bring their sister back to this world. The Witch’s Creations Cursed Ice Cursed Ice, while being an important to those who have obtained the Fjarriauga curse, is rather hard to come by. The ice can be created by a witch who has achieved the status of Witch Mother, although this is not the most proficient way to do this. Cursed Ice can be removed from an Altar as it grows from it naturally. While generally not having a malleable form, Cursed Ice's form can be manipulated in very few ways. Most often the ice can be worked with during a Sabbath or when it is near an Altar, albeit moving very slow as it wants to retain it's rigid shape. Cursed Ice has been known to give off a chilling aura and has even been known to alter and freeze over the area close to it. Naturally, Cursed Ice has a resistance to heat and can generally only be destroyed by Holy Fire. Holy based magics will interact with Cursed Ice as if it were regular ice, melting it over time as well as weakening it. If the quantity of cursed ice is small enough it has been known to be destroyed or melted easier. Witch’s Cloth While being known to transform their physical form to any shape or size they wish, Frost Witches are not able to alter their clothing the same way they do their body. More often than not, Frost Witches have been known to be gifted with enough skills as a seamstress to make various outfits for their disguises. Logically, each of a Witch's disguises tend to be different sizes from each other, therefore a problem came among them. The great Witch Mother Arach soon discovered a cure to this problem. Arach had discovered another use for Cursed Ice, Witch's Cloth. Upon being crushed and mixed with water, any cloth which had been bathed in the water would take in some of the Cursed Ice's magic, making it so that the Witch's clothes would match their disguised form. Although not having much control over the cloth, it mostly responds to a Witch when she quickly changes form. Red Lines: Favors When a witch is caught in her disguise and called out for her truly wicked nature she will always be forced to offer a favor in exchange her secret be kept. A witch must be discovered in her disguise in the act of doing something specifically witchy in order for this to be valid. If someone should accept the favor they have the freedom to ask for just about anything in return the witch could logically provide. As long as the favor doesn’t put herself or another witch in harm’s way or require her to perform sexually then all other favors are fair game. When accepting a favor, once the witch successfully completes her end of the deal then the other person would be completely unable to speak of that witch’s true nature to anyone, ever again. Red Lines: Rebirth and Reconstruction “I could not feel myself. Everything was a terrible, violent blur. I had no flesh or bones but it felt as though they were being torn asunder. There was a deafening pound in my consciousness, a forceful desire to consume, to be reborn, to live again.” “We though’ it was some big animal that was tearin’ up tha woods, leavin’ lotsa half-eaten corpses an’ all. Wasn’ hard to follow the trail but the, er, thing dissapeared into tha’ woods as soon as we saw it. Hard ta’ describe, really. Big spikes an’ chunks o’ bloody ice. Real unsettlin’.” (Taken from the Cursed Ice & The Witch’s Altar addition lore. Written by our very own Meguzara.) Due to their twisted curse a Witch will be turned away by the Monks of the Cloud Temple - forcing them to resort to other means of resilience. Their curse does not end so soon, and does not aleve with ease. The curse acts almost like a sentient being as it finds anyway to endure, anyway to survive. Upon death, the Witch’s soul exits the body as expected, however, the witch will find her soul being anchored back towards the altar in which she was closest to when she died. Upon reaching the altar, the Witch re-manifests in an incorporeal state, known as a Banshee, and will be hardly visible to anyone besides other Witches. From this point, the Banshee moves with the soul purpose of reforging their physical coil. TO do this they prey upon nearby animals, each meal bringing them closer back to this realm. Larger animals, such as deer, wolves, and bears, usually only require one or two for the Banshee to reform. Because the Banshee is largely incorporeal, it is impossible for any of these beasts to kill it, however, larger animals take more time to slow down and kill. Once the Banshee has consumed enough flesh, they will re-form into the Witch at the base of the Altar. Should a witch die by means of fire she will find herself locked in a dark space. Unable to move, unable to speak, unable to do just about anything. It is hot here and is agonizing for the witch to endure, but she cannot scream; she cannot escape. This lasts for eons in their time as only seconds pass for anyone in the mortal realm. The only way a witch can escape this fate is by the Rebirth Sabbath. Should no witches gather to perform the Sabbath the fallen will be doomed to spend her waiting period in this dark incubation space. Red Lines: The Rune The rune of Khaz’vrashi is a crimson seal that aids in effectively slotting a blockage in the main pipeline, unable to be carved off via average means and only viable by a Frost Mother versed in the art; (insert name of art) in Fi’tayrna’s studies came to an end, she hadn’t disclosed the rune, only a single part of it; it wasn’t until [Group in Event] had managed to come across the lair where the Mother lay dead and the witch bound by chains, having consumed a partial sect of her abdomen and ultimately killing herself in her state of madness. [In his love for another Frost Mother the partial Blood Mage decided to spend a dozen days and nights revising the rune, and eventually, manipulating it into forming a prototype;] The completed rune, capable of aiding the Frost Mother in blocking the Witch’s prowess in their art without subsequently killing herself in the process. Fi’tayrna, lacking life, her prowess lived on in the form of an art capable of moderating Frost Witches alike; all she desired, was the ability to bend the curse. The seal works once the Mother has engraved a crimson seal akin to the Khaz’vrashi unto the Witches back right between the shoulderblades -- to the exact line, and detail. Their palm planted to the center of the seal and wherein the Shade corrupts the aura of others, festering it with their ill blight the Mother literally absorbs the cursed aura bound to the Witch which initiates a spark in their pipeline to the curse, causing it to falter, and pause all together with an eldritch veil preventing the blockage from uprooting without the manifestation being unblocked via the Mother, which in turn sparks the curse once more, shattering the blockade and subsequently having the ethereal seal fade. During the time in which a witch’s magic is sealed, they may not manipulate nor summon ice or snow. They may use one, simple disguise, the disguise is physically taxing for them to use, and must be exactly the same to their form before they were cursed. They may not sense another Frost Witch or Mother in disguise. If a mother seals a witch’s magic and leaves the server or goes afk, (/seen offline for more than 2 weeks) the mark will fade automatically. If the Witch Mother who uses the mark PKs, the mark will fade. Two Witch Mothers may come together and remove the rune from a witch in the event of a worse case scenario. -Quoted from the Fjarriagua, Maidens of Ice lore by Tsuyose Red Lines: Final Notes This rewrite offers clarifications on the magical abilities of witches will removing much of the lore bloat within the Frost Witch category. With this rewrite we add an alternative for witches who choose to refrain from hunts and murderous RP for IC reasons, with intense drawbacks of course. Sabbaths are shrunken and reworked for more plausible uses and the ability to add more in the future is still open for anyone who wishes to submit them in the form of a MaRT. Witches are now a CA creature with 4 magic slots and will receive a special race IG for their Witch persona as well as their race removed from their card to make it easier for disguise switching and less work for the Moderators. Many people complained in the past about Frost Witches being nothing but “Frozen Edgy Waifus”, so I’ve made the change of it being near impossible to hold romantic interests should the witch choose to indulge in the benefits of the curse. -Luv Credit: Luv - Lore Writer Grimmothy and Jlyoko - Helped me with grammar, word choices, and generally making the post nice. Deer and Original_Potatoe - Art Contribution Frott, HeeroZeero, Archipelago, and Starfelt - Moral Support and Suggestions. Chihiros, Meguzara, Urara, and Tsuyose for all prior renditions of the lore and all past submissions. This wouldn’t have been possible without all of their endlessly hard work. Change Log – Check for Updates
  17. no disrespect of course, because i did read what you posted, i’m having a confusion... so you’re telling us the ET will no longer be doing personalize hunt events because you’d rather us do them ourselves? this seems like it could be abused in some regards and just seems lazy on the team’s part as i see very few ST online at once nowadays and haven’t seen a single event in quite sometime from a large number of those seasoned ET. as much as i like the idea of an area people can specifically go for events, it seems like a bad idea in terms of the same people showing up every time, getting to play “the hero”, and collecting the loot which has been a serious issue in the past. my point still stands that this seems lazy. however, i will give you and your team the benefit of the doubt and i will wait to see how this plays out over the next few months before completely trashing this concept and direction. hope it works out! good luck!
  18. there are two aspects in my lore that are also in the current rendition of blood magic. these are: if these two spells were removed from current generation blood magic i too would not be complaining. thank you for the feedback that you have left. i will be sure to consider this moving forward with this lore submission.
  19. i hope i can shed some light on your areas of disinterest to further help. these creatures are obviously not something you’re going to see walking about living normal day to day lives or “sipping mochas” in any tavern. they sound demonic, they appear horrific, and are slaves to the blood mages that made them which usually make them with the intent of serving a specific mission – perhaps you may have missed the final note that i left: these creatures, despite being an interesting form of “undead”, are NOT meant to be played on a day to day basis and are more so meant for the purpose of creating roleplay story lines – which is something i am trying my best to do. in case you missed anything i would check back over their list of abilities and the redlines surrounding their abilities and skills in case maybe i was misunderstood. i tried my best to make them balanced and relatively “weaker” creatures and i genuinely believed i did that well, but if you still disagree after a second look through then by all means be sure to inform me. thank you for the feedback that you have left regardless of the personal attacks and i will be sure to consider this moving forward with this lore submission.
  20. for me, and i make it spooky after i edited it up for [redacted]. and i think my work was better – *hair flip* (this is a joke please do not hang me)
  21. i’m not jokin’, witch!

  22. Revenants, the Assassins of Ichor Lore A newly discovered ritual using the forbidden Dark Arts of Blood Magic, Mysticism, Naztherak, and/or Dark Shamanism has awoken a new breed of creatures; a new form of rebirth. By using Blood Magic and various runes to symbolize life and to create a new physical husk, Mysticism to handle and anchor a Ghost into this mortal coil, and Dark Shamanism and Naztherak for their work with the spirit Kor and power of corrupted souls they can place a Ghost back into a physical form. Revenants are a twisted and demented recreation of their former selves. Although they hold great resemblance to their old selves and retain the memories of their lives before, they are twisted and horrific. These creatures are brought back with a vengeance and are weapons to the sorcerers that made them. These creatures, although possessing a sense of freewill, are brought back with a purpose - the haunting image of a feared figure or a loved one returning to physical form with the purpose of bloodshed. These creatures have a blackish and grey muted corpse like appearance with various cracks covering their skins that glow red with genus, specifically in the places that they suffered physical harm in their living time. Their hair is always black and wisp like with its movements like plumes of smoke and their voices appear like shattered and distorted mirrors of their old sound - changing in tones and oftentimes speaking entirely in Al’ahrn-Durngo. When these creatures are inflicted with physical damage they will simply have their grey skin flaking away into the air with a soft red mist following into seemingly nothing. Due to the nature of their creation, a haunting image of the dead, these creatures find themselves unable to hide their face either due to vanity or the means to strike fear into the hearts of those who dare go against them. Physiology Revenants are beings, forged from blood and bound to the soul. Their bodies are forged from pure blood magic and their souls bound by a mystic. While there is a connection between their bodies and soul, it is much more loose than one would be with a normal descendant. This allows them to have a higher pain tolerance, so while they still feel some pain, they do not feel as much and they are able to continue performing their action without much hindrance. They can lose limbs, ligaments, and legs and will not stop until their objective is completed unless they receive a fatal blow to the head, their heart is destroyed, or they are decapitated. While a revenant can lose limbs and arms without caring much, this still affects their ability to fight or move effectively. Say they lost a leg, they would continue to do their work, but would probably stumble and could only move on one leg, severely hindering their speed and effectiveness in combat. Along with this, Revenants possess the strength of a human male at peak physical condition, allowing them to wield a majority of weapons fairly well. REDLINES Revenants may lose limbs and ligaments without much care and can take a hit much better than most descendants can, as they are essentially a ghost within a forced husk. While Revenants can wield most weapons without much care, this does not mean they are masters in using that weapon, they are only able to lift and wield their weaponry at the level they had prior to life or if taught. Any form of headshot or heart shot would be a kill for the Revenant, meaning they can take damage to most of their bodies with little to no drawbacks besides the obvious ones like losing a limb. Abilities Revenants, although suffering the loss of their abilities they had in life, are no walk in the park for those who may encounter them. Much like a Rogue Blood Mage, these creatures have increased agility, dexterity, balance, and reflexes. Alongside this these creatures are granted with a form of “immortality” in the sense that they will never again parish from old age or disease. Marrow: Iron Revenants have the ability similar to Beserker Blood Mages which allows them to forge weapons from genus. However, unlike a Beserker, a Revenant has the ability to simply forge these weapons within their hands from the genus already flowing within them, the genus used to create them. The weapons can vary depending on the Revenant, but can be anything from a simple sword to an arrow which may be launched. The difference from the Iron Marrow to its original is that these creatures cannot forge large masses such as shields or armor with their genus. The only requirement is that the craft must have a sharp point or edge. REDLINES: A Revenant may not create shields, walls, or any physical obstacle using this ability, only edged weapons and projectiles. Launches projectiles may not fly further than five blocks without the assistance of other magic. Projectiles and weapons varying in size may cost different amounts of genus. For example; forming a simple projectile or arrow from genus would take half a unit while creating a sword or axe would take up a full one. Projectiles cannot be formed larger than one foot in length and six inches in diameter. Weapons can be up to three feet in length maximum. All projectiles take up to three emotes, one to draw genus, one to form, and one to fire. Projectiles may rotate around the player for up to two extra emotes before requiring them to fire or disintegrate. They cannot deflect attacks when they are being held onto and disintegrate once they fire past five blocks or pierce their target successfully. All weapons take up three as well, one to draw genus, two to form and have the same hardness as ferrum. They disintegrate once they are dropped or are no longer within the hands of the Revenant. Marrow: Sanguine Sigh The Sanguine Sigh is a taxing and costly ability used often times in desperate measures by the Revenants to finish off their opponents. The Sanguine Sigh allows for the Revenant to create a red haze of genus in the air out from their form in all directions which causes anyone inside this mist have a red glaze causing them only to see in shades of red, but the fog itself is not impenetrable. When inside the fog anyone who is not the Revenant that cast the spell will begin to hear their heart beating violently and loudly in their chest - causing them to lose the sense of sound to anything else around them, but of course leaving the mist would stop this illusion and return those affected back to their normal hearing. REDLINES: The mist may be breathed three blocks away from the Revenant, and having a radius of five blocks. Anyone who enters the fog would hear the sound of their heart pumping in their ear and the only way to deafen it is to either leave the fog or anyone with a rune of silence. Anyone in the mist also gets an anxious feeling and can put them on edge, as well as give a slight boost of adrenaline. The mist may be blown away with enough time and effort. When inside the fog, your vision is glazed over with a sort of red tint. This ability requires three units of genus to perform. REDLINES There must be one of each mage type in the ritual, one person cannot count for two of the four required Dark Arts. There must be a Blood Mage, a Mystic who knows both Handling and Anchoring, a Naztherak, and/or a Dark Shaman. Revenants can ONLY be made from Poltergeists with accepted CAs. Revenants cannot veil their faces in any fashion. Revenants do not need to carry totems to use their Rogue-like enhanced abilities, but must have the necessary amount of genus required. Revenants cannot learn any other forms of magic but may wield enchanted weapons as long as it is not holy. Revenants are able to be bound by any methods from the four Dark Arts used to create them, allowing for Revenants to be stolen (this does not require consent from the Revenant nor the original creators) The ritual to create Revenants must be taught specifically in roleplay. Revenants are affected by any magic or weaponry that are meant to harm undead or unnatural creatures. Revenants lose all abilities they had prior to becoming a Revenant, including those of being a Ghost and any magics they had prior to death (if any). Revenant Marrows cannot be learned by normal Blood Mages. Revenant cannot be recreated after death, it is one and done. Revenants get six units of genus to perform abilities with, but cannot have their genus collected after death. Upon death the Revenants would flake away into the air in a torrent of flakes of grey and faint red mist, only their soul remaining unless destroyed by holy magic or a shaman. Every 48 hours they can regenerate back to the six units of genus they usually have. Final Notes The purpose of this Blood Magic addition is to bring together different communities for the sake of ritualistic RP that Blood Magic was commonly known for, but however seems to be lacking in as of late. This also offers fun storylines for Ghosts and those who knew the Ghost characters in life, but does not give the same feel as a Lich or other undead creature as these would not be the types of creatures you would play on a day to day basis, similar to inferis or other Dart Art CAs, and would simply be brought back for storyline purposes - the haunting image of your loved one coming back with a vengeance. Please try your best to leave some sort of constructive criticism so that I may use it as feedback to see how the community feels about this specific lore piece and how I should take it moving forward. All opinions and comments are valid and I appreciate all feedback. -Luv Lore and Concept by: Luv Co-Author: pundimonium Suggestions by: Deer__, Jlyoko, HeeroZero, and Starfelt
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