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Eurielle

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Everything posted by Eurielle

  1. I dunno man giving Kani ultimate moves and invincibility frames is kinda against the spirit of the lore. Putting in iron body and kinetic strike in I don't complain about bc Kani ate Chi but there's a point of moving too far away from beating people to death with a rolled up news paper.
  2. ⚠ THIS IS A REWRITE/REPLACEMENT OF THE CONTRABASS CONCOCTION ⚠ Cadenza Concoction (Common | Tier 1) https://i.imgur.com/l2UWr8E.jpeg Gold Potion by ArtLanding Background/Description An oily balm with a honey like constancy and a thick golden color. Drinking this substance coats the throat and provides changes to the voice. After many decades of performances the Contrabass Concoction was found niche in its use. Facing development after choirs sought more versatile tools for their performances the Cadenza Concoction was created to give access to a wider range of octaves. Recipe Base: Lard 1x Sound 1x Connection 1x Order [Low | 1x Slowness] or [Mid | 1x Order] or [High | 1x Swiftness Creation Altering the recipe of the Cadenza Concoction changes its properties, making it alter sound. The Cadenza Concoction can also be used as a treatment for instruments or other devices in which sound may pass through (such as a face mask) to alter its range just as it does someone's voice when drunk. Effects On consumption a thin residue is left in the throat that alters sound created by the vocal cords. Depending on what version of this potion is consumed the user's voice will be altered into bass, treble, or midrange tones for [4] OOC hours. Using this potion as a treatment can alter an instrument to play in different ranges or create other tools such as a voice changing face mask. [Low versions of the potion refer to Bass, giving the user baritone, bass and lower tones] [Mid versions of the potion refers to midrange tones, giving the user Tenor or Contralto tones] [High version of the potion refers to Treble, giving the user Mezzo-soprano, Soprano and higher tones.] Redlines -The Cadenza Concoction is non-combative and cannot cause injury, or result in any combative advantage whatsoever. -The Cadenza Concoction may not be used to mimic another characters voice, the potion just causes a change in pitch. -High, mid, or low range must be specified in potion or treatment description. -Player Signed. Purpose This is based on the notes I've taken after receiving feedback on Alchemy and doing some analysis. Contrabass I've taken as a low hanging fruit for being too niche and too weak. My take on it is to buff it and widen its uses to make a more useful whimsical utility potion that might see use. By replacing the original instead of adding a high-pitched version I'm also attempting to maintain our total potion count to fight bloat. Refrence:
  3. Woah! Peak transparency love this!
  4. Canon event real lore writing is the Gacha we played along the way!
  5. yeah sounds right i guess idk i mostly track groups through item sign sreqs
  6. it's not a euri sub until the comments are toxic @Werew0lfwhen we shelfing
  7. Eidola has been subject to the cancer of liberal democratic incrementalist ideology for far too long. No longer shall western capitalist neoliberalism steal our labor, comrades. Today we seize the means of amendment! The real biggest problem with Eidola is that it's doing some dark legion mierda instead of cool esoteric ghost rock RP. To explain that to all the lore writers that don't actually play on the server, Paleknight roleplay is actually just F tier road banditry where norlander road bandits that take my iron and horses have given me far greater experiences, and I've had my paleknight since early Axios. (This is also true of the majority of modern dark lore) The product of this (which I'm here to address) is the incrementalist tweaks that get pushed every time paleknights road bandit. They keep causing further issues and lead to forced bad faith power gamey roleplay. Biggest example I can currently give is per limb health currently puts all eidola in a bleed out state after two hits, so to actually do the dark legion BS and kill TWENTY PEOPLE to advance to your endgame you have to bad faith every hit with some mierda “Hits the other leg, actually.” “I put my arm in the way.” Type s to spread the damage out across limbs so your golem doesn't get instant killed. The lack of a PLAN or cohesive idea has currently turned the creature into a forced powergaming mess so I'm pushing a full rebalance with A PLAN and an IDEA to A: return good faith roleplay to the CA and B: Create a unique and distinctive identity for wet ghost golems CRP. (Also btw I already had the notes sitting on my desk, its only recent events that have motivated me to finish it) BIG NOTE: The lore post has "Wrote the mechanics as redlines" syndrome. Many of these proposed changes are to the same paragraph long redline. Be wary of this. Amendment 1: FIXED HEALTH Amendment 2: BLEEDOUT Amendment 3: WEAPON WEIGHT Amendment 4: Strength and height. Amendment 5: Augments Amendment 6: Water Buff Amend slop aside I think Eidola needs a rewrite, or at least a reformat. It genuinely drives me up a wall every time I want to verify I'm emoting correctly and I have to decipher a 21 line mega block paragraph that takes up my entire screen, much less the lore direction pushing people to be low tier road bandits.
  8. lmao i already wrote a shadow amendment and put that up to vote before crp was over this might be better tho idk im just hear to read comments really its up to the rest of the team and management tbh
  9. Барууны адуу их сул байдаг хэхэ
  10. "Wow, this sure was a good read, unfortunately I have no one to send my weapons, resources, and men too." Said Yokai the morally bankrupt weapons dealer to no one in particular because she couldn't figure out how to contact this terrorist cell.
  11. No were all gonna say nothing important, +1, cool formatting, or say ew frost witches
  12. So I have a morbillion stacks of steak. I can't even give these things away before they rot. How is clicking on cows with a brush and running to orclands to buy Krugernickle going to make the food actually useful instead of making it even more annoying to get leather ontop of filling chests with rotten flesh?
  13. Dear PVPers. I grind horse, u crank 90's in KOH land. Together we shall become the richest on lotc.
  14. U rite, edit made, blind rage subsided (moderately)
  15. Klones was my first foray into writing lore where I co-wrote it and I actually opened up the pandoras box and created the death mechanic pain nexus. Hearing the profane words “It's only willfully learning you can choose not to believe when told about it so you can’t…” has thoroughly radicalized me, the enemies of the temple of Garumdir shall be castigated and admonished. OLD: NEW: Reasoning: Arguing about the opinions of NPC monks is a hazard to one's soul that complicates your karma and will earn you an unfavorable reincarnation. It is inane that the elite enlightened western esotericism roleplayers are talking about CT monks and acknowledging respawn mechanics when they're supposed to be suspending disbelief. Removing mentions of the CT monks from the lore is to help you get better. OLD: NEW: Reasoning: No more cyberstalking. No more PK baiting. This is behavior that should not be allowed in any capacity. I'm not even esoteric posting any more. It's absolutely disgusting. Removing the laissez-faire method for more bureaucracy is necessary because I'm so tired of people bad faithing Klones. These changes barely scratch the surface of my issues with how Klones is implemented in Tawkin but at least less of us have to be exposed to its radioactivity if this goes through.
  16. Darkspawn test? I just kill people I don't like. If they bleed, their a dark mages. If they don't their a darkspawn.
  17. Virtues Second Born of Wyvrun - the Sin Eaters of Aeriel [30 minutes] Atmospheric STALKER/Metro guitar music mix 1. Origin/Background/Culture = <O> = 2. Creation Becoming a Virtue is irrevocable. It is to add the essence of one’s soul to Aerial's invented Samsara, immortalize one’s identity in the library of souls, and to sacrifice one’s body to outsider forces. Aerial’s Patrion, Lucia, is directly responsible for the ordination of all Virtues. The process of this Metanoia is Aerial’s closely guarded secret with her power loaned only to her daughter. Because of the nature of the Virtue, the Archangel of souls demands that law exists dictating when it’s acceptable to allow a Fjarriagua soul to return to Eos and a Virtue to be made. One of three clauses shall be met to permit such. The Three Clauses The Clause of Penance and Punishment Aerial’s dogma dictates the use of Virtues to reclaim souls that would otherwise be tossed into the Elysian wastes. The corrupt are to offer themselves in penance to allow their blighted souls to be consumed and remade as Virtue. The evil are to be captured and forced into piety by being remade into Virtue, whether that evil be the dark magi or the mundanely wicked. The Clause of Conviction Lucia’s plea, upon seeing the library receiving only wickedness she spoke to Aerial saying; “In the shadow of your oversight a league of marauding bandits is forming in your name, please allow me the freedom to fight this.” And Aerial, trusting her daughter and knowing the limits of her sight allowed Lucia to make those with conviction into Virtue. Those who have moral good embedded deep in their souls, that you imagine upon hearing the spoken word “virtuous.” Dogmatic ideals, the vigor to stand against the dark, the conviction to fight, and the kindness to heal are all traits that Lucia selects for. The Clause of Sympathy Born in secret by a shed tear when Lucia read a soul that was found wanting. Falling under no clause would normally result in rejection but this soul desired to become Virtue as they felt strong separation between body and soul, deeply desiring to remold themselves. It was a yearning that Lucia knew well, and one that was also felt by many of their siblings. So, shedding a tear Lucia granted the ability to remake one’s body by remaking them into Virtue. 2.1 [The Ritual]; The Virtue brings their chosen convert to prostrate before them, either voluntarily or by force and not necessarily conscious, and begins to pray. During prayer the Virtue must use "Deific Presence” to show alignment and piety while pleading to Lucia to reincarnate a sibling. Should Lucia hear the Virtue’s prayer the sky cracks, the sickly-sweet scent associated with Virtues fills the area, feathers trickle through, and faint hymns are heard. The convert’s soul is evaluated and should they not be found wanting a ball of light descends through the crack and strikes the convert unconscious. The convert remains unconscious until their application is accepted. Sometimes a false positive is given where the convert never received a soul and awakens unchanged. (Application denial.) -On prayer and hymns; The heard Hymn’s may sometimes join the Virtue prayer using a Prokeimenon style. Virtue’s all stem from The Library making coordination within reason for a player's creative expression. -A Soul and a Body are required to become a Virtue. Without this you are lost to Aerial. -Becoming a Virtue purges the soul and disconnects you from all incompatible magics as well as over-riding locked slots so long as those slots are used for the Virtue CA and any extended Virtue lore. -CA’s can become Virtue’s so long as they have at minimum a Lesser Soul and a living Body. The original CA will be denied. -Characters can be forced into becoming a Virtue without IC consent. OOC consent is still required. -Virtues may be aligned during creation. -Becoming a Virtue is not reversible. -Becoming blacklisted from Virtue’s will result in the force shelving of your character for the duration of your black list. = <O> = 3. Physical Description And state of being… Metasis: Soul recharge Metanoia: Pure soul change Subverting the expectation of what one might have for angelic agents, Virtues walk Eos as simple mortal bodies. With their potential stifled their differences are hard to distinguish and their flesh is cut just the same as any mortal. The complex condition of a Virtues soul is what drives the line between them and Descendants, a Metanoia between a Mortal soul and a Fjarriagua’s soul that’s been altered and tightly bound with Aerial’s closely guarded secrets. Taking the mortal’s body as a donor to physically exist on Eos. With two souls perfectly molded into one they overflow with power that is forbidden from use and tightly locked away through warding within the self. The nature of the Fjarriagua treats the body as a clay unaffected by the cold, yet Aerial’s works prevent mortal disguises. However the twinning of souls realizes the blueprints of two identities, both considered truth. The excess of souls and the captive traits of the Fjarriagua curse creates the “Soul Engine” upon which all active and passive abilities of the Virtue manifest. 3.1 Immunity: Virtues are inherently immune to all disease and poison, as a side effect of Sin Eating. The mechanism that allows them to actively absorb and destroy curses and corruption causing them to passively resist and destroy disease and poison as it enters their bodies. This still leaves them vulnerable to magical curses, afflictions, and corruption such as; Darkening, Enchantment Sickness, Curses, Etc. Active resistance is done through Sin Eating (See abilities) -Alchemy may be unclear; Anything taken into the body is considered poison. Anything not taken into the body functions normally. Alchemy interacts with sin eating, see Abilities: Sin Eating for more details. -Virtues cannot detect anything they are passively immune to. 3.2 Cold Resistance: Latent from the Fjarriauga curse, Virtues are unaffected by cold temperature. Some Virtues that resonate with ancient witches may even find themselves comforted by the cold. -All cold temperatures have no effect. -Virtues may still be frozen inside ice or bludgeoned by ice, but they will never succumb to hypothermia nor will their flesh freeze. -Virtues cannot distinguish between any temperature below the freezing point of water. 3.3 Soul Leak: Injuries that cut as deep as bone and full thickness burns of at least the 3rd degree (including chemical burns and scalding) causes excess animus to leak from the Virtue. Appearing as a light blue to teal mist that’s completely incorporeal and passes through clothing, armor, and bandaging. Soul leak, like the Anathema Blade, reacts adversely to aurum, fire, anti-magics and soul effecting magics such as Malflame. This weakness causes an intense stunning pain that leaves the Virtue unable to respond to anything for [1] emote. -No covering or dressing stops soul leak. -Soul Leak continues until the wound has healed. If this takes months then the condition lasts for months. -Soul Leak applies to prosthetic limbs and takes effect when a limb is broken or reaches a damaged state as defined by applicable lore. -Clarification: 3rd degree burns are burns that extend through the entirety of the skin or dermis. Underlying tissues do not need to be affected to count as a 3rd degree burn. -Clarification: Malflame and Soul leak have an overlapping pain stun. Soul Leak’s pain is far more intense and has more strict rules. Soul Leak’s rules are to be played. 3.4 Double Life: Virtues have twice the typical amount of Animus, Genus, and Life Force than what’s found in the average descendant. Generally, this makes a Virtue valuable quarry for dark forces. -The direct effects of this are determined by the specific lore in question. Whenever a numerical value is applied it is doubled. This includes how much of a resource can be harvested from a Virtue and how many times a resource can be harvested from a Virtue. If no numerical value is presented to be modified then there are no mechanical effects. -Soul Fragments and Maleus is considered to be derived from Animus. -This does not apply to feral Virtues. 3.5 Hunger: Virtues are affected by the hunger that once affected the ancient witches, but to a significantly lessened severity. They must consume a minimum of [1] limb worth of descendant flesh every IRL month to stem their hunger, lest they unravel and turn feral. -Feeding in combat requires 3 emotes. -Virtues may feed on preserved meat. -Feeding on meat that isn’t from a fresh kill requires a player signed item. It is encouraged to use vaguely named and described stacks to conserve sign tokens. -A head counts as [1] limb and a torso counts as [2] limbs. Any descendant without prosthetics produces a total of [7] limbs worth of flesh. -Mutated, altered, cursed, etc. CA’s are still considered Descendants. Feats and CA’s like Cursed children, Lycanthropes, Klones, etc. are considered edible. Virtues are edible 3.6 Metabolism & Fatigue: Virtues are able to subsist on a magical metabolism alone, their soul pushing their body along where others fail. Food, Drink, and Sleep are not required to sustain a Virtue but they still suffer from abstaining. Starvation, Thirst, and Fatigue are still experienced yet they will never perish from these. Virtues are capable of engaging in a Forced March for twice the distance of a descendant of peak fitness before physical and mental exhaustion takes effect. Even then they may still march indefinitely through the night until the next day. By this time however their physical and mental state has a significant effect on their combat effectiveness. 3.7 Age: Age is something that only exists in aesthetics for a Virtue as they can wither or rejuvenate at will. See Abilities: Shape Shifting. -Virtues do not die from old age. 3.8 Feral Form: Hunger for descendant flesh and sin-eating consumes the forces that maintain Aerial’s binds and at a critical point the curse consumes the excess animus that maintains the bind. This causes a rapid unwinding of the Virtue’s being into ferality, and once this happens the Virtue is effectively a corpse marionetted by an angry and starving curse. Their body will break out in dirty looking fungal patches, their skin discolors akin to livor mortis, and they gain an awkward gate with their limbs hanging haphazardly about as though they were held up by a rope attached to their spine. [The feral form is not meant to be a punishment for underperforming. It is supposed to be another episode in a character’s story and add a tangible note to the dark baggage that the holy angelic Virtues are meant to carry.] -When triggered in CRP or via Sin-Eating/Sin-Eating exploitation: The feral player will be required to attack the nearest visible target, to include forced betrayal. Any shapeshifts will rot and fall off instantaneously. If armor is worn the feral Virtue will spend their [2] stunned emotes tearing it free with inhuman strength. If armor is not worn the feral Virtue transformation takes [1] stunned emote. -When triggered via starvation for descendant flesh/timer expiration: Virtues are known to express burrowing syndrome, seeking shelter and isolating themselves in the final moments before unraveling. During this process they will have stripped themselves of armor. -Virtues cannot turn feral due to timer expiration in the presence of other players. -Virtues cannot wear armor of any form while feral. 3.8.1 Unwound: Feral Virtues are unable to access their magics and abilities. Direct strikes from pure gold weapons will scorch the Virtue as though the weapon was molten metal. Holy magic that would induce pain as though it was gold would instead strike as though it is fire. Slayer steel and anything reduced or non-committal is ineffective. -Pure Aurum and Pure Argentum affect Feral Virtues as though they were heated to the point of glowing. Magics that deal “Aurum” damage act the same. -Slayersteel and other alloys are completely ineffective. 3.8.2 Mindless: Ferals lose higher orders of thought and reasoning, only seeking their next meal. They cannot use weapons or tools nor do they experience self-preservation. Fear nor Calm can be induced in a Virtue, instead they experience fits that last as a stun for the applicable amount of time. -Feral Virtue’s cannot communicate nor express higher reasoning nor can they be made to feel any emotion, with the exception of rage. 3.8.3 Head and Heart: Feral Virtues are easily dispatched by destroying the head or heart. -Destroying the head or heart is an instant kill. Feral Virtue’s cannot die by any other means. 3.8.4 Teeth and Claws: Feral Virtues manifest teeth and claws that are capable of rending medium armor. 3.8.5 Limbs and Joints: Feral joints twist at unnatural angles and the snapping of bones seems unable to impede them. Feral Virtues limp, flail, and crawl at the same pace that healthy descendants can walk or run. -Movement cannot break minecraft mechanics. 3.8.6 Strength: Feral Virtues are lacking in striking ability, however possessing exceptional sustained strength. They are capable of dragging a fully grown Uruk, injuring by yanking on or forcing a victim’s body or limbs into unnatural positions, and bending plate. -Heavy armor may be defeated through grappling. -Damage to armor, via grapple, must be done from a significant hold or clinch. A Feral Virtue cannot full arm extension tear a chest plate off with a single finger. 3.8.7 Voice: Feral Virtues can not speak meaningfully and are only capable of making guttural moans. 3.8.8 Scent: Feral Virtues emit an intense scent of rotting sugar that seems to permeate even through walls. -Scent must be emoted in #RP. 3.8.9 Terror Radius: The hunger of a Feral Virtue can be felt by those with a soul. Those being stalked by a feral will experience feelings of dread or impending doom, chills, and may report seeing strange reflections or figures in their blind spots. -Illusions may not fool another player character, obscure, falsify, or act in your advantage. -Terror Radius roleplay must be emoted in #RP. = <O> = 4. Mental Description The mind of a Virtue is a complex and varied place containing both the mind space of a descendant and the reincarnation of a Fjarriauga, or whatever might remain after a melding of the two. 4.1 Personality & Identity: Virtues carry the ancient soul of a Fjarriauga, that may or may not have been churned through a cycle of reincarnations, melded with the soul of the mortal that once owned their physical body. With each incarnation it is unclear how the souls will mingle. Sometimes the Fjarriauga wins, sometimes the Mortal. Sometimes both souls exist in perfect harmony, sometimes both remain split. Of course, when an incarnation is fresh it is normal for personalities to be split as the Virtue is mastering the ins and outs of their shifting abilities and hasn’t overcome compartmentalization yet. The personalities of ancient Fjarriauga are on a wide and varied spectrum but it is easiest to gather them into two camps; the cursed and the monsters. While all Fjarriauga were technically cursed monsters they all processed their trauma in different ways. The “Cursed” hated what they had become, refused to accept it, and clung to the mortal life they were denied. The “Monsters” rejected their prior mortality and embraced life as a scourge. “Frost Mothers,” the dominant leaders of the Fjarriauga covens, were notorious for their massive egos and self-destructive habits regardless of what camp they fell into. 4.2 Language: Virtues are protected from the backlash of speaking forbidden languages and are capable of learning and speaking forbidden languages nor do they experience discomfort from reading or hearing them spoken or incite magical backlash from speaking them. However, Virtues do not have any form of auto-translation ability nor the ability to see magical code like Caecic. They must learn to speak any forbidden language like any other language. Virtues do have an understanding of Skjoleric as their ancestral language and the primary language used in the Library of Souls. The process of reincarnation also commonly grants a Virtue understanding of racial and cultural languages, such as Elvan, Blah, Aldenic languages, relevant to their background. -Virtue’s protected languages such as Draconic, Al’tarhn-Durngo, or Ilzakarn must be learned through RP. -Caecic is not a language that can be learned by Virtue’s. 4.3 Reincarnation: Prior to acceptance Virtues may receive OOC consent from the player of a dead Virtue or Frost witch to use their soul as a basis for their character. Otherwise, it’s encouraged for players to create an NPC soul from the original frost witches of Skjolder or the realm-wide diaspora as a creative prompt that delves into the history and expanded lore of the server. -NPC Souls that stem from a played map must be from an older, no longer played, map. -This may not be used to obtain meta information. = <O> = 5. Abilities Stemming from inherent designs in the soul the Virtues possess two primary abilities and despite their fantastical nature they are considered to be non-magical. Virtue’s still learn how to better control these abilities as they mature in the same way an adult athlete has more ability than an adolescent athlete. Tiers are used to represent this learning process and natural blunders as they progress from Junior to Senior. 5.1 [C] Shape-Shifting: It would be insane to release the ability for Fjarriauga to shift on the world again, yet this ability of infiltration would be foolish to waste. In Aerial’s design of the Virtuous metanoia identity is a bound and shackled concept. Forbidden from descendant disguises their bodies morph in other ways that allow them to sow deceit amongst the dark legions and show them the same fear they inflict on mortal nations. 5.1.1 Shifting – Virtues are natural shape shifters, and although barred from concealing their identity, freely control their appearance. The original powers of the Fjarriagua were altered by Aerial such that they can pass as creatures. Because of this it’s easier to establish limits on what’s possible. Virtues cannot change their identity, with exception of rules in duality and metamorphosis. Due to limits placed by Aerial the Virtue, Johnathan Q. Public, will always be recognizably Johnathan Q. Public so long as they have a descendant form. This may end up being J.Q. Public but blue, J.Q. Public but their face is all messed up, J.Q. Public but a dwarf, but it is always J.Q. Public. The only exception is when the creature the Virtue is attempting to pass as isn’t recognizable as a descendant in the first place. Virtues must have a humanoid form. Virtues may have additional appendages or protrusions, such as arms, wings, and tails, but all of these features are useless. The additions will be too weak, too fragile, and experience tremors when fine-motor control is required. The additions also cannot “disappear” to dodge; however, they are not important and can be cut off without incurring mortal injury or soul-leak. This is still as painful as any other injury. Elaborated on in Duality and Metamorphosis, Virtues may have an identity with orc strength. Orc strength puts limits on magical casting abilities. Virtues without orc strength have a size and weight range of the shortest halfling to the tallest elf. (2’0” – 6’6” and 30lbs – 300lbs) Virtues with orc strength have a height and weight range of an Uruk. (6’0” – 8’0” and 350lbs – 650lbs) Virtues may have deadly teeth and claws with the strength to rend light armor. Virtues skin, hair, eyes and any part of the body within the humanoid limits is capable of changing color, texture, and pattern. They may wither to look like a mummified or decaying body, they may grow fur and take the form of a Kharajyr. When a Virtue isn’t concerned about hiding their shifting can also be fantastical and free form. A tattoo may animate on their skin, their mouth may become monstrous while shouting threats, and many more uses that are mostly limited by creativity. [0 Emote] – Small uses of shifting require no dedicated emotes. This allows Virtues to express shifting emotively or as flavor. [1 Emote] – Adding or removing appendages or protrusions and size changes require the use of a dedicated emote. Changes that involve most of the body (such as turning red to become demonic or becoming furry to become a werewolf) require the use of a dedicated emote. Teeth and claws may appear together, but still require an additional emote. Changing multiple components requires an additional emote per. For example, a Virtue that’s human in appearance to take the shape of a Musin would require an emote to change size and an emote to become furry. Situations may exist where the line is blurry or a player decides to not recognize you. If in doubt, always SREQ. Only claws and teeth may be effectively used for combat. During size changes weight is not conserved. You can not roleplay a 2ft tall 300lbs mass anomaly. Weight may be in excess of limits but this must be played as body fat and does not grant hyper muscles. Virtues shifting cannot be used to heal nor dodge. Virtues shifting cannot be used to create Chameleon like active camo. Virtues are granted no inherent knowledge of how any creature functions. They are merely copying what they see and presenting a farce. 5.1.2 Mimicry: Strange and interesting, inserted into the soul by Aerial herself, is the ability to vocally mimic sound. Intended to allow them to speak with ghostly moans or demonic growls, it's also found greater situational use making animal calls, mimicking the sound of footsteps, and even in leisure making the sound of instruments. Mimicry cannot produce sounds loud enough to harm the ears or break a mages focus. Sounds always come from the Virtues mouth and cannot be made if something is impeding speech. Mouth covered, choked, underwater, etc. 5.1.3 Duality: The melding of two souls leaves the capacity for two soul blueprints. This does give the Virtue the ability to have a second face while infiltrating dark covens; however, their duality is an extremely important aspect of a Virtue’s identity. Notably, Aerial suppressed changing of identities, yet mind-body dualism where the soul’s precedence causes the body to follow. Switching can also bring significant changes to stature and strength, which allows one or both identities to have orcish strength at the loss of limiting spell craft. Spell limits are attached to specific spells under 9. Spells. [4 emotes] The Virtue allows their soul to churn, their mirrored half rising to the surface and the body following shortly after. [Tier 1]: Inexperienced Virtues fail to overcome the divide within themselves; some may not even realize the other part exists. Identities and memories are compartmentalized. The virtue effectively has a split personality and cannot recall the activities of the other. [Tier 2]: Sophomore Virtues have learned to break down the barrier between minds and share experiences between parts of themselves. [Tier 3]: Virtues have mastered their soul and no longer experience compartmentalization between their forms. At this point either the Descendant or the Fjarriagua have conquered the other, or the possibility that both melded together in a harmonious binding. It is optional for players to choose to never overcome compartmentalization and still progress in the tier. - A short note about each identity, if one or both has orcish strength then that must be marked upon the CA. 5.1.4 Metamorphosis [Tier 3]: Master Virtues have the insight to look within and confront deeply held unease or dissatisfaction they have with themselves. Entering a state of reclusive meditation, they obliterate an identity and form a new one in its wake, seeking catharsis. Due to the emotional consequences of this act the Virtue can only perform metamorphosis once every [3IRL] months. 5.2 [C] Sin Eating: The curse of the Fjarriagua has historically been ever potent, something with a wickedly tainted persistence for when Ordnarch was sealed in the Kalvarak it evolved on its own and fueled itself, then when Wyvurn was cleansed, it leached from his heart once more. This trait is a key factor in Aerial’s design and a main factor that convinced her the creation of Virtues was more beneficial than risking the path to deicide. The curse, bound and lobotomized by Aerials craft, is still as resilient as it ever was in the peak of its days. Affliction, curse, etc. that aren’t inherently resisted by the Virtue can be pulled though the soul to be devoured and destroyed by the curse. Spiriting away any of the three forces of living will coax the curse's self-empowerment. Either of these processes are extremely painful for the Virtue and have potentially deadly consequences if abused. General – [Mechanics] The curse overcomes and purges that which ales the Virtue, whittling away at the binds placed by Aerial. With each use patches of mold break out on the Virtue’s skin and the tell-tale scent of rotting sugar permeates the area. After the third time Sin Eating has been used, the Virtue will turn Feral. Feeding resets this counter. Self – [Mechanics] [2 Emote] [Activate, Stunned] The Virtue cleanses themselves, mold and scent signaling that the ability has been used. immediately afterwards mind breaking pain wracks the Virtue with such intensity that the only actions they can reasonably achieve are to writhe and scream. This lasts [1] emote. Should the Virtue be forced unconscious through any drain or magical reason the ability automatically activates. This is an exploit to force a Virtue to turn feral. Peer- [Mechanics] [3 Emote] [Connect, Stab, Stunned] The Virtue employs their Anathema Blade to thrust it into a patient, pulling what Ale’s them into themselves as the signs of the ability appear. The Virtue is then wracked with intense pain that keeps them stunned for [1] emote. Peer usage of Sin-Eating cannot heal any form of Draining. Tier 1 – Initial – Self – The Virtue consumes all that afflicts it, boon or bane, without control. If multiple afflictions are cleansed then it shall count towards that many uses of Sin-Eating. This makes it likely to accidentally go feral. Peer – Utilizing the Anathema Blade the Virtue uncontrollably extracts and purges all mundane afflictions. (Disease, Poison, etc.) No matter how many mundane afflictions pulled at a time this only counts as a single use of Sin eating. The Virtue gains no information about afflictions. Tier 2 – Intermediate – Self - The Virtue at this level has gained the ability to be selective in purging their own soul, allowing the Virtue the choice to single out afflictions on their soul. This is not picking and choosing from the effects or symptoms, but pulling out a chosen root cause. Peer - The Virtue at this level can pull magical afflictions from a patient. They do not yet have the ability for selection and will attempt to pull all afflictions that may be pulled out. Tier 3 – Advanced – Self - The Virtue, if rendered unconscious through magical means, will now selectively eat only the cause. The Virtue can also now determine limited information on the afflictions I.E. Caused by voidal, undeath, demonic, alchemical, or other vague categories that may exist. The virtue can allow themselves to be affected by alchemy and is even capable of holding. Peer – The Virtue can selectively pull afflictions from patients and determine vague categorical information. -Scent and Mold are the tell that a Virtue has consumed uses of Sin-Eating and must be Emoted. -CA’s and MA’s that are allowed to be cured by “Holy magic” or “Alchemy” may be cured by Sin Eating, this however will always consume 3 points of hunger and cause the Virtue to turn feral. Failing to survive the disconnection/curing attempt is considered a failure and you return to your CA/MA through applicable respawn rules as though you were slain at random. -Sin-Eating can affect disconnection sickness and shelved lore effects. This does not include blacklists from magic. Ex. If John belonged to a shelved magic and the shelving lore made him very sad, a virtue can relieve that. If John was disconnected from a magic and this bans him from getting that magic back and makes him very sad, a virtue can only relieve the sadness. -Sin-Eating can purify up to 6 points of corrupted dragon's flame per sin-eating use. This is to strike a balance between the usefulness of a Virtue and the importance of Nephilim culture. -Sin-Eating can calm the Touch of Jophiael. 5.2.1 Holding [Tier 3]: The Virtue is now capable of holding alchemical effects for up to 12hrs. This only applies to alchemy that is consumed and affects the body. For example, a portion of fire breathing or a bowie cloak are not applicable. Holding cannot be pre-loaded, preventing alchemical buffs from existing across multiple combative encounters. Holding costs a use of sin-eating and still triggers the painful self-stun. Holding also allows a Virtue to permit things to effect them, such as potions, poisons, and hard beverage. -Holding cannot be pre-loaded before combat. The vastly extended timer supplied by Holding does not override this. = <O> = 6. Alignment Virtues are by their very nature in flux. A tempest rages perpetually as the dogmas of their dual creators vie for control, at times growing far too much to bear. Most find comfort in leaning into the ideals instilled in them by their distant masters, giving themselves wholly to the Tenets of Siblinghood or Innocence. Some reject the Tenets to live without alignment however there are few paragons capable of balancing these tempers to remain true to their own beliefs, fewer still that want to; there is little reward to be found in it besides personal freedom. For a Virtue a Tenet is not only a “rule” for them to follow, it is a part of their identity and coded into their very soul. In most cases they will do their absolute best to ensure their Tenet is never broken, for if it is they will be punished. A Virtue doubting their Tenet should be considered a big deal; it is in a sense wrestling with a part of the self that has either come into question or has been forcibly taken away. It is for this reason that the oft conflicting beliefs of aligned Virtues frequently bring them to blows; one will scarcely find an Adherent and a Warden cooperating for long. It quickly becomes grating between dogmatic holiness and morally flexible Virtue first attitudes. Redlines -Virtue’s may only change alignment once every IRL month. -ST must be informed of alignment changes to mark such on the character’s CA. -Failure to roleplay punishment and self-report tenet breaking may result in a temporary blacklist from Virtues and suspension of character. If you suspect you may have broken a tenet, self-report anyways. -ST may decide a tenet was not broken. It is encouraged to break tenets, and dance along the line of your gods will. This is a part of playing a Virtue. -Should any question exist about tenet breakage, SREQ. 6.1 Adherents of Aeriel Chaos Gate OST #005 - Ultramarines Chant | Warhammer 40K Soundtrack Music Still seen by Aerial as just Fjarriagua even after the restructuring of their souls (Of the Virtuous forms and so many in the heavens), Virtues are little more than resources to her. Releasing Fjarriagua souls as Virtue’s is only a concept that Aerial bought into due to their ability to absorb and purge corrupt influences, recognizing that as an individual deity she is already stretched far beyond her limits. 6.1.1 Tenet of Innocence: Never wittingly harm an innocent through action or inaction. The core of Aerial’s will on Virtues is to bar them, not command them, for the god of souls understands that her design will naturally unfurl. Through their own nature Adherents are forced to play an active role in driving out the dark, lest they starve. In the complexity of her design Virtues are not meant to form orders, instead designed to embed themselves amongst lawful orders of descendants or even among the ranks of other Aenguls. Innocence is determined through the laws of Mortal Kingdoms and their ideologies. -Aerial does not accept the death sentence for petty crimes like trespass and theft. Aerial also does not accept creeds of genocide and deals punishment for following these creeds. -Bandits, Dark Mages, and Dark Creatures are always considered Guilty. Non-Sentient Constructs, Soul-less constructs, and Animals are not considered by the Tenet. Neutral-Soul changed creatures, like Azdrazi, are also not considered by this law. Other Virtues are not considered by this law. -Tricks and lies are still effective against Adherents. The mechanism of punishment lies with the Virtue, being convinced that an innocent is guilty through a web of lies and illusions will not incur punishment. -Virtues are not forced to use Sin Eating, the risk of Ferality would only lead to chaos. -Feral Virtues do not have the presence of mind to consider their actions and are not considered “wittingly” doing anything. -Action and Inaction only refers to scenario’s where the Virtue can take direct actions. Adherents are not required to try to manipulate politics to save lives or other absurd scenarios. -If any doubt about having broken the Tenet exists, SREQ. You will never get in trouble for self-reporting and asking questions. 6.1.2 Binding: Adherents are marked with golden nails driven through their arms. Through ritual the nails place additional binds and wards on the Virtue’s soul and grant them the traits and abilities of the Adherent. -The nails may be trimmed down to fit under armor and clothing but will always be visible on bare skin. -The golden nails may turn silver in representation of aerial, but will always have the properties of aurum. 6.1.3 Ritual of Binding: The Virtue is restrained while prayers are said invoking faith in Aerial, saving lost souls, and wrath against those who would profane a soul. Aurum nails are driven through the converting Virtue’s arms as the liturgy continues. The nails then warp as they bond to the Virtue’s soul, subtly changing shape, taking on inscriptions that represent the binds the Adherent gained, sometimes turning silver, and sometimes taking on images in Gothic, Renaissance, and Baroque styles. -Non-Virtues with an approved lore book may convert Virtue’s to Aerial by following written instruction. Books may be copied but must still be lore approved. -OOC consent is not required. 6.1.4 Unholy Cuisine: Adherents do not have an additional restriction on where food comes from. So long as the Adherent was not involved in the slaying of an innocent then there is no foul in eating an innocent's flesh. Adherents are however given a blessing from Aerial that allows them to feed on the remains of undead and the unholy, further incentivizing that Adherents behave as expected. 6.1.4.1 Spectral Stasis: Knowing of the ranks of ghosts and other creatures that demanifest when slain, Aerial grants an additional blessing that forces freshly fallen creatures that would normally demanifest to be preserved in stasis. This allows Adherents to feed on creatures such as Ghosts and the Infernal. -Spectral Stasis only applies to CRP and roleplay following CRP. 6.1.5 Punishment of Burning Nails: Virtues being a self-empowering creature are not able to be “disconnected” like in the typical cases of deific magics. Instead aligned Virtues are punished. Invoking the weakness of the ancient Fjarriagua, the breaking of the Tenet causes their aurum nails to heat up to glowing temperatures, scorching the Virtues flesh yet somehow only causing superficial injury. This punishment will also cause soul leak from every aurum nail that has pierced them. In addition they lose access to every spell except weapon summoning. This punishment is devised to force the Virtue into hiding or to face their peers, be they mortal, Virtue, or otherwise. The punishment lasts [1] irl month. -If in doubt of Tenet breakage, sreq. -SREQ to mark the date of tenet breakage on your CA. 6.1.6 Aerial’s Craft: The Virtue gains access to alignment specific spells. See 9.8.1 Aerial’s Adherents. = <O> = 6.2 Wardens of Wyvurn Halo 3 ODST - Light Of Aidan From a need for separation Wyvurn agreed to have the Fjarriagua removed from his realm, still the desire to give reparations to the so many souls he, or Ordnarch, was once responsible for corrupting has led to a great many ways to handle a Fjarriagua’s soul. The Tal'kron'ur'dwedohinmar is a monument built to honor the history and the suffering of the witch even though it's used by Aerial as a device to treat corruption. It’s a bittersweet moment to see the Fjarriagua so close to release yet stopped so short and forced into a cycle of reincarnation. Grieving a little with each cycle he crafted a bind for himself as Aerial did. 6.2.1 Tenet of Siblinghood: Assist thine siblings in need of aid, regardless of dogma or creed. Wyvurn’s will is to ease the suffering that follows the Virtues by laying such a task upon those that bind themselves to him. His agents do what they must to ease the creep of ferality and the suffering that follows them. Thus, he commands that no Virtue be allowed to die nor should any virtue be allowed to remain feral. -Wardens are required to intervene should a Virtue be at risk of being slain, regardless of context or relation. This does not include preventing a Virtue from heading off on a dangerous adventure or something of the like. -The Tenet does not stop a Warden from striking, detaining, or otherwise harming another Virtue. Only from killing. -Failing to prevent the death of a Virtue does not break the tenet, so long as they acted. -Wardens are required to act on identifying a feral Virtue. Failing to treat their ferality does not break the tenet, so long as they acted. 6.2.2 Binding: Wardens are marked with a small ferrum plate that is bound to their chest through ritual. The plate places additional binds and wards on the Virtue that grants them the traits and abilities of the Warden. The plate is blackened with black oxides that protect it from corrosion and sculpted in Norse art styles that call back to Skjoldier. -In regard to women the plate is always attached high enough for interaction without invoking FTB. 6.2.3 Ritual of Binding: A Ferrum plate with barbed metal prongs is prepared and pressed into the Virtue’s chest. Then the plate is hammered into the sternum while a dirge is sung that invokes the untold dead slain by the Witch, the lives ruined by the curse, and the reincarnation of the Virtue’s siblings. As the dirge is sung the plate warps, darkening with a black oxide and twisting into a work of art. The barbs twist, securing the plate by digging into bone. -Non-Virtues with an approved lore book may convert Virtue’s to Wyvurn by following written instruction. Books may be copied but must still be lore approved. -OOC consent is not required. 6.2.4 Punishment of The Pierced Heart: Virtues being a self-empowering creature are not able to be “disconnected” like in the typical cases of deific magics. Instead aligned Virtues are punished. Invoking the somber image of the Valkyr that hover about the heavens, the breaking of the Tenet causes a spike of ice to grow from either side of their plate, causing a long spear of ice to impale them through the chest. As painful as it should be, this only causes the Virtue superficial injury. This punishment will also cause soul leak from both sides of the torso, where they are pierced, and seals them from every spell except weapon summoning. If the spear is to break for any reason it immediately grows back. This punishment is devised to force the Virtue into hiding or to face their peers. The punishment lasts [1] irl month. -If in doubt of Tenet breakage, sreq. -SREQ to mark the date of tenet breakage on your CA. 6.2.5 Wyvurn’s Craft: The Virtue gains access to alignment specific spells. See 9.8.2 Wyvurn’s Wardens. 6.3 Unaligned Without any additional binds a Virtue has no obligation to any tenets, yet they will gain nothing from this and garner no favor from any deity. 6.3.1 Unbinding: No special ritual exists to remove the binds from a Virtue. It is done crudely and forcefully. The items embedded in them are either cut out or pried out, resulting in injuries that will require medical attention. -OOC consent is not required. -If the Virtue dies in the attempt they return to the cloud temple with binds still intact. -If the attempt is within the [1] month cooldown or within the [1] month punishment then it miraculously fails. = <O> = 7. Magic Explanation Virtuous magic is strange among other deific magics as it does not make a call to a higher power, rather it's suppressed and held at bay by the deities that take responsibility. Instead, the already potent soul of the Fjarriagua, harnessed to overpower corruption, and the soul of a descendant to grant the Virtue a mortal body results in a quasi-deific state. With both souls “alive” and undamaged, thanks to Aerial’s techniques of Metanoia, the soul is still undergoing Metasis, or the natural tendency for Anima to be replenished. 7.1 Bound Magic: Virtues have an intimidating potential for magic that’s been restricted through binds and wards placed on their souls by their patron gods. Foreseeing the dangers Aerial’s design restricts her Virtues into the roles of common foot soldiers with nearly all their abilities taking the form of common implements of war and building from there. Marks of the potential that Virtues are unable to tap are sprinkled throughout, from spells that act independently of the Virtue, to leaking power when gravely injured. Virtues are additionally unable to become voidal mages, perhaps Aerial placed a ward or perhaps the corruption consuming nature of their soul prevents it. 7.2 The Soul Engine: Consequential to their quazi-diefic way of spell casting, Virtues draw from their excess anima to empower spells. While it is quite small compared to actual deific forces it is also continuously regenerating. Because of this Virtues in combat are subject to a tempo, carefully pacing themselves allows them to gain advantage via conservative strategies. All Virtues have a pool of [2] points that they draw from to charge spells. Each emote spent casting depletes a point; each emote spent carrying out a mundane action replenishes a point. Charged points gather in the Anathema Blade, causing it to glow and writhe more intensely the more energy that has been built up. Any cast depletes the entire build up. The nature of the soul engine means that spells requiring more than 2 charges forces the Virtue to perform some other mundane action or wait while their soul generates more excess anima. 7.3 Virtuous Ice: The ice conjured by Virtues is imbued with a small amount of Anima that grants spell specific properties. Once abjured the Virtuous ice simply becomes mundane ice. Because the ice is powered independently from the Virtue, once casted, the Virtue has no way to dispel it. 7.4 Entropic Mists: A component that reflects the Ebrietaes and Aerial’s subtle mark. Entropic Mists are a taste of the end and areas the mists occupy entirely sapped of heat. This loss of heat is extremely sudden, when something passes through it freezes and it does so faster than ice crystals can form. This allows living things to be thawed without causing lasting harm. -Entropic Mists cannot be put into a person or thing, restricting all abilities that utilize it into a form of area denial or trap laying. 7.5 Somatic Component: Virtues release their spells with gestures and physical motions, which may create difficulty casting while in a grapple. Generally, this means that physical restraints and submission holds are effective against a Virtue. Clinch fighting and wrestling may also make it difficult for a Virtue to successfully execute the required motion to cast. 7.6 Cold and Crush: Virtuous magic deals damage through either physical or cold effects. These magics do not trigger any additional weaknesses to magic, holy, deific, or aurum that a creature or other subject may have. Magic and creatures that are still specially affected by cold or ice magic remain effected. OOC note: This is to prevent CA/MA traits from circumventing Virtues intentionally lacking “Holy” as a damage type. Common abilities and traits have been intentionally withheld from Virtues to limit self-reliance and encourage interactions with other players. = <O> = 8. Anathema Blade Manifesting from Animus for use as a tool the Anathema blade is an ethereal snaking blade that coils down from a Virtue’s arm of choice. Starting from the forearm the blade extends roughly a foot from the hand, and as an incorporeal instrument it passes through matter. Meaning, should a Virtue think they are clever in using their shield hand as the same as their blade they would find it extends directly through the shield. -With manifestation of the Anathema Blade their soul is made bare, allowing a Virtue to press their magical will into the world, but exposing themselves to dangers in trade. Aurum, Anti-magic, Flame, and Soul-Rending all harm the Anathema Blade. -When the Anathema Blade is harmed, it puts the Virtue into an intense stunning pain lasting [1] emote and severs to protect itself. -Unraveling the Anathema Blade is [1] emote, yet it is slower than the speed of an arrow or the swing of a sword, meaning you cannot disconnect to “dodge.” -The Anathema Blade holds charged energy built up by the Virtue. If the Blade unravels for any reason all points are lost. -Deep cuts (to the bone), bone breaks, and discombobulating strikes to the head are all sufficient to interrupt the connection. -A Virtue cannot have both their Anathema Blade and other magic connections active at the same time. To perform a connection emote for [insert compatible magic here], a Virtue must first deactivate the Blade, and vice versa. -The Anathema Blade glows in the dark, bright enough to be used as a light source, though never so bright as to blind creatures or characters sensitive to light. = <O> = 9. Spells 9.1 [Tier 1] [C] Summon Weapon [Mechanics] - [1 Emote] [Connect, Cast] The Virtue summons a weapon or shield that is no larger than a pike and crudely made up of ice. Should the Virtue summon a bow or other loading ranged weapon from ice the ammunition is automatically summoned as a part of the loading/nocking emote. Only bows and loading ranged weapons have flexible, ammunition summoning, magical properties. Gesture: Hold the hand outstretched as if being handed the weapon. Bows and other loading weapons maintain their special properties until melted or abjured. Ammunition summoning does not skip loading or nocking emotes. All summoned weapons will be destroyed in [1] emote by heat producing fire. While a shield is instantly destroyed by fire it is still an effective defense at least in the moment it was destroyed. Fire cannot “carry through” or “armor penetrate” the shield. All weapons must have a historical basis and cannot exceed 3 meters in length, with the exception of the lance and the pike which may be 6 meters in length. Emplacements and siege engines strictly cannot be summoned even if meeting prior requirements. Ex. No Roman Scorpio, No Oxybeles, No Polybolos. All summoned weapons follow the rules laid out in Techlock - Armaments No additional magical or casting actions can occur in the same emote as summoning a weapon. All other mundane actions are according to current Server Rules. Weapon summoning is considered equivalent to drawing a weapon. 9.2 [Tier 2] [C] Ice Archer’s Steak [Mechanics] - [2 Emotes + 1 Cooldown] [Connect, Charge, Cast, Recover] The Virtue gathers energy in their Anathema Blade before stabbing it into the ground. A [3] meter wide, [1] meter long, [1.5] meter tall field of spikes grows in front of themselves or an ally within [15] meters. The spikes are angled and positioned to kill cavalry while, with a struggle, infantry could climb through. Gesture: Stabbing the ground with the Anathema Blade. Cavalry cannot cross the steaks. Infantry must take [1] Emote of focused effort to navigate the steaks. The steaks do not block ranged attacks. The Virtue must be able to touch the ground with their hand to cast. There must be no gaps in the ground between the virtue and their target. Cannot be used with Orc Strength. 9.3 [Tier 2] [C] Glacial Pavise [Mechanics] - [2 Emotes + 1 Cooldown] [Connect, Charge, Cast, Recover] The Virtue gathers energy in their Anathema Blade before stabbing it into the ground. A vertically standing slab of ice that cannot be greater than [2] meters tall grows in front of themselves or an ally within [15] meters of the Virtue. The slab is normally shoulder height of the person it was summoned to defend. This slab mimics the function of a pavise with a notch to rest a crossbow and may even have a cutout to rest a spear. After casting the Virtue cannot begin casting again for [1] emote. Gesture: Stabbing the ground with the Anathema Blade Glacial Pavise will be destroyed in [1] emote by heat producing fire. While a pavise is instantly destroyed by fire it is still an effective defence at least in the moment it was destroyed. Fire cannot “carry through” or “armor penetrate” the shield. Cannot be used with Orc Strength. 9.4 [Tier 2] [C] Imbue [Mechanics] - [2 Emotes] [Connect, Charge, Apply] Alt. [Additional Charge, Cast] Virtues can Imbue any held weapon (or shield) with magical properties, or add additional properties to their spells. By focusing energy into their anathema blade then swiping their hand on a weapon they imbue it with such properties, or by focusing additional energy into a spell they can add additional properties to a spell. Weapon imbuements last 8 emotes. --Frostwreath: The Virtue Coats their weapon in a fuzzy hoarfrost that freezes and brittles where it strikes, creating a weak point. Strong, direct blows to the weak point will cause armor to crack, and stone-like armor will find they take an additional “Hit” of damage with each strike. Ice Archer’s Steaks: The steaks will be coated with a fuzzy hoarfrost, inflicting the brittleness to anything that crashes into them. If someone attempts to pass the spikes, they will then find that any armor protecting the lower body is brittle. Additionally, weapons that strike the steaks in an attempt to clear them will become afflicted by this same brittle-ness. Glacial Pavice: The Pavice is coated with a fuzzy hoarfrost. Weapons and solid projectiles that strike the shield will find themselves brittle. Halo of Arms: The weapons summoned by the Virtue will be coated in the fuzzy hoarfrost. Anything they strike will be afflicted with brittleness. --Ebratian Entropy: The Virtues weapon is enwreathed with a thermal entropy, leaving behind a glowing teal or pale blue glow, mists drifting down from the trail as humidity in the air freezes. Anything that passes through the trail will have all heat sapped from it, freezing liquids solid and putting out all fire. The Entropic trail freezes so quickly that ice crystals cannot form, while flesh will freeze it will not cause permanent injury and can be safely thawed. The trail cannot be “pushed” into someone, a person can only be made to cross the trail by being tricked or forced into it. Ice Archer’s Steaks: The steaks are replaced with a waist high field of entropy. The legs of anyone who tries to walk in it will freeze, and should they fall, that would be quite unfortunate. Glacial Pavice: The shield is replaced with a barrier of entropy. It stops fire and freezes water just as normal, but it is non-physical. A tradeoff for an exceptional counter to fire with the loss of any physical defense. Halo of Arms: The trail traces the path of the arms as they hover about the virtue, and traces the path to the target of the arm just as if it were an arrow. Gesture: Swiping the hand along the weapon. (No additional gestures are required to modify a spell) 9.5 [Tier 3] [C] Halo of Arms [Mechanics] - [3 Emotes] [Connect, Charge, Charge, Cast] The Virtue gathers energy into their Anathema Blade then flicks their hand back over their shoulder. A halo of [6] swords or maces appears behind their head and shoulders. The shards begin to fire themselves, one at a time, at anything entering a [6] meter radius around the Virtue. The weapons are fired with the speed of a crossbow bolt with the swords impacting with the strength of a strong human strength sword thrust while the maces impact with the strength of a strong human strength mace strike. The Arms act independently from the Virtue and the Virtue must put conscious thought into preventing the Arms from firing at allies. If the Arms are struck by fire or anti-magic they drop harmlessly to the ground, and if the Virtue loses consciousness the shards begin to fire uncontrolled until exhausted. Gesture: Flicking the hand back over the shoulder. Swords count as Piercing attacks. Maces count as Blunt attacks. The weapons created by Halo of Arms cannot be wielded. Halo of Arms cannot be used to arm a group. The weapons shatter upon impact and cannot be picked up. Halo of Arms, uncontrolled, will favor the closest target first. This includes allies. Cannot be used with Orc Strength. 9.6 [Tier 3] [C] Ice Pack [Mechanics] - [3 Emotes] [Connect, Charge, Charge, Cast] The Virtue focuses energy into their anathema blade then strikes themself with it. Any wounds the Virtue has will become packed with ice and stabilized. This may also be used upon others; however, it will lead to lethal frostbite if not treated. Gesture: Striking one self with the Anathema Blade. Heat producing fire will melt the ice, destabilizing the wound. The effects of Soul Leak will continue through the ice. The ice may remain for up to [1] OOC day. Ice Pack will not heal wounds. Ice Pack does not regrow limbs. It simply freezes the stump. 9.7 [Tier 3] [NC/C] Deific Presence [Mechanics] – [Freeform/1 Emote/Free] [Manifest] Aligned Virtues may signal to the Library of Souls that an act shall be witnessed. Unleashing an aura in reverence to their aligned god draws the attention of the Virtue’s siblings and signals them to peer through the heavens above and record what may be the finest hour. Ultimately there is no practical combative function for this as it's just an aesthetic display, except possibly as a bluff or to draw attention. Manifesting of one's Deific Presence is necessary for one's plea to be heard, making it a requirement for the Virtue creation ritual. (Deific Presence does not consume Anima nor does it require the Anathema Blade) (It may be chosen to reveal any number of components of the Aura) Aerial – Adherents may signal Aerial’s influence with the manifestation of an aura of Silver Flame, a Silver Halo may appear about their head, and Silvery feathered wings may appear. Wyvurn – Wardens may signal Wyvurn’s influence with the manifestation of an aura of snow flurries, eyes that glow an icy blue that cry frozen tears, and icy draconic wings that remember a corrupted past. 9.8 Alignment Specific Abilities 9.8.1 Aerial’s Adherents -- [Tier 3] [C] [Imbuement] Soul Tether [Mechanics] - [2 Emote] [Connect, Charge, Apply] A tether extends from the Virtue’s Anathema Blade, attaching to a held weapon or components of a spell it was imbued into. When attached to a weapon it may extend up to [20] meters at the speed it is thrown. The Tether retracts at [2] meters per emote. Weapons attached to the tether gain the ability to touch spectral entities and the Virtue acts as an anchor point regardless of the target's weight. The tether is made from Entropic Mists and will freeze what crosses it; however, it will not freeze anything it is pulled through nor does it leave a trail. Reloading ranged weapons will have tethers attached to each of their projectiles. --Ice Archer’s Steaks: The tether will be attached to the steaks; a strong yank will pull the steaks down. --Glacial Pavise: The tether will be attached to the Pavise; a strong yank will pull the Pavise down. --Halo of Arms: The tether will be attached to each weapon, once a weapon has launched it behaves like any other weapon that’s been attached to a tether. Note: Soul Tether does not grant a sticky trait. Virtue’s will have to find some other means such as a hook. -When the Tether moves it behaves physically, somewhat like a rope with tension on it, preventing it from passing through. The Tether cannot be swung through anyone or anything to freeze them. -While the Tether is still it behaves according to typical Entropic Mists and Entropic Mists redlines. [Tier 3] [C] Rancor [Mechanics] – [3 Emote] [Connect, Charge, Charge, Cast] A wave of entropic mists splays out [5] meters wide, centered on the Virtue. ([2] meters outwards from either side of the Virtue.) The Virtue charges forwards [4] meters, carrying the wave in their wake as the mists for images of rage; Charging infantry, cavalry, or even images of the damned spirits that rage against the Valkyr and other Ebrietain influences. The wave crashes with great force, shoving back even Ologs and Golems. In its wake a field of entropic mists that lasts for [8] emotes. Should a target not be able to be pushed out of the waves path the entropic mists will not appear directly at their feet, but it may still surround them. Being crushed between the wave and a solid immobile object (such as a wall, or a tree) is likely the worst possible outcome that will knock the wind from your chest and may even result in concussion or bone fractures. For a construct it would be akin to receiving a [2] hammer strikes to the torso. Gesture: Splaying out both arms then dropping the shoulder as if to tackle. -Cannot be used while Mounted. -Cannot be used with Orc Strength 9.8.2 Wyvern’s Wardens -- [Tier 3] [C] [Imbuement] Rimefrost [Mechanics] - [2 Emote] [Connect, Charge, Apply] The Virtue coats their weapon in a dense Rimefrost that binds to what it strikes, causing the weapon to firmly stick to a target. Incidental contact will not yield any results with a deliberate strike being required. It takes [2] emotes of deliberate effort to free a person or thing from the sticky bind. --Ice Archer’s Steaks: The steaks are coated in dense sticky Rimefrost. Anything that attempts to cross the line of steaks will become stuck; however, ranged attacks still pass freely between the steaks. --Glacial Pavise: The Pavise is coated in dense sticky Rimefrost. Attempting to climb the Pavise will result in you becoming stuck. Any weapon or projectile that strikes the Pavise will become stuck. --Halo of Arms: Each weapon is coated in a dense sticky Rimefrost causing it to stick when it strikes. Afterwards the weapons behave just as any other weapon when Rimefrosted. [Tier 3] [C] Wyvern’s protection [Mechanics] – [3 Emote] [Connect, Charge, Charge, Cast] The Virtue summons an ablative armor made of flexible polymorphic ice. The weight of the armor weighs on the Virtue as much as heavy armor, reducing their sprint movement to [6] meters. If heavy armor is worn the armor only protects for [2] hits before cracking. If medium armor is worn the armor only protects [4] hits before cracking. If light armor or less is worn the armor only protects [6] hits before cracking. Blunt strikes count as [2] hits. Hits are only accumulated per spot, and armor only cracks per spot. Meaning you have to strike the chest X times to break a hole into the chest. The nature of the armor’s flexible polymorphic trait means that wrestling the Virtue down and inserting a Rondel into the armpit wont work, but the ice is the same as all other Virtuous Ice. Exploiting the traits of Virtuous Ice can create an icy prison for the Virtue. Gesture: Bringing a fist over the chest. -Cannot be used with Orc Strength. = <O> = 10. Reliquaries Devised to strengthen the ties between Virtues and the mortal public, a Virtues Reliquary is an artifact that channels the Animus used by Virtues to complete rites and create wards. Most often taking the appearance of religious iconography, a Reliquary is a gilded and extravagant ritual item. Only two components are required to create a Reliquary, bones and gold, however other components may be used in addition for artistic flair or cultural reasons. Reliquaries must be publicly displayed to function, leaving them vulnerable to being stolen (unless a building) or destroyed as they are only as strong as their key materials (bone, aurum). -When stealing a Reliquary an SREQ must be made at the scene of the crime with proof of roleplay and another at its destination. -Thieves must be able to reasonably move the Reliquary based on its size. -Destruction of a Reliquary requires a minimum of 3 emotes in #RP and proof of roleplay provided in SREQ. 10.1. Creation: The majority of the process is traditional craftsmanship, creating art from bone and gold. It's once the item is complete that the Virtue begins any supernatural work. Praying at the relic the Virtue opens their soul to it and allows for a portion of the Animus to become trapped within. Adding fervor and meaning to their prayer the Virtue captures their emotion, coding it into the Reliquary and granting the ward. Taking a portion of the Virtue’s soul triggers a use of sin-eating and brings the Virtue one step closer to Fertility. -The creation of a Reliquary advances the Feral ticker by one. -Can be learned at any tier and isn’t required to progress in tier. Knowledge of Reliquaries is required to possess a TA. 10.2 Size & influence: Reliquaries hold more influence the larger they are in size, the trade off being attention garnered by increasing extravagance. A trinket sat upon a desk draws much less attention than the centerpiece of a temple. The radius of a ward is always measured from the center of the Reliquary. 5 Block Radius: Trinket Size 10 Block Radius: Chest Size 15 Block Radius: 3x3x3 Dedicated Build 30 Block Radius: 6x6x6 Dedicated Build -Builds may be larger than 6x6x6 but will not increase radius larger than 30 blocks. Writers note: I recommend taking inspiration from Catholic reliquaries for descriptions of these artifacts. I was directly inspired by the Skull of Saint Mary Magdalene. 10.3 Rites – Rites are tasks which Virtues can accomplish at any Reliquary. All Rites are non-combative freeform rituals that require prayer while the Virtue dumps Animus into the artifact. 10.3.1 [NC] Rite of Regrowth The flesh of a Virtue is rumored to have unrealized value, their bodies and magics are valued for a unique potency when harvested by dark magics, they are known to cannibalize their own kind and they are expected to carry out missions few others can. The separation of limb from body is common for the Virtue and while some choose prosthetics to deter the flesh harvest, a rite exists to support Virtues. [Mechanics] – [Ritual] The Virtue places their hand on the Reliquary, their animus channeling down their arm, and begins to pray for themselves. In the absence of an arm, leaning on the Reliquary works. In the absence of a tongue or jaw, prostration works. After completion of their prayer the Virtue must rest in the effective proximity of the Reliquary for several [IC] hours to begin the process. Flesh will slowly begin to reform and heal the wound, or regenerate the missing parts. Limbs and eyes will take [1] OOC week to regenerate. Fingers, noses, teeth, ears, etc. and lesser wounds take [1] OOC day to regenerate. -Wounds must be stable before healing can commence. -Prosthetics must be removed before healing can commence. 10.3.2 [NC] Calling the Library Tal'kron'ur'dwedohinmar, the Library of souls, holds first person accounts of history reaching back to nearly the start of all recorded history. This wealth is maintained and added too by the souls imprisoned within. Whether it be in service to the descendants or for an Virtues own reason requests can be made to their siblings for information to be compiled, summarized, and delivered. [Mechanics] – [Ritual] The Virtue prays in the vicinity of a reliquary and makes a request to their siblings in the Tal'kron'ur'dwedohinmar. The Virtue will later return to the same reliquary and pray once more, and wait with an open blank book, parchment, or other form of recording. If the knowledge was prepared and gifted to them then their hand will auto-somatically begin writing the information. -RP is meant to be done in two parts, the initial prayer when an /sreq is made and the second prayer when the /sreq has been answered. -If the player knows the information OOCly then said information will be linked in a /sreq and asked to the ST for permission to obtain the information IC. -If information is not known OOCly then it should be a request for information that only ST would know. Ex: past events, prophesy for future events, or lore injections. -Players should mention the applicable Event ST when requesting event specific information. -All Anti-meta redlines must be followed. -Information concerning playable and non-playable realms may be recalled. More scrutiny will be placed on past played realms. Example: Historical events, Figures, and Cultures are all fine. However specifics about player characters and orders are vague. The existence of the White Rose may be recalled, but its roster will remain unavailable. 10.4 Warding – Wards may be placed on Reliquaries to grant an influence over their surrounding space. Only one ward may be placed on a reliquary at a time. 10.4.1 [NC] Grave Ward [Mechanics] – [Location Effect] A Grave Ward ensures those left to rest under its protection are thoroughly within Aerial’s grasp. Bodies interred within its area of effect cannot be risen as undead. This does not stop players who do not OOCly consent from submitting CA’s for undead creatures, there is no intent on dampening any players experience. The point of a grave ward is to deter necromancers from raiding protected grave yards and crypts/encourage players to build places of final rest by allowing them to be protected. 10.4.2 [NC] Healing Ward [Mechanics] – [Location Effect] Healing wards promote good health and recovery to those resting under its protection. Wounds are less likely to fester from infection, pain and discomfort is noticeably relieved, and deadly wounds are more likely to stabilize. -This CAN save someone on the brink of death from dying, should they be brought into the area of influence swiftly after battle. -This will not grant deadpool healing or immunity to poison or disease in CRP, in fact its effects are NULL in CRP. 10.4.3 [NC] Faith Ward [Mechanics] – [Location Effect] Faith Wards reinforce acts of faith that occur in its area. This ward grants players freeform aura’s that manifest during religious ritual. The aura responds to religious artifacts, prayer, acts, etc. Specifically its belief and faith held deep in one's soul that resonates with the Ward. -Aura’s cannot physically interact in any way. 10.4.4 [NC] Winter Ward [Mechanics] – [Location Effect] Winter wards prevent injury and disease from exposure to the Cold. The ward however provides no warmth, just an immunity to death via freezing. = <O> = 11. General Red lines/Restrictions 11.1 Compatibilities and Incompatibilities -Virtues may be poached for dark CA’s. The requirements behind this is a ritual that forcefully captures or modifies a soul. Doing this will cause an interrupting concussive blast (that does not stop the ritual) as the Fjarriauga component is ripped away. The new dark creature will be made using a blank soul making it as though the creature was completely born anew. -Virtues require an amendment adding an alignment to connect to deities, unless its a deific magic specifically designed to allow use by other deific magic users. This should provide a pact or cause detailing reasons for deities to cooperate. -Virtues are incompatible with: All voidal magics, Druidism, Shamanism, Heralds, Templars, Naztherak, Necromancy, Mysticism, Blood Magic -Virtues are compatible with: Seers, Palmreading, Bardmancy, Golemancy, Kani, Housemagery, Arcane Displacement, Tawkin (except Klones), Sorvian Sculpting, Animatii craft. -Becoming a Virtue costs 3 magic slots. 11.2 Teaching and Community -TA holders are expected to maintain a community teaching culture, providing instruction on Techlock Based CRP and technicalities that may occur from Sin-eating, Shapeshifting, and Feral RP. Failure to maintain this culture will result in mass TA purges. Virtues that do not want to participate should not apply for a TA. 11.3 General -Virtues are subject to default server respawn and all applicable rules. -Becoming a Virtue may never be reversed nor can a cure ever exist. -Virtues cannot be younger than 16, as per server rules, nor can any shape shifting ability be used as a loophole. -Virtues that receive a magic blacklist will be forcefully shelved for the tenure of their blacklist. -Virtues are not gender locked. = <O> = 12. Tier Progression Virtues use a three-tier system with longer progression times. Spells unlock with each tier while innate abilities progress. All spells are required to be taught in person and learned to progress. Innate abilities only require OOC guidance from a teacher to permit a “blunder” style of RP, teaching may still be done. All Tiers and progressions are attached to applicable spell/ability. Tier progression may be shortened by [3] weeks in a tier by going feral. T1 – [6] weeks are spent at this tier before progressing. T2 – [6] weeks are spent at this tier before progressing. T3 – The virtue has reached full seniority and no further progression exists. [12] weeks should have passed before reaching this point. Extended time at lower tiers is to provide enough time to have to feed at least once at each tier. Shortened tier progression for going feral is due to satisfying experience requirements achieved through feral RP and meant to encourage feral RP. Alignment spells are known inherently upon reaching T3 + being aligned. Alignment is not required to apply for a TA nor is collecting all alignments. Playing alignment Pokémon is narratively incorrect and frowned upon by the gods! TA holders are expected to be active coaches within the Virtue community and mentor on concerns with CRP, Shapeshifting, and Feral RP. = <O> = 13. Purpose Virtues are damned souls of Fjarriauga, in the custody of Aerial, being used to empower a “Holy CA.” This lore seeks to fill the void left by the Frost Witch shelf by carving out a niche for penitent culture and heavily intrigue based roleplay. I have tuned the virtues to roleplay as a diaspora, in playerhubs, in service to other groups, and to avoid hiding away in lairs. I also took great efforts to tune their lore and mechanics to try and hit a sweet spot of being able to live in cities but also still creating complex intrigue in the holy/dark conflict genre. Large portions of this lore are inspired by my own personal frustrations with submissions that rehash old concepts without addressing any of the issues that caused them to fail and attitudes towards playerbase management. So my own goal is to use existing world lore that I love to create something new. Then since I'm given the opportunity I'm taking new approaches to teaching that are inspired by my military experience. The goal is to build players into better roleplayers by fostering a constructive community, using community teaching, providing more unique roleplay opportunities, using stronger moderation actions, and eliminating what I believe to cause toxic competitive attitudes. = <O> = 14. References Aerial Wyvurn Cosmology Skjoldier Frost Witch Shelf Dwarven Animology/Souls
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