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paladinxo1

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  1. IGN:Overlord8000 RP NAME:Grilthram hammerforge AGE:309 ACTIVITY REQUIREMENT: Clan list CANDIDATE: Alaric Grimgold
  2. When are we gonna get a lore write up for Pikmin. Its been to dang long without a good pikmin game!
  3. *Grilthram and his clan would rejoice for finally a worthy antag as come to the kingdom!*
  4. IGN: Overlord8000 RP NAME: Redwin Hamerforge CANDIDATE: Durorn Ireheart
  5. [!] Grilthram Hammerforge appearing now after so long to read the tome of his brothers and sisters of the confederation. Standing in the room of the library a place he hadn’t visited in such a long time, with the travels of the world being seen across his face. He was old now streaks of white parted the red sea of his flowing beard and his face more wrinkled and furrowed then in his youth. He would smile as he unfurled the book opening up to read the history of the confederation of hammers. Greeted with the symbol of the confederation the symbol of the silvervein and hammerforge clan the gem and fire, the balance of them both equal in standing. He would think back to when he first roamed the wildlands near santegia finding a suitable mountain home. That when he stood in the valley where the cottonwoods would settle peering up to the two peaks of what was to become azgaraz and azgaryum. He never would have thought that it would come as far as it did, and it only has through the sheer determination of everyone that has ever called themselves apart of the confederation.* [!] He would write a letter in the back of the book for those who read after him. “Of all the greatest accomplishments of our race we can attest to. Never forget our greatest strength...UNITY.” “For all our faults, and all our sins, In the heat of adversity we persevere together and together we can overcome anything.” “Be loyal to each other, Never be greedy with power, All dwarves are created equal under the guidance of yemekar. Keep the lives of your fellow dwarves above all else, and stomp out any corruption.” “Dwedmar of Azgaryum arise! Let us build the nation.” (A thank you to everyone who ever was apart of this movement. Those who built us to the peak and those who carried us through the valley. It couldn’t have made it this far without the strength and will of those who held high the banner of the confederation. When one dropped the banner another came to lift it up and so too when he could no longer bear that banner another came to share the burden until at last the banner reached its goal to forever be seen by all. A flag in the wind, flapping proudly the colors of the red,blue,and gold.)
  6. I was trying to condense the magic as best I could as it was already getting rather large in writing and scope and the key take away section was more of a like refresher on everything just covered so the reader for sure understands before moving on. I made this to be able to be read by anyone with the least amount of vagueness possible hence why I added the drawings and charts. I am really trying to redo formatting right now. Also @Burnsy I went with the multiple step process to add more areas of role play as well as more vulnerabilities to it. Lose your ring or your hefthyn stone start on a quest now to retrieve/remake these items by presenting garumdir with a great and wonderful device or prized item. The creation and maintaining of each item is just an addition to the overall possibilities I wanted to have available. Thank you both for your feed back I appreciate it and any one else who would like to chime in I need more perspectives on it. Update- I did some revisions to the format I hope this reads better than previously.
  7. Sorry about the formatting that will be fixed it looked great in google docs and I just didn’t know how to transfer it here properly and did the best I could still working on making it easier to read I know its a bit hard on the eyes but bare with me. And I can’t recall the origin of these words tbh @z3m0s I just kinda mushed cool sounding things together that sounded like it would be good for the lore.
  8. That is a fair addition and I am pro anti circle jerking. I will make some changes based on your input as to be honest its true. please excuse my formatting right now as it will be changing as I figure out how to properly import the original design from google docs. Sorry for the redlines. If any one has any questions after reading the entire document please post below and I will answer/Direct you to the place in the lore that can answer it or consider making revisions thank you. Update: @Zacho please reference the red lined addendum located under “Stones of Hefthyn and Tier Progression”
  9. All spells that would be of that size would be either for the admins to know of or something of like a siege nothing 100 blocks in scope would require a regular player to know the boundaries of and its not meant to as in it doesn't affect them( one addition to this would be the fogged lands spell but that will have a stone every 30 blocks with signs of notice.) I have no idea how to fix the red line spacing issue I am working on it now. only a few spells encompass that large of an area and those that are I have taken a great deal of time to flesh out and balance to the best of my ability.
  10. -An adventurer gazes upon the last of the remaining above ground Valdahaz stones. Credit to Jacob Rail The History of Kar’Torak The stones of Garumdir are a collection of archaic stones scattered across the landscape. Stories tell of their creation by the daemon Garumdir as a necessary protection against those who might harm his work. The creation of the first Garumdir stone, later named the Progenitor Stone, allowed Garumdir to protect the mountain ranges where his reevers worked. However, along with the rest of the world, time crumbled the mountain ranges Garumdir sought so desperately to protect. Still after all this time, a few of these Progenitor stones remain. With his measureless craftsmanship, the daemon made a smaller set of stones. These were the Valdahaz stones, the knowledge of which was given to the greatest minds of the world. These worked to ward off forces that would seek to destroy Garumdir’s creations. This knowledge helped to further the discovery of multiple magical arts. However, it would be lost to the world until recently. When the dwarves delved deep into the rat infested under-roads, they uncovered a ruined city and a Progenitor Stone, sent by Garumdir to teach the ancients the way of Kar’Torak. After many years of research comparing linguistic similarities of old dwarven to the ancient text found on the Progenitor Stone they found the stones were powered by Garumdir and unlocked through the Ritual of the Artisan. -IC None would know of Garumdirs involvement with this magic and would seek their own gods as an explanation to its happenings. Red Wording indicates the Red lines of the magic. The Ritual of the Artisan The Curse and the Cavern The Workings of Kar’Torak (magical feat) Creation/Emotes Stones of Hefthyn and Tier Progression Kar’torak Spells/Valdahaz Circles OOC Bonus track music to play while reading. CITATIONS
  11. RP Name:: Grilthram Grandaxe MC Username: overlord8000 Discord: overlord#0292 What Nation Are You Affliated With?: Urguan Why Do You Wish To Come?: To stand with my kin What Skills Can You Bring?: Rune smith, Monster fighting, Fire evo.
  12. Haha will have to do a rewrite to include that not just a reformatting so Ill need a bit more time to rearrange thing on my google doc if its not done in a week after this post I accept you guys closing this thread until I get the time to revisit the idea properly. But I am graduating this week so just need a bit more time on this project I literally just got free time this week and was planning on working on it so if the lts can work with me I can redeem this project.
  13. Will get to the rewrite this weekend. Been busy with school had to put this on the back burner for a bit but I got time now to fix it over the weekend. Also ya Figured you would have wanted to take Garumdirs magic in another direction @The_Broken_God but I just felt really passionate about making this stone magic idea hope you don’t mind me borrowing him.
  14. I am going to put some more work into it over the weekend so for now let it be known its a work in progress.
  15. Ok thanks for the input I hardly ever make lore but I was really wanting to make something like this for a while and if I should add onto it what should I add more background lore and abilities or just one of those ? and I will make sure to flesh it out a bit more never been good at formatting crap on here. Ideas here just working on the execution. when you say magical feat do you mean like a addition to existing magics ?
  16. -An adventurer gazes upon the last of the remaining above ground Valdahaz stones. Credit to Jacob Rail Kar Torak-The history [][][][][]The stones of Valdahaz as called by the various races that have seen such old ancient stones scattered around the landscape. Stories tell of their ancient history how they once stood along all the places the daemon Garumdir wanted to protect from the other god's jealous gaze of his glorious works. As the story goes the creation of the first Valdahaz stone was made to allow Garumdir to protect the mountain ranges where his reevers worked on his glorious projects in the world; However as with much in the world that time had faded and soon much that had been built was gone returning to the stone it was carved from. Still few of these monolithic structures remain somewhere in the world broken long ago but holding secrets within them of the machine god. In all his infinite wisdom of crafting and machining the daemon created a smaller set of these stones gifting the knowledge of how to create them to the greatest minds of the world from all the races. They obtained the knowledge on how to make these stones with various purposes for creating magical works of art. However this knowledge would be lost to the world for many many years until recently; When uncovered in the deep roads by the dwarves delving deep into the rat infested depths near one of the old mountains were they uncovered a ruined city and within the ancient halls found the Grand stone of Valdahaz which was sent by Garumdir to teach the ancients there the way of KarTorak. Years were spent in the mines deciphering the ancient text but after comparing the words to many ancient dwarven words long since forgotten the miners were able to understand the stone and with it the KarTorak would be made once more into existence. The stones are powered by Garumdir and the one who wishes to make them must complete the ritual of the artisan to tap into this.[][][][][][] Kar Torak-The workings Valdahaz stones come in various sizes but all have a few distinct features that must be maintained. All Valdahaz stones must be grounded in the earth or stone if they are removed the Valdahaz will stop working instantly until it is returned to the ground. All stones are works of art and are covered completely in artistic depictions of what their purpose is such as a stone used to guard an area would have various depictions of the location the races living there as well as the place needing to be protected. The stones can be no bigger than 10 feet in height as these are not as powerful or grand as those of Garumdir’s vast makings. The last is that all stones must be in a circle around whatever it is they are protecting and or powering. The circle can be no bigger than 50 blocks in circumference however they can only exist 20 blocks below the surface of the ground unless they are being used in an underground location. The only Valdahaz not to standard with the 30 blocks is the Valdahaz of translocation. The Valdahaz can be easily picked up out of the slot in which it rests in the ground and will cease to work until returning to a slot in the ground doesn't have to be the same one. The circle must have at least 3 Stones powered to work and the larger the circle the more will be required one added for every 10 blocks added to the circumference. Stone of Hefthyn The stone of Hefthyn is what defines the level of which a user has mastery over the KarTorak magic. The first stone is created when the fledgling user is indoctrinated into the order and is what connects him to the power of Garumdir. The second stone is administered once the first of the Valdahaz have been mastered and a proper craft has been presented to the master the ritual will then be started over again advancing the user to the second level of skill allowing him various other abilities. The first stone of Hefthyn (tier 1-2) Second stone of Hefthyn (tier 3-4) Third stone of Hefthyn (tier 5) First Hefthyn stone abilities can fit within second and third stone Hefthyn barriers. The first stone of Hefthyn Valdahaz of storage. – This spell allows a user to create a small portal in which to store things in and retrieve them from. the portal created is only about 1 block in size enough for small items to be put into and pulled out of the circle is made up of 3 small rocks. This portal is a direct connection to the cavern in which the user can store and or pull items from the portal and is not something that can be summoned on a whim as it takes a while for the link to be connected between the cavern and the place currently at. Nothing wider than one block can be put inside of the portal or taken out of. The portal is a stationary object and cannot be moved around once placed it must either be destroyed or left where it was made. It takes 5 emotes before the portal is ready to be opened. Valdahaz of the communicator- This Valdahaz allows a person to communicate between two locations on a vast scale. to activate the stone one user must place his hands on the stone which would then activate the other stone on the other side of connection to start blinking a blue hue until another creature places their hands on the stone which would initiate the official connection which allows the two of the communicators to hear what's going on around the stone in a distance of 3 blocks. Both users have to keep hands on the stones or else the sound will not go through and they will cease to function. Valdahaz of the untainted- This is just a simple barrier that keeps back corruption of various sorts and keeps areas clean and pure of any unnatural destruction. It by no means keeps out creatures or any thing of evil just keeps back the environmental changes that would come with taint. It was made by the old ones to reclaim areas from the chaos that once surrounded their lands this Valdahaz is made as small beacon of hope in a ever worsening world to keep refugees and other’s safe from the taint of the world. only affects aesthetic changes on the environment and keeps things unchanged so that evil cannot take root in the small area it protects it does not harm anything just is a means of aesthetically removing taint from a reclaimed area. Second stone of hefthyn Valdahaz of the elements- This Valdahaz prevents a certain element from entering the barrier such as fire, ice, lava and many other not listed here. this only prevents natural elements, not magical ones such as those from the void which can pass through the barrier as well as exist within the barrier. This barrier was only designed to keep the vaults safe from natural disasters such as volcanoes floods and the other torrents of elemental destruction the world has to offer. Only one element can be blocked for a Valdahaz circle, This blocking does not apply to magical elements. Bestial Valdahaz - This Valdahaz was created to make sure that predators and beasts would not enter the lands of the old ones. The Valdahaz can keep up to 3 creatures at bay 6 for the third stone of Hefthyn user. The creatures are depicted on the stone only those that cannot speak and are without self-recognition excluding the undead are considered beasts and are affected by this is depicted on the stone. The barrier greatly diminishes the strength of the creature and prevents it from seeing or smelling properly disorienting it greatly however the path out of the Barrier is still visible to the creature and so it has the ability to find its way out but cannot navigate properly around when inside the barrier. reduces the strength of monsters and takes away a lot of sights and smell for them that is if they happen to enter the barrier. Valdahaz of the times keeper- This Valdahaz was created to prevent the aging of artifacts and other creations. In the deep vaults of the ancients their remains their crafts untouched by time in a stasis of eternity forever on display. The time-stopping has no effect on living creatures only inanimate objects, Those within the dome of would find they could move things around as if they were in space sending objects flying weightlessly across the room however the sensation of moving through such an area would have a drag effect on your body slowing you down as though moving in water. People exposed to the barrier for too long would cease to age however once leaving the dome they would find all the time catching up with them quickly and depending on the time spent within the dome would find themselves aged to grey or turned to dust. Hunger and other needs cease to be needed the body is allowed to work from the magic of the Valdahaz stones. the stones themselves are unaffected by this and People can move unaffected within the time stasis however all objects including clothing have resistance akin to moving it through the water. The time will catch up with you when you leave the barrier or it has turned off. Third stone of hefthyn Valdahaz of the Protector. - Valdahaz of the protector was the original purpose of Garumdir to protect his servant and their creations this Valdahaz creates a larges semi-translucent dome. The Valdahaz will require no less than 5 stones that are used to maintain the shielding. The shield itself is connected to the center via a singular Valdahaz stone placed in the direct middle of the dome. To activate the dome as it is not always turned on a user of the magic must place his hands on the stone of which 2 other hand slots are located for 2 other users to join in the ritual of maintaining the dome. Once the hands have been placed on the stone it will require all concentration to keep activated and the user cannot communicate with anyone around him or move from his spot or risk deactivating the dome. With the addition of 1 user, the dome gains the ability to strengthening its shielding as well as deflect magical attacks. With the addition of 3 users, the dome will have the ability to shut down all access in o out of the dome friend or foe. The user controls who is deemed friend or foe at the control. the effects on people entering the dome would be an extreme headache and bad eyesight and coordination they would be able to see the way back out of the dome however and with time all symptoms would start to get worse and worse. The dome with one user repels all types of siege shot withstanding 8 shots from trebuchets and 15 from smaller siege equipment. With a second user that number goes up by 4 in both aspects. The Valdahaz stones cannot be placed underground unless they are making a dome for something underground they can, however, be in a tower or in the air. the Valdahaz stone repels larger siege engines and their attacks but not small arms such as crossbows and swords and the such. The Valdahaz stones can be removed and lifted easily which would bring down the whole thing so they would need to be protected and would offer a point of interest to attackers to go after. Valdahaz of the translocator- This Valdahaz allows one to teleport between the two rocks the place in question must be depicted on the stone and vice versa for the other stone the rocks will not activate if there is any kind of danger within 3 blocks of the stone and only those depicted on the stone will be allowed to use it. Both stones must as with all remain in either stone or soil surrounding the rock at the foundations. anyone can use the stones. In the old days, these would be used to move between the various underground vaults built deep within the bedrock and offered a great means of travel for the few. If there is violence of any kind is transpiring outside the stone within a radius of 3 blocks the device will stop working. Valdahaz of the Levitator - This Valdahaz allows one to lift up the ground itself into the air away from those who would seek to harm Garumdir’s creations and crafts. The stones for this are the largest of all the stones in question being about ten feet high they are depicted as the location with clouds in the background and any other various mountain ranges or details that are seen at the height of the object the stones are meant to go. If any Valdahaz is removed from its slot all will stop functioning and the land mass or what have you that is in the air will fall back to the ground. Each stone added to the circle adds 10 blocks to the circumference with a max of 50 blocks. These Valdahaz are the only advanced level Valdahaz to allow another Valdahaz to exist within its dome area. If the power is cut for any reason the entire object lifted up will come crashing down ungracefully. the stones are larger and harder to move so cannot be picked up out of the slot like the other stones but must be manually dismantled. Kar Torak-The ritual It begins with the creation of the first stone of hefthyn in which a small stone pendant/ring/or another small object with a depiction of the person and what can only be assumed his soul on the other side. With that on his body, he will begin to make his first Valdahaz stone in homage to Garumdir in likeness to the first Valdahaz stone. If Garumdir finds the stone worthy the pendant will light up as well as the stone he has just made the master will then carve and or dig a slot into the ground for the stone. This stone is then slotted in the ground next to the other KarTorak stones it connects them to the power of Garumdir but if the stones are ever moved they will lose this power to the location of the stone is kept secret and locked away in the deepest darkest vaults of the KarToraks. The head KarTorak user can restore power back to them however it will require the use of the grand Valdahaz stone kept even more hidden by the head KarTorak user and has the potential to kill the magic caster forever. The Grand Valdahaz stone is connected to Garumdir which connects to the Hefthyn stones which are all placed in close proximity to the original stone which is connected to the user by the small object they carry if any of these objects are stolen or removed or destroyed the user cannot use magic. If the Grand stone is destroyed a great price described in the red lines below will have to be paid in order to restore it and all casters will lose their power to use their magic. Kar Torak-The curse and the cavern. Most likely deep within a mountain the users of the magic gather at the grand stone which powers all of their magic as sort of a holy site for them. A cavern covered in hefthyn stones as the stones that give the magic caster's power must be within close proximity to the original Grand Valdahaz stone. This cavern is a giant vault for all things considered a grand craft the utmost secret to those who practice this magic as hoarding crafts is a compulsion they cannot control. The curse giving by the magic will compel a user to go out and retrieve anything perceived to be a work of art an exquisite painting made by a long-dead painter, The most well made clothes worn by the emperors or kings, magical devices, grand weapons, everything that was made by a creator and is considered to be a grand work of art will make a Kar Torak user go mad with greed over the object and will likely attempt to buy it on the spot and if failing they will more than likely attempt to steal it. As with most other magics the user is physically weaker from using this magic. REDLINES The magic of the stones cannot be interrupted unless they are removed from their slots. They can only exist 20 blocks below the surface of the location they are protecting unless its an underground location in which case they must be no further than 15 blocks up or down from the underground location. Chains and the like cannot be used to hold down the stones. In the ritual to re-obtain his power if his stone is stolen then he must make a new one and that will require him to go to the grand Valdahaz stone which will make the user roll a d20 with three chances if the user rolls lower than a 5 on all three the user is pked. If the Student rolls less than a 10 he must roll again and above a 10 he will regain his powers once more. The student will not be subject to the pk penalty if he dies only one who has lost his stone before.
  17. *A screen would pan over a dwarf holding a runic axe* "t'ey said meh axe was fake t'e people at t'e art s'ow told meh it was 100% real and 'oi t'ought it was till 'oi brought it tuh picks and boons and t'ey brought a runic expert in." "Now 'oi am 5000 minas, At least its a gud center piece fer meh 'ouse." "'oi t'ink 'oi will keep it." *Random false or true facts about the world.*
  18. "2200 says the dwarf needing a forge assistant.
  19. Event Planners, MC Names: Overlord8000 Event Type: Medium length event,no enforced PKs. Your Timezone: EST Affected Groups: Dwarves within the city of kaz'ulrah Event Location: Mushroom Forrest of Kaz'Ulrah Summation: Something stirs within the kaz'ulrah mountains. Below the city of stone and rock lies the mushroom Forrest of Kaz'ulrah painted blue, red , purple , and white with various tree like mushroom species. groundskeepers and miners of the city report a strange happening afflicting the once calm and safe marshy like terrain of the Forrest. Word spreads through the city as dwarven soldiers peer down upon the mushrooms from the barracks looking ever watchful for whatever lurks below. Hearing of the whispers around town Grilthram Grandaxes a seasoned dwarven slayer makes his way down the shafts to the mushy mushroom covered floor below. Making his way through the Forrest the feeling of unease grips him and he sees glimpses of something just on the edge of his view hiding with in the darkness and brush. As he goes on he can see the large dwarven ships that dock out in the ship yard its proud plumes of smoke bellow out of the cave exit into the open. as he stares at the mighty dwarven ship of stone and iron the sound of fungi being brushed aside and moved causes him to shoot back a glance in surprise. Something beckons his arrival ... he follows the sounds and movements happening upon an old mine shaft. Probably what the miners spoke of, a large sign is posted outside half broken the words read Keep O... smeared in red paint .Grilthram pushes through the entrance and below he sees only darkness but then as his gaze and suspicion of the cave starts to lower the loud crackling sound of carapace and buglike clicking can be heard along the cave walls. Deep within a hoard of small spiders pour forth from the darkness of various sizes. The hoard flows down the tunnel as the he starts to understand the full scope of the situation before bellowing out a yell himself and slamming into the mine entrance with his hammer breaking the main support beam causing the semi collapse of the entrance. The smaller spiders flow forth yet the larger ones are held back by the collapsed entrance. This will only hold them for so long, Knowing this Grilthram turns seeing what he had overlooked before from a new angle the Forrest that is just outside the mine is covered in webs. "T'is kind of infestation Must mean t'at a spider of immense size 'as laid nest 'ere 'oi must warn t'e guard and t'e miners." He would hasten his way back to inform the warriors and citizens of the gloom of the Forrest and the dangers below. The signs are here a Queen has come to take over the mountain and she gathers to her more warriors by the day. Concept Images/Screenshots Above What help do you require from the ET Actors or Builders? Building the cave entrance as well as the hulking spider lurking within and possible other not as large but still Giant spiders. a single or multiple et to attack the adventurous dwarves with foes and overall the end spider.
  20. I like it, honestly these jerks need to realize your arguments are very true. This is easy to accomplish, but let me help you out. Only you or the people you teach can make then. They must be LT approved and the LT must oversee you making them. You need to have an app made by the LT to make them. There is a five second interval between reloading and firing. The crossbow has a -3 on all rolls for accuracy. The crossbow would be difficult to carry and heavy, so only dwarves, uruks, some humans, and the odd elf can carry it. Add this in and I believe it'll be an accepted thing. The lore team are only jerks to me, not you! ^^^ this guy is my hero. Lots of encouraging words great advice and optimism. I will try to reform it when i have a chance to thank you for the great input.
  21. I am not trying to make a hand held ballista in fact this design could be as small as the gears and teeth would allow. you could make a version that a halfing could carry albeit it would not shoot as much and the bolts would be very tiny. and if you read what i stated above a cross bow that size would need to be wielded by someone immensely strong otherwise it wouldn't work. No I would ever make a crossbow that big it would just be stupid its a regular dwarven sized cross bow that shoots bolts at a higher rate than the average crossbow and bow in a short amount of time at the cost of its heavy weight and large ammo containers that make moving and transporting it loud and awkward. As well as the weapon requires one to be resting on a solid as shooting from the hip would be incredibly hard to do not to mention inaccurate. I would like some helpful ideas like hey overlord8000 how about you reduce the amount of ammo in the weapon so that its not a minigun.
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