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squakhawk

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  1. The Archdrakaar ruminated as his stomach scarred, the sapphire crystals which had punched through his gut pained him with an insidious poison as order clashed with his earthblood. He remembered the face of the vessel, ruminating as he recalled the moments in fury when he had been brutally cut in two. The face haunted him; not of the grisly scene, nor the bloodshed that followed. He remembered the face that stared back at him; it was not of Xan, but of the keeper Alberic. It was not the posession that frightened him, nor the sight of his greatest nemesis. It was not the wound that bled within his stomach, nor the pain it caused. It was the face that stared back at his. It showed no fear. It was remarkable. And terrifying.
  2. Azdromoth ruminated over the slain son of Xan, a feeling foreign and unwelcome washing over him. What was it that the keeper had that he, or his sons, had lacked? He was a petty knight of Order; swindled by an Aengul with the promise of power, or purpose. But why did he remember his face?
  3. Recap - Act 2, Truths and The Pride Hello little people in my computer I wanted to give a brief recap ICly and OOCly of our eventline so far as we wrap up it's third month and second act. This eventline has been going on since February 18th, with Act 2 beginning in late march. There's been a total of nearly 50 events and interactions between the two groups, and all have gone over smoothly. The behavior of some members was a bit iffy in the earlier parts of April, but have rounded out and cooled down since. These last two events brought together 45 and 52 unique players respectively which made me pretty happy and shows that despite a long runtime, an eventline can retain its players and popularity. I am also quite happy with how well the story is being followed. As we ebb near the end with Act 3 having only 5 total weekly events (Not including interactions/other objectives), I am antsy for the finish. This eventline is significantly different in it's charted course compared to when it started. It's developed significantly organically and changed near completely from it's original intent, strictly for the better. With active and reactive development and organic player interactions, the outcomes of this event have changed so much to be much more meaningful, exciting, and unique compared to when they started. I'm excited going into act 3 to wrap up our final few events, tie loose ends, fit in more unique and interesting interactions, and even host our long anticipated showdown finale between some really important lore figures, and even more who are finding themselves involved too. I think once the eventline wraps up I'll reveal a hand of the possibilities, story branches, outcomes, maybe. It might be fun to show the "What if"s, but it may be equally unexciting if some players view their decision as wrong, incorrect, bad, or their (or others') fault from an OOC perspective. Overall there have been times ive been exhausted, frustrated, excited, or thrilled with what some people have decided to do in events. Ultimately, it comes down to the fact I care a lot about what happens with this eventline, and with certainty, other ET and players do too. I'm looking forward to an exciting final act and conclusion to eventline ultimately in the running for the better part of a decade. Looking forward to seeing you guys again when we opening up scheduling a week from now on the 4th/5th. I hope you guys continue to have fun and learn a lot more, and even interact outside of events with all thats exciting to come. It was in the beginning weeks after the siege at The Order of The Vehement Eye when The Paladins of Xan restored an ancient artefact woe'd ruthfully by The Archdrakaar Azdromoth; The Dragon Compass. Reinvigorated and restored by The Sunforger, it revealed more than intended as the history and fate of Sordran was unveiled; splayed out to see as Azdromoth's deception corrupted the vision. But to what extent..? The Azdrazi withdrew from Tor'Galend with The Speaker, and artefact granted to them which demanded "Dii'Fahdon" - uttering the command incessantly. A mysterious visitor came to them, proposing a truth to both them and Azdromoth of what the true outcome of their war would be; something the nephilim battled heavily on between one another before ultimately deciding upon their Godhunt. Few recalled among them from their journey in the underdark the calcified corpse of a dragon, one which lay beneath the earth within so. After venturing through Seraphire's Lair and battling the Mori'Quessir, to the cost of lives and blood heavy, they saw a vision of Dii'Fahdon's final moments before finding themselves mysteriously aboveground oncemore. With The Dragon Compass revealing the location of draconic forces, Seraphire's Lair and Tor'Galend, the Crusaders of The New Triumvir ventured to visit Tor'Galend - an Azdrazi stronghold which bore a strong draconic presence. After sailing aboard their blessed vessel, they sieged the island, though to a bloody conclusion. After failing to breach the walls against the ill equipped and prepared nephilim, The Drake Satar wreaked havoc upon the xannic forces with bellowing flame that tore apart their rank. Although in his hubris, mortally wounding the wraithdrake as The Lance of Dawn broke upon his belly; forever wounding him. The Crusaders in confusion had nearly abandoned their kin, but eventually had all gathered oncemore; with many a casualty and no fatalities, they escaped the island bruised and bloodied- beaten. Although killing many nephilim, the damage done to their morale would be irrepairable. The Druii took it upon themselves to attempt communion with Taynei'hiylu, asking for aide, but found themselves speaking to something else. An esoteric and eldritch speaker, or speakers, who denied their communion; and gave them vision of the Dragaar who begged to help, but could not. But why? Only time could truly tell, whatever forces restricted her. With so, the Chosen of Azdromoth were informed of the ancient fortress and seat of Azdromoth - Tor'Azdraeth. Informed of a stubborn, hiding druidic force within that remained after his reconquest, they were given the cost of slaughtering the defended druii recklessly, or expressing caution and saving the forge. Through careful and tight battle with countless wounded, the forge was repaired, the foundries of Tor'Azdraeth coming alive oncemore to fund the war effort of Azdromoth as his kin found themselves better armed, and equipped, for what was to come. It was shortly thereafter in which a pact was formed between The Chosen of Azdromoth and his distant brother, Mordring. The Emperor Above and The King Beneath, the two struck alliance after insidious infiltration within the ranks of the nephilim; a foreboding presence upon the realm as their pact was sealed. Whilst in the midst of binding, the Crusaders breached Seraphire's Lair; learning some of what nefarious activity had taken place within. Seemingly taken over by Mori'Quessir, a scouting mission by The Sunlit Covenant lead information to the main order which had benefitted them some in the battle to come. It was brutal, bloody, as many lay wounded; in the throes of victory, The Seeker Nimue utilized The Wyrmstalker's Key upon the portal The Mori'Quessir within were trying to twist and tame; rendering it useless for any evildoers who may have sought it's purpose before. Curiously, some remaining afterward noticed heraldic tattoos upon the Mori'quessir. With the victory at Seraphire's Lair, Five paladins ventured upward to the heavens as they met their ordained father, Xan - Protector of Order and Guardianship. Words were exchanged as the Keeper-Initiates souls were measured for their worth, before the five were enkindled with Keepership; bearing the title of Itharel of Xan. With the deaths of Bolvar, Alberic, Isabel, Aer'dir, and Amelia, came the descension of Ardaric, Redwulf, Peregrine, Caliburn, and Quelana upon the mortal plane as their comets struck across the skies of Aevos to defend it below. But things would not be easier forward. The Crusaders lead another assault upon Tor'Galend after destroying the portal which had lead to the azdrazi stronghold of Gra'kul. As they landed upon the island, the forces were in disarray as they fell into an ambush; cannonfire and dragonsflame striking down paladins, templars, and druids alike as they battle was brutal. Attackers at the church gleaned eldritch warplans but were unable to successfully take the structure, taking extreme casualties while the walls of Tor'Galend withstood too breach after reinforcement from what was now the third assailment upon them. The walkway faired much better for the paladins and templars as they showed in force, crushing resistance before disengaging to help the other struggling groups. Five brave defenders held the ship against cannonfire, repairing it as it nearly sunk beneath the waves from the damage taken; able to safely navigate it with a skillful admiral within their retinue. After they had regrouped and come once again to the church, the forces were heavily entrenched and reinforced now; the main keep of Tor'Galend beginning a foul ritual to chart their escape. Not wishing to face a fruitless defeat again, Caliburn of The Blazing Sun was withtaken by Xan as he near-singlehadedly crushed the nephilim of the church. Some thirty defenders were crushed with naught but mild burns upon scarce few attackers as Caliburn and the crusaders massacred the defenders in nearly under a minute. However, one Oyashiman had criticism for Xan - the god in wrothful fury of battle smiting down the naysayer before the battle was finished. In fury, the Oyashimans bickered and tarried with the crusaders; avowing vengeance and retribution for the wronging done to them. The remaining nephilim of Tor'Galend escaped, not planning to withstand another assault upon their walls as they fled elsewhere.. but the island was now taken, the nephilim in shambles and their warplans seized. A true victory. Upon the other end, the nephilim at Mordring's behest parlayed with Sol Invicta - managing through careful speech and communion an uneasy peace between them, at the cost of the joining darkspawn which had accompanied their rank to the dismay of many. Whilst the demigod was in distraction, many nephilim sought their own plans with little organization; besieging her tower nearby, and attempting to corrupt the flames of her temple. Neither bore fruit as dozens were mortally wounded, if not slain- many lost an appendage as others lost their lives, barely afforded an escape as they fled her domain with little to show for it. As the forces wound down for what would be some time of rest and recuperation in this brutal war, they found themselves at an impass. Whilst the Chosen of Azdromoth swelled in strength with the alliance of Mordring, they began to stall as the next steps were left unclear. The Crusaders of The New Triumvir lost valuable allies both in loss of battle and in diplomacy; with The Archdrakaar gaining in strength unopposed as the mortal realms watched on lazily, one question would come to mind. Who would be at fault for when The Age of Darkness comes? Time could only tell.
  4. What was it that made it all worth it? What was it that brought us to fight? From mortal eyes, entropy feels like the natural state of things. Is it? If I had an answer, do you think you would want to know it? Our purpose is to keep fighting then? Forever? Is that not entropy? Entropy is persistent. Chaos exists so long as Ruin does. Even in Chaos' death does it's corruption run rife. The low drag down the mighty at their own hands. Against one another. Then it is purposeless. Is it? How is it not? Order is to fight. Order is to safeguard those who cannot. Those who would surrender to madness. It is a pity many surrender. Further, that many do not know the powers which allow them to toy and tarry. But it is the easiest thing to do. The pathetic nature of the mortal coil. Do you foresee that changing? Righteous daughter, In a world without our fight, it enters an age of Darkness. There are no kingdoms, no families, no farms and no land. There is struggle, there is strife, chaos, and ruination. The sons and daughters of the brothers bicker and fight. They fight as much as the four did, even during The First War. But would you compare two brothers fighting to kingdoms of ghosts? Demon-infested homes, undead which walk the earth as Descendants once did? Is this surrender? It is. Then we have no choice but to fight. It is our nature; is it not? You begin to see. Daughter, know this; In the lone light within the darkness, it shines brighter than unnumbered suns. No greater than what the wick of a candle may allow. But to eyes within the dark, it is the most terrifying thing to behold. For what reason? It means the fight has still not ended. Five comets soared over Aevos, sapphire tails long behind as mortal vessels sailed back unto the earth. A sign of fear, worry, to ruinous powers which lingered at the edges of the realm. Itharel of The Second Age returned unto the earth with one order; Do not let the sun set.
  5. I am Azdrazi woman

    1. Benleft

      Benleft

      nDLfWAI.jpeg

      FINALLY YOU ADMIT IT!!!

    2. _Sug

      _Sug

      BORN TO ASIOTH

      WORLD IS A ****

      神様 Kill ‘em all 1989

      I am Azdrazi woman

      410,757,864,530 DEAD PALADINS

  6. ...And The Earth Trembled Figures in shadow. Shadow of the dark; shadow of the beyond. Shadow beyond shadow. Two brothers spoke, bleeding from eyes, ears, nose, and mouth as they talked in mute. Their words shook the earth, mountains moved as all quivered beneath their thunder. You were haunted by darkness; turmoil; chaos; ruin. And yet, you felt weightless. Your shoulders unburdened. Your heart light. Your mind empty. You were so frightened; yet nevermore, so free. Was this bliss? Or was this death? Stormclouds darkened your mind, clouding your vision. ...And the world trembled.
  7. we used to hang out a lot in G2P back in the day, and you were always so hilarious man. Glad to see you've progressed and continued to move up in life. I feel like the old friendgroup all has; moving up in the world and achieving careers. Thanks for all the laughs and times we shared together. I'm glad you can reflect positively on what you got from the server, and what you learned about life and yourself in that process. See you when I see you bro. Take it easy man.
  8. The most pure elf, daughter of Larihei, frowned as Anethra recalled the days within Sarrion's school of magic. "I never quite imagined there would be a day where you would be gone. My first instructor; and he who truly freed me from the bonds I had placed upon myself. Know your manaline persists even to this day, as my students have had students of their own; and of those, even further. Without you, arts would be forgotten and practice lost to time." Anethra stated, almost to comfort herself. She grunted, murmuring about how talking to herself was stupid. "I need to collect myself again. I have so much more to do."
  9. Sand Enrique listened closely to The Divine Aurelects for the eleventh time that day, meditating before Ysivryn approached his door. It was locked, he did not wish to be disturbed. @Gamma
  10. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  11. This lore has been denied. Following the Naztherak Amendment Denial, mystics have fewer; if any; reason to follow this much the same. My commentary from there mostly applies here, so I'll allow you to read so at your leisure. But this piece is going to be denied, as will future and similar submissions. Thank you for your submission, take it easy.
  12. This lore has been denied. Were this type of roleplay disallowed on the server it would be disallowed. While other lores are more fundamental on changing of a characters both figuratively and literally (Such as Liches, Siliti, etc.), Naztherak does retain a fundamental amount of humanity within mental effects that draw people away from it. If your concern comes from people not roleplaying the mental effects correctly, I'd consider looking more internally given the relationships (quoted as "Platonic" marriages) between characters within your own group, as example. Theres plenty of opportunity for manipulation, insider knowledge, and power grab that inherently comes from relationships, particularly ones in a more onesided manner as Naz may be more inclined to lead. Even from the teams review, and the reasoning on this thread, I can find few people who advocate for the amendment, and fewer who have reasoning beyond "I dont want romance RP on the server". Thank you for your submission in any case, take it easy.
  13. who else manic right now 

    1. Show previous comments  4 more
    2. Zarsies

      Zarsies

      tweakmaxxing rn

    3. Morigung-oog

      Morigung-oog

      I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast I hate the palebeast 

    4. Glade

      Glade

      It is okay to take breaks ^~^

  14. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  15. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  16. SPAWNING IN MORE WITH PEX AND TAKING UP EVERY COMMISSION SLOT RN WHAT I WOULD GIVE FOR TRINN ART…
  17. A Dragaar mourned the passing. He recalled the last conversation they had held within the Paladin Keep, deep beneath the rocky stones of Urguan's mountains. Had he been there moments sooner; perhaps still she may live. But she had died, as many already have and many more will. Another scar upon his heart, the Dragaar shouldn't care; and yet he did. He'd weep if he could bring himself to. But he could not let it get the best of him. She promised to fight until her light gave out in the dark. She may ascend to Xan's realm and fight another day; but he may never see her or kind like her again. One could only hope that her torch could be picked up in the dark by the next generation to move forward. To fight in the endless war of order and disorder until victory or the final dying breath. Her sacrifice was brave; a bravery few would ever come to. One could only hope that bravery still remains within the heart of Order's adherents remaining. "May you feel whole of heart again after the loss of friend, family, and belonging within Order. I can only hope it fulfills the void left behind; it is the only thing that matters now. Rest well and fight on, Elena of Joma."
  18. "It is good to see our friends take control of a state in chaos. I've got to come by soon; I've got good drink to share from our newest vintage. Should we bring anything else? Or is there anything you hope to try, Ysivryn?" Sand shouted upstairs eagerly, pilfering through his own lattice bottle rack for a select few bottles hastily placed under his arm. @Gamma
  19. Recap - Act 1, Unity and The Forgotten Hello little people in my computer I wanted to give a brief recap ICly and OOCly of our eventline so far as we wrap up it's first month and first act. The Apotheosis eventline has so far exceeded my expectations on both the player side and ST side. Whilst there was some complaints relayed to me in the event yesterday (Thank you for letting me know, it will be resolved), it has mostly been nonproblematic and players on both sides have behaved quite well. Whilst there was understandably some outrage upon the Paladin side at the beginning of the eventline, this was to be expected when many odds seemed stacked against them OOCly, but as anticipated this quickly ironed out as people acclimated and the events progressed and revealed more information. I am happy with the story so far, and being the gardener I am, many new plotlines and developments have spawned both by spontaneous thoughts in events but in majority from player interaction, and reaction. Like I stated originally in the event discord this eventline has a few options for it's progress and resolution, but no defined path or set route on how things may go. I've been impressed as more opportunities open up and doors open as players grow, think about ideas, and execute them upon their own. I am as well happy with players managing conflict respectfully. Epidemic "Marvel Emoting" has been kept to a minimum and players on both sides have behaved in and outside of events admirably, justifiably, and with respect for themselves and one another for the encouragement of storytelling and roleplay. I've been thrilled so far to run this event. As we enter our brief intermission to allow plot to develop naturally (and a break for our ET!), I wanted to say thank you so far for abiding by the event contract and ensuring a good story for each and every person involved rather than just yourself, or nobody at all. I feel it has been an extremely beneficial choice to often relinquish the reins and let players decide what is done next in the story in an event, with no clear answer of right or wrong. With that in mind, should you have any feedback for the event, I suggest strongly you comment on this post, or send me a DM with the information on discord. I'd love to hear your thoughts on anything that has happened or may happened, and concerns that may come along with it. Would this be shared, I will of course not mention you by name unless you wish for me to; I just need it initially for correspondence, should you wish it to be private. With that in mind, we will enter our week-ish long Hiatus until going into Act 2. Thank you again for your participation and outstanding behavior and drive for storytelling going forward. I encourage you guys to write posts for your characters or groups and how they have changed or what they have seen for this eventline! It's always fun to read. Whilst Azdrazi had ventured beneath the rocky earth of Aevos, learning dark secrets of centuries past and fates thought forever forgotten, Order and his Allies had rallied together and organized an expedition to an ancient island; home to the cleric temple of The Order of The Vehement Eye. Cleansing it of corruption for generations of new paladins and clerics to come, The Divine Concordat sails back to Aevos fewer in number, but hardened from battle and with a radiant ally. The Sunforger blesses their ranks with his might and craftsmanship, striding beside the wing of Sordran, The Blinding Flame, to begin an offensive against the threat of Azdromoth and his Nephilim. Despite his efforts, The Dragaar Sordran remains enigmatic at times; and secretive at worst. Is he truly the ally he is made out to be..? The Nephilim had ventured into dreams and time ancient and forgotten; witnessing the true might and wrath of their beloved father, and the spur for what motivates him to this day. Yet, did Eresar sin Nathemas speak the truth to them? Do The Wraithdrakes serve dutifully, or merely begrudging hostages to The Tyrant Azdromoth's will? Still yet they pursue forward as they were given missions upon Aevos by Elden, whilst Satar sent them to Tor'Galend to purify it of corruption, securing what allies they could for the war inevitable. But now they were left with the direction to find direction. Brother began to feud against brother- what could come of this? What were the next steps of their esoteric father's greatest plan? The war ongoing was already bloody, claiming lives upon each side. Certainly, in short time, it would be bloodier than ever as they begin to clash against one another. Preparing to be at the apex of their unique strengths, the slog and slaughter to come would benefit none but the crows and vultures overhead. Much was to come, and much further to witness. What lay next for each side's journeys was untold... for now. The only certainty was that there would be hardship, strife, regret, and fear as each would meet their match. The only certainty was that this war would continue until it's inevitably chaotic conclusion that would change the mortal realm forever. For better, or for worse.
  20. A Flameborne philosopher smiled widely. The foundations of battle were being laid.
  21. here it comes..

  22. 40+% of our forum traffic was coming from russia and china for an unknown amount of years so i’d be shocked if there weren’t bot accounts
  23. Name of the Artefact: Banner of The Divine Concordat Effects of the artefact: The Banner of The Divine Concordat is an assimilation of fabric and divine power blessed by followers of Xan, Malchediael, Aeriel, Tahariae, and The Aspects. Utilizing the power of these deific entities, The Banner is meant to be a standard of power, and a focus of both holy magi and the mundane beneath it's bright gaze. The following heraldry, crests, coat of arms, and further were embroidered upon it's holy fabric. -The Order of The Golden Lion -The Brotherhood of Virtue -The Sunlit Covenant -The Keepers of Xan -The Rising Sun Templars -The Thorns of Cernunnos -The Grand Kingdom of Urguan -The Exilic Kingdom of Numendil Item description; Artefact redlines: -The Banner may be held upon one's back, though it would not weigh them down. -The Banner seemed to have a divine immunity to forms of destruction both mundane and magical, such as tearing, burning, and so on. This does not mean the cloth blocks those effects; it merely does not effect the cloth itself. -If one can physically see the banner, they are considered under it's effect. Otherwise, it extends to [Shout, 60] range for enclosed or indoor spaces. -The Banner always shined with a supernatural sunlight, making it impossible to hide or disguise. This lit up the mundane dark within [60] blocks. -Any present with a valid Aengudaemonic connection would gain the benefits associated with The Banner. This includes Paladinism, Templarism, and Druidism. Explanation of the effects: Malchediael's Boon - Passive With the blazing fire of Courage, those within sight of The Banner with a Templar present would feel within them an emboldened courage, akin to how the Templars themselves would carry. While not as potent, those under the banner's effects would be resistant to fear; facing challenge and adversity head on. Magically induced fear would cause those under the effect to waiver, but never cower. -Those under the banner's effects would feel no mundane fear unless the player wishes otherwise. -Magically induced fear or fearlike effects would have a reduced effect on the character morale-wise, but any physical effects (stuns, interrupts, etc.) would remain. -Malchediael's Templars would gain no additional resistance from this effect. Xan's Boon - Passive With the Immortal Forge's blessing, those within sight of The Banner with a Paladin present would feel their armaments strengthened, and steeled. Weapons, armour, and otherwise utilized by those under the banner's effects would have mists repair and retain their items which may otherwise break, bend, chip or dent. Items which would otherwise be destroyed or harmed would be fully effective until out of the banner's sight, in which the item would suffer all the normal damage and effects irreversibly. -Items intended to destroy (thrown potions, boomsteel, etc.) would continue to break apart as normal. -Items which would melt, such as Thanhium would melt as normal. -Items which would normally be disabled (breaking, bending, chipping, denting, etc.) would be unaffected by these ailments until the end of combat, fully functioning as normal. -This would not prevent damage, as example, an arbalest piercing a piece of armour would still pierce; the armour would just continue to fully function despite this for every subsequent attack. Tahariae's Boon - Passive The Stag's cherished light gave it's aide toward those who would be within sight of The Banner, with those under it's influence immune to poison, or disease while within it's sight. As well, those under it's effects would fight with the vigour of their youth; those old, infirm, sickly, or any combination, would fight as they would in their physical prime once again. -Characters under this would fight as if they were within their physical prime no matter their physical state. -Those under this banner's effects would be immune to mundane and magical poison, disease, or cursing. These are for spells, abilities, enchantments, and others explicitly listed as one of the effects listed above. Aeriel's Boon - Passive With the Archaengul's word, those within sight of The Banner would be granted the ability to see through magical darkness within a [5] block radius, manifesting as a silvery shimmer which encompassed their form. This doubled to the Incorporeal as well, which was revealed when within sight of The Banner. -Characters under the banner's effect would be able to see through magical or mundane darkness or obscuring vision effects within a [5] block radius. This includes effects centred on the caster, such as a blinding spell. -Incorporeal beings would be revealed within [60] blocks of The Banner, feeling as if they were under direct noon sunlight when in sight of The Banner. Templar's Challenge - [2] Emotes Undaunted by any challenge, a Templar of Malchediael within sight of The Banner would be able to invoke a divine provocation to any within [5] metres. Taunting with ochre embers that burned a path between them, both Templar and The Taunted would be unable to harm anyone but one another for [5] Emotes, else the duel is considered "Forfeit". The party whom forfeits the duel would be immediately cursed with bane, immediately feeling the effects of full and total debilitating exhaustion for [1] OOC day. Should both parties survive the [5] Emotes, it is considered a draw, and there is no further effect. -This spell may be used only once per combative encounter per templar. -A draw of the duel would yield no negative effect to Templar or their challenger. -One who forfeits the duel is considered at full debilitating exhaustion, unable to defend themselves and with the weakness of a voidal magi with 1/2 maximum pace movement. -To forfeit the duel, one must attack someone uninvolved in the duel, or to run [10] or more metres away from the templar. Rules are differently applied for templars (specified below) -Both parties would be immune to attacks from outside forces as the sanctioned duel prevents incoming damage. -A Templar is compelled to charge attack and defend against the challenged party each emote. Should a Templar flee, make distance, stall, or run, they would instantly be counted as Forfeiting the duel. -The duel may only be ended early in the templar or the challenger is incapacitated or killed. -Both sides of the duel are instantly made aware of the rules of the challenge upon it's cast both IRP and OOC. -This spell may only be utilized by Templars of Malchediael, though at any tier. Paladin's Ward - [2] Emotes Given the blessing of divine protection, Paladins within sight of The Banner would be able to extend this aegis to those within [10] metres. Should someone blessed with a Paladin's Ward be attacked within those [10] metres, a paladin is able to magically intercept the attack, manifesting as a golden apparition of their form briefly in front of another being harmed. This ability does not move the paladin to this location, but affects them as if they had taken the attack themselves. -Absorbing a strike through Paladin's Ward would not interrupt a Paladin's spellcasting, but would prevent them from attacking that turn they were hit. -This strike affects paladins as if it had hit them directly, yielding the same effects; a paladin may not shieldblock or parry strikes with this spell. -Once used, a paladin will not be able to ward-shield again for [5] emotes. -This may only affect one target at a time. -This spell may only be utilized by Paladins, though at any tier. The Vindicator's Shield - [Event Only, ET activated] With the blessing of Xan, The Banner may bless it's allies with a protection unlike any other; able to temporarily protect those under it's influence from all sources of damage, though consuming the banner significantly of it's magical energies. -This spell will shield all under The Banner's effects from damage, but may only be emoted so by ET members. The Wyrmstalker's Key - [Event Only, 5 Emotes] Summoning the power of the first Dragonslayers, The Banner was able to draw the silvery lightning of the heavens above upon a single direct target. This would manifest as the standard being raised, conjuring a prayer of silver light, a giant translucent apparition of the banner holder drawing back a silver greatarrow or javelin; before a beam of crackling silver-white lightning would be shot forth, utterly obliterating any stationary target or structure it faced with xannic mists. -This spell may only be utilized in events. -This spell can only target stationary targets. -This spell is emoted for effect by ET. -This spell is only activated by the banner holder. The Vestal's Last Prayer - [1 Emote] With holy inspiration by The First Vestal, paladins under effect of The Banner were able to resist the call of death and fight onward with the spirit of a golden centurion blazing within them. With a prayer muttered before their life would be ended, to Zyanna or otherwise, a Paladin would raise once more in a final fight, blessed with holy strength, emerald mists, and a renewed fervor to fight until their final death. -A Paladin may, in their dying breath, surrender themselves to possession by a Paladin Centurion. This would temporarily seal them of their wounds, nulling pain and debilitating effects, making them immune to debilitating effects such as stuns, fears, silences, and so on. -This blessing would last for only [6] emotes, before a Paladin's mortal form would burn away, succumbing to their wounds of body and soul. -This supercedes forms of revival, meaning that should one die possessed by a Centurion, their soul would go to Xan's Realm with no return to other forms of revival. -During this, the paladin would shimmer with a blazing light of their mists colour, eyes glowing with holy energies and wounds patched with mists. -This revival option is only available to Paladins, though at any tier. ET Responsible for this Artefact: squakhawk Purpose (Optional): A symbol of Paladin strength through unity, and a boon for their holy-based allies which are to come.
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