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squakhawk

Story Administrator
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  1. Application denied. Voters overwhelmingly had criticism regarding the build and also the purpose and usage of “the mages guild” as a name. Most did not believe the group had provided much roleplay to the world outward before with previous rp locations and did not believe this would change afterward. Most people thought that, given that most the (evil) guys are already outed and attacked, making a hive of them would be instant war to a group which already doesn’t have a good prognosis to not explode given how the group has been falling apart over the past year. Most people thought this would do as a covert or disconnected guild rather than a large congregation, and should take time to regroup and work underground before trying to establish a big base again.
  2. orc son or cursed child daughter 1 thing to add to the server no questions ask what would it be does the tough guy eat vegetables $500 into any stock what’s your play favorite lore least favorite lore
  3. elysari lore 🥰

  4. lair update: added the following to 

    amendments are in bold

     

    What is it the ST Sects do exactly?

     

    In an effort to increase transparency on the functioning of staff teams, along with providing some insight into how various things work on Story Team, we’ve decided to provide the following to give an overview of the general processes ST and its various subteams carry out when performing their work on the server. This is by no means exhaustive, and prone to slight shifting as needs arise, but should still provide a good idea of how our teams function. The sects go as listed below.

     

     

    Story Lore (Lore Team, LT) - Primary duties of Lore Voting, MArts, Amendments, Sreqs, Lairs, Lore Enforcement, and Lore Applications.

     

    Story Event (Event Team, ET) - Primary duty of conducting and acting in Events. Some ET may specialize into single-roles of lore sub-teams or builder.

     

    Story Build (Build team, SB) - Primary duty in build requests set up by the story team, story admin, other staff teams, autonomously, or by the player base (under specific circumstances).

     

    Loremasters (LM) - Advisors to The Story Admin and Story Management regarding large implications in upcoming lore or events.

     

    Story Administrator (Story Admin) - A representative of Story Management to the administration.

     

     


     

     

    this whole section is new im not bolding it

     

    Lair Reviews and Voting:

    Lairs are submitted by the Story Administrator or a Lore Manager to be voted on by a team of voters for lairs. Players who may have a special interest in a lair (member, adjunct player, or of any "oppositional faction", are discounted from lair votes. Lair approval requires 2/3rds of voter majority and story administrator approval. Lairs are submitted and within three to seven days have voting closed; voters must provide feedback as to why they are voting to accept or deny a lair or their vote is discounted. Feedback is open discourse in the chat, which is logged and wiped with lair votes which may have ST with special interest before they are re-added to the chat. 

     

    Lairs are judged on a variety of factors, though most heavily based on their application criteria (See Lair Rules and the Application for more information). Primarly after this, lairs are judged based on whether they already are/have a cohesive group (in essence, to prevent putting the cart before the horse on a settlement before a group is even roleplaying), if the group has not attempted to / cannot get land under a nation, if the lair members are a part of other groups/lairs, and if the group's purpose requires it to have an independent stature of land. Lairs as well have build requirements, although fairly lax, to ensure a solid build is prepared or in vision to make sure the group fits into the world well upon establishment. 

     

    In total, lairs are meant to be a base of operations of last resort - a group that requires a base of somekind and cannot by any means acquire land elsewhere, or is culturally distinct enough to require its own place of settlement. Lairs however in this regard, strictly do not function as micro-settlements - lairs are designed to be not a tier down from nations, but a separate entity entirely. Groups which hold no claim to hide, actively promote as a settlement, and function similarly to a nation rather than a guild or order are unlikely to be accepted.

    1. JustMeMorgan

      JustMeMorgan

      I love you squak

  5. let arcanium have a use case more than an aesthetic and making enchantments normal scale 🙁
  6. Application denied. Lair team believed this group could easily mesh within a nation, and that could be easily explored before deciding to make a lair elsewhere. Lairs are an absolute last resort - they should not be explored first for getting land. There was also shaky reasoning and extra bits of lore that were disliked. Musin in particular are universally welcome everywhere and even have small sub settlements under some nations they could easily blend into. Further, encouraging a basis of the group to be for LT and ET interaction is kinda bleh - why should one group depend on getting interactions over others? It just seems a bit tough to justify. A final thought, i get you are vassals on the losing side of a war, but if the chief concern is being attacked as soon as you leave, for what purpose would a lair bring but to stall the inevitable by a month or two? I’d recommend trying out for some land under nations, vassals, or cities, and establishing your group that way. You got a good start merging up three smaller groups into one constituting a more sizeable group of people.
  7. Application denied. Lair team liked the idea of the lair, but thought it could exist under a current nation and would fit better under there. This fits more the idea of a settlement which lairs do not fill suit of, but vassals. Try applying for a vssal of some places, and if that and the group succeeds in rp, establishing a base in or out of a nation may be more viable. Dont put the lair before the group and all.
  8. Not enough mentions of THE GOAT i fear
  9. The Enswerp fell downwards, drifting visions of her brother and acquainted alike slowly spun. Unwound like spool, she fell downward into a swirling drain of nothingness. A sunken place deep below the earth- no, far beyond. Merely holding what was once a ledger, unlike the fingers that held it, it remained still. her fingers too unwound, swirling in a spiral as a sound of parallax flooded her ears. She heard a scream - one of her own voice, before it left her own mouth. And then it did. A neverending terror as The Dragonknight shrieked, an echoing fury that both preceded and succeeded her. As she continued downward, she turned to so - a thousand projections of herself both before and after as she saw an ocean of inky black below. No longer was she falling downward, but now upward. Inverse as directions changed, and she collided with the water. Over and over did she slam against the tension of its surface, an untense rippling that had long been started before her, and hers would tread across that water's surface until the end of time. A shockwave as she felt the fluid crush against her face, and then she struck it - already did it no longer hurt, and yet it still hadn't. Already did it no longer hurt, and yet it still hadn't. Bubbles foamed around her mouth, carrying with them echoes of a heart vitrified in terror. She screamed them - an awful, wailing sound of regret, uncertainty, and natural fear. There were no books, no stories, not tales that could have ever prepared her for such a nightmare. And yet she would suffer it for the next six years to come. And yet she would suffer it for the next six years to come. Life wherever she was never changed. It did not get easier. It did not get easier. It did not get easier. Every thought multiplicative, so much so that whenever she had considered, her mind became polluted with another. Already had she long lost her hearing from the infinite cacophony of every sound that ever had been, and ever would be, in the present. In the present. In the present. Her thoughts of fear and terror had become so pollutive in her mind that she nearly had become as well numb in the skull. Thinking of everything, and yet nothing. There was no magic phrase, no magic key, no magic in this world. Only repetition. Only repetition. Only repetition. For three years now had ever sense been so clouded that she meandered along infinite plains of everything that had already been, and was here now. Her grey eyes fully coloured then, her ears so beyond deafened she heard not even a ringing. Her head so obscured with every thought of the last three years, even when she had thought of memories of love and comfort to counteract it, it became lost in the noise. It became lost in the noise. It became lost in the noise. There was a body of a Johanna Magdalene Enswerp, and trillions of bodies before her. Each in every motion, every twitch, every state she had ever been in before her like a projection. From the first moment she fell through the world until now, it all had existed simultaneously. Evermore noise, evermore stimulus, evermore broken. Evermore noise, evermore stimulus, evermore broken. Evermore noise, evermore stimulus, evermore broken. Resolve had long died within her in the years past. Drowning in a sea of everything she had ever been since she fell through the floor. She only drew air within her lungs because every vision succeeding her had as well. Yet she did not know that. She did not process that. There was no silence or room in her mind to comprehend it. Only fuel to add to the everburning furnace within her mind. Only fuel to add to the everburning furnace within her mind. Only fuel to add to the everburning furnace within her mind. Only by an unpracticed motion of her hands did she inadvertently wander her way out of the infinite echoes. Six years experienced in an instant, and yet no time had passed at all. She fell through the floor, and now she lay within her bed. Like a bad dream. Six years of a bad dream, like a soldier struck too hard in the head during a battle. No time had passed at all between the infinite - the only solace that kept her mind unbroken. The silence was deafening - almost so much it hurt. Tinnitus rung in her ears so quietly as she heard the first birdsong of Horen's Calling. She sat up, not a thought coursing through her empty head as her eyes saw. Images did not move, images did not blur into a thousand frames. She saw things as they were. In the present - only the present. Nothing but the present. Everything between what was and will be, now. As it is. Not as it was, nor as it will be. Only as it is. She spoke not a single word for the wandering weeks that succeeded her awakening. She thought nothing, as she experienced senses unclouded. Sunlight bombarding her skin with fleeting warmth broken by the shade of Rethel's orchard. An apple picked as its crisp crunch spoke only once throughout the garden, its sweet taste upon her tongue only for moments before fading. No words could describe what she had seen, and what she had done. Only what she knew for certain. NEVER AGAIN.
  10. Application denied. Voters did not like the build and did not think the purpose of the group was unique enough. They should be under a nation covertly and operating between members in nations rather than an established base. These types of groups have gotten land and worked well under nations in the past.
  11. Application denied. Voters did not feel this lair was unique enough in purpose and seems to blend well with existing evil groups. Black Church and The Sepulchre seem to have an identical function but with necromancers instead of vampires, and theres some cross players between those two groups. Voters also felt that with the innate advantage of the disguising vampires get, a lair would be unnecessary. While this last issue is easily remedied, maplore prevents any permanent or semi permanent vampire settlement within the blisterwood forest.
  12. Application denied. Voters did not feel this lair was unique enough compared to existing lairs in both players and purpose, and seems to function well under a nation as an unofficial vassal as its functioning now. Voters did not feel it needs additional protections for what its trying to go for.
  13. Application denied. Voters spoke about how this guild would be more appropriate in a nation setting. Voters remarked they liked the lore and intent, but found the reason for needing a lair somewhat lacking given a type of group like this comes along quite commonly in nations. A lot of criticism came to the build, finding it lacking thematically and not very wizard-y or sorcerous despite the intent to try and minimize interrupting the natural terrain of the umbravale. Most voters just seemed to say this group would do best under a nation, and likely could if they are run properly.
  14. molochian moon entity

    1. Onnensr

      Onnensr

      that's my wife

  15. those who know 💀

    1. Show previous comments  2 more
    2. ferdaboy

      ferdaboy

      where were you september 6th squak

    3. Stag

      Stag

      Stop vague posting about me. I said I am sorry. I didn’t know she was your wife!

    4. King_Kunuk

      King_Kunuk

      Well well well

      image.thumb.png.a7c7160ae984ad8ba4daf813e1282e8a.png

       

  16. [!] Posters would be placed outside of various cities; fliers that had never been nailed. Almost as if they were tossed to the wind carelessly, curiously only ever found during the deepest hours of the night for wanderers and the quiet alike. [!] TO MY ENDEARING ALLIES BENEATH THE SUN AND SKIES, The Way Beneath has been indeed improved, per my ask. Some roughness, around the edges - I would have preferred you done some things different, others a bit more practically. But, what I do note, is that you had paid respects to my servants. Four of my denizens had passed; weaklings truthfully, but they were killed when we cleared out the blessed beast that haunted that cavern. I see now cairns constructed over their ashes. This is a kindness you have shown me - a humanity foreign to me. In honesty I find it a waste of time and slaughterfeed, but it is such care I find curious about sunwalkers such as yourselves. It is with this pact fulfilled I uphold my end of the bargain. Trade will begin. In soontime, we will be opening a market above as the first of our grand bazaars. A discount is provided to the host nations which offered their aide, naturally. With this too, the passage of peoples. It is without question you may visit The Underdark at any time. Just know it is a long, treacherous journey to The Helviiryn Underdark. In return, some of my more contemptuous (or adventurous, depending on your standards) servants may come upward. Trust they are each vetted carefully - and further, they are invested with my personal mark. Should they prove to be too difficult, know they may be removed forcibly from the surface at any given moment. We will keep in touch, Underqueen Felyndiira Mierillis
  17. ⬰♮⇴ M ᴏ ʀ ɪ ’ Q ᴜ ᴇ ꜱ ꜱ ɪ ʀ ⬰♮⇴ ᴛʜᴇ ᴄʜɪʟᴅʀᴇɴ ᴏꜰ ɴᴇᴍɪɪꜱᴀᴇ “ᴏʟ ᴢʜᴀʜᴜꜱ ᴅᴇʟʟᴀ ᴅʀᴀꜱᴠᴇɴ ɪꜱʜ'ᴏ, ᴠᴇʟ'ᴅʀᴀᴠ ʟ'ᴠᴀᴇɴ ᴅ'ʟ'ꜱʜɪɴᴅᴜᴀɢᴏ ᴄʜᴇ'ᴇʟ ᴅᴏᴇʀʀᴜꜱ ᴜʟᴜ ɴɪɴᴅ ᴏʀɴ ꜱʜᴀ'ɴᴀʟᴛ ᴜɴʟ'ʀ, ʟ'ᴠᴇɴᴏʀꜱʜ ꜱꜱᴏʟ'ʀɪꜱꜱ ᴀʀᴇɪᴏɴ ᴊᴀʟ ʟ'ᴛʜᴀᴄ'ᴢɪʟᴇɴ.” O ʀ ɪ ɢ ɪ ɴ & C ᴜ ʟ ᴛ ᴜ ʀ ᴇ The Mori’Quessir (more commonly simply referred to as “Mori”) are a cavern dwelling race created by Nemiisae in the likeness of Zanunder, elven son of Malin. Primarily from Descendant interaction have the Mori’Quessir come from Helviiryn,- a once massive, bustling trade-city beneath Almaris that now sprawls to its surface thanks to the Ritual of Eternal Night darkening the skies to their comfort. These Helviirynu Mori’Quessir are closely related to the traditional, larger Menocressu ethnicity of Mori’Quessir but possess distinct cultural differences. Where the Menocressu Mori are steeped in tradition and faith, The Helviirynu Mori are a melting pot of all Eos-based Mori’Quessir cultures, their territory often a central hub creating intersectionality for divided houses and disparate warbands. After the Descendant’s restoration of Felyndiira Mierillis during the contract of Fᴏʀɢᴇᴅ ɪɴ Bʟᴏᴏᴅ, Mori’Quessir relations with Descendantkind had come to be rather warm and amicable. With repeated exchanges of good faith back and forth, Felyndiira Mierillis had found it acceptable to permit Mori to traverse the surface for leisure and living. With their matron’s blessing the Helviirynu Mori’Quessir have come to live among the Descendants. Helviiryn flourished in ancient times under Felyndiira Mierillis, though living memory for some Mori’Quessir, who turned a small trading outpost into an economic hub sprawling an entire continent. Despite this golden age it was succeeded by what is now one of the greatest mysteries across Eos for no tale tells a convincing truth of the city’s fate. Without a definitive date or explanation one day Felyndiira was gone and in her absence Helviiryn crumbled in an unknown societal upheaval where the great houses tore at each other and withered within unknown years to decades. Even though some Mori’Quessir have lived through this history their memory of the event seems to have been forcibly taken from them; even speculative stories fail to make impact. No written text of the time survives nor do dated items and artifacts. Known retrospectively as the Eclipsed Age, it is a commonly known yet difficult truth of Helviirynu Mori society. The Eclipsed Age was succeeded by the establishment of Clan Xalyth who by political cunning, rich connections with other Mori’Quessir cities beneath Eos, and pure luck, managed to establish a century of rulership within Helviiryn safely. Laying siege to Almaris after the disturbances brought by Fayrus sul-Mauth (more commonly known as the Great Worm of Gashadokuro), the Ritual of Eternal Night was successfully conducted as all surface-life was driven from Almaris by Clan Xalyth. Though a great victory by the Mori’Quessir, the Descendants had only one place they could venture - beneath the earth. Sacking, looting, and razing Helviiryn as they left to Aevos, the city was left in ruin as once again an age of darkness fell upon Helviiryn. Felyndiira Mierillis’ return was rapid and cloaked in events both calculated and of happenstance. Freed during the events of Apotheosis from Tor Azdraeth’s cells, she pacted with the Descendants of Aevos in a contract forged in blood. Dividing and conquering the Mori’Quessir clans one by one, Clan Xalyth fell when Vicarra Xalyth surrendered her crown to Felyndiira Mierillis, securing her rule. Ever since, Helviiryn has rebuilt and steadily reconquered its once mighty foothold to a paradise beneath the earth once more. Ruled by a brutal, hyperviolent tyrant who possesses a prowess with dark magicks unrivaled by any other ruler, Helviiryn flourishes beneath the carefully weaving fingers of fear and fate as Felyndiira grows an empire once more. An empire that now seeks to, amicably, make its way upward upon Azuras. ⬰♮⇴ [ Cᴜʟᴛᴜʀᴇ ] All Mori are driven by the cultural pressure but more than anything are steered by their own emotions. In their eyes lacking influence, station, and respect amount to failure. This unpleasant fact motivates even the lowest-stationed Mori to be all that they can be. To say that these creatures of the dark are without emotions is to demonstrate plain ignorance but a sentiment that is perfectly understandable to any who has been under their ruthless treatment. In fact they are acutely reactive and possessed by their feelings. A certain composition of emotions are more dominant than the others though the strength varies in degree on an individual basis. Nonetheless all of these traits are ingrained in Helviirynu Mori from their first breath to their last. ⇴ Sᴜᴘᴇʀɪᴏʀɪᴛʏ - All Mori are possessed with righteousness in their Immortal Mother’s Blessing, knowing her protection and guidance is omnipresent as her chosen. To them her boons of darkvision, poisons, spider-speech, and more are indicative of their greatness to which all other species are lesser. In their thinking the lesser creatures are justified to be jealous and hateful for they will never measure up. » Not only are they the chosen people of a goddess but the most significant; the weaver of fate, master of evolution, inescapable death, and scourge of weakness. Nemiisae exploits all vulnerability to teach strength and as such the Mori wholly believe no race can compare to their birthright. Fundamentally, Mori’Quessir are unable to see Descendants as equal because they themselves are creations of Nemiisae rather than splinters of the Creator; the Aspect of Death’s chosen fae given mortal form in the shadow of Zanunder, himself a scion of Malin. ⇴ Mᴀᴛʀɪᴀʀᴄʜʏ - A primary feature of this race’s supremacy complex is bound in gender. While a slave is a slave, broadly women are more prized in the spirit of reverence for their almighty Goddess and the essential role of motherhood. To them, strange and backwards are the numerous mortal creatures which uphold any directly patriarchal norms. » Mori societies are matriarchal, clans are matrilineal, and pairings are commonly matrilocal; women are more prioritized and power is most commonly - sometimes exclusively - entrusted to them. As such female Mori almost universally make up their elite classes of priestesses, royals, clanmothers, and property owners where men are relegated to be attendants, vavasors, house custodians, and servants respectively. Leadership roles heavily skew female. This power dynamic plays directly into the hands of women who perpetuate it to further their own ends while men toil beneath it whilst any subversions draw judgments. A male Mori of noble birth is still regarded above those of lesser castes but will always be socially eclipsed by his sisters, a shadow beneath which he may be stifled or neglected whereas craftier males might relish in being dismissed. While males suffer from this societal norm they uphold or otherwise participate in it. ⇴ Eɢᴏᴛɪꜱᴍ ᴀɴᴅ Hᴜᴍɪʟɪᴛʏ - Like a nest of spiderlings, the children of Nemiisae fight amongst themselves with a disturbing lack of mercy. Because the Mori have the perception that they are a superior race this pride compels them to act arrogantly towards others whenever possible and when it’s not they stew until lashing out to compensate for shame or to soothe their own flaws, rarely willing to admit fault. » Such a lash will only be targeted at those of a lower station than themselves for fear of punishment from anyone of a higher rank: an essential factor in their hierarchical society. As such they rarely have faith in one another, always having to rely on their own wits and skills to survive. They continue to believe that they can or they'll succumb to the predation of other Mori who, just like them, are trying to scramble up the social ladder. The weak are meat and the strong do eat. The brutality of their societies commonly spawn fear, rage, jealousy, paranoia, and despair. » There is a Mori expression, “ᴀ ʙᴏᴡᴇᴅ ʜᴇᴀᴅ ʟɪᴠᴇꜱ ᴛᴏ ʟɪꜰᴛ ᴛʜᴇ ᴅᴀɢɢᴇʀ ʟᴀᴛᴇʀ.” Such embodies their stance on humility, a necessary skill in their cutthroat world. Confronted on equal or lesser footing with a being of greater power will send Mori into mental math analyzing how to yield as little power as possible while not abasing themself into humiliation but will do what’s necessary to survive. The dead don’t get revenge, only regret. ⇴ Sᴜꜱᴘɪᴄɪᴏɴ ᴀɴᴅ Cᴀᴜᴛɪᴏɴ - Of all the races the Mori have a notorious reputation for treachery and deception. Unlike other cultures, a devastating betrayal is to be greatly admired and only those that fail in the attempt to deceive are truly punished. Despite their sense of superiority the Mori are gnawed upon by a great fear and live every day in suppressed terror for their lives. » They fear the priestesses, slaves, their very food. Treacheries abound and worse than death they fear being humiliated; no matter how small and worthless their position, to be usurped is social annihilation. Station is power and strength and thus life. They have lived with this fear ever since they were born and as such it’s a natural element of their everyday life. So much so that they have adapted far better to it than most could comprehend, they can face death and gamble everything they own for just that one extra bit of power without as much as blinking. Instead the fear manifests through paranoia and distrust to others, never letting anyone come close enough to actually grow fond of them. » Because of the unshakeable sense that everything may be a trap or a means to their humiliating end, the Mori have developed the communal habit of calculating risks. Only those with a deathwish put themselves into situations likely to turn against them and tactfully Mori rarely fight for anything or anyone other than themselves. They respect observation and deduction for it is the wisdom of evolution their patron goddess embodies. For a greater cause like serving the word or path of Grandmother Moon or the survival of their house some Mori are known to take immense risks but only the most fanatical fight fearlessly. ⇴ Mᴀʟɪᴄᴇ - Another Mori expression is, “ᴀ ꜱᴍɪʟᴇ ʙʀɪɴɢꜱ ᴛᴇᴇᴛʜ.” Malice is closely intertwined with their pride and one of the most dominant feelings that resides in all Mori. They are quick to resort to physical communication to get their point across; through fist or steel if needed. Anger is often known as Mori's closest companion. » The emotion is considered both normal and inevitable, but a Mori's reaction to it falls in one of two camps. Some believe that anger itself is a tool: red-hot rage gives you strength to persevere over your foes. Others believe that anger should be cool and calculating: Hiding it will give you more opportunities to take vengeance. Most Mori tend to borrow from both schools of thought as the situation demands, but none would argue about the outcome: revenge. » Revenge is an art form among all Mori. It comes quickly or takes centuries. It can be long and excruciatingly painful, or deadly swift. All Mori alike appreciate well-executed vengeance, even when they are the targets. There are as many flavors of revenge as there are Mori themselves. It has been noted that Mori establish a preferred style at an early age, using this as a kind of signature and warning to others. Some prefer to use the techniques of their enemies in order to place the blame on others, but this in turn becomes their own style, and they learn to look through such deceits to find the responsible party. The malice borne of their Mother is a pillar in every Mori society. ⇴ Vɪᴏʟᴇɴᴄᴇ - In Helviiryn, the Eclipsed Age brought on untold centuries of turmoil. Allegiances forged and broken within a day, kin turning upon kin, plots of years unfolding each and every turn. Even by Mori’Quessir standards the level of practical survivability and opportunistic sadism found in Helviiryn was found unsustainable. These Mori were not mad but driven by - if not founded on - the idea of constant improvement. If not for the purpose of tempering themself then merely to be better than the next. » This quest for strength cuts deep and not always literally. A Helviirynu Mori would find themselves not mindlessly brutal but explicitly, intentionally so, practicing severity in calculated risks and analyzing their foes to inform their unraveling; they don’t simply kill but erode social networks, take belongings, insult ideals, and in all their torturous creativity probe for weakness. The state of no-limits total war has Mori to believe it natural the most direct and plain path is violence, a solution with no cost to ethics had they any to spare. C ʟ ᴀ ɴ ꜱ ᴏ ꜰ H ᴇ ʟ ᴠ ɪ ɪ ʀ ʏ ɴ The Social Strata of the Mori’Quessir are defined by their clans. Although there are countless clans of Mori’Quessir, extreme few hold power between their individual holds. One’s clan birth often defines the nature of their upbringing, and their life beyond. Social status and clan often supersedes merit in most Mori’Quessir civilization; potential as what one may exploit from the name from bears recognized as what one may bring to the table. Helviiryn, for some time, has been a notable trading hold for some time - with so, the roots of clans have been deeply embedded into it. Despite the apocalyptic destruction brought unto them by the descendants of Almaris, there has been some power shift - though old blood does tend to run thick in times of chaos. [ C ʟ ᴀ ɴ T ᴏ ʀ ᴀ ᴛ ʜ ] ᴍᴀʀᴛɪᴀʟ ʙᴇᴀᴜᴛʏ, ᴡᴀʀʀɪᴏʀꜱ ᴄᴜɴɴɪɴɢ, ᴘʀᴀᴄᴛɪᴄᴀʟ ꜱᴜʀᴠɪᴠᴏʀꜱ The most orderly and straightforward clan of Helviiryn, Cʟᴀɴ Tᴏʀᴀᴛʜ is a clan built upon the strongest fighters and the best warriors. A respected bloodline that delivered order to lands near and far, Clan Torath controls near-all of the Mori'Quessir slaves within the Helviiryn Underdark as they are deemed the most stable with them. Clan Torath brings order beneath the stones when clans war or bicker, and are viewed with some disgust for their mercenarylike darwinist loyalty, but deep respect for their sheer prowess and unshakeable nature. Their leadership however is kept distant from the other clans, and often views them as incompetent to a unified goal- the clan system to them is a severe detriment to The Mori'Quessir, but a necessity for life underground. The clan would often be seen with the best gear, tools, and weaponry, given their long history of stability and wealth brought from chattel slavery. They struggle with instability, and in times of chaos, are prone to becoming isolationist and defensive to any who may seek to break that doctrine. They are seen as stern and cold by the other Mori'Quessir, yet are by far the most successful in their campaign history. Torathi Mori’Quessir may be more practical, straightforward, stoic, aloof, and cold compared to their other counterparts. They view most interactions as transactional, and are significantly motivated by material gain. [ C ʟ ᴀ ɴ T ʀ ɪ ꜱ ꜱ ɪ ᴅ ᴀ ] ꜰᴇꜱᴛɪᴠᴀʟ, ʙʟᴏᴏᴅꜱᴘᴏʀᴛ, ᴇɴᴛᴇʀᴛᴀɪɴᴍᴇɴᴛ, ᴀɴᴅ ʙᴇᴀꜱᴛɪᴀʟ ᴍᴀꜱᴛᴇʀʏ The Beating Heart of Helviiryn, Cʟᴀɴ Tʀɪꜱꜱɪᴅᴀ is most grounded in culture with The Mori'Quessir of the continent and often performs exuberant festivals underground. These can range from feasts, to bloodsport and festivals, to beautiful clothing and hedonistic faires. They tame exotic beasts from all over Eos and use them for whatever they may desire. They often will work alongside the mage-clans, if somewhat begrudgingly, to summon tailored beasts to tame and make their own. They often wear colorful regalia and armour, and use unique and exotic armor and weapons at their disposal. The most vibrant and varied of the clans, Clan Trissida will often defy orders from other than their own kind and seek to wreak havoc and reap glory wherever possible. They struggle with vanity, the clan often so consumed in their own greed they forsake all else. Trissidan Mori’Quessir may be more flamboyant, excessive, garish, emotionally labile, and celebrant compared to their other counterparts. Their view is often complex; though they bear a significant bond with beasts, most Trissidan Mori’Quessir having a pet (or pets) of some kind, they view happiness as a form of control. If one is satisfied, they do not hold their sword; but instead, a drink. [ C ʟ ᴀ ɴ H ᴇ ʟ ᴇ ᴅ ᴀ ] ᴛʀᴀᴅᴇʀꜱ, ʀᴏɢᴜᴇꜱ, ᴍᴇʀᴄʜᴀɴᴛꜱ, ᴀɴᴅ ᴀʀᴛɪꜱᴀɴꜱ; ᴏᴠᴇʀᴡᴏʀᴋᴇᴅ ᴀɴᴅ ᴛʜɪɴꜱᴛʀᴇᴛᴄʜᴇᴅ The most lowly viewed of all houses and yet the most numerous, Cʟᴀɴ Hᴇʟᴇᴅᴀ is the logistical lifeline of Helviiryn, and thus necessity has granted them privilege in a society which so dearly wishes to keep it from them. Clan Heleda would be the most grounded and conservative with their talents, which are mostly Mori'Quessir hunters, gatherers, thieves, guildmembers, and traders who have their own subcultures between. Clan Heleda seeks both further respect and advancement in Mori society at any cost. Often, Clan Heleda would be the most materially manipulative, viewing goods and services as transactional, and leveraging their own specific talents greatly. They struggle with disunity, where most of Clan Heleda find themselves working alongside one another only out of advantage and not brotherhood. Heledan Mori’Quessir may be more logical, studious, scholarly, greedy, and perfectionist compared to their other counterparts. They view themselves as tools and talents that, no matter how niche, are marketable; and that one must learn to make themselves useful. When one needs to sell tools, they do not rid themselves of the hammer- but the nails. And every Heleda seeks to be the hammer. [ C ʟ ᴀ ɴ X ᴀ ʟ ʏ ᴛ ʜ ] ᴘᴏʟɪᴛɪᴄɪᴀɴꜱ, ᴀꜱꜱᴀꜱꜱɪɴꜱ, ᴀɴᴅ ʀɪɴɢʟᴇᴀᴅᴇʀꜱ; ᴅɪꜱᴛʀᴜꜱᴛᴇᴅ ᴀɴᴅ ᴅᴇꜱᴘɪꜱᴇᴅ Once the most respected and prestigious bloodline, the royal bloodline, Cʟᴀɴ Xᴀʟʏᴛʜ once ruled through extreme fear and cunning. Backdoor politicians, they are renowned in their ability to successfully pin clans against one another for their own gain. Their modern day survival under Felyndiira is only due to their cleverness, something they were once without. Viewed as the most competent diplomats and master manipulators, their greatest weakness is and always has remained their paranoia. Clan Xalyth, even now deposed, bears a bitter pride to what was once greatness. Xalyth would often think exceptionally highly of themselves, with pronounced ego. The Clan as it is now is exceptionally broken apart and disunified, with a clan leader viewed as a puppet of Felyndiira - though, perhaps it is merely a ploy to prepare their vengeance. Xalythi Mori’Quessir may be more manipulative, bitter, venomous, and prideful compared to their counterparts. They would be exceptionally talented at reading individuals' emotions and intents, and would act upon those, even subconsciously, to be in their own benefit. Xalyth Mori’Quessir would often have an excess in ego, wearing gilded armour and weaponry, and excessive jewelry - taking great efforts to appear both regal and refined, even with their now lowly status. P ʜ ʏ ꜱ ɪ ᴄ ᴀ ʟ ɪ ᴛ ʏ & M ᴇ ɴ ᴛ ᴀ ʟ ɪ ᴛ ʏ The Mori'Quessir body is highly adapted to survive in its subterranean environment with excellent darkvision and innate resistance to poisons. The Mori are a hardy race with distinct advantages in living in the oftentimes extremely hazardous habitat they have settled in. Unlike their surface cousins, they have developed more compact frames. Mori tend to be quite lean, as they do not constantly accumulate fat for the hard times. The body efficiently leaches nutrients from the morsels of food they consume over a period of two days, leading to an innate lack of hunger. Because of the environment in which they live they have adapted well to limited food supplies and in general do not eat a great deal and the foods they do eat are generally not rich in so. Given they are not true progeny of Malin but rather shadows of his son’s image they are not beholden to the elven curse of infertility. Despite this, due to the hazardous environments their society creates and from a lack of class-related resources, varying strata of Mori struggle with high rates of youth mortality. ⇴ Sᴋɪɴ Cᴏʟᴏʀ - Mori’Quessir are characterized by their dark, midnight-black skin. Unmistakable from Mali’ker, Mori’Quessir bear a skin color descended from the deepest caverns of the Underdark. Tᴏʀᴀᴛʜ & Tʀɪꜱꜱɪᴅᴀ - Dim navy to deep midnight blue-black. Hᴇʟᴇᴅᴀ - Stoney mauve to dark obsidian-tinged purple. Xᴀʟʏᴛʜ - Charcoal grey to unsaturated black. ⇴ Eʏᴇ Cᴏʟᴏʀ - Mori’Quessir eyes are exceptionally vibrant, even reflective in darkness, and run a spectrum varying on bloodline. Tᴏʀᴀᴛʜ - Blanched grey to milky white. Tʀɪꜱꜱɪᴅᴀ - Menacing rich amber to cold, cutting copper. Hᴇʟᴇᴅᴀ - Ruddy brick to wine red. Xᴀʟʏᴛʜ - Dusty indigo to rich violet. ⇴ Hᴀɪʀ Cᴏʟᴏʀ - Mori’Quessir hair contrasts heavily with their skin as they all possess white to rich silver locks of scaling variety of intensity and luminosity. Always exceptionally straight and fine, silk-like, it is customary for houses and career positions to confer dyes of varying significance. ⇴ Hᴇɪɢʜᴛ & Wᴇɪɢʜᴛ - Mori’Quessir are naturally slim, tall, and athletic in their builds. Mori said to have grown overweight are nigh mythical between the realities of their diet and physical activity. Roughly similar to most of their Malin-descended cousins, Mori’Quessir are between 5’0’’-6’2’’ in height, and 120-195lbs. Even given their athleticism and divine forms, Mori’Quessir bear a strength comparable to all of Malin’s progeny. Rᴇᴅʟɪɴᴇꜱ: ⬰♮⇴ Although most mental characteristics are listed above under Cᴜʟᴛᴜʀᴇ, Mori’Quessir are as variable as any natural Descendant in both severity of following their culture’s folkways and mores and how much they may present. However, the greatest difference to the Helviirynu Mori’Quessir is ᴛʜᴇ Bʀᴀɴᴅ ᴏꜰ Fᴇʟʏɴᴅɪɪʀᴀ, listed below: [ Tʜᴇ Bʀᴀɴᴅ ᴏꜰ Fᴇʟʏɴᴅɪɪʀᴀ ] With exceptionally acute and unique hemocraft, any Helviirynu Mori’Quessir given access to the surface by their benevolent tyrant is branded with her mark appearing as a small tattoo of a circlet which wraps around the neck. This brand ensures that the traits listed under Cᴜʟᴛᴜʀᴇ would never leave or denature from the Mori’Quessir; though they may soften in intensity or severity over time they would never under any circumstance disappear. This may cause Mori’Quessir at times to act irrationally rather than based upon emotions both developed and learned over time. Included in this is a total, infallible reverence to Nemiisae, Zanunder, and Felyndiira Mierillis. There may be other gods, but these three are to be taken most seriously. While “reverence” may have a positive connotation, it may vary from each Mori to another. Some may view it as a respect of power, establishment, or magnanimity, others may view it as a deific measure, godhood, or worship. Rᴇᴅʟɪɴᴇꜱ: R ᴀ ᴄ ɪ ᴀ ʟ T ʀ ᴀ ɪ ᴛ ꜱ ⇴ Nɪɢʜᴛ-Eʏᴇ - [Passive] Unaccustomed to living upon the surface world, Mori’Quessir are exceptionally disadvantaged by the blinding sun, a hidden intent of Nemiisae to keep her children close. Mᴇᴄʜᴀɴɪᴄꜱ: ⇴ Oʀʙʙᴏʀʀꜱ - [Passive] Nemiisae’s shadow lurks in all dark places; as do her children. Mori’Quessir may commune with them, proof of their kinship. Mᴇᴄʜᴀɴɪᴄꜱ: ⇴ Tᴏxɪɴ Tᴏʟᴇʀᴀɴᴄᴇ - [Passive] Mori’Quessir society is one founded on deceit and hidden blades - not only those found in forges and sheaths, but too the cup and phial. Over millenia have poisons been used in such excess, that only the most cutting edge, rare, and exceptional affect them. Mᴇᴄʜᴀɴɪᴄꜱ: ⇴ Hᴇʀɪᴛᴀɢᴇ - [Passive] The most exemplary of the blessed, these Mori’Quessir are built in her spitting image - although they take Zanunder’s likeness, they take more of their mother than all else. Truly devoted to the one who granted them life. Mᴇᴄʜᴀɴɪᴄꜱ: ⬰♮⇴ Gᴇɴᴇʀᴀʟ Lᴏʀᴇ Rᴇᴅʟɪɴᴇꜱ: ⱒ Mori’Quessir require an accepted [CA] to be played, including children and offspring. ⱒ Mori’Quessir are an Open CA and may be applied for by anyone so long as they are in good lore standing. ⱒ Mori’Quessir, for any and all purposes, act uniquely as a race; taking no effects or implications as if they were elves. An example is muritor elixir, which blood of elves or Mori’Quessir would be unique to their own races, and not cross-applicable. ⱒ Mori’Quessir are counted as altered souls, though not tainted. ⱒ Despite their status as nontainted altered souls, Mori’Quessir would be unable to take “Holy” classed deific magics, even if theoretically compatible. ⱒ Mori’Quessir possess [5] magic slots. ⱒ Mori’Quessir, given the Brand of Felyndiira, are unable to denature; even Mori’Quessir who are born aboveground and bear no exposure to The Helviiryn Underdark are unable to denature culturally or physically. ⱒ Mori’Quessir are unable to crossbreed or produce half-races. ⱒ Mori’Quessir are hardcoded to possess the listed physical, mental, and cultural traits given The Brand of Felyndiira. Though the severity of these traits may range from quirks to total dominance of character, they would never leave or be replaced by traits considered opposite or contrary. ⱒ Mori’Quessir souls return to The Fae Realm unless otherwise contraindicated by a lore’s soul-destination. ⱒ A Mori’Quessir hailing from one of the listed clans may or may not take upon themselves the name of the listed clan. While they may claim regality or specialty in bloodline, the proper nobility and inheritance of the clans is [ST] only. ⱒ A Mori’Quessir may claim whatever they may desire about their clan (if not a part of the listed clans), but such would not be [ST]-Sanctioned as “Official” or “Canon” unless within the lorepage. G ᴜ ɪ ᴅ ᴇ , P ᴜ ʀ ᴘ ᴏ ꜱ ᴇ , & C ʀ ᴇ ᴅ ɪ ᴛ ꜱ [ Cʜᴀʀᴀᴄᴛᴇʀ Gᴜɪᴅᴇ ] Making a Mori’Quessir can be both seemingly easy, and intimidating. Given you are here, you probably know about Drow from Dungeons and Dragons - truthfully, in the era Mori’Quessir were written in was one where LOTC was very much a mediascape of different things before it really captured its own identity. Mori’Quessir are a piece which kind of have been catapulted, given they haven’t gone under any real change since then, into the modern age. Kept simply though, Mori’Quessir are like any other race when you make a character. Design them, come up with some backstory, and go! Only here, you have some additional quirks, mannerisms, and lore-background that a character comes from that really helps shape them. No two Mori’Quessir are alike, yet they are distinctly always Mori’Quessir. » Mori’Quessir come from many different backgrounds. Some are born in high houses, others orphans left behind. Childhood as a Mori’Quessir is a very, very rough one. Mori’Quessir life may have glitz and glamor with silken dresses and marbled buildings, but they are very much still under constant threat. From other Mori, from cavern collapse, starvation, war, beasts from the dark, miasma, and so many more. Mori’Quessir are practical as having trades, survivalists, politicians, and artisans all living amongst one another in close contact. Your Mori’Quessir could start as low as a beasthunter or ruin-explorer, or even as high as a politician or tradesman of somekind. » Why you came to the surface is as well, up to you. Felyndiira (your benevolent queen) has given you, personally, access to the surface world. Something that has not been done for centuries. Are you someone she wishes to conveniently get rid of? Someone who sews chaos to the above? Someone who gave her money enough to buy your way up? Someone who sought escape and a new life? It all depends on what you would like to have. As mentioned with reverence, you do not have to like these figures (Felyndiira, Nemiisae, Zanunder) - but you do, with certainty, respect their power and authority. Even on the surface world they have that brand upon you that reminds you of who you are, and makes sure of that. » Some people may also struggle with some of the traits mentioned, such as an egotistic, materialistic and opportunistic mindset. Be creative - you don’t have to be this black and white easily readable character. Mori’Quessir are insanely complex, and it is by design that you don’t take these flatly at face value. You aren’t a caricature, you’re a character - when opportunity presents itself, you don’t have to immediately lash out. But you do have to consider it. You do have to think about it, and weigh those options, and potentially take it. Mori’Quessir are inherently by nature driven to this mindset; it is all your character knows, and their biology has quite literally predetermined these things for them. It should reflect in the roleplay. If Mori’Quessir were just blank slates, or had these traits encouraged but not enforced, they really wouldn’t be Mori’Quessir other than just having a lore-approved stamp on a forum page so dark elves can call themselves Mori. Be interesting, be unique, Mori’Quessir are both of these and require the player to utilize them with nuance and intrigue. Do so! And enjoy doing it. » Here is a Mori’Quessir language translator, if in the case you are interested: https://eilistraee.com/chosen/language_mini.php ⬰♮⇴ [ Lᴏʀᴇ Pᴜʀᴘᴏꜱᴇ ] Originally the idea of Mori’Quessir was humoured to potentially return during the 10th anniversary (Stealing Joel’s ideas), but was stopped due to the climate of the server and business of other projects at the time. However, I still like the idea - and especially after an exceptional path of spontaneously spurred, “correct”ly aligning choices in the Forged in Blood eventline (and successive eventlines across Aevos), I feel players have worked hard to make a warm political climate with The Mori’Quessir of Felyndiira’s Helviiryn Underdark. Given this, I think it would be fun for them to come back. There is some poor history with how they were used, but with some mental restrictions to make them more alien and unique compared to a descendant reskin, and some racial additions and traits to boot, I think they will make a good comeback. Ultimately, a goal too was to make a CA unique enough to stand on its own as a pseudo race, but also, something someone who’s read the Drizzt novels couldn’t just apply for without reading. Something drow inspired, rather than just drow. With that, I’m hoping for a niche, albeit fun and fairly open/freeform, CA people may play and add to the world that plays like a descendant with just a bit more redlines. ⬰♮⇴ Cʀᴇᴅɪᴛꜱ: » SquakHawk - Writing » Zarsies - Original Lore, Writing » Vhorazu - Consultation, Fixes » BobBox - Consultation, Fixes » RaiderBlue - Consultation, Fixes » Islamadon - Consultation, Fixes » Pallodium - Formatting xᴀʟ ᴅᴏꜱ ǫᴜᴇɴɢᴇɴ ꜱᴄʟᴇᴋᴜᴠ ʜᴀʀʟ ᴜᴅᴏꜱꜱᴛᴀ ᴀxxᴇɢᴀʀᴛʜʟʟᴇɢʜ
  18. i dont mind the amendment one way or another (i think anyone who interprets otherwise is a complete moron) but you are the only person to ever sreq this 2 days ago
  19. 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.
  20. did it all by myself btw + trinn + sppoy + xarkly + sseva + beth + aj + dramatude + tainga + halt + aeus + rose they also helped
  21. 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.
  22. herb nodes upped across the board
    Common (16) -> 24
    Uncommon (8) -> 12
    Rare (4 or 6) -> 6 or 9

     

    builds edited accordingly, cds remain the same

    1. Show previous comments  5 more
    2. Ramon
    3. winterblood

      winterblood

      I LOVE HERBS!!!!!!!!!!!!!!!!!

    4. PrimnyaQuorum

      PrimnyaQuorum

      Gunna Kms I JUST started logging to implementation all the “fake” double/triple nodes and now they’re real.

       

      W for alchemyheads

  23. [!] Posters would be placed outside of various cities; fliers that had never been nailed. Almost as if they were tossed to the wind carelessly, curiously only ever found during the deepest hours of the night for wanderers and the quiet alike. [!] TO FRIENDS AND ENEMIES OF HELLVIRYN, It took some time to find you. You may remember me as Felyndiira Mierillis, Queen of The Helviiryn Underdark, and contractor to many of your kin. I will be sending out my envoys in the coming weeks. It is to my finding that the cavernous ruin my people call an "Gateway" to what you call Azuras to be extremely dissatisfactory. It is too, to my finding, that you find yourselves embroiled in a war across this lavish new land. I seek no part in it. But I think I may know some who do. I would like to offer a summit in the coming time. Before this miserable gate to which we can discuss terms of trade, improvement, and the free passage of peoples. I remember contracts forged in blood. I do not so easily forget what you have done for me. I am an ally - between surface and beneath. Speak to my envoys. Find me then. I find you will like what I have to offer.
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