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squakhawk

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Posts posted by squakhawk

  1. This lore has been denied. 

     

    Hey there!

    I see your submission here and I appreciate the improvements over the last. However, outside of remarks that other players have commented (to varying degrees of clarity), you could accomplish this with a certain aesthetic achievable by a few other Creatures on the server, such as Darkstalkers or Draugars. 

     

    However, CAs we generally like to have varying aesthetics with; we enjoy having a broad variety on the server, and don't like overcrowding a niche with too many different types. While I trust your intention was not that, you must consider something like this is something other players will apply for and play, and the write doesn't necessarily come off as too diverse.

     

    While I know this is separate from your first write, we aren't looking for any more "Mainstream" races akin to orcs, elves, etc - nor would we be looking to add subclasses to them. 

     

    In general, there's a lot of improvements to be done, but all in all, I wouldn't reccommend submitting another write for these guys, or others, until you've got a bit more experience under your belt. Both with the server and how the server writes, we have a very detailed Lore Criteria under this subforum which should detail what we expect, and along with that, I really think you should spend more time on the server interacting, roleplaying with, and roleplaying as varying CAs to get an idea of how they feel, play, and live in the world. We always want to have a world filled with different creatures to keep things fresh and fun, and so there is a whole lot of opportunities to expand and enrich your roleplay through these varying CAs.

     

    Give them a shot! And see even if you can accomplish the aesthetic of what youre looking for here with them. They aren't too hard to find, and communities (particularly magic ones) are generally very accepting of newer players eager to learn.

     

    Have fun, and take it easy. Happy roleplaying!

  2. This lore has been denied. 

     

    After consulting Management whilst clearing out smaller pieces to expedite reviewal, we'd decided that this would very quickly lead to similar issues to testing Siliti frequently faced, which caused a massive headache for players, people possessing the CA, and ST all alike who were frequently frustrated by the very grey terms of accusation, investigation, testing, etc.

     

    We'll be considering other ways for Corcitura to be less readily-apparent in testing, such as having an aurum-similar reaction which is based off of scale rather than instantaneous tell. However, in the meantime, a sort of suppression spell is denied for the time being as we explore other options to see what we can do for the playerbase.

  3. This lore has been denied. 

     

    After consulting management, the team decided against this piece as while it may introduce some brief trickery, ultimately it may not have the follow-up support necessary. This coincides as well with the following denial of the Corcitura amendment submitted alongside this, with how we want to deal with meta-testing (and how to healthily mitigate it) after the great Siliti metagaming debacle era.

  4. 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.

     

    Removed mention of boneforging as it is redundant. Added clarification to necromancer summoning. MArt and MArt references removed.

  5. This lore has been denied. 

     

    There is meant to be finality after a certain point, which cannot be simply escaped. The only in-lore method for Corcitura to be able to do this would be Siliti, which have been for good reason shelved.

  6. 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.

     

    Included non-knowledge-locking redlines.

  7. Name of the Artefact: The Long Arm

     

    Effects of the artefact: 

     

    image.png

     

    Within your grasp, a gauntlet-vambrace which reached to ones elbow was held. Wrought of pure aurum and glistening silver, this gauntlet let off a shimmering white lux which gently cascaded to the ground below. Even within it's presence, did all- even those of holy affiliation- feel a deep intimidation which shook them at their core.

     

    "The Long Arm" seemed only useable by current/former clerics, ascended, paladins, or direct descendants of so. When worn, it felt as if purity, order, and duty steeled their hearts. The gauntlet seemed easily secured, with belts and buckles which wrapped around an arm snug.

     

    The former three would find their healing costless, as the artefact bled holy energies which eased so. Upon touch with anything considered "unholy", 'The Long Arm' would inflict heavy burns which affected the soul directly; even through armour. When in a holy magic's connection, the gauntlet would manifest an ethereal golden hammer which was directly attached to one's arm. Capable of withstanding Thanhium with ease. The Long Arm could be thrown with mighty power, coursing through the air and laying judgement upon those who are misfortunate enough to be within it's way. Within a simple command, was the hammer return to it's grasp.

     

     

    image.png

     

     

    Artefact redlines: 

    Connection

    -This relic supplies only a temporary connection. It does not allow for former spells of the MA to be used without approval, nor does it supply a reconnection. It cannot be used to ‘reconnect’ a former MA holder or their descendant even if an Accepted lore piece for their respective magic exists.

    -In the case of disconnections or blacklists, this relic will not supply a connection.

    -Only soul-bearing Descendants who are not otherwise impure/Dark CAs are eligible for this connection. For example, should a Corcitura have an Ascended parent, the Corcitura will be ineligible for this connection - and will instead burn.

    -A former Ascended, Cleric, or Paladin must have a valid (former Accepted) MA. Trial-students who were never connected are ineligible for this connection.

    -In the case of a descendant, they must have a parent with a valid MA under either Ascended, Cleric, or Paladinism. If the child was born after the parent lost the connection, they are ineligible to use this relic - as they are the child of a regular Descendant.

    -Other CAs which cannot hold Deity MAs are ineligible for this connection and cannot use the relic. If they are currently or formerly soul-bearing they simply feel the intimidating presence of what lies inside the relic.

    -Dark MAs and CAs are incompatible with this relic.

     

    Purity

    -This Magical Artifact will affect all players that bear souls, including creations like the undead, Eidola, vampires, werebeasts, etc. This excludes Animatii constructs but does not exclude soul-bearing Machine Spirits. Generally, if the persona bears or formerly bore a soul (losing it through dark magic), they are vulnerable to this mental effect.

    -This effect cannot be used to pinpoint the relic, but something would be felt nearby.

    -Currently, this effect bypasses all mental wards, except for any magic/ca possessing a fear-nullifying effect; those with so however will still feel its presence and be unnerved by it.

    -When donning this relic, a viable user feels the presence of ‘Purity’, ‘Order’, and ‘Duty’ emboldening their hearts. This is an aesthetic effect and does not grant boons against fear or other emotions.

    -The Purity effect does not burn non-Dark CAs and does not burn Dark MA users. It does not affect Dragaar or wild dragons which are incorrupt. Such creatures will feel the impact of the weapon but not the searing effect on touch with it or the gauntlet.

    -Similarly to Paladinism, one cannot "spook test" by constantly touching everything they see. Although it does not align 1:1 with the lore of the artefact, doing "spook tests" without valid in-roleplay reason presentable to Story Team is considered in poor faith and metagaming. 

     

    Antimagic Resistance

    -In contact with the gauntlet, the Thanhium instantly overheats as if it had been exposed to a Voidal Hollow and may self-destruct. Thanhic Steel instantly overheats in contact, and is rendered unusable for the remainder of the encounter, as if it had absorbed a Tier 5 spell. However, the gauntlet will still remain functioning.

    -Null Arcana does not work in conjunction with the gauntlet.

    -Kani’s Mana Manipulation can only ‘grab’ the ethereal hammer if the Kani user themselves are a current or former Ascended, Cleric, or Paladin which has not been disconnected. Kani also cannot disconnect the gauntlet’s user from their connection. In both cases, there is simply too much mana for the Kani users to attempt to manipulate or close off.

    -If Arcana Flow goggles are used to look at this gauntlet, the amount of magic within it would be difficult to look at for more than a single emote without strain.

     

    Purity through Penance

    -Whichever outcome (Flagellation or Forgiveness) of death is decided by the slain party.

     

    Summoned Weapon

    -The hammer is always ethereal and golden, but acts as if it is physical with regards to striking at any target. As such, it cannot be grasped. In the case of users such as Kani, they are unable to grab and wield the hammer without themselves being a current or former Ascended, Cleric or Paladin - and cannot have been disconnected.

    -This weapon does not allow the user to suddenly cast ‘Sunlight Spear’, but each time the weapon strikes with its volatility, due to its deific nature.

     

    Returning Weapon

    -The command does not have to be uttered aloud, and can be whispered, but should be written in the emote regardless to indicate some form of tell. For example, one can simply stretch their arm out in the direction of the hammer to recall it back to their hand.

     

     

    Explanation of the effects: 

    Untitled.png

     

    Appearance

    The Long Arm is a gauntlet composed of Lunarite and aurum, which encloses one’s right forearm and fist. The item lets off white illumination that drifts gently to the ground at all times. Its radiance cannot be shut off. On its exterior, the sigil of Tahariae and that of the Gilded Court, represented as a stag and a golden hammer respectively.

     

    Connection

    When donned by a former or current Ascended, Cleric, Paladin, or their direct descendant, the “Long Arm” provides a temporary connection as long as the gauntlet is worn. Inside the gauntlet relic resides a ‘presence’ which supplies this connection. 

     

    Once connected, the physical appearance of the gauntlet remains the same, but the appearance of the user may alter, allowing them to temporarily possess the aura color of their current or former connection. In the case of a direct descendant, the Ascended, Cleric or Paladin parent’s aura color would become theirs. In the event a persona does not know their parent’s aura color from their connection and cannot discover it, the aura will present itself of a color of the user’s choosing, provided it is one which makes sense for the connection; ie, a cleric-descendant cannot have a red aura during casting with this relic.

     

    This connection remains only so long as the gauntlet is worn. The effects of the connection do not remain, nor does the former user keep the aesthetics or magical abilities - and are thus ineligible for an MA using this method.

     

    Physical Effects

    Although the Long Arm's gauntlet would grant it's user ample protection, one would find themselves gone under very minor physical changes whilst having it equipped. Wearing The Long Arm, the user would gain a sense of serenity, and calm; unbroken by combat. By no means unable to show emotions or ability, this calm would merely mean that the wearer would excel under pressure, and would never find themselves overwhelmed even in the most dire of situations. As well, although one could still do so if they desired, the wearer of The Long Arm would no longer require sleep; the vigilant watcher sent from the heavens, the wearer of The Long Arm would not require any form of long rest. Despite this, they would still become exhausted and tired as normal.

     

    Mental Effects

    Whilst bearing no significant mental effects, The Long Arm would subtly change its user and gear them toward certain personality types and traits.

    When equipped, the wielder of The Long Arm would be more inclined to the traits;

    Just

    Honest

    Strong Convictions/Morals

    Honorable

    Prideful

    Courageous

     

    And disinclined greatly to the traits;

    Unjust

    Dishonest

    Weak Convictions/Morals

    Dishonorable

    Modest

    Craven

     

    Alongside this, the wielder of The Long Arm would be greatly inclined and urged to travel. As if a wandering protector or vanguard, the Long Arm would desire to see good done throughout the world, in all names and creeds; not just that of the wielder's nation, order, or clan. Furthermore, The Long Arm's wearer would feel an unshakeable urge to keep things pure and orderly, as well as performing tasks and duties they or any holy order would assign them. Lastly, while already spirituality in bloodline is practically a requirement, the wearer of The Long Arm would feel a fervour toward their Aengul(s) of choice, being Xan, Tahariae, Malchediael, and-or Aeriel. Rife with zeal, they would pray or contemplate to the deity frequently, viewing themselves as the arbiter and presence of their deity among descendants; fervent upon teaching others of their Aengul's lifestyle and path, and enforcing their creeds.

     


     

    Abilities

     

    Purity [Passive]

    Bearing a litany of effects, The Long Arm would be the antithesis to Darkspawn, and The Impure. When put in contact with any Darkspawn (Dark CA, Darkmagic Possessing, Undead, or Tainted-Soul creature), it would inflict an incredible searing-pain to the victim of it's attack that afflicted the very soul of the user, able to strike both physical and ethereal forms at once. This would bypass any covering of the victim, striking past any armour or disguise magical or not.

     

    Curiously, no matter the affiliation (Darkspawn or not), all soul-bearing creatures within a [20] metre presence around The Long Arm would feel greatly intimidated by the mere sight of it.

     

     

    Antimagic Resistance [Passive]

    The strength of the deific mana inside this object overwhelms any attempts to disable its enchantments or the connection of the user. To stop its active abilities, the user must be disabled or have the gauntlet taken from them, in which case the gauntlet’s passive effects still remain. This weapon is immune to Thanhium, Null Arcana, and Kani Mana Manipulation, as it possesses too much mana to manipulate or control.

     

     

    Purity through Penance [Passive]

    With the power of purging and purifying holy magic, whenever striking a killing blow upon a darkspawn with The Long Arm, the slain would (during their time of death, until respawn should they do so) experience one of two things; seeming to have no correlation or causation upon which effect took place and why. 

     

    Flagellation - During their time in respawn, the soul of the slain would be in violent and otherworldly torment; one which would last even after respawn for at least a [3] OOC days. 

    Forgiveness - During their time in respawn, the soul of the slain would be granted a peace and serenity only found in the calmest and most loved of mortal lives. One which reminded them of their time before becoming a Darkspawn (were there to be one), and filling them with regret and dread for [3] OOC days after their respawn of what they no longer had. 

    Optionally, should the slain desire, a Darkspawn killed by The Long Arm would be able to cleanse it's soul of sin; treated then as the standard of it's race thereafter.

     

     

    Summoned Weapon [1 Emote, 2 Emote Activated]

    Upon connection, the user of the Long Arm is able to conjure an ethereal golden hammer into the hand of the gauntlet-arm. This takes one emote to prepare as the weapon manifests and is drawn. It can be treated as a thrown weapon with thrice the mass of a standard warhammer, taking 1 emote to aim, 1 to throw. When thrown, the projectile is only as fast as a thrown warhammer, but its deific nature enhances the blow - against Darkspawn, the bolt possesses a concussive force comparable to an Olog's punch, capable of brute-force crushing through near-any material found on the mortal plane save for Carbarum.

     

     

    Returning Weapon [1 Emote]

    While connected, a user can recall the ethereal hammer to their hand with a single command. In the case of a miss, the weapon arcs back towards their hand. After a successful strike and dissipating, the hammer can be reformed. In the case of line of sight being blocked, the hammer will reform instead of traveling in an arc back.

     

    14UXL32x.jpg

     

     

    ET Responsible for this Artefact: squakhawk

     

    Purpose (Optional):

    Created as a cooperative effort between former Clerics and Ascended who had still played the server years after their magic was shelved, alongside a former Cleric & Ascended artefact which both had been extremely important artefacts to the community preserved through vaults over two map transitions, Sordran and these stalwarts followers of Aeriel and Tahariae worked together during the Xannic Revival eventline upon mid-late Almaris, which through massive player effort completely rejuvenated roleplay in deific magics and holy roleplay. Dedicated toward the Azdromoth eventlines on Almaris and to come in Aevos, the Sordran-Azdromoth conflict is far from over with this artefact in play.

     

  8. Name of the Artefact: Vutcimuz, Vessel of The Ruiner

     

    Effects of the artefact: 

    romain-defelix-sword-final-2-pose-3.png

     

    Vutcimuz is a titanic, impractical longsword made of a dark flesh-coloured metal which had the properties of bluesteel. The weapon mildly burned the eyes just to look at, as if one was staring into a bonfire- even carrying the warmth of one in the weapon's proximity. When touched, the blade gave off the feeling as if one's skin was being cooked, flesh burning and twisting at even a mere graze. 

     

    Once held, the weapon would attempt to bind to it's user, imbueing them with the feelings of bloodlust and ceaseless rage. Once bound, the blade would progressively wither and wear it's user, taking control over them as they would lose memories and personality traits- eventually losing their humanity altogether. The blade seemed to speak a prophecy, to whoever wished to hold...

     

    "Grant me three kills of hate, and I will grant you power beyond imagining."

     

    image.png

     

     

    Artefact redlines: 

    -Vutcimuz is Inferic in nature, and thus is considered "Darkspawn", "Dark Magic", or "Unholy" for all intents and purposes.

    -Remaining magic slots would be permanently consumed by Vutcimuz, however retaining whatever magics (and their effects) held prior. This does not include

    magical weakness, which is removed and is replaced with strength of an orc. For flavour purpose, were someone to have magical weakness beforehand, they may roleplay as if their body cannot handle the immense boon in strength granted from the blade and pains them.

    -Once bound, the binding wielder must contact whoever manages the artefact listed upon this lorepiece.

    -Vutcimuz would place the user on a one-death PK clause, surpassing any form of immunity or escape to death (Monks, Klones, Lichdom, etc.) triggering upon roleplay death. Roleplay death after PVP combat does not trigger this PK. This does not count if the wielder of Vutcimuz opts for PVP instead of CRP.

    -Once bound, the wielder may not unbind to Vutcimuz, or void the roleplay associated with binding to Vutcimuz.

    -Once the 3 month PK clause is triggered, the character is turned over for ST use and artefact redistribution.

    -Vutcimuz itself has the strength of bluesteel, and is considered a Greatsword. 

    -There is no way to melt down, dismantle, purge, or cure Vutcimuz known.

    -The spell "Unexorcisable" would summon the blade as if it were there to begin with, with a telegraph. One for example, may summon the blade whilst their sword hand was pointed toward someone (as if they had already stabbed them) - but the blade would not suddenly stab them, and would begin to manifest, allowing a reaction time from the defender. (In short; no insta-stab lightsaber cheese)

    -Despite mundane flame immunity at stages 2 and 3, magical flame would affect the vessel as normal.

    -The heat of Vutcimuz would not be enough to melt, pierce through, or otherwise light things on fire it would come into contact with.

    -The Wielder of Vutcimuz gains no additional vitality, and is functionally the same as their original descendant form. As example, they would not be able to suddenly take a dozen slashing sword hits and be unaffected; attacks would still affect them as normal, they are simply granted more protection Stage 2 onward in the form of Chitin.

    -Banishing Vutcimuz is the only way to bind to the blade and at any point save one's soul from destruction.

    -Performing "A Kill of Hate" should be sent to the manager of the artefact, to allow utilization and logging of a spell from the additional spellpool

    -Unshakeable only affects magics which directly invade the mind of the Vessel; such as Invasion from Voidstalking. Illusion or similar magics which simply present a stimulus would not trigger the effect.

    -If utilizing Power Beyond Imagining, after the spell concludes, the user would be considered at similar strength to a Voidstalker (twice as weak as a Voidal Mage), and unable to muster any strength or energy; considered completely defenseless.

    -Hellwalker, Conqueror of Planes requires OOC consent to bring others along. These people must be informed of the ramifications/consequences of shunting prior to consenting.

    -Prince of The High Hells would not mechanically grant items to those in its range.

    -Prince of The High Hells would not add “layers” or “extra” armor to those already wearing it.

    -Armor and weapons spawned from Prince of The High Hells are made of standard steel, and do not bear any nonstandard traits.

    -A Surrendered Vessel would be a case by case basis ET character to be played for a very short time by the player or an ET to make for eventlike roleplay opportunities which may be appropriate at that moment. When surrendering, should ST Management be directly unavailable, the vessel would simply skip this course and vanish with Vutcimuz.

    -The Undying Host may not undo PK-claused activities, CAs, or other similar circumstances. 

    -Demonic changes to The Undying Host are cosmetic and temporary only, providing no physical advantage. These include more demonic features overtaking regular ones, such as chitinous skin, horns, claws, exposed muscle, excess teeth, discolouration of skin/eyes, and so on. This is not a transformation into an inferi, merely a corruption of the vessel that does not last.

    -It is optional for those who opt for revival after death through The Undying Host to have memories and dreams which haunt them relating to death, but follow death and revival rules prohibiting knowing any details of events leading up to or causing their death. 

    -When casting The Undying Host, The Vessel must be within [10] blocks of the dead, and not currently blocking, parrying, or attacking to cast. 

    -Those affected by Commander would not be forced to commit to orders of Vutcimuz, and cannot be physically compelled to.

    -Those marked with The Demonbrand should be sent to the manager of the artefact to add to a hidden comment on the CArt post with confirmation of branding.

    -The Demonbrand is a permanent marker that transfers through transformations, revivals, and so forth. It would be custom to each individual vessel of Vutcimuz.

    -Shunting using Vutcimuz would submit all involved to standard rules and redlines regarding shunting, such as the PK clause and informed OOC consent to join.

    -Shunting with an unbound Vutcimuz would shunt one irreversibly (unless one was, or was in presence of, another shunter) to Moz’Strimoza.

    -Shunting with a bound Vutcimuz would allow them to planeswalk freely as if they possessed the Arcane Displacement feat. 

    -If Vutcimuz is not properly sealed and warded if not being utilized, it may traverse elsewhere upon the mortal plane at ST discretion. Upon sealing, a related prophecy post is released regarding it’s current state. Sealing and warding may degrade over time in effectiveness. 

    -Indentured unto Death requires OOC consent from the party, and functions as a PK. 

     

     

     

    Explanation of the effects: 

    romain-defelix-sword-final-2.png

     

    -Binding to Vutcimuz is a simple process; bearing the sword for longer than a few seconds, or using it to harm another creature, would begin the three-month PK countdown. When someone binds to Vutcimuz, they send a PM to the ET responsible for the artefact (Currently squakhawk). This cannot be avoided by wearing gloves, holding it at a distance, or some other utilization to avoid the clause but still use the sword. If one does not wish to bind to the sword, the blade gives off a sweltering heat which would inflict burns upon the attempted-wielder. 

    -Vutcimuz itself is an exceptionally powerful Inferi which has it's soul living within the blade, corrupting any it comes into contact with. Outside of full possession and consumption of the vessel, Vutcimuz may not be communicated with and spoken to.

    -Vutcimuz, despite it's impracticality, would be utilized with utter ease as if any other sword to it's user due to the supernatural bond between blade and wielder. 

    -Vutcimuz was scorching hot, as if fresh out of the forge; if pressed against someone, it would immediately inflict second-degree burns, and cauterize any wound it created through slashing or piercing attacks.

    -Vutcimuz would give off a passive, non-harmful heat as warm as a bonfire in a 5 block radius around the wielder. Looking at Vutcimuz directly would aswell give the same sensation of looking into a bonfire.

    -Vutcimuz may perhaps be cleansed, but the methodology of how is currently unknown. There as well seems no way to retrieve the demon from within the blade, and no ability to cure one of it's possession. 

    -If Vutcimuz were to kill three soul-bearing individuals in an offensive (Striking first) manner, an ability (one per-kill) would be unlocked from the Stage 4 section. If all three kills were performed, the vessel would unlock Power Beyond Imagining.

    -Vutcimuz would place the user on a one-death PK clause, surpassing any form of immunity or escape to death (Monks, Klones, Lichdom, etc.) triggering upon roleplay death. Roleplay death after PVP combat does not trigger this PK.

     


     

    Vutcimuz most characteristically has four stages of possession, depending on how long the wielder has been bound to Vutcimuz. 

     

     

    Stage 1 [0 Months, 0 days total]

    Possession

    Physical Changes: Over the heart (or whatever functions as it's heart) of the user, a bright flaming orange-red glow would emit warmth and light similar to a torch from the front and back of the user's torso. This would show through clothing, though be obscured under armour. Surrendering ones humanity, the need to eat or drink diminishes greatly, and the user ceases aging. 

    Mental Changes: The vessel would become more easily irritated and irate, quicker to anger and annoyed at even the most trivial of things. They would be less goal oriented and focused on immediate gains, having little foresight or care for planning. Impatient and untactful.

     

    Unexorcisable - [1] Emote cast

    During stage one, the wielder of Vutcimuz would find it impossible to rid themselves of the sword from their person, permanently attached to them in some way. With [1] emote, they may cause the blade to apparate within their sword-hand, or disappear from the same hand. In this "sheathed" state, the blade takes place inside of them, and causes their skin to mildly redden and warm greatly, their eyes turning either a shade of orange or crimson. This could be done while attacking or defending, however once in the "sheathed" state, the blade would functionally be gone. 

     

    Hellwalker, Conqueror of Planes - [6+] Emote Ritual cast

    When Vutcimuz is not bound to a vessel;

    Vutcimuz is an artefact of Moz'Strimoza, and bound between both it and the material plane. With this, those within the proximity of Vutcimuz may instead channel through their own methods (whether it be divine, cultural, or personal ritual) to one-way planeswalk to Moz'Strimoza as the blade attempts to return to its owner with mortal aide. The blade and those within [5m] proximity would be teleported irreversibly (unless one were to possess the means of shunting themselves) to the realm with the blade, placed on the same permanent PK clause that overrides others per shunting lore. This must be organized with an ST for an event in advance.

     

    When Vutcimuz is bound to a vessel;

    Vutcimuz, The Ruiner, is an artefact used by demonic generals of days past to traverse the planes freely and lead conquest of realms beyond imagining. While bound to its wearer, Vutcimuz may act as a vessel of shunting for its bound user and any within a [5m] proximity to freely traverse planes as if they had full access to shunting. This does not teach them the feat, nor does it give anyone the inherent understanding of its mechanism. This utilization follows all rules and redlines of Arcane Displacement lore.

     

    Notably, when shunting utilizing Vutcimuz, it would look far different and more distinct than the traditional method of shunting. From the point at which they shunted, a flaming sigil upon the ground of a cat branded into the ground. The smell of salt, sulfur, and smoke would permeate the air throughout the ritual and even sometime afterward, with those shunted possibly returning with mild malflame burns upon them from the violent nature of the planar traversal.

     

    Commander - [Passive]

    A general is only as strong as the men beneath their command; Vutcimuz would grant the vessel at this stage two traits.

     

    The Speaker - Necessary to command The Ruiner’s Army, The Vessel would be able to project his voice his unholy clarity throughout a battlefield, heard even over the most chaotic battles.

     

    The Feared - When commanding his armies, those marked by The Demonbrand would feel a strong urge to follow the orders of The Vessel, near compelled as if the orders of the vessel were thoughts of their own. Those unmarked by The Demonbrand, merely in the presence of The Vessel’s voice would feel a bristling, intimidating fear that only the most valiant of soldiers could be unaffected by.

     

    General of Numbers Beyond Counting - [2+] Emote Ritual cast

    The Iron

    Utilizing Vutcimuz, the bound user may inscribe its demonbrand upon a follower who succeeds one of their assigned trials. These trials are assigned by the general, and constitute acts considered ruinous upon others (Be it killing, raiding, razing, maiming, simple violence, vandalism, and so on). If one is to succeed the trial once directly assigned so by Vutcimuz, they may be blessed  in its immediate presence through ritual to reward the Demonbrand.

     

    The Demonbrand

    A cursed singe upon flesh that could never be undone as now a permanent taint and marker upon the soul, The Demonbrand would both bless and curse its affected. Those marked by the demonbrand would significantly desire forms of power in any state offered, considering less of the cost and further how it may benefit them personally. This may manifest as shortsightedness, lust for power, bloodthirst, scheming, and manipulation. The Demonbrand would feel hindered in the direct presence of Vutcimuz, as a reminder of its original gifted power.

     

    The Demonbrand would only have active power whilst the current wielder of Vutcimuz lives. Were they to die, The Demonbrand would go dormant and while visible, remove any affected benefits or traits inflicted other than the physical presence of the brand itself. Should another descendant claim Vutcimuz, The Demonbrand would feel called to serve its new wielder and complete once again another trial to activate the Demonbrand.

     

    To the user, those with The Demonbrand would gain a myriad of differences. These manifest as;

    -Loss of sleep requirements, optionally completely inable to sleep

    -A stronger devotion to personal creed, whether that be religion, authority, culture, or so on

    -The ability to witness prophecy

    -The ability to spark small flame with their hands similar to a lighter or flint and steel

    -Resistance to first degree burns and a heightened tolerance to mundane heat

     

    The Ruiner's Sight - [Passive]

    Able to forge and unravel fate, Vutcimuz allows its vessel to witness prophecy in realtime, and in nightmares which would constantly plague the vessel. Unknowingly, when particularly impassioned or stricken by emotion, the vessel may trigger a prophetic event itself.

     

    Indentured unto Death - [Passive]

    A foul art, Vutcimuz may enact the cruelest, and most damning of all fates to those it slays. Though imperfect, kills that particularly impassion Zathairn and Vutcimuz would bring their soul into their court; surpassing forms of revival and banishing the slain to The High Hells for eternity.

     

     

     

    Stage 2 [1 Month, 30 days total]

    Bloodthirst

    Physical Changes: Parts of the wielder would begin to harden into an almost chitin-like material, manifesting in varying degrees upon their skin, nails, and teeth, hardening to the strength of iron should these chitin scales manifest in those spots. This chitin-like material should cover at least 2 and no more than 3 appendages of the body (legs, arms, torso, head)

    Mental Changes: The Vessel would become significantly more bloodthirsty and aggressive, often taking violent and unnecessary actions to maximize pain inflicted upon themselves and others. Their thinking would become more concrete, with abstract or conceptual ideas becoming more hard to make sense of or understand, though not impossible; seen instead of unnecessary and stupid.

     

    The Burning Blade - Passive, Activatable [1] Emote cast

    Willingly or not, whilst in it's unsheathed state, Vutcimuz would be able to light itself aflame with bright orange magical flame. This flame burned as hot as an ordinary campfire, functioning as a form of malflame-burning atop the normal burning effect. However, at all times, Vutcimuz' wielder would be immune to small flames (such as torches, candles, and alchemical weapons) aswell as Vutcimuz itself. Magical flames however would still affect the wielder as normal.

     

    Prince of The High Hells - [4+] Emote cast

    Provisioner and lord of The Ruiner’s host, Vutcimuz would be able to arm its enlisted soldiers in steel armour and weapons which afforded them whatever they may need for the battles to come. This would apparate over the course of the spell's cast, which required utter concentration and line of sight; but was unrestricted by range.

     

     

    The Undying Host - [2] Emote cast

    Unforgiving of those weak enough to fall in The Vessel’s presence, Vutcimuz may be used to lifebind the freshly dead and twist their forms into that of a much more horrid, demonic nature. A twisted version of reality, the soul would forcibly be returned to the body, sealed of its lethal wounds and granted it’s base strength and stamina once more for [10] Emotes before expiring, unable to be revived through such means again. 

     

     

     

    Stage 3 [2 Months, 60 days total]

    Ceaseless Rage

    Physical Changes: Chitinous scales would continue to develop over the wielder, enwreathing 4-6 appendages (legs, torso, arms, head) in them. As well, horns may develop over the user, and spikes may grow from these scales. This would prevent the wearing of armour over those areas, but bear the same hardness of iron as before. As well, the wielder of Vutcimuz would become more averse to Salt, Silver, Incense, Holy Symbols, and holy magicks. These would cause a minor aching pain upon the wielder. Furthermore at this stage, the wielder would become significantly more energetic and amble, seeming to twitch and jump. Their form at this stage could vary, with some vessels growing in life and vigor and others being drained of it completely.

    Mental Changes: With increasing paranoia, the vessel would begin to feel an impending sense of doom looming over them as Vutcimuz began to take possession over their form. Rage would begin to become an almost everyday occurrence to the vessel, growing distant and uncooperative in any relationship with no foresight or hindsight, completely living in the moment.

     

    The Vessel Within - [Passive]

    The Vessel would, form included or not, be filled with an unholy strength from the demon within. Passively, The Vessel would bear the strength of an Olog and the stamina of a Golem, neverending. As well, their resistance to mundane flame would be complete and all encompassing.

     

    Calamity - [Passive]

    Utilizing Vutcimuz, near the end of The Vessel’s lifespan, the differences between it and the demon within would be nearly indistinguishable from one another. Possessed and with two ambitions merged to one, Vutcimuz would seek out what it had always wanted; Leadership, and power. 

     

    With Vutcimuz, the vessel may Warclaim a nation similar to a nation-siege ST event. This is done through CRP, and utilizes event assets, actors, and outcomes in addition to players on either side of the battle. This is a cooperative narrative between the ST, The Vessel, and the nation(s) involved. Per war rules, cost and time are negated until a time is agreed upon by all three parties at their discretion. ST Utilization would scale appropriately to the people and amount of parties present to ensure fairness.

     

    As with all events, the outcome of the warclaim is not decided until it’s conclusion which best fits preceding and succeeding actions done through roleplay. This could range from outcomes not dissimilar from a raid, pillage, razing, or conquest and follow accordingly. This is at the discretion of Story and Moderation administration to ensure good faith narrative and roleplay. 

     

     


    Stage 4 [3 Months, 90 days total] 

    Consumption of The Vessel

    At this stage, the vessel would be completely overrun by Vutcimuz, becoming an extension of the blade itself as it overtook the vessel's mind and body. For as long as the vessel still walked, the soul of the now former wielder would become one with Vutcimuz, bearing witness to whatever acts it would then commit until the blade returned to it's dormant form, when the soul would then be utterly destroyed.

     

     

     

    Normally unachievable, the following abilities would be unlocked for each of three direct kills performed in an offensive manner.

     

    Surrender, Banish - [5] Emote Cast

    Over the course of five emotes, the Vessel would take control over their fate; either allowing Vutcimuz to take full possession over them, or relinquishing control of Vutcimuz at the cost of their life.

    If Surrendering, Vutcimuz would take over the user as they rapidly become twisted and demonic nature to Vutcimuz' own take upon their appearance. The surrendered vessel would become an Event Character, utilized in-context on a case by case basis to enhance roleplay. Afterward, Vutcimuz would immediately vanish, disappearing back to Moz Strimoza for some time.

    If Banishing, with the aid of holy artefacts, rituals, or relics, The Vessel would wither and die as the lifeforce was drained completely from them; their soul released intact to the Ebrieates, and Vutcimuz not given a form and falling into a dormant state once again.

     

    Unshakeable - Passive

    Possessed by the demon within, the Vessel would become immune to fear, intimidation, or other similar effects which would try and take control over the user. As well, for any magic which may try and invade the mind of The Vessel specifically, the Vessel would be shielded; and would send back a violent reaction if reached, causing a quick focus-breaking disconnection of whatever magic utilized.

     

    Unbreakable - Passive

    Unhampered by the magical, alchemical, or mundane means of holding, anything stunning, blinding, slowing, or other similar movement/sense impairing effects would be reduced upon the vessel to at maximum a [1] emote duration. 

     

     

    If the vessel were to complete three (or more) kills in this manner, the following spell would be available to them.

     

    Power Beyond Imagining - [2] Emote Channel, lasting until the end of combat.

    Whilst standing still and in full focus unable to act, the Vessel would be temporarily immune to any attacks as it began to transform. Bartering with Vutcimuz, the wielder would be able to temporarily allow him control the vessel's body, granting the following effects upon the 2nd emote of cast. This temporary transformation would be particularly gruesome to watch, and excruciatingly painful for the wielder. During this transformation, the vessel would be rendered unaffected, but not immune, to damage. 

    -Skin covered in a thick chitinous material, with the durability of steel.

    -Claws, teeth, and horns which may be used as natural weapons, with the durability of steel. 

    -Tattered wings which would allow the user to glide and prevent fall damage, and fly up to three blocks upward in height (Note: One may only utilize these wings to access places they can access mechanically.)

    -Truesight, able to see clearly in all types of darkness and light, unable to have vision obscured or blinded by magical or alchemical means, though physical obstructions still prevent sight. Truesight as well allows one to discern illusion from reality with ease, and see things normally incorporeal. Hallucinations and other delusions of one’s own mind are indiscernible from reality, and often, more convincing than reality itself. This may manifest in The Vessel speaking to, seeing, and attacking things which misrepresented reality, or did not exist to begin with.

    -Strength of an Olog (Were the vessel not to possess so already)

    -Stamina of a Golem (Were the vessel not to possess so already)

    -Immunity to all types of flame, save for malflame specifically.

     

    After the transformation, Vutcimuz would be stunned and the demon returning to the blade. The vessel would be greatly weakened, with barely the strength to lift themselves and completely drained and exhausted of stamina for at least one OOC day afterward.

     


     

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    ET Responsible for this Artefact: squakhawk

     

    Purpose (Optional):

    After the conclusion of The Three Princes Eventline, a blade was leftover; that which controlled and dominated Siegmund of The Carrion, who had besieged Haense after a months-long eventline leadup started by Naztherak players earlier in the map. As continuation of that and to allow for more continuous story development, the item which caused Siegmund to behave as he did lives on and in player hands to allow for more organic villains and stories to develop from an accursed artefact, both serving as a roleplay device when it is in possession or dormant for players.

     

  9. 25 minutes ago, sam33497 said:

     

    That's what I thought, just missing the significance of this verbiage here

     

     

     

    I'm not gonna try to make any recrimination against the ST admin of all ppl about mindset when it comes to magic n stuff LOL but i would point out that exclusivity (imo) should not be considered a downside, giving ppl exodia (exaggeration) because they fulfill a set of characteristics seems like it could set a harmful precedent, I don't think there r any other Voidal things like this.

     

     

    I think the 2 emote thing (1 emote if already connected) is just a bit too strong because it outstrips not only the rest of transfig's antimagic, but also stuff like auric oil which would take extra time to pull out/prime/throw, the range and inherent undodgability of this spell also granting it an advantage. The T4 thing seems reasonable enough, maybe you could make it interact with incanter's flow? Though 2 emote casting is always gonna be very strong for a Voidal mage (see some of the strongest utility spells - brisk step, sand blast), having to stack incanter's flow to get it down to 2 emotes makes the buff more situational, while still providing a neat interaction with the feat

     

    Theres a redline under the spell that it has a minimum of a 2 emote cast time, even considering the connection / incanters flow 

  10. 54 minutes ago, sam33497 said:

     

    Does it last for 6 emotes or for 3 extra channel emotes? maybe im just misunderstanding

    I get this is a T5 spell but that's ridiculous action economy for sm that's already superior in every way to ordinary abj/warding

     

    I like it, this is what antimagic should be, but it's way stronger than current transfig antimagic. Also, the eminence 2 emote cast would make this stronger than most other antimagic effects, just because it can't deal with T5 as well doesn't really mean much, of the T5 spells there's only like one or two which actually do anything and abjuring them take T5 mana already and is rarely worth it (warding a t5 spell disconnects you lol), this has the advantage of stopping them from casting again even after they cast at T5. 

     

    lasts for 6 emotes after casting, during the 3 casting emotes there is no effect

     

    Do you have any suggestion to edit the Eminent version of the spell? I wanted to keep it to have diversity and options between people using it, esp. considering the requirements on top of having to possess knowledge of the spell already. Maybe instead of both it could be either reduced emote cost (Which doesn't matter if you're already connected, given the minimum casting requirement) or the tier 4 reduction? I don't wanna overcomplicate the spell by coordinating tiers with emotes, but I thought given it would require an eminent alongside the other requirements for an effect which only excludes another rung of spells, it would be alright to do. This spell is in a lot of situations a Tier-5 do-nothing spell because someone could have no intent or plan to use spells, enchantments, or magic in a combat- a Scion could very well still fuck the caster up, as could any martial or ranged. 

     

    In short, do you have any suggestions on how to change the eminent addition? I wanna try salvaging it because I like the idea of unique flair and options before removing something.

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