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Ragnio

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  1. (Art found on Imgure and DevianArt, Creator is UNKNOWN) Habitat: Cliffs, snowy mountains and tree tops Size: Well known for their rather big size, Meh'kats, also often called ‘Flying Bears’, hatch from their eggs, being the size of a small wolf pup. Over the first few months the younglings will grow up to the size of full-sized wolves only to reach their mature years. Within their mature years they will continue to grow, reaching the height of around 13 feet and a length of around 20 feet. Meh'kats of those sizes are the most common ones, yet, only due to the fact that older Meh'kats are often a rare sight, thanks to hunters and exotic traders. It is, however, said that Meh'kats are growing their whole life and can grow even larger, depending on their age and environment. The normal weight of a Meh'kat ranges from around 400 to 600 pounds, once again depending on their environment. Diet: The diet of Meh'kats consists mostly of meat, sometimes ranging from the size of a human head to the size of a whole cow or even bigger mammals. Yet, it is also known that many Meh'kats are showing a love for nuts and exotic fruits, often smashing them under their claws and slurping the juicy goo or eating the delicious nut. Unlike most other animals, Meh'kats are also known to attack humans if they enter their nest, often devouring them after they killed said humans. Temperament: Meh'kats are known for their harsh and often fiercy temperament, barely allowing anyone to get near them without getting into a aggressive posture. As such, Meh'kats are known as nearly uncontrollable beasts. However, it is also known that some Druids and even some Farfolk were able to tame those beasts in the past, gaining a trusting ally and a mighty warrior on their side. Brief summary of the creature: Being the rulers of the skies Meh'kats are known as hybrids, combining the features of a bear and either an eagle, owl or other birds. Unlike their land counterparts, the Demigryph, Meh'kats are known to have a set of mighty wings, allowing them to fly and glide over a long distance. Due to them being hybrids Meh'kats are having the main body of a bear, however, they don’t have fur, but are rather covered in feathers all over. Those feathers are often showing all kind of colors, mostly colors similar to their nearby terrain or habitat. Meh'kats on snowy mountain tops are known to have white and black feathers, resembling snow owls, while Meh'kats on tree tops are often holding bluish- or greenish-colored feathers. Their head is resembling their bird counterpart, often holding a sharp peak, able to rip bits of flesh out of their prey, and also holding their sharp eyes in place. The eyes of a Meh'kat can see several miles far, able to spot prey on the lower levels of mountains or fishes inside of the ocean. Next to their mighty wings and their sharp peaks and eyes Meh'kats are also holding a set of sharpened claws at their paws, allowing the majestic beasts to climb up walls, cliffs and sometimes even hang head-over in ocean caves, waiting for a bypasser to walk into their hunting grounds. However, due to such claws and a feathery body Meh'kats are known to be slower then horses, due to them sometimes stumbling over their own claws or feathers. Meh'kats are known to live for around seventy to more than one hundred years, making them rather long-living animals in comparison to most other beasts found in the current realms. While they are alive the Meh'kats continue to grow the whole time, making them fairly unique animals on their own. Characteristic (Behaviour, Reproduction, Gathering food): Feathers: The feathers of the Meh'kat are a rare trading good, often reaching high prices on marketplaces. One of the main reason for such is the coloration of the feathers and the density of several feathers together. Many tailors are often trying to use Meh'kat feathers for coats and dresses, yet, also causing the outfit to become far more pricey. Senses: Meh'kats are known for their sharp eyesight, able to view several miles far without having any problems in spotting possible prey. As such they can spot a human before the human will be able to spot them, giving them a great advantage in regards to their own defensive nature. While their eyesight is the biggest aspect Meh'kats are also having fairly good ears and a good smell, often using those to find hiding prey. Behaviour: Like most other animals Meh'kats have a clear tendency to dwell in areas with near to no civilization and place with plenty of food and possible breeding grounds. Like Unicorns and other bigger animals the Meh'kats are known to adapt to climate and environment fairly easy, allowing them to live in jungles, icy mountains or even in desert-like areas without any bigger problems. Many people are also aware that Meh'kats move in large groups, often consisting of those born at the same time in the same breeding grounds. Due to the same age they are known to work with one another, making hunting a lot easier for them Due to their nature Meh'kats are known to be highly defensive animals, protecting their horst and often attacking intruders. As such many people are trying to avoid the habitat of the Meh'kats, mostly to avoid getting attacked by those majestic beasts. Breeding: Meh'kats are known to have no clear leader within their own rows, often allowing free breeding within their own groups. Normally a female Meh'kat is laying around three to four eggs and stays around her nest, protecting it against any attacker, until all of the eggs are hatched and the newborns are able to leave the nest on their own. Taming: Meh'kats are known to be near to impossible to tame. Full grown Meh'kats can only be tamed by Druids and after the Druid created a strong enough bound with the Meh'kat, yet, even than the Druid is in permanent danger of being attacked or even killed by the Meh'kat before the bound was created. The most common way to tame a Meh'kat is to steal one of their eggs and to imprint on the newborn Meh'kat, yet, entering a Meh'kat horst is often similar to suicide, since the angry mothers won’t hesitate to protect their eggs with everything they got. As such stealing a Meh'kat egg requires intense knowledge about the animal and it’s breeding habits, mostly when the mother will leave the eggs alone (Example: Food gathering) or when the mother will fall asleep. Food Gathering: Meh'kats are always using their flying advantage to gather food. They are known to fly over their prey, just to fall down on top of it or to strike it from above. Some Meh'kats even learned to grab their prey, fly up into the sky and drop their prey, killing the food source with the impact on the ground. Most commonly, the Meh'kats hunt in groups, allowing them to catch bigger preys and to transport more food back to their homes. This is mostly to preserve and burry food for later times, like the winter or times with less food around. Origin: Meh'kats are known to be representative in most of the realms, dating back to Aegis and Asulon. As such it is often stated that Meh'kats are able to sense danger and travel to a new realm on their own, either to protect themselves or their family's. The exact origin of the Meh'kats is, however, not known, only the simple fact that they were representative in all realms up to Atlas. Even on Atlas Meh'kats can still be found at several locations, allowing challenging adventurers to try and tame them.
  2. The Atlasian Naval Guild was founded within the realm of Atlas, after the old Sutican City was nearly abandoned by it’s citizens and the leaving of the Trading Princess Lily, allowing those without a place to stay to find a new home to rest and to life at. Unlike most other nations the founders of the Atlasian Naval Guild were known as fairly good sailors and interested scientists, trying to explore the oceans of Atlas and it’s surroundings. While their ideal was it to explore the oceans they also became home to many people around them, steadily growing and expanding their research fleet. Purpose of the Guild While many Guilds are focusing on trading, giving the opportunity to learn a form of magic or just to offer some work the purpose of the Atlasian Naval Guild is different and unique in it’s own. The main purpose of the guild is it to explore the oceans of atlas and to find possible new lands to stay at. While doing so the guild is also trying to do their research of the currents, which are flowing through the oceans of the new realm, finding the fastest one to use for future traveling and sailing. Another big part of the guilds daily work is the research of new organisms, including plants and animals alike. New species can often help understand the current situations in certain regions and can also be used as materials for all kind of stuff, examples being medicine, smithing materials and far more. This is afterward leading to experiments to test possible new tools and to conclude further research on the different topics. Safety Safety is a rather important aspect for each member in the Atlasian Naval Guild, especially due to their dangerous missions. As such everyone is warned that the Guild isn’t having peaceful missions at all, but also rather dangerous ones. Due to those circumstances every member of the crew should be able to fight and be steady on a rough sea. Living Space/Base MS Vaile - The MS Vaile is a strong, nimble and fast Gallion Grade Vessel, housing around twenty crew members. The Vessel is build under the Captain and co Captain Vahryu Daluon, and Julia Abernathy. The MS Vaile can travel at the speed of 27 knots, able to withstand the Weather of the cold Arctic and hot summer winds of the equator. The mast would be made of a strong oak with Iron fittings and the sails would be made of a thin material dyed with grays and greens, the crews quarters holds around twenty eight bunks and the captains quarters holds two bunks, excluding the medical bay and area for livestock. Jobs/Tasks While many different roles are existing each member of the group is trying to help each other by handling main tasks, such as cooking or just cleaning the ship. As such most tasks are the following ones: Cook - Preparing dinner/food for the crew, while keeping a close eye on rations and drinkable water. The cook should be able to handle a knife even in the roughest of seas...and hopefully not lose a finger or too! Cartographer - Creating maps for the guild is an important job, since the guild is always trying to find and explore new lands. However, without creating a map of the new landmass and the surrounding waters such explorations are rather useless, since no one else may be able to find the land again. As such the cartographer needs to create fairly good maps, allowing the crew to find the islands once again. Secretary - The secretary is in charge of the general documentary of the expeditions and tasks fulfilled by the crew. Recording every single day on the sea is of importance, mostly to keep a fine grip on time, date and other important factors. As such the secretary should be able to write and have a talent for organizing. Steerman - Steering the ship with confidence and experience as the steerman guides the crew through the waves to their predetermined destination! A good eye is needed to see through the currents and shallow waters, sailing the ship to new lands to explore. As such the steerman should have some experiences in sailing and how currents are normally acting. Sailor - The sailors of the ship are helping wherever they can, either by hissing the sails or by cleaning the deck. Normally this job isn’t requiring a lot of talent to do, yet, it is one of the more important jobs, since everything is depending on the sailors. Medic - Healing the wounded and sick is the work of the medic, often saving many lives in dangerous situations. As such the medic should have a great knowledge in medicine and should be able to operate in a rather small medical area. Goals The Atlasian Naval Guild has several important goals to achieve, mostly focusing around explorations and experimentation on different naval-related topics. As such the most common goals for the guild are: Finding new land Finding new plants and animals Completing research on different topics, mostly the synergy of different species Preserving the ocean life Discovering ancient sea structures Finding treasures Application MC-Name: Character Name: Age: Race: Hometown: Possible Goals to achieve: Wanted Role/Job: Discord: Member List Captain Vahryu Daluon (@Ragnio) Julia Abernathy(@Space_Gene) Steerman Gilondir Oronar Frostbeard (@SanderGamerNL) Cartographer Jakhatir Kegbrew Grandaxe (@iAssey) Son'ya Sparrow (@MoonsWolf_) Secretary Quillian Caerme’onn (@Torkoal_Tom) Sonya(@EagleEyeKK) Medic Balin Anvilaxe Grandaxe (@TheDarkAngel2308) Makisu Aiichi (@LilBlueMaki) Cook Hekkaes ‘Anvilaxe’ Goldhand (@JokerLow) Sailor Kraggomi Anvilaxe (@Leomits) Eledar Haler'thilln (@Aythinae) Ben Ethil (@HurferDurfe1) Bolon Stormtaker (@DarkElfs) Abdul Mubdee (@Booklight12) Ravondir Torena (@Ravondir) Cassian (@Svaknir) Mith (@TeaSpoon) Ned Anker (@MrForesteroni) Amias Carter Jonesaeus (@Jerome Jonesaeus) Robin David (@SkullMasterRO) Luthais (@IceWalker0) Allied Forces Vizmak Brigade
  3. Happy Birthday @TorkoalTom! Have a wonderful birthday and have some fun! ❤️
    Also, here is your little present!
    1259087253_HappyB-DayTorky.png.ed57503f56b762e194f78516700511f9.png

  4. @Space_Gene asked for it...so...here you go!

    591647237_JamesCharacter.png.270f12e247c2c02d8ab26d219df55607.png

    1. StellarDweller

      StellarDweller

      awwwh thanks ❤️

  5. Also, if you want smaller tweaks to the environment, you should try to add "Dynamic Surroundings"!
  6. Order Form MCName: Ragnio Type of Bust: Sketch Position: Forward or 3/4th Character name: Vahryu Daluon Hair: Middle-long, white Eyes: Golden color, slightly upturned Reference:
  7. Atlasian Cliffhanger The Cliff-Serpents Art made by Liarath and found on Deviantart (https://liarath.deviantart.com/art/Sea-Snake-320266451) Habitat: Cliffs and Oceansides, sometimes also found in Mangroves Size: At birth, they are a length of 6 inches and weigh around 1 pound. Full grown Cliffhangers vary between the length of twenty to thirty feet, depending on their gender and the amount of food resources around their habitats. The weight of a full grown Cliffhanger is often around 176 to 190 pounds, making them heavy and rather big animals. Diet: Unlike most snakes, the Atlasian Cliffhanger is known for being an omnivorous animal; it devours most kind of food. Most often Cliffhangers only eat smaller fishes, sea urchins and even kelp; however, some are known to hunt for mammals near their cliffs, such as rabbits and sometimes even bigger mammals such as pigs and cows if a farm is nearby. Such events, however, rarely take place since the Cliffhanger needs to be full grown to be able to hunt a pig or cow on it’s own. Temperament: The Atlasian Cliffhangers are known to be fairly neutral animals, barely ever attacking people. They do become highly aggressive as soon as someone enters their breeding places. Outside of the breeding places they often ignore Descendants. Brief summary of the creature: The Atlasian Cliffhanger is known as one of the largest snake living on the realm of Atlas, often staying near the cliffs they claim as breeding grounds. Often holding a blue-ish or black color, the snake is well hidden between the rocky cliffs and the ocean. This makes them fairly hard to spot on normal occasions. The eye color of the snakes are an amber color or a dark, brownish tone. Sometimes they also have red tones. People may sometimes find - however rare - a white-scaled Cliffhanger. Most often those snakes die prematurely due to birds spotting their bright forms and snatching them away from their nests. Their general appearance is the same as that of normal snakes; yet, their tails often end in a fin which allows them to swim fast enough to catch fish and other animals. Due to their speed and their diet, Atlasian Cliffhangers are not known to be poisonous since they often find enough food to grow and mature without ever having the need to develop poisons within their bodies. Most commonly they tend to live around fifty to sixty years and stop growing at the age of fifteen. Explorers have found that some of these creatures can become even older. The oldest ever found cliffhanger was assumed to be one hundred years old and living in a dark ocean cave. Characteristic: (Behaviour, Reproduction, Gathering food): Scales: The scales of the Cliffhangers are known to be fairly flexible, yet sturdy enough to withstand the pressure of killing a full grown cow by suffocating it with the muscle contraction and body mass of the snake. As such, many hunters search for the Cliffhangers and try to kill them for their scales. They often use said scales for light and flexible armor or as general decoration for jewelry. Senses: Like most snakes, the Cliffhangers are also known to use their sense of smell. Their pit organ also allows them to spot heat differences. As such, the snake is mostly relying on their sense of smell and the heat sources around it. While the snake uses heat and smell, they generally have fairly good eyes. They are able to see clearly underwater and above water due to them being known to be attracted to light. Behaviour: The Cliffhangers are known to be semi aquatic, meaning they are known to live on both land and water. They are also known to end up near beach-side cities, causing a small panic from time to time. If found near such cities, they often tend to avoid most races. If they do bite or attack it is usually in self-defense when accidentally grabbed or being attacked by the citizens. However, most snake bites occur when fishermen attempt to remove the snakes from their fishing nets and fishing rods. Otherwise, the Cliffhangers aren’t dangerous for most races, often opting to stay away from them. Cliffhangers are known to move in large groups, often consisting of those born in the same breeding grounds. They are one of the few hive-minded snakes, often described as semi-swarm due to them still working as individuals and not being directly bound to one central, commanding Queen. Breeding and Taming: Cliffhangers are known to lay eggs in early to mid summer. Eggs are often laid underwater or directly above the water so that the younger Cliffhangers do not fall down from their nests and die from the impact on stone. A normal female is often only laying three to four eggs and stays around her nest, protecting it against any attacker. As soon as the eggs are hatched, the mother will guide the younger Cliffhangers into the water to find food for herself. The food found most often is the algae growing underneath the nests. Taming of the Cliffhangers is not impossible, but it requires intense knowledge about the animal. Druids are often able to communicate with them due to their already neutral behaviour and being less hostile against people in general. Non-Druids are often attacked by the angry mothers, making it hard to get an egg and to hatch it. Food Gathering: Unlike most snakes, the Cliffhangers are not poisonous. Instead, they use their body mass and muscle contractions to suffocate or crush animals. Some people also have seen the snakes swimming around with open mouths to swallow fish whole. Most commonly, the Cliffhangers hunt in groups underwater; not on land. This is mostly due to fishes often being faster and harder to catch than smaller mammals on land. Origin: The origin of the Cliffhangers is not exactly known, yet it appears as if the monks first found them in the realm of Atlas. They were living near the cliffs at the Cloud Temple and vanished shortly after the mass arrival of the Descendants. It is assumed the swarm moved to avoid further confrontation with the races and the monks. Now, more and more of these swarms are being found due to new settlements being built near their habitats. Weaknesses: - Weak against sharpened weapons, such as: blades, axes, etc. (However, can withstand pinpointing attacks, such as arrows or stabs, due to their scales) - Weak against most forms of magic LM Approval Required: No If playable, what are redlines?: - Cliffhangers cannot live longer than fifty years and mature at the age of fifteen. - Taming a Cliffhanger can be done without an event, if the player is a Druid. If the player is not a Druid, an event is required and the player needs to find and fetch an egg. - The Atlasian Cliffhangers can often be found near most cliffsides, if no settlement or player-made building is in the same tile. - The scales can only be used for light armor. Said armor is able to withstand arrows from a normal hunting bow and stabs with a knife. Anything bigger or more powerful will penetrate the armor. - The Cliffhangers tend to stay near areas with water. As such, bringing them to a desert may not be the best decision if there is not an oasis nearby. Cliffhangers cannot be used as mounts.
  8. Happy new year from Germany! <3

    1. Vindicant

      Vindicant

      best german admin

    2. Ragnio

      Ragnio

      Hahahaha, not an admin...or maybe...mhmm... *Illuminati time!*

  9. Well, it's a really nice addition to what Sp already got. It is also requiring an actually energysource, which we barely have in magic right now, so a big +1 from me.
  10. Atlasian Glossary of Flora (Part 1) Witch Tooth Original Image: https://i.pinimg.com/originals/0a/be/0c/0abe0cf3be00247b41fefd99d3e074c8.jpg Area/Location Swamps Type Flower Size Small Usage Poison, Cleansing of toxic materials and regions Rarity Rare The Witch Tooth-Flower can be found in the dangerous swamps of Atlas, often resting on driftwood and other dead plant-like material. Unlike many plants the flower is known for using poisonous materials as nutrients, such as thanium, other toxic substance and natural minerals. As such it appears as if this plant is fairly resistant to most substance, which would normally kill any other plants. Appearance Known for it’s rather small size, often similar to that of a dandelion, the Witch Tooth is growing on top of dead materials, grabbing said materials with brown-colored roots. The stem is often showing a crimson-red color and is growing one feet tall. Upon said stem rests the most important part of the flower, the actual blossom. Most often the blossom weights enough to bend the stem to the side, causing the white blossom to look like a tooth after it was removed. Said blossom is known for having a gradient, slowly changing from a pinkish-color near the stem to a pure white color at the top of the plant, however, this color changes to a dark coal-color as soon as the plant starts to absorb highly toxic materials, giving out a warning sign for any nearby person. Usage Most commonly used to cleanse areas from toxic substances, such as rivers, fields and cities the Witch Tooth is also one of the few plants to survive the highly dangerous environment near Thanium. The plant is often absorbing thanium or thanium dust, cleansing the nearby area from the dangerous and often corrupting material. However, due to the plants ability to absorb dangerous and toxic materials it also stores said materials within it’s own body, as such the Witch Tooth can’t be affected by magic if it started to amass Thanium. Witch Tooths, which are filled with toxic substances, are often farmed by mercenaries, dried and later on grinded down to fine power. Said power is than mixed with water, creating a dangerous poison. Most commonly the poison is known to cause effects based on the material it absorbed. LM Approval Required: Yes, due to the plants usage as strong poison and also due to the ability to filter and absorb thanium. Southern Spineroot Original Image: https://cdn.shopify.com/s/files/1/1380/2059/products/Radish-Pink.jpg?v=1483533860 Area/Location Swamps Type Root Size Small Usage Food Resource Rarity Common Known as the Southern Spineroot this plant is also commonly referred to as Swamp Reddish. Growing in the southern swamps of Atlas the Spineroot can easily be spotted by it’s leaves and the color of said leaves, allowing farmers and citizens of the nearby area to farm and cultivate the Root. As such the Southern Spineroot is only being used as a food resource and doesn’t have any other usage. Appearance The appearance of the Southern Spineroot is always the same, the main part of the plant is buried in the muddy soil of the swamps and only the leaves are poking through the slippery ground. Those leaves are always showing a brownish color, while the stem is always green, making it easy for farmers to spot and classify the plant as the Spineroot. Upon removing the mud around the plant the main part of the plant becomes visible to the eyes of the consumer, being a longish reddish-root, often resembling a human spine, giving the plant it’s unique name. Usage Always used as a resource of food the Southern Spineroot can be used for a variety of delicious meals, ranging from soups over to salads or even to the side dishes for meat. However, the most common way to use the Spineroot as meal is to pickle or to dry it. The acidity of the vinegar causes the root to taste a lot sweeter and less salty, while it’s also preserving the root for longer travels. Drying the root is also causing the flavor to change from a rather salty taste to a sweeter one, often resembling the sweet taste of uncooked potatoes. LM Approval Required: Not required. Bitter Reed Original Image: https://pixabay.com/p-305564/?no_redirect Area/Location Swamps, Near Rivers Type Reed Size Medium Usage Medicine Rarity Common The Bitter Reed is known as a strong medicine against nausea and other symptoms of diseases. Growing near swamps and rivers this reed is also known for covering most of the muddy land, turning swamps and the riversides into little jungles. As such many animals and other plants are using the nearby area to grow and to hide from predators. Appearance Very tall at a height of normally 7 to 9 feet, the Bitter Reed has a similar shape and texture to normal water reed, however, being general thicker. The Bitter Reed is also different in the aspect of color, always showing a teal-greenish color. The stem is, in regards to the color, most often having a greener color than the actual leaves, creating a form of gradient from the stem towards the outer parts of the leaves. Usage Often used as medicine against nausea and fever the Bitter Reed is often being farmed by the local citizens near swamps and rivers. By drying the reed and cutting it into small pieces the reed is being prepared and ready to be cooked in hot water later on. Upon cooking the dried reed all of the enzymes and vitamins are being released into the water, creating a rather bitter tasting tea, giving the plant it’s name. The tea is than drunk in smaller sips over the course of several days. LM Approval Required: Not required. Wolven Shroom Image Source: https://i.pinimg.com/736x/57/38/90/57389056fcc06263a65cb6ee08a5384b--brown-hair-nature.jpg Area/Location Swamps, Caves Type Mushroom Size Small Usage Material for Clothing Rarity Uncommon Known as a rather unique shroom the Wolven Shroom is also falsely described as Fur Shroom, due to it’s appearance and the usage of the shroom. Most commonly the shroom seems to grow in dead trees, using the rooting wood as a supply for nutrients, or in smaller caves, allowing it to spread rather freely due to the missing of other plants. Due to the size of the shroom it is often compared to moss, yet, is often standing a bit taller than normal moss and is often far fuzzier. Appearance Standing at the height of a few inches, the Wolven Shroom is known for it’s strange appearance, often resembling a normal champignon, yet, covered by thin hair. The color of the shrooms cap varies most commonly between white, gray and brown, while the stem is always showing a white color. As such the thin hair is also changing, depending on the color of the shrooms cap. Usage Always used by Tailors the Wolven Shroom is most commonly placed into a pot of hot water and cooked for around ten minutes. While the heat opens the pores of the shroom the fur-like hair is also being freed from the main body, swimming within the water. Tailors are separating the water from the fur and are drying it up, later on using the fibers to form strings or fake-fur. LM Approval Required: Not required. Horizon Rose Image Source: https://pixabay.com/p-2892821/?no_redirect Area/Location Mountains Type Bush/Flower Size Medium Usage Medicine Rarity Rare Only growing on top of the highest mountains the Horizon Rose is often described as one of the rarest plants to find on Atlas, being a strong medicine against most forms of poisons. The Horizon Rose earned her name through her origin and the places she grows at, often being the top of the highest mountains. The blossoms of this flower are only opening at dawn and dusk, the moments when the sun is reaching the horizon and colors the world in a warming orange tone. Appearance Growing as a small bush the Horizon Rose is standing at a few feet tall, often ranging over the head of a halfling. The bush itself spreads several feet out to the sides, while still keeping a rather slim form. Stems and leaves of the rose are always showing a light green color, similar to the color of a lime. Unlike most roses the Horizon Rose doesn’t possess any real thorns, instead smaller bumps all over the plants stems. The actual blossom of the rose is the most unique part about the plant, always showing a bright pink-gradient, changing from a dark pink to pure white at the outside. Usage Used by doctors and alchemists alike the Horizon Rose is known as a strong antidote against the most poisons, being able to save the life of many people. However, due to the rarity of the plant and the procedure to gain the antidote the rose is also known as a fairly expensive medicine. Most often doctors or alchemists are asking adventurous people to search for the rose and bring it back to them, so that they can create the antidote. Commonly the rose petals are being steamed and later on mixed with mint and other herbs, which are later on turned into a liquid. The liquid is then applied around a open wound, such as the wound of a snakebite, or the poisoned person drinks the liquid. LM Approval Required: Yes, due to being a strong medicine against most poisons.
  11. All of todays Screenshots can be found here! https://imgur.com/a/LnIWo

  12. For all those that missed the stream, here is the whole stream as recorded video; https://www.twitch.tv/videos/208167216

    1. Chaw

      Chaw

      woot, a media team that actually does something!

  13. The Q&A-Atlas Stream is now online and live? https://www.twitch.tv/thelordofthecraft

  14. Our favorite ET Director <3

  15. "Do you have a beast of a machine or something?" - @Telanir
    "Just a new graphic card....but...yes! I do." - @Ragnio

  16. The moment when you are in search of a Golemancy and Runesmith TA and just cry, cause there are nearly no TA's for those forms of magic... *CRIES*

    1. kingnothing

      kingnothing

      both are pretty heavily safeguarded as dwarven magics so good luck

    2. Ragnio

      Ragnio

      Ik! BUT! Never give up! xD

  17. Like said before; Changes will be done tomorrow.
  18. An idea to solve this problem would be a raising of the needed blood, so that they need to RP the losing of blood. However I think that this problem can occur whenever a new magic gets added Towards the concentration part; I will add a small paragraph for it. Users need to concentrate while they pray to activate the magic, however the spell are having a pre-set time after they run out and can't be stopped earlier. Yes, they can cast without seeing, for example to boost their other senses. A normal casting takes around a few sentences / prayers until starts. I might add some examples! Thank you for the feedback! THANK YOU! I tried to balance it in this first version, but like some people already mentioned I might lower the power a little bit and add more details/paragraphs to this lore, to clear any open questions ;3
  19. That is true! The pain would still be there, however a little bit numbed. That doesn't mean that your body could simply take a war hammer against the chest without getting badly wounded. The same does also apply for the arrows and lighter cuts in T3. They wouldn't enter the body, however you would still feel the pain from the impact. I will do a small edit towards this tomorrow as well!
  20. I will edit/change/add this part tomorrow! Like I said; I will edit/change/add an aengudaemon/god and lower the power. But thank you for your feedback!
  21. Prayer Magic Prayer magic is one of the rarer forms of magic on Axios, for it’s difficult to handle and learn. It is a combination of prayers and the offering of blood and mana towards the gods with the goal to boost either strength, speed or the reflexes of the caster’s own body. With extended learning,the caster can activate two or three of these enhanced abilities at a time. Some people are even mistaking it for Blood Magic, which requires blood to create greater mana pools; however, Prayer Magic requires the user to offer their own blood to the gods and get physically enhanced for a short amount of time instead of creating mana pools for stronger spells. Due to Prayer’s magic connection to the Gods and to ancient rituals, it was deemed a deity magic instead of dark magic. History The origin of the Prayer magic can be traced back to the slums of Salvus. Soon after its initial appearance in Salvus, the magic sprung up in Felsen. It was originally used by a group of Mercenaries and assassins, which prayed to their gods before they engaged combat. Casters offered their own blood to the gods and displayed respect to the gods with the lives taken as result which supposedly proved the existence of their gods. It’s said that the real origin of prayer magic lays in the blood magic, but not enough evidences can be found for this beside from the usage of the own blood to cast and the possible problems occurring with the usage of the magic. This discovery of this form of Magic lead to a raising of Warriors, those which would like to use the magic to be on equal footing with the stronger forces they faced. However, they barely thought about the curse on this form of magic, which often caused the warriors to die after their battles. Many Warriors’ lost their lives and fear spread throughout the warriors as they noticed what the magic would do to them if they weren’t careful or used it without thought and recklessly. In time, fear caused the warriors to forget all about the form of magic, calling it deadly and even too dangerous for even the strongest of warriors. The fear spread throughout the warriors, refusing to use such a deadly power. This fear was a reason to forget and ignore this magic, considering that overuse was deadly and the battles were long. It wasn’t a wise move to use such a power. The magic was banned and nearly vanished completely from most documents as result, pulled from plans, but some people are still studying the magic. These people are mostly mercenaries or Farfolks, which wanted to learn a new way to fight and to combine it with their own fighting styles. Etymology Although the form has roots within the reign of the Farfolk, no record of what they may have referred to it as has been discovered throughout the years. The term, ‘Prayer Magic’, is a Heartlander simplification of the Farfolk term, “Kam Ira”, a goddess of Blood and of Wars. It was later used to describe the God of the Heartlanders and as such the church of Oren by the Farfolks. Some mages are even describing it as Blood Magic, which is basically wrong, since the magic isn’t exactly using the blood itself, but the power granted by the deities after an offering. Blood magic would normally use the blood itself to create mana pools, holding the blood intact the whole time, but the blood offered for Prayer Magic vanishes and the deities are granting the user's new might and strength. Usage of the Magic Prayer Magic is often described as a combination of prayers and the offering of blood and mana towards the gods with the goal to boost either strength, speed or the reflexes of the caster’s own body. Each aspect can be strengthened by the magic to a certain level without getting hurt by the magic itself. The activation and usage of Prayer Magic can be seen as something unnatural, since the usage of this magic requires the user to offer their own blood for the spell to work. The normal amount to activate one of the aspects is at 100 Millilitres of Blood, but the spell can always be re-activated for the same amount of blood. Many users are using this system for their fights, since they can deal more damage depending on how long they can cast and hold one of the chantings up. To actually activate the spell each user needs to have a tattoo or tribal on his arms, legs or head and needs to make a personal prayer towards the gods. This will cause the chanting to start and the tattoos or tribals will start to emit an aura with the same color as the tattoos or tribals are having. This aura, which is similar to the Mana Mist created by Blood Magic, stays around the boosted body part and will remain there until the spell runs out. As soon as the aura vanishes the blood will leave the body, often through the mouth, nose and eyes, and turn into fog. This fog vanishes after a few seconds and doesn’t has any particular effect on it’s own. People are claiming that this fog will travel to the gods and that it will be given to these in need of new life or blood. Ranks and Tiers Like other forms of Magic, Prayer Magic is divided into different ranks and tiers, each of them representing a new amount of power used by the magic. The most common rank found under the users of this magic form is the rank of the “Spark”, often referring to the beginning of something new. These users are able to cast T1 and T2 spells, however only of one aspect at the same time for around 5 minutes. Another common rank is the rank known as “Rising”, often associated with the rising of the sun each day until it reaches the highest point of the horizon. This rank is also describing the ability of casting T3 magic and two Aspects of rank T2 at the same time, however mages of this rank are often able to maintain a spell for over 10 minutes. The last and most uncommon rank is the rank known as “Enlightened Soul”. Users of this rank are often teachers towards the younger ones and are known for their ability to use all three aspects without getting any real problems but excessive use, however, may result in death. Users of this rank are able to cast the strongest spell, the Blood Waltz, or two T3 aspects at the same time. They are also able to maintain all three aspects at T2-Level for some time and are able to maintain their spells for around 15 minutes without having bigger problems. This form of magic can be learned through one of the really rare, old tomes and hard training, however most users were taught by a teacher to increase the chance of success and to minimize the dangers of the magic. Sadly-wise not many tomes were left, since most of them were burned after the first people died from the magic and as such the remaining ones are really expensive or sealed away in churches and libraries. Also reaching the rank of an “Enlightened Soul” takes up to 15 years. This means that every user is normally learning the magic for 5 years until reaching the higher tier and to cast both more and effective spells. Aspect -> Tier I V Aspect of the Mind Aspect of Strength Aspect of Speed T1 - A single sense will get sharper - Most common are eye sight and hearing - Strength will grow in the arms - Able to shatter a bone on direct impact - Movement speed increased - Essentially doubles running speed T2 - Up to three senses at the same time, are sharper - Increased speed of bodily reflexes - Strength and toughness of the skin increased - Able to shatter thinner plates of metal - Increased jumping height - Able to reach a height of 5 Meters T3 - All senses increased at the same time - Musculature is able to withstand Arrows and slight cuts - Strength increased and can shatter swords on direct impact - Musculature is able to withstand falls from around 15 Meters - Tripling the running speed and increased jumping abilities to a height of 7.5m Blood Waltz The Tier 1 till Tier 3 spells aren’t really dangerous for a person as long as they aren’t getting refreshed the whole time, unlike the Blood Waltz. The Blood Waltz is the only spell of the Prayer Magic which would fall under the Tier 4- or Tier 5- Category, since it’s the most powerful and at the same time most dangerous possible spell. The Blood Waltz was given it’s name, because the movements of the users are often looking like if they would dance through the battlefield instead of a normal fight. The name is also an association towards the amount of blood which needs to be used to cast this spell and the bloodbath created by it. To activate the spell users are required to offer 1 Litre of their blood, often causing their death after the spell runs out since the blood loss would be too much to maintain the body's vitality. As soon as the spell gets activated the senses, reflexes and muscles are getting flooded by holy energy, which is causing the user to see the world move a lot slower, nearly as if time would have just slowed down for them. At the same time their aura gets emitted from all of their tattoos or tribals at the same time, covering the whole body at once. As soon as the user is completely covered in the aura the speed and strength of the whole body is getting boosted. Users are able to run at the same speed as horses would do, jump 15 Meters up in the air and are able to shatter thinner stone walls with a good placed punch. This amount of strength and speed created some legends all over the empire that experts of this magic could erase whole armies if they would give away her life and use the Blood Waltz to fight. However the Blood Waltz isn’t turning a person invincible and the user can still get hurt if not watched out by all weapons, causing it to be only used if the user is fairly good in combat and has trained enough years to avoid getting wounded. Curse & Restrictions The curse of the prayer magic isn’t like the usual curse of magic users, which would weaken them on a physical level, instead strengthen them for an even bigger and way more dangerous price. Each user needs to use the own blood to cast one of the spells, which is limited on the amount of spells at the same time and if they are getting renewed over and over again. The loss of blood will cause the user to have nausea, dry skin, insomnia and a lot more of physical and mental problems if it’s overused. However these effects are only starting to take action as soon as the spell runs out after a few minutes, causing the user to be a lot weaker after the usage of this magic until their blood amount has reached the normal level again. The overuse of this magic isn’t always ending deadly, as long as T1-T3 spells are used, since the body will react on the blood lose by falling into unconsciousness until the blood loss was recovered. Sadly-wise the usage of the Blood Waltz is often ending deadly if any spells were used before and if the blood amount is already lower than normally. This makes the blood waltz one of the most feared spells which can be used by the mages of this form and this caused the spell to be defined as a last prayer towards the gods by the church. Mechanics Strengths Weaknesses -Boosting of the user's own Strength -Sacrificing vitality for power -Boosting of the user's own Speed -Only usable with the own blood -Boosting of the user's own Senses and reflexes -Creates nausea, dry skin, insomnia and a lot more of physical and mental problems -Ability to fight with Hand-To-Hand Combat -Can end deadly if overused by the mage -High possibility of death if the Blood Waltz is used -Requires a Teacher or one of the rare and expensive tomes to study this form of magic Trivia Some users are starting to sing while they use this magic, however it is unknown why that reactions happens. Some people assume that the singing is used to transfer the blood easier from the throat and inner organs to the mouth. It is known that some members of the church are using this magic to fight against Liches and other undeads. Most users of this magic form are using medicine and plants to restore their amount of blood in a short amount of time. Written by Ragnio Checked by Vellisar 
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