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Security_

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  1. [!] Tattered and slightly burnt missives flutter through the air of the burning town of Vasiyeva. Each bear the mark of a nine pointed star, and reek of brimstone. That Which Defies Change, Burnt to Ruin WE GAVE THEM THREE YEARS OF PEACE, TO WHICH NONE DARED TO MUSTER BEFORE OUR TOWERS. A CITY IN RUIN, LEFT WITHOUT A TRACE OF THE FOOLS WHO ONCE LAID CLAIM TO ITS BARREN FIELDS. LORD O' FIRE BRINGS CHANGE, REDUCING THE PESTILENCE THAT WAS WROUGHT BY DARK DRUIDS TO ASH. FROM THIS ASH COMES RENEWAL, AND WITH IT, LIFE BORN ANEW. AN ACT OF MERCY, FOR VASIYEVA IS NOW LAID TO ITS ETERNAL REST. THIS WAS NOTHING. A depiction of the razing of Sava, by a Hexicanum artist.
  2. Two spires loomed over the voidal city, casting its grim contour over the forest. The flayed skin of a man flew high over, inscribed within was a pentagon- an augury of what was to come. ”I best make tea for all the strangers that shall flock to my land,” echoed from those hollow towers.
  3. Spiders in my head spiders in my mind
  4. In the midst of a moonless night, from the dual spires of the Hexicanum fluttered a torrent of bats, birds, and foul rotting creatures that blotted the cloudless sky, each carrying parchment within their grasp. Making way for the river, missives are dropped along the fields of Vasoyevi and within the city itself, marked with a wax seal of an enneagram. A Demand of the Siegmunic Peoples To the Siegmunic peasants and people of Vasoyevi, You harbor land that you settled on but a couple decades ago which now lay stagnant, a blight upon the border of my hold. A false duke sits upon a deceiver’s throne, one who spits in the face of divine and righteous rule. You taint the river with your filth, cowering within your homes like cradled babes that fail to act on the pestilence of AZDROMOTH that toils the weakest of mortalkind. So must a price be paid, for the insolence of your false prophecies of the Creator, and your covetous acts with an Aengul, betrayer of Man. Shall you offer to me your recompense, all will be forgiven. If not, may ash, and the PSOGLAV cull what few of you remain, until eternity turns to Void. I. YOU SHALL BRING UNTO ME A CARAVAN, PILED HIGH WITH BUSHELS OF WHEAT SO THAT YOU MAY LEARN LABOR. II. YOUR FINEST WINES AND MOST LAVISH OF SILKS SHALL BE POURED INTO THE RIVER, SO THAT YOU MAY KNOW HUMILITY. III. YOUR FATHERS WILL BOW BEFORE ME, LENDING THEIR SWORDS FOREVER TO MY DIVINE ACTS, TO UNDERSTAND ETERNAL LOYALTY. IV. THE FIRST BORN WILL BE TAKEN FROM EACH HOUSE, SO THEY MAY BE RAISED AS SAGES AND SCHOLARS, TO BRING WISDOM WHERE THERE IS NONE. I challenge any who claim kinship with the immortal soul, who breaks bread with the sunderers of Aos and Eos. So shall Vasoyevi be freed under my watch, whether by olive laurels, or by steel. You have but three moons, until I claim what is rightfully mine. LORD ARCHMAGE SVI'AL FANLA-BROOL
  5. Necromancy being a 4 slot magic means it should have some room to fit in more abilities. I don’t believe that adding mental and physical curses really makes necromancy “overwhelming”, and the reason curses were lost was simply due to Dardonas not wanting to write them. A single combat spell and the ability to curse bound victims is hardly any different than giving someone smallpox because they ate some bread. Flam era lore was quite hard to pass, hence why it makes sense to try and implement something necromancy has had for years back into the mix after flam has left. I also believe necromatic curses and shaman hexes have enough differences in both lore and effect to have a reason to exist.
  6. [ Hub Main ] “Twisted ire wrought o’ malice, Do your bidding unto this vessel If naught for He who holds the chalice Then let the body squirm and revel.” Curses - Bane of the Living Long withheld in clandestine tomes, forgotten to all with the passing of hands were spells of spite and malediction. Since the great fall of the Gravelord covens by the hands of Malkaathe have the curses which once fueled the plight of Man lay dormant. No more, as with the new age of Necromancy has the mortal art once more vied to twist and corrupt the lifeforce of the living vessel to one’s discrepancy. Maladies of both mind and body may be forced upon the unwilling soul, imparted only to cause misery and suffering- yet never death. This is done by corrupting and altering the life essence within a living descendant, akin to the defilement which causes the necromantic pestilences. As the natural flow of lifeforce harbored in the body is disrupted by the necromancer’s toiling, the lifeforce tampers with the fragile wheel of life that so many overlook. Pale Curses, known only by those witness to its deplorable acts, have come to understand the flesh and the power it holds. Pale Curses By stagnating, tainting, or twisting the flow of lifeforce within a victim, a necromancer may alter the body and mind alike. Fueled by the imagination of the weaver, they may instill curses that alter the psyche to perceive moving, shifting figures within the corner of the eye, or to awaken a restless urge of cannibalism- perhaps even tainting an entire lineage. Ranging from petty nuisances to complete psychosis, pale curses come in many forms to reap the living of their sanity. Curses are split into two separate categories- lesser, and greater curses. Lesser curses are reserved for combat encounters, requiring constant touch or sight after the initial summoning of lifeforce wherein minor curses, whether mental or physical, may be placed upon a victim. Greater curses are done outside of combat, where the victim is either apprehended or binded otherwise to prevent escape. With greater curses comes the means to imbue objects with the malformed lifeforce, allowing for accursed items to be distributed to the coven’s needs. Curses are a subsection of necromancy, and therefore require an MA in necromancy to use. Curses first become available at T2. Lesser Curses Major Curses Black Trinkets Credits
  7. *Missives are found in the deepest of gutters within the human nations, among the scattered notes of thieves and madmen. Others are delivered to individuals by rat couriers.* To all displaced of Wick-kin, I, the mighty and benevolent head of the Hexicanum, Svi’al Fanla-Brool, do hereby invite all within the family of Wick to join me in my halls. For too long have the once greatest Haeseni minds stagnated under the toiling brought unto you by another forgotten King. A home I offer, to any requiring room, study, or simply company as the walls of the Hexicanum are open for all. Its great spires sit upon a hill, not too far east from the river which splits the Duchy of Vasoyevi where my sentinels of stone domineer over the land. It is quite impossible to miss. I await your arrival, Protectorate of the Dual Spires of the Hexicanum, Duke of Dust, Last Heir to the Embermoor Throne, Herald of Hermits, Archmage Svi’al Fanla-Brool.
  8. didnt read too long, needs more bardmancy and muskets +1
  9. Necromancy - Amendments/Additions Purpose: Amendments Pestilence - Amendment Current Pestilence abilities may be administered in combat and out of combat, where using plagued bone weapons, boneforged tools, Ghoulflesh, or plagued refreshments where applicable. Beyond Ghoulflesh, all implements are single-use. Modified Pestilence abilities may be administered in combat and out of combat, where using plagued bone weapons, boneforged tools, Ghoulflesh, or plagued refreshments where applicable. Beyond Ghoulflesh all implements are single-use. Boneforged tools and weapons are only usable once per encounter, or once a narrative hour. Branding - Amendment/Addition Just as Branding may be utilized on fallen corpses, it may likewise be applied to those who still walk the earth- at least for the time being. By utilizing another necromancer or any within the weaver’s path, they may embellish a ‘brand’ unto the person by means of touch. Once their lifeforce has been conjured and weaved, they are ready to enact the spell. Taking three whole emotes, where the first two are spent conjuring one's essence, the spell requires full contact to inflict. Upon the third emote they must touch a living person anywhere, as long as it is in contact with either skin or light cloth. This funnels the lifeforce into the living person, acting as an invisible battery that would reanimate the afflicted should they perish. The contact must also be done on skin, as thick armors and hides would protect those from the enthralling spell of the necromancer. A slight numbing sensation would sprawl over where they were touched, though no visible brand would be seen, only felt. There are no effects caused by this brand outright once it is enacted, lasting through only the combat encounter and no longer. The purpose of the brand comes once the brand falls or succumbs to death, as after this brand has been applied- should the branded individual perish, it would take one emote after the death for the corpse to shamble to a rise. Thereafter, the corpse simply acts as a normal Branding reanimation, lasting for 8 emotes until it succumbs to the earth once more. Branding on a living individual requires two emotes of charging with lifeforce, then a third emote where direct touch on skin is required to set the brand. Hides and plate armor will protect against the touch brand, but light cloth will not. The brand has no effects outside of a slight sensation upon anointing, remaining unnoticeable thereafter. The brand only comes into effect is the individual dies, reanimating them in the next emote as a combat reanimation. A necromancer may only use branding when not in use of their oculus, as this follows all redlines of the normal branding spell. The brand will lose its effect after a narrative hour, or after combat has been concluded. Branding is unusable on any undead or likewise spectral/holy or soulless creatures. Should the branded individual be drained of their lifeforce by darkening, the brand would expire. Branded individuals must be culled by other means to raise them from the dead. Branding - Cantrip Often utilized by necromancers in the midst of projects or in preparation of rituals, these masters of life and death may raise the fallen cadavers within their lair to mill about, completing tasks and even cleaning the debris of lost projects if they so wish. A rotted half skeleton may bring their master the herbs and salts they require, while others may simply pile the skulls of the deceased into a ‘tidy’ pile. No matter the task or the empty husk commanded, these corpses range from swarms of small insects to humanoid descendants, their role in the afterlife but one of labour and service to their master until they are once more quelled to eternal slumber. Tasks uttered by the weaver must be simple and clear, unable to give commands such as ‘build a house’, or ‘forge a sword.’ Instead, much more simple commands are optimal for the reanimated, such as ‘sweep this room,’ or ‘bring me two saffvil from my quarters.’ etc etc. By using branding, a necromancer is capable of raising embalmed corpses and skeletons to work as their assistants and janitors outside of combat. There are tools for different tasks, as a few undead rats will be quite useful in retrieving bone matter and viscera from a gutter- but a full sized human will not. As these animations are purely non-combat, anything relating to combat including traps, pit falls, etc are unable to be constructed by these undead. In addition, if combat is to ever start in the vicinity of a risen cadaver, it will immediately fall inert as the Necromancer’s attention is then focused on their oculus, or on a branded combat animation. Cantrip branding may be used in tandem with oculus bound undead, up until combat starts in their vicinity. Anything larger than a descendant is unable to be risen by the cantrip, requiring the handling force of an oculus to restrain the creature. As for miniscule creatures, ‘swarms’ of risen insects may be no larger than a human’s head, whereas rodents and other small fauna may range in their numbers, but are limited to the mass of a human. Notable as well is that swarms of creatures operate in a hivemind, unable to work as individuals in any regard. This spell has no range, as the creatures will simply continue to toil in the absence of their master. This means they may be used as messengers or as aesthetic creatures which simply mill about one’s lair. Should any person touch or jostle the undead minion, it would crumble and fall dead, inert as the last remaining lifeforce escapes from the husk. The cantrip of branding requires two emotes of conjuring one’s aura, and one emote of touching or pointing/motioning to a corpse within quiet range. On the third emote where it is touched, the body will begin to shamble upwards, and on the fourth it will be ready for whatever orders it is given. The branding cantrip is learned once the base branding spell is learned. The cantrip cannot be used in the midst of combat, nor to serve ANY combat purposes (other than an undead retrieving the necromancer’s weapons before a fight, or anything of that caliber.) Should combat start in the vicinity of the undead, it will simply fall inert until combat is resolved. Servants can’t build traps, pit falls, wards, or anything requiring higher intellect. Servants can’t aid a necromancer in reaching areas mechanically unable to be reached, save for if specifically allowed in certain ET events. Commands must be simple and clear, as far too complex commands will offer nothing to the necromancer. The undead must be capable of doing whatever task they are given. Telling a skeleton to lift a boulder will result in a broken skeleton, just as telling one to fly will result in either nothing, or a broken skeleton that has fallen from a great height. Commands must be spoken verbally, in any language. Commands must be made in RP chat range. Swarms of insects may never exceed the size of a human head en masse. Groups of small animals may be utilized within reasonable numbers. (No groups of animals may reach more than a descendant’s worth of mass.) Anything larger than a humanoid descendant corpse is unable to be risen by the cantrip. Thaumaturgy - Addition Mass Plague - Ritual Rite of Malediction Woe be to those who garner the vice of a necromancer, for their covens may harness pestilence to reap the harrowed fields of decaying kingdoms and bastions alike. By gathering a mass of lifeforce is a coven capable of spreading disease across a region of land, varying from fields of grain to entire lakes that subside the populace with water. Twisting and stagnating the land can produce abyssal effects, giving those who enter the area flu like symptoms, and perhaps even benign tumours and growths if exposed for too long. Those who consume the afflicted substance are then wrought by whatever malediction has been planted within the chosen substance. Whatever disease the coven opts to infect the area with, it must be done upon fields capable of life, either farms or grassland, or a body of water. The Rite of Malediction is a ritual that requires at least two necromancers to perform, growing in size and intensity with each additional necromancer present. By fusing twisted lifeforce into the earth and the targeted harvest or body of water, a necromantic pestilence may be fused with the mass. This may extend from a small field of wheat, to an entire lake given the needed amount of necromancers are present to expand the area of effect. This land may be afflicted with a specific pestilence within necromancy, or may simply bring about abyss-like taint and effects. Abyssal taint infers that flu-like symptoms are felt by those who ingest the tainted substance or meddle in the area affected for a narrative hour. After two narrative hours of standing within the region, small bulbous tumours may begin to appear on ligaments and appendages, offering no true harm other than acute sores and a dulling pain. A gathering of two or more necromancers may call upon their lifeforce to twist and plague a field of farmland, flora, or any body of water with a chosen malediction. If no malediction is chosen, abyssal like taint is instead called upon as fields grow grey and the air lingers with stagnant lifeforce. The rite requires two or more necromancers, with the scourge scouring a base range of a 20 meter radius with only two present. With each additional necromancer 10 meters of range are added. The disease has no max range, as long as PRO permission is given and there are the required amount of necromancers. The chosen disease must be an approved pestilence from the necromancy pestilence section. If a pestilence is not chosen, the land is instead given abyssal like taint, lesser to that of the Heith-Hedran scars. One must spend over a narrative hour in these areas to have flu-like symptoms appear. Consuming the afflicted substance, whether food or water, will infect the individual with the chosen pestilence. Plagued land may be mechanically plagued, having either swarms of locusts consuming entire fields, or holding strange growths and abyssal taint within crops. Plagued fields and crops only affect those within the area and region specified. This is locked to the tile that the plague is set upon, with afflicted substances falling to ash when carried long distances. Such prevents intentional transferring of plagued items to be “spread.” Bodies of water may be murkier, or hold strange scents that are not natural. Plague lands may be purged by fire for crop fields, removing the taint once all has been reduced to ash. Blight healing is capable of purging mass plague. One an afflicted substance is consumed it takes 3 OOC days for the disease to arise. This disease lasts for 2 OOC weeks, unless cured. Victims may choose to permanently keep the affliction, if chosen OOCly. Diseases may be cured by means of homeopathy, alchemical remedies, or any general healing magic. Plagued lands must be ST reqed, either having put down a sign to signify its effects, or to show signs of plague. The visual effects of pestilence are left to a notice sign or otherwise, with in game builds requiring RO permission to aesthetically change and alter the blocks. Land outside of a region is determined by WT on if it is viable or not. Mass plague as a ritual is only capable of being done once every OOC month by those who enact it. Likewise, attempts to spam the spell in aims to ruin nations is thoroughly frowned upon.
  10. but how will i have an excuse to not rp with people while also making hundreds of mina a day?
  11. “‘Ah wonder ‘ow the Barclays will cope,” sighs a field peasant, gathering his fifth bushel of hay for his liege lord.
  12. “A WICK? IN HAENSE?” Screamed a vile sort from the farthest gutter from the Dual Kingdom, the missive then crumpled and tossed into a chamberpot.
  13. Clandestine within hallowed grounds, putrid crypts sealed with stone were disturbed by craven acts. Dragging in its wake an ashen corpse, that which was clad in burnt rags and charred ferrum did the robed fiend curse and sputter. A still room, rank in cavern air and sweltering decay was disrupted, the crooked figure slamming what remained of the skeletal frame upon a pile of fetid, torn cadavers. “IDIOT,” it screamed, resonating within the ivory skull from which curled horns sprouted atop its head. “How these cultists of the winged titan THROW themselves my way!” Expelling out of the horned monstrosity came tumultuous rolls of blackened smog, molting from his make. “No matter, perhaps all of them suffer from such.. alterations,” his creaking voice resonated in the tomb, the faint memories of corrupted dragon’s flame flashed within empty sockets. The sight had intrigued him- something which could warp the very essence of the fervent. Tenebrous haze funneled into a skeletal corpse, picked of meat save for bits and pieces left in arrogance. Slowly it began to shudder to life, a dull ember blossoming in its glassy eye. “Perhaps, more shall be made to See.” Just as the necrotic puppet stood, its skull was smashed by taloned digits, fragmenting to pieces as its tether was split from the plane. The mad cackles never reached the surface, falling on deaf ears far beyond a field which held a lone stone statue in its wake.
  14. The candlelight was dim in the stone corridor as an elder adunian trekked his way through the empty halls of a stone wrought tower. Rain pattered against the windows of his home, filling the air with a musk that heaved his breath, where murky corridors swallowed him in his descent through the halls. The far off landscape that was once Ando Alur was now but a lifeless wasteland which passed by a glance in the window. It lurked beyond the rounded crags of his hold, a sweltering cancer that mocked creation. THERE WAS NO BALANCE. A cenotaph waited for him outside the clearing of his land, marking there the empty ground that lacked the corpse, “Corbin Wick.” News of his first student’s death was recent, having been brought by letter of a Haeseni courier. The mage’s active role in the Sutican Rebellion had brought him a capture and swift execution. A tear welled in his eye, staring upon the empty grave with pity as an aching dread pressed heavy upon his heart. The ground beneath the carved stone was muddied, shadowed by the tall tower which protruded from the earth as a lackluster symbol- his dreams and goals were bereft of vigor. An owl screeched from the highest perch of cobblestone, flapping to land on its master’s shoulder. Fragmenting the reality before him, a walking stick formed within his grasp only to fall into his palm. FAILURE. The land was fresh, as were its inhabitants. He was obsolete- no longer, nor never needed in the land of Almaris. The forests beckoned once more, as they awaited his arrival from whence he came. Each candle was snuffed within the castle, its entrance boarded and locked in the magi’s leave. In his wake the tower remained empty, sunken, and lifeless; the encroaching blight casting its grim shroud upon the mound as it dared to crawl ever closer. Goliath Irsei, once the Soulless Armor of Oryx, left the land much like he came to it- in passing, along his grand journey. Yet, even after all of his failures had been counted, a spark remained within. In somber tombs, something churned from deep within the crypts of the Hexicanum. A HORRIBLE NIGHT IT WAS.
  15. A young, raven haired youth prepares his ivory pike. “Perhaps it is time to tear down the lackluster hubris these serpents hold, before they bring down all of the land in name of their wyrm.”
  16. What is thy name? Tauriel [OOC: What is your username and Discord handle?] Grayvy#7442 What is thy race? Mali'Thill From which talonii do thou hail, if mali’thill? Visaj Art thou pure? Ti If not, do thou wish to be? What is thou age? 296 Dost thou pledge thy troth and loyalty to the Silver Mother, Larihei, and her state? Ti
  17. Even though we haven’t had too many interactions, I wish you the best out there man. You’re one of the good ones
  18. “Wights, strigae? What the **** is this Orc on,” comments a young Orenian.
  19. From deep within a cavernous hold, the ravenous cackle of a madman boomed and cracked against jagged stones. Throwing the missive into a monolithic pile of crumpled papers and scrolls, the pale figure clapped sporadically, “The orc fucker got what was coming to him!”
  20. Goliath appears from his tower, tuxedo ready as he prepared the perilous journey to the Dual Kingdom.
  21. “I’ll show you my magnum index,” hollers a filthy peasant.
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