Jump to content

NikoNiko

Gold VIP
  • Posts

    65
  • Joined

  • Last visited

Everything posted by NikoNiko

  1. Your application was denied. We have reviewed your form. The band welcomes you amongst their ranks.
  2. [!] The Document was fixed on the Band’s noticeboard within Amathine and given to couriers to spread news throughout Aevos, firstly around the regions of Nor’Asath and Talar’Nor. All had to know to stray clear of that dreaded place. The Band's Expedition Log Location: The Dreamer’s Mash Date: 7th of The First Seed, Year 133 of the Second Age. Attendees: One High Flock Councilor, One Master Sealgair, One Talon, Four Novices, Two Recruits. Reports of disappearances from the realms of Nor’Asath and Talar’Nor resonated far and wide, reaching the Band of the Crossed Claw. The threats that lurk in darkness claimed the lives of many; of brave adventurers, scholars and common folk who had ventured within, never to return. They were all gone without a trace. The sacred Oath, sworn before the Wild, called. The Council of the High Flock thoroughly planned the expedition, with the purpose of comprehending the dreaded Nightsong, the dreamless sleep. It is unknown if this phenomenon is the manifestations of ancient remnants of dark arcane arts or a natural occurrence of the region, thus, march not with holy fire and aurum, for this must be preserved if it concerns Nature’s balance. A stern warning to the foolish, the greedy, to the savage mercenaries, as well as to the untrained hunters: those whose intent is to disturb nature’s balance, take heed, all nature shall be left untouched, free from further harm. Venture not in this place. The Band located an opening in the earth, a sinkhole that gave way to an intricate network of subterranean caves. The fissure is wide enough for a large individual to take the plunge in the dark, requiring a sufficient length of rope of at least 20 feet to safely descend within. The humid air permeates the upper levels, streams of water infiltrations create a prolific environment for luminescent moss to grow, so far, no toxic gasses have been detected and fire is a safe method of fully illuminating the darkness, at least, in the upper levels. The labyrinthine tunnels extend horizontally devoid of major inclines. Yet they are susceptible to tremors, brought forth by the ever shifting Marshland above, thus collapses are common and fresh fault lines emerge every day. The primary method of exploration is finding these fault lines as they manifest above ceilings of the deeper levels of the caverns. Traces of expeditions past have been found, the unfortunate remains are stripped of all flesh, rendering identification impossible. Nonetheless a burial will be arranged, may they be one with the Hunt. It is still unknown if other fissures exist or if the caverns creep deeper in the underworks of the Marsh. The caves are nests for nocturnal predators of the marshes; Aevos harbors a new magnificent specimen of carnivorous vespidae, lurking the upper levels of the caves, only to resurface with the favor of the dark and prey upon victims of the Marsh. Pyrana Wasps. Physiology About half an inch of length and dark in color. These insects possess similar physiology to that of bees and wasps, divided in 3 distinct parts, head, thorax and an extremely oblong abdomen. Head: Oval in shape, with red eyes which reflect light in darkness, their sensory organs are very susceptible to sudden changes of light. Thorax: Round with narrow waist which connects to the abdomen. Abdomen: Oblong and elliptical, their barbed stinger extending further than other insects. Habitat Dark recesses of swamps and marshes, they are nocturnal predators and only come out at night. Behaviour The Pyrana wasps move in giant swarms, so packed that they appear as one entity, often mistaken for lurking shadowy creatures, dotted in red eyes. At night, they prey on the unfortunate which cross their path, puncturing skin with their strong and serrated stinger and crawling in deeper with their mandibles. Ineffective alone, dreaded together. They can strip flesh from bone, leaving nothing behind. Their small size allows it to get into gaps of armor and clothes. Karkossa Spiders. Not enough have been observed to provide an accurate description: The ones found so far are small and able to spit a potent acid that melts through metal with ease. A second expedition is in the works to reach deeper, armed with the newfound knowledge unearthed from the depths. Report End.
  3. News spread to the members of the Band of the Crossed Claw, they heard their Oath, an expedition had to take place. No descendant will fall victim of these lands, no other creature will suffer. The Talons, driven by their duty, prepared their gear, for they would soon set out to uncover the truths that lay dormant in the depths.
  4. The Hunter’s Code [♫] -Table Of Contents- | The Band | Etymology | Beliefs | Good Omens Bad Omens Sacred Animals Diùrr Shrines Respect | Oracles | Oracle weapons | Practices | Oracle Bone Call of the Beast Beast Horns Hunters Funeral Beast Trials Cuisine | Etymology | Hunters of old from the frigid northern lands believed in a connection with nature itself, something more pure and deeply nestled within the forces of the world, far from different than any religious belief that idolizes a superior entity. As groups formed and migrated, many others were influenced and saw similarities in the behavior of these natural energies present within nature; many soon learnt how to predict and even harness such power, becoming the first Oracles. Though not all beliefs are commonly shared between hunters and deeply vary based on the group’s location. The following pages illustrate what the members of the Band of the Crossed Claw has developed through the years. The Hunters’ core ideas most likely derived or branched from aspectism, spiritism and the druidic way of life somewhere in the past, however it is not clear when this or how it happened as all records have only been shared through word of mouth until the very first Oracles started documenting nature’s course. | Beliefs | Though much of the Band’s “beliefs” so to speak are more so superstition, much of it is heavily influenced by the past experiences of hunters of all kinds. They created many theories, concepts, and perceptions on the effects of their behaviors and actions upon the outcomes of both hunt-related and non-hunt-related occurrences. Their archive of ideologies grew with each contract they fulfilled and each setback they overcame. The Band believes in omens both good and bad, and believe that they can influence these omens through various practices. Terminology. The Hunt: The act of weaving Diùrr. The Wilds: The collection of all Diùrr in the world, free or bound to creatures. Omen: Collection of Diùrr that directs life in either a good or bad way. [ The guild post ] | Omens | An omen is superstitious energy that is believed to grant the affected individual either good or bad luck for the near future. Some omens can last a short time, and others can last indefinitely, however, each can be avoided or sought after. An omen is only a superstitious anomaly, and is not a physical item or event; it is only a spiritual idea. This however does not mean they do not carry some sort of power, as these omens have been gradually grown from past experiences of the Band’s hunters. Omens have been tested in the past, and whether it was immense luck and coincidence, or a truly ethereal force, the omens have stayed true to their purpose. Reading an omen is simply a gut feeling or the consequences of a specification. Omens can be set by only high-ranking Oracles or lorekeepers, and once set, they cannot be unwritten. If an omen has not been triggered for a long time, then it is considered a “Ghost Omen”, which is a sign of a greater force being present. This greater force does not necessarily need to be any sort of religious force, but whatever it may be, it is said to greatly overpower the Ghost Omen. Sometimes the strength of an individual's soul can overcome an omen, thus resulting in a Ghost Omen once more. | Good Omens | Good Omens are said to be any source of superstitious energy that affects the outcomes of upcoming events or occurrences in a positive way. There are myriad things an individual can do to acquire a good omen, and they are usually foretold to last however long the source of the omen decides. For example, the effects of an omen can last anywhere from a day to a week, though usually not more than that at a time. Various special instances can give good omens under predetermined circumstances. An example of one of these special cases could be a piece of ceremonious armor that will grant a good omen indefinitely for as long as it is worn. Examples of events that may warrant good omens: A murder of crows is present in a location, signaling possible signs of death and decay. The guild will make it a priority to scout these areas to benefit from the good omen. Defeating a beast as painlessly as possible ( The faster and less painful, the better the omen ) Surviving heavy combat wounds is a sign of great strength. The more severe the wound, the greater recovery, the greater the good fortune and omen afterward. | Bad Omens | Bad Omens, like their good counterparts, are any source of superstitious energy that influences events and occurrences to come, however, bad omens will shift the events of the future in a negative manner. Bad omens can be sometimes removed or undone, though it is a rare opportunity. When a bad omen is acquired, it will stay until the unforeseen consequence has concluded, or the omen is cleansed through whatever task may offer redemption. Bad omens will prompt unlucky anomalies and events and should be greatly avoided if possible. Examples of events that may warrant bad omens: Animal abuse is not only a permanent bad omen but also an unforgivable act against the Band. Perpetrators will be severely punished for doing so and will be under most if not all circumstances banished from the Band’s community. Harming a fellow member grants a very negative omen, though it can eventually be forgiven or otherwise cleared. A beast escaping during a hunt (the more wounded it is when it escapes the more negative is the omen) | Sacred Animals | Crows and Ravens - The symbol of the corvid, while still bearing little spiritual meaning, had been kept up in high regards from all guildsmen since the very early days of the Band’s life, as its colors and representation were proudly adopted into the guild’s coat of arms and uniforms. Through observation and experience the Band soon learnt to utilize murders of corvids to their favor, learning to thoroughly search areas where large flocks appeared, often coming across sites where dangerous creatures had passed. The figure of the corvid slowly became more revered and sacred by the Band, while to this day still utilizing these creatures as a means of sending important messages and letters or out on the field while hunting. Harming a corvid is considered to be one of the most dishonorable acts a member can commit. | Diùrr | It is believed that every creature, beast, or being has a specific energy or force that can be used to improve one's own power. In essence, this force could be most easily viewed as the soul of the being in question. Creatures upon death release their energy back into nature, only leaving a small part imbued in their bodies. This energy can be harnessed by an individual through embodying it in weaponry, practice, or ceremony. The Band uses this beastial energy to empower their gear generally, ranging from weapons to armor. When an individual uses an object connected to this beastial energy, they are sharing their strength with the owner beast. To tap into this beastial energy, an individual must simply have some sort of direct connection to the beast. Generally, parts of a beast will be incorporated into things like gear, but other times it could be just simply wearing a bone or fang/tooth from the beast or clothing made of pelts and skin. Examples of this could be a sword with a beast bone as a hilt, or a shoulder plate for a piece of armor made from beast bone. Note that this “ Force” is not necessarily a legitimate force, more so a superstitious form of honoring our slain opponents. While having a connection to a beast won’t physically improve something, it is believed that they lend more strength and courage. | Shrines | Beast shrines are built as offering places to honor beasts and serve as connections to the Diùrr, Oracles use these shrines for various rituals, but it is encouraged for everyone to bring their own offerings as an everyday practice. The common rituals that take place at these shrines usually revolve around the hunt and are performed for good omens before most expeditions, bringing carved bones with intricate designs, fangs, claws, pelts and beast’s blood to to achieve a better connection with the Diùrr present in nature. Numerous shrines are built around the guildhouse, singularly dedicated to one beast or animal that has a specific trait associated with it, such as strength, agility or intelligence; the rituals shift from shrine to shrine depending on what energies the Oracle wishes to call upon. | Mutual respect amongst hunters and nature | Though sworn against committing such actions, should a hunter disrespect or harm another of its kind, it is considered an incredible crime and comes with many punishments. It is expected for all hunters to treat nature, the creatures and one another with utmost respect, as failing to do so may result in not only leadership intervention but also very poor omens. | Oracles | [♫] The Oracle is a spiritual figure within the Band’s ranks, and holds no power other than directing the various ritualistic practices. Anyone may become an Oracle, though generally the more veteran and wise members are elected, those who have a strong connection with the hunt, nature and its creatures. The role is passed down from one to the other and with it, its responsibilities: The Oracle is responsible for bringing out the inner beast of freshly promoted recruits through a ritual where the member discovers their creature. The Oracle blesses and prepares beast parts for oracle bones, carving upon these items words meant to call out the force of the creature. The Oracle is directly involved in the Beast trials, and is expected to lead them safely, preparing and blessing both the creature and hunter. The Oracle guides any Hunter funeral and makes all the required preparations. The Oracle should document every ritual, hunt or expedition the guild has done on their weapon. The Oracle is the only person allowed to prepare the blessed water solution used in rituals, made from part beast blood and bone shavings of any beast, though the larger the beast the least amount of ingredients is required. -Example of Oracles- Oracles usually carry with them the essential tools of their craft at all times, such as chisels, knives and other carving tools necessary for inscribing on bone and other materials. Some like to incorporate music into their rituals, it is not uncommon to see an Oracle well versed in the use of an instrument. | Oracle Weapons | Oracles are considered to have a particular connection with the hunt, and their weapons reflect it, the area designed to inflict damage is primarily crafted from beast parts, such as a sword’s blade from a large horn or a hammer’s head from a large fang. Throughout the life of the Oracle these weapons get progressively filled with inscriptions, narrating everything the Oracle has ever done within the guild, every ritual, practice and hunt is documented onto their weapon, even if they were absent during the expedition. No one else may brandish these weapons other than the Oracle, they are considered to wield the very essence of their spirit, they may not change or discard the weapon until it has been completely filled with inscriptions which will grant the guild with a good omen, losing or breaking this weapon is the most dishonorable offense for an Oracle, granting a severely bad omen, it is their utmost duty to complete this diary before passing away or being replaced. An Oracle can choose one weapon before blessing it, fitting it with their preferences, but once the weapon is blessed it becomes attuned to their soul until completed. The weapon is periodically changed once it cannot bear anymore inscriptions, a new weapon is crafted and given to the Oracle so that they may continue their duty. The completed weapons are stored away and safely kept in the archives as records for the future, or displayed among the other trophies. | Practices | | Oracle Bone | Generally the clavicle bone of a large beast, upon which requests for omens are carved. Once the bone is written on and decorated, it is held above a heat source until the bone cracks, these cracks are then “read” by the Oracle, who interprets the signs given by the formations on the bone, deciding if the response issues a good or a bad omen. Within the Band, these oracle bones are usually used to document the hardships and challenges that the members had to overcome to slay the beast from which the bone came from and displayed as trophies. The carvings and inscriptions can vary from simple to very detailed, the detail level and intricacy of these inscriptions also reflect the strength of the item's effects. The oracle bones can, however be used for all sorts of other purposes such as “dream catchers'' and good luck charms to increase the chance of good omens, or even adorn weapons and armor to enhance and strengthen the person or weapon it’s applied to, drawing the power from the beast in which the item was hosted, granting their abilities onto the holder. As an example, wearing the claw of a harpy would be thought to make one more agile, and the more carvings/inscriptions there are on a piece, the more potent its powers are to be. | Call of the Beast | This ritual is considered a sort of initiation into the Band and is performed by the guild’s Oracle. The subject is brought to the shrine by the oracle where various beast parts are prepared and carved as offerings, a small bonfire is then sparked within a bowl of incense while the Oracle calls upon the various beast energies present in nature, tossing in the offerings they had prepared. The member then gazes into the fire as the Oracle connects them with nature, revealing their inner beast, supposedly having visions inside the flames and discovering their inner beast which they may incorporate in their title. | Beast Horns & War Calls | Using beast horns/bones to create instruments and noisemakers, members attempt to attune more with their spirit animal, blowing through the horn or whistle of a specific animal may grant you its blessing before a battle or ceremony. Upon promotion to Novice each member discovers their inner beast through the call of the beast, a ritual directed by the Oracle, and they carry around it’s call from then on. They can summon their beast's power upon using the noisemaker. Often used as a fear tactic once charging into the hunt, to scare/intimidate creatures. In some cases these noisemakers are specifically crafted to bring a creature to you, mimicking their mating call. | Hunters Funeral | The death of a member halts every activity within the guild, making it a priority to prepare the final resting place of a brother or sister in arms. It is believed that the spiritual energy of beasts slain in life is conserved within the body of the deceased and must be harnessed by fire, that is why a large pyre is constructed and blessed by the Oracle so that the body may turn to ashes, however, these ashes won’t be buried, but instead conserved, sealed in clay pots and given to relatives of the passed. It is common practice amongst the guild members to write a few words on a piece of parchment and toss them into the fire as the Oracle directs the funeral. All remaining ashes are conserved by the guild and used to infuse new weapons during the forging process; these ashes are believed to hold a great deal of spiritual energy. A successor of a passed higher ranking official within the guild is expected to infuse their weapons with the fallen’s ashes. Even after death the hunt does not end, and the deceased should carry over their belongings, their armor and trophies are buried in the graveyard of the fallen, atop the burial site won't be a stone grave, but the iconic weapon of the defunct, struck within the earth. | Beast Trials | [♫] The best way of fully harnessing Diùrr is through a Beast trial, a test only for the most devoted. When a member feels ready, they can contact an Oracle who will make all the preparations, and oversee the whole fight. These types of trials aren’t a simple challenge, but they are a way to attune their inner spirit to the beast’s soul. The fight itself is considered on a spiritual level, where the soul of the hunter and the beast show their strength to each other in an attempt to attune and become one together. Both the hunter and the beast have to be prepared before the trial can begin in order to bring out their spirits and forces, it is believed that these forces lay dormant within living creatures and can’t be harnessed unless killed or awakened by an Oracle. The process to awaken the inner soul of the beast requires a special solution of blessed water to coat the beast, while the hunter faces the same preparations, their spirit won’t need to be awakened, so their body is painted with inscriptions and intricate designs using only beast blood. Once both the hunter and beast are ready, the ritual may begin. If the member successfully strikes down the beast they are granted the beast’s very essence, harnessing its spiritual force. Should the fight turn out unfavorable for the member, others having to step in to break it, then it is considered a terrible omen. Should the beast slay the member, then it is believed to work the other way around, the beast harnesses all of the member’s force, if this were to happen it will be released free into the wild. | Cuisine | The Band prides itself in its own cuisine of primarily meaty foods; consisting of all things carnivorous. The fruits of hunts will generally be consumed afterwards, saved for feasts and celebrations. Usually, its cuisine will be mildly spicy. Diet is heavily influenced by the hunt, and members usually drastically change their meals before partaking in an expedition, following their beliefs the member is expected to consume food relating to the creature or area the expedition will take place in, consuming meat for strength should they need to face a large beast or seafood if the creature dwells in water. The Band also produces its own alcoholic beverages, the most notorious being their Misty Red Wine made from Misty grapes. | Guidelines | | Credits |
  5. I can see why they could be considered redundant and devaluing, however I still thought I should propose some other options for those who don't want to delve into magic to produce those effects. Turning them into rare variants would be easy.
  6. Alchemical Artistry [Music] A product of an alchemist and the clumsy nature of a fool. Tincture of Living Words (Common | T1) Description A wondrous ink discovered by chance, used by eccentric writers and artists to bring literal life to their words. Recipe Base: Distilled water A few drops of black ink An optional pigment of choice Fire | Agility x1 Mundane | Connection x1 Mundane | Order x2 Modifiers: Set the text alight with fire, the text will appear burning on the page. Drop water on the text, the text will wave like the sea. Blow on the text, the text will spin. Shaking the paper spreads and bounces letters everywhere, they will return to their place after a moment. The possibilities are endless, you decide how the text will appear. Creation A few drops of ink and the pigment of choice must be added lastly, after the base and symbols, with their attached signs, are already concocted together. Effects The Tincture of Living Words is utilized as if it were normal ink, the quill must be dipped within the concoction and spread on the parchment. While contained within the phial, the ink appears iridescent and vibrantly colored from the pigment of choice, the tincture on the page remains in such a state until fully dried, losing this iridescent property only. The ink dries at half the speed of normal ink and before it does so, the writer must add their chosen effect, less they wish to waste a portion of the ink, as it will possess no movement on its own. When the text moves, the Tincture of Living Words shifts between the fibers of the parchment, producing a subtle noise of crumpling paper. A mixture (1 potion) should produce enough ink to fill a standard ink phial and last for 5 pages (Standard A4 format). The tincture must be kept in a tightly sealed container or it will dry out over time. Redlines: The text is always 2 dimensional and shows only as much text as was written, however it can stretch and turn and even pass over itself. Cannot bring life to already existing text. The text will behave according to the LAST modifier applied to it, a word/sentence cannot chain different effects one after the other. The text must be readable, the ink cannot conceal text and it will always be above any drawing on the page. Can only function on paper and canvas. If ingested, the user would feel like throwing up to expel the liquid, and would at most leave the person nauseous. It is as harmless as normal ink. Does not require an ST signature. Tincture of Living Pictures (Common | T2) Description A modification of the Living Words tincture, now able to breathe life into drawings, even if by a limited amount. Recipe Base: Distilled water A few drops of paint, preferably white. Various pigments of choice. Mundane | Agility x1 Mundane | Connection x1 Air | Clarity x2 Water | Life x2 Creation A few drops of paint must be added lastly, after the base and symbols, with their attached signs, are already concocted together. The paint should be preferibly white as it can then be mixed with other pigments to create a full palette of colors from a single concoction. Effects The Tincture of Living Pictures is best applied with a brush, but artists’ tools know no bounds, and so the way they wish to portray their picture is for them to decide. While contained within the bottle, the paint appears iridescent and vibrantly colored from the pigment of the paint, the tincture on the paper or canvas remains in such a state until fully dried, losing this iridescent property only. The drawing will be brought to life by the intentions of the artist, which they will have to communicate to the paint as a sentence on the surface. A drawing of a bunny could be instructed to jump around the bottom of the page should the artist write “Jump around the bottom of the page.” or react to the watcher should they write “Wave at the watcher if they smile.” The text must be written before the paint dries out and it will be absorbed by the rest of the paint, the artist must be swift and complete the painting in a day’s time before all the tincture dries out fully, after which it may not be modified anymore. The living paint merely follows a set of instructions assigned by their artist, such as: perceiving the emotions clearly displayed by a watcher, if it's bright or dark, if it's raining or not. It is by no means able to acknowledge something outside its surroudings, retain information, hold conversations or produce sounds. The living paint is even able to conceal text behind them, should it have been written before the painting is made, revealing it only to those who pronounce a certain word or perform an action, such as “If the reader says ‘elderberries’ then move to the left.” A mixture (1 potion) should produce enough paint to evenly coat a small canvas (12x12 inches). The tincture must be kept in a tightly sealed container or it will dry out over time. Examples of actions and reactions: Example of an action "Jump around." Example of an action "Yawn from time to time." Example of a reaction "Wave if the watcher looks at you." Example of a reaction "Sleep if it's dark." The possibilites are endless, but the sentence should follow these examples. Redlines The drawing is always 2 dimensional and only shows as much as the artist drew of it, however the image can stretch and turn and even cover itself. The tincture does not enhance drawings, the artist's skills will determine the result. Cannot bring life to already existing drawings. The drawing is simple minded, it follows a set instruction and perceives it's immediate surroundings only and so it cannot see through barriers. Can only function on paper and canvas. A maximum of 3 actions/reactions can be instructed to a drawing, the actions must be simple and short and not overly detailed. Actions performed by the drawings cannot last longer than 5 seconds. If ingested, the user would feel like throwing up to expel the liquid, and would at most leave the person nauseous, it is as harmless as normal paint. Does not require an ST signature. Solvent of Undoing (Common | T2) Description A solvent that undoes the tincture of Living Words and Living Pictures, brewed by an alchemist after their apprentice vandalized their tomes. Recipe Base: Aqua Vitae A few drops of oil of any kind Mundane | Curtailment x1 Fire | Strength x1 Mundane | Impediment x2 Mundane | Separation x2 Effects A clear and bubbling oil, yet cool to the touch, with a pungent smell of alcohol and grease. It's used to dissolve the tinctures of Living Words and Living Pictures, once spread evenly across the surface where the tinctures were applied, the ink will produce a faint hissing before being quickly dissolved. The oil will undo the drawings or text, evaporating them out of the surface alongside itself and leave no trace behind, other than a faint imprint. The solvent will not dissolve anything outside the Tinctures of Living Words and Living Pictures, meaning it can be safely used and retain text that was covered, should it not have been written with one of the mentioned tinctures. A mixture (1 potion) should produce enough solvent to erase several pages or small canvases (5 standard A4 format pages or two 12x12 inches canvases) Redlines Does not erase text/drawings written with normal paint or ink. Does not work on magical text/drawings made with other kinds of magics/feats. If ingested, the user would feel like throwing up to expel the liquid, and would at most leave the person nauseous, it is as harmless as a paint solvent. Requires consent from the artist who painted the text or picture in the first place, should the item not be owned/obtained by who utilizes the solvent (Such as a painting hung in another player’s house) Does not require an ST signature. Notes
  7. We have reviewed your form. The band welcomes you amongst their ranks.
  8. A member of the High Flock hushed some words of solidarity to their brothers and sisters, their gaze fixed onto the crumbling gates of Savoy "As long as we stand, our Oaths shall remain true." The Talons of the Band prepared, in aid to the city for the final combat.
  9. [!] This is not common knowledge Dreams of a full Moon The rapid dissonance radiating from my chest drowned out all other sounds, while the obscurity that had always surrounded me, now made me wheeze and gasp for air. The state of disarray I was in spread throughout my body, my limbs betrayed me, like soldiers fleeing a lost battle. My digits soon swarmed in numbness and my mind clouded in fog, all the things I sharply perceived before, were absent. Cold sweat coated my hands, and the ever secure grasp that I offered to my crude staff, broke. The rattle of wood echoed, and like a warrior who lost their blade I was alone. My Eyes were lost. The memories then assailed me, all so sudden and confusing. How could I have forgotten what I was? That dread of uncertainty was still present in me. Their calls echoed, my ancestors, my companions, but I could not place a face on their voice. I trembled, writhed in agony, and for the first time in centuries, I broke into a sprint, leaving my kin behind. While the joyous reunion slowly morphed into sorrow, the formless pavement made my footing slip. I fell, collapsing, and I crumbled on the path that my forefathers had once walked. As I sought to crawl in that nothingness, desperate to find a sense, desperate to find a purpose, the deepest and most hidden of horrors that had plagued my mind set ablaze. My Past was lost. I laid there, like my honor I had sunk and the struggle to move was unbearable. My eyelids soon shut. While drifting away in the unknown I could not help, but recall the cries that accompanied me each night, and the piercing aching that split my face in two. The clashing of metal that made my muscles jolt and the impotence to mend my errors pummeled my chest like the sword’s hilt that hurled me off, yet I stood. My vision tinged in crimson, but I begged not for mercy, and in that frenzy the only thing that gave me strength was my kin. I would not dare to show them the failure I had become, not after the scourge took all of that was dear to us, and that I could not protect. My Honor was lost. Silence now persisted after I could not even strain myself with thought. A rushing cold wet my fingers and for the first time in years my eyes opened. A vast expanse of water had encircled me and all physical strain was lifted, my limbs pushed, and I finally sat on my knees. The pale azurine shine of the moon astonished me, as its rays scattered on the waters. I could not help, but wonder, was this what laid beyond the veil? My gaze lifted in awe. In the dark sky, countless dots sparked into life. Flaring brighter, they drew close and plummeted in the expanse to surround me. Amorphous and tall figures outstretched their hands, and I looked down at my limbs, their hands clutched at my joints. They were my ancestors. I was lifted and pushed to stand, but their aid still made me shiver, what was left of me if I could not even manage on my own. Was this the punishment that I deserved? Was this the torture I had to endure? My price to pay for the chance to never fail again, even the slimmest possibility of redemption I would’ve taken. This dream, however, could not last, and soon their hands covered my eyes to divest me of that gift. And I awoke. Air filled my lungs and I gasped, darkness once more. The silence and the chilling air made me realize that the night had yet not passed, and I so wanted to return to the dream I was denied. In that moment of clarity, to seek what I had lost, my hands felt guided and I ripped a strip from my rugged clothes. I now, truly saw, beyond the veil.
  10. We have reviewed your form. The band welcomes you amongst their ranks.
  11. We have reviewed your form. The band welcomes you amongst their ranks.
  12. The small flock of Talons, proud hunters of the Band of the Crossed Claw, were forced to withdraw from the falling city of Krugmar and seek refuge in the desolate town of Savoy. Limping and wounded, they tended to their injuries with grim determination, knowing that their Oath compelled them to aid their Descendant brethren in the north. "The Hunt guides us." A member of the High Flock uttered, as they mended their wounds.
  13. We have reviewed your form. The band welcomes you amongst their ranks.
  14. We have reviewed your form. The band welcomes you amongst their ranks.
  15. The High Flock of the Band of the Crossed Claw sends out a letter in hopes of contacting a fellow hunter.
  16. As long as the building isn't ON TOP of the road it's fine. Additional thoughts: Roadside buildings like taverns, guilds, merchant caravans, ruins etc bring interesting roleplay and are just a cool sight when walking by. Roadblocks are just obnoxious and annoying to deal with if they have gates and restrict the flow of people. If you want to set up an actual roadblock then send guards there and have them roleplay with travelers without a gate in the way. Buildings at least 10 blocks off the road = fine Buldings that engulf the roads = bad
  17. We have reviewed your form. The band welcomes you amongst their ranks.
  18. We have reviewed your form. The band welcomes you amongst their ranks.
  19. The news reached the Band of the Crossed Claw... and so the High Flock readies its hunters for a visit.
  20. We have reviewed your form. The band welcomes you amongst their ranks.
  21. We have reviewed your form. The band welcomes you amongst their ranks.
  22. We have reviewed your form. The band welcomes you amongst their ranks.
  23. EDIT: CLOSED Looking for someone to play as an Oracle in our guild, a "druid" like character that could spiritualy lead our members (not necessarely a real druid). The Band of the Crossed Claw is a monster hunter/relocator guild that has its own culture surrounding the hunt, a sort of connection with nature (NOT a religion). We have got a few members already between our ranks, but none of them can act as our Oracle. If you are interested please contact me through discord at Vitalian#5685 and we can discuss any additional details or inquiries! (There can be more than 1 Oracle at once). Character creation is up to you, do whatever you like, but: 1) The character should work well in groups. 2) The character should adapt the beliefs specified in the culture document (Click here!), the beliefs can be learnt over time too! 3) The character has to join the guild and abide by the mission (forum post below).
×
×
  • Create New...