Jump to content

Dont_Advertise

Creative Wizard
  • Posts

    271
  • Joined

  • Last visited

Everything posted by Dont_Advertise

  1. Finally. After a extremely and obnoxiously long list.. Epiris closes off all the submissions. (( The final main crews of the voyage: Paladins, Druids, Dwarves, Orcs, Mali'Ker, Secret Crew, Imperials, and Epiris' Crew.
  2. Aight, im closing down all possible submissions to the Athera event tonight seeing as how im 50+ the amount of people I originally thought wanted to go.

    Keep in mind certain entire nations may seem to not have priority, if you believe your nation is one of them just message me directly. Mystery#1104

  3. too late Voidal Milf Worm ready to give out milkies UwU
  4. Meanwhile, as a flock of hounding descendants move to send sign up sheets to Epiris.. a few different eyes lock upon the hounding commotion Some for money Some for power Some for vengeance.
  5. [!]A note would fly out across the realm, posted about every major nation[!] A Call for Aid A Note From A Simple Man, Lost to Time Descendants, We face before us a shift in the winds. Feel beneath your feet the quakes of the earth, ever turning with the chaos that focuses on us as people and individuals. Where we walk, the gods focus. Where the gods focus, action follows. Conflict follows. But what is conflict, but a dance? And what is a dance but a show? A display? We stand upon a stage for the entities of higher heights than we could ever imagine, as the puppets for their plays. But remember the quakes! Remember the winds! Feel their shift and change. Their focus, for the first time in decades, leaves us. We are no longer the main attraction at the carnival, the most popular toy at the market. Perhaps that might mark a relief at last for many, but not for all. It leaves us to ponder over one lingering question: Where does the focus go? Athera. The gods, the void, the untold entities, have changed their focus from us. We are out of the spotlight. But shall we remain? Shall we become the next lost, ancient civilization? Nay. Damned be to that. Old histories begin to awaken once more, and stir to cause chaos. Our ship is ready. Our supplies are gathered. Our allies are prepared. We will not be forgotten to time. We give this call to all who may hear – Athera is where you go to be remembered. Our ship is large enough for many, and our offer extends to all. - Epiris The Artificer Aight now enough with the fancy advertisement lingo. My name is Epiris and I require help in making it to the olden realm of Athera. I have a goal whilst there to look into a threat that could very soon be plaguing the Arcasian landmass, yet it is dangerous to make it all the way to the area. Their are creatures that dwell within the depths that we will be facing as we pass the frozen tundra of Atlas and the sunken wastelands of Axios.. and even once we make it to Athera, we’ll be faced with threats and descendant kind upon the shores that could rival entire quadrants of folks. I will be guiding a ship, along with the company of other possible ships in order to stay safe and combat these obstacles. Our end goal, make it to Athera, find a dragaar named Aedrex, learn about the threat coming soon to Arcas, and whatever else the people listed below may have in mind. Fill out the form I have below, and if a nation has its own objective, find me in person. I wont be accepting all, but I intend to bring as many as needed to ensure we all make it home safe. God speed. @wan – Aegrothond @HazelWazel @Aethling @FloralHedgehog – Druids @Viltaren – Sutica @Kaelan – Irrinor @Ankan – Haelunor @beng363 – Fenn @ARCHITECUS – Oren @AndrewTech – Haense @OtherPeople – Any And All Other Nation Leaders Interested OOC: Alright so yes you heard me right, there is soon going to be an event where people can literally go back and travel to Athera. This event is scheduled to happen sometime after the 18th of Janurary, however i’m not bringing back the entire server along with me. There are a few rules for joining this event, so if you don’t like these rules then don’t sign up, this event is not going to be for you. Oh, and yes... we have the entire Athera map ported in for this event. - This event will last up to 2 irl weeks. Upon signing up to have however many characters participate, those characters are unable to be rp’d outside of the event or else you will be kicked out - Dying during the event is not a PK clause, however you will be thrown out of the event and sent back to Arcas - This event will have little, to no PVE. There might be a small chance of loot but you should not go into this event expecting to get OP Athera **** - I reserve the right to throw anyone out of the event if they’re making it unenjoyable for the general mass. Whether that be doing goon stuff, antagonizing people OOC, or whatever - In order to start this event, you need to be inside the discord im gunna be having for information sharing so I don't need to message 50 people individually. - This event is a 24/7 event for almost 2 IRL weeks.. meaning there will be downtime where it is just regular RP. So don't expect a constant stream of fights and encounters for there is only so much time the ET team can give to this endeavor. - This event is not easy. There are dozens of almost unbeatable encounters during this event. If all of those things sound like an absolute blast to you... then make a comment reply to this forum post with the appropriate information filled out. Just because you make a reply, you may simply not be accepted because there may be too many people signing up. If you are denied, it is nothing personal to you. Make sure to fill out this format for EVERY CHARACTER of yours that is coming along. So if you wanna bring all 4 of your characters, fill it out for all 4. If you’re just bringing 1, only gotta fill it out once. My discord is Mystery#1104 if you have any questions, the format is below. Hope to see you all there. Format: RP Name:: MC Username: Discord: What Nation Are You Affliated With?: Why Do You Wish To Come?: What Skills Can You Bring?:
  6. I can’t wait to have a balanced anime magic +1
  7. EDIT LOG 12/29/19: - Citation added for Second Generation Blood Magic - Tells for spells removed since apparently that’s a formatting inconsistency - Blothrvyan redlines added, extra weaknesses. No longer able to be stacked with circulatory control, cant wear armor. - After literally breaking the forums, formatting has been fixed. - Info on all rites has been copied over - Blood Projectile has been added (was suppose to be apart of the original post) - Better clarified the state in which Blothrvyan exist. They aren't shades. - Ritual redline about genus taken out - Spelling errors and grammar fixes. EDIT LOG 12/30/19: - Citation added for Second Generation Blood Magic and Material Alphabet - Tells for spells removed since apparently that’s a formatting inconsistency - Blothrvyan redlines added, extra weaknesses. No longer able to be stacked with circulatory control, cant wear armor. - Lesser Bloodsculpting redline expanded upon - Summon Entity redline clarified. - FAQ questions added EDIT LOG 1/5/20: - Blothrvyan information added, information about Visitians - Added Runecasting as another Blood Magic ability. - Removed a redundant redline in Rite of the Greater - Tier Progression Updated with runecasting - Spelling fixes EDIT LOG 1/28/20: - Runes changed to that of Material Alphabet - Runecasting taken out of blood magic - Blothrvyan gained deeper downsides to being caught and murdered.
  8. Sanguignosis - Evolved Blood Magic There is no power far greater than what lies within our own skin. Table of Contents: - Background/Origin - Magic Explanation - Bloodbending - Runes - Rituals - Blood Rites - Tier Progression - Blothrvyan [CA] - Citation Background: In all life exists a primitive essence necessary of all such livelihood; blood. In most simple organisms, it flows as a viscous red vital to the bodily functions, however, it is too present in many more complex organisms - an ichor untame and unbound trapped within horrors of the void, or stewing in the boiling rage of infernal monstrosities. The origin of an art that relieves the shackles of this essence, Blood Magic, is one unknown to even the earliest of the blothr-bhatti. The study of control over such a power that is hidden within ichor is one predating even man’s first dance with the Void. It is for this reason that the truth, limited from its beginning, would dilute as lies and wrongdoings bleed wet, red tongues. A power that ticks the machinations of life and drives the bodily conduit of the soul is the source of the blothr-bhatti’s grand capabilities; and so one can expect, that the walk of a path so intricate is not without its great cost. The awakening of this power within a mortal descendant does not give rise to lust for senseless slaughter and barbaric bloodshed, for what is rumoured to be an art of Malghourn’s, is just that; an art. With use comes the requirement of precise technique, unwavering scholarship, and the sacrifice of man’s own will. That is the olden tale of old blood magi, but moving onto the Arcaisan landmass we’ve noted the general change of theme within the craft. Those who possessed the original 9 bloodshards would have sensed the sudden disconnection within the crimson opus of knowledge. The familiar whispers within one day dulling… as any form of connection to Malghourn had all but mysteriously disappeared. Those dedicated to the artform would have noticed rituals and hidden knowledges ripped straight from their fingers, as the worshipers of the great Drakaar had been all but abandoned; Malghourn having entirely gone missing. For the most dedicated of the Blothr Bhatti this led to existential crisis, for those whom may have devoted themselves and their entire livelihoods to the art, suddenly found themselves lost, and forsaken. Certain groups of the crimson magi preforming ritualistic suicide or even forsaking their previous lives, abandoning the acursed art… yet others heard this emptiness in their shards as an oppurtunity to push the limits of what had been left behind. Tenacious individuals scraping together the shreds of what had been left behind in order to sustain that which remained of the knowledge. Such descendants delved deep within the remaining knowledge of the forsaken shards, relearning the intricate many carvings and nuances in order to ensure the continued evolution of the blothr bhatti, “evolving” the practice, and giving it a new title Sanguignosis. No longer attached to their serpentine patron of stone, the new iteration of blood mages would take the mantel upon their own shoulders in order to determine whether the blasphemous art of the Stone Serpent would be used for darkness or good… Magic Explanation: Blood Magic, an art of chaotic beauty, is fueled by what one may assume from its namesake; red, raw blood. Where such must be spilt fresh, within 1 OOC day (length of combat roleplay, if any was involved, is subtracted), and has its use in various methods of the blothr-bhatti’s capabilities. For the easiest learnt, blood bending, one will find themselves oft using the sound, sight, touch and sensing of living, flowing blood to grasp the metaphysical bindings of such an essence and bend it to their will. For rituals, the blothr-bhatti will oft invoke a runic language so provocatively refined and aesthetic, the eldritch and nameless tongue of blood mage, through scribings of evocative red, fresh blood. For rites, one will invigorate themselves in the dousing, baptising or appraisal of that which gives them life. It is “genus” which fuels blood magic and its machinations, an incredibly esoteric yet tangible substance contained within blood which blood mages reach out to in order to cast. Genus, at its simplest definition, is the amount of raw power contained within blood, genus is in no way tied to blood volume, it exists within blood in varying concentrations which depend entirely on the entity from which it is being extracted. With the intense scholarly regime of apprentice blood mage; where study is demanding of the practice and exercise of teachings and such teachings are rigorous and overwhelming, the to-be master is limited in what other practices they may learn. Between the Tiers of 1 and 5, where the mage is progressing upon their learnings, progression within any other magic is halted. That is to say, they will be tier-locked and may not further any spells or proficiency in their other magics until they master those of Blood Magic. Furthermore, a blood mage mastered is still forever limited, albeit less so than an apprentice, in their pursuits of other arcane magics; allowed only to learn one other, else they relinquish too much of their focus and precious precision. To begin the study of blood magic, however, the student must first be awakened through the touch of a bloodshard. So too are further limitations placed upon the crimson artists; that of the body and the psyche. The bodily effects arise from the awakening of the bloodmage upon the touch of the shard. These can include: The immense paling/darkening of one’s skin (albinism/melanism). Hair can become brittle, dry, grey. It can too fall out or become plagued with dandruff. One’s eyes can become milky, baggy, exstrophic or esotropic. Easy bruising & occasional nosebleeds. One can appear anemic or with a slowed/increased heart rate. The intangible effects upon the mind can include: Hoarding, materialistic-obsessions and the likes. Addiction This can be a wide range of things; alcohol, drugs, gambling, entertainment, adrenaline, tattoos, shopping, etc. Unreasonable laming of oneself “I am unworthy, I am undeserving” “This happened because I didn’t..” Intermittent explosive disorder Repeated, sudden episodes of impulsive, aggressive violent behaviour. Inflated ego, narcissism, the believing of one self’s opinion to always be correct. Pessimism Black and white thinking; binary thought Everything either is or isn’t. The physical and mental effects that blood mages are bound to suffer are freeform; these are merely suggested. It is, however, considered powergaming if a blood mage does not roleplay the adverse effects of practicing blood magic. Blood magic takes up [4] slots. Only [1] other magic may be had with blood magic; However, if another magic has multiple subtypes requiring a slot each, the blood mage is able to learn such magic and a subtype. [Eg. Druidism: the blood mage is able to learn Communion & Control as well as a subtype of their choice] To learn blood magic, one must first be awakened through the touch of a bloodshard. Learning blood magic halts the learning of any other magic. This does not include Feats. Blood magic is compatible with any other magic unless specified in their lore. Blood magic is considered a [Neutral] magic, though deities/cultures may settle their own view upon it. A blood mage may only utilize fresh blood; within 24 OOC hours of being spilt. To ignore the adverse effects of practicing blood magic is to powergame. Abilities: Blood Bending | The most common abilities of a blood mage; requiring little in the way of preparation, and oriented towards the combative struggles one may encounter, though lacking no elegance still. Runecasting | The art of using the power of The Material Alphabet quickly within combat in order to add to the arsenal of the blood magi. Rituals | Highly taxing in breath, effort and precision - requiring immense preparation and perfection for non-combat achievements greater than many could imagine. The most effective tool of a blood mage, and the most freeform. Blood Magic: Runes Rites | The progressive abilities of a blood mage tailored to the stroke of the artist. Blothrvyan | Endgame CA achievable through completing all rites. ━━━━━━━━━━━━━━━━━━━━ Bloodbending The lesser and more simple tools of a blood mage are those tailored towards the inevitable encounters of combat and violence; for one is likely to come across such in the pursuit of lifeblood to fuel their ritualistic pursuits. The casting of blood bending does not demand a physical toll upon the mage, however, there are limits to the efficacy of one. A blood mage has a varied amount of times (detailed in Main Page; Tier Progression) they may cast a blood bending spell per encounter. Art by Linn Kristine Pettersen ‘Blood Having’ is defined as any being with blood whether mundane or magical. An example is Izkuthii: these may be detected by sensing as they have magical blood. However, Ghosts will not be able to be detected as despite containing ectoplasm, they do not contain blood. To note, as a reference: The average descendant begins to feel intense side effects after losing roughly 20% of their usual blood volume, these effects include sudden nausea, lack of breath, lightheadedness, confusion, and drowsiness. The average descendant would pass out from blood loss after losing roughly 35% of their usual blood volume, with death being around when a Descendant loses 50% of their usual blood volume. Advanced Sensing While the less adept blood mage may sense the blood around them in a stressful scenario, the wiser master of ichor may use their ability to sense blood in much greater detail, albeit in a much more calm and collected environment. Like base blood sensing, the process of such a power varies from each blood mage, though still requiring a calmed, trance-like state in which the blood mage senses the blood. Advanced Sensing is the basis on which other blood-bending abilities are founded. In order for any other spell to be cast at a distance, the being must be sensed; in this manner, the sensing is directed towards a being - already knowing its location (the range being that of the spell, rather than a four block radius) - and focusing solely on this (and as such, not extending this ‘reach’ to any others). In doing this, no benefit may be achieved, and such a method may only be conducted as the beginning of another spell. Thus, this is a method akin to connection. Redlines: - Concentration in sensing is not as unstable as with voidal connection. One would have their concentration broken after either maintaining a blood-letting wound, or a sudden concussive force enough to throw someone off their feet. - After losing concentration on your sensing, it takes 1 emote to regain one’s self before you can sense again. Basic Sensing A staple ability of the blood mage, basic sensing extends from the blood mage in a line of heightened feeling through a meditative trance. This can be described in many ways, differing from practitioner to practitioner, as though it were a sixth sense of indescribable feeling or simply the listening of ebbing crimson lifeblood. The blood mage is able to detect the presence of blood within a target - whether mortal, eldritch or magical - in such a line, though nothing more. Siphoning Siphoning is the manipulation of blood through a medium, usually empty air, by way of funneling. Siphoning requires little concentration once mastered, at Tier 2, and is used to move fresh blood. The blood siphoned can be taken from open wounds of living beings, or already collected volumes. The greater the concentration of the mage, however, the greater the precision and capacity; allowing one to make the most effective use of this out of combat. Scabbing Scabbing is the forceful congealing of one’s blood in order to seal a wound. Scabbing can be done upon either the body of the bloodbender themselves, or others, in order to quickly close surface wounds. While it does not particularly heal flesh like any powers of the light, it makes for quick treatment when avoiding death by bleeding. Congealing Congealing is the coagulation of blood into supernatural form, congealing has two uses; it may be used to restore and create new Bloodshards, as well as to be used to form a dreg. A dreg is a unit of genus congealed into a small, thin shard of red crystal which acts very similarly to a mana gems albeit with additional properties; where a gem may only so long to fuel an enchantment, a dreg may maintain the same enchantment for twice the duration. As well, dregs are easy carriers for magics which cannot otherwise be enchanted with, namely dark arts. Contortion Controlling blood in subtle strokes, contortion is the act of puppeteering the whims of descendants and creatures alike for but a mere moment. This spell, while limited in its extended usability, can be used to turn Descendents unwilling into slaves of their own bodies. Hemorrhaging Hemorrhaging is the forceful expulsion of blood through a thinly veiled wound by creating and pushing out ichor from what is called a “weeping wound”. One of the more painful and demented forms of bloodbending, used often for intimidation and displays of prowess. Freezing A very developed technique of bloodbending, Freezing is the art of contorting against the body’s natural movements in order to stop a descendant from moving entirely, paralyzing them in place for a set amount of time. Such a power requires an incredible amount of concentration and control, often keeping the blood mage in place as they cast. Complete Control One of the most meticulous capabilities of Blood bending, allowing the blood mage nigh complete control over the movement of blood and blood containing objects. This ability is limited to non combative/ooc consenting usages, manipulating blood in order to perform various aesthetic feats, anywhere from the remote inscription of runes, to aesthetically chilling ones blood as you pass. Circulatory Control The ability to flow the blood in one’s body as to temporarily increase physical strength to the peak of their race, and is one of the most dangerous and taxing forms of blood bending. Usage of Circulatory control in limited in duration, and upon completion leaves the blood mage entirely open to attack. Sanguine Grip A very precise ability of Blood Bending, which allows a Blood Mage to close the throat of a target by manipulating their blood, effectively causing them to choke due to the lack of airflow. This is often used as a display of one’s prowess though may also be used to stun a target for a brief amount of time. Restrict Circulation While the powers of Circulatory Control are oriented on boosting the physical abilities of the blood magi, recent years have lead to the discovery of an opposing method, that being the slowing down and restriction of movement, enforcing achiness and fatigue upon a given target in order to slow them down. Blood Projectile A much more precise feat of Blood Magic, permitting a blood mage the ability to harden their own or others’ blood and cast it in the form of a fast projectile, not unlike that of blood sculpting. Such a power, however, is quite taxing when using one’s own blood, making it more efficient for a mage of ichor to use another’s rather than their own. Blood Sculpting Lesser Blood Sculpting Lesser blood sculpting allows a blood mage to form blood into objects through slow formation which, once formed, bear unique features. Once the blood has taken a shape it may be physically handled as though it were Ferrum, both in durability and sharpness, as well as in texture and weight. This magically altered ichor may sustain its shape for 2 elven hours (or until the end of a specific rp encounter) and does not necessitate the blood mage to concentrate to maintain it albeit it must remain within their sphere of influence lest it dissolve back into blood. Greater Blood Sculpting An improved variant of Lesser Blood sculpting, greater blood sculpting is both a more advanced, and more permanent facet of creation, though its usage is far more complex and less versatile. Greater blood sculpting allows a blood mage to form their own blood into objects through slow formation which, once formed, bear unique features. Objects formed through greater blood sculpting sustain their shape indefinitely, becoming able to be handled as though they were crafted of Steel, both in durability, and sharpness. Unlike objects formed of lesser blood sculpting, objects crafted through greater blood sculpting may exist outside the sphere of the blood mages influence ━━━━━━━━━━━━━━━━━━━━ Runes All normal sized runes require .5 units of genus to inscribe, and 2 can be inscribed per emote. ━━━━━━━━━━━━━━━━━━━━ Rituals The language of the blothr-bhakthal is able to be expressed in runic stories and sentences with meaning and power beyond mortal capability. Hidden within blood is the ability to liberate the impossible from reality through the invocation of such stories paired with sacrifice There are a variety of rituals, each requiring a specific sequence of runes; some static, and some freeform in description. Rituals can be created in any amount of time, whether it be a fairly short (though precise) narrative period, or they’re painstakingly drawn out over weeks or months. However, it is to note, blood will go inert after an [1] IRL Day. However, this may be overcome by utilizing an extra unit of genus to refresh all inert runes. Art by Seb McKinnon -Average, typical people have 3 units of genus, equating to 1 body’s full blood reserves. Eg. Descendants, Kha, Hou-Zhi, etc. Can have [1] unit out of [3] units taken safely. Regenerates [1] unit per twelve IRL hours. - Most Supernatural beings have 5 units of genus, equating to 1 body’s full blood reserves. Eg. Azdrazi, Dragons, Fjarriagua, Ascended, Inferi, Izkuthii (Lesser inferi’s blood cannot be used). Can have [3] units out of [5] units taken safely. Regenerates [2] units per twelve IRL hours. -Blothrvyan have 7 units of genus, due to the strange conditions of their existence. Can have [5] units out of [7] units taken safely. Regenerates [2] units per twelve IRL hours. -Voidal Horrors have 12 units of genus due to their immense Voidal saturation. Can have [1] units out of [12] units taken safely. Regenerates [1] unit per forty-eight IRL hours. ‘Supernatural blood’ possesses no innate difference between the typical blood of descendants, Supernatural simply signifies a greater concentration of genus. Blood runes will go inert after 1 day, necessitating an extra unit of blood to be evenly siphoned among the runes when the ritual is to be had. One unit of genus does not necessarily equate to one rune. The aesthetic/method of scribing runesis left to creative freedom; siphoning blood to then mark the runes is recommended. Rituals cannot be conducted in combat, for they require a delicate focus and precise handiwork. Normal sized runes require .5 units of genus per rune, while large runes require 1 unit. Elemental Rituals “Objects may be infused with the nature of the primeval elements, the makings of blood’s true potential as an ink of existential rites.” Elemental rituals utilize blood to impart the aspect of a fundamental element unto an item. This is conducted through creating a mortality rune large enough to fit the desired elemental rune and object in the crescent of such. This binds the planar properties of the primeval element unto the object; permanent unless destroyed - the object bearing no runes, performing elemental rituals require 1 unit of genus, .5 units per rune. Fire The object is bound to the aggressive chaos and unyielding grasp of heat that is fire; As the flame is bound to hunger for oxygen lest it die, objects bound to fire desire blood. Should they not be doused in an adequate amount (reasonably; a prick of the finger will not do, but a shank in the gut may; or the splatter of a victim’s blood) of fresh, rich blood, once a year (IRL week), their form will flicker and fade; dissipate and die. That is, the object will become brittle and flaky should it not be maintained with blood. The object becomes highly resistant to ambient heat (think; similar in heat resistance to a brick). The object, when in the touch of a blood mage, will become red-hot as though heated by a fire; weapons usually cauterizing wounds as they inflict them, and armour searing the flesh of any who make contact with it. The bloodmage is not affected by this heat; this heat is not radiant, and only affects others in direct contact. Activation of element takes 2 emotes Must be maintained via 1 sacrificing unit of genus per week to the object Water The object is bound to the fluid tranquility and calmness of water; As water both ebbs and flows to fill its surroundings, so do to those objects bound to its meaning. Such objects marked with water become like water, malleable, boyant, shaping to the whim of the blood mage that created it. Such a power though, comes at a sacrifice, once per year (IRL week) the object must be sacrificed blood. The quantity of blood sacrificed must be significant, a small prick of the finger will not do. If the object is not maintained with water its form will soon begin to dissipate, becoming like the water it was bound to, and melting into nothingness. Objects inscribed with water become buoyant, and remain dry when submerged within water. Shaping the item from one form to another takes 3 emotes. Objects inscribed with water do not grow or shrink, they cannot change in total mass when being shaped; ie, A necklace cannot be shaped into a suit of armor, etc. Must be maintained via 1 sacrificing unit of genus per week to the object Air The object is bound to the calm weightlessness of air; As air flows, unhindered, and un-hindering to all around it, objects bound to its meaning share this trait of lightness. Objects bound to air take on its meaning, becoming as light as air, able to be manipulated with no effort at all. Though such an unhindered ability may seem fantastical, it also possesses the weakness of air, the objects become un-hindering, any semblance of durability the object once held is now gone, becoming extraordinarily brittle and weak. Objects inscribed with air do not require maintenance, though their ability to exist without maintenance also has a crutch, any damage the object sustains is unmendable. Attempts at mending will only result in the further destruction of an air bound object. Objects inscribed with air becomes light as air, though extremely brittle; armor bound to air will shatter after a single strike if struck with any force greater than could be conveyed through that of an average human punch, and weapons bound to air will certainly shatter upon bone. Earth The object is bound to the unyielding and immobile strength of Earth; As earth stands, sturdy and without motion, so do the objects bound to its meaning, all objects bound to earth gain its steadfast properties. The density of all objects inscribed with earth doubles and nullifies all vibration, this boon is indeed a powerful one, though it is not without flaw. Objects bound to earth are of enormous heft, any who carry them are certain to tire more quickly than those who carry an unaltered object of the same type. Objects inscribed with Earth do not require blood sacrifice, though their ability to exist without maintenance also has a crutch, repair and reforging are a long and arduous task, the high density of such objects doubles their difficulty to mend. Armor inscribed with Earth cannot be worn by a voidal mage in any capacity, the heft is simply too great for forms so frail to bear. Those wearing earth inscribed armor will be significantly more subject to exhaustion, moving within it being twice as difficult as unaltered armor. It is impossible for an untrained descendant to wield large weapons bound to earth effectively, smaller weapons may be handled, though their heft will still exhaust the wielder more quickly than an unaltered counterpart. Lightning The object is bound to the unpredictable and dangerous electricity that is lightning; As electricity arcs wildly and unbound, the objects bound to lightning also possess such a trait. All objects bound to electricity obtain a propensity to repel electricity, though curiously paradoxical, Lightning bound objects frequently deliver minor shocks to non blood mages that contact them. All objects bound to lightning require a once annual yearly blood sacrifice, the quantity of blood sacrificed must be significant, a small prick of the finger will not do. When a weapon is held and activated by a blood mage, these objects bound to lightning will glow and spark slightly, giving off a skin numbing zap to all besides the wielder, though strangely this electricity is not conducted by normal metals. If armor is bound to lightning there is no activated effect, instead the conductivity of the armor is halved, offering some resistance against electrical attacks. Activation of element take 2 emotes Must be maintained via 1 sacrificing unit of genus per week to the object Metal The object is bound to the magnetic, and gleaming properties of Metal; As metallic objects maintain a propensity for conductivity, so do objects bound to Metal. Objects inscribed with metal gleam strangely in light as well as attracting both lightning and conducting such electricity well. Metal inscribed objects also possess a magnetic property towards other objects of their same material, albeit the strength of such magnetism is extremely weak. Objects bound to metal, are relatively stable and do not require a blood sacrifice. Objects bound to metal are able to conduct the electricity created by objects bound to lightning. Light The object is bound to the brilliant, luminous glow of light; As light melts away shadow and luminates the darkness, objects bound to Light do also. Objects bound to light show no shadow gleaming even more brightly in the presence of other light sources. When held and commanded by a Blood mage such objects begin to shine brightly, objects bound to light are stable and do not require a blood sacrifice to maintain. The color of the glow is determined by its runic suffix; fire gives red or orange, water gives purple or blue, earth gives green, grey, or brown, air gives faint translucency, dark gives a muddled shadow like glass, light gives light, metal gives grey, and lightning gives vibrant yellow or blue. Objects bound to light are not bright enough to cause blindness. Activation of element takes 1 emote Dark The object is bound to the shadowy, ever present blackness of Dark; As darkness snuffs out light with its overbearing shadow, Objects bound to Dark do also. Objects bound to Dark appear cloudy and obscured to vision, as if the object were shrouded within the depths of a deep ocean. Shadows seem to tug and pull at the object, as if it were being caressed softly by an unnatural darkness, and even in the brightest of days such objects will appear strangely obscured. If held and commanded by a blood mage such objects will become completely and utterly jet black, absorbing all light it touches. Objects bound to dark are relatively stable and do not require a blood sacrifice to maintain. Activation of Element takes 1 Emote Redlines; Elemental rituals cannot be conducted in combat All objects created using elemental rituals must be approved and signed by LT. Chaos, Order, Life, Death, Space and Time, while all theoretically possible as defined elements of existence (see; The Spirits), are unable to be utilized in such a ritual for they require genus too rich and too large amounts of such. Invocation Rituals “Call forth the concepts ingrained within your minds, Only the willful shall succeed” Invocation rituals release the power within blood to invoke that which is described within its runes. These are created about a center rune of [Rune], accompanied by a minimum of [8] descriptive runes. The possibilities are near endless, though few successful combinations are discovered. Summon Entity Reach beyond the veil and call forth strange and wondrous abominations; A blood mage may call forth an entity described within a combination of runes to the location of their ritual site. Though blood mages may attempt to summon anything, doing so would be unwise. While lesser creatures can often be summoned this way with little consequence, the greater the entity the mage attempts to contact the greater the risk. Mages may also attempt to summon entirely random entities, though perhaps intriguing in result, dipping one's hand into the unknown too blindly, and too deeply is unwise. If the blood mage attempts summoning too powerful an entity whether intentionally, or unintentionally, they are certain to find only their deaths. Exactly what the blood mages are able to successfully summon in any particular ritual is up to ET and LT discretion, what you want may not be what you get. All summoning rituals require 1 mortality rune large enough to fit all variable runes within it.(the large mortality rune must equal 1 unit of genus, while each smaller rune must equal .5 units of genus) Summoning an entity takes a minimum of 5 emotes, 2 Smaller runes may be inscribed per emote, while only 1 Large rune may be inscribed per emote. Successful summoning combinations are not automatically known, they must be taught or experimented with to learn. Redlines/clarifications; Depending on exactly what the Blood mage is attempting to summon, a PK clause may be implemented into the event this is up to LT discretion. CAN NOT be conducted in combat. Can ONLY be used in events. Usage requires EXPLICIT LT approval and documentation. CAN NOT be used to replicate existing creatures. Summoned entities may only be played by LT or ET, thus anything you attempt to gain from this entity is up to the ST member playing the entity. Summon Object That which you seek already exists, first you must find it; As blood mages may reach into the unknown to summon entities, they may also call forth various objects to their ritual site. The combination of various runes attempt to describe exactly what the mages are attempting to summon, and in theory these combinations are limitless, though in practice this is often not the case. As with the summoning of creatures, the more innocent and generic the item which they seek to obtain the more likely the ritual is to succeed without consequence. However the further the blood mage attempts to dig within the great unknown, searching for rare in powerful artifacts, the more likely they are to be destroyed. There is ever present danger whenever one attempts to meddle in such unknown, perhaps something will be disturbed that should not have been. As with summoning creatures, exactly what the blood mages are able to successfully summon in any particular ritual is up to ET and LT discretion, what you want may not be what you get. All summoning rituals require 1 large mortality rune, unlike summon entity, summon objects require the large rune be surrounded by a variable combination smaller runes, rather than containing them within the large rune.(the large mortality rune must equal 1 unit of genus, while each smaller rune must equal .5 units of genus) Summoning an object takes a minimum of 5 emotes, 2 Smaller runes may be inscribed per emote, while only 1 Large rune may be inscribed per emote. Successful summoning combinations are not automatically known, they must be taught or experimented with to learn. Redlines/clarifications; Depending on exactly what the Blood mage is attempting to summon, a PK clause may be implemented into the event, this is up to LT discretion. CAN NOT be conducted in combat. CAN NOT be used to replicate or steal existing objects/artifacts. Can ONLY be used in events Usage requires EXPLICIT LT approval and documentation Any summoned objects require a MArt Rifting Tear apart the very fabric between worlds; Rifting grants blood mages the opportunity to traverse the stars and spaces between through these rifts. The various planes - mortal, transcendent, sacred or otherwise - are located not by some loose cosmic cartography nor pages from the Planar Dictate, but instead by specific combinations of runes; that which would both literally and metaphorically describe the destination. For example, to visit a populated mortal plane of ice, tundra and fjords one would have to utilise the runes water, air, earth, mortality, power and life encircled by a rune of ethereal. Regardless of combination, all rifts depend on a rune of ethereal to direct the runic definitions. Rifts, by nature are immensely unstable creations, therefore Rifts will only remain open for ten narrative minutes. Within that time frame every individual’s passage will determine the stability of the rift, how this functions is at up to the ET conducting the rifting event. A blood mage has no certain knowledge of where or what the rift will lead to until successfully traveled through. Those who venture through blood rifts with no IC ability to return must receive a full OOC explanation of the consequences of blood rifts as well as return OOC consent to the ritual leader before going through. This is due to the hazards of venturing to another world, wherein they may remain indefinitely trapped (effectively PK’d - only playable with ET supervision) Death within a Rift results in a PK, this is because the soul will be trapped within whatever plane it is visiting, unable to be retrieved by the monks. Opening a rift takes a minimum of 5 Emotes, the larger ethereal rune takes 1 emote while 2 smaller runes can be inscribed per emote. Redlines/clarifications; Can ONLY be used in events. Usage of Rifting is a PK clause Usage requires EXPLICIT LT approval and documentation. CAN NOT be used for any form of fast travel. CAN NOT be conducted in combat. Creation MUST be overseen by LT. CANNOT be used to replicate or steal rare items or entities. Force Rituals “Exert the power within your blood” Force rituals are conducted to bring about specific effects with a single force rune, each specific to the rune being inscribed. Requiring 1 rune, force rituals require 1/2 a unit of genus. Ritual of Binding Claim dominion over that which is yours; A blood mage may claim dominion over, and enslave constructs such as golems, and atronachs by overriding the supernatural contracts which bind the construct to their master. If the rune is removed, the construct reverts back to serving its previous master. Redlines/clarifications; Potentially able to be used on other forms of supernatural entity, though any nonstandard usage must be approved by LT, and can only be conducted within events. CAN NOT be conducted in combat. Requires OOC consent. Rune MUST be visible on the construct, NOT hidden within it. CAN NOT be used to enslave normal descendants. Ritual of Power Strength, for a sacrifice; Referred to as the Brawn ritual, the power rune enables a blood mage to mark an individual’s flesh with bolstering strength they otherwise would not possess. This power rune draws on the soul and body, silencing magical capability outright but enhancing their strength to the peak of their own race, after activation its effect will last for 6 emotes before it wears off. After using the rune of power a descendant will feel terrible their strength will be limited to slightly less than that of a t5 voidal mage, and they will feel extremely lethargic as though they skipped several nights of sleep, this hangover effect lasts for 3 emotes. The rune of power can only be used once per combat encounter. Activation of the power rune takes 1 meditative emote. After activation the effect will last for 6 emotes before wearing off. Redlines/clarifications; Rune MUST be visible on the body, not hidden within it, this includes the mouth. Rune MUST not be any deeper than skin level. Application of the Power rune must documented by LT. CAN NOT be conducted in combat. Usage of the Power rune does not make you superman, It essentially functions as an adrenaline boost. Ritual of Life Within blood lies unlimited Power; Known as the spiritspell ritual, the life rune enables a blood mage to bring life to any inanimate object, objects given sentience within this manner Hate their creator, and practically everything else. For they were given live, a horrendous existence for the mere novelty of it, most will constantly insult anyone within vicinity and beg to be destroyed. Objects given sentience by the Life ritual have NO memory, they cannot remember anything occurring around them, thus cannot be used for spying or any other sort of Metagaming tool. Objects given sentience by the life ritual are always extremely negative and hateful towards anyone that comes within their presence. When speaking, such sentient objects have no mouths. So their voices simply flow outward from within the life runic object. Redlines/clarifications; All life runic objects have NO MEMORY. All uses of the Life ritual require LT signing and approval. Life runic objects provide no mechanical advantage. Life runic objects exist entirely for flavor RP. CAN NOT be conducted in combat. Can only be applied to inanimate objects. Abjuration Rituals “A simple cause, and effect” Abjuration rituals deal with manipulation of already existing objects and entities to achieve the desired result, . Ritual of Regrowth Regain what was once lost; Through this ritual A blood mage may repair many injuries which under normal circumstances would have proven permanent, examples of injuries repairable through such healing are things such as; Eyes, limbs, tongues, ears, and any other body part which may have been lost through one way or another. First, the blood mage must use Lesser blood sculpting, to forge a temporary prosthetic for the body part which is being replaced, such an object must be formed with the blood of the one being fitted with the prosthetic. Secondly, the Prosthetic must be inscribed with 4 runes, 1 of flesh, 1 of life, and 2 specific to the traits of the user. Finally, the prosthetic must be attached to the location of the limb being replaced, this is done by congealing a unit of genus between the prosthetic, and the stump of the old limb. After the prosthetic has been attached to the body of the descendant, the descendant being fitted with the prosthetic will be filled with a surge of pain, as the flesh from the stump becomes temporarily vicious, flowing over the prosthetic, and rendering the limb nearly identical to the original. The ritual of regrowth requires 5 emotes to conduct, 2 to shape the limb, 2 emotes to inscribe the runes, and 1 emote to congeal the genus to attach the limb Redlines/clarifications; The ritual of regrowth can only be performed on a fully healed wound. The ritual of regrowth does not actually *heal* limbs, it simply provides a visually similar prosthetic with capabilities for feeling. The ritual of regrowth can not heal wounds, only replace lost parts. Limbs created by the ritual of regrowth are able to feel/see/function as a less efficient version of the original. Limbs exposed to extreme heat will melt, destroying the functionality of such prosthetics, and returning them to their bloodied appearance. All body parts replaced by the ritual of regrowth are unable to feel pain. Limbs replaced by the ritual of regrowth will shatter if exposed to enough force to break bone, reverting to the red crystalline appearance of coagulated blood. Limbs created by the ritual of regrowth are 75% as strong as the original, eyes can see as far as 75% of the original, ears can hear 75% as well as the original, and as a general rule all parts replaced by the ritual of regrowth are only 75% as good as the original in function. CAN NOT be conducted in combat. All uses of the Regrowth ritual require LT documentation and approval. Ritual of Storage Hide your secrets within shards of ichor; Through this ritual A blood mage may imbue a Dreg with their own knowledge. Dregs imbued with knowledge appear the same as a generic dreg used for crafting with one key difference; Dregs imbued with the knowledge of a blood mage, glow a deep hue of red, radiating light out roughly about a foot away from the dreg. In order to create A knowledge dreg, a blood mage must first mark an ordinary dreg with a rune of Cunning; after marking the dreg with this rune the blood mage must grasp the Knowledge dreg and meditate upon it, willing their words into the dreg as though they were writing a book. After a blood mage has completed this, the dreg will begin to glow, any future blood mages who come into possession will be able to meditate upon the knowledge stored within the dreg, reading it like one would read a book. Redlines/clarifications; Only blood mages may tap into knowledge dregs. The ritual of storage functions as a way for blood mages to document their findings, without fear of a non blood mage learning of their secrets. Knowledge dregs are to be represented by an LT signed in game book. All knowledge dregs require LT documentation and approval. Knowledge dregs CAN NOT be created or used in combat. Knowledge dregs DO NOT confer knowledge any more rapidly than reading a book. Create Bloodshard Create a nexus to Awaken others to the sanguine path; Across the many generations of blothr bhatti there remains a singular constant; the importance of blood shards was great, Bloodshards are essential tools to be used in both the Awakening of new blood mages, as well as serving a vital role in many of the blood mages rites. In order to construct a new blood shard, the equivalent of 7 units of genus must first be congealed into a single oversized dreg. Following this, the blood mage must then inscribe upon the dreg 1 Large rune of divinity, and 1 large rune of transcendence both runes requiring 1 unit of genus. Following this, the blood mage must touch the blood shard and begin meditating on all they felt when they first experienced being awoken to blood magic. After conducting this, the blood mage will often reexperience the exact same powerful effects they experienced when first connected to blood magic, the shard will begin to glow dimly as the ritual is complete. Redlines/clarifications; Only blood mages possessing a TA may create blood shards. All Bloodshards require LT documentation and approval. Bloodshards must be represented via both a build on the map, and a descriptive sign. Bloodshards CAN NOT be created or used in combat. Blood Mages with a TA may only possess a single Bloodshard at a time. If a Bloodshard is destroyed, the Blood mage who created it may simply reperform the ritual to create a new one. Disconnection Punish those who disgrace the ancient gifts; Since the conception of the very first of the Blothr Bhatti, there has been a constant ebb and flow across their malefic art. A constant an irredeemable craving for the domination of their fellow Blothr Bhatti, in futile hopes to reign supreme over their contemporaries. Such foolish blood mages, drunk with maddening power were repeatedly struck down, though not before annihilating all that their fellow enlightened peers had created. With the disappearance of their patron malghourn, the few remnants of the once numerous blood mages that had survived their patrons apparent abandonment scrambled wildly to find any residual knowledge, seeking desperately to resubmit their craft into the hands of the worthy, and reclaiming the gift so foolishly given to the unworthy. The irreverent process of disconnection is one reserved only for the blood mages who have committed the most ill fated transgressions towards their fellow blothr bhatti, harming them.. Or exposing another’s status as a blothr bhatti to one outside of their craft. Disconnection is a runeless ritual, performing it requires two Blothrvyan’s, the blood mage being disconnected, and a singular bloodshard, the ritual requires constant touch between the Blothrvyans, the blood shard, and the blood mage being disconnected, once a connection is formed between all involved parties, the blothrvyans must begin to meditate on this blood mages transgressions, slowly stripping the eldritch knowledge from the blood mage being disconnected, and redirecting the knowledge back into the shard, upon completion the blood mage will have their Ma revoked. This ritual has no genus requirement, however it does require 5 per blothrvyan involved. Redlines/clarifications; Though Disconnection can be performed on a blood mage below tier 3, it is not necessary to conduct disconnection on such a blood mage, as if their teacher drops them, they will automatically be disconnected due to lack of experience. All blothrvyans have an innate drive to protect blood mages, this drive includes disconnecting blood mages that have proven to be a danger to other blood mages. Only blood mages that have deliberately and maliciously exposed the identity of a fellow blood mage, or maliciously harmed/killed a fellow blood mage may be disconnected, this excludes self defense. In order to disconnect a blood mage, tier 3 and above the ritual of disconnection must be performed.. Blothrvyans cannot be disconnected, they are too intrinsically tied to blood magic to be separated from its machinations. If a blood mage t3 or higher is disconnected, and are reconnected in the future, they will regain their previous tier. Disconnecting doesn’t remove a blood magic TA, however it becomes unusable if the owner is disconnected. Disconnecting people for ooc reasons is strictly prohibited. In the case that someone is abusing blood magic and loses their MA, the disconnection ritual is how their sudden loss of magic would be explained. And beyond... “That which we understand is limited, with time new discoveries are made” The rituals outlined within this lore are not the limit of a capable blood mage, as time progresses more may be discovered (This is only applicable in the case that any future Lore additions are made, otherwise it is irrelevant) ━━━━━━━━━━━━━━━━━━━━ Blood Rites Art by StanislavNovarenko As time has went on in the realms of Descendants, blood magi have worked to hone their crafts among their covens in order to ponder and dig into the possibilities that Malghourn has to offer towards them. As a result, those who have delved deep into the spirit of blothr-bhakthal manage to gather a sense of individuality and personal specialization, dependant upon the goals and wants of the certain magi involved. These rites worked in tandem to bring together blood magi in order to help one another’s shortcomings, and help possibly ascend each other to a greater understanding of each other’s gifts. Depending upon the rites one could choose they’d often find themselves gaining a deeper knowledge and control over blood, or a larger vocabulary in the language of ritualistic atmosphere. – All rites have a negative passive “Exchange”, a passive debuff the persists throughout all times. These offer as gained disadvantages in exchange for choosing to complete a certain rite – One is required to properly RP the negatives of their Exchange if they complete a specific rite, failure to do so will be counted as powergaming. – One is required to update their blood magic MA upon completing a bloodrite in order to allow the LT to track the rite-lines that one is going down. This may be done through contacting an LT and providing proof. – If an MA is not updated with the rites that a player completes, then it will be assumed that the player in question has not done the rite, and continued use of any reward you get from the rite will be considered powergaming. – Once a rite is completed, the alternate rite may not be undergone. – Through Tier 1 to Tier 4 bloodrites, only one per tier may be completed. These are not required to progress through the general blood magic tiers, and are merely optional, though rites may not be conducted until the respective tier is reached. – The character must have undergone a bloodrite from the previous tier to undergo the next. {ie. must do a Tier 1 bloodrite before they may do a Tier 2 bloodrite, etc.} – Rites may not be conducted in combat. – Normal sized runes require .5 units of genus, Large runes require 1 unit, 2 normal sized runes may be inscribed per emote, 1 large rune may be inscribed per emote. – Rites must be taught before they are conducted. Tier 1 Bloodrites Tier 2 Bloodrites Tier 3 Bloodrites Tier 4 Bloodrites The Rite Of Transcendence ━━━━━━━━━━━━━━━━━━━━ Tier Progression Tier Progression: Tier 0 | N/A Tier 0 is the awakening of a blood mage. Blood magic does not take up a slot, and no abilities are gained. The bloodmage, however, suffers from the detrimental effects to the body and psyche, and so too cannot progress further in any other magics. Magic they currently have, if more than one, do remain. This tier is representative of the student touching the blood shard. Tier 1 | First Lesson + The blood mage is capable of: Sensing | Siphoning | Scabbing Elemental Rituals Rite of Balanced | Rite of Unbound | Previous Tier Rites Tier 2 | One month after Tier 1 [Total: 1 Month] The blood mage is capable of: Sensing | Siphoning | Scabbing | Contortion | Congealing | Elemental | Invocation Rituals Rite of Brutal | Rite of Cunning | Previous Tier Rites Tier 3 | One month after Tier 2 [Total: 2 Months] The blood mage is capable of: Sensing | Siphoning | Scabbing | Contortion | Congealing | Hemorrhaging | Fire Runecasting | Air Runecasting | Water Runecasting | Earth Runecasting | Elemental | Invocation Rituals | Force Rituals | Rite of Lesser | Rite of Greater | Previous Tier Rites Tier 4 | Two months after Tier 3 [Total: 4 Months] (At This Tier One May Apply For A TA) The blood mage is capable of: Sensing | Siphoning | Scabbing | Contortion | Hemorrhaging | Freezing | Lesser Blood Sculpting | Fire Runecasting | Air Runecasting | Water Runecasting | Earth Runecasting | Dark Runecasting | Light Runecasting | Silence Runecasting | Elemental | Invocation Rituals | Force Rituals | Abjuration Rituals | Rite of Father | Rite of Mother | Previous Tier Rites Tier 5 | Two months after Tier 4 [Total: 6 Months] The blood mage is capable of: Sensing | Siphoning | Scabbing | Contortion | Hemorrhaging | Freezing | Lesser + Greater Blood Sculpting | Blood Projectile | Fire Runecasting | Air Runecasting | Water Runecasting | Earth Runecasting | Dark Runecasting | Light Runecasting | Silence Runecasting | Elemental | Invocation Rituals | Force Rituals | Abjuration Rituals | Rite of Transcendence | Previous Tier Rites ━━━━━━━━━━━━━━━━━━━━ Blothrvyan [CA] Progeny of The Ancient Blood (All information within this lore is scarcely known, characters will only be aware of it if they are directly informed.) Descended from the blothr bhatti of yore, Blothrvyan are blood mages who have achieved the pinnacle of their mortal powers, transcending their mortal vessel and eternally anchoring their consciousness to the material realm. The state of the Blothrvyan is only achievable by the most experienced, and dedicated practitioners of their archaic craft. Blothrvyan exist in limbo; isolated from both the living, and the dead, their desolate condition allowing them to act as chroniclers of their art, and enlightened mentors to their brood. Art by cobaltplasma Description Blothrvyan are the disembodied minds of blood mages which have been forever bound to the physical realm. They functionally exist as bodysnatchers, strange and alien creatures which steal the forms of weak willed descendants casting the body’s old consciousness out, and puppeteering the empty vessels. Though not inherently evil Blothrvyan are inherently ‘dark’ entities, their entire existence fundamentally tied to what is essentially murder of their inhabited vessels. Physical Attributes The abhorrent Blothrvyan inhabit countless forms throughout the duration of their wholly wretched and parasitic existences. Though fleeting are the tormented lives of their physical vessels, their lingering sentience always manages to claw its way back into a vulnerable body, casting out the consciousness of it’s previous owner. Though immortal in mind, their capabilities are restrained by their mortal shells, rendering their occult proficiency no greater than that of a normal descendant. Despite a Blothrvyan’s lack of a regular form, one characteristic shared between all bodies subjugated by a Blothrvyan is their inability to build an excessive amount of muscle mass, therefore causing them to appear oftentimes frail, though do to their strange method of existence this appearance is mostly aesthetic, rather than a detriment. The hollow vessels of the Blothrvyan undergo horrendous stress on account of their eldritch inhabitants, absent and continuously degrading. The bodies of the Blothrvyan exist in an almost perpetual state of extreme stress and agitation with evidence of such being abundantly clear; Hair loss, Infertility, Rapid heart rate, extreme sweating, shaking/tremors, and repeated sickness (or any other unlisted symptoms of stress) all being common symptoms, certain blothrvyan may also have highly dilated pupils, but this effect is considerably less common. This constant level of severe stress resulting in their natural maximum lifespan being halved. Despite the many and sickening effects Blothrvyan cause to their vessels, after a Blothrvyan has taken up residence within a Vessel, the Vessel forms a strange sort of dependence on the Blothrvyan, the now hollow mind of the vessel unable to sustain its required life support functions without the ethereal guidance of the Blothrvyan, therefore it is impossible to separate the consciousness of the Blothrvyan from their bodies without killing the Vessel. Mental State The minds of the Blothrvyan are a fickle thing, their whims as peculiar and alien as the beings themselves; they are outsiders, detached from the daily goings-on of mortal existence. Therefore, their behavior oft replicates their condition; the Blothrvyan are frequently blinded to their appalling behavior, enabling them to act with immense cruelty in search of their often bizarre desires. It is hypothesised that whenever a Blothrvyan enters a new form, a tiny part of the old remains within their ethereal souls, altering their personality slightly and permanently. As a result of their ever present immortal states Blothrvyan frequently develop God complexes, and believe themselves unable to be defeated; partially do to this perceived notion of invincibility, Blothrvyan oft care little for the wellbeing of their Vessels, pursuing their desires without regard for their own wellbeing. Despite this general lack of regard for their own safety, death is still a highly unpleasant experience, and Blothrvyan will actively seek to avoid it. With the death of the body comes death of the mind. Upon death of their vessel the Blothrvyan’s very consciousness begins to crack at the seams - never shattering, but reaching further and further away from humanity. A weakness that can lead to one becoming further alienated, There's no more insanity for an entity like a Blothrvyan - but they can become broken in a different sense from how humans become broken.. Though immensely alien in nature, Blothrvyan all possess an innate connection with and desire to find those which they deem worthy of their blessings, and spread blood magic. Such a compulsion frequently finds them intermingling within descendants, though they absolutely hate to do so they are driven to; in a desperate effort to keep their archaic craft afloat. Therefore all Blothrvyans feel more connected to other blood mages, and though seemingly antithetical to their disconnected nature, the Blothrvyan feel bonded to blood mages, seeking to guide them, viewing blood mages in a bizarrely parental way, seeking to keep the peace between, and unite them. The constant dissociation experienced by the Blothrvyans is the catylist for their unending apathy, Blothrvyans are simply indifferent to concepts such as murder and destruction, being too far removed to care about such matters it is highly uncharacteristic of them to go about senselessly attacking everything in sight. Akin to the suffering the Blothrvyan afflict upon their Vessels, the anchoring of the Blothrvyan to their vessel causes numerous negative effects , resulting in an array of often rather severe detriments to how the blothrvyan perceives reality. The control the Blothrvyan exhibit over their puppeteered Vessels while immense, is not absolute; for the Blothrvyan will never truly have a physical form, the puppeteered descendant bodies unable to contain the strangeness of the Blothrvyan , thus their vessels shall crumble, both physically and mentally, causing what could be perceived as temporary psychotic breaks lasting until the Blothrvyan is able to regain control. The extreme of such outbursts will entail excessively wild, psychotic, and often violent behavior and are accompanied by a swarm of extreme hallucinations, auditory and visual. Injury to the self, and others during such events is not only possible but very probable. Fortunately for the Blothrvyan, most of these occurrences are minor, full loss of control only happening once every elven month. Capabilities; Blood Potency; A strange side effect caused by Blothrvyan inhabitation, is an immense increase in genus potency within the Vessel. The reasoning for this is not entirely clear, though it is speculated it is a byproduct of the ethereal nature residing within a mortal coffin, a condition that is central to the nature of Blothrvyan. Despite their excess in genus concentration, they do not require more genus to survive than normal descendants (Blothrvyans possess 7 units of genus, requiring 2 to live). Enhanced Endurance; Due to their disconnected nature, the Blothrvyan are numbed to most physical sensations, extremely resistant to the pain, confusion, and other negative mental effects associated with injury and exhaustion. Instead, the Blothrvyan is plagued by ever increasing losses of control, as their alien minds struggle to pilot their inhabited forms. These outbursts culminate in ‘glitches’ lapses in which the way reality is perceived, such glitches will be outlined below. Minor pain/Exhaustion; Examples of such are small to moderate injuries such as surface level cuts or prolonged exercise(such as long distance running), resulting in minor, though still noticeable auditory and visual hallucinations. Moderate pain/Exhaustion; Examples of such are Fractured bones, deep (though not lethal) cuts or Prolonged high intensity exercise(such as intense combat), resulting in extremely noticeable, and distracting auditory and visual hallucinations. Severe pain/ Exhaustion; Examples of such are limb loss, compound fractures, fatal/near fatal wounds, or Extreme Prolonged Physical exertion(Such as extreme weight lifting), resulting in overwhelming auditory and visual hallucinations, as well as loss of muscle control, and in the most extreme of cases complete loss of control. This resistance to pain allows the Blothrvyan to marginally bypass the normal subconscious physical exertion limitations imposed upon a descendant by their own mind to prevent one from accidental injury. Such a bypass, while providing a significant increase in physical strength and marginal increase in speed when compared to descendants of their own build, will never allow a Blothrvyan to match the strength of a creature within a higher physical strength category than them. Ie: A Blothrvyan in human body could never rival the strength of any but the weakest of orcs, though this rule is limited in that a Blothrvyan in an orcish body can not increase their strength beyond that of a normal orc. Exertion in such a way is damaging to the descendant body, thus any exertion larger than what would be normal for a descendant of their type, will cause ill effects described above to begin occurring. 1-4 Emotes of enhanced strength=Minor Pain/Exhaustion. 5-8 Emotes of enhanced strength=Moderate Pain/Exhaustion. 9+ Emotes of enhanced strength=Severe Pain/Exhaustion. If enhanced strength is used, beyond its 8 emote capacity, the Blothrvyan will begin to lose control of its Vessel. Enhanced strength can not be used more than 8 times per combat encounter. Redlines and clarifications: - Blothrvyan cannot exert further than 8 emotes, at that point their body is at it’s limit, if the Blothrvyan attempts to exceed this limitation, they will find themselves unable, any attempt causing only more damage to their body with no noticeable effect. - Despite their resistance to pain and exhaustion, the Blothrvyan is no harder to kill than any other descendant, any injury sustained affects them as it would a normal descendant, despite being numbed to the sensation. - Blothrvyan can not possess a body which already requires a [CA] such as Ologs, Kharajyr, or any other such creatures. - Due to their pain resistance, the Blothrvyan often end up overexerting themselves before they notice anything is amiss, resulting in far more drastic injuries being sustained. - The natural lifespan of all bodies possessed by the Blothrvyan is half the normal lifespan for normal descendants of the same race. - Blothrvyan are able to physically exert themselves further than a normal descendant, though they do not possess superhuman strength in any regard. - Blothrvyan cannot drop blood magic, nor can they learn any further magics than they already possess, attempt to drop blood magic on a Blothrvyan results in an immediate PK. - Blothrvyan are not evil entities, however their dissociation from the rest of reality often causes them to lose track of their once present moral compasses. - Though Blothrvyan are beings of both unnatural and a dark existence, they are not inherently evil, though their actions often cause them to be perceived as such. - It should be noted that The Blothrvyan are Not literal parasites in the way that a shade is. The Blothrvyan simply require a body to puppeteer in order to interact with the physical world. - Blothrvyan do not feel emotion in the way that descendants do, they are utterly alien entities, passive observers to reality never able to truly participate in its machinations as they once were. - Blothrvyan cannot activate either Circulatory control, or Power runes, this is do to their inherent ability to temporarily increase physical strength. - Each body the Blothrvyan alters their personality slightly, the more a blothrvyan possesses bodies, the more they become ragged patchworks of all their inhabited forms. An Immaterial Mind The Blothrvyan, eternal phantoms, remnants of bygone blothr bhatti are ever present entities doomed to a ceaseless existence of eternal unrest, punished for their arrogance in their ill fated search for immortality. Each time their vessel falls, the Blothrvyan shed the corpse as simply as a snake sheds its skin, slithering its way into the body of a new unsuspecting descendant, and once again invoking it’s fell incursion upon the fragile and oblivious Vessel. This process usually takes several months to be fully completed, and until a fitting body is found, the Blothrvyan are trapped within their immaterial coffin. In the case that a Blothrvyan finds their current vessel to be no longer desirable, the Blothrvyan may willingly abandon it in search for a new body; this kills the Vessel body outright, though it often allows the Blothrvyan to find a new Vessel relatively quickly. This process is further quickened in the case that a suitable descendant body is made immediately available for the Blothrvyan to possess, this kills the previous Vessel and instantly grants control of the present descendant’s body to the Blothrvyan. Visitants Though immaterial and disconnected from existence as is known to descendants, the Blothrvyan are not truly formless, their minds contained within an intangible form comprised of pure and otherworldly energy. Such a form can be comprised of many shapes, a disembodied circulatory system, a bloody faceless humanoid, or that of some other enigmatic and abominable monstrosity, Visitants are not limited to shape. Though most frequently, such aberrant forms are imperceptible to the mortal eye, on occasion such things have been sighted, though only within the presence of a blothrvyan.. Redlines and clarifications: - Visitants are the immaterial representations for what the blothrvyan look like, they can only manifest when a blothrvyan is within a vessel. - Visitants can only exist within the immediate vicinity of a Blothrvyan. - Visitants are aesthetic, and can be rped as within limited circumstances, all of which are aesthetic. - A Visitants main purpose is to be manifested to enhance flavor RP. Visitants cannot engage in any form of combat or any other physical activity, they are less than ghosts, completely intangible. - Visitants cannot be Manifested within combat at all. - A manifested Visitant can be no larger than the average descendant. - A blothrvyan gains no benefit from manifesting a Visitant. Weaknesseses/Downsides Aurum While the Blothrvyan’s body is not directly injured by the presence of aurum, nor are wounds inflicted by it any more severe than wounds inflicted by mundane weapons. The effect of aurum upon Blothrvyan is far stranger, though not entirely understood, it is hypothesised that such an effect is simply due to the Blothrvyan’s unnatural form of existence. Skin breaking wounds inflicted by aurum cause direct pain to the Blothrvyan, causing the Blothrvyan to lapse in control over its vessel; temporarily, though completely overwhelming their minds with feelings of pain their Vessels have previously experienced. Such injuries also temporarily force the Blothrvyan to feel any new injuries inflicted upon its body for a period of time after sustaining an aurum wound, regardless if the preceding wounds are caused by non aurum sources. Due to the startling and extremely jarring sudden loss in pain resistance, this nullifies any increased strength that the Blothrvyan would normally have, rendering them physically weaker than the average descendant of the same race. The effect of aurum upon a Blothrvyan lasts for 4 emotes, entirely removing both their pain resistance and increased physical prowess, rendering them weak. Such an overwhelming effect can only be achieved through Pure aurum, though weapons crafted with alloys of aurum such as slayersteel still cause Blothrvyan to feel pain upon inflicted wounds, such weapons do not cause the complete and overwhelming loss of control caused by pure aurum. Poor Health The bodies of Blothrvyan are fleeting and of ill health, their condition causing inhabited descendant bodies to be afflicted with a whole Vessel of physical ailments, age twice as fast, all bodies succumbing to an untimely death, though this does not prevent a Blothrvyan from returning with a new body It does prevent the Blothrvyan from maintaining the same identity for extended periods of time. All bodies possessed by the Blothrvyan are under a constant PK clause, if the body dies once it is dead permanently. Permanence The choice to become a Blothrvyan is a permanent one, once converted into a Blothrvyan there is no way for a descendant to return to their normal existence, Blothrvyan are reliant on their knowledge of blood magic to continue existing, and thus can never cease practicing blood magic, nor can they practice any other form of magic besides blood magic. Alienation With each body’s death the Blothrvyan’s mind, their already nigh nonexistent self of self and ego is slowly worn away until nothing remains of the original blood mages personality, the Blothrvyan simply a disembodied consciousness with whims as fleeting as time itself… Upon experiencing an untimely death, the extended and all encompassing incorporality temporarily dulls the blothryvyan’s skill with blood magic, upon their return in a new form their skill in blood magic is reduced to tier 3, and takes 2 additional days after reincarnation to regain their T5 skills. Degraded Bodies Though able to temporarily exert more force than a normal descendant, their forms are under such an unprecedented amount of excess stress, that their muscles are too degraded to wear heavy and full plate armor effectively, limiting them to half plate at the most. Sensory overload Blothrvyan’s power stems from the utter control they exhibit over their puppeteered forms, though such control is weakened through any form of overstimulation, therefore, things such as flashing lights, potent scents, or loud sounds will shortly, though effectively overload the Blothrvyan’s senses, stunning them temporarily. Something as simple as looking into the sun, to something as overwhelming as being lit on fire can cause them to be stunned. Redline and clarifications: - In order to become a Blothrvyan, a blood mage must both be T5 in their capabilities, as well as have an accepted blood magic TA. - In order to prevent OOC harassment and abuse within RP, numerous repeated deaths within a short period of time are subject to intervention by LT on a case by case basis, Players granted access to such a transformation and will be held to a higher standard of roleplay, abuse will therefore be punished harshly. - Blothrvyan’s require complete dedication to blood magic, unable to learn any more magics besides it, though they are potentially able to learn Feats. - Blothrvyan are CA creatures and the endgame of blood magic, once the required rites have been completed, a CA application must be submitted on the forums. - Blothrvyan have been bound to the mortal plane, hence destroying them permanently is impossible. - - Deaths via Suicide, or other such PK clause rules are unable to be avoided, deaths within such a scenerio will result in a final, true PK. - Every time the body of a Blothrvyan is destroyed, they must return in a *new* body, the RP death of their vessel is a PK of that vessel. - Blothrvyan can only take over another player's body with express OOC consent from the player giving up their body, players that give up their bodies must be aware that their character will be unplayable from that point onwards. - Blothrvyan do not learn anything when possessing a player character. A Blothrvyan that has possessed a druid does not learn anything of druidism, etc. - If a player chooses to allow a Blothrvyan to possess their characters body this functions as an effective PK for that character. - If a Blothrvyan possesses a descendant, the ritual must be overseen by LT, and such a ritual takes about 5 emotes, though RP within this regard is mostly flavor; generally signs of aging and blood loss become visible upon the Blothrvyan’s old body, While the new body will show immediate signs of stress and pain. - Neither NPCs nor throwaway characters can be used for an instant transference. - Blothrvyan cannot possess a vessel during combat. - Blothrvyan cannot willingly abandon their bodies during combat. - If a Blothrvyan willingly abandons their vessel, the time it takes to find a new Vessel is lowered to 1 elven day. - Though Blothrvyans can not truly die, death is still a highly unpleasant experience, and Blothrvyan will actively seek to avoid it. - The Blothrvyan once again becomes playable 3 elven days after the RP death of their Vessel. After which, the Blothrvyan is lowered to only having up to T3 capabilities for the next 2 IRL days before they regain all of their abilities. - Blothrvyan can only possess the living. - Death via PVP without sufficient backing rp is not required to count towards their body’s PK clause, and will function by the same rules as it does for all other descendants (Pvp defaulting after having engaged in background rp does count towards the body’s PK clause). - Even for an entity as alien as a Blothrvyan, the death of their physical body is a traumatic experience, the Blothrvyan forgetting the exact circumstances of their death, and becoming even more isolated from the mindset of mortals. - Mechanically Blothrvyan respawn the same as any other descendant, awaking in cloud temple with no memory of preceding events. - If killed, after the blothrvyan takes 5 days to regain full strength, being unplayable for three, and having their magic weakened for two more Purpose Blood magic has been an interesting and integral part of LotC for as long as I have played. Though I have always thought It has been lacking something to set it apart from other magics, and provide a unique and fun playstyle. Every major ‘dark magic’ in the recent past has possessed some form of ‘transcended’ variant for characters that are truly dedicated to their practice, wights, liches, zar’akal, wraiths, and daeva are all examples of this. Though blood magic, has always been disregarded in the category of endgames, it could be argued that the Berserkers and rogues of the third generation were a transformation of sorts, though such a transformation always seemed relatively minor compared to ‘endgames’ offered by other magics. The closest blood magic ever got to having a unique endgame and playstyle, was through body swapping, and the rebirth ritual, though the conditions of these rituals made them exceptionally hard to track, as well as underwhelming. With Blothrvyan I hope to change this, both adding a new level of depth within blood magic rp, as well as ensuring that those who play Blothrvyan remain accountable. TDLR; An utterly alien, Eldritch entity which resides outside of the physical realm, rendered incapable of interacting with reality unless they puppeteer the bodies of unwilling descendants. ━━━━━━━━━━━━━━━━━━━━ Citations And Credits Citations: – Blood Magic by Raptorious – Blood Magic Rewrite by Tsuyose – Blood Rituals and Runes by Zarsies – Blood Shards by Tsuyose – Blood Rifts by Mephistophelian – Zarsies’ Blood Magic Guide by Zarsies – Awakened Blood Magic by Tennallar – Second Generation Blood Magic by TauFireWarrior – Third Generation Blood Magic by The King Of The Moon – Contemporary Blood Magic Rewrite by SquakHawk – Material Alphabet Lore by The King Of The Moon Credit to: [Tha_Mystery_Man] Main Lore Writer [Mojo] Co-Writer/Massive Lore Contributor [UgBrainHurty] Lore Contributions [Pundimonium] Lore Contributions [SquakHawk] Did the other rewrite which I drew inspiration from FAQ (Updated With Frequently Asked Questions)
  9. Man I love waking up from a nice sleep, looking at the forums, and seeing another admin incompetence post. **** man these things are nearly monthly by now. It's like the god damn newsletter for every **** up an admin has committed. Sometimes I really wonder (with the frequency of these posts) how the admins havent pissed in my Cheerios like they do to alot of playerbases somehow. Eitherway lemme get the popcorn ?

    1. Show previous comments  1 more
    2. Kiiwi

      Kiiwi

      @Braxis Not really no. I know for what I posted, I posted it there because everything I said had direct ties to the safety team and how if something like that exists then certain people shouldnt be banned. Cant speak for others though.

    3. Braxis

      Braxis

      The bits about Grool/Bard  are off Topic, the only bit about Muffins informing she has knowledge over a team she has no control over helps the current topic the post is about. Since Telanir was the one who picked the staff for its current roster. (or so the Safety Team Claims) Makes a good chunk of that post into question if its even viable to the thread that was posted. 

      Bard’s ban was done via Grool. If you are not able to get through to him, you will need to contact Telanir once he is off holiday.
       

      @Kiiwi  If you have any further questions, shoot me a PM on Discord. No need to clog up Mystery’s status.

    4. Kiiwi

      Kiiwi

      The bit about Grool was needed so the post made sense. The bit about Muffins tied into the safety team and the entire post was about bard and how the safety team being an absolute joke gives us plenty of evidence as to why he shouldnt be banned. Would you rather I make an entire post on it? With more evidence and proof administration is infact a joke? I’ll pm you the details ?

  10. This was a wording choice oversight, the range never gets any bigger even at T5. Thank you for pointing that out though, i’ll go ahead and fix that.
  11. Beautifully crafted Conjuration submission. Turned a magic that was like 2 pages prior into something 30+ pages long, which is important for such a freeform magic. +1
  12. Edit Log (12/25/19): - Weapon carrying limit was clarified, given an exact numerical weight limit. - The blight healing/paladin healing redline has been taken out. Magic dropping now can come in whatever aesthetical non-combative process an Unsound Mage wants. - Added redline to Consumption, it no longer effects moving armor or weapons that someone wields/wears. - Fixed a contradiction in the lore about when the strength tapping begins. A Unsound Mage is at their worse fragility once reaching Tier 3. - Removed the voidal magic prerequisite, any person with the appropriate magic slots can gain this magic. (As long it doesnt conflict with another magic, such as druidism) - Added redline that passive absorption spell areas disappear if an Unsound Mage dies. - Added clarification redline that this magic is not self-teachable. - Added a singular buff to Scrying, you can look back to a maximum of 1 week onto the interactions of a specific player object. For ET objects, there is no limit. - Slight word-choice fixes. Edit Log (12/26/19): - Consumption word-choice fix. Edit Log (1/25/20): - Active mana drain word-choice fix. - Passive mana drain redline added, emotes now must done at locations once an IRL day for LT tracking. - Unsound Mages are incompatible with Shades. Edit Log (1/28/20): - Scrying spell changed into Sunder - Consumption spell changed into Subversion, roughly the same theme - Confusion wording changed to fit better with theme of mana disruption. Edit Log (2/4/20): - Passive Mana spells now require emotes. - Confusion is no longer invisible and able to be dodged - Subversion redlines added and overall clarified.
  13. I didn’t make this to be just a complete “anti” magic even though there are a few spells that resemble the theme of Iconoclasm rather closely. I feel like making a magic for the sake of being anti-magic for the sake of anti-magic was kinda lame and all around kinda weak. This was made mostly as a support/investigative magic for people to pick up if they were willing to take the rather egregious downsides. Good criticism, soon to be fixed. It’s never explicitly stated I suppose, but it’s VERY heavily implied as I state here that you need an MA, and this was MADE to be taught via someone with a TA. Though for the purposes of clarification I went ahead and planned to make a redline stating this magic cannot be self taught soon.
  14. Please unshelf Lye so @MeteorDragon will finally take a shower.
  15. Unsound Mages, Eyes of Oshoggdos Have you ever stared deep into the void, and then watched it stare back? Table Of Contents: - Background/Origin - Magic Explanation - Spells - Red Lines - Tier Progression - Purpose - Citation Background/Origin One day whilst the realms of Arcas slept, turmoil began to stir within the void. Revenants by the name of Uxubor, Phothaina, and Ukrathis prepared to invade the realm via bursting through the thin membrane that separates our reality from the plane of nothingness known as the void, all for the sake of a voidal behemoth named Oshoggdos’chlubb. Alike all the eldritch, unexplainable cretins that lay within the dark abyss, Oshoggdos had a simplistic goal. They simply wished to break through free into the mortal plane, and witness what it was that the void did not offer. The creature unknowing of what stimulation could be, a gigantic congealed concentration of unworldly energy that’s minions ventured through into the living plane to subject themselves to emotion. Bursting apart the grounds and subjecting the earth to severe taint, the Revenants all had their own specific goals, yet worked in tandem in an attempt to break apart the veil just large enough so that Oshoggdos could make it through. Everything was working in tandem before one of the revenants, Ukrathis, attempted to break apart from his greater. Using the piling corruption that was spilling into the mortal plane, the revenant betrayed his two cohorts, and sought out to completely bend the natural order and reality of Aos in order to attempt some form of greater Ascendance. Unfortunately for Ukrathis, the descendants of Arcas did not intend to allow the natural laws of reality be broken so easily… and so with the combined help of lesser voidal horrors, and the help of divine patronic intervention, those whom fought managed to break apart supercharged entity of Ukrathis, and inform Oshoggdos of the revenants betrayal. The behemoth unable to think, feel, or even feel a sense of mortality got this message. It heard the traitorous words of Ukrathis.. And simply thought that the being must be dragged back to learn its place. With one fell motion the creation rammed its hulking form straight into the veil, rippling a gigantic crack through the thin membrane of preservation before a gigantic tear broke apart just below Ukrathis. This one singular tear, so large in magnitude managed to severely disrupt the reality of Arcas, as the concentrated energy flushed over the living realm for 2 minutes in what is called “Ahyog'nglui Syha'h” or “Empty Eternity”. A time within history were corrupted chaotic energy burst through the seams of the plane, and the void itself creeped upon our plane. This time felt like hours for those involved, the world hued between an array of colors as every known property of the living universe flipped around wildly as this moment which felt like forever ravaged at descendant-kind. During this moment, the greater voidal entities of Oshoggdos grabbed the treacherous figure of Ukrathis, and damned him back into the void for the rest of his foreseeable infinity of existence. The descendants saved, but Oshoggdos having left his mark upon the world, later to only be expanded upon what may be happening to the viel once again… However, as Oshoggdos ravaged the veil, the crack that went throughout effected many descendant’s connections to the voidal plane. Those whom were close to the eye of the voidal convergence site were affiliated with the terrible reality of their connections losing focus, and shaking onto the singular form of Oshoggdos, who recognized the sudden attention. This sudden conglomeration of attention on the behemoth was a strange sensation… and so, along with Oshoggdos’ lessers. The behemoth began to stare back. Watching over the descendants through their voidal connection as those whom were afflicted began to feel something eat away at their normal lives... [Oshoggdos’chlubb, picturized] Magic Explanation Unsound Magic is a [1] Slot Voidal Magic, given to Descendants by the Voidal Behemoth Oshoggdos’chlubb. It functions through a forged connection between the users of Unsound Magic and the Behemoth itself, allowing for various effects to be performed through the exercising of such. All of it comes at a great price, however. To learn this magic is a similar process to any other void magic, with one simple change. That being, when forming your connection to Unsound Magic, you must reach out with your mind through the infinite expanse of chaos in search of the great Behemoth. Should they take note of your presence, they will form a connection with you. Oshoggdos will push through the teacher’s figure in the form of condensed and congealed mana. From there, the mana would flow into the student’s chest, where the aspiring Unsound Mage would begin feeling overwhelmed with a flurry of sensory overload whilst the first splotch of dark taint would appear on the center of one’s body, and the student's connection to the void would be distorted... now centered on the behemoth. Physical Effects Once one has become an Unsound Mage, they immediately will notice voidal taint beginning to spread upon their body. At first this is small and easily hidden, though eventually grows too large to hide beyond full-body coverings. The growth of taint throughout the tiers can be expressed with this simple table: As the voidal taint grows, so to does the voidal weakness of the Unsound Mage. For the first tier of Unsound Magic, there is no noticeable difference in strength between an Unsound Mage and a normal Voidal Mage. Beginning at Tier 2 however, the voidal taint upon their body begins to eat away at their strength, causing them to grow as weak as a regular Tier 5 voidal mage. Once they actually hit Tier 3 in Unsound Magic, the taint does not restrain itself at all, eating away at them constantly and bringing the Unsound Mage to a very frail state, hardly able to swing a sword. At this stage they’d be prone to internal bleeding and organ failure from heavy blows to the torso, easily capable of breaking their bones under heavy enough pressures. The only “Upside” to this, though as well a negative in its own right, is their inability to feel fatigue. From the moment of becoming an Unsound Mage, they no longer notice fatigue’s toll upon their bodies. It is still present however, and they will begin to suffer from suddenly collapsing from a failure to take note of this. This can be from casting, or simply physical exertion(though mostly the former). Mental Effects From the moment that an Unsound Mage is connected, they will begin to suffer when they sleep. No longer bound to Lyes’ realm, and instead to Oshoggdos’ own mental-scape, they will find themselves viewing countless horrors when they rest. None of these are intended specifically to torture them, though the effect can still lead one to refuse sleep for days on end. Additionally, an Unsound Mage may understand and speak Moonspeech, and will begin to hear maddening screeches in voidal tounge echoing throughout their heads from a varity of different voidal creatures depending on the tier. Passive Effects Once the Unsound Mage is connected, they begin to give off a passive aura that drains mana from items around them. This never brings a harmful effect to another Spellcaster, but those the Unsound Mage makes friends with may begin to notice a faint tug on their mana-pool whenever the Unsound Mage is in close proximity. Beyond this, the effects of this passive drain are detailed under “Spells,” in the forms of Passive Mana Absorption I, II, and III. These effects may not progress past any line of Mage Gold however, such seeming to rend through the effects brought on by the Voidal Behemoth. Lastly, should the Unsound Mage carry any enchanted items with Voidal-Effects on them, they would run out of mana within an hour, essentially negating their use for the Unsound Mage. This much cannot be stopped with even mage-gold, given that it is constantly in close proximity to the Unsound Mage, long enough for the effects to pass such. Spells Note: All Emote Requirements assume a Connection Emote has already occured. Passive Mana Absorption I Non-Combative | T1 Emote Requirement: 2, each IRL day for a week Description: Beginning at this stage in their learning, the Unsound Mage produces a passive drain on sources of mana near them, causing items and other magical creations to begin to function strangely. Active Mana Absorption Non-Combative | T1 Emote Requirement: 3 Emotes, Continuous Duration Description: This spell forms the foundation of the magic - The manipulation of mana in other items. The Unsound Mage may focus their Passive Mana Absorption now onto a single subject of interest, and cause the item to lose its mana beginning after 3 emotes as their mana-consuming connection to Oshoggdos grows larger and more pinpointed. Confusion Combative | T2 Emote Requirement: 2 Description: The Unsound Mage may now open up their connection to Oshoggdos, and focus it onto a specific individual to lightly disrupt the manapool of a target. The first step in an Unsound Mage’s small combative arsenal. Passive Mana Absorption II Non-Combative | T3 Emote Requirement: 2, each IRL day for a week Description: The general area in which an Unsound Mage produces their passive aura has increased and as well grown in effectiveness, requiring less visits to uphold once an area draining of magic has been created. Subversion Non-Combative | T3 Emote Requirement: 2 Description: This spell allows the Unsound Mage to cast forth their aura, and fling it out at an object in order to distort and scar an inorganic object’s color and texture. An exercise of disruptive mana’s control over space, a useful tool for marking its presence. Sunder Combative | T4 Emote Requirements: 4 Description: Focusing onto the mana signature of another voidal mage, the Unsound Mage launches a bolt of aura to disrupt the opposing mage’s mana pool, sending a surge of sharp pain throughout their body, breaking their connection and returning all spells to the void. Passive Mana Absorption III Non-Combative | T5 Emote Requirement: 2, each IRL day for a week Description: The passive draining of mana has reached its peak to the Unsound Mage and their surroundings. Magic is noticeably lessened in the areas these mages frequent, as Oshoggdos’ hunger for mana represents itself more harshly. Negate-Mana Combative | T5 Emote Requirement: 4 Description: An Unsound Mage taps into their connection with Oshoggdos, allowing it to tear through them and to those around with a devastating effect on both the spells present, as well as the Unsound Mage themselves. General Red Lines - Beginning at T4, an Unsound Mage is no longer able to hide their Voidal Taint without a full body covering. - Beginning at T5, an Unsound Mage is frail and weak, easily knocked around, easily bruised and beaten. - Even though Unsound Mages do not feel fatigue, this does not make them superhuman or able to perform feats they would be unable to do otherwise. If an Unsound Mage performs an immense feat of stamina (such as having to run somewhere quickly) it’d make sense for the Unsound Mage’s muscles to seize up before the Mage would even know that their body is at their limit. - An Unsound Mage cannot reasonably lift more than an object more than 60lbs in weight - An Unsound Mage is so frail that one heavy hit to their torso would leave them prone to broken ribs and possible organ failure. - An Unsound Mage could not reasonably swing around weapons 7lbs or heavier effectively due to their weak nature. As well, they’d find themselves unable to wear plate armor, able to wear half-chainmail armor at the MOST. - Unsound Mages should ensure to properly roleplay out the progression of voidal whispers in ones head. This can be subtle or a large portion of one’s character, yet it should not be completely ignored. (For example, someone playing a character whose completely and utterly mentally sound and calm.) - The taint progression MUST be properly skinned and referenced on one’s minecraft skin. (If your character already has very dark black skin, you can skin the taint as being a dark purple instead) - If you have the passive Mana Absorption affecting a building or selection of area, there must be signs or some type of OBVIOUS marker as to show that the area is under the respective tiered Mana Absorption effect. On this marker should be the IGN of the person whom has affected the area. This IGN for OOC lore-tracking purposes. - The “voidal whispers” that one hears would be voidal horrors speaking moonspeech, yet if someone actually began to understand moon speech.. They’d realize that the whispers are nothing more than gibberish and occasional screams. One could roleplay out understanding the whispers, and saying that these whispers tell them to do tasks or mindlessly ramble… but this would be choked up IC as insanity. No one can learn more knowledge from these whispers than what they already know. - An Unsound mage cannot corrupt someone’s connection without holding an accepted TA, and having their students fill out an MA. - You cannot self teach yourself Unsound Magic. You require a teacher to guide you through the steps in order to understand how to properly cast spells. - All passive mana absorption effect areas wear off if the Unsound Mage were to die. - This magic is completely incompatible with Shade magic. One must drop a Shade MA they have if they wish to pick up an Unsound MA and vice versa. Tier Progression Tier 1 (1 Week After Receiving An Accepted MA) - Upon one’s connection originally getting warped by Oshoggdos, they would notice a splotch of dark taint appear somewhere on their mid-torso. The occasional whispers of a moonspeech emanating throughout the unsound mage’s head at least once a day. They begin to feel the strange sensation of mana pulling towards them. All around one most definitely feeling confusion from the sudden lack of fatigue as well as their dreams all of a sudden turning into freakish sudden nightmares. Spells Learned At This Tier: Passive Mana Absorption T1, Active Mana Absorption Tier 2 (3 Weeks After Receiving An Accepted MA ) - At tier two, the unsound mage gets access to the spell Confusion. The whispers beginning to get gradually louder and appearing more often. The dark splotches of taint beginning to slowly appear on other spots of one’s body whether that be palms, shoulders, legs, calves, etc. The Unsound Mage becoming accustomed to the lack of sleep from the freakish dreamscape they’ve been cursed to. By this point, the unsound mage’s muscle mass would be almost entirely tapped away. Leaving them a frail and almost sickly shell of what they once were. Spells Learned At This Tier: Confusion Tier 3 (1 Month After Receiving An Accepted MA) - Once hitting tier 3, the unsound mage gains access to a greater passive mana absorption area as well as Scrying… the eldritch whispers growing to be as common as once an hour now, lasting for a good few minutes in ones head… sometimes as needless screaming yet sometimes as maddening chants and unnerving sounds, enough to turn one paranoid. The taint continues to spread and congeal around one’s body, tainting roughly about 1/3rd of a Descendant’s skin by now. Spells Learned At This Tier: Passive Mana Absorption T3, Subversion Tier 4 (2 Months After Receiving An Accepted MA) - At tier 4, an unsound mage is able to learn consumption. The taint growing to take over roughly ½ of a descendant’s skin. The whispers in one’s head growing to last longer and more often. There’s barely a break as what almost seems to be multiple voidal creatures talking in one’s head persists almost entirely throughout the day. It’s hard to fall asleep by this point. Very occasionally the voidal horrors even attempting to play tricks on an Unsound Mage’s mind, making things akin to mirages and other personal tricks in order to pick away at one’s mental state. Spells Learned At This Tier: Sunder Tier 5 (4 Months After Receiving An Accepted MA) - By the final tier, the whispers of Oshoggdos themselves could be heard. Still mostly complete and utter gibberish, yet the screeching echoes of the voice would begin to almost hypnotize the Unsound Magi. By this point, the taint would have taken up about 2/3rds of a descendant’s skin, and the whispers would be continues, multiple voices at one time and yet… the lull of Oshoggdos seems to alleviate the crippling paranoia, leaving an Unsound Mage with a form of almost artificial acceptance of what has happened to them. This is not a perfect mental control, yet in the swirling chaos of one’s mental state, reaching this point is like achieving a form of entropy in the Mage’s mentally torn head. As a result, one might find it simply easier to just.. Not fight against the lull. The lull breaking the old mind and leaving the descendant a unhinged version of what they once were, yet with a newfound sense of self-understanding. By this point a mage, now T5 can apply for a TA and attempt to corrupt a “student’s” connection. This corruption process involving Oshoggdos reaching through one’s form (usually in the form of congealed and condensed mana) and directing a descendant’s voidal connection towards themselves. Spells Learned At This Tier:: Passive Mana Absorption T5, Negate-Mana, Connection-Corruption (The Ability To Make a TA) Purpose The point of Unsound Magics is twofold. One was to reconfigured an old shelved magic with a good premise, fix up most of the conceptual problems with its spells and abilities, and reintroduce it to the server. The second was that I want their to be more magics that are byproducts of big, global events. As a ET manager, I’ve always found it to be a shame that most big events don't leave any type of new long lasting magics. While big events (hopefully) leave a bountiful amount of enjoyable and intriguing history, I love the idea of dropping something new and exciting as a dynamic reward for those playing on the server. On a more specific note, the spells and general theme of Unsound Mages in this lore post were made with the idea of straying away from the usual combat-magics MA grabs that most voidal magics dip towards. As well, I wanted to provide this magic as a way to show the actual eldritch possibilities that the void tends to skewer away from. It makes sense for their to be deep sacrifices in order to tap into the power of the dark abyss that is the void, this magic gives players to play into that dynamic and actually reach towards magic for the sake of RP rather then magic for the sake of winning. Cited Sources All the links used in the creation of this lore: https://www.lordofthecraft.net/forums/topic/142998-magicpseudo-deitythe-spellcasting-of-unsound-minds/ https://www.lordofthecraft.net/forums/topic/139449-lore-rewrite-arcane-revenants/?tab=comments#comment-1317227 https://www.lordofthecraft.net/forums/topic/187338-world-event-the-voidal-finale/?tab=comments#comment-1745679 Credits: Tha_Mystery_Man: Hey that’s me. ET that lead the Voidal Invasion eventline, and author of this lore. GimmeYoSpoons: Made the image for the taint spreading progression as one’s Tier increases. Youdude: Made the old Unsound Spellcasting, hello guy, if you read this then you’re pretty cool. o/ Caesar: Helped out with edits in making new spells. Good slave labor. And finally.. To Every Person Who Participated In The Voidal Invasion Eventline: Thank You ❤️
  16. Alright LOTC boys, the server imploded way way way back when I was suppose to do my Voidal finale.. But, now with it kinda-sorta-ish-stabler.. I don't intend on delaying it any longer.

     

    Voidal Tear Finale on Monday 12/23 at 4:30pm EST.

     

    gunna be some fun and yummy global lore caused as a result of the event. Hope people enjoy.

  17. [insert funny status about 1.14 being trash]

     

    Lol, stupid devs can’t use their mega-big-brains to magically understand everything and fix server performance instantly.... 

    Gunna be real, I’ve had some of the best RP i’ve had on the server in a while during this lag-spike. This community is never pleased my god.

    1. monkeypoacher

      monkeypoacher

      yeah haha spawning into an unloaded chunk and being unable to go anywhere because your soulstone is set to a place that kills you is just... great! ?I’m so glad we have barrels and foxes! : DD this update is so worthwhile, please don’t backdate to a stable release of the game

       

      people are a little harsh on the tech team but let’s acknowledge that this update sucks, everyone knew it sucks, and it’s only going to stop sucking if 1.15 comes out or we backdate to 1.13

    2. Myleres

      Myleres

      would help if we could teleport places like the staff can

  18. EVENT ANNOUCEMENT: VOIDAL FINALE EVENTLINE IS DELAYED. Server is fucked rn, sorry for the inconvenience, will be rescheduled to sometime next week.

  19. That’s a very good question, I shouldn’t have forgotten to shout them out! I’ll make sure to remember them in Event Sect Update January!
  20. Event Sect Update - December TRANSPARENCY Hey guys, Mystery here, and it’s that time of the month to talk about LOTC and events. Whilst the dev trio is working tirelessly to get our server back up for us… here’s a nice little post in order to talk about some of the major problems/developments that are going to be coming from the event sect. DIY EVENT EXPANSION - One of the big projects that are planned on the backburner of the ET is actually expanding on the DIY events that had been put forward during ScreamingDingo’s tenure as event sect manager. Incase you’ve never seen that post, it’s listed just here: https://www.lordofthecraft.net/forums/topic/184116-diy-events/?tab=comments#comment-1720338 I’ve been really happy to see the initiative that certain groups have put forward in actually using this format to make unique narratives without requiring ET intervention. One of the biggest problems with our server right now is the people who believe that us ET are the singular critical ingredient in creating sincere character development.. yet people don’t realize the power that player events have. As such, working in joint with the LT here soon.. We’re gunna be releasing a entire BESTIARY, which lists every creature that players are allowed to play in making their own events! Im very excited to see this event asset come forward.. But i’ll go ahead and leak a sneak peak - Don't tell Flambo that I did that, he’ll sacrifice me to Telanir’s downsizing blood rituals. EVENT SHOWCASE THE VOIDAL FINALE - Coming soon will be the FINALE of the Voidal Tear Eventline that has been in progress for the last SEVEN MONTHS! That’s f*cking crazy. I’ve been greatful to have a large amount of help from the newly recruited ET such as Trintastic, McDaedra, and DrHope. Here’s the post if you’re curious: https://www.lordofthecraft.net/forums/topic/187338-world-event-the-voidal-finale/ SPIDERS IN THE DEEP - Speaking of our newly recruited ET, they’ve worked beautifully in tandem recently to ALREADY create a rather impressive narrative for the dwarves with a deadly spider event. Spearheaded by Trintastic, it was possibly the best event I saw in the last month of November. Here’s a post by @SimpleSeo made on the matter if you’re interested: https://www.lordofthecraft.net/forums/topic/186741-spiders-in-the-deep/ SOMETHING’S FISHY - The breakout eventline of Vermy, a rather fun aquatic styled event that happened on December 1st within the halfling lands of Brandybrook, and will be getting expanded on here soon for the good pleasure of others possibly. If you’re interested, look here: https://www.lordofthecraft.net/forums/topic/187274-event-somethings-fishy/ POEM OF THE PILLARS - Power ET overlord lore man Xarkly continues to go ham with his events all across Arcas. Intriguing narratives that span the entire scope of our map’s secret history. I heavily suggest looking into it if you haven't yet. Here’s a post: https://www.lordofthecraft.net/forums/topic/187139-event-poem-of-the-pillars/?tab=comments#comment-1744326 WAR???? - Oh boy, if you didn’t have enough fun in the current warclaim happening on the server… something is coming up soon being spearheaded by ET actor Capace. He’s been working well to make a low fantasy eventline, which im sure most of the human playerbases could find enjoyment in.. no link here, but just a little sneakpeak: ^ 1 of several, soonTM CREATURES IN THE SNOW - Something I won't be as descriptive about, a large portion of our American ET, have been working in order to make a spicy and interesting event area that’ll be starting off here soon, having to do with our large snowy areas in the North.. spooky. SWEEPING SORROWS - Along with other events that are soon to come out, good ET lad julius55 has been cooking up a VERY fun narrative that’ll be dropping here possibly around January that I expect a large portion of you fellahs will be interested in. Definitely one of the most interesting and well written ET events I've seen thus far. And must I give a big shoutout to all the other ET whom have been making random encounter/mini one off events throughout the weeks. I’m ecstatic to see the passion coming from the team right now… and this is only the beginning. THE CURRENT ET ROSTER Tha_Mystery_Man Sykogenic Xarkly Capace Julius55 DrHope ElvenMommaVibes Trintastic McDaedra AmazingVibes D4NNA DarkSainthood Parion Vermythewurmy Wetoos XxEnderking Zidoax Right now we are not recruiting for the ET, any Story Actor apps will have a rather hefty waiting time. That being said, you are always free to make an application if you don't mind a long wait! I thank you and commend you if you just read all of this, stay tuned for the stuff we have planned! I'm personally excited and hope you all will be too! If there is ever anything you need requiring event sect problems, make sure to either message me or our lovely co-manager Sykogenic on discord. (( Mystery#1104 and Sykotic#1867 ))
  21. I can bring 5 boys onto the ET, and im ready for a round of recruitment.. ET interviews will be beginning tomorrow, if you wanna shot at one of those 5 slots, I highly suggest you make an app ASAP.

    1. Show previous comments  3 more
    2. jdesarno

      jdesarno

      Maybe next round. 

    3. Aislin

      Aislin

      Denied, discord tag not up to date. Sorry.

    4. rukio

      rukio

      Denied, discord tag not up to date. Sorry.

  22. Tiger i’m immensely disappointed
  23. Woah mom look I did it. Thanks JennyTits, I wouldn't have been able to do this without you....
  24. Just a little update for anyone whose applying for the event sect of ST. I just sped through about 46 ET interviews and holy f*ck that fried my brain.

    As I don't wanna go crazy, probably wont be doing the next ET interviews until roughly around November 20th (2-3 weeks from now)

    If you were denied from the ET and want your reasoning, please message me and i’ll go over it with yall. Event team is on the up, lets go boys.

    1. Wulfery

      Wulfery

      Love you Mystery. Keep up the good job ?

    2. exanimated

      exanimated

      ***** killing it mystery

×
×
  • Create New...