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Posts posted by Islamadon
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51 minutes ago, Terry said:19 minutes ago, LatzMomo said:
The problem fundamentally lies in the fact that it's pretty unprecedented for two deity magics to merge like that. Semantics and deeper arguments aside, it was a thing that should have never been. Be it Loreheads, other LT or the Templars I've hung around - all have stated that it's a compatibility that doesn't make sense. I understand the frustration and how it will negatively affect the people involved with the Druid-Templar combo currently. Fundamentally, though, it makes no sense.
Soul connections aren't a matter of worship - an Aengul lays claim to you and lends their power. Descendants who are tethered to them act as their mortal agents. Why would an Aengul want to share their food with another, or have their agents doing stuff that doesn't align with their will? Templarism is also incompatible with Machine Spirits (Garumdir claim), Paladinism, etc. These do not require direct worship either. Seer is the only exception because the whole shtick is that Vassek hides his connection so that his people blend in and spy. Aenguls do not want to share.
Though Malch CURRENTLY does not have a Realm, what if he acquired one? Where would the soul of a dead Templar go - theoretical valhalla or the eternal forest? The hybrid templar wouldn't get to choose, one deity would have to take precedent over the other. Does Malch want his Templars to commune with and be merry with an elk, or does Malch want them to make a trophy of the elk? If a Templar were to visit the Eternal Forest with a ritual, would they be considered an otherworldly invader due to their Malch smell? It's these mini considerations that break the mechanics of cosmos/deities.
Once again, I understand completely how this might upset some people. At the end of the day if I could justify the compatibility other than just saying "we have it currently", I would have. It just doesn't make sense to me as a guy who reviews lore 24/7 and did considerable research before writing this proposal. If someone can give me a truly compelling argument that makes sense with the in-universe mechanics, I will 100% change my opinion.13 -
3 hours ago, Turbo_Dog said:
Does it have to be fresh blood (within 3 ooc hours) or how old can this blood be?
Good point, will clarify on main post. Im thinking same standard time as Trophy, [5] emotes.
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28 minutes ago, xMuted said:
I AM A BIT CONFUSED:
-Sadly, all of the dogma in this current iteration still seems a bit up to interpretation in my opinion.
-Vigorous Blow.
With this current range, you explain it as a 'wave', but I am still a bit confused with how that works, can you jump this wave, does this mean if you are in the 4x3 range you are automatically swung by a heavy hammer? Where does it hit? If i Vigorous Blow at your chest, does that mean the heavy hammer swing hits there?
What does a 'heavy hammer' mean, a heftier Bob the builder's hammer? A one-handed battle hammer? or a full on warhammer?
If I have a Carbarum weapon, why would I ever Vigorous Blow at point blank instead of just stabbing them thrice.
I agree with the over-reliance on Vigorous Blow for Templars, but I feel like nerfing it is justified, but we do not get anything back. I will cover this more on what I dislike.
PERSONALLY, NOT A HUGE FAN.
-We nerfed Vigorous Blow because of our over-reliance on the spell, which is justified.
However, in my opinion we relied on it quite a bit because it was our ONLY offensive spell, these changes are nice but now we are lacking a spell that is reliable for one-target attacks.
I would personally not limit the movement speed whilst charged, and allow us to combo the attack on a singular target, and have them be affected by whatever strength your weapon is, and have the heavy hammer hit afterwards, after your normal attack.
Now in close up melee range, I would not do anything else then regularly attack, and in groups I would now be a liability due to the Touch of Jophiael. I would like to see an extra offensive option now that Vigorous Blow got nerfed, which I feel would be justified due to the drawback that The ToJ is, and the fact that we now take up three-magic slots.
-Fervent Flare changes.
I have never participated in a CRP where Burst Body was overbearing, and overly strong. Nor have I ever heard people complain about it when I CRP'ed with them using it. I do not feel it deserved the huge nerf that is an extra emote-count.
-Touch of Jophiael.
I agree with the fact we now have a drawback, however it feels a bit too much for me, especially as someone that often participates in big group CRP's.TLDR:
I do not mind many changes, but with the nerfs I feel as though this makes us a bit too much of a liability in group fights, without enough reward to back it up. Especially since our only offensive option got nerfed, and can now hit allies without us getting a single-target option in return, however I am a huge fan of everything else, especially the new aesthetics, they seem awesome.
If anyone wants me to elaborate more, feel free to ask in DMs.With Regards to "I Am A Bit Confused"
- Fair critique that Vigorous blow might a bit vague. You swing and an AOE attack shoots out with a range of 4 blocks and a width of 3 [same as standard combat, maximum of 6 if you walk 2 blocks forward]
- A heavy hammer is a heavy hammer - I.E., swinging a sledgehammer. I can lift Bob the Builder's hammer with one hand - it's not that heavy. I can change "heavy hammer" with "sledgehammer" if we want to be pedantic.
- If you have carbarum weapons you can absolutely strike independently of vigorous blow, but not everyone has carbarum nor should we be amplifying the DPS potential of a metal that already slices through armor and swords.
With regards to "Personally, Not a Huge Fan"- Vigorous Blow is NOT the only offensive spell. Furious Flame gives any weapon you are holding the properties of aurum - the ability to add damage amplifiers to Dark CAs and to hit ghosts. Templarism is a melee magic - you should be in melee range. Standing off to the side indefinitely charging your attacks before waddling forward defeats the whole purpose of being a melee magic - you can just fight and get 3x the attacks in as you previously said.
- The movement speed was already limited to 2 in the current iteration; I am not a fan of allowing one attack to be stacked with another because it borders on independent summons. For each enemy you are attacking they are dealing with only 1 attack, not 2, but your attack can hit up to THREE. If you have a proposed additional combat spell, I'd be willing to hear it and possibly implement it.
- Indeed, you would be more of a liability in a group fight. It's a proposed hinderance that forces you to rethink strategy as opposed to no-brain fighting. It also encourages Templars to stick together so that they have one another's back. If you wish to no brain fight, you can start RDMing when you take too much damage IMO.
- From my experience Burst Body gives people very little opportunity to react and, given that alchemical potions and other blinding spells require [3] emotes now, the proposed change keeps it in line. Not only does Fervent Flare have the same emote count, but it has an AOE effect and a considerable range - far more potent than a standard enchantment or alchemical potion. It's not a massive nerf.
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47 minutes ago, MalchediaelVult said:
I like The Touch of Jophiael a lot but I def think it should only last a certain amount of time, and either have the Templar completely drained or straight up K/O'd when it runs out (akin to the mythical berserkers), rather a complete rage-train with no breaks. After all, if the ToJ triggers but the Templar still wins the encounter, what then?
Thats pretty much my only concern though, I think the rest of it is perfect
I guess my take would be that, given the wounded state a Templar would need to be to enter ToJ, they could naturally pass out from injuries. Alternatively I think it’s hilarious if you’ve a frothing rabid Templar going around rdm’ing people and being in need of pacifying
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3 minutes ago, Demented_Delila said:
I'm not against it, It's just that everyone I spoke with said Three. Three feels right to me, IMO, given that I think it should be a main magic that isn't so easily stacked. If more people insist on having it be 2 slots I don't mind, it's a hill I don't care to die on...
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39 minutes ago, Valannor said:
How do you intend to handle the matter of the population of Druidic Templars given you've entirely cut their compatibility? This would even disconnect such individuals as Bhased, the writer of the current gen of templar, from the magic.
The unfortunate truth is that Druidic Templars are a paradox in that they hold multiple deific connections, when Malch would more than likely say "no lol". Its an answer that's blunt but compatibility doesn't make sense, and there really isn't a solution aside from saying "make a choice".
EDIT:
My prior comment is my "proactive" solution, as in - its how we'd have to handle it in the future. But as a "reactive" solution, IDM letting the current people keep their compatibility like the recent Kanidrazi situation. They'll just be apparitions.28 -
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FOREWARD:
SpoilerFollowing Implementation, current MA holders of Templarism and Druidism (of any kind) will be given to option to either:
1. Choose between the other, i.e. Keep One and Drop One with no penalty towards the player.
2. Keep both MA's on the condition of dropping all other Druid-related Magics except "Druidic Communion and Control". This is to ensure that the Player does not exceed 5 slots.
Going forward, the ST will ensure that neither Magic is compatible with one another as to ensure the integrity of Deific Magic function. Further, those who currently possess accepted Templar TA's will automatically be grandfathered into knowing the Connection Ritual, and may SREQ to include it on their MA.
Centuries have passed since the Thirty Years War - an event which saw Iblees attempt to conquer the Material Plane. Malchediael, the Aengul of Courage, sought to bolster the forces of Four Brothers by taking the form of Krug’s Golden Axe in descent. Manifest as a symbol of courage and valor, Malchediael lent his aid to the Orcish ancestor by staying the corruption which sought to control Krug's mind. Too did Malchediael bestow courage upon the forces of the living, proving instrumental in resisting the inexhaustible hordes of the Deceiver.
Alas, as the Aengudaemon pantheon returned to their realms upon the imprisonment of Iblees, Malchediael was left abandoned. Now used at the whim of mortals for the spread of carnage and war, Malchediael bore witness to the horrors that followed, and the countless dead. Lamenting his fate, Malchediael’s heart grew dark and vicious. Iblees, now freed, sought to harness this wroth.
Malchediael was liberated by the Deceiver, and the Aengul of Courage was in his debt. Spiteful towards those who abandoned him, Iblees managed to redirect the young Aengul’s wrath towards Gazardiel as a means of ridding of a rival. However, as Malchediael ventured through the lands of Vailor, his ambitions stirred as he began to amass a following by those who would embody courage; he reveled. A world helmed by heroes who put cravens under heel was Malchediael’s new dream. And so, he began to pass his blessing unto his chosen few, Gereon “Christ” de Savoie being the first.
Malchediael continued to venture, appearing most notably during the Inferi Crisis as he and his Praxic Sun Templars fought against the demonic hordes. At the Crisis’ conclusion, Malchediael found himself hosting his sister - Jophiael - who had descended as the Sword of Horen. The Aengul of Enlightenment merged with Malchediael’s courageous and spiteful self, causing his mind to splinter into an incoherent rage. As a result, Malchediael now roams the heavens fighting the likes of Voidal Behemoths and countless demons for the sake of mortals.
Though Malchediael now fights on in a mindless state, his will was inherited by his followers. Compelled to spread the blessing of the Aengul and to meet challenges head on, the Radiant Templars have since thrived and spread throughout the world as heralds of courage. Malchediael’s dream is now in the hands of his chosen.
A Radiant Templar is a descendant who has been entrusted with the Blessing of Malchediael, Aengul of Courage. Malchediael favors those who embody the virtue of courage and who live a bold lifestyle, and may thus entrust fragments of his power to those who would see his will done. Prime candidates for the Blessing include those of Heroes, Knights, Monster-Hunters, Adventurers ETC. To the Aengul, it is most ideal to lay claim to the pinnacle of the warrior class.
The Blessing of Malchediael forms a tether to a Descendant’s soul and enables them to draw upon the bold aura of their Patron. When harnessed, the Blessing manifests as a blanched and holy flame, a reflection of Malchediael’s deific, yet furious nature. The boons available to a Templar are intended to be force amplifiers rather than crutches; thus, Malchediael intends for his servants to continue honing their skills and achieve victory by their own will.
A Templar must be wary, however, for they are afflicted with the Touch of Jophiael. In essence, the lingering darkness within Malchediael’s heart has fused with the madness wrought by Jophiael, thus driving vulnerable Templars to the point of insanity. Amidst the chaos of their mind, all living beings around them, bar a fellow Templar, will appear as a horrid monster in need of purgation. Jophiael’s Touch will be elaborated further in a subsequent section.
• Templarism occupies [3] Magic Slots.
• Templarism is incompatible with other Deific Magics, Dark Magics and Dark CAs.
• Templarism is incompatible with any race other than the Descendent Races: Humans, Orcs, Elves and Dwarves.
• In the event that a Templar be severed from Malchediael’s tether a third time, willingly or otherwise, they will be ineligible to receive it a fourth.
Malchediael, in his odyssey throughout the Mortal Realm, came to admire the systems of chivalry established by the nations of Men and the ethics of Orcish honor. The Knight was the pinnacle of his dream - a warrior bound by sacred code, in the service of their people or ambition. Malchediael thus declared his own dogma, a code of chivalry for his chosen to live by.
I. To maintain virtuous oaths and bonds.
II. To accept any challenge laid before you.
III. To settle disputes before they fester.
IV. To vanquish those who transgress upon others.
V. To raise one’s weapon in the pursuit of glory - not wealth.
In the event that a Master Templar deems one to embody these core tenets of Malchediael’s Dogma, they may choose to pass on the blessing of their Patron Aengul. Though aesthetic and aspects of the ritual may vary, a core thread persists:
A would-be Templar kneels before a Brazen Bonfire as the Master Templar taps either shoulder with a weapon that has been enwreathed with Furious Flame. Upon evoking the phrase “Malchediael, Aengul of Courage!” the blanched flames of the Templar’s instrument would usher forth into the recipient, encircling their body as a glorious maelstrom, the holy fire binding to their soul as a newly seared Blessing.
In the immediate year following, the Templar’s mind will be a haze of conflicting courage and rage . Their body will ache as if it had been subject to egregious labor, and pain levied unto it will be amplified two-fold. After enduring this initial suffering, a Templar may begin to master their abilities.
Spoiler• A Player must consent to OOC to receive the blessing. If forced upon an unwilling participant, the connection process will fail.
• Though the aesthetic and nature of the Connection Ritual may vary, the core conditions remain the same:
[1] The recipient kneels within the range of a “Brazen Bonfire”.
[2] The TA holder enwreathe’s their weapon with “Furious Flame”.
[3] Tap either shoulder of the recipient with said weapon.
[4] Invoke Malchediael’s name and domain.
[5] Enwreathe the recipient in the Holy Fire, passing on the blessing.
• The Connection Ritual must be taught to a T5 Templar prior to applying for a TA. It cannot be inferred or observed passively and must actively be taught. Knowledge of this ritual must be marked on the Templar's MA prior to making a TA.
[T1] EMBOLDENED - PASSIVE
A Templar, newly ordained, will discover that their inner courage has been bolstered substantially by their Patron. An ever present urge swells within them to meet challenges head on, and a Templar will thus yearn to overcome any obstacle, be it through bloodshed, games of wit or even artistic endeavor. Further, a Templar will find it extraordinarily difficult to forfeit their weapon in any capacity; doing such would invoke a deep sensation of shame.
Too is the Templar endowed with great ire towards those who would wrong their warrior spirit. It is for this reason that those who would attempt to invoke cowardice upon a Templar through sorcery would find that their curse instead spurs wroth within Malchadiel’s chosen.
However, a Templar must be wary - wise opponents may be able to warp this blessing into that of a curse should they tactfully goad the Templar into blunders. Were a Templar to turn their back upon a challenge, they would become doomed with a gut-wrenching sense of shame and dishonor. Only through a quest of personal redemption would a Templar find remedy.
SpoilerREDLINES:
• Templars retain the ability to feel fear; this Passive instead provides a constant push to meet any sort of challenge head-on.
• Templars who refuse a challenge laid before them would begin to feel as if they were craven lest redeemed; what constitutes redemption may be RP’d to the discretion of the afflicted Templar.
• Templars are by no means compelled to rush into conflict or traps, but they will feel its call and may even feel shame for not meeting the challenge.
• Spells, Curses, and/or Hexes that would invoke a sensation of fear are ineffective upon a Templar and would instead enrage their target. This fury does NOT provide the Templar with additional strength.
[T1] BLAZING AURA - ACTIVE
When confronted with the darkness of the depths or that of night, a Templar may ignite from their courageous aura a ball of white flame upon their palm. Though it produces no heat, this swirling blaze will pulsate in tandem with the Templar’s beating heart, illuminating an area akin to that of a standard torch.
SpoilerMECHANICS:
Blazing Aura requires [2] Emotes to cast: The First to draw upon the Templar’s courage, and the Second to manifest it as a pulsing ball of white flame. The luminescence produced is nigh identical to that of a standard torch, and obstructions would naturally cast shadow. It is noted that, should a Templar be attacked, that the flame will demanifest as the Templar redirects their courage upon combat.
REDLINES:
• A Templar must possess an unobstructed hand to manifest and contain the white flame. Attempting to grasp an object will extinguish the spell.
• In the event that a Templar is attacked, disrupted or attempts to conjure a separate ability, the spell will be extinguished. This said, if a Templar is not directly attacked (I.E. Group CRP), they would be able to maintain it.
• Blazing Aura produces no heat or burning sensation (no arson), nor is it capable of blinding others.
• Blazing Aura’s luminescence is similar to that of a standard torch. This is to say its area of effect and brightness is identical to that of a mechanical torch outside of events, but may vary upon ET Discretion during an event.
[T2] ENTHRALLING RECOUNT - ACTIVE
In the event that a Templar wishes to depict the legend of their oration, they may do so through the medium of flame. Through the ushering of their aura into a pre-existing and contained fire, the Templar may quell the chaotic licks of the inferno and endow it with a blanched hue. Upon doing so, the Templar may manifest the imagery they describe, effectively giving life to their narrative.
SpoilerMECHANICS:
Enthralling Recount requires [2] Emotes to cast: The First is to orbit one’s hands about the desired blaze, and the Second to usher forth a Templar’s courageous aura into the flame, imbuing it with a pale-white hue. Upon the Third emote following, the Templar may manipulate the flame to depict any story they wish provided that their hands remain encompassed.
REDLINES
• The Flames manipulated are purely aesthetic and cannot be used to harm others.
• The Flames are a purely visual depiction of events, and specific details within the fire are left vague as to prevent Metagame.
• The Flames manipulated cannot be used for combative purposes, I.E. attempting to obscure vision, having the flame strike at an observer, ETC.
• In the event that a Templar is attacked, disrupted or attempts to conjure a separate ability, the spell will be made null. The same applies should a Templar remove their hands from the flame’s orbit.
[T2] FERVENT FLARE - ACTIVE
When surrounded by enemies, or perhaps seeking to disrupt wicked sorceries, a Templar may set ablaze the courageous aura that swells within them and expel it outwards with a blinding flash. A vibrant white will overwhelm the sight of those who bear witness, and those deceitful foes who would hide within the realm of shadows are forced to manifest.
SpoilerMECHANICS:
Fervent Flare requires [3] Emotes to cast: The First to brace one’s body in a stiff position, the Second to manifest a courageous, wispy white aura about their person, and the Third to expel said aura within a [10] block radius. This spell may be cast a maximum of TWICE per combat scenario.
Victims who gaze upon the expelled flare will be endowed with blindness for [2] emotes. The First emote would be a complete blindness as one’s vision becomes overwhelmed with a white radiance. The Second emote following would be akin to a partial haze as their vision begins to recover, with rough shapes being visible.
Invisible entities such as Ghosts, Corcitura, ETC. would be forced to manifest and become visible should they find themselves within range of the Fervent Flare. Too would Deadbreath be made transparent within a [4] Block radius for the duration [5] Emotes; it is noted that should a Templar be T4 or higher, the Deadbreath will dissipate completely within the allotted radius.
REDLINES:
• Fervent Flare does NOT affect those who divert their head or close their eyes. A Templar must close their eyes in order to remain unaffected by their own spell.
• Fervent Flare’s radius is a maximum of TEN BLOCKS from where the Templar is standing when expelled.
• Fervent Flare’s effects are momentary, and last only several narrative seconds when exposed. This is to say that there is no long-term visual damage.
• Fervent Flare is incapable of affecting Seers and the blind.
• Fervent Flare is incapable of affecting Illusions.
• Fervent Flare will render invisible entities visible to the naked eye. This said, Fervent Flare cannot be used to check for Ghosts unless there exists a reasonable explanation for a Templar to be suspicious.
• Dark Hazes originating from Dark Magic, such as Deadbreath, would be made more transparent as a result of Fervent Flare for the duration of 5 emotes and in a 4 Block radius. This is to say that only visibility will drastically improve, but other debilitating effects of the Dark Haze may still affect a Templar. This does NOT apply to Smoke Whispers or Voidal Obsurcants.
[T3] FURIOUS FLAME - PASSIVE + ACTIVE
A Templar, who has become experienced in manifesting their aura, will discover that their fiery courage now subconsciously manifests about their first-drawn weapon. Enwreathed in Holy White Flame, a Templar’s instrument is endowed with the dark-spawn purging effects of Aurum, albeit incapable of imprisoning souls. Too would this flame sear the corrupted souls of darkspawn, inflicting great debilitating pain.
However, a Templar is warned. Should they disregard the honor of their first drawn blade by choosing another, their enwreathed flame will subside for the remainder of the battle lest the Templar kneel in penance and remanifest their holy fire manually unto their next chosen weapon.
SpoilerMECHANICS:
Furious Flame is a Passive Ability which affects the first weapon a Templar uses during a CRP scenario. While active, Furious Flame will endow the weapon with Aurum-like properties, resulting in a searing and debilitating pain upon creatures with altered souls and/or which possess a weakness to aurum. In the event that a Templar changes weapons, Furious Flame will dissipate for the remainder of combat unless resummoned.
Furious Flame requires [5] Emotes to resummon: The First requires a Templar to kneel and press their weapon into the ground, the Second to draw upon their courageous aura, the Third to manifest it as a white flame, the Fourth to enwreathe the fire about their weapon, and the Fifth to stabilize the imbuement. This mechanic may also be performed to imbue a second weapon, in the case of dual wielding, with Furious Flame.
It is noted that in the event that a Combative Voidal spell makes contact with Furious Flame, the effect will subside for a total of [3] emotes before reactivating. Further, should a Templar enter the proximity of a Voidal Tear or Hollow, too would Furious Flame find itself incapable of being activated for the duration a Templar remains within its effective radius.
REDLINES
• Furious Flame passively affects only the FIRST weapon a Templar draws. Changing weapons will result in the spell’s dissipation for the remainder of CRP unless resummoned. This does NOT include Shields, lest the shield itself is the primary weapon.
• Furious Flame is indicated by an enveloping white flame about the weapon. It is noted that this fire is incapable of illumination, burning, blinding, ETC. To non-corrupt entities/structures, it is completely harmless.
• Furious Flame possesses the properties of Aurum bar its weight and soul-trapping capability. This is applicable to other ST approved materials, excluding that of Thanhium.
• Furious Flame necessitates that an individual seeking to resummon the fire kneel and remain immobile. This is to say that, while resummoning, the Templar cannot be in motion. This may also be performed to imbue a second weapon (in the case of Dual Wielding NOT Shields) with Furious Flame.
• In the event that a Templar is disarmed amidst combat, the further ability "Bound Armament" will ensure that Furious Flame remains active. Should a Templar in any way switch for another weapon or willfully disarm themselves, Furious Flame will deactivate.
• Combative Voidal Spells (including barriers) which make contact with Furious Flame will deactivate Furious Flame for a total of [3] Emotes before reactivating. Too would proximity to Voidal Tears or Hollows deactivate Furious Flame for the entirety of the duration that a Templar remains within its effective radius.
• In comparison to other spells which make use of the White Flame as a tell (i.e. Bulwark or Vigorous Blow), Furious Flame will appear duller in luminescence.
[T3] BOUND ARMAMENT - ACTIVE
A Templar’s weapon is their most trusted companion. Though a Templar may hold dear their comrades and battle-brothers, their favored instrument of war becomes a true extension of their being. Parting with one’s armaments is a grave dishonor, and to surrender them to another is tantamount to death. Thus, a Templar may recall to their hand any weapon enwreathed with Furious Flame.
SpoilerMECHANICS:
Bound Armament requires [2] Emotes to cast: The First requires the Templar to focus upon the lost weapon - white wisps stretching as a tether, and the Second to pull the weapon back into the Templar’s hand. This spell may be cast a maximum of ONCE per combat scenario and can only affect a weapon enwreathed with “Furious Flame”.
The range of Bound Armament is a maximum of [8] Blocks. It is noted that should the instrument be fixed within the flesh of another, the ground, etcetera, a Third emote must be performed to wrench it free.
REDLINES:
• Bound Armament has a range of [8] Blocks.
• Bound Armament affects ONLY the weapon that has enwreathed with the spell “Furious Flame”.
• The Bound Armament, when recalled, cannot be pulled from another’s grasp.
• The Bound Armament, when recalled, cannot slip through iron bars, cracks in doors or other similar small gaps in blocks.
• The Bound Armament, when recalled, must be within line of sight. This said, should someone step in front of the weapon as it is in motion of being recalled, it will merely arc around them and return to the Templar’s hand.
[T3] RADIANT RUMINATION - ACTIVE
Though a Templar may find themselves physically separated from a comrade, they may always remain within reach by virtue of an imbued pyre. Once the flame has been tamed by a Templar’s will, they may reach out to a comrade and manifest their image for conversation. This said, a Templar must be wary lest they leave themselves vulnerable, for the practice leaves them immobile and their vision tunnel-focused.
SpoilerMECHANICS:
Radiant Rumination requires [3] Emotes to cast. The First requires a Templar to focus/notice upon the fire in question, the Second to imbue it with their courageous aura - endowing it with a white hue, and the Third to manifest and form the image of the Templar they seek to commune with.
When receiving Radiant Rumination from a fellow Templar, the nearest source of flame within a [10] block radius will begin to pulse irregularly, from which point the Templar may cast Radiant Rumination to receive the call. In the event that there is no nearby source of flame, the spell will dissipate. While engaged in the spell, a Templar’s vision will become tunnel-focused upon the fire; stepping away, breaking focus, engaging in combat will nullify the spell.
REDLINES:
• Radiant Rumination cannot be used in the midst of combat. This is to say that a Templar cannot step away from the CRP they are involved with to summon a rally.
• Radiant Rumination leaves a Templar in an immobile, tunnel-focused state. Stepping away, losing concentration or engaging in combat will break the connection.
• Only a Templar may be seen and communed within the fire. This is to say that their whereabouts, the identities and/or the voices of others are indiscernible.
[T4] TROPHY - ACTIVE
A Templar, who has slain a foe of corrupted origins with “Furious Flame”, may claim their head as a memento of victory and imbue it with Malchediael’s wrath. Upon purging its inner darkness with the white embers of the Templar’s aura, the Trophy in question would be robbed of its personable features and shrink, becoming scarred. Should this Trophy be displayed before a creature of the same ilk, it will find itself the victim of terror for a brief time.
SpoilerMECHANICS:
When a Templar delivers the final blow upon an enemy Dark CA with a weapon enwreathed with “Furious Flame”, they will be granted a [5] emote grace period where the corpse will not disintegrate or vanish. A Templar may then sever its head and purify it with their courageous aura.
Trophy’s effect requires [2] Emotes to cast: The First requires the Templar to remove the Trophy from their bag, hip, etcetera and the Second to raise it before their desired target. When hoisted before a single Dark CA of the same type within an [8] Block radius, the entity would become entirely stunned and immobilized for the duration of [1] emote. This spell may be cast a maximum of ONCE per combat scenario.
A Trophy requires [3] Emotes to imbue: The First requires a Templar to draw upon their courageous Aura, the Second to enwreathe the head with white wisps, and the Third to burn away its corruption and shrink the cranium.
REDLINES
• Trophy necessitates an ST Approved item to be considered valid. The item in question must indicate what type of CA it affects, and the request should include screenshots of the decapitation.
• Trophy necessitates that the Templar performing the imbuement delivers the final blow upon the creature with a weapon enwreathed with “Furious Flame”.
• Trophy necessitates harvesting from a True-Form CA. This is to say that the victim cannot be in disguise when harvested.
• Trophy's imbuement will rob the Trophy of its personable features. This is to say that players cannot metagame the identity of the source of the Trophy under normal circumstances. In the event a Dark CA wishes to PK after being slain, they may consent to having their harvested Trophy retain their character's identifiable features. Please do not attempt to pressure Dark CAs into PKing.
• Trophy’s stun effect can only be used by the Templar that imbued the Trophy. This is to say that a Templar cannot trade heads.
• Trophy’s stun effect can only take hold should a SINGLE victim look directly towards the Templar raising it.
• Trophy’s stun effect will not affect disguised CAs. This is to say that it cannot be used as a means of spook testing.
• Trophy’s stun effect is incapable of affecting Seers and the blind.
• Dark CAs CURRENTLY affected include: Nephilim, Frost Witches, Zevn, Zar'ei, Zar'akal, and Undead [Dark-Stalkers + Liches]. Eidolas, Spectral Entities and other constructs cannot be made into a Trophy. New Dark CAs accepted in the future will be included on this list, at the ST’s discretion.
[T4] DAUNTLESS CHARGE - ACTIVEIn the course of battle, a Templar may deem it necessary to charge upon cravenly or fleeing opponents. A Templar may thus swell with their flaming courage, and propel themself forth with the fury of Malchediael.
SpoilerMECHANICS:
This ability requires [3] emotes to cast: The First requires a Templar to draw upon their courageous aura while focusing upon a single target as Holy White Flame gathers under their feet, the Second to completely envelop their bodies with their Holy White Flame, and a Third to charge and slam unto an opponent, resulting in their fiery maelstrom to disperse upon contact.When Dauntless Charge is cast, the Templar may charge down a single target at a range of [10] Blocks. When struck, the concussive force of the charge is comparable to that of a sledgehammer. The maelstrom of White Flame also possesses the properties of "Furious Flame", thereby granting it the debilitating effects of Aurum.
It is noted that, should [1] Emote elapse without delivering the charge, Dauntless Charge will dissipate. This spell may be cast ONCE per combat scenario.
REDLINES:• This spell has [1] charge per combat encounter.
• A Templar may not cancel their charge after the second emote has passed and will not be able to cast another Dauntless Charge unless under effect by the Valiant Banner.
• A Templar may strike with their weapon at the completion of the charge to focus the concussive nature of their attack into a single strike. This said, they may also opt to simply shoulder bash.
• When enveloped with their Courageous Aura [2nd emote], the Templar's vision will be considerably reduced, resulting in a Templar only being able to see rough shapes.
• When charging their spell, a Templar may move [3] Blocks per turn until cast. This enables a Templar to move a grand total of [16] Blocks over the course of [3] Emotes.
• Dauntless Charge's concussive force will not stack with the material of a weapon used, nor will it result in a cutting-like effect. This is to say that the damage delivered by the Charge will always remain concussive in nature.
• Dauntless Charge has to go over solid ground and the enemy must be mechanically accessible.
• Should a Templar slam into anything that would be able to resist a hefty sledgehammer swing like in Dauntless Charge, they would get bruised and it would count as [1] minor wound for the Touch of Jophiael.
[T4] BULWARK - ACTIVE
When anticipating a devastating blow levied by an opponent, a Templar may prepare themselves to intercept and negate the power of the incoming attack. The Templar accomplishes this by coating pallid flames of their courage upon the instrument that they would use to defend themselves. Once hit, these flames would dissipate with a harmless burst.
SpoilerMECHANICS:
Bulwark requires [2] Emotes to cast. The First requires the Templar to focus upon an assailant as vibrant white wisps envelop their shield/weapon, and the Second is to brace for impact and/or intercept the attack. Were an attack to be successfully intercepted, the concussive force would be reduced to zero as the white flames expel outwards harmlessly about the impact site.
It is noted that, should [2] Emotes elapse without blocking an attack upon charging, both the wisps and Bulwark itself will dissipate. This spell may be cast a maximum of TWICE per combat scenario.
REDLINES:
• Bulwark is capable of negating the concussive effects of heavy attacks. This includes attacks which possess the power of Ologs, Golems, etcetera. This may even scale with large Event Creatures at the discretion of the ET.
• Bulwark is capable of blocking the concussive force of Magical Spells, but not their primary effects. This is to say that Voidal Fire would still burn even if it did not deliver concussive force.
• Bulwark is capable of blocking the concussive force of a Blasting Potion provided that a Templar’s shield is directed towards the detonation site.
• Bulwark can be imbued into the length of a Sword or Polearm Haft, but will be incapable of dispersing concussive force delivered from Magic, Ranged or Alchemy. This is to say that they would only be capable of blocking Melee attacks.
• Bulwark cannot be cast if a Templar is in motion. A Templar must brace themselves in order to block, and cannot casually brush off attacks.
• Bulwark cannot be used to block collapsing structures. After the spell dissipates, the weight of any structure that has fallen would crush the Templar. This may vary at the discretion of the ET during events.
• Bulwark inhibits movement by half once charged [2 Blocks at maximum].
• The Expelled Flames from a successful block are incapable of blinding, burning or obscuring the vision of those in its vicinity.
[T5] VIGOROUS BLOW - ACTIVE
The ultimate display of martial prowess, Vigorous blow enables a Templar to discharge their courageous aura as a streak of glorious, burning light. Ushered from the edge of a Templar’s weapon when swung, this wave of holy wrath is capable of delivering the sharp cut of blade coupled with the force of a heavy hammer. Too is the streak wide enough to engage up to three targets at once, provided that they stand beside one another.
SpoilerMECHANICS:
Vigorous Blow requires [3] Emotes to cast: The First requires a Templar to focus and draw upon their courageous aura, the Second to swirl an ever brighter white flame about their weapon, and the Third to release it towards their target. Were Vigorous Blow to land true, it would strike with the force of a heavy hammer and possess the cutting edge of a standard blade.
When the Vigorous Blow is cast, the resulting “wave” would travel a maximum distance of [4] blocks and possess a width of [3] blocks. Too would this wave possess Aurum properties if rendered by a weapon wreathed with Furious Flame. This projected wave is capable of damaging a maximum of three targets and obstructions (including meat shields) may be used to ensure that only a single target is hit, if not dodged.
It is noted that, should [2] Emotes elapse without delivering an attack upon charging, Vigorous Blow will dissipate. This spell may be cast a maximum of TWICE per combat scenario.
REDLINES
• Vigorous Blow’s strength is comparable to that of a Heavy Hammer, with a cutting edge comparable to that of a standard blade. This does NOT grant the Templar themself additional muscle, power, etcetera.
• Vigorous Blow’s strength will NOT stack upon other strength modifiers, such as a Tawkin Enhanced Orc. It will always remain akin to a Heavy-Hammer.
• Vigorous Blow’s cutting ability will NOT stack with the materials of weapons, such as Carbarum. It will always remain akin to a standard blade.
• Vigorous Blow can be deflected through adequate parrying or blocking, albeit at the risk of an opponent damaging their weapon.
• Vigorous Blow, when cast, reduces the kinetic force of the Templar’s swung weapon to zero. This is to say that a Templar cannot combo their attacks on a single target.
• Vigorous Blow inhibits movement by half once charged [2 Blocks at maximum].
[T5] BRAZEN BONFIRE [ACTIVE]
Though the clashing of steel and the pursuit of quests may drive a Templar’s ambition, it leaves them wounded and in need of recuperation. A Master Templar is thus able to imbue a pyre to aid in mending their wounds whilst they bask in the warm embrace of the holy aura. Too would creatures of the dark think twice about approaching the flame, lest they be afflicted with horrid anxiety. Though a Templar may extinguish their bonfire by leaving the area, three Templars in unison may set ablaze a permanent pyre at a location of their choice.
SpoilerMECHANICS:
Brazen Bonfire requires [5] Emotes to cast: The First requires a Templar to mark the ground with the Radiant Star Sigil of Machediael, the Second to draw upon the Templar’s courageous aura, the Third to manifest it as a blazing white ball of flame, Fourth to usher it forth onto the Radiant Star marking, and the Fifth to set the pyre ablaze.
Should a Templar of any tier sit within a [5] Block radius of the Brazen Bonfire, their minor wounds would begin to numb, close and then scar. Should the creator of the pyre leave the area of effect, the Pyre would immediately extinguish. It is noted that, should three Templars imbue a Brazen Bonfire in unison, that the fire will burn indefinitely lest extinguished.
Dark CAs who find themselves within the [5] Block radius will find themselves afflicted with a great bout of anxiety, resulting in the cost of their spells increasing by a single emote count. Should someone seek to destroy a bonfire, both standard or permanent, they may do so upon three continued emotes of disruption.
It is also noted that should a Templar bask within the flames of a Brazen Bonfire outside of a combat encounter, the madness wrought by Touch of Jophiael will subside, and its counter would reset. See "Touch of Jophiael" in the appropriate section.
REDLINES
• A Templar must be T5 to create a bonfire. This is to say that lower tiers, though being able to benefit from its radius, cannot imbue it themselves.
• Brazen Bonfire necessitates that the Radiant Star be marked prior to manifestation. This is to say that, given the focus required to make an accurate depiction, a Templar cannot make this in the midst of combat.
• Brazen Bonfire will NOT heal a Templar’s wounds while engaged in combat.
• Brazen Bonfire will NOT mend broken bones or heal internal injuries. The wounds capable of being mended include bruises, minor cuts and non-critical stab wounds. This said, Brazen Bonfire IS capable of providing remedy to the Touch of Jophiael and will reset its damage counter outside of a combat scenario.
• While in proximity to a Voidal Tear or Hollow, a Brazen Bonfire is incapable of sustaining itself and thus cannot be created or maintained.
• Brazen Bonfire will extinguish itself should the casting Templar leave the [5] block radius, the Templar engages in combat, or if someone disrupts it for [3] emotes. Disruption constitutes any freeform means of extinguishing a flame, I.E. smothering it, destroying the fuel source, blowing it out, ETC.
• Brazen Bonfire can, at maximum, physically envelop a 1x1 area if standard or a 3x3 area if permanent. This is to say that Brazen Bonfire cannot be used for arson.
• Brazen Bonfire cannot be used as a means to detect Dark CAs, and anxiety produced can be simply written off as something else.
• Permanent Brazen Bonfires necessitate ST and RO approval, and are indicated by a visible “ST Approved” sign.
• Dark CAs CURRENTLY affected include: Nephilim, Frost Witches, Inferi + Naztherak and Undead [Dark-Stalkers + Liches]. New Dark CAs accepted in the future will be included on this list, at the ST’s discretion.
[T5] SECOND CHANCE - ACTIVE
The way a warrior dies is often more important than the way they chose to live. Though a brave man may experience a lifetime of glory and retire with a belly full of wine, legends are born through sacrifice. A Templar’s tale is no different, and sometimes the odds become seemingly insurmountable.
Were there to be a fight of such grave importance that victory was an absolute necessity, a Templar might temporarily mend his wounds for a second chance, enveloping themselves completely with their burning aura. A Templar is thus able to invoke the name of their patron - MALCHEDIAEL, AENGUL OF COURAGE! - and fight as if they have incurred no damage nor fatigue. Too would the Templar be endowed with enhanced strength, akin to that of the next tier. In exchange for this rebirth in fighting spirit, death becomes an absolute certainty for the Templar. For, through victory or defeat, the Templar will fade as ivory wisps into oblivion, forever passed from this world.
SpoilerMECHANICS
Second Chance requires [1] Emote to Cast: The Templar invokes the name and domain of their Patron, and becomes one with the inner blaze of their courage. In doing so, the Templar will immediately be healed of all of their ailments, their courageous aura manifesting tangibly to replace any severed limbs and to mend traumas.
Though fatigue and pain is washed away, the Templar is not endowed with enhanced speed or dexterity. Rather, the Templar will only see a boon in their strength which is enhanced to the next tier. Regardless of the outcome, upon completion of the battle, the Templar will fade away as their courageous spirit cinders away as a maelstrom of burning light.
REDLINES:
• Second Chance does not enhance the speed or dexterity of a Templar. Second Chance does, however, increase the Strength of a Templar to the next tier, I.E. Human to Orc strength.
• Second Chance, upon completion of the combat scenario, will result in the Templar’s soul and body fading away. This constitutes an irrefutable PK.
• Templars who die using Second Chance cannot be made into Gravens, Phantoms, Undead, ETC. as their soul is entirely consumed by Malchediael.
The Blessed Banner is the testament to a Templar’s courage, and serves as the rite of passage into the annals of the Master Class. Adorned with the sigil of Malchediael - the Radiant Star - the Blessed Banner may be imbued with courageous aura, endowing it with an ability that may be shared between all. These mobile monuments thus serve as a point of rally for those who are willing to fight, and a mark of death for those who would oppose them.
SpoilerMECHANICS:
A T5 Templar may fashion themselves a Blessed Banner that reflects their warrior spirit. Upon imbuing it with Malchediael’s burning courage, the Banner will become enchanted with a final ability of the Templar’s choice. Prior to imbuement, the Blessed Banner must be smeared with the blood or ectoplasm of an enemy that the Templar had slain within [5] Emotes. The exact enchantments will be explained further below.
A Blessed Banner requires [5] Emotes to imbue: The First requires a Templar to to seize the haft of their banner as they draw upon their courageous aura, the Second to manifest from a Templar’s body a holy and blanched flame, the Third to usher the flame forth into the Banner, the Fourth to verbally proclaim the purpose of the banner via a litany of their choice, and the Fifth to hoist the banner into the air as it swells with a radiant, burning light.
REDLINES:
• A Blessed Banner, prior to imbuement, must be marked with the blood or ectoplasm that a Templar has slain within [5] Emotes. This necessitates the final blow.
• A Blessed Banner can physically be of any shape provided that it is clearly visible. This is to say that a Blessed Banner cannot be hidden and must be presented either on the back of a Templar or within their hands.
• A Blessed Banner requires an ST Signature.
• A Blessed Banner’s size cannot exceed that of a standard Minecraft Banner lest approved through a MArt.
• A Blessed Banner must be represented by a standard Minecraft Banner, and in some way include the “Flower Charge” design. The coloring, background, ETC. is left to the Templar’s discretion.
• A Templar may only reap the benefits of their own blessed banner. This is to say that Templars cannot “loan” it to one another.
• A Templar may only create and wield one Blessed Banner. Though the ability may be changed, doing so results in a [1] OOC week cooldown. Further, changing Blessed Banners necessitates a new banner, new blood and a new imbuing process.
• In the event that a Templar wishes to anchor a Blessed Banner’s AOE abilities to a specific area, they may do so, following activation, by securing it into the ground.
• A Blessed Banner may be destroyed via Auric Oil submersion, total Burning, and total Shredding, ETC. This is to say that if the Banner is reasonably no longer identifiable, it is destroyed. Further, Thanhium and Null Arcana may disrupt the abilities of Blessed Banners provided that they strike the Banner or the Templar.
[T5] BLESSED BANNER: INDOMITABLE BANNER
The Indomitable Banner is most often wielded by Templars who wish to inspire others to oppose the forces of darkness. The Indomitable Banner thus proves its utility by endowing those about the Templar’s vicinity with a boon of courage, as well as staying the curses of fear magic.
SpoilerMECHANICS:
Indomitable Banner’s ability requires [2] Emotes to cast: The First requires a Templar to raise the Blessed Banner into the air, and the Second to recite a litany pertaining to courage. This ability lasts [10] Emotes.
Upon activation, an unobtrusive border of white flame would range out in [5] Block radius from the Indomitable Banner. Uncorrupted beings within this [5] Block radius will find themselves adopting the passive ability of “Emboldened”, providing unto them an immunity to fear magics and a desire to meet challenges head on. This enchantment may be cast a maximum of ONCE per combat scenario.
REDLINES:
• All redlines pertaining to “Emboldened” apply.
• All redlines pertaining to “Blessed Banners” apply.
• The Indomitable Banner affects only Descendant Races: Humans, Orcs, Elves and Dwarves. This affect is additionally OPTIONAL, and players within the radius may choose to resist the effect.
• Dark CAs CURRENTLY unaffected include: Nephilim, Frost Witches, Inferi + Naztherak and Undead [Dark-Stalkers + Liches]. New Dark CAs accepted in the future will be included on this list, at the ST’s discretion.
[T5] BLESSED BANNER: VALIANT BANNER
The Valiant Banner is most often wielded by Templars who quest alone, and who wish to enhance their combative prowess. The Valiant Banner thus proves its utility by providing the means to cast an additional spell for each of the Templar’s abilities.
SpoilerMECHANICS:
Valiant Banner requires [2] Emotes to cast: The First requires a Templar to raise the Blessed Banner into the air, and the Second to recite a litany pertaining to willpower.
Upon activation, the Templar will be endowed with an extra charge for each of their abilities until the end of the combat encounter. This enchantment may be cast a maximum of ONCE per combat scenario.
REDLINES:
• All Redlines pertaining to “Blessed Banners” apply.
• The Valiant Banner will not remedy fatigue and will ONLY enable a Templar to use each of their abilities an additional time.
• The Valiant Banner’s effect does not apply to “Second Chance.”
[T5] BLESSED BANNER: RADIANT BANNER
The Radiant Banner is most often wielded by Templars who wish to delve into the darkest of dungeons and the deepest of depths. The Radiant Banner thus proves its utility by illuminating the immediate area of a Templar and their allies, as well as warding away dark obscurants a single time.
SpoilerMECHANICS:
Radiant Banner requires [2] Emotes to cast: The First requires a Templar to raise the Blessed Banner into the air, and the Second to recite a litany pertaining towards light.
Upon activation, an unobtrusive border of white flame would range out in [5] Block radius from the Radiant Banner. Within that [5] Block Radius, the area becomes brightly illuminated until the end of the RP scenario. Further, Radiant Banner is capable of clearing dark hazes, such as Deadbreath, for a total of [5] emotes a single time per combat encounter. This enchantment may be cast a maximum of ONCE per combat scenario.
REDLINES:
• All Redlines pertaining to “Blessed Banners” apply.
• The Radiant Banner cannot be used to blind others.
• The Radiant Banner can be used, at maximum, a single time to ward away Dark Hazes originating from Dark Magic, such as Deadbreath. This ability does not apply to Smoke Whispers or Voidal Obscurants.
The ferocious frenzy of Malchediael’s mind is not isolated to the Aengul of Courage. Per the nature of the soul’s fiery tether, the madness wrought upon by Jophiael too chips away at the mind of a Templar. Were a Templar to be placed in a critical physical state, they will be left vulnerable to this mental affliction go BERSERK.
The Templar will be subject to a state of FIGHT over flight as their mind irrationally reaches the conclusion that anyone and everything is out to devour them. Normal citizens will appear as hungering demons from the depths of nightmare, and simple buildings as a prison that would entrap them. The mind deems only one path of survival: to destroy everything in the Templar’s path.
As a result, the Templar will begin to lash out at everything and everyone around them with pure intent to kill. Always focused upon the nearest target, the frothing Templar will make no distinction between ally or foe as they wish to vanquish their perceived enemies. The only light amidst the darkness would be that of a fellow Templar, who will appear as a comrade.
Alas, any attempt at reasoning by this comrade would fall on deaf ears as the afflicted Templar retains their manic state. The only remedy is thus to slay, knock-out or, if possible, pacify the Templar through the use of magic. A Templar themselves is capable of utilizing a Brazen Bonfire outside of a combative encounter to reset their damage counter and subdue the maddening effects of Jophiael's Touch.
SpoilerMECHANICS:
To achieve the Touch of Jophiael’s state of madness, a Templar must receive either [5] Minor Wounds, [3] Moderate Wounds or [1] Major Wounds amidst a CRP scenario. Additionally, given Malchediael's relation to Iblees and Corruption, [3] Malflame Burns are capable of instigating the Touch of Jophiael. It is noted that each tier of wound does not stack or add to the other, and thus a Templar could remain sane with, for example, one moderate wound and two minor wounds.
Minor Wounds: Scrapes, Bruises and Lacerations.
Moderate Wounds: Broken Bones and Punctures.
Major Wounds: Impalement, Dismemberment and Mutilation.• The Touch of Jophiael is a Templar’s achilles heel, and thus cannot be mitigated or ignored during any situation.
• The Touch of Jophiael, once activated, may only be disabled via a Templar’s death, being rendered unconscious, or through the use of external calming magics. The Templar afflicted with madness CANNOT remedy themself unless utilizing a Brazen Bonfire outside of combat.
• Mutilation consists of eye gouging, appendage shredding, nose ripping, ETC. Effectively excessive torture.
• Impalement constitutes a truly heavy puncture, I.E. a weapon penetrating through one’s body and/or hitting vital organs. Be smart, not cheesy.
• In the event that a Templar is hit with a Blasting Potion, or some other object that inflicts multiple lacerations per its effect, it will count as a single wound with respect to its severity for the sake of balance.
Templars are capable of achieving feats of great heroism, but also of terrible horror. Should a Brother Templar be led astray from a virtuous or courageous path, a Master Templar may invoke Victor’s Justice as a means of severing the tether between Malchediael and the Templar in question.
Upon the invocation, two Templars - the Accuser and the Accused - will enter an enclosed arena of combat, the arena’s area marked by a barrier of swirling white flame. A duel commences between the two; the Accused determines the means of combat and the Accuser determines the weapon that shall be used. Should either party achieve victory, the Victor will be able to cleave at the soul of their fallen enemy, severing the connection. This severance may be a temporary period of two years [2 OOC Weeks] or entirely. A Templar would be wise to treat their opponent with honor, however, for execution within this ring is an egregious, albeit legal taboo.
Should a Templar’s blessing be stripped in such a manner, they will become overridden with a sheepish dread, lacking the motivation to protect themselves and fight back for a duration of one year [1 OOC Week].
Spoiler• Victor's Justice may only be invoked by a T5 Templar in an area suitable for a fair duel, such as an arena, flat field, city square, ETC. The location of the duel may take place anywhere provided that both parties agree OOC.
• Victor’s Justice encompasses an [15x15] Block area and will only allow for the dueling Templars to remain within. Any outsider who would attempt to bypass the barrier through physical or magical means will find no success. The barrier will subside after the victorious Templar determines the method of severance.
• If the Blessing of Malchediael is suppressed temporarily, it will remain inactive for a period of [2] OOC weeks and must be noted on the Templar’s MA.
• In the event that a participant has to leave for OOC purposes, the duel must be rescheduled and recommenced lest they automatically forfeit.
• The Challenged may not decide upon a means of combat that is gimmicky, I.E. “Guess what I’m thinking of!”. It is intended that the method of the duel be something akin to a Joust, a Melee, or some other combative challenge. Should both parties agree to OOC, the duel may be of any medium (even Yu-Gi-Oh!).
• The Challenger will decide the weapons used for the combative challenge, and both parties will engage in battle with identical loadouts of a mundane variety. This is to say that the accuser cannot say “Carbarum Swords”, given the rarity of the material. Should both parties agree to OOC, custom and differentiated kits may be utilized.
• All invocations of Victors Justice must be performed in person, not via forums, letters or radiant rumination.
• In the event the challenged outright refuses the duel or attempts to delay beyond a 1 OOC week period, it will result in an automatic forfeiture and victory for the Challenger. It is noted duels may only be delayed for pressing IRL matters - don’t be cheesy.
• Should the challenged be victorious, they cannot be challenged again for a period of 2 OOC weeks. Abuse of this system to receive challenge invulnerability will result in automatic disconnection.TIER ONE [Weeks 0-1]
The Templar feels Emboldened and may harness their burning and courageous aura to emit light. The newly ordained is subject to pain and the lingering Touch of Jophiael.
TIER TWO [Week 2]
The Templar is able to evoke their courageous aura as a flash of burning light, and manipulate fire to depict the legends they wish to orate.
TIER THREE [Week 4]
The Templar discovers that their weapon becomes enwreathed with Holy Fire and that they can recall it to their hands. They also learn to communicate with other Templars via manipulated flame.
TIER FOUR [Week 8]
The Templar learns to imbue their instruments of war for defense with their holy courage, and how to repurpose and purify the severed heads of slain monsters.
TIER FIVE [Week 12]
The Templar learns to evoke their holy courage for a vigorous attack, as well as how to manipulate the flame for the purposes of healing. Too does a Templar finally become eligible for crafting a Blessed Banner of their own, as well as learning the means to pass on the Blessing of Malchediael.
PURPOSE
Templarism since its initial implementation, has gone through a series of growing pains. Originally a meager and flavorful buff to the adventuring archetype, Templarism has since blossomed into a Holy Magic of its own niche - that of the Holy Crusader, and is hosted by a community of healthy size. It is the intent of this rewrite to provide unto the Templars of current, and the future, a depth of roleplay by providing a better aesthetic, reworking clunky abilities, and providing a significant drawback in the form of “The Touch of Jophiael”. I have opted for the “White Fire '' aesthetic; it serves as an interesting and subtle tie-in to the Iblees and Naztherak.
CITATIONS:
CREDITS:
➙ Chase for the original lore - It’s based.
➙ Zarsies/Matt for the backfaced Celestine post - It's based.
➙ Shady for peer review/ideas.
➙ Wowj for peer review/ideas.
➙ FunTzu for peer review/ideas.
➙ xMuted for peer review.
➙ MalchediaelVult for peer review.
➙ Dingo for clarifying things with Malchediael.
CHANGELOG:
Spoiler4th of December, 2023 -
Dauntless Charge added to Main Lore and Guide.
- Blessed Banner: Added a 5 emote period where a Templar can smear the blood/ectoplasm of an enemy onto their banner.
- Blessed Banner: Clarified that they required ST Signature. This was an oopsie to omit in the first place...
ST FEEDBACK CHANGELOG:
- Clarified that knowing the connection ritual would require an update to an MA unless a Templar already has a TA.
- EMBOLDENED: Clarified that parting with one's weapon willfully (such as forfeiture) will result in the same degree of shame as cowardice.
- ENTHRALLING RECOUNT: Added the redline "The Flames are a purely visual depiction of events, and specific details within the fire are left vague as to prevent Metagame."
- FERVENT FLARE: Clarified that Deadbreath cannot be outright "cleared" unless the Templar is T4 or higher, and that Fervent Flare instead makes standard Dark Hazes more transparent as to permit the other debilitating effects of the Dark Haze.
- FURIOUS FLAME: Clarified that willfully disarming yourself or changing a weapon will result in Furious Flame's termination. Also clarified that, in the event of Disarming, the spell "Bound Armament" ensures that Furious Flame remains active. Added the ability to utilize the resummoning mechanic of Furious Flame to imbue a SECOND weapon after [5] emotes for the sake of dual wielding (not shields!).
- Radiant Rumination: Clarified that a Templar has to cast the spell on the receiving end as well to receive the message.
- TROPHY: Added the redline "Trophy's imbuement will rob the Trophy of its personable features. This is to say that players cannot metagame the identity of the source of the Trophy under normal circumstances. In the event a Dark CA wishes to PK after being slain, they may consent to having their harvested Trophy retain their character's identifiable features. Please do not attempt to pressure Dark CAs into PKing."
- VIGOROUS BLOW: Clarified that Vigorous Blow's projected wave can only strike 3 targets at any given time, and that obstructions can tank the attack to protect people behind it.
- BRAZEN BONFIRE: Clarified that a temporary Bonfire will extinguish should a Templar engage in combat. Also clarified that Disruption can constitute any means of extinguishing a flame, I.E. smothering and so on. Additionally clarified that Brazen Bonfire will subside the effects of Touch of Jophiael outside of combat, and clarified that while in the presence of Voidal Tears or Hollows, a Brazen Bonfire cannot be made.
- BLESSED BANNERS: Clarified how one may destroy and disrupt a Blessed Banner. With regards to Indomitable Banner, also included a Redline which permits people to resist the courageous boon offered.
- TOUCH OF JOPHIAEL: Added a Weakness to Malflame where [3] Maflame burns will instigate Jophiael's Touch. Clarified that, outside of combat, a Templar may use a Brazen Bonfire to reset the damage counter and deactivate the maddening effects of Touch of Jophiael. Clarified that B-Pots cannot auto put someone in Touch of Jophiael by virtue of concussive damage + numerous glass shards.41 -
22 hours ago, Tabby64 said:
When do you think you will quit lotc?
When it no longer is interesting to me. As it stands it’s a fun creative outlet; should it no longer serve that role I’d walk away.
20 hours ago, Borin said:How much has lotc decreased your braincells?
How detrimental has lotc been to your physical and mental being?
LOTC is the reason I flew by in college, it gave me the writing skills I needed for success!
Otherwise LOTC had definitely stunted my social growth by providing an intangible illusion of comradery. When you don’t have interest interacting with people outside of the game you don’t tend to take care of yourself much. It’s an issue I’ve been tackling with great effort.
15 hours ago, DahStalker said:What's your favorite food item
What's your most notable memory of me that you recall
Have I gotten better or more evil over the years
Who would eat more chicken nuggets; you or shady
Are you content w/ your lifestyle nowadays and your balance of lotc w it
Pasta
When you blew up the OSL
Better
Me, easily
Yes, though I wish I had more energy to be creative when I do log on.
6 hours ago, TeawithFrisket said:Least Favorite lore to read and why?
You been here for 10 years. From the time of being a normal player to being a fairly well known Lore staff member, how has it been affecting your view upon the lore of this server. It’s evolution and creations?
As a Story member who deals with a lot of lore or events, what is some advice for both new and mid game players would you give about them creating lore or going into an event?
I answered a similar question before. The setting interests me more than any ability or super power set. I like reading lore on the realms and how the universe of LOTC works because it shows me what potential stuff can be done. In truth, I don’t care much for implementing head canon I just like discovering story avenues.
In my 10 years I’ve spent 8 being a toxic PvP/Nation goon. Lore is fresh to me because it isn’t about beating the other side but having good archetypes and story for the best setting we can have. I find the second part to this question more interesting though because, as a relative outsider to lore, I use to always perceive lore as something cringebags cared about and hoarded because they wanted to power trip. I have also not forgotten the big LT push in 2016 to say that the Creator was dead as to spite Human RPers. Since then, the recent administrations of Dingo and Squak have done really good in making lore coherent and tangible. There’s a lot of potential and it’s way more fun to me now than it used to be.
My advice for events is to take it seriously and to stop quipping; it isn’t fun for the ET who is trying to build a story only to have it griefed by Reddit posters. It’s more fun to me to use my head, take hits, and occasionally lose if my strategy was terrible. As for writing, try and build on pre existing concepts rather than create new OC. LOTCs strength is its history and there are old story beats that can be updated and made fresh. For instance, instead of writing a new niche German Culture, the Minitizers have done a great job of adding their flare to the old waldenian culture and history.
3 -
3 hours ago, Lojo613 said:
Can I have templarism?
Where does name Zhulik come from?
Where does name Islamadon come from?
Favorite lector?
Favorite Oyashiman?
Favorite Anime?
Favorite wowj moment?
Least favorite Lore?
No
When I was a noob in Runescape I wanted to be edgy and the username "Rogue" was taken, so I looked up Rogue in Russian.
A certain online song.
Wowj
Milksoda
Naruto
When he spoke for the first time
Xionism2 hours ago, Mordhaund said:What do you think are some moments or fuckups that happened with the Lectorate that are memorable to you that you might regret, and, if you had the chance to turn back time, would change?
How do you feel about Elliott Smith?
What was your favourite social media application from back in the day on LOTC? Teamspeak, Skype, Discord? (maybe some more I'm forgetting about). If you had the chance to somehow force everyone to use one application to communicate on LOTC, what would you choose out of those options, and why?
What's your opinion on the Canonist Church over the last couple of years and how it's changed over time?If you had the choice to bring back 5 people that've since left LOTC to play with one final time (your map, setting and event of choice), who would you bring back, what would you do, and why?
Considering your opinions on the old Varg Lore and the community itself, what is your opinion on the new lore versus the old (if you've read it)?
I regret encouraging the Lectors to spread Alchemy so willy-nilly. It has since diluted the feat and I think the damage may be irreparable.
I don't know who Elliot Smith is.
I have very fond memories of Teamspeak, but it was definitely prone to IP snatching. I don't think any media application can rival teamspeak's 100 man rallies with ear-blasting soundboards and screamers screaming. Discord isn't the same, too orderly. I don't want to force anyone to use any specific application, 🤷♂️.
I think the Canonist Church lost all of its soul by repeating the same thing over and over again. There are so many avenues to explore with Canonism - Raevir Orthodoxy, Horen Traditionalism, Godfreyism, ETC. But the Church is content to just sit around and repeat the same dogma they have for the past seven years. I would say the reason the Lectors were successful was because it was a new take and we emphasized ritual over politics and status.
I wouldn't ask any person who has left to come back, since they're free... But I would use this hypothetical to summon an IRL friend of mine that disappeared!
I have not read old or new varg lore in any substantive amount... I didn't mind vargs, but I wish they embraced lycanthropy a bit more.
1 hour ago, creamynoteblock said:top five pie flavors
1. apple
2. cream
3. ???
4. ???
5. ???46 minutes ago, flexMate said:Favorite Albanian?
Don't know any Albanians.
29 minutes ago, megavolter said:Are you the zodiac killer?
I'm not sure
3 -
4 minutes ago, warlord of filth said:
#1 fav beatles song start to finish
if you could go back in time and change one LoTC historical event, what would you change and how do you think it’d change the server in character?
favorite Morrowind moment / quest?
if you had full creative control over the greater narrative of the server, what is something you would introduce or an eventline you would start?
fav memory w/ me :3
Too many are great start to finish. I have a guilty pleasure in “Cry Baby Cry” and the Abbey Road medley.
I would have coup’d after Mog’s abdication in Axios and destroyed the empire in glorious all-or-nothing civil war with Haense as opposed to the cringe Courland coalition. Maybe it would have culled the Imperial Restoration trend and, if successful, maybe the Fifth Empire could have survived.
Best Morrowind moment was robbing all of the House vaults and breaking the Enchantment system.
If I was in Squaks shoes I’d have Yeu Rthulu die and crash on the material plane a la Meztili EARLY ON. Then, in order to feast on the God shard, I’d have practically every Aengudaemon go into action in some capacity for a RuneScape tier God War with rabid factionalism in the street and battles between the Godless, Holies and Evil.
The shadow hours…
3 -
8 minutes ago, Ramon said:
of all characters you've played, which ones do you consider the most memorable and why?
whts it feel like being a boomer?
I think, objectively, my character with the biggest historical impact was Leopold. As for my personal favorite, it would be my Lector man; I enjoyed exploring the lore side if the server and staying out of politics.
Boomerhood doesn’t really mean anything… Just replace school with work and embrace your sense of “everything is worse than x”.
3 -
5 minutes ago, Diogen said:
being around for 10 years, you pretty much grew up with this server. in what ways has lotc affected you in regards to your growth as a person, and is it positive?
also whats ur taste in music
LOTC, for a kid who had no friends, provided a sense of community and an avenue to feel worthwhile. That said, in the old days, the greater communities I found myself accepted in often justified terrible behaviors such as Doxxing, DDOS'ing, and everything else you could imagine. In time, after coughing a few bans, I would like to think I was able to mature and found the need to stop fronting in order to feel welcome. The benefits, I would say, was that the toxicity I was around gave me a thick skin, but I do think without it I could have matured as a person far quicker. Also the server is genuinely unhealthy - I fear that many people probably take it way too seriously instead of a hobby, and it's bad. As for music - Classic Rock & Roll (50-90s); I possess a stupid degree of knowledge about this era.
2 minutes ago, Poor_Fellow said:What is your favorite LotC moment?
What is your favorite map?
What is your favorite lore piece?What is the Lector community up to now?
Favorite LOTC Moment was probably when the OSL managed to trick a raiding Raevir rally of ~50 into our fortress and then surprising them as our dining hall changed into a death tra (with the help of a few pistons) and lava melted them. The instant they realized that the nut they were so happy to have cracked wasn't cracked at all was very satisfying...
Anthos was my favorite map. The size, the variety in terrain, the Soul and just everything about it I loved. I think more maps should've had a Frozen North tier event zone where players could explore and get owned by the event team. I might just have rose tinted goggles though since it was the first.
My favorite Lore Piece is hard to say because I truly dislike what others would consider to be "Lore Pieces". Magics and CAs are just rulesets for people to powertrip, IMO, and they don't actually add anything to server lore beyond a contract for people to powergame within certain bounds. I would say, then, I like lore pieces pertaining to the cosmos and greater universe because that's where the meat of creativity is. I've been working on compiling all the cosmos pieces, it's very interesting to me. If you want a feat or magic - Arcane Displacement.
Lectors are boomers now. We decided to end the Lectors because we felt we explored everything we could and everything beyond that point would have been milking a dead horse and perpetuating a feat stack mentality. We lost what made us characters and instead we became a group where noobs could ask for Feats and we could lecture them on 1000 things. It was boring. Now, we just do whatever we want. Shady and I personally do Japanese style RP because anime posting is hilarious.
4 minutes ago, Ropceek said:Which st event was your favourite?
I loved the whole Anthos Setherien event line where we could explore a vast and unexplored Northern Waste (beyond the wall in GoT) while being hunted down by ET and GMs. The cherry ontop of Griff killing Setherien in the PVE event was also peak. I like events that feel like life or death instead of a long and drawn out dungeon crawl with no real stakes.
6 -
I think AMAs are cringe but I doubt I'm going to make it to 2033...
Ask anything. I reserve the right to deem a question as cringe or weird and ignore it.15 -
The entire reason weakness was given to enchants is because people were stacking 5+ voidal items in full plate and basically just being a voidal mage without having Kani or Arcane Scion. It was a work around and, in an ironic twist, people who could stack enchantments became better voidal mages in CRP than voidal mages themselves. Not only would these enchants grant powerful spells (the only spells really required tbf), they could save slots for other magics with 0 drawbacks. Now if you wish to use a voidal spell enchantment there's a cost that makes stacking less viable.
4 -
I think that, given the effect is practically just an expedited extraction, that this could be a common recipe. I actually like and encourage people to develop alchemical lore based upon the alchemical legends. I think it could actually help players to engage in a mentality shift with alchemy, to stop simplistic bomb creation and instead attempt to innovate again and/or actually provide some explanation for symbol production. I would like to see vats of Leo Viridis in laboratories.
Currently, Alchemy is in a "Tragedy Of The Commons" state where there is absolutely no drawback to skipping symbol extraction - everyone does it, and it becomes IRRATIONAL to actually RP out extraction given the time consumption and boring RP. I would hope you reconsider having this be a rare recipe but if you'd prefer it to be niche and esoteric, that's your prerogative.
10 -
omg teach me please
1 -
Haganeki 鋼木 - The Iron Sakura
HAGANEKI [RAW]
A relative of the Ikurnamon tree, Haganeki is the result of the hybrid pollination between the Cherry Blossoms of Aevos and that of Elvish Ironwood. As a result, the Haganeki Tree has adopted characteristics of both parent pollinizers. Its pale, pinkish-gray trunk and branches are typically wavy, twisted and intertwined much like that of a standard Ikurnamon. The primary difference to the naked eye lies in the canopy of the tree in that, depending on the season, the Haganeki will blossom with vibrant flora of varying colors ranging from pink (spring), green (summer), reddish-orange (autumn) and white (winter). In further contrast, Haganeki welcomes both shade and plenty of water as it enables its vibrant flora to remain healthy and protected from withering.
Were Haganeki to be collected in the form of logs or sticks, it would maintain that pale, pinkish-gray hue and feel both soft and waxy. Resistant to flame due to its moisture, Haganeki is not an ideal source of fuel for flame. Incendiaries placed upon the Hagakeni would instead catch alight for a few moments before pittering out as a plume of smoke.
APPLICATIONS [RAW]
In its base form, Haganeki could be planted to act as decoration about an arboretum, settlement or property. Otherwise, this wood can be used as any other high-moisture, soft and waxy wood might.
This said, the pedals of a Haganeki tree may still be considered useful. Possessing a tranquil and jasmine-like flavor, the pedals of a Haganeki’s blossom may be brewed into a tea. When consumed, the tea would endow a sense of focus and clarity of mind to its drinker. Because of such, it may prove to be a delicious and refreshing addition to any barkeep’s stock.
RED LINES [RAW]
1. Raw Haganeki is soft, waxy and possesses a high moisture content. For this reason Haganeki cannot be used as fuel and would require means beyond a mere flint and steel or torch to set alight for arson.
2. This is simply wood. It cannot be used for things standard wood cannot.
HARVESTING METHOD
Haganeki can be harvested in a manner akin to any other tree. An axe, saw or other cutting device can easily render the tree into a stump and thus its wood may be collected. Those with the intent to continually harvest may find success in instead pruning branches selectively, akin to a bonsai, to both maintain the beauty of the tree as well as to collect its severed branches. It is worth noting that, due to the soft nature of the wood, the process of cutting is generally an easier task.
DESCRIPTION: A gray log which possessed a slightly pink hue. Seemingly waxy to the touch, one would find it a very easy material to whittle due to its soft and flexible nature. Too was the log seemingly resistant to flame, perhaps a testament to the wood’s high moisture content. One can only imagine the potential that this timber holds.
TREATED HAGANEKI [REFINED]
Reinforced Haganeki, though being granted the endurance of ferrum by virtue of a lacquer-like coating, retains the flexibility of what could be expected of wood at the cost of remaining perpetually dull. Smooth and glossy in its refined state, Reinforced Haganeki can be stained with the hues of whatever dye or flora is added during its treatment.
APPLICATIONS [REFINED]
Reinforced Haganeki enables craftsmen and carpenters to create woodworks of many varying colors while also ensuring its longevity. More importantly, Reinforced Haganeki is well sought after for the creation of bows, training weapons and other wood-based tools. In combat, Treated Haganeki would be able to resist the bite of weapons similar to that of
It is once more noted that Reinforced Haganeki remains perpetually dull due to the softness of its raw form and that, no matter how hard one attempts, it cannot be sharpened through magical or mundane means.
REDLINES [REFINED]
1. Reinforced Haganeki possesses the endurance of Ferrum and the flexibility of standard wood. Thus, Haganeki can both bend and resist attacks from most weapons. This is to say that wear becomes noticeable when clashing with tools possessing a strength greater than steel.
2. Reinforced Haganeki is perpetually dull and no means of magical or mundane methods will result in a sharpened product.
3. Treated Haganeki, much like its Ikurnamon counterpart, possesses a weight approximately ¾ that of Iron.
4. Reinforced Haganeki, due to its flexible state, is compatible with that of Kani with regards to tools up to 5 pounds. Resonance cannot be achieved with Haganeki armor (plate, chain, etc.) due to armor’s density, weight and thickness. This is also to say that heavy two-handed weapons such as greatswords, axes, clubs, etc. cannot be used to achieve resonance. It is also noted that attempting to mix-and-match woods to reduce weight will also result in resonance not being achieved by virtue of varying density.
5. Tempered Haganeki does NOT require an ST Signature.
REFINING TECHNIQUE
Much like Ikurnamon, raw Haganeki can be strengthened into its reinforced state through a process of carving, heating and botanical treatment.
First, the bark of the Haganeki must be stripped to enable the innards of the timber to soak up the fluids of the eventual botanical treatment as well as to receive the colors of any applied dye. Stripping is also required in order to permit the wood to heat correctly given its waxy, high-moisture bark.
Once stripped, the wood-worker must carve the Haganeki into whatever form is sought. Unlike its Ikurnamon cousin, Haganeki will not shrink during the process of treatment and thus can be handled in a 1:1 ratio. It is imperative that the craftsman carve inlays, etching, inscriptions and other designs at this stage prior to heating lest it be too brittle or hard to work with.
Haganeki is then brought to a smoker for five hours whereby it will begin to bask about in the fumes of burning wood, the type of which does not matter. The smoke will gradually dry the Haganeki and reduce its moisture content. It is worth noting that simply exposing Haganeki to flame will result in the wood burning away. Further, attempting to dry stripped material in sunlight will not affect its core and thus cause a failure in further treatment.
Once the moisture of the Haganeki is removed from the smoking, it may be cooled and prepared for botanical soaking. The wood-worker can make this treatment by mixing a base of Amberiddle Sap with Distilled Water. Once fluid, the craftsman may add ground Jailor’s Moss, Blood Lotus, Aqua Nymph and Elf’s Hair vine to the solution. One may also choose to add a dye at this point in the process. Finally, The Haganeki is soaked in an airtight container for a period of one week as the herbs rehydrate and bind with the wood.
At this point, the Haganeki adopts a lacquer-like texture and becomes resistant to both flame and rot. The wood itself would adopt the endurance of ferrum, albeit with the bend of standard wood. It is noted that once reinforced through the refinement process, Haganeki cannot be dehydrated and worked upon again lest the wood crack and turn to splinters.
REFINING REDLINES
1. For the process of drying, Haganeki cannot be set ablaze with fire lest it burn away. Haganeki is also unable to be dried via a sunbathing session. The most effective way is to smoke the material over a period of a period of five hours.
2. A solution containing a water infused Amberiddle base and the added ground herbs of Jailor’s Moss, Blood Lotus, Aqua Nymph and Elf’s Hair vine is required to strengthen the material.
3. Though dyes can be added, other ground herbs with properties will not endow their effects onto the product without sabotaging the reinforcement. In this vein, the addition of Athin, Paddfoot, etc. into the solution will only serve to ruin the strengthening process.
4. Due to the nature of the strengthening process, attempting to add other botanical treatments after the fact (I.E. Paddfoot for silencing) will result in failure as the wood’s internal structure remains unaffected and its glossy exterior repels further treatment.
5. The process for refining Haganeki is considered to be COMMON KNOWLEDGE. Do not use this to metagame the process for standard Ikurnamon.
CITATION: https://www.lordofthecraft.net/forums/topic/193681-✓-world-lore-ikurnamon-elven-ironwood/
18 -
KINGSTONE
KINGSTONE (RAW)
An extraordinarily dense stalagmite located in the depths of Aevos, Kingstone is matte-gray in hue yet possesses streaks of varying values which stretch throughout the material. At first glance, the mineral would be unsuspecting as it seemingly blends in with any stalagmite cluster that one might come across. However, upon interaction, one would soon be able to realize that it possesses the strength and durability of ferrum, albeit with 1.5x the weight.
Kingstone can be found in the deepest bowels of the earth, most commonly nestled amidst lengthy caverns or within the centers of mountains. Though uncommon, Kingstone can also be uncovered amidst ruins in a processed form, most likely the result of ancient handiwork.
APPLICATIONS (RAW)
Kingstone is quite simply a stone that possesses the strength of ferrum. Without the labors of a craftsman, this mineral may be used in any other way a rock might, albeit with greater durability. In this sense, Kingstone in its unprocessed state could be strapped to sticks to make makeshift primitive tools which could strike away at mundane minerals and bark with ease.
REDLINES (RAW)
1. Refined Kingstone possesses the strength of ferrum and 1.5x its weight. Though it can be used for tools in its raw state, one must take into account the added weight and potential hindrance of such.
HARVESTING METHOD
The method of harvesting Kingstone is a simple yet laborious task wherein the stalagmite is separated from larger chunks of mundane rock (granite, andesite, etc.) via the crushing of its surroundings. One may choose to penetrate the surrounding stone with the more accurate pickaxe, though it may result in a lengthier harvest. Striking at the mineral directly will only yield results if one uses a tool possessing a strength greater than that of steel.
DESCRIPTION: A matte-gray chunk of stone which exhibits streaks of varied value across its surface. Possessing the strength of ferrum, Kingstone has been widely used by the primitives of Aevos as a means of producing tools without the need of a forge. Dense and heavy, this stone would resist much trauma albeit would begin to shatter and crumble if struck by tools greater than steel in strength.
HARVESTING REDLINES
1. Kingstone, in its natural clusters, would produce quantities comparable to that of a standard stalagmite.
2. Kingstone can only be chipped and/or shattered directly should one use a tool possessing strength greater than steel. Using tools of steel strength (or less) would render no discernible effect, given that it would be similar to striking a solid block of iron.
KINGSTONE (REFINED)
Kingstone, if refined, would retain the durability of ferrum and is simply distinguished from its raw counterpart via its form and shape. Dependent upon the refinement technique, Kingstone which had been ground would retain the streaks of its natural counterpart whereas Kingstone that had been casted would become entirely a matte-gray.
APPLICATIONS (REFINED)
As a result of refinement, this variant of Kingstone may be sharpened and shaped into an ergonomic form for more advanced tools, weaponry, armor and even jewelry. Ultimately the limit of the uses for refined kingstone lies in the creativity of the artisan, and merely acts as an alternative for base ferrum.
RED LINES (REFINED)
1. Due to its stoney composition, Refined Kingstone is unable to bend and can snap and crumble if enough force is applied. This is primarily intended for ET discretion.
2. Refined Kingstone is unable to be used for golemancy limbs and golems themselves. This is due to the material being too hard for sigils to properly transfer energy.
3. Refined Kingstone possesses the strength of ferrum and 1.5x its weight - the same as its raw counterpart. This means that though it can be used for armor, one must take into account the added weight and potential hindrance of such.
4. Refined Kingstone may be chipped and/or shattered directly should one use a tool possessing strength greater than steel. This is not to say that Kingstone is invulnerable to anything weaker than or equal to steel, but that it would behave as standard iron armor and tools up to that point.
5. Refined Kingstone does NOT require an ST signature.
REFINING TECHNIQUE
Possessing two methods of refinement, Kingstone may adopt new forms either through the gradual grinding of its surface by materials greater or equal to that of steel, or by rendering it into a magmatic state for casting.
With regards to grinding, a Kingstone stalagmite may be harvested and then ground away over a lengthy period of time with tools greater than or equal to steel. Doing such would require the stonemason to utilize a delicate touch lest the piece be irrevocably scarred by careless technique.
With regards to casting, Kingstone may be brought to the heat of a forge and rendered into a viscous magma whereby it can be poured into casts to expedite fabrication. Careful tapping of the mold is required to remove any air pockets in order to ensure the strength of the material. The drawback in casting, however, is that the material will lose its aesthetic streaks in favor of a completely matte-gray product.
REFINING REDLINES
1. Kingstone is nonmagnetic and is thus unable to be alloyed with other metals. Though inlays and inscriptions of other materials are permitted, such is purely cosmetic and in no way affects the strength of Kingstone.
2. Kingstone is naturally resistant to heat and in order to render it into a magmatic state, only the heat generated from a forge’s fire (or greater) would suffice.
3. Opting to cast Kingstone will result in the material losing its aesthetic streaks of varied value.
4. The process for refinement is considered COMMON KNOWLEDGE.
CREDIT: Norgeth_ had the idea!
14 -
DANZEN’S INFERNO
An Account of Otherworldly Expedition
3 Mensis Tobialis, 2A 131
I am a religious man. Like my brother Lectors before me, I have always strived to maintain my virtue and to spread the word of KAMISAMA to the most desolate of lands. For decades I thrived with the purpose given to me - to lead my brothers and to collect knowledge. The Lectors and I spread what we had learned, and the world was changed for the better, or for worse. Regardless, many of my comrades perished or faded into obscurity. When the Lectors officially dissolved, my purpose became but a leaf drifting in the wind.
In the years following the dissolution, I became isolated. I had witnessed a lifetime’s worth of acquaintances turn to vice, and I had lost faith in my fellow man. I reached the conclusion that the maintenance of one’s own virtue was more valuable than extending a helping hand. I had incorrectly believed that participation in ANYTHING would benefit some greater evil.
Fate is gravity. Even though we may leap towards the heavens, we are ultimately pulled back towards the earth. The thread of fate is no different; we may try to defy it, but our end remains the absolute end. Only KAMISAMA possesses the foresight to truly understand predestination.
Despite this, a year or so ago this day a being from the stars delivered unto me the means to continue the greater quest of the Lectorate - the acquisition of knowledge. Though not an Aengul, this being spoke truly and harshly. I longed for purpose, yet rejected the calls of others. In my hubris, I had believed that I already understood my fate and destiny - but with this simple fraying of the thread, my future was changed forever.
With a coin toss and a thunderous crack, I was home no longer. Though I now know it to be an instant, this single step felt like days. I awoke upon a jagged outcrop; the skies were black as ash and the air lingered with an acrid scent - brimstone.
Where had I gone, and how could I return? Seeking these answers and believing that height would grant a vantage point, I ventured forth towards a range of hills possessing many holes through a lowland of crimson bones. Smoke billowed from natural vents and, as I approached, I could see what appeared to be men. Yet, they stood still - ever so still.
Ever closer, I came to know why they were as stone. Bound in chains, these desolate souls were pinned to a Lorraine and weeping in agony. Besides them, yokai howled and cackled with madness as they peeled flesh and crackled bones. I can only speculate as to the severity and length to which they suffered. I squatted in prayer, and to plan.
Yet, as if cosmically aligned, my presence seemed to coincide with the awakening of the hills. Their pits no longer belched ash, but instead were adorned with the glow of a thousand red eyes. In but an instant the skies were swallowed by a sea of beasts who swept down and devoured the offerings. At that moment I had realized why the valley was littered with the remains of thousands. Caught amidst a feeding frenzy, I buried myself in the surrounding carnage as horrid screeches resonated throughout the land.
Those who had perished before me likely had loved ones, and no doubt possessed dreams. An entire lifetime snuffed as it became equivalent in worth to a slab of grit tossed to a hound. They suffered in life, but what is suffering? Is it pain, or perhaps loneliness? Is it the dread of anticipation? I believe that suffering is life itself, and all the obstacles that one bumps into before the sweet ascent to the Skies; such was the miracle of Owyn’s Penance. It is for this reason, in death, those men did not suffer.
After what felt like eternity, I emerged from my self-made coffin. The beasts had gone, and all that remained of the fallen was yet more bone for the field. I diverted course and now ventured forth towards the sound of flowing water. By the grace of KAMISAMA I had found it and, parched beyond comprehension, began to suckle at an ice-cold stream. A mistake for as soon as I felt respite, I had drifted to the realm of the subconscious.
Upon awakening I reached the dreaded realization that my belongings had been severed from my person. After a brief search, there was but a singular explanation: I had been the victim of theft. Determined to find this thief, I followed the water’s edge, my visage adorned with my men-yoroi to hide my human nature. In time I came across a silhouette slithering through the depths - a yokai.
It looked like a scorpion, albeit made of wax, and in one hand it bore a lantern of a chilling blue flame. Its stinger whipped about in the water as it emerged to the shore. Gazing down upon me it spoke:
“Yours is not like the others… You were robbed by an Imp of Nem - a foul creature... I saw, but could not move. You arise in the Still of Judgement to cross my River, wherefore?”
Though hesitant, I could not afford to lose this lead. I yielded and conversed briefly with the creature as it ferried me across the frigid waters. It spoke again:
“You shall cross into the land of the dead - but know what you walk into. Your punishment is eternal, and it is noble that you walk into it. You are bound for one of the harshest punishments
Ibleescan bestow. It is a shame you were saved from Heaven.”It queried yet more, unresponsive to my own interrogations. I concluded that the yokai would not answer, yet told it that I was still alive and not a forlorn soul. It replied:
“There must be a particular hatred for thee - to be here before death. I would wish you well, but such things are not possible within Drownedreik.”
Upon disembarking my head swirled with the dread of
Iboku. Had I truly been sent to the bowels of the deceiver’s kingdom? Had I ever truly gone on an adventure, or had I perished in sipping poisoned water? As if compelled, I persisted forth. Perhaps my belongings would confirm as to whether I were a revenant or not.The answer would soon be revealed as I came across a pit of imps. Akin to an Uruk’s camp, these creatures were engorging themselves upon the flesh of fallen men. They cried out for bloodshed and howled with malicious intent as if preparing a warband. Broz'Dak, an Imp who seemed to be their chieftan emerged and addressed his tribe:
“BROZ’DAKZ, Mi haz the key to endless klomp! Mi haz key to land of flezh! Zhomo say so, mi bring to lower circle - BUB DEMON. Burzh Soul. Give Broz’Dakz many klomp, many meat! NUB FIGHT UNTIL BROZ’DAK RETURN!”
As I listened from afar, I came to realize that this demonic creature of Krug had had on him my belongings; perhaps he sought to bring proof to the Demon he had spoken of. In a bout of good fortune, he left the camp by his lonesome. I followed from afar and, as we moved, I began to collect stones. I dug them into my clothing so that I might become adorned with spikes; such would help with a demonic disguise.
Though my memory begins to blur, I recall the Imp coming across a great fortress of blackened stone. Two guards crossed wretched axes and the scamp before me sought to pass. The guards were unmoving and seemingly annoyed with the small creature, though the Imp was insistent on handing over my trinkets. With no time, I was forced to act and mantle the beast I had disguised myself as. As quickly as I emerged from the shadows, the Imp’s neck was crushed. Impressed with the ferocity of the attack, they granted me both passage and the belongings of the Imp. It seemed as if, at least here, the strong would flourish and the weak would crumble. They referred to me as a “Revenant” on account of my white garb. Even though I now had proof for myself that I had not yet been slain, the words of the Demon made me question whether my isolation and sense of superiority made me more akin to them than my fellow man.
I wondered why they could not sense my human scent, though my curiosity swiftly faded. My nostrils flared as the horrid stench of souls being prepared for sinister purpose clung to the air. All around me poor beings were being tortured. Limbs were shredded and sewn back together; intestines were slurped like udon; crucifixions were aplenty. Though my script cannot convey the horrid nature of what I bore witness to, it was of such great magnitude that I began to falter in both disguise and confidence. I meandered down the many corridors in a daze.
Eventually, a yokai in the form of a boar uncovered my identity - perhaps a demonic aspect of Brother Harold. Understandably it assumed I to be an assassin and he handedly blitzed my person, throwing me through a door wrought of iron. My ribs cracked and all I could do was await recourse as an onyx-figure descended a throne. I had tresspassed farther than I realized. The figure spoke to me:
“You have been watched since you first arrived. Do not think yourself clever for fooling the Imps, or the Slaves. You were to be brought to me, and thus it was ordained, and thus you are here . . . We know you. We know your Kind. You know not who I am. I am In-Saabth, master of these wastes. Charged eternal by my mistress, I await her return. The armies grow under me, the flesh-sows bred for one thing . . . Your doom. Surrender to me, and I will use your soul to feed my armies when they march upon your world.”
Refusing, I raised my bokken in my left hand defensively as I began to call upon the blessing of Machiman. The figure seemed half-amused by the defiance and it rose a great and bloodied morning-star:
“Mmm . . . Before I commend thy soul to Iblees, give me thy name. Realmwalker. Know that you will be honored, immortalized, for the greatness you have given. I give thee human courtesy, do not take it lightly.”
I conceded defeat, yet maintained the only defensive posture I could. My blade began to shine with light and I said my name: “I am Ugokoyama Danzen.”
In-Saabth accepting this honorable surrender swung down, only to meet the Bulwark of a seasoned Templar. Seemingly taken by surprise, In-Saabth began to cackle with amusement before pressing harder. Too little and too late, my concentration began to fade as my power waned. The mace of the Yokai shattered my feeble wooden blade and smashed into my left forearm, flattening and tearing it clean off. My left eye too could not escape the wrath of the Black Demon.
As I barked in agony a second thunderous boom rattled the room. An ample time as any - the last second - ordained by good fortune. Though the shock of a smashed arm soon subsided to agony, those few first moments I had emerged back on our homey with serenity. In-Sabbath was proven incorrect in his proclamation of fate.
I write this now as a record of events leading up to my death. At the point of authorship, I had managed to stem the bleeding and pain with my leftover supplies and medical skill. Almaris is abandoned - everywhere I look is empty as I evade the patrols of Juli’el’s Tribe. Felder’s Rock served me as a refuge for these few months - I pray that its magnificence does not fade even after I leave it for good.
I can only assume now that my comrades are imprisoned as slaves for the Mori mines, much like I witnessed within Drowned Reik. I returned to Savoy and ventured into the depths. Should my body be found in these caverns, I hope that this account may serve as a warning for the greater cosmic scheme. Then again, mayhaps this will be disregarded as the ramblings of a dreamer.
Ugokoyama Danzen
Arch-Lector of the Flaming Covenant Cohort, Shugo of Tetsugawa, Templar of Machiman, Practitioner of Shindo no Hamon and Penitent Brother of Owyn.
OOC NOTE
This is an RP account of a shunt experienced with the feat “Arcane Displacement”. The story and terminology is purposefully misinterpreted per the character’s experience, I.E. mistaking Imps for Goblins or the realm of Draudreich as Drownedreik.
Given that this is a private account, it is requested that this information is not metagamed. This is also NOT a PK post, but written as a “what if” scenario had the character Danzen died in the caves between Almaris and Aevos while tailing the descendants.
I thank Breeni and Shorsand for acting as my DMs for this shunting experiment.
24 -
I understand both sides of the argument.
Moderation is NOT at fault in the slightest for wanting to uphold a modem of Minecraft law where actions on server determine your sentence rather than mob rule. I'd rather have a mod team be more hesitant to ban people for ANY issue than one which is willing to quick-draw and dome players. With regards to the latter, Mods could easily disguise target bans as ones which are justified. It could also lead to GMs developing sentences purely based upon someone's ideological differences, or someone's extra server behaviors. In this sense, I agree with the right to privacy so long as the sexual deviancy is kept out of sight and not involved in the server.
Yet, that leads to the risk of leaving the server's defenses open to potential predators. Thus, I also understand the points levied by Jihnyny and Crevel. If an individual joins our community and they make no effort to hide their off-platform hedonist acts, and have google links that directly lead towards someone's comission for ERP, then that's a massive red flag. I get why people would want to be proactive rather than reactive to defend the server which, unfortunately, tends to take greater priority in peoples lives than their real ones (This is not to say that the author or any other supporter of Jihnyny prioritizes MC over IRL, but that for many players this could be the case and thus they want their little world to be safe). If GMs are hesitant in banning, then it stands to reason that the community would also like to play a role in self policing to warn others to stay away from potentially dangerous individuals.
My take, however, is that the GMs should not be banning other players under the pretext that critique and investigation is in some way harassment. I understand that this can be weaponized, and that false allegations can be hurdled, but if the community was allowed to self police and naturally filter dangerous individuals by word of mouth, then chances are the number of victims could reduce. From experience of playing on this server for ten years, many problem players that were later TOS'd were identified early but more often than not received some level of moderation backing that silenced players from attempting to speak out. A particular Orenian emperor who got coup'd by Nectorist did wonders with this tidbit as he gaslit and threatened others into burying his accusations. If players are unable to self police their own communities, then the GMs are in effect forcing people to RP with radioactive individuals.
If people are allowed to accuse others of racism (hai Language :3), homophobia, metagame, etc. on the server without threat of bans, then it should also be permitted for the average player to also identify potential sexpests. And I understand that it could be construed as harassment or a witch hunt, but I believe the moderation can determine whether accusations are purely malicious through an investigation and punish slanderers accordingly.
17 -
Dude orcs should have the CA given they look like monsters, have STR buffs and speak blah… Should have Kha treatment!
13 -
MC Name:
Islamadon
Character's Name:
Danzen
Character's Age:
132 (32 In Klone Body)
What feat(s) will you be learning?
Arcane Displacement
Teacher's MC Name:
Minecraft Book
Teacher's RP Name:
Gal Elnath, The Third Script https://i.imgur.com/GiUw59b.png
Do you agree to keep Story updated on the status of your feat app?:
Yes
Have you applied for this feat on this character before, and had it denied? If so, link the app:
Yes, self deny because I gave the book to Shorsand. https://www.lordofthecraft.net/forums/topic/208105-arcane-displacement-fa-max_danger/
Are you aware that if this feat is shelved, it will be unavailable to use?
Yes
0 -
I approve. First Orc templar.1 -
"Yeah! No Taxmen! It's about time our South-Eastern Neighbors learned of Du Locian Spirit!" proclaimed a vagrant living in the ruins of the Heart of Almaris. "Sleepy Ireheart, tax this!" he proclaimed as he belched out a guttural roar.
6
[✓] [Magic Lore] Malchediael's Radiant Templars
in Deity
Posted
I'm not an expert on this particular topic so bear with me... Voidal connections do not modify the soul, and thus Malchediael would be unaware for all intents and purposes. As it is described currently in Voidal Lore, Voidal Weakness is derived from stamina is drained in exchange for Voidal Power. Though your mana and ability to cast magic is derived from your mind/soul, the Void does NOT leave a lasting mark on your soul or blueprint.
QUOTE: "Thus, by breaching the Veil, the mage allows the Void to influence their person more heavily, sapping away their energy in exchange for the spells they conjure. It is for this reason that mages are made less hearty and frail, their vitaly slowly eaten away by the Void — for everything has a cost."
Even if for the sake of argument that Malchediael kept a close eye on you and was able to feel when you conjured the Void, it would be the same level of haram as someone violating the ozone layer by using hair spray. The lowly voidal mage is so insignificant that higher powers simply do not notice. As long as you are courageous, Malchediael would not care but he'd probably slam a hammer into you if he found out.