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Diogen

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  1. I’ve recently been in a short discussion regarding aurum testing. I’ve heard a few sides out. Some believe it to be nonsensical to have it be a way to be cheesed and used on everyone to catch darkspawn. Others want there to be an accessible way to expose them, while others are completely against the idea of it due to the lack of pain RP and people downplaying dealing with lacerations every city they visit I believe both sides have valid reasoning, but I just opened up this discussion because i’m curious on what y’all have to say on the topic please don’t use this post to attack any community
  2. The concerned citizen read the missive and wonders why he's demanding the government to apologize over her denunciation of paladins. The concerned citizen is not apart of the government. She tossed the missive in the fireplace as a response.
  3. [!] A depiction of savages hungrily looting gold. The very last day, Paladins marched through Hyspia, demanding to deeply cut through people's arms, almost cutting them in half, as they conducted Darkspawn tests. While the Hyspian guard force and council both work extremely hard at uncovering the Darkspawn and keeping the city safe from the UNHOLY, no permission was asked by those who follow Xan - a god they worship, without care for DIOS. They could've asked, they could've co-operated with Hyspia, but they did not. And it has all taken a turn for the worse, as they proceeded to unlawfully break through the Hyspian clinic's alchemy basement, destroying several doors, breaking the locks, and then STOLE the herbs and other material off the alchemy lab's resources, which are used to treat the patients of this city. Yet they claim to be holy? Is stealing Hyspia's medical resources holy? Is causing more work and stress to our medics, who have to treat people whose arms are almost cut in half as they dug into them, and continued to dig deeper into their flesh, with no care, an act of holiness? Does acting like vigilantes, and unlawfully conducting all these acts and antagonizing the citizenry of Hyspia, holy? This is despicable. Do better. -A concerned citizen
  4. im unsure if you're asking if the rewrite itself allows changing of disguises in RP or if you're asking if current lore allows that so im gonna answer both in current lore write if you perform 2 emotes you can switch to any disguise, no maximum amount of disguises, but a limit of how many times you can switch per hour rewrite my goal initially for it is that while you CAN carry more than 1 disguise item on you, you can't change to another disguise mid-rp only inbetween rp, can only go in and out of that same disguise, to allow harsher punishment on a witch that gets caught, but that may be up to change depending on whether i'm satisfied with that and if i end up deciding on a better system my main issue with super obvious tells like 'their body is always cold' is that anyone can just touch a witch or even perform temperature checks on the gates, and suddenly the witch can't RP anywhere, which also increases the counts of metagaming of people attempting 'accidental' touches on shoulder or hand or trying to be subtle about it believe there should be proper RP for finding out a creature that is disguising, especially for a CA that is so heavily revolved around pretending to be a descendant for the most part
  5. current lore hides their temp and their blood doesnt look odd unless its a deep cut (actually getting stabbed), not much of a change from rewrite there are more tells in the rewrite than current lore
  6. thanks, thats a good idea actually. just implemented it, you can refresh hard to balance tells between being completely obvious and ruining the RP for the witch (someone randomly brushing hand against hers and concluding it's a fw) or being completely indiscernible, but i'm happy with where it's at rn, theres many ways of finding out about a witch, just not completely obvious nor cancer for both parties
  7. what r u gonna do when i capture u for the second time and force feed lanre a gender pearl ? lanre frost witch????
  8. the j is pronounced as a y
  9. “So hold close your coats, and be wary of who you can trust. Winter witches walk light as morning frost, and strike from within or without. Strain your eyes against sunless winters, gripping torches kissed with Prometheus' blessing. Walk with me into Thule, and if you are lucky... flee back out.” -Pytheas - The Curse of Skjoldier is an example of corrupted Aengulic magic as it is sourced from Wyrvun during his era as Ondarch, in the form of his blackened tears with which Freya - the first witch - was blessed with so that she may overcome the frost and a fast approaching death. This Curse is shared by re-enacting this first meeting between divinity and mortal, the Witch shedding a tear as black and corrupted as that of Wyrvun, being willingly provided to a descendant woman. This tear needs only to make physical contact, regardless of how performed- whether by gracing her skin, performed in a ritual, or fed. Should it be transferred through contact with one’s nape, then in the span of [2] emotes, the Vaettr is capable of transferring the Mark upon the Descendant’s nape, leaving but a faint frostbitten, bruise-like mark on their skin, as it begins to fasten itself on their soul, marking the beginning of their journey as a Fjarriagua. Transferring the Mark through feeding one a tear of the Vaettr merely requires one to swallow such, causing that curse to begin coursing through their body, and in turn, inflicting a frostbite-like mark upon their nape as well. It may be force-fed IRP to transfer the Mark, so long as the player consents on an OOC level. ———«»————————————«»————————————«»——— These feminine figures, forever scarred by the touch of Skjoldier, linger between the realms of the living and the spectral. Their bodies are frozen to the bone, holding them in a constant state of ageless existence - their skin cold to the touch, akin to a corpse. Their visage, once possibly comforting, now presents an eerie façade. Their hair is turned pale as snow - sometimes even harboring shades of blue and/or grey - and their body looks increasingly frostbitten. Whatever was left of their beauty is now torn from them, leaving naught but a haunting spectacle in the place where human warmth should be, warmth that they may never again attain - their body and soul growing too cold to harbour such a thing anymore. They are unable to quell their horrendous physical traits, requiring them to rely on disguising instead, to veil their horrible nature. Their skin and flesh, when badly battered, such as through harsh strikes or stabs, may present cracks, akin to cracks upon a frozen riverbed. This freezing of the body presents itself in a slight vulnerability to blunt weaponry, although making them slightly less affected by slashing attacks. Some of their nerves find themselves frozen as well, proving to be a detriment to the Fjarriagua, as they find their sense of touch to be muffled to a degree. Newer Fjarriagua will find themselves at times where they accidentally put too much - or too little - pressure or something, sometimes not even feeling when someone taps their shoulder. This loss of nerves manifests itself in the muffled sensation of pain as well - with surface cuts not affecting their pain level in the slightest, for example. Their teeth, too, replaced by a rows of extremely sharp and jagged teeth, some even misplaced, or pointed the wrong angle. The Fjarriagua endure a torment of the psyche as severe as their physical transformation. As they are inundated with harrowing visions during their communion with the unholy altar, a deep-rooted loathing for all Descendants takes root in their hearts, seeping into their very being like the creeping cold. Such is the price of their devotion that their minds are perpetually on the edge, teetering towards depression, emotional instability, and even schizophrenia. Yet amidst the howling storm of their mental turmoil, there exists a beacon of solace – their kin. The bonds among the Fjarriagua are woven as tight as the winter's bite, radiating a warmth that belies their frost-bound existence. This sense of belonging, of shared fate, provides a fleeting respite, a thaw in their otherwise frost-ridden minds. These creatures, as well, possess an innate craving for a Descendant's warmth, due to their body and soul lacking such. Causing them to fall into a horrifying addiction, which may only be temporarily quelled by the devouring of a Descendant's flesh. Yet, the flesh does not harbor mere warmth, but the person's essence. Therefore, should a Witch indulge herself with the cannibalization of a Descendant, she will find herself overwhelmed by the emotions that they carry- meaning that a happy-go-lucky human, or a depressive elf, will temporarily cause the witch to take on these traits. ———«»————————————«»————————————«»——— Cold as a corpse itself, the eternal Witches of Frost inherit a multitude of weaknesses, due to the mixture of their frozen body, and the unholy magics that they possess and embody- both within their body and soul. FLAME Their primary bane, for reasons more obvious than most. These witches of frost have a tendency to dislike and/or steer clear of open sources of flame due to the discomfort they bring to their body. Yet, that is not all, for this heat causes a multitude of harm upon them. ⇀ Direct strikes with flames immediately disconnect the Fjarriagua. ⇀ Flames upon a Fjarriagua’s body melt her at TWICE the pace as a normal Descendant. AURUM Aurum, due to its innate capability at harming all that is considered dark-adjacent, affects the Fjarriagua as well. Due to these creatures’ numbed sense of touch and pain, they tend to have a muffled pain tolerance, yet, seemingly with Aurum, that metal: ⇀ Harms them as if they had a typical Descendant's pain tolerance, which comes to a shock to the Fjarriagua - both experienced and inexperienced - who is so used to a muffled sense. ⇀ If they were to be harshly struck with Aurum during their disguise, their skin-suit would no longer be able to hold, revealing the creature in their true form. FLAME OF THE HIGH HELLS Due to their frozen soul, Malflame affects them in a harsher way than it typically would, inflicting greater pain. So long as it is affecting the Fjarriagua: ⇀ Their connection to the ice is disconnected so long as the Malflame is still actively affecting them. ⇀ The ice within their body corrupts, causing that ice to emit a dim glow, with the same hue of the malflame that affected them. Until the Fjarriagua heals by an altar, that malflame will alway be present through her disguises. LIGHT OF THE HOLY Being dark practitioners, all those practicing holy magics - or rather deific-adjacent magics - are also potent with handling a witch. Its effects upon the witches include: ⇀ Immediately disconnects the Fjarriagua, causing great pain so long as it’s active. ⇀ [3] Deific strikes upon a Fjarriagua is enough to permanently lower her casting Tier to the one right below them. Meaning that T1 Fjarriagua will get disconnected from their magic, while T5 are lowered to T4, no longer able to cast their Exclusive Ability. Such a downside may be cleansed by resting by an altar. They also possess an innate slight vulnerability to blunt, due to most of their body being frozen & frostbitten, although also granting them a slight benefit against sharp attacks. Should the Fjarriagua die, then their soul is sent towards their altar, weeping in anguish as only their kin could hear those cries, tormenting them. Were the Fjarriagua to die by fire, then she may only be brought back through the Ritual of Resurrection. Otherwise, the altar will slowly rebuild her body over the course of an OOC day, allowing her to return to the realm, unable to use any of her magic besides Swoon and Disguise for [2] OOC days. “Come, sit ‘round. Scratch flint to tinder, kindle hopeful flames. Listen well, though, through breaking wind and shrieking hunger. Learn to fear the Winter’s appetite.” -Sif, the Liar. - An icy soul, for an icy body. These creatures have reached the peak of their ascension, sacrificing their mortality as a whole. Their mind shifts as a whole, the bond that drove her so close to her previous Vaettr severed to a degree, allowing her to care less for her previous coven, but rather focus more on the one she shall now bring to life. To ascend, is no small feat, for many Fjarriagua could only ever dream of attaining such a position. For they must prove ultimate loyalty within a ritual, ridding of all that made them once a Descendant; their personal keepsakes, heirlooms, their mind and body, and finally, the body of a freshly-slain Descendant that they were once close to, as an offering. Should the ritual be accepted by that altar, its roots will reach out towards the chosen, pulling her in within the very heart of the altar, trapped within its walls as she undergoes the long and arduous transformation that is becoming a Vaettr. Throughout the span of days, they remain awake as their skin and flesh tear off their bone, to be slowly replaced by Cursed Ice, where they remain conscious throughout the entirety of the process. In horrifying pain, they can do nothing but to watch, their distorted surroundings within the icy walls that is their altar. To witness their body - little by little - replace itself completely with that unnatural ice. Upon reaching the ascension, the Vaettr unlocks prophecies. Reborn anew, Vaettr are entirely made up of Greater Cursed Ice, inheriting its resistance to most flames, yet also inheriting its harsh weaknesses to dragonsflame, malflame and holy magics. Shifting into a creature closer to construct than human, losing their sense of touch and pain. Walking tethers to Skjoldier, their magic comes innately to them, and therefore are no longer disconnected should they be struck by any mundane means. Resilient they have become, the material composing their body completely shifting their anatomy as a whole, making them each the guardian of their respective coven. Its lifeline. Yet, their durability remains akin to a typical Descendant’s, unlike Cursed Ice. Their movements no longer become human-like in nature. Rather, slightly more puppet-like in manner, as if a statue moving itself. A movement remedied should they be in disguise. They do not have blood, the Vaettr are immune to all things that require blood circulation, or blood itself. Lacking any form of genus. This also means that shattering one’s limb does not prove lethal as they do not bleed out. Rather, killing them would require a deliberate act, directly aimed towards a vital part of their body. A mind formed anew. No longer can they ever feel true peace, no longer is their mind ever at ease. Experiencing a different set of emotions, ones unlike the typical Descendant’s. Rather, they are plagued with anxiety and paranoia, a worry compelling them to forever tend to their kin, in order to ensure the safe succession of their coven and future generations. The Vaettr loses all that attached them to humanity. Inheriting an innate, selfless form of care towards their coven, Vaettr have an undying urge to protect them. The slightest hint of harming one of their own is enough to potentially cause her to spiral, burning bridges and even slaughtering those who may pose a threat to one of their own. Yet, the Vaettr - out of everyone - require the most amount of consolation, regularly needing to interact with one of their own to remain at ease, seeking comfort out of them. Creatures, they have become. Forsaking all that bound them to Descendancy. Transformed into an icy mimic of their past selves, a mere mimic of the Descendants they once were - although uncanningly so. Though, through devouring the entire corpse of a Descendant, they may temporarily use that Descendant's innate warmth as fuel, inheriting their motor functions, and therefore rendering them capable of feigning normalcy, to further act like the typical Descendant. Only to slowly lose their grasp on it as time passes. Constructs of ice, the Vaettr are fueled by a combination of the Descendant’s warmth, and the very essence of Skjoldier itself, which is further spread through the usage of altars and totems. Each Vaettr will directly require to tether herself to her own altar. For without her tethered altar, the Vaettr will find her soul no longer reforming upon the realm, rather stuck within Skjoldier, in an endless cycle. FLAME OF HIGH HELLS Due to their fully frozen soul, these creatures are not only much more vulnerable to malflame than the typical Descendant, but much more weak than even the Fjarriagua to such a flame. As being struck by such: ⇀ Immediately disconnects the Vaettr, causing great pain so long as it’s active, eating away at her very soul. ⇀ A Vaettr attempting to cast after the Malflame spell went inactive within the same fight, will find her own magics to glow in the same color that the malflame that struck them did, as well as finding her body affected by those flames emitting the same hue regardless of disguise. ⇀ Locks them out of their exclusive abilities until they rest by an altar. FLAME OF THE DRAGONKIN Dragonsflame, a flame much hotter than the mundane, possesses the ability to purge the corruption of the very Cursed Ice that the Vaettr is composed of. Making these flames a horrible threat to the struck Vaettr. ⇀ Immediately disconnects the Vaettr, causing great pain so long as it’s active, eating away at the corruption of her Cursed Ice. ⇀ Requires a mere [3] strikes to destroy the curse within their ice, killing them, leaving behind a mere hollow, icy husk of who they once were. LIGHT OF THE HOLY Reborn into undeath, these constructs of ice are a walking, unstable tether to Skjoldier, their corrupted body seeking to fuel itself upon Descendant flesh and warmth. Therefore, holy magics, too, affect them, as being struck by such would: ⇀ Immediately disconnect the Vaettr, causing great pain so long as it’s active, eating away at the corruption of her Cursed Ice. ⇀ Inflict pain as if they had a Descendant’s pain tolerance. For example, the pain of Templar fire burning them is akin to an average Descendant being set on fire in the same area struck. ⇀ [3] Deific strikes upon a Vaettr is enough to permanently lower her casting Tier to the one right below them. Meaning that T1 Fjarriagua will get disconnected from their magic, while T5 are lowered to T4, no longer able to cast their Exclusive Ability. Such a downside may be cleansed by resting by an altar. Thanhium as well, affects them as they would typically affect mages. These creatures, while retaining the durability of who they once were, albeit the anatomical change of being purely out of cursed ice, will find themselves slightly more vulnerable to blunt, as it takes a mere [3] harsh strikes to either the chest or the head to shatter them, or [6] slashing/piercing strikes, killing them off. ———«»————————————«»————————————«»——— While possessing both the abilities of the Fjarriagua and any other forms of their kin, the Vaettr possess a unique set of abilities that allow them to better care and protect for their own, serving as the coven’s lifeline. Each Vaettr may pick a subtype, granting them a single ability that defines them, as well as a shift in mentality and goals, to perfectly represent their agenda. This provides a variety to each coven, granting them their own archetype, as well as promoting cooperation between one another. Red Lines IVIDIA Silently, she suffers. The Ividia is one that keeps more to herself, being far more calculating than the other Vaettr. Although, preferring to bottle in her inner turmoil, the Ividia is prone to sudden, destructive fits of rage upon reaching her wit’s end. Mother’s Rage - [Combat] [4] Consumed by rage and turmoil, over the course of [4] emotes, the Vaettr may channel her pain within her cold heart, freezing the very winds and surfaces around her, as a violent wind picks up around her. Flakes of ice and snow obscuring one’s view, as their movement is halved to a mere [2] meters per emote, incapable of running. Rather, becoming sluggish, unable to see further than an arm’s reach around themselves. The Vaettr is unable to move as it is being cast, making her extremely vulnerable in this phase, an easy target. The storm may be channeled for a total of [8] emotes, before its end, unable to be used again in combat. Red Lines GYDJA The Gydja, the revered priestesses of frost, are the very heart of the Fjarriagua’s devotion. Entrusted with the profound duty to channel the vast dominion of Skjoldier, these enigmatic figures are the fulcrum upon which the coven's might pivots. Their minds, clearer and more resilient than their kin, are believed to be partly anchored in Skjoldier - the realm nearest to the witches’ chilling embrace. For within these priestesses lies a profound secret: the power to manipulate Cursed Ice at much more ease than their counterparts. Skjoldier’s Herald - [Non-Combat/Combat] Outside of Combat, the Gydja is capable of creating Cursed Ice at a larger rate than the typical Vaettr, as if she were two. This means that she may create [2] counts of Lesser Cursed Ice a day, and [2] Greater Cursed Ice a week, or merely [1] count of each but of greater size - combining the two. During combat, the Gydja may imbue any one of the ice-based spells - either one she is currently casting, or a nearby Fjarriagua's spell within her casting range - with the properties of Lesser Cursed Ice by spending [1] extra emote. This means that she may imbue her Ice Projectile with it, turning the projectile into Lesser Cursed Ice, before finally shooting it off. Red Lines SKRIPI Tales as old as time speak of those who dwell within the snowy forests of Thule. Creatures of pure horror, that stalk the foolish who dare venture too far. Hunters within their very essence, Skripi are the most defensive of their kin of all. To devour those who may pose a threat to the Fjarriagua, and to satiate their hunger for sacrifices. This creature - the Skripi - is calculating, yet violent. With a tendency to quickly lash out. Curse of Freya - [Combat] [4] On the [1]st emote, the Skripi’s skin begins to crack and bulge within, falling on all fours. Where on the [2]nd emote, she is rendered defenseless, immobile, as her nails grow into claws, her body growing in size, up to a maximum of [8] feet, as a spiny back forms upon her back. No longer able to cease the transformation, as her jaw elongates, revealing her horrifying teeth. During this state, the Skripi sacrifices all forms of casting in favor of physical gain. Her strength pushed to the next tier. Becoming more dextrous, no longer being affected by difficult terrain as they are granted an additional [1] meter of movement in combat; her claws allowing her an easier time at holding onto stone and branches. Her skin, thickened to that of padded leather in durability. The Skripi may spend [2] emotes to revert the transformation, although rendering her immobile and defenseless during this time. Red Lines A most unholy creation, the Altar serves as the coven’s direct tether to Skjoldier, pulsating a mere fraction of the frigid cold around it, one that all mortals that dare venture too close can feel within their very bones. Its roots, embedded deep within the ground itself. A source of empowerment for all of the creatures of frost, Fjarriagua and Vaettr alike may all draw upon its power, to further their goals. As merely existing around it is enough to benefit them all, hasting their very steps, and allowing them to weave their magic at a higher degree, as well as mitigating their exhaustion. But those who dare venture close to it, are struck by a horrifying chill, one that slows their very movements, as all those who are not layered properly will quickly succumb to the cold emanating from it. To create an Altar, a Vaettr, with the help of [2] Fjarriagua, may conjure forth a seed of Cursed Ice, planting it within the fresh corpse of a Descendant (No older than 24 OOC hours), causing it to sprout, feeding off both the energies of the Witches, and the warmth of that Descendant, rapidly expanding into a large, jagged icy structure, its roots seeping deep into the ground. A Vaettr may tether herself to the altar that she is creating through breaking off a small piece of herself, allowing her soul to automatically return to that altar and reform her body upon the death of her vessel. Otherwise, her soul would be stuck in Skjoldier, awaiting revival. The altar with its roots deeply embedded within the very ground, shifts the very area around it into its own sanctuary. Acting as its heart - its vessel. Entryways of ice opening up and closing, the very icy walls that compose the lair moving, platforms of ice capable of vertically transporting those who tread on them. Upon being within the area of influence of an Altar, all Fjarriagua feel rejuvenated, capable of healing their wounds by resting nearby for [30] OOC minutes so long as they are out of combat, as well as increasing their Tier to the next so long as they remain within its area of influence. Quelling their mental illnesses, and granting them a heightened form of dexterity. Capable of drawing upon the altar's energy to effortlessly cast magic. Mortals who tread close to it quickly feel the cold overtake them. Whether wearing proper clothing or not, they will feel its very aura overtaking their senses, making them feel numbed, sluggish. All exposed and under-clothed skin quickly developing frostbite, and their minds overtaken by a deep sense of discomfort, sorrow and anxiety. Should they linger for long, they will just as easily succumb to its harmful effects. Tier 1: 20x20 | Lasts [2] weeks Tier 2: 30x30 | Lasts [2] weeks Tier 3: 50x50 | Final stage An ice twice as cold as its mundane counterpart, this object is far, far more unholy than what meets the eye upon first seeing it. Its color is extremely dark in hue, sometimes even taking on a blue or even purple tint to it. A horrible, searing pain being brought forth to those who dare make contact with it. Unable to be melted by mundane nor alchemical means, it is the Fjarriagua’s ultimate choice in tools due to its high-carbon steel properties. Lesser Cursed Ice Eternally bathed in a Witch’s magic, a piece of their ethereal presence allowed to fester within a chosen vessel of ice, becoming capable of maintaining itself without the Fjarriagua’s care. Used as a way to allow the creations for the Fjarriagua to last eternally, with no natural fire or summer being able to melt away the ‘Lesser Cursed Ice’ Toiling away, as she basks within the presence of an Altar, a Vaettr or a Fjarriagua may personally imbue a chosen item or structure of ice with a large sum of their own terrible magic. With a mere press of her hand, she can allow her curse to seep into the very ice that she tends to twist, causing a dark, ink-like color to spread through it, fully transforming the object into Cursed Ice. Upon reaching that state, no natural heat or fire of mundane or alchemical origins may ever be able to melt it. Instead requiring magical fire such as dragonsflame & fire evocation to be able to melt it in the span of [3] emotes. Unlike the unremarkable ice that a Fjarriagua may momentarily imbue with her strength in times of battle, Lesser Cursed Ice’s more thorough and refined creation blesses the material with the durability and properties of Steel Due to it being a draining task for the Fjarriagua, she may only create [1] object per OOC day, capable of creating an assortment of items through it. Such as trinkets, accessories, or even weapons and armor, with the size of what they may create limited to the Witch’s tier. Worn on one’s person | Structures T1: Tiny accessories only | 1x1x1 T2: Nothing larger than a dagger in size | 2x2x2 T3: Nothing larger than a longsword in size | 3x3x3 T4: Nothing larger than a spear in size | 4x4x4 T5: Nothing larger than a set of armor | 5x5x5 Fjarriagua may assist one another in the creation of such items, partaking together in the act they may increase the count of Cursed Ice objects being created, or its size. Anything surpassing something that one may wear on themselves, the durability of it reduces to that of stone. It takes [1] Vaettr to create an entire set of Lesser Cursed Ice armor in one go, or [2] T4 Fjarriagua. Greater Cursed Ice Unlike Lesser Cursed Ice, Greater Cursed Ice is not created, but rather drawn directly from Skjoldier, where they already exist, as they are too taxing even for the strongest of Vaettr to create. These forms of Cursed Ice may then be shaped into the specific Curse that the Vaettr wishes, taking on different properties. For this, the Fjarriagua is unable to draw upon Greater Cursed Ice, rather a task that may only be completed by a Vaettr. Taking on the properties of steel, and incapable of being created for structures, rather only for anything that can be worn on one’s person. There is no specific emote count for the self-RP required to draw Greater Cursed Ice, although it is mandatory for the Vaettr to not half-ass it and perform adequate RP. Vaettr may help one another during the creation of Greater Cursed Ice, increasing the size or the amount of Greater Cursed Ice created at a time. Although their combined efforts cannot surpass what can be worn on one’s person without the usage of MArts. Anyone not possessing the Mark, attempting to lift anything of Greater Cursed Ice will quickly realize that it is too heavy for them to be able to lift, let alone wield at all, only allowing the Fjarriagua and her kin to be capable of using the Cursed Ice. ———«»————————————«»————————————«»——— Lingering Frostbite When struck by Greater Cursed Ice in a way that makes contact with blood, those not immune to the cold will find themselves struck by a magical frostbite; one, that does not go away on its own, regardless of the warmth and comfort one brings to themselves. Rather, it may only be quelled all the way down to Stage [2] Frostbite, but no less, for up to [3] OOC days. They will find odd bruising around their cuts, causing the sensation of pins and needles, and even numbness in the affected areas, though no more than that. Yet, should Cursed Ice make contact again with that wound, or linger within that wound (such as an arrow stuck within), then that material will quickly develop a much harsher effect upon the victims. The amount of times struck, or the Cursed Ice remaining within one’s body afflicting the target afflicts them as follows: Emote 1: The weapon of Cursed Ice inflicts the target with a rapidly developing stage [2] frostbite, afflicting them with its lingering effect. Emote 2:Should they be struck once more, or should the Cursed Ice continue to make contact with the victim, then they will find small crystals of ice begin to form around the wound, skin going pale-blueish in hue, forming odd bruising on the skin. the blood circulating within the affected area seemingly grown slower, halving the movement speed of that area. For example, should an arm be struck, they will find it moving at half the pace as they typically move their arm. Emote 3: The crystals have now grown to encapsulate the area in a layer of jagged ice, disallowing proper movement of that area anymore, the frost sinking deeper into their flesh. (In the case of an elbow being struck, the elbow cannot rotate anymore. Patch of skin struck, the skin is frozen in place) PS: Credits: @Diogen For writing @Agy @satinkira co-writing @Agy @Funtzu @satinkira @Cloakedsphere for being the main feedback people @Traveller @Child Neglecter @Java17@Muppet @Zonty& the rest of the community for suggestions, occasional feedback @Songwitchfor a few ideas from past self-denied rewrites and a couple segments. If I forgot to credit you DM me please. There are too many names and I have the memory of a goldfish.
  10. i support removing ways for people to mass-produce minmaxed mutated soldiers but i have 1 concern, if people cant be klones without having tawkin, wouldn't that incentivize spreading tawkin further so these people can become klones again?
  11. JOKUL TIME

    1. satinkira

      satinkira

      the poison apple theory is real

  12. Diogen

    hello

    welcome back jade hope rl treated you well
  13. hi reserving my spot but i will have to send deets on discord ! (Naele)
  14. lets just deny any attempts for the fw playerbase to get back on their feet instead, that will help them out
  15. The Frost Mother was in complete and utter shock at the missive. She did not expect for Dwarves to think of her as a bringer of Krugmas. She does not know how to feel about this. The only thing that went through her mind was "what the ****."
  16. Naele begins to pump out war-penguins for the oncoming battle in overthrowing the Elves.
  17. i dont know if ur purposefully misunderstanding any of the responses or genuinely cannot seem to comprehend what is being said
  18. 1. they r flavor spells with not that much of a benefit really, making them going mentally insane and risking revealing their nature is good enough of a drawback for them to summon an ice sword instead of pulling a steel one out of its sheath which can also melt by fire 2. i dont see how dissing femurlord proves any point in this argument. 'yea this one guy screams metagamer even though he looks undead so if you guys look obviously undead i'm gonna get banned'. why are we comparing an old man to a frostbitten ghoulish creature with glowing eyes? 3. the drain ability OPTIONALLY allows the removal of memories following the death memory loss mechanics because i personally believe that murderhoboing people is no bueno as a spook and offering them an alternative by keeping them alive and causing slight memory loss is a much better alternative. pretty much every other dark magic has some form of memory removal of the likes. no tiered system as it's just a lowly feat my guy. they learn spells through a TA holder, as how every magic works. also from the previous conversation hours ago (idk how long) there was a limit added of 1 week per jokul cursed meaning that its not just a hassle but a waste of time, the connection and instant disconnect thing is a rly weak argument. the memory loss thing was clarified afterwards and we decided on just having the identities of their kin stripped from their memories and the likes. it's essential, as jokul is pretty much a trial period while also serving as a new niche to those wanting to stay within the FA to help sort things out. there were many instances of people getting the CA then dipping, or others that get the CA, enjoy it for a week or two, then change their mind and start complaining to me and to the ST begging to be reverted. jokul fixes that you can stop believing then
  19. so in the lore, it's stated that when you become fjarriagua, your FA goes zzz, although you may return to the FA should you dislike the CA during the period that you're allowed to reverse it (1 week), otherwise you'll remain as a CA without your FA there's also a redline that states you have to be a descendant and have a non-lesser soul in order to become jokul, meaning that musin cannot be one, while descendant races (human, elves, orcs, halflings, dwarves) may become jokul. there's also a redline that states the compatibilities/incompatibilities with magics, barring deific for obvious reasons -The Jøkul becomes incapable of learning any Deific / Holy magics except Seer. Any other magic is allowed. i'll see how i can make it easier to find & read if you had difficulties with it and clarify it some more yes, theres a redline that clarifies males can become jokul
  20. thank you, appreciate it i know what post you're talking about though, it was a reply to the current fw lore, which wasn't written by myself
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