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Diogen

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Everything posted by Diogen

  1. [!] A missive was scattered throughout all of Haense. Its writer and origins unknown. One could hear chanting within the very lands of Haense. Incomprehensible whispers. Within the snow it watches. Within the snow it grows. Its piercing gaze ever-present. The ENTITY has awakened. Within the snow, whispers of its tales one can hear. - God of Skjoldier, deity of the Cold. May your eternal Winter come true. Your TRUTH spread across all corners of this land. May the non-believers find true salvation within your cold embrace. For all heretics who dare turn a deaf ear to your tales of the North may shatter under your frigid breath. God of Skjoldier, deity of the Cold. May Skjoldier's borders eternally expand. May all kingdoms be put to sleep under your cold, white blanket. For their dreams to be filled with your presence. God of Skjoldier, deity of the Cold. Awaken. -
  2. "Pigeons are not real. They are spies for the government." Said a crazed Mali'Ker
  3. Crazy? I Was Crazy Once. They Locked Me In A Room. A Rubber Room. A Rubber Room With Rats. And Rats Make Me Crazy.

    1. Morigung-oog

      Morigung-oog

      Crazy? I Was Crazy Once. They Locked Me In A Room. A Rubber Room. A Rubber Room With Rats. And Rats Make Me Crazy.

  4. Since CAs tend to define their strength and durability referring to races & material, I believe we can keep the system simple without overcomplicating it by having these CAs refer to certain race strengths and durability in order to set up their modifiers. This means, if we have, lets say, a CA of originally Elf strength, although are known for being powerful casters, then you would use the Elf + Scholar / Sage modifiers. Or for example, if we take the Azdrazi's dragon transformation which gives them Olog strength, then their attack modifiers would change to fit that of the Olog's modifiers. Using @Fishy's suggestion of renaming the stats to further simplify it: Here's my proposed changes: Archetypes will remain untouched, although here is another section to consider: The topic of armor has also not been given a system at all. I recommend giving things such as padded leather & chainmail +1 to END, +2 for plate, +3 for thick-stone strength armor (such as earth rune on armor) with a -1 to AGI in return for such a slow-moving armor. Voidal mages (and any caster-type CA or MA that reduces one's strength in return for magic) should have a -1 to STR but a +1 to SPR instead
  5. in what way have you grown as a person throughout your time on lotc? and have you made any considerable connections with people?
  6. wow my nuns r taking over the forums

  7. Naele spat her eyeballs out at the price on each nun's head.
  8. Beatrice smiled at the mention of her as the alchemist in the missive. Her ego stroked.
  9. woahhhh cult rp 😳
  10. I love your perspective on it honestly For me, I liked the idea of the magic not just being a "become evil!!!" magic. At first, it was believed to be a 'holy' magic, all things considered with how things were in the backstory. While it promoted dislike & hatred to those who didn't worship it, people were quick to convert to it seeing how it helped in wielding the ice that contributed to the harshness of their land, as well as being able to weaponize it for healing and combat, completely overlooking the corruption of the magic itself until it was too late. Freya being the first actual victim of it. In my mind at least, I believe it to be more of a situation where Freya was the one who was most likely to succumb to its corruption, given the character's backstory & personality, which is why she was first to be affected by it, and first to begin spreading the belief to people. A curse that laid dormant until she succumbed to enough pain and grief, freezing her soul whole in the process Nope, when it comes to body parts and whatnot, you just need to do the RP of harvesting them, without having to player-sign them. Simply emote using these parts in the creation process. The only thing you really need to sign for Disguising is the disguise itself, giving a brief description of the disguise's appearance as well as the effects provided (such as body warmth) As for disguises breaking and casting within them, there are specific spells that cannot be casted while disguised, while a few allow such a thing for the sake of balancing. Disguises can be manually activated / deactivated by the Fjarriagua wearing it, and in order to shatter the disguise, one would need to tear that accessory out of their grasp, or destroy it.
  11. Thank you! I'm really glad you like the lore As for the Jokul, it's for multiple reasons, actually. I'll get to it below. For one, while Fjarriagua filled the niche of shapeshifting, cunning witches that mostly focus on deceit, we have always lacked the niche that is a frost knight. Not having the proper magic & lore to back it up, even though it could technically be imitated in current lore, albeit horribly so. Another thing is that, while we are a gender-locked magic - which plays a part in what makes us stand out - the original creation of Fjarriagua way way back then was when misogyny was at an all-time high on lotc, the CA being made to counter that as man-hating magical feminists. But putting that in this current day and time, it feels extremely outdated. The lore can do better being anti-society than needlessly hating on men and revolving a whole magic on it. Although, while the Jokul FA now allows male personas to become apart of the cult, we will still stick to gender-locking the MA & CA as, once again, it's something that without, frost witches wouldn't be frost witches anymore. This also helps the idea of having lesser soldiers under the coven, while being a great way of introducing one to the coven, giving them a taste of our flavor of RP as a whole and sort of being a 'trial period' to most. While keeping the FA viable on its own so if one were to remain there, they wouldn't grow bored of it, and get to thoroughly enjoy partaking in coven activities while enhancing their RP experience as a tainted Descendant.
  12. we're just moving the ascended CA from current lore onto this lore but adding subtypes to it. they're extremely important as they're basically the coven leaders & the ones who make or break their coven. when we were active we had a really really large amount of numbers compared to now, so it'll definitely be necessary for the playerbase the addition of subtypes is to provide a unique style for each coven and make them stand out instead of having them all be the same. each coven & vaettr are equally useful and can fully run things themselves, with the added flavor and theme of their subtype as for the "going against their kin" redline it's mostly to prevent OOC-fueled & poor roleplay to justify wanting to destroy the CA, as players have done that in the past. just doesnt make sense for an ascended CA that merges their mind with the entity to one day decide to drop all coven information to paladins cause the player had beef with someone else OOC
  13. formatting overhauled and new redlines added
  14. Yeah I honestly agree with your concerns with hexes, I've been wanting to rework/balance them. As for disguises, fwitches have always been the shapeshifters of CAs. In current lore, it's just 'spend 2 emotes to turn into ANY female descendant of your choosing'. This rewrite makes it more of an effort to disguise by actually having to craft it yourself via collecting parts & materials and push them to sticking more to a single disguise at a time. glad you like the lore!! EDIT: I removed the whisper+ requirement for hexes. they're instead gonna have to be quiet+ If you have any other recommendations lmk
  15. tysm! and yeah, i've been wanting to work on expanding more into counters & redlines with interactions with other forms of lore. as i'm unfortunately not too well versed in other forms of lore i'm struggling with that specifically, but i tossed the rewrite to a few people to share to their azdrazi/templar/paladin communities to see if anyone from there has specific things they'd like to point out or suggest for me to add in terms of lore interactions and counters right now it's pretty late but sometime tomorrow i'll be adding a bunch more stuff regarding that as well as making text less flowery for mechanics and formatting. god help me.
  16. Meant to be for the rest of the encounter, thanks for pointing it out. Did a quick revision on the writing. Lmk if you have any more feedback or any better ideas to that specific hex also glad you like the lore!!
  17. thank you <3 refresh again my dumbass forgot to put it times new roman & prettied it up some more wow
  18. plz refresh page, images were scuffed due to transferring from google docs but i found a workaround
  19. “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. - Immediately they began to feel the effects of the Mark, a portion of their soul rendered frozen, shifting their body. Eyes turned into an icy blue, their very fingertips turned blue, almost frostbitten-like as their slow-moving blood coursed within. It takes the Mark time to progress through the entirety of the physical changes, spanning over a Saint’s week in total to finalize the grasp the curse has upon their body. Once the curse has completed its course, they begin to strive for warmth, a warmth that may only be acquired through the consumption of raw flesh or meat, or by sapping the warmth present within a Descendant through physical touch. Plagued by the visions of the North, they have but one goal; to serve their faith. To serve their kin. While they retain their mortality, having a partially-frozen soul, their emotions too, have grown colder. The descent into the icy embrace of the Entity ravages not just the body but also the mind. Madness encroaches the boundaries of the Jøkul's psyche. As they progress through the curse, they can feel their mental health slowly deteriorate, being more prone to depression, loneliness, or even going as far as to purposely isolate themselves from those they used to hold dear, in favor of those who share their cold blood. Their mental health only continues to grow worse in the case of having no Warmth to fuel them, gradually obsessing over it as their ravenous hunger for that Warmth worsens, making them yearn to regain it through external means. Beings of cold, they are naturally much more susceptible to flames than the mundane Descendant. Deific magics - due to their tainted soul - too, affect them. Aurum, while not specifically harmful to physically, causes a mental pain like no other; upon being deeply stuck by Aurum, their Warmth begins to leak out, bringing out their horrifying, frostbitten nature, their anger and insanity worsened. Should the Jøkul die, their soul is sent towards their altar, weeping in anguish as only their kin could hear those cries, tormenting them, as the altar will slowly rebuild their body over the course of an OOC day, allowing them to return to the realm, unable to use any of their magic for the course of [2] OOC days. “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 - These feminine figures, forever scarred by the Entity's arctic touch, linger between the realms of the living and the spectral. Their bodies frozen to the bone, holding them in a perpetual state of ageless existence. Their skin turned cold as a corpse itself. Their visage, once possibly comforting, now presents an eerie façade. Their hair turned white - sometimes even harboring shades of blue and/or grey - and their body looking increasingly frostbitten. Frozen. Whatever was left of their beauty now torn from them, leaving but a haunting spectacle rather than human warmth. Warmth that they may never again attain, as their body has grown too cold to harbor such a thing anymore. Unable to quell their horrendous physical traits through sapping one's Warmth. Although, the sheer addictiveness of raw flesh remains. A compulsion that will always remain within their very mind. The Fjarriagua endure a torment of the psyche as severe as their physical transformation. The Entity's omnipresent voice echoes incessantly in their minds, its commands as clear and piercing as icicles. 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, caught in this unending frostbite, are perpetually on the edge, teetering towards depression, emotional instability, and even schizophrenia. Yet, amidst the howling storm of their mental turmoil, there's a beacon of solace – their kin. The bonds among the Fjarriagua are woven as tight as 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. Cold as a corpse itself, the eternal Witches of Frost have an innate weakness to fire - similarly to the Jøkul. Flames being capable of melting them like one would melt mere ice. Aurum, as well, is fully capable of worsening these dark practitioners’ already brittle emotional stability, as it can easily cause one to go insane were it to deeply strike the Fjarriagua. But that is not all, for 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. Being dark practitioners, all those practicing holy magics - or rather deific-adjacent magics - are also potent with handling a witch. 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, merged with the Entity itself, no longer becomes theirs alone to control, but rather to serve as its direct vessel, and enact its will upon the realm. 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 please the horrific being beyond, the altar’s 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. Reborn anew, Vaettr are entirely made up of Cursed Ice, an ice thrice as cold as its mundane counterpart, although much darker in nature. Resilient they have become, the material composing their body rendering them as durable as stone itself, making them each the guardian of their respective coven. Its lifeline. No longer as Descendants, but an alien-like creature forever bound to the Entity, the Vaettr loses all that attached them to being a Descendant. Incapable of experiencing the full range of emotions that they previously could have, as their movements no longer become human-like in nature. Rather, slightly more puppet-like in manner, as if a statue moving itself. No longer having blood, 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, merged from both their own and that of the Entity. 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. 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 brain of a Descendant, may they temporarily inherit their motor functions, rendering them capable of feigning normalcy, to further act like the typical Descendant. Only to slowly lose their grasp on it as time passes. While possessing both the abilities of the Fjarriagua and the Jøkul, 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. A most unholy creation, the Altar serves as the Entity’s primary source of influence throughout the realm. A tether to it, 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 its Followers. Jøkul, 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, armor made brittle, as all those who are not layered properly will quickly succumb to the cold emanating from it. 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 Followers feel rejuvenated, capable of healing their wounds by resting nearby for [30] OOC minutes, 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 [1] week. Tier 2: 30x30 Lasts [2] weeks. Tier 3: 50x50 An ice thrice 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. A Vaettr may, with the mere touch of her hand, 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 mundane nor alchemical fires may be able to melt it, instead requiring magical fire (including dragonsflame & fire evocation) to be able to melt it in the span of [3] emotes. Due to it being a draining task to the Vaettr, she may only create [1] object per OOC day, up to the size of a warhammer, or larger shield, granting it the capabilities of high-carbon steel. Each extra Follower partaking 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. Any non-Follower attempting to lift anything of 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 Follower to properly use that ice. Upon striking against a metal, a thin layer of frost would form around the area hit against the object, brittling it, and allowing the next strike to destroy the metal. Whether they strike against a sword, or armor. Cursed ice - if made around the size to be worn on one’s body - gains the properties of high-carbon steel, reduced to the durability of stone for anything larger, albeit making its production slightly easier due to its decreased durability. PS: Credits: post is subject to reformatting as i spent over 2 hours reformatting it from the ground up cuz google docs didnt transfer neither formatting nor images
  20. 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
  21. Beatrice made some tomato soup and loved it. She is now looking for an autograph.
  22. bro i thought dreameater wrote that and i was in awe
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