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ThatFunkyBunch

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  1. I'd like to further that the RP around ghost eating was simply dull. It let the Lutau insta locate the ghost and just devour them without any sort of RP beyond lol get displaced.
  2. Im just here to pass the time and watch the comments.
  3. Peanut Butter. [T1| Common Knowledge] Creation Peanuts first roasted, then ground thoroughly, distilled water added to the process to create a paste. Alchemical Signs of the Peanut Mundane: Growth x1 Earth: Curtailment x2 Application of Peanut butter. Used as a food object to be consumed as the creator so desires. Redlines Has no practical use for anything beyond consumption. Upon eating peanut butter. The consumer must roll a /d 20. If the consumer gets below a 10 they must spend 3 emotes attempting to get the peanut butter from their gums. Below a 5, they spend 5 emotes. Liquids of any kind add a +5 to this total role.
  4. A shamanic Maehr has no idea about guides. For she needs them not. Dark armor rattles as she drops down from a mushroom stock and onto the form of an adolescent Lurker. Screaming out in zealot glee, as her thin blade makes purchase. +1
  5. It is Shadow we expected. 

     

    We have been starving ourselves for days in hope he would come for his prize. 

     

    Such a heavenly feast it would be. A storm of senses at the break of abstinence. 

     

    The flesh of the high ones..so exponent. 

     

    Their thoughts, clear and brisk waters from ancient glacial currents. 

     

     

    Aah...

     

    But I see he will not date face us. 

     

     

    Instead we got you – another mangy railrait. Trash-digging, foul-smelling, ugly, dysgenic MONGREL!…

     

    But, alas, we have not eaten for a while so we must make do… Come, little one, let us take you down the corridors of pain.

     

    Take heart for on the other side a greater destiny awaits. You must descend to become exalted.

     

    Come… join your river into our sea and become the flesh of a god. 

  6. This is actually the same re-write. It's just due to all the changes we made before even Lutau and Farseer and Witch Doctor hits lore mag Lutau was reposted. The current Farseer is heavily edited as well and may be re posted. We aren't sure yet. Next on the chopping block is Muyakelg
  7. Maehr gather in the grounds of Goth'stroh. The Ancestral Realm alights in celebration as more and more of the blood that created hallow Magara'lin returns to light.
  8. One to Three Magic Slots Da Fluff A miasma of Eons has passed since the creator left its mantle and forsook the lesser creatures it had made. Waging wars and spreading nought but malice and hate. All are guilty of the charge. It is no mystery as to why the creator forsook what it had made. Perhaps in an attempt to preserve the innocents once displayed among them in their early years. The mortal coil goes on, drowning newborns and the weak in seas of crimson blood. The void had made its home amidst the chaos of strife. Uprooting natural mana to fuel it's creeping advance. Unsuspecting voidal mages help weaken the veil between this realm and the invaders. Dark gods are praised in secret, beneath undead hordes in a blight-filled swamp, in dim-lit halls and vast forests. A war within the heavens combusts forth. This brings this tale to Mana, the heart of it all. Mana, which acts as a magical fuel. Allowing many to perform tremendous feats of magic. Mana can be found in any descendant. It flows beneath the ground. In the water they drink, the air they breathe. In the early 17th century. After the first appearance of the voidal tear. A team of scholars collected samples of raw mana recovered from the tainted land. Connection to the void is an easy way to increase the mana inside the body. At the cost of losing muscle mass and perhaps even unknowingly helping bring horridly abominable invaders. These philosophers dubbed themselves the Verna. The preliminary beings in the creation of new art. : The Mask : The Verna tested their compound gathering, kidnapping stray mages, and mana users to eldritch laboratories. To test, study, and review their ability to harness more latent mana than normal descendants. The Verna was displeased with the Shamanic ability to use only a small amount of mana to connect to their spiritual realm. As it showed it was not the Shaman at all who had the strength but their pacted spirits. The Druids were equally as disappointing. Which drew their strength from Aspects. Leaving the Verna with only the Voidal Mages and neutral. With these, Verna was most delighted. They would only target magi now. Studying their connection to the eldritch realm beyond, yet how mundane the magics they held were. The Verna had collectively agreed that this was indeed the scheme of a greater void being. Tricking carefree descendants into aiding it to breach the veil in return for power. At the cost of most muscle mass, the Verna did not see an equal trade-off. There had been no doubt, with the Creator gone The Aneguls and Daemons would attempt to seize control. The void tricked the mortal. Weakening the veil through each connection and weakening their own forms for a glimpse of strength. Neutral casters were a delight to their study. Their forms are pure, their ability honed through years of training. A glimpse where mortals may be free of the shackles of divinity. When the Verna had learned all they needed, putting down the captives they had. Leaving the bodies for the wolves. They would travel to the first voidal tear. Building within the sand, a stone bunker. Digging down into the earth in search of a natural pool of mana. Which would be found beneath the scars of this first tear. The small team is set to work. Building around the pool of mana. Collecting samples of natural mana. Processing it, melting it down, and adding new compounds to test a variety of desired results. Mana is not visible to the naked eye and flows through everything. The fuel of life in truth. The Verna first needed ways to find gathered areas of natural mana. For you can not harvest what you can not see. One of the Verna had an idea. "What if, we made a lense. In which we see the force of life.". The Verna did just that, visiting the outskirts of the temple. Stealing away the skull of a long-passed monk of the cloud temple. When they returned to their bunker, they would offer the robbed head to another of the Verna. Who drenched the skull in warm blood willing given. In ritual most perverse, mana was weaved into the crimson blood. The skull of the monk became horribly melted as if parts of it had expanded and others had shrunk. With effort, the Verna placed the skull over their head. And through it, they saw mana. Natural mana, coursing through the veins of those around them. In the dripping pellets of water. Surging through the very stone around them. In its full glory, vivid colors were too complex to explain in words. With such beauty to bring tears. In fear, the other Verna would chastise and punish the scholar tasked with preparing the skull. This lone Verna worked in silence through the night. Sending the guest on their way, carving monks' bone into a beautiful shape. When the Verna gathered the next day before them was the skull. Large silver hollow antlers feature spinning gears, and the forehead is equipped with a lock. "What is it?" Asked one of the scholars. Gesturing to the rock. "It is a lock. To keep those without keys from being able to see through the eyes. You see, they are but metallic screens." Said the true creator of the mask. Fishing a key from loose robes, slowly inserting a silver key. "The bottom slowly opens. Thins plates fold in. Allowing one to, place it over the head. Secure to a stuffed collar over wood. Not comfortable I am afraid." The scholar chittered. Turning the key, to which responded the soft audible clicks of locks releasing. Turning loose clockwork, gears spun round to draw open the metallic covers of the skull’s eyes. One by one, these researchers put on this device, to their glee and delight. Cheers rang through the stone bunker. At long last, the Verna had found their answer. Days turned to months, then to years. Hidden beneath ravaged sand, these scholars studied the mana around them. Patterns had been seen repeating, fundamental building blocks of the mana. Within each other, they saw mana weave and twist through their bodies. Bleeding and spiraling down to the stone beneath their boots. Only when they had stopped drawing and writing these patterns did they ask their original question again. “How can we move mana without the use of otherworldly beings?” One of the Verna spoke. Upon a stormy night. They had not thought of such in some time. In order to bypass the need to connect to powers outside the mortal realm itself. The Verna would first need to harvest mana. Once more, these scholars set to work. Collecting samples of raw mana from voidal tears left un-cleansed for so long. Within a glass chamber, this raw mana was carefully molded and warped. Heated to the point of near-boiling. Mixed with flakes of Aurum. Though, something was lacking. The spark, connection. Verna sooner learned that everything comes with a price. Power has the highest cost of any. Months turned once more into years. Growing exceptionally desperate. Bolder ideas came to mind. Dangerous all the while. It was the idea of a single Verna. Within their hidden laboratories was made an anchor. The missing medium they had so pined for. The Anchor looked akin to that of a totem. Large wooden grooves within a tree trunk carved into the shape of a pillar. A large center hole was carved. Drills turned by hand bore wide holes. Cruelly trapped within, the bones of the fallen. Dug from graves. And the firstborn of one of the scholars. Primitive, yet effective. Marked in runic cobalt and aurum. One by one they placed their hands on the Anchor. Pouring their very essence within. The result, is the first Anchor. The Geqo. A well of mana to be bound to those that wish to use it. In the decades after, this art was refined. The art of mana was born anew. [T1] Non-Combative Modern Geqo: Creation of the Anchor Now, in the second age. The creation of the Anchor is a joyous act between teacher and student. Typically made of stone, the Anchor acts as the well of mana from which a user of Geqo will draw. Lined with deep grooves that are flaked with aurum paint mixed with cobalt. The teacher must be there with their student, to help imbue the Anchor with mana. These Anchors will need to be increased in size as the student grows in knowledge and power. : Creation of the Geqo, The Anchor : Due to their nature, the Geqo is made typically of stone. Around, four feet wide. Its center is hollow and lined with Cobalt. Nothing is free, as the Verna knew. Within the anchor, are required four mortal Humerus of the fallen. Soaked in blood willingly given by those that possess mana themselves. {Any accepted MA suffices} The construct is further fashioned around these bones. Holes are bored through the material to allow the mana of the world to pass through, lined with thin cobalt to act as a conductor. Once the construct is made, the Teacher will aid the student. Marking down the shapes of Mana upon the Anchor that they have learned. A practice passed down from the Verna that had spread this art in secret to protect their newly crafted might. A magi which implores the use of a Geqo is referred to as a Gerqo. As the Gerqo learns more patterns of Mana, they are embedded into the Geqo. Redlines of The Geqo Anchor [T3] Combative/Non-Combative: Shapes of Mana The Orb The Magi is to create a bead of mana. These beads glow brightly with energy. A bead is a beginner form of mana. Clumps that linger across the world in small pools. These are standard and the first art for those learning Natural Mana Manipulation. Over the course of three emotes, the Magi channel their mana to create three round balls of energy that link to each other. It will remain until another spell is cast. At T4: An additional bead can be created with two additional emotes Five in total: At T5: An additional bead can be created with one additional emote: Six in total: Active Effects: Combative. Increase the range of all Geqo spells by a single block forward per bead The user is able to crush the bead of mana to restore the 1 T3 spell slot. The user is able to crush 2 for 1 T4 spell back. And 3 for 1 T5 spell slot. These beads offer different effects to spells of Gerqo cast when the beads are active. The user may alter the color of the beads at whim and move them around harmlessly within 4 blocks of themselves. These beads will phase through solid objects, unable to interact with the material world. Red lines The Eternal Spring The Eternal Spring references a pattern of natural mana. The Spring bounces and flops around the world. Energetic. It is a basic and essential concept for moving and manipulating raw mana. Manifest the Spring The Magi are required to make three emotes to Manifest the Spring. This Spring will remain for [X] emotes unless shattered beforehand. The Magi must refrain from moving beyond two blocks per emote during channeling. The first emote must comprise the initial spark of Mana. Leaping from fingertips, faint sparks rippling through the arm. During this, fingers are prone to jerking about. Making holding an object while channeling impossible. The second emote must comprise the start of mana manifestation. A single thin strand of bouncy and springy mana is made between the palms. The Third Emote must comprise the spring starting to thicken, bouncing slightly as it does so. After this emote, it will last for [X] emotes unless shattered afterward. [X] Emotes equals the user tier in this magic. Uses of Manifested Spring The user of Geqo is able to use the spring for many things in practical use. The spring serves as the basis of all Gerqo practitioners. First comes the spring, as new knowledge is gain, the spring is manipulated into different shapes of natural mana. Redlines At T3 the Magi is able to manifest the spring within their palms. The closer the hands are, the stronger the spring is. One-foot springs have the quality of cast iron. Two-foot springs have the quality of sturdy wood. Three-foot springs have the quality of cloth. If 1 Mana bead is active, One-foot springs have the strength of quality steel. Two-foot springs have the quality of cast irons. And three-foot strings have the quality of wood. If 2 Mana Bead are active, One-foot springs have the strength of Black Ferrum. Two-foot springs have the strength of quality steel. Three foot springs have the quality of cast irons. Striking with the Spring After creating the Spring, the magi may attack with the spring. Sending it out forward up to two blocks. This spring delivers the force of a mundane hammer swung by a human upon contact, and will only singe body hair if it is exposed. If 1 Mana bead is active when the Spring is used to strike, the Spring will hit with the force of a sturdy Ferrum Mace swung by a human. Red lines: The Spring may not be thrown. The Spring immediately fades if sent out from the hand or shattered. The Ball References a pattern of Mana found in the world, constant movement. Serves as a summonable mount? Serves as a basis of Gerqo creations? The String References a pattern of Mana found in the world, connecting all. Serves as aesthetic mana cloth and clothing? Mostly aesthetic, maybe ST signed material for special clothes? Used to make bonds between mortals? The Spike/Triangle References a pattern of Mana. Protruding from the world. Aggression? Combative Iron stab stab? Enchantments? Small AoE Magic spike area? The Coil Double jump? Used for Gerqo creations? The Line. Represents rigidity and stability Defensive? Arcane bridges? Houses? The Spiral Represents lucidity? Taboo shape? Similar effects to narcotics when put up on a target? Daze or confusion? Used for Gerqo Creations
  9. Bumping this submission because it has been heavily edited from its initial submission
  10. A Ker fiddles with the straps of her left gauntlet. Golden runed eyes settle on the water before her. "Almaris is lost. It is simply a matter of how many die before it falls." "Prepare the boat for as many passengers as we can hold. For if we are over whelmed, we will have naught but the choice to flee." Comments the shaman to a younger Jusmia. Dark helm slides onto her head after. @Gaea_Foundation
  11. Let there by merriment.
  12. Upon a small alcove, near the waters edge. A shaman sits with a distant visage stained on her face. Staking, small, smooth flat rocks in the form of a small pyramid. The only one to have truly ever known her, figured her out was dead. In their dealings Qudlia and Borok disagreed on much, fundamentally, they should have hated each other. But with understanding, came respect. Golden eyes, marked with runes turn to the ocean. The Jusmia sits in silence. Resting metallic plated hands on her knees.
  13. I am going to keep this very short and simple. Due to formatting of the forums it won't be that fancy. Addiction Roleplay isn't something I see to often but I hear of it and hear of characters that have addictions. As an actual Addict, I wanted to make a short, persay, guide to better help those that want to roleplay it. I do advise as this will contain mature content, in the sense of discussion of drug use, that you tread carefully. If such topics are uneasy for you, turn back and do not proceed. Addiction comes in many forms, eating, gaming, running, etcbut for this we'll focus on the addiction to substances. These range from alcohols to narcotics like opium, or other LoTC themed 'drugs' Leta talk about the two kinds of addiction. Physical and mental. Mental addiction to a substance is common in substances such as 'Cactus Green', Tobacco, and the sort. This is an addiction to a mental affect produced from one of these substances. Not having it in the body is only mentally draining. Physical addiction to a substance is common in things such as Alcohol, cocaine, opium, or other similar substances. This is dangerous addiction. As what it means to be physically addicted to a substance like this is simple. Once having used the substance for so long, the body begins to become chemically dependant upon it. Without it, you begin to have withdraws. At first these are subtle. Feeling groggy, minor spasms of the body. As the addiction progresses, they turn into 'The shakes' where the person is constantly shaking, moving and twitching without the substance. At this stage of addiction, without the substance, the body can have a seizer. These can be deadly if they continue to occur. The effects of daily life with addiction is slow at first. It begins with using here and there. To unwind and relax. Though as one progresses, it requires more and more of the substance to achieve the 'comfortable' state. Where one feels 'normal'. This is the same for both types of addiction. As the addict progresses, it's not uncommon for everyday to turn into a constant plot of 'Where do I get my next fix'. Many might uphold employment or function well enough to maintain a life. But the drive to get their substance is constant. They live to use it, and life revolves around it. Even if they appear to be a functioning member of society. Though behind closed doors or at social functions, they go above and beyond. There is also, a stage beyond this that many simply start at further into addiction. They can not function. They can not be a productive member of society. They must use constantly to even feel at peace in their skin. One is never enough and a thousand is few too many. Those in this stage will more often then not, overdose. Which can lead to death. Their life is fully unmanageable. Now LoTC doesn't have roleplay rehabs or twelve step programs, but recovery roleplay is simple in theory. After being winged off, characters should tackle 'why' they used over life's problems. Everyone has the same issue as them, why can't they enjoy it like others? The answer is simple. Others didn't use narcotics or substances to escape their feelings. That's all for now! I'm more than willing to help those that have questions. :P
  14. CLAN JUSMIA Agate, the firstborn of Jus and Mia. This Mali’ker was born shortly after Velulaeis’ pact with Luara. In ancient Magara’lin, he created a following of his own. Adopting Ker into the fold, making the clan in reverence to his mother and father. Jusmia. This laid the foundation for the Sects the clan still follows today. As in the days of yore, many of the clan count themselves among this Sect’s numbers. Favouring trades such as carpentry, medical pursuits, tailoring, metallurgy, and beyond. ⋟⊶⊷⋞〄⋟⊶⊷⋞ Sect Agates’ Function in Jusmia ⋟⊶⊷⋞〄⋟⊶⊷⋞ Agate serves as the figurehead of the Jusmia, and many of the Jusmia attempt the Sects trials to be counted as among its number. To labour is to be divine, for idle time is the workings of Azul. The Agate makes the majority of essential niches that allow life to function. From farming to metallurgy, glasswork, and carpentry. Those of Agate strive to perfect their trade and spread knowledge of it. Most Jusmia are of Agate, but not all pursue this path. ⋟⊶⊷⋞〄⋟⊶⊷⋞ Sect Agates’ Ideology ⋟⊶⊷⋞〄⋟⊶⊷⋞ Those of Agate follow simple guidelines. To ensure the stability of the clan, perfect their trade, and teach this trade to new members of the clan. Stagnation is the ultimate foe to the Agate, through conflict, the mind is honed. Through labour the body and soul are balanced. Confrontation is required for growth on the personal and cultural levels. Those of Agate are more outspoken about their ideals and what they reference as the ‘Will of Agate’. The Will of Agate is a simple idea that Agate is a part of every Jusmia, that above all else, those of Jusmia must strive for Ancestral Approval. By blood or adoption, Agate maintains control of the clan from Stargush’Stroh. When Jusmia mentions The Will of Agate, they mean several things. Firstly, that Agate is watching, secondly, that Agate demands growth, and thirdly, Agate reigns true. ⋟⊶⊷⋞〄⋟⊶⊷⋞ Sect Agates’ Spiritual Theorem ⋟⊶⊷⋞〄⋟⊶⊷⋞ The Spiritual Theorem of Agate revolves around Genthuraz, Ghorza, and Jevex. Through Genthuraz, the body is honed by craft and trade. Through Ghorza, social skills are learned from commerce. Merit is given for the gain of the clan. Muscle is gained from the humbling work of the mortal world. Through Jevex, hard work is rewarded. Labour means nothing without blood and sweat. Veneration of Gultroz is common, though not for personal gain. For clan gain. Those of Agate dedicate their crafts and skills firstly for Jusmia, nothing else comes above the clan. Stagnation is the ultimate enemy of Agate, to give into Shezept. To become lazy is scorned in the eyes of Agate, feeding into the Great Sloth. Like many modern Mali’ker, Sect Agate prepares for the war to come between Shepazt and Jevex. ⋟⊶⊷⋞〄⋟⊶⊷⋞ Sect Agates’ Tatau ⋟⊶⊷⋞〄⋟⊶⊷⋞ Sect Agates Tatau is given upon completion of Sect Trials. These are mortal markings or shamanic markings as proof of growth. Tatau of Agate Granted upon adoption to Sect Agate. Tatau of Genthuraz Granted Upon Completion of Sect Agate Genthuraz Trials Tatau of Jevex Granted Upon Completion of Sect Agate Jevex Trials Tatau of Ghorza Granted Upon Completion of Sect Ghorza Trials Tatau of Philanthropy Given upon completion of Sect Agate Philanthropy Trials Tatau of Benevolence Given upon Completion of Sect Agate Benevolence Trials ⋟⊶⊷⋞〄⋟⊶⊷⋞ Agatism ⋟⊶⊷⋞〄⋟⊶⊷⋞ It is said that Agate had the power to fragment his soul and place it into Jusmia, giving them his composer, his thoughts, and his peace. This belief still goes on, long after his death. Jusmia that follows Agatism is called Agatist. They perform simple spiritual rituals and maintain shrines to Agate. They believe that Agate places a piece of himself into each Jusmia willing to believe so, keeping this steady, cool and collected. These Jusmia make their work a priority and enforce a strict set of codes on the other Jusmia. Agatist Acolytes are not allowed to show their face to other Jusmia (Outside one's wedded partner, own parents, and direct spawn.), nor are they allowed to refer to themselves by their names. The acolyte remains this way for two years, performing simple chores about temples, cleaning shrines, and maintaining livestock. Upon graduation, the Acolytes are initiated into the order through a powerful act called the blood bond. The Jusmia are given a knife and little clothes. The Acolytes are sent into a deep part of the forest. Where they must remain for a year, surviving. It is critical for the Jusmia here to work closely together to survive. This teaches the Acolyte that other Agatist are one and the same. Agatist greet each other with open arms, a, more, alarming trait of the belief that is a taboo ritual even other Jusmia frown upon. This practice is called Gen’Vaun. Simply put ritual suicide. All Agatist, if they are able to, pass this way. If not, they end up in Stargush like any other Jusmia. If they are reaching the end of their life, become sick, or near death. The Agatist travels to a proper shrine of Genthuraz. The shrine, in this case, always has a massive, deep, burning pit of logs. The Agatist takes a knife and runs it across their throat. (Or a local priest does it for them). Then, they fall into the flames. Sacrificing themselves to Genthuraz to be reborn as a spirit in his Immortal Realm until time, or it ceases to be. ⋟⊶⊷⋞〄⋟⊶⊷⋞ Sect Agate Trials ⋟⊶⊷⋞〄⋟⊶⊷⋞ To be counted among the Agate, the Jusmia must perform and complete at the very least, two Agate Trails and be marked by their tatau by another Jusmia as proof of completion. Once two trials have been completed, they are marked with the Tatau of Agate. Trial of Genthuraz This trial serves as means to prove existing or to be Agate displays a trade that marks them as worthy of Agates' mantle. From metallurgy to carpentry, to medical practices. The Maehr will perform three grand tasks of their trade, with recorded proof from other Maehr and Jusmia. These tasks are appointed by the Head of Sect Agate. Once completed, they gain the Tatau of Genthuraz. Trial of Jevex Stagnation is true death, the greatest enemy of Agate. This trial is one set out by the Head of Sect Agate, who will challenge the Maehr on this trial to give forth personal effort to learn new things, help new Maehr, and ultimately, undertake a spiritual journey as deemed by the Head of Sect Agate. This trial, of all Agates’ takes the longest. As the Head of Sect Agate will decide what they believe to be the best way to test one's ability to sacrifice themselves for the betterment of Agate and Jusmia. Once completed they are marked with the Tatau of Jevex Trial of Ghorza This trial is simple. The Maehr in question will show proof they possess the ability to maintain commerce on a wide range, via shops of their own or proof that they have sold to outlanders in matters of bulk. Once completed they are marked with the Tatau of Ghorza Trial of Philanthropy The Maehr in question will give members of Jusmia products of their tradecraft. From medical practice to material goods shaped by hand. The Maehr gifts these to Jusmia five times before they gain approval to have the Tatau of Philanthropy. Trial of Benevolence The Maehr in question teaches their trade fully to another Jusmia. Once the Jusmia has adequate knowledge of the trade, they will approve the teacher to gain the Tatau of Benevolence.
  15. Ancient Maehr stand before vast pools, peering within at the hazy visions of the descendants of ancient cousins. A murmur of curiosity fills the chamber in the depths of Goth'Stroh. Could it be so, that after countless eons had passed. Mali were coming to realize as they did ages ago. Only one path laid forward, towards Olû Tiil Frautal. "Luhpol ylzgul. Drokur, luh, ylzgul."
  16. As in times of yore. It would be themselves that proved their greatest threat. For the first fall came only after the priests attempted to seize control from their matriarch. Allowing Ker rthoths to break their chains and lead a bloody and violent uprising to disperse the Mori'Quessir.
  17. I switch between both myself depending on the situation
  18. You enter a realm in which secrets are crystalized like raindrops within a ceaseless flood, touching or dipping your head into one would have its secrets burned into your mind, and distract from whatever original purpose you had.. Five met in the quiet hours. The blind, whose gaze peered far into the gloom. The witless, whose machinations never ceased. The burnt, whose quest for power drove him to Kor's grasp. The amber, whose desire for control leads only to despair. Finally, the guileless, who had much to learn and little time to do so. They spoke of betrayal, of the ancient Uluamirzgai. An eminent gate to be moved, and the legions of immortals that waited beyond. The witless mind ever churning departed to seek rest for the calamity to come. The blind departed. Afraid to expose his soul, turning instead to an artifact reclaimed in his name. The burnt, the amber, and the guileless remained. Ichor was given to flame, souls cast into a miasma of mana and might. Plummeting into a realm of pale stone. Where knowledge was best kept beneath silent earth and drunk from wells of crystal water. The search leads them within a weaving world, ever-shifting skies coil like great ivy vines to bark. To stand before a being of primordial energy. Its burning eye cast judgement down upon the mortals. Mocking them with coy responses. Dancing around questions, giving only half-truths. Until its ire grew, lashing out at the realm. Bringing down pillars of stone. Forcing the shamans to eject from the primal realm. Leaving them with four words. The Throne Is Mine.
  19. A shaken shaman makes the long walk home. Thoughts of Mori long left the mind. Focused only upon the great eye, from the vision. And a great eye herself and two other shamans had visited. Left with no solid answers. The shamans scramble for time and knowledge. Was it true? Did the great eye betray them for power? For knowledge? The bridge to the Moz was gone, left only with troubling rumors. She could only hope were false. Else, it would be upon them to seal, trap, and kill a spirit.
  20. Letter after letter came in, to a tired office worker within the isle of Reza'jer. A passing glance nearly escaped them, before the Ker lofts up the paper. "Interesting. It seems after the great displacement of hallow Magara'lin. Many attempted to reclaim what we had." The Ker frowns, towards the end, at the mentions of worship. Narrowing their eyes to scan it over proper. Pursed lips protrude as the Ker grabs a stamp, and slams it down on the paper. Marking it with the label. 'Extreme Caution And Observation required.' "Dark tidings be those that scorn Luara."
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