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MeteorDragon

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Posts posted by MeteorDragon

  1. A particular bartender, Cassius, lifted his hands, clapping them together as he leaned back in his tavern. "Down with the pathetic religion known as Canon. I'm glad to no longer have to worry about their pathetic Bishops and Priests in my tavern."

  2. MC Name:

             Meteor__Dragon

     

    Character's Name:

             Ulrari Cerusil -> Malerius

     

    Character's Age:

             Old Enough

     

    Character's Original Race (N/A if not applicable):

             High Elf

     

    Transformed form:

             Zar’eika - Malda

     

    Creator's MC Name:

             _Leyd

     

    Creator's RP Name:

             Epleiades

     

    Briefly explain the lore behind this construct or creature:

             

    Inferi are hellish abominations, appearing as corrupt versions of the descendants. Roughly, they keep a humanoid form, though some can choose to have multiple limbs, or aesthetically lack things such as eyes. They are beings who only find their hunger satisfied when they consume mortal flesh, their bodies frequently holding mutations, such as sharp nails and tails. Occasionally, some will have a carapace-like armor atop their flesh, though this will prevent them from wearing true plate armor. While they are demonic, they can be slain just like any other person, be it bleeding out, decapitation, etc. Should one actually be killed, it will take [1] ooc week for them to come back, unless a Prince revives them. Another weakness of theirs is Holy Magic as they are always a revealed darkspawn and even just touching Xannic mists causes them pain. However, these creatures remain ageless, the only sign of their elderhood being a more ashen appearance. These monsters tend towards unhealthy mentalities, making them prone to manipulation, trickery, etc. Overall, they are self-serving, putting little above their own preservation and strength, though they are unable to ignore the orders of the one they are bound to. Though, they may twist the words of their masters.

    There are three subtypes of Zar'ei, Mages, Knights and Brutes. Each one has a different amount of maleus and knowing different spells. Mages are like Voidal mages when it comes to strength and stamina and can only be up to 6ft tall, though they know the most spells. Knights are as strong as human knights, can be 7ft tall and know a medium amount of spells. Brutes are like orcs, can be 8ft tall but know the least amount of spells. However, each is capable of Evolution, requiring them to gain three total souls by either killing or tricking mortals into making deals with them. Once all three have been collected, they will enter Metamorphosis and will grow accordingly in both strength and ability. Their bodies may recover from old wounds and they main gain more height as well as a Malice, though there is a small addition for each subtype. Mages gain the physical strength and stamina of a fit elf, gaining some extra weight as well. Knights gain a new spell and 10 maleus. Brutes only get an extra 5 maleus. Finally, the Demon may perform a True Evolution and hand the character over to ST as they gain even more strength.

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    Malerius is a six foot tall demon, his body made of a bright crimson and his hair made of a flowing redish gray. The creature holds a weight roughly equal to 150lbs as well as pointed claws instead of proper fingers. His orange eyes peer out from thin slits in his head, a wide, sharp-toothed grin residing upon his face.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yes

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             No

  3. 18 minutes ago, sam33497 said:

    I am the most powerful mage within these walls

    Sulieronn rolled his eyes at that. "I wouldn't go that far, after all, I exist." He hummed out as he read through the notice. "But stronger than Fatebinder, sure. Though that's not difficult."

  4. 4 hours ago, xoxoGossipGirl said:

    Only thing that caughts my eye is that you can only create one heath in a life time until it’s destroyed? What’s the thought process behind the redline

     Vidal tears have the same redline so I thought to add it because it would be pretty bad to have 50 heaths in one map

  5. -[ The Veil’s Rites ]-

    gCUtYIPqSw-fZb1OqXLBHdIslasPDSlKS6PxSo85v3pPOpQQ-zZraKni5gf750FpAYoz3S84Zt8yqcDXA1GBAPv1cjEC6Jynsm-TrD94g71-jztuKw5zw26VGDkQYf0ZFtv6oyXEmwWVu352EE1CyA4

    Art by alecyl

     

    ~ Origin ~

     

    Years passed in the Material Realm, Tears being made and broken many times, transforming parts of the world into plagues lands known as Hollows. However, before the great and terrible Hollow that Ando Alur had created, there was an even more magnificent land - one created from a naturally born Tear, one that cursed a sandy landscape. This was a Voidal Heath. Nearing the end of the Voidal Invasions that shook the lands of Arcas, a Tear which sat on a sandy peninsula was destroyed and, in its wake, the area remained tainted by the void, sands shifting mysteriously, plants growing like they never had before.

     

    “Reach forth and summon the world. A terrible, yet beautiful, world.”

     

    In recent years, mages have found odd plants growing around their obelisks and some even growing near the ever terrible Voidstalkers, the ones who leak the void into the world around them. These plants were ones that didn’t grow outside of these areas, in fact, many had almost never been seen before! These plants were, and are, known as Voidal Reagents due to their odd properties and even stranger growing conditions. Further the research went, stopping only when the topic of Heaths was rediscovered, though none had been seen in decades. And so, the most ambitious looked for a way to artificially bring them, and their Monoliths, into the world.

     

    ~ Creation ~

    -VRzDXb2tQMrVsM_OGf_zlJA5h8Ky2Btn8RTwwsEuBYEYyHfcaeDmThgx-Ixm0nG61I0yRhgZPXs8_Op-ioX0NbTA9WFh4752Rf2GF4UaildDWtbC32ieje1ggYGQQbFRBhh8yFj2dsqwL9g-mp1sng

    “It came to me in a dream. So, I brought that dream to the world.”

     

    The creation of one of these Heaths is normally a natural process that’s untouched by mages, however, through research a way to conjure forth a Heath with a ritual has been found. The process is a rather complex one, requiring, at least, five voidal mages, two of which must be Voidstalkers, one must be a Veil Watcher, and another must be a Translocationist. With this combination, the Veil Watcher must peer into the veil, finding a suitable weak point while relaying this information to the Translocationist who searches through the void, finding, and anchoring a Monolith. Finally, with the help of all the other mages, they will fuel the ritual, bringing forth the Monolith into the Material Realm, thus forcing the immediate area to transform into a Heath.

     

    When creating a Heath there are two options. The first is to perform the ritual in a specific biome, ensuring that a specific type of Heath is created there, such as transforming a Forest into The Pensive Wood Heath, or a Desert into The Shifting Dunes. With this, no specific requirement is needed, besides being in a region able to be turned into a Heath, it is known as a Natural Creation. This method summons a Monolith that matches the lands it’s being summoned to, making it a more natural Heath.

     

    The second option is known as Forcible Creation and is performed when the summoning ritual is imbued with specific magics by a certain amount of mages. For example, it would take Illusionists to transform a Plains biome into a Pensive Wood Heath. Performing this type requires the mages to infuse the mana into the ritual as the Monolith is being pulled forth, such causing it to change and warp in odd ways. This change to the structure of the Monolith allows a group of mages to almost permanently alter the landscape in even more unnatural ways, and thus is up to the imagination of the mages.


    Mechanics:

    Spoiler

    Requirements:
    -5 Voidal mages of T5 strength. Of those, there must be:
        -2 T3 Voidstalkers
        -1 T3 Veil Watcher
        -1 T5 Translocationist
    Those archetypes may be split in any way. For example, a T5 Translocationist with max tier Voidstalking and Veil Watching will meet all three of those requirements, despite being one mage.

     

    Heaths are summoned in one of two ways: Natural, or Forcible. Natural simply requires that an area be the correct biome while Forcible can change the biome to match, but it requires T5 Mages of certain archetypes to summon specific Heaths. Here is a list of each Heath as well as the requirements to make it:
    The Pensive Wood:
        -Natural Requirements: Forest
        -Forcible Requirements: 2 Illusionists and one of the Voidstalkers must have the Second Mind
    The Weeping Oasis:
        -Natural Requirements: Desert
        -Forcible Requirements: 1 Water Evocationist, Earth Evocationist, and Conjurationist
    The Buried Kiln:
        -Natural Requirements: Mountain or Cave
        -Forcible Requirements: 1 Air, Fire, and Earth Evocationist
    The Shifting Dunes:

        -Natural Requirements: Desert
        -Forcible Requirements: 3 Translocationists
    The Suspended Caverns:
        -Natural Requirements: Caves or Wetlands
        -Forcible Requirements: At least 1 Earth Evocationist and 1 Transfigurationist. There must be 2 of one of them, though, for a total of 3 mages
    Other:
        -With the addition of new Heath lore pieces, this list should be updated to reflect the requirements of summoning that specific Heath. It is encouraged that players create additions in order to bring forth these new, creative lands.

     

    Size:
    With just the normal 5 mages, it creates a 30 meter radius, roughly the size of the greater radius of a weak Voidal Tear. However, just like Voidal Tears, more mages may be added to achieve even greater changes to the world. By adding 2 T5 voidal mages and one extra voidstalker, though the voidstalker may be one of the two additional mages, the radius will be increased by 5-15 meters.

     

    There is no specific emote requirement, however it should be 3 emotes or longer.

     

    Redlines:

    Spoiler

    -Participating mages must be T5. However, 2 T4s or 2 T3s can count as a T5. This doesn’t count for specific magics though, like Translocation, or a magic listed in the Forcible Requirements.
    -This ritual requires 5 mages at a base. There must be, at least, 2 Voidstalkers, 1 Veil Watcher, and 1 Translocationist. A single mage may be the source of multiple of these requirements.
    -A majority of the radius of the summoned Heath must match the Natural Requirements, if the Natural method is being used. Ask ST if there is a question on if an area is eligible.
    -If an area meets the Natural Requirements for multiple Heaths, such as being a Desert, the ST who takes the ticket may either roll, or decide in some other way what the Heath should be.
    -All Forcible Requirements require 3 mages, even if the radius is increased. These three mages may be mages already in the ritual, or may be extra mages.
    -With 5 mages, the radius is 30 meters, but may be increased by 5-15 meters with 2 extra mages and 1 extra voidstalker. The voidstalker may be one of the two mages.
    -ST may decide to change things about the radius, within reason, if they so choose. However, this cannot be something extreme, such as making the radius only 2 meters. Though, they may let the radius grow out of control.
    -The creation of a Heath always makes a Veil Watcher vision.
    -Creating a Heath always requires ST Management approval. If it affects a tile that is owned, it requires either PRO or majority RO permission.
    -A Voidal Mage may only be responsible for the creation of one Heath, throughout their lifetime. Meaning, a Voidal Mage can only play part in the creation of one Heath- if and when it is destroyed, they would gain the ability to create another once more.
    -Mages who go through this ritual are unable to cast combatively for 2 IRL Days.
    -Voidstalkers may be replaced by 3 additional mages.

    -This ritual must be taught in order to be done. However, participating in this ritual counts as being taught.

     

     

    ~ Destruction ~

    oN-O90R1Y3IVtbMoFBkpU2AKjg6zVIp6fptwD9-2Qo3KI-lXZX87dU4yhY0f_z3qjLLAueoBXsji4Jf5WhyULtBq9n00y4EK0GuKE200zCLOq5z46SSk0J1fPfiL6u1CtcWQLSdvRjPKeELEN9-YCe4

    “All which can be created can be destroyed. This is the Voidal Law.”

     

    There is a duality to the void, it is both Creation and Destruction and so just as a Heath may be created, it may be sent back from whence it came. With the power of five mages, almost any Heath is able to be cast back to the Void, the requirements being similar to the summoning of one. Two of the mages must be voidstalkers, one must be a Veil Watcher, one must be a Translocationist, but two must be Transfigurationists. With this, the Veil Watcher will look for a weak point in the veil, casting forth this knowledge to the Translocationist who will anchor the Monolith, aiming to teleport it back through the veil. However, due to the power of these voidal creations, it is required to have the Transfigurationists sending abjuration blasts at the Monolith, aiming to weaken its strength just enough for the Translocationist to overpower it.


    Mechanics:

    Spoiler

    Requirements:
    -5 Voidal mages of T5 strength. Of those, there must be:
        -2 T3 Voidstalkers
        -1 T3 Veil Watcher
        -1 T5 Translocationist
        -2 Transfigurationists.
    Those archetypes may be split in any way - for example, a T5 Translocationist with max tier Voidstalking and Veil Watching will meet all three of those requirements, despite being one mage. However, the Translocationist cannot also be one of the two Trasnfigurationists.

     

    This is mainly to be used to destroy Heaths made by players, though event Heaths may be destroyed in a similar way. It is up to the ST running the event to decide if more or less mages may be used to banish those types of Heaths. No matter what, an ST is always required to oversee the ritual, providing an event for the players.

     

    There is no specific emote requirement, however it should be 3 emotes or longer.

     

    Redlines:

    Spoiler

    -Participating mages must be T5. However, 2 T4s or 2 T3s can count as a T5. This doesn’t count for specific magics though, like Translocation or Transfiguration.
    -This ritual requires 5 mages at a base. There must be, at least, 2 Voidstalkers, 1 Veil Watcher, 1 Translocationist, and 2 Transfigurationists. A single mage may be the source of multiple of these requirements.
    -The Translocation and Transfiguration requirements may not be met by the same person.
    -Performing this ritual requires an Event to be done by ST where the mages cast the ritual upon the Monolith in the center of the Heath. ST have freedom over what happens, though it is encouraged for them to destroy the Heath should the ritual be properly performed.
    -Heaths not made by Players, otherwise called Event Heaths, may have different requirements based on what the ST running the event wishes.
    -The banishment of a Heath will always cause a Veil Watcher vision.
    -Voidstalkers may be replaced by 3 additional mages.

    -Due to the nature of the destruction ritual, anyone who knows how to perform the creation ritual inherently knows how to perform this ritual.

     

    Purpose

     

    There hasn’t, to my knowledge, been a Voidal Heath since Arcas due to the Voidal Invasion Eventline. These places can provide a lot of RP, similar to Hollows, though there is no way to make one currently and map creation seems to neglect the fact that they can exist. In addition to this, while none have existed, if one did exist, there would be no way to get rid of it - so I also wish to include that in this lore piece. Usually, there are mages who want to cause chaos and make stuff like tears and then there are those who want to get rid of those, this provides a way for both of those groups to interact.

     

    Credits

     

    Writer: Meteor__Dragon
    Grammar Help: Creete
    Heath Lore
    Voidal Monolith Lore
    Voidal Tearing Lore

     

  6. 7 minutes ago, Lomiei said:

    OK so take my rash 2am thinking with a grain of salt because I see the logic in your point. I have not gotten into a conflict since I came back to lotc so I havent read the current rules, but I recall one time in lotc where solving issues was ONLY allowed to be done through crp, or pvp resolutions between more than 3 people had to be over-seen by a mod and delayed for super long periods of time.

     

    I think the current rules on the matter are great! I'll provide a little snip here.

    image.png?ex=6545b93e&is=6533443e&hm=616a11554e7b1bd02fa07c5a226d69a4eb7a0b94babc90c50c99816ae37343ac&

    While CRP is the default, it can be PVP if all parties wish, or if there is 8 or more people and the majority of defenders vote for it. Personally, I think this is the best case we can hope for as it favors CRP while humoring the idea of PVP for those who want it

  7. 31 minutes ago, Lomiei said:

    Ok so yes im dumb but like what if we really took it seriously? What if we kinda just went along with it and pretended pvp default was back. Only for like 24 hours? And then if we like it, put it back maybe?

     

    From what I heard, PVP Default was something that was basically forced upon the server by some person. I don't recall the exact details, though. Anyhow, it had remained that way for a long time before finally being shifted to CRP Default, molding into what we have now. Personally, I feel like we should not go back to that old way of doing things, this is an RP server, therefore RP should be the way that things are done as a default. You don't see people going up to bars and PVPing to get their drinks, that's just stupid, so why would we want conflicts to be defaulted to PVP again?

    I've seen the server change over the past several years, and CRP does make it a lot easier to have fun villains because darkspawn are able to start conflicts without worrying about "Erm, PVP" when they just want to make a good story. Sadly, there are people who aren't good villains and just want to bandit people for pixels, but we should cater to those who enjoy RP rather than the kleptomaniacs who look at items and start drooling. Afterall, this is an RP server, we should stick to RP

  8. People have already said it but I'll say it again to get some rep,

    Disconnection rituals will just hurt a community due to things like disconnection wars and the likes. Sure, it would be fine if you could disconnect someone with OOC consent due to the person wanting to no longer be a necro, but that's the only situation I think it would be fine in.

  9. The first Watcher awoke with a start, sweat beading upon the aged 'ker's features. He looked around, a faint scowl forming upon his lips as he muttered. "What do you want me to find..." Sulieronn rolled out of bed, starting his day by pacing back and forth in his room, pondering what he'd been shown.

  10. Hey man, just to let you know, you need an IRP creator for Sorvians. Also, this section: "Briefly explain the lore behind this construct or creature:" means to explain the lore page of Sorvians which can be found here:

    In addition to all this, you need to be whitelisted on the server and have been on for 1 IRL week before being able to make any sort of lore applications. Hope this all helps

  11. This doesn't feel like a voidal magic and reminds me more of something along the likes of Kani, or it being a "Mana" magic along the lines of Housemagery or Bardmancy. Voidal magic deals specifically with casting spells/evoking things from the void and doesn't deal with altering the physical body in the ways mentioned

    Minor Edit: Would this require someone to know Alchemy? It's also to be noted that alchemy and magic don't really mix

  12. I find that letting people know that you're not attacking them because you want their stuff helps make the crp a lot more pleasant. It brings down stress levels and generally makes it a better experience overall

     

    In addition to this, I have a personal rule that if my character kills someone because of a vendetta or something of the sort and they DONT PK, the vendetta will be settled in my characters mind. Even if they see the person roaming around near them again, they won't attack unless a new problem arises. I think more people should do both of these things

  13. MC Name:

             Meteor__Dragon

     

    Character's Name:

             Kristian/Viktor

     

    Character's Age:

             108

     

    What feat(s) will you be learning?

             Tawkins

     

    Teacher's MC Name:

             Ztrog

     

    Teacher's RP Name:

             Seraphina

     

    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:

             No

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             Yes

     

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