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BobBox

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  1. "The word of The Goat reaches the mouths of the common people and they praise him loudly. Let all hear of his word, let all praise him so. I hope many more may open their eyes." Remarked one in the streets, a smile resting upon his features thereafter.
  2. [!] Throughout Almaris there are rumors of different creatures and beings which live about, each shifting and morphing to its own story depending on the region. Below are some of the stories which may pass around the realm freely; this is to say you may use these in normal conversation as this is open information. This post may be interpreted as a page containing the ones down below. The Mountain's Folklore The Storyteller is a part of the rare and whimsical stories that flow throughout the taverns of the realm. Known to be a towering yet skinny man with glowing tattoos, The Storyteller is known to carry an assortment of lanterns, all of which are lit with a bright orange flame. These lanterns and The Storyteller’s purpose are mostly a mystery, though some say that he appears in whatever lands have creatures on the loose… Known as a multitude of names, though at the end of the day he is normally known to be called The Thinker. Used primarily as a story to explain the power behind one’s mind to children, the thinker is rumored to change the land around himself on a whim - merely wishing what he wants into existence. Within his own head drifts thoughts of despair, often causing him to taint the land like dark paintings as he goes, a telltale sign of The Thinker. An entity that goes by no specific name, this creature is said to infest both flocks of animals and household pets in order to lure their owners out into the wilderness. Oftentimes depicted as an animal that slowly integrates into a farmer’s flock, it is not unknown to act like a stray animal to pull on the heartstrings of those who are quick to offer their home. This entity is used as a story to remind farmers to be attentive, and also as reasoning if farmers suddenly disappear as does their flock. The Occulti ov Sun and Moon are said to be a group that appears within regions to both displace and fix the cycle of the stars. Shrouded in secrecy, each retelling of their powers differs, though normally is used as an excuse as to why some nights are especially bright and others are completely dark. It is oftentimes left up to the receiver of the story to decide if these occulti are truly for good the good of the realm or for the bad. The Watchman is said to be a totem that haunts the fields of farmers who have abandoned their crops in a drought. When large amounts of plants are said to die, this creature is known to bring them back to life in order to lure the farmers to their deaths. This story is primarily known to be used to scare farmers who are so quick to abandon hope. [!] The bottom of the page is torn to shreds as if someone has ripped away the information about the other creatures of Almaris. Perhaps they were never meant to be recorded in the first place.
  3. “Long gone are the days of true authors, who’s stories have meaning behind them. I for one, welcome these back into society.” Remaked an Illatian store keeper.
  4. Change Log: Removed the need for MArt grimoires and added redlines. Fixed spell error that zacho pointed out. Added more redlines to disconnection ritual
  5. Presumably the naztherak will see that their spell was not as effective and will switch to one of the ball ones which can have light force or attempt to summon a demon in order to remove the armor / tear at the cloth. Also if someone has their eyes visible & the likes they wouldn't have cloth there, though I know only some plate skins do that. Voidal weakness was something suggested by the LT and so I implemented it for balancing.
  6. Amendment - Naztherak Physical Strength Changes Current Lore: To be updated to: Stemming from previous distrust between a Zar’akal and a soon-to-be Naztherak, there is a natural layer of unease between the teacher and their student. In a weak attempt to stop potential students from climbing the infernal hierarchy and ascending above their teachers, there is a stipulation inserted into every deal, be it knowingly or not. Every time a Naztherak is connected, their teacher allows the hells to restrict their body and naturally, their strength. Use of the hells is not free. Redlines: Cursed Fire Changes Short Brief: Cursed flame is put in an awkward spot currently in Naztherak lore. Firstly, there is the issue that Revolt is incredibly more powerful compared to the other cursed flames (which are essentially just normal flames with such little flavor players are sure to ignore them). For example, in the current lore part of revolt reads: “Fireballs, Brands and Whips may explode upon impact against any surface, resulting in an expulsion of Malflame no greater than one foot beyond the flame’s diameter,” and “Walls, Pillars or Storms of Malflame imbued with Revolt will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.”. Compared to desolation which says “Malflame spells imbued with Desolation will cause the victim to experience anterior-grade amnesia, meaning that their short-term memory will be spotty at best.”. See the issue? One is a light suggestion to RP while another is a powerful hellish alteration, not to mention that revolt doesn’t have any effects that revolt should have. This part of the amendment aims to fix that by upping their previous abilities and allowing them all to stop projectiles. Finally, we have amended it so that cursed idols may be created with malices that the user does not have to eliminate trying to min-max and pick the first malice when the magic is gained. We wish for people to pick the malices that make sense for the character, not those which are the strongest or most useful, though the malices still do affect which cursed flames you may cast. Current Lore for ease of reference: To be changed to: Woe Malflame spells imbued with Woe cause the victim to experience existential despair. One might abandon whatever hope or conviction drove them, or merely feel that whatever victory they aim to achieve is far beyond their capabilities. Over two emotes they may become sluggish and feel weary, their armor feeling heavy, despite themselves being well-rested and healthy. Battles feel lost before they may even begin. Walls, Pillars or Storms of Malflame imbued with woe may appear as if it has sad faces inside and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact. Lies Malflame spells imbued with Lies cause the victim to feel compelled to lie in one fashion or another. These may be simple erroneous replies when asked yes or no questions, or they may attempt to spin elaborate falsehoods about themselves or others. Even when they have nothing to gain from such deceptions, they will still feel the need to spread fallacy and mistruth. In battle, it will become near impossible to communicate the truth, such as lying about your injuries, what the enemy is doing, or your want to continue a chase. Failure to speak or lie at all will cause a painful build-up within a victim's chest, as they suppress the strong desire. Walls, Pillars or Storms of Malflame imbued with lies will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact. Revolt Malflame spells imbued with revolt will cause a victim to feel incredible amounts of disgust about themselves and others. One may toss their sword to the side because of a singular imperfection or may mock others should they not act perfectly. One may forcefully stay away from certain imagery such as certain cities, hospitals, or churches. Walls, Pillars or Storms of Malflame imbued with revolt may appear as disgusting flames and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact. Madness Malflame spells imbued with Madness cause the victim’s mind to be sundered by a supernatural psychological assault. This causes them to rapidly develop some manner of abnormal mental functioning, such as visual and auditory hallucinations, paranoia, schizophrenic-like delusions, other phobic or compulsive behaviors etc. These are always distracting and may easily earn the concern or disgust of observers. Casting spells may become additionally difficult as false realities manifest. Walls, Pillars or Storms of Malflame imbued with madness may appear as if familiar faces are in them and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact. Desolation Malflame spells imbued with Desolation will cause the victim to experience amnesia, meaning that their short-term memory will be spotty at best. This may manifest as an inability to recall where they are, or why they are there; they may fail to adequately take in new information, causing them to be unable to learn a new skill or commit faces and names to memory. In battle, one may forget who they’re chasing or even which way someone turned a corner, even if they had just seen it a moment ago. Walls, Pillars or Storms of Malflame imbued with desolation may appear as if everchanging figures are in them and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact. Temptation Malflame spells imbued with Temptation cause the victim to begin feeling a tug within their consciousness, which leads them to seek out something of their immediate desire. They may well desert combat altogether if their desire to go home to creature comforts is stronger than to keep fighting. Otherwise, the victim will become vocally obsessed with something, or someone, or become distracted by things pertaining to hidden wants. Failure to verbalize these wants will feel like a pain building up in the chest. Walls, Pillars or Storms of Malflame imbued with temptation may appear as if friendly faces are luring them in and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact. A Prince who possesses the Pacting will receive a second Malice from their demonic patron. Which Malice they receive depends upon which patron has laid claim to them, as they find their beastly benefactor’s vile influence spreading through the core of their being. These Malices may be cast when Curses is taken and are the following: Dread Malflame spells imbued with Dread immediately elicit a sensation of overwhelming fear as the felfire consumes the victim. This manifests as engaging the victim’s freeze, fight, or flight responses; particularly timid individuals may freeze, while most others will merely flee from the conflict, leaving a minority who will brace themselves to fight for their lives. Even those who successfully escape from or stand victorious over such an encounter will still find fear gripping their heart for the duration afterward. Even those who stay and fight would feel their heart beating in their chest and sounding in their ears uncontrollably. Walls, Pillars or Storms of Malflame imbued with dread may appear as if skulls are within and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact. Venom Malflame spells imbued with Venom will begin to elicit symptoms like those of a snakebite shortly after contact. This begins with a spreading numbness from the site of the burn, moving up to encompass the whole limb or abdomen over two [2] emotes. This numbness does not disable the use of limbs for combat. In the six [6] emotes afterward, a supernatural fever will begin to develop, which will lead to actual sweating and a danger of overheating if the victim is wearing many layers, such as gambeson beneath heavy platemail. These are merely symptoms and cannot kill the victim, but they may exacerbate pre-existing conditions. Skin will discolor and appear as if it was bruising, the blood vessels of a victim popping out. Walls, Pillars or Storms of Malflame imbued with venom may appear as if it is swirling throughout and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact. Gluttony Malflame spells imbued with Gluttony immediately awaken a nigh insatiable appetite for food or drink within a victim. In particular, they will likely crave whatever is in front of them. This Gluttony can be ignored, though after [3] emotes, this sensation will need some sort of satiation. Victims far from food may bite at their own flesh, inanimate objects, or drink blood, requiring [1] emote to do so. This will cause the timer to go away until they are hit again, though the hunger will persist. Walls, Pillars or Storms of Malflame imbued with gluttony may appear as if there are mouths within it and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact. Pestilence Malflame spells imbued with Pestilence cause the victim to begin developing symptoms akin to those of pneumonic plague. This begins with a malaise, or feeling of sickness, over two [2] emotes; this does not inhibit combat or other exertive actions. Over the following [2] emotes, a bloody discharge will begin weeping from the nose and eyes, with a cough emerging then. The following emote after this, the victim develops a chill and their coughing produces bloody phlegm from the throat which may inhibit combat as it begins to get difficult to see and breathe. At this point, the weeping of the nose and eyes, chill, and coughing last until the 1 IRL hour is up, after which they will subside as the general sickness persists. It is not contagious and the combat prohibiting effects may be cured by spending [1] emotes to either rest or perform medical upon yourself. Walls, Pillars or Storms of Malflame imbued with pestilence may appear as if there are nauseous clouds within and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact. Misfortune Malflame spells imbued with Misfortune cause the victim to experience uncanny poor luck. If during a combat encounter in which both parties agree to roll, this manifests as a -4 modifier to those struck by Malflame spells. This does not stack. Outside of ‘rollplay’ the curse’s effect can be roleplayed as otherwise plaguing the unfortunate with any number of seemingly supernatural blunders and mistakes in their endeavors. This is not to say every swipe of a victim’s sword will be a glancing strike, or every arrow will miss, but rather what could have been a mighty or precise blow will be substantially lesser. For example, taking out a potion may take an additional emote as someone drops it at their feet, or their sword may get stuck for a moment as they take it out. Malflame imbued with misfortune may appear as if there are general sides of unluckiness inside, such as broken mirrors, and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact. Redlines: Base Naztherak Changes The following spells will have this redline added to them: Rok-Kirluk, Rok-Ladom, Rok-Argal, Rok-Norrvut, & Rok-Zevik. - This spell may go through gaps in armor or entirely through chainmail to catch onto the skin beneath, as it is a stream of malflame. The following redline will be removed: - One may not guide or shoot Malflame through the visor, eyeholes etc. of helms, or similar small gaps in clothing. The skin must be exposed. The following redline will be removed: - MArt submissions may be made to create unconventional but functionally identical Grimoires. The following redlines will be added under Grimoires: - Functionally identical grimoires may be made freely by the player as long as they are objects that can be written on / read from. - No unique grimoire may be harder to knock out of your hand than a book would be. The following spells will have this redline added to them: Rok-Dhurz & Rok-Heedz. - By spending [1] extra emote, this spell may have light combustive force added to it. It may dent plate armor, break bones, rip cloth, and will cause someone to trip if it strikes their feet. The following spell will have this modification made: Rok-Niirk. Previous lore: Changed to: These conjurations naturally possess physical properties, allowing a Naztherak to whip or lasso imps and beasts as well as their mundane counterparts. The following spell will have this modification made: Rok-Krimth. Previous lore: Changed to: Not unlike the whip-like conjurations of their more novice peers, a master of Malflame manipulation may summon chains of pure Malflame with which to burn and strike continuously against the flesh of mortal men, or to bind infernal adversaries. & When used, these chains assume material properties comparable to that of mild steel, providing strong restraints for most demons and nearly all descendants. The conjuration takes four emotes to fully manifest, and consumes [20] maleus whilst lasting for five emotes; this may be extended by spending an additional [5] maleus per two emotes. The following spell will have this modification made to it: Rok-Argal. Previous lore: Changed to: “A Naztherak may create a wall of Malflame in [3] emotes, which provides a deterring barrier in front of them or another, albeit not very defensive.” Redlined Added: - Only one wall may be formed at a time. The following spell will have this modification made to it: Rok-Norrvut Previous lore: Changed to: A Naztherak creates two pillars of Malflame in front or around them. They cannot be moved once charging begins, a spot glowing the colour of the Prince’s Malflame appearing in the location it is being conjured. They can be conjured in two [2] emotes, and lasts for up to five emotes afterwards. Only two may be conjured at a time by a Prince, and it is only one block in diameter. This additional redline will be added under Maleus and the Grimoire under the casting section. “A Naztherak may emote speaking a spell without physically typing out the name to avoid meta-gaming.” The following malflame lore will be changed: Previous Lore: Changed to: Malflame is a fire-like substance which a Naztherak may conjure, the flame itself may have light or it may not, though it has no heat, nor can it burn objects. It may appear in various colours depending upon the Naztherak who wields it, namely being alien colours such as shades of violet, putrescent pink, sickly green, and other vivid colours. The following redline will be removed: - Malflame does not produce light nor heat, nor does it have force on its own. Reasoning: Beast Summoning Changes Reasoning: Previous lore: Changed to: - Only one [1] Beast and two [2] imps may be summoned at one time during a combat encounter. Outside of combat, players may have multiple beasts for flavorful roleplay, though only one may be permitted to enter combat, should they be summoned beforehand. - One beast or two imps may enter combat if they were summoned prior to it starting. A user’s grimoire must be constantly held on their person after they are summoned. This is to say that one may not hide their book in a chest and expect their summons to enter combat with them still. - While only one beast or two imps may enter combat with you, you may summon the other mid-combat should you perform the required amount of emotes. - One may not presummon a beast larger than a large cat. Naztherak Addition Algzok Rokol To Smoulder Magic The disconnection ritual. An intense ritual that requires either one Zar’akal and two Naztherak or five Naztherak with two being at least tier five. Not to be taken lightly or as an escape from the hells, this ritual consumes the magic slots given to Naztherak while removing the ability to use the magic, scarring the soul as it does so. To perform this ritual, a group must draw a pentacle with rakir and place the unfortunate Naztherk in the center. From there, each Naztherak would stand within a corner of the pentacle before channeling their malflame and maleus into the center. Once all the flames converge upon the center and then the victim, they would flow over and throughout the brand, burning away the slots of magic and permanently damaging the soul. Redlines: Reasoning: Credits: Niv - Original Lore Writer BobBox - Amendment / Addition Writer Kujo, Junoix, Lulah, Naztherak Community - Consultation, Ideas.
  7. Fur Stained Red A warrior musin covered in orcish garbs. Let it be known that the might of the musin and orcs is felt upon the stones of Elysium this day, that our fur and tusks are coated red and that the waters which were fought upon are now tainted red. Let it be known that the great musin army has slaughtered countless giants while not even a spec of damage was delivered to our fur. Our large ears were filled with the screams of those beneath even our own stature - and so now we may retire until the next battle with dreams of sweets and bloodshed. ANOTHER ORCISH VICTORY. ANOTHER MUSIN VICTORY. MUSIN DO NOT LOSE. MUSIN DO NOT RELENT. There is no end to the torment and the slaughter which we musin bestow so graciously upon this land. There is no stopping our great horde and we only rest to sharpen our blades, to dream of sweets, and to bathe in the blood which runs so freely now upon these lands. Signed, General Needle ‘The Warmonger’, leader of the Musin army and warriors, bravest of them of all Musin, destroyer of nations.
  8. Skin Name: Unbaed 3 Discord: BobBox (Austin)#4660 Bid: $15
  9. One so knowledgeful of flame and of the goat watched. Eyes flickered - not just one pair but two, three, all watching from behind each other like a queue. They had awaited these flames for some time now, awaiting to see smoke bellow and for land to be scorched. "And once more their gods are starved while we feast - long ago is the time of idle, now is the time of action." He paused only for some moments before he stood and began to walk then. His gaze did not linger upon the smoke but rather his mind wrestled with the next step in which he was to take.
  10. Klone counts as a CA so it would need to be changed on the list or have a special note, ik it states it in other places of the lore but could still be confusing
  11. Does this mean that klones cannot have the symbiote even while functioning the exact same as another descendant body would? Previously if a klone was made while having the symbiote, it would carry over. If you made one without, you could be without it for a time. Edit: Furthermore I'm curious as to why the symbiote and blood magic are incompatible
  12. BobBox

    MUSIN TO WAR

    MUSIN TO WAR A musin begs another not to go to war - yet he must go for the good of his people. Since conquering the world, I have rightfully been on a long retirement atop my mountains of gold, yet another conflict so desperately needs me - and so I have left my hordes of wealth in order to rule once more. Long has my fur been absent from the stain of blood - long have these stone streets been dry and desperate to drink from the wounds of my enemies - and so rightfully now I do pick up my stained weapon in which I am named after. For the price of three new musin armaments and one new flag: The vast hordes of musin under command of Needle - The Warmonger do hereby swear their weapons, be them blunt or sharp, to the orcs. We will dine with them and grow tusks as they do! And so with this, the cries of the musin are heard across the lands. ELYSIUM WILL BURN AT THE PAWS OF THE MUSIN. No innocents, be them child or adult will be spared. Homes will be looted until our paws bleed from the spoils. TO WAR. Signed, General Needle ‘The Warmonger’, leader of the Musin army and warriors, bravest of them of all Musin, destroyer of nations.
  13. God bless it’s out, time for the next writing project
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