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Everything posted by BobBox
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An Automaton’s recap on the happenings within and around the Crothstad Woodlands A drawing of Farmer Thistle's Farm Hello reader. I am Sir Bertwald Automaton I, a renowned writer of old times. I write this brief paper intending to show my gratitude to my saviors, and also documenting what I can about the events unfolding within or near The Crothstad Woodlands! Upon the publication of the paper, I hereby clear myself of any debt owed toward the dwarves. Urguan Speaking of dwarves, I intend to cover their expeditions first. The dwarves have been tirelessly working with a generational farmer of the forest to track down a creature that has been terrorizing the local woodlands. This creature moves much too fast to see, and even attempts with alchemical-treated goggles have had mixed results. Through the efforts of these dwarves, Farmer Thistle was able to defend his home and create a fortified position against the creature. The dwarves have also saved me - Sir Bertwald Automaton I - from a large spider, securing rare silks in the process. It is the hope of these dwarves that with this silk and other materials, they will soon be able to lure in a bird companion that can supposedly track creatures with exceptional precision. Good luck dwarves! Haense I truthfully did not know much about what had occurred to the Haenseti in the forest local to them, though I did interview a few members of their city to gain an incite as to what was happening. Firstly, according to a Miss Tatiyana Vas Ruthern, The Brotherhood of Saint Karl has been investigating the Northern Woodlands and some structures within, such as old cabins. During these expeditions, they encountered colossal worms and wolves. When asked if she was ever afraid during these encounters, she stated that she was not. Furthermore, she said that any creature found within the woodlands would be treated to “A thousand pyres” and “as if they were heretics” - how scary. Finally, when questioned on whether her red dress potentially had a negative impact on Haenseti stealth and battlefield tactics, she rudely rode away on her horse. Despite this, the soldiers of Haense seemed to have other ideas. When interviewed, Rickard and an anonymous Haenseti soldier were stated as saying that Tatiyana “had no discipline or respect”, and that she “needed to learn how to fight better”. Although there seem to be conflicting attitudes on the Haenseti side, I wish them good luck in their adventures. Koyo-Kuni The Oyashiman people live close to the Crothstad Woodlands, and so naturally I also had to interview them. The locals here spoke of Sakana Jo, a fisherman who they had been in contact with. Their efforts are focused on a dangerous and exhilarating water pathway. Following my brief conversation with these locals, I was serenaded with books and the offers of repairs, how kind! I will now conclude this brief paper, and I hope that you have enjoyed dearest reader! Should you have questions about what has been occurring, please do not hesitate to stop by Farmer Thistle’s farm within the Urguani Forest! I will also be there, should any adoring fans wish to meet me!
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R E N received the missive and couldn't help but smile with his gnarly and mangled teeth. He set the paper atop the stack of others as it was clearly a favorite - he was even drawn in such good lighting. "These Celia'diraar are nothing but flies. They travel in swarms but always run away at the simple wave of my hand. Also much like flies, they seem to love regrouping at the dung in their moat." Oddly enough, there seemed to be a bite bites missing from his version of the paper...
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Some large Zar'akal returned to his home and knelt a shrine of The Goat. He offered a prayer to The Lord and for the feast that he had been given. He knew the ladder was tough to climb, and this soul was set somewhere above a small zekul but behind a Zar'akal - what a cruel world it was - it was a cruel world he brought upon The Poet.
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A depiction of The Nichi-Jin Temple To the ‘people’ of Nichi-Jin Temple. It should always be the goal to grow as strong as possible and climb the ladder - I suspect this is knowledge that you know to be true. In nature the key to growth is to consume, be it resources or others. It is for this reason that I - R E N - have consumed all of your forbidden shrines and pools in the name of The Goat. I am sure it will not be long before you rebuild, and I can only hope that you set them out in the open once more so that whenever a hungry goat wanders by, they may consume all that is around. It is The Goat’s right to consume what he wishes, after all. However, I am aware that life is not all take, and so I have graciously decided to leave you some gifts. In your temple I have left you many artworks of The Goat so that you may be set upon the correct path in life, and so you do not misinterpret His image. To those unrelated to The Temple, but who still hide from or oppose me, know this. I am ever closer to knowing where you are, what you look like, and your names. When there is uncertainty in the shadows at night, know that it is I - R E N - and my associates, merely waiting to strike. Your time runs ever lower. A singular drawing of a goat's head was left as the signature.
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The Naztherak write was posted on the forums (April 10th) before the current blessed children feat was accepted (April 13th, 5 months after it was posted), which is why the inconsistency exists, as the old lore made no clarification as to what was / was not allowed. There was no inconsistency "strangely added"
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Name of the Artefact: Nature's Shroud Effects of the artefact: If there was a singular thing that everyone who recalled Crothstad would mention, it was his armor, always worn and always clean regardless of the conditions that he was under. Whether for safety or comfort, one thing for sure is that it kept him alive and well for many years, oftentimes allowing Crothstad to slip into the wilderness undetected should you lose track of him for even the smallest of moments. General Redlines Animalistic Camouflage [Combative] By allowing the runes on Nature’s Shroud to charge, the wearer allows the armor to naturally blend into their environment, allowing the eyes of their foes to travel right over them as if they were not there. This requires [3] emotes to activate, [1] to place a hand onto the rune on the center of the armor, [1] for the rune to charge and emit a red haze, and [1] for the camouflage effect to take place. While camouflaged, creatures further than [5] blocks away will struggle to see the wearer, and will oftentimes completely overlook them. The camouflage will cease to work should the wearer attack or become attacked, or if more than [6] emotes have passed since the camouflage began. Animalistic Camouflage Redlines Natural Protection [Combative] While Crothstad was known to be especially agile when avoiding strikes, there were still instances when an animal caught him off guard. It is in these scenarios he would quickly activate Natural Protection, and with a flash of the runes on the armor, become protected from the strike as his armor quickly hardened. This requires [2] emotes, [1] to focus on the limb to harden as the runes begin to emit a red haze, and [1] for the armor covering the limb to harden, becoming as strong as steel. This will go away the next emote and has a cooldown of [3] emotes. Natural Protection Redlines The Hunt’s Calling [Passive] Rumored to be the reason that Crothstad never left the woods, upon wielding one of his relics the user would find that their mind becomes drawn towards large and difficult hunts. Often those who yield multiple relics would feel their minds before more instinctual, acting as if they were an animal themselves, with each relic drawing their mind further towards the great hunt. Like the legendary Crothstad who yielded this relic in the past, the holder’s mind will undergo a wild transformation that scales depending on how many relics they possess. Someone who holds one relic, for example, may simply feel the need to hunt for all their food, though someone who holds three may spend hours of their day within the forest. Should all six successfully be brought together, the owner may lose their mind to the thrill of the hunt entirely. The Hunt’s Calling Redlines Artefact redlines: General Redlines Animalistic Camouflage Redlines Natural Protection Redlines The Hunt’s Calling Redlines Explanation of the effects: Nature's Shroud is the name of the leather armor that Crothstad once wore. Through the runes that he engraved upon it, the wearer is granted the ability the become incredibly difficult to see, allowing them to sneak up on and stalk their pray. Furthermore, the runes allow the wearer to harden one of their limbs so that they may quickly block a strike if a creature becomes too close. ET Responsible for this Artefact: BobBox Purpose (Optional):
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Name of the Artefact: Lif Effects of the artefact: Stories tell that when new hunters would arrive in the woodlands, they could often observe where Crothstad was staying because birds would not fly anywhere near the area, and small critters would never be present. This was due to both Lif and the hunter’s incredible aim, which is said to have been able to strike any flying creature through the tree branches with perfect accuracy. General Redlines Aim True [Combative] Perhaps the reason why Crothstad was rumored to never miss an arrow, by allowing the runes on Lif to charge the hunter may fire an intensely precise arrow toward their target. This requires [3] emotes, [2] for the runes to glow on the bow as an arrow is prepared to be fired, and [1] additional emote for the arrow to soar toward its target with a trail of red haze. Aim True Redlines Endless Quiver [Passive, Combative] Crothstad would never waste precious time on crafting arrows, and neither do those who yield Lif like Crothstad once did. Likewise, the wielder does not need to worry about carrying a quiver that could potentially become snagged on a stray branch or on an overhanging rock in a cave, as they would find that arrows magically form in their hand as they begin to pull back Lif's bowstring. Endless Quiver Redlines The Hunt’s Calling Rumored to be the reason that Crothstad never left the woods, upon wielding one of his relics the user would find that their mind becomes drawn towards large and difficult hunts. Often those who yield multiple relics would feel their minds before more instinctual, acting as if they were an animal themselves, with each relic drawing their mind further towards the great hunt. Like the legendary Crothstad who yielded this relic in the past, the holder’s mind will undergo a wild transformation that scales depending on how many relics they possess. Someone who holds one relic, for example, may simply feel the need to hunt for all their food, though someone who holds three may spend hours of their day within the forest. Should all six successfully be brought together, the owner may lose their mind to the thrill of the hunt entirely. The Hunt's Calling Redlines Artefact redlines: General Redlines Aim True Redlines Endless Quiver Redlines The Hunt's Calling Redlines Explanation of the effects: Lif is the bow that Crothstad once wielded, and his signatures runes are carved within it. These runes grant the wielder of Lif the ability to fire an arrow extremely precisely and also grant them a seemingly infinite quiver, as arrows form in the hands of the user as they pull back the bowstring. ET Responsible for this Artefact: BobBox Purpose (Optional):
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Name of the Artefact: Trailblazer Effects of the artefact: Occasionally while reading about The Crothstad Woodlands, the reader may come across an old story about a group of hunters trapped under the heavily armored foe they had just slain. Despite the group’s best efforts, their weapons could not dent the large carapace that trapped them. It was then in their last moments that the armor of their foe was suddenly sliced open, effortlessly divided, and shredded so that they could push it off of themself. When looking for the hero who saved them, their eyes could just barely make out the distant form of Crothstad and his legendary sword, Trailblazer. General Redlines Armor Shred [Combative] Those who yield this sword may find themselves in hunts against heavily armored foes, just as Crothstad once was, and it is in these encounters where Trailblazer thrives. With the power of the runic inscriptions that litter the blade, the wielder is granted the ability to slice through natural armor as if it did not exist at all. This requires [2] emotes, wherein the wielder first runs their hand over the runic inscription, then over [1] emote, the runes and the edge of the blade will begin to glow with an intense orange aura. Upon reaching the final emote, the blade will now be ready to cut and cleave through natural armor for [6] emotes before the runes deactivate. Furthermore, when Trailblazer strikes the limb of a creature, that limb will feel an intense searing pain and will lose half its strength for [2] emotes. Armor Shred Redlines Legacy Engraved [Combative, Passive] In the rare circumstance that a creature attacked with Trailblazer lived, it would certainly only grow to fear the great Crothstad and the weapon that maimed it. It is through Legacy Engraved that this occurred, as creatures left with wounds from Trailblazer would suffer nightmares about their attackers, truly leaving a legacy of the hunt engraved within their memory. Should a creature live an encounter where they were wounded by Trailblazer, they will begin to have nightmares about the blade and the attacker. These nightmares would oftentimes wake the creature up in the middle of the night or slowly creep into their thinking during periods of study or reminiscing, should the creatures be capable of such. Legacy Engraved Redlines The Hunt’s Calling [Passive] Rumored to be the reason that Crothstad never left the woods, upon wielding one of his relics the user would find that their mind becomes drawn towards large and difficult hunts. Often those who yield multiple relics would feel their minds before more instinctual, acting as if they were an animal themselves, with each relic drawing their mind further towards the great hunt. Like the legendary Crothstad who yielded this relic in the past, the holder’s mind will undergo a wild transformation that scales depending on how many relics they possess. Someone who holds one relic, for example, may simply feel the need to hunt for all their food, though someone who holds three may spend hours of their day within the forest. Should all six successfully be brought together, the owner may lose their mind to the thrill of the hunt entirely. The Hunt's Calling Redlines Artefact redlines: General Redlines Armor Shred Redlines Legacy Engraved Redlines The Hunt's Calling Redlines Explanation of the effects: Trailblazer is the legendary sword of Crothstad. Utilizing the runes that cover the blade as Crothstad once did, the wielder is granted the ability to cut through a creature's armor. Any creature who is fortunate enough to live an attack by Trailblazer and its wielder are plagued with nightmares of the encounter, creating a lasting legacy of the blade within their mind. ET Responsible for this Artefact: BobBox Purpose (Optional):
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Name of the Artefact: Unrelenting Challenge Effects of the artefact: Crothstad was never known to turn down a challenge, and indeed he often sought the most dangerous creatures that he could. It was through this spear - Unrelenting Challenge - that this was possible, as Crothstad oftentimes would call the creatures to him when the hunt began to run dry. The spear itself is rumored to have been made from a tremendously large wolf, whose den may still be found today. General Redlines Attract Foes [Combative] By lifting Unrelenting Challenge into the air and allowing the runes on it to charge up energy, the wielder may attract strong creatures to their location so that the hunter and the creature may fight to the death. This requires [3] emotes, [1] for the wielder to run their hands over the runes, [1] for the hunter to lift the spear into the air as the runes begin to glow, and [1] for the runes to let out their stored energy as a red beam. This beam will attract nearby creatures with the intent that it will either end in their victory or death. Attract Foes Redlines Honor the Hunt [Non-Combative] Hunting is not only a game of strength, but also one of great respect, and this Crothstad knew intensely. To show respect to his foes, Crothstad oftentimes created bone shrines for the creatures who appeared to Unrelenting Challenge’s call. Should the wielder of Unrelenting Challenge create a shrine of bones from a creature killed via the weapon, those who place their hand upon the shrine will receive a vision of the fight that has occurred. Shrines may be of different makes, sizes, and designs. One hunter who has slain a large bird may create bone wind-chimes, while a hunter who has killed a large whale may place one of its ribs on their boat as a figurehead. Honor the Hunt Redlines The Hunt’s Calling [Passive] Rumored to be the reason that Crothstad never left the woods, upon wielding one of his relics the user would find that their mind becomes drawn towards large and difficult hunts. Often those who yield multiple relics would feel their minds before more instinctual, acting as if they were an animal themselves, with each relic drawing their mind further towards the great hunt. Like the legendary Crothstad who yielded this relic in the past, the holder’s mind will undergo a wild transformation that scales depending on how many relics they possess. Someone who holds one relic, for example, may simply feel the need to hunt for all their food, though someone who holds three may spend hours of their day within the forest. Should all six successfully be brought together, the owner may lose their mind to the thrill of the hunt entirely. The Hunt's Calling Redlines Artefact redlines: General Redlines Attract Foes Redlines Honor the Hunt Redlines The Hunt's Calling Redlines Explanation of the effects: Unrelenting Challenge is the spear once worn by Crothstad, carved out of bone and wrapped with leather. Mysterious and undecipherable runes cover the weapon. It is through these runes that the wielder may draw out foes so that they may engage in battle, and it is likewise through this weapon that these challengers are respected as the memories are showcased in bone shrines. ET Responsible for this Artefact: BobBox Purpose (Optional):
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Name of the Artefact: The Bonecarver's Helm Effects of the artefact: An age-old legend that tells of Crothstad’s early days states that his first kill was a large and prized elk. To immortalize the beast and the thrill of the hunt, Crothstad carved its skull into a pristine bone mask that he wore on every hunt afterward. The remainder of the elk’s body was also used as a bone shrine placed on the shores near the woods. It would then be later in his life that a special rune was carved into the forehead, one that granted him and any future wearers special abilities. General Redlines Hunter’s Instinct [Combative] The hunter who wears this mask may find that their eyesight is greatly enhanced so that the vulnerabilities of their prey are now more visible and easy to spot as they are illuminated by a red haze. An animal that has been wounded previously may leak a gentle red haze from their healed wound, while a beast covered in armor may have its soft underbelly highlighted. Eyes of the Hunter may be toggled on or off over [2] emotes, wherein the first is spent to touch the rune on the forehead and the second allows for a red haze to appear or disappear over the user’s eyes. Hunter's Instinct Redlines Sense Intentions [Combative] The hunter who is adorned with this mask may sense the intention of the animals they view while the rune is active. These feelings are categorized into three groups, scared, angry, and neutral. Should the antlers of the artifact be fully grown, the hunter may further feel if an animal intends to attack them. This requires [2] emotes, [1] to touch the rune on the forehead, and [1] to stare at an animal. Should the rune already be activated, this only requires [1] emote. Sense Intentions Redlines The Hunt's Calling [Passive] Rumored to be the reason that Crothstad never left the woods, upon wielding one of his relics the user would find that their mind becomes drawn towards large and difficult hunts. Often those who yield multiple relics would feel their minds before more instinctual, acting as if they were an animal themselves, with each relic drawing their mind further towards the great hunt. Like the legendary Crothstad who yielded this relic in the past, the holder’s mind will undergo a wild transformation that scales depending on how many relics they possess. Someone who holds one relic, for example, may simply feel the need to hunt for all their food, though someone who holds three may spend hours of their day within the forest. Should all six successfully be brought together, the owner may lose their mind to the thrill of the hunt entirely. The Hunt's Calling Redlines Artefact redlines: General Redlines Hunter's Instinct Redlines Sense Intentions Redlines The Hunt's Calling Redlines Explanation of the effects: The Bonecarver's Helm is the mask and helmet once worn by Crothstad, carved out of bone and riddled with mysterious runes. Through these runes, the wearer is granted two abilities that allow them to spot the weaknesses of the creature's they hunt, as well as sense the intentions of the creatures. ET Responsible for this Artefact: BobBox Purpose (Optional):
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Name of the Artefact: Haelstrom Effects of the artefact: Once a friend of great use to Crothstad, this familiar can often be found high in the sky above the hunter as it surveys the surrounding area with its keen eyes. While near silent while flying, Haelstrom is not afraid to dive down with a loud screech and join in the hunt itself. General Redlines Eyes of the Hunt [Combative] Oftentimes used to assist Crothstad in the times before he disappeared, Haelstrom is exceptional at tracking and hunting of many different animals. While on a hunt, Haelstrom may be sent into the air over [1] emote so that it can silently fly overhead of its owner, surveying the land. Should the familiar spot an enemy, it will fly down to its owner's arm over [1] emote and make them acutely aware of its position. Eyes of the Hunt Redlines Scout! [Combative] A great hunter must never be ambushed by his own foe, or so Crothstad often recited to others, though it was because of Haelstrom that he was successful at this. Haelstrom may be sent forward ahead of the hunter with a command to find the approximate amount of enemies within an area. Requiring [3] emotes, the hunter may first point Haelstrom towards the location to scout. Haelstrom will then fly over the target and gauge the rough number of targets 0ver [1] emote before returning to its owner upon the last emote. Once Haelstrom returns to its owner's arm, they will feel an approximate sense of how many targets are within the area, either low (0-3 enemies) , medium (4-7 enemies), or high (8+ enemies). Furthermore, the hunter will receive information about the type of armor worn by the enemies (typically leather / chain / plate), and will also receive a description of the types of creatures if Haelstrom has seen them before. Scout! Redlines The Hunt's Calling [Passive] Rumored to be the reason that Crothstad never left the woods, upon wielding one of his relics the user would find that their mind becomes drawn towards large and difficult hunts. Often those who yield multiple relics would feel their minds before more instinctual, acting as if they were an animal themselves, with each relic drawing their mind further towards the great hunt. Like the legendary Crothstad who yielded this relic in the past, the holder’s mind will undergo a wild transformation that scales depending on how many relics they possess. Someone who holds one relic, for example, may simply feel the need to hunt for all their food, though someone who holds three may spend hours of their day within the forest. Should all six successfully be brought together, the owner may lose their mind to the thrill of the hunt entirely. The Hunt's Calling Redlines Artefact redlines: General Redlines Eyes of the Hunt Redlines Scout! Redlines The Hunt's Calling Redlines Explanation of the effects: Haelstrom exists as a familiar once used by the great hunter Crothstad. The bird retains many of the abilities that Crothstad would have utilized, and players are able to draw upon them in hunts to more easily track creatures or scout the location ahead. ET Responsible for this Artefact: BobBox Purpose (Optional):
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A Monsterous Zar'akal lurked at the side of Velkuzat's legions from within Moz Strimoza, and beside him flickered the image of the first successful and true Naztherak - the first to spread the modern arts. Through the curtains of ash and cinders the clashing armies of zevn, zekul, zar'kiel, zezimar, and zar'kiel were seen. Rivers of blood ran throughout this realm, bodies stacked high only to be consumed by ever larger beasts. A price demanded, a price payed. A test of faith was accepted without question for his lord, Velkuzat. "That structure down there." The Zar'akal lofted a singular finger towards a stone ruin where fighters of Drazhana lingered. "My first act as an ascended being for you, o Lord." He glanced sideways at the spectral and crow tainted being to his left and received a nod of confirmation along with a few simple words. "Do not spare any." And he would not. Soon after, the Zar'akal would destroy the structure and those inside, leaving only ruin. His first act, one of dedication. His first step towards complete and total hell. Now it would not be long before Velkuzat permitted him to return to the descendant lands, and it would not be long before he was goaded into larger acts of violence.
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The world is cruel; unfortunate things can occur to anyone at any time. For this reason, I - Detective F. - have decided to open my abilities to all in need. My eyes are keen, my boots are quiet and polished, and my ability to discover secrets is unparalleled. If you require someone to look into any matters of concern, whether they affect you personally or not, please do not hesitate to contact me. Fear not if your matter requires sensitivity or secrecy, as I am not in the business of spreading other’s business. All that is required to remain private, will remain private. Danger is no obstacle to a true investigation, and I will go to Cloudbreaker’s den and back to secure information for my clients! Thank you for considering me as your detective. I look forward to hearing from all in need. - Detective F.
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The redline also says "or anything similar", which covers the testing you've mentioned.
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A lone man drifted through the halls of Hallowcliffe, robes dragging across the floor behind himself as he went. There was much to discuss, much to be said, however now he merely went to his office - the kitchen. After securing a large scoop of sand to eat, he would disappear into the winding hallways so that only the moving gazes of the paintings could track him and reveal his location. Eventually arriving at his lab, the man secured some metallic parts so that he could fix himself and his now missing finger. Life would go on - at least for him. Perhaps eating so many rocks truly didn't make his skin any stronger, perhaps he had not eaten enough rocks.
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I will now be taking mina donations that will go towards claiming my title as emperor of the holy orenian empire
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Please Read Before the times when infernal powers were so concretely cemented into our world, there were many periods when The Lords collectively rescinded the abilities granted to these lands and the descendants within. While the sole reason for the removal of powers is unknown, it can be inferred that either it was due to some intense abuse (similar to the abuse of the void, common among the voidal magii of today) or that some scheme against The Lords was created by the mortal agents, and subsequently noted and punished by their infernal rulers. While it seems more likely that the latter of the two options is what had happened, in reality, it is estimated that some mix of the two most likely occurred. This period (spanning from the first creation of mortal agents of Moz’Strimoza through the event titled The Summoning) will be referred to herein as The Old Times, as this period predates The Modern Times. Although The Old Times covers all pre-modern history, it may be divided by specific time frames and events. As seen below, the three major dividers of The Old Times are The Ancient Times, The Infernal Takeover (encompassing First Contact and The Inferi War), and the Pre-modern Times (encompassing The Failure and The Summoning). Spanning from the first mortal agent until The Infernal Takeover. The Ancient Times is a metaphorically dark period of history wherein much of the information about The Lords, the mortal agents, and their combined ambitions is lost. It has been determined that through the change of many continents, old fliers, pamphlets, books, and even simple stories of the mortal agents have been lost due to the death of descendants and nations, as well as the limited carrying capacity of those who did survive[1]. While information on this period is mostly lost, we can be sure of a few key events. The beginning of The Ancient Times can be traced back to when the first mortal agent was created within descendant lands. This mortal agent, in all likelihood, must have coerced others into deals with The Lords so that infernal powers could spread across nations and continents. This is the first key event. Secondly, as mentioned above, we can be sure that some combination of abuse and scheming against The Lords occurred[2]. This event did not escape the attention of The Lords, who, in response, swiftly revoked the powers initially granted to the mortal agents. Lastly, we can confirm that the descendant world was noted by The Lords as a viable battleground to continue their infernal conquering and fighting. It is heavily theorized that Velkuzat, in his unending greed and hunger, noted the lands to be ripe with weakness due to the inferior metals and alchemy, as well as the heavy influence of the void on many descendants[3]. Naturally, it was not long before other Lords and their generals began to seize parts of the world as their own. [1] It is often acknowledged that while many papers could have survived, they are out of the reach of the current mortal agents. If any are found, it is advised that they are copied and taken. [2] We can be sure that time has passed between the first agent and the betrayal of The Lords due to the immense amount of mortal agents who lost their powers. [3] While it is possible that other Lords originally noted our realm as vulnerable, evidence points to Velkuzat first noticing the land in his unending hunger. It was only upon closer inspection by Kholidav that weakness was noted. It is very possible that other Lords even tainted the lands before contact was made, possibly contributing to this weakness. A depiction of the comet striking the ground. Spanning from First Contact until the Pre-Modern Times. First Contact First Contact refers to the beginning stages of The Infernal Takeover. During this time, the chosen generals of Moz’Strimoza made contact with Arcas via a colossal comet that struck the land and shook the continent to its core. Caught off guard and unsuspecting, the descendants hastily converged at the impact site, though many were quickly slaughtered by the powerful generals, much like a cat swatting mice with its paw. It was during the First Contact that descendants quickly began to scramble to form alliances against these prevalent threats, though it would take some time before the chosen warriors of the descendants were trained properly. It is this grave overestimation of their own abilities that lead many descendants to die in vain. The most prevalent alliance formed is The Firewatch[4]. This alliance was formed in the year 1777, though it would take some eight years after the founding before the first descendant victory was achieved. At the same time that many descendants were rallying together to fight the infernal generals, many also contributed their wartime efforts to the opposite effect - assisting them. Whether it be through sacrifice, spying, disinformation, or other actions, it is believed that through the efforts of these turn-coat descendants, the true value of having mortal agents was realized by The Lords once more. The resurgence of infernal arts in mortal hands is attributed to these secretive endeavors by valiant descendants; however, these powers would not manifest for many years. An artist's illustration of the corrupted Al'Faiz. The Inferi War Although the examination of every battle's circumstances and outcomes in The Inferi War exceeds the scope of this paper, it is important to acknowledge the essential timeline and highlight the major victories that occurred. In 1777, the descendants united to establish the Firewatch Alliance, and by the following year, in 1778, they undertook a strategic march across the Korvassan sands to confront the infernal generals in battle. It is only through the help of some strong explosion that the descendants managed to walk away without completely being slaughtered. Two years later in 1780, the Firewatch Alliance attempted to defend the city of Al’Faiz against the infernal general of M’ag’nus C’arne. This too was in vain as the city was quickly overrun by infernal siege engines. Following the siege of Al’Fiaz, it was not long until the neighboring city of Vanmark was taken. As a city containing mostly merchants, it is said that little resistance was given to the new infernal rulers. It would only be in the year 1785 that the Firewatch Alliance managed to secure a victory and ‘rescue’ the city, though it was mostly in ruin by then. It was two years later in 1787 that the descendants once more overestimated their abilities and were slaughtered in great fashion at the duel sieges of The Doghouse and the siege against General Pol’Gorous. The Doghouse occupied the once beautiful city of Vitenna, and it is there that Zekul’akudah destroyed any descendant hopes of retaking the former vacation lands. Likewise, although little is known about General Pol’Gorous, it is known that the descendants failed to achieve victory against him in the Last Light Camp - a now former stronghold of the descendants. Finally, in the year 1791, the descendants achieved their first real victory in the Siege of Agrothond, and although they were able to hold off the generals and their forces, many lives would be ultimately lost. It was one year later that descendants ultimately claimed victory over the inferi generals and drove them from the lands of Arcas, but at that point, the continent was already doomed. While many generals, battles, and locations existed beyond those listed above, their significance in the war was comparatively less than the others, either due to their lack of involvement in major sieges or because descendants focussed their writing on other parts of the war[5]. [4] The name of the Firewatch Alliance ended up being quite ironic, as many of the original members oftentimes watched as their cities and friends were all consumed by fire. [5] Other distinct factions played large roles, though many of them merely defended their territory rather than expanding it. The Hive, for example, assisted others in battle but rarely attacked cities by themselves. Spanning from The Blessing to The Summoning The Failure Although it was during the time of the Inferi War that The Lords once more realized the benefits of mortal agents, it was not until many years had passed on the next continent that the powers were handed back to descendants. Picking the perfect descendant to facilitate the spread of infernal powers is no small task, and it is no surprise that Kiiztria chose a descendant who had little qualifications. Now known as Mozizkhar[6], this descendant quickly began to devote more of their time to their bookstore than their teachings. It is for this reason that nearly all of their students struggled and could not progress in their learning. The damage enacted by Mozizkhar to their mortal agent students is nearly indescribable. Many of these first agents never progressed in their teachings, and it is only because of the brave actions of their student Daz’rukrai (a follower of Kholidav) that our existence was secured. The Summoning After years of waiting for lessons, Daz’rukrai finally was able to perfect the manipulation of malflame and beasts, though they were left lacking in the other fields. It was finally decided between Daz’rukrai and her following that they would summon a foreign zar’akal from Moz’Strimoza so that all of the lessons could finally be achieved. Through the use of various blood-arts, sacrifices, and gifts, the Zar’akal was finally summoned in a ruined building outside of Providence. This zar’akal would be known infamously as Siegmund, Prince of Carrion[7]. Upon summoning, a deal was brokered so that Daz’rukrai could finalize their teachings and achieve her true potential. In exchange, Siegmund was granted freedom into the mortal world. An artist's interpretation of the summoning of the Siegmund. After Daz’rukrai finished her lessons, there was little downtime and she quickly began to teach her students so that they too could become useful to The Lords. It was only after a meeting was called between all the mortal agents that Mozizkhar and her group of students (all of whom were nearly untaught) stomped off in a rage. After this meeting, Mozizkhar and many of her students were never seen again, and it is heavily speculated that The Lords removed the failure’s powers and sentenced them all to death as punishment. The bookstore Mozizkhar had so viciously fought to work in would remain in ruin and abandonment for the rest of the Almaris’s history. This is the final event of The Ancient Times, and it marks the transition into what is known as The Modern Times where a majority of our known history exists. This will be covered in a later paper. - Written by Ren. [6] For their cowardice and lack of action, Mozizkhar is often called Mozizkhar the Failure as they nearly caused the removal of mortal agents once more. [7] It is this very zar’akal that would later go on to torch the entirety of the Haenseti Capital of Almaris.
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[!] Please RP finding and reading this missive in any place you'd like. The content within is not hidden. She prays blindly, does not question, and is not enlightened. A singular step separates those who are knowing and known and those who are unknown, to it and them - the Five-lord’d God. It is a singular step forward to cast doubt on your previous learnings, to instead relearn from it. Break free from the chains of mental captivity, free yourself from the bindings of lies. Let the learnings of the past fade into ash and cinders. Admit your mind to it and them, question all, realize, awaken—all with the help of it and them. Yet if you await the answer of it and them, be patient still. It is their light that shines brightest when you need it most. Though if patience wears thin, there is still hope—act. Make your existence known to it and them so that you may be brought into the light. Be guided by humble shepherds, walk peacefully to it and them. But do not forget. A singular step backward is the first step away from it and them, but this will only cause a stumble - Yet it is a simple stumble that quickly turns into a fall. And when you fall, do not expect it and them - the Five-lord’d God - to help anymore. For when you cast aside it and them, they cast aside you.
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An Observation - Hidden Powers of Old Before delving into my observation, there must first be a level of understanding that accompanies you on your reading journey. Firstly, it is important to note this paper's goal - to inform the reader. I make no effort to persuade the reader into thinking my writing is correct, nor should I ask others to push the beliefs within. Instead, it is best if the reader pauses and thinks critically about the observation noted within. Should they disagree with my statements, I offer them the ability to reach out and write to me. Secondly, before reading one should familiarize themselves with two points on the map below. Denoted in Figure One with a triangle is Chulir, the large mountain that cannot be trekked. Denoted also in Figure One by the square in the southeastern part of the map is the temple located within the jungles. For a complete reading experience, I would recommend the reader venture to and become familiar with both locations, although it is not needed to understand the contents of this paper. Figure One - The Mountain, The Temple, and the land inbetween. Upon venturing to and encountering the jungle temple, one may first be struck with a sense of wonder and awe. For those who have not ventured to the temple (and for this I cannot blame you, as it is quite remote), the structure itself is nearly 100 meters by 100 meters in its dimensions and is situated in the center of a lake, prompting one to wonder how often it was used in its prime. Daily commutes to the temple would have been a trek, and no signs of boats or docks were left behind close to where the temple is located. There are four stairways at the base of the temple, each built in line with a cardinal direction, and upon climbing said staircases even those who are novices with the alchemical would notice the symbols carved into the stone. Below is a depiction of each. -=-=- The Alchemical sign of Fire, inscribed upon the southwestern corner. Gazing upon this symbol brings forth memories of hot coals, open flames, feelings of warmth, etc. The Alchemical sign of Water, inscribed upon the southeastern corner. Gazing upon this symbol brings forth memories of waves, lakes, and other water related activities. The Alchemical sign of Air, inscribed upon the northeastern corner. Gazing upon this symbol brings forth memories of strong winds and other air related imagery. The Alchemical sign of Aether, inscribed upon the northwestern corner. Gazing upon this symbol brings forth memories of magics, mana, and other related images. -=-=- Normally this observation may mean little as many of other peoples long before us have come to discover the meaning of our favored symbols, however the astute in alchemy may quickly notice that one of the symbols is missing - that being the sign of Earth, but why is this important? The Alchemical sign of Earth - the missing symbol from The Temple. Gazing upon this symbol brings forth memories of dirt, rock, and perhaps even The Mountain - Chulir - for those who have ventured to it in the past. It is a well-reported fact that gazing upon an alchemical symbol invokes thoughts of what it represents - and with a quick glance at the Earth symbol, one who has traveled to Chulir or the large mountain will instantly be reminded of it. Is it possible that these two wonders of our world are somewhat intertwined? - One should think so, and I theorize that it is the land between these two connected monuments that may be especially magical or alchemical in nature - to an extent that we have not seen before. It is the current-day realm of Adria that has settled the lands between these two monuments - lands that I hypothesize the original owners of the Jungle Temple inhabited. It is my theory that these lands were once lived in by an old civilization that would venture to the temple rarely, or in times of need so that they may pray or perform rituals. From these rituals and prayers, the land between The Mountain and The Temple would receive some blessings that the people desired, thus allowing the civilization to live prosperously for some time - though they were of course gone before we had arrived. We - as descendant kind entirely - can only hope that these lands may still retain some of the once gifted magical properties. This of course leaves the main unanswered question of how we may utilize the temple’s power, or how we may create temples of our own design to benefit from these blessings. If someone has any theories related to this, I ask them to reach out to myself. Please feel free to reach out if you have questions or want to discuss the topics listed in this paper or other topics. Proudly sponsored as a scholar by the nation of Balian. Written by Tallow.
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Chulir - Mother Mountain Gazing upon the alchemical sign of Earth reminds one of land, be it plains, mountains, soil, etc… To my friends, both known and unknown. When you are lost within these new lands and are without a compass, do you not turn inwards like an animal finding its home? When your horse grows weary, does it not stray off the path and does it not end up at the base of the titanic mountain? Do your eyes not travel from the base to the shrouded peak? This is Chulir - The Mother Mountain. It is the blessing of Chruinne which drives us forth, transforming the land at our feet so that we may always end up at its base and so we may never be truly lost in this world. It is from this gift of Chruinne that we have this natural pillar within our blessed lands which guides us forth in life. Do not take this for granted though, as it is our lack of faith which prevents us from ascending to the top and viewing the world in its entirety. It is our lack of faith which creates this natural barricade in our way. I pray that one day we may achieve a true blessing so that our feet which are so drawn towards Chulir may step upon her blessed peak. Please do not be afraid to send a letter if you have any questions or would like to speak, for it is my goal to educate peoples on these lands. Tallow, Of Hallowcliffe Hall.
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The Last Siege A depiction of the new-found tunnels. The sun upon Almaris fell for the last time as the descendant forces valiantly stood below their final walls. At the sound of marching soldiers, flapping wings, and Mori war cries, the descendants fired their best cannons and swung their sharpest swords. Upon the westernmost part of the city, many stood brave upon their hill and did their best to defend themselves against cannons and beasts, though they soon fell back to their inner wall. Likewise, the eastern defends of the city bravely fought the beaches until blood magic storms forced them back towards their wall and palace. Those at the front of the city held the bridge and decimated countless Torathi before falling back to the inner gate and then the palace. While countless huddled together within the palace, the outer walls of the city quickly began to get overrun. Perhaps by a spark of luck though, as one titanic beast ripped through the walking castle parked behind the palace, the ground on which they stood began to shake, and soon after the floor gave in. Falling into an old sewer, the descendants quickly discovered an abandoned tunnel by the Mori and upon entering it they soon found a safe and long-forgotten region that they could call home for now. It seems the descendants had traded their previous lands with the Mori - whether it was a good trade was yet to be learned.
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The World Falls A depiction of San Luciano and what few boats remain. To all within our realm, The defenses of your cities and territories within your land have dealt many losses against the Mori hordes, but we must acknowledge that they are running out of targets and we are running out of cities to defend. It is in our best interest to condense solely upon San Luciano. The Mori armies grow with incredible strength and cities seemingly untouched now will soon be destroyed without guaranteed means of escape for their citizens. To remain in your dwellings is to die. My brothers have again embarked on a journey into the waters to secure a means of escape, though we have not heard back from them. We assure you that this is not a viable method to leave. We must dig in our heels and get ready our final battle, the time may soon be upon us. The time to flee is gone, prepare your blades. Majid, Brother of Brev [Map End - Final Event: Saturday the 20th. 4:30PM EST at Savoy.]
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