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BobBox

Story Management
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  1. Skin Name: Traveler's Garb Discord: BobBox (Austin)#4660 Bid: $10
  2. [!] This missive can be found throughout the world. Seeking Knowledge Hello to all who have spared but a moment of their day to read this missive. Before I jump into requests, I will allow you to learn about myself. My name is Mitros and I am a peasant who has spent most of my life wasting away in a field for measly portions of bread. Now that I suspect I am some ten years away from my death of old age, I seek to explore the world and learn it and its people's many stories. Here is what I can assure you, should you reach out to me. Firstly, I will listen to your stories without prejudice. I will devote time to clearing my mind of any prior thoughts and will accept each idea with a clean slate. Secondly, I will not spread the information given to me. My hands are nearly too weak to write, so instead, I will listen to your ideas and stories without the need to tell them to others. Third, I will debate ideas and speak on theoreticals only should someone request such. If you agree with my morals above, feel free to look at the list below of topics that I am interested in learning about. - Arcane magics and how they work. - Druidic magics and their theories. - Alchemical explanations for the world and potions. - Creatures of the world. - Recent histories of peoples and nations. - Spiritual theories. - Any other forgotten topics, please inquire. I do hope this missive reaches the correct crowd as I do not have many coins to circulate it around the world. Please feel free to send me a bird so that we may arrange a time to speak, should you agree to my ideals. In return for speaking to me about these topics, I will do my best to find and give some sort of object as payment. - Mitros, an aged man soon to be a scholar.
  3. Bit late to the party on the post, but I believe that some land should be near impossible to traverse without using the roads - say giant valleys with steep walls, etc. I want places that make me as a player feel small and areas where there is only one or two ways through a biome. I want big valleys, not with spiked mountains surrounding them but with flat land, like the Grand Canyon. On the opposite end of the spectrum, I want paths high above big drops.
  4. Can't wait to see the first post canceling Rilath now! :) Good luck man
  5. Feel like halflings and people who are klones should be able to be cursed (though they wouldn't be able to use other klones once cursed). Generally, I think the continued push for the CA to kill players (especially 4 players in 12 ooc hours for the altars) is a tough street to go down, even if it is rooted in old Fwitches. I think a note should be made that NPC bodies cannot be used for feeding or rituals as well, as I've heard of witches trying to snag easy feeds from them. I think this should be limited to just human strength so that orcs don't have some random advantage out of nowhere. Just a few thoughts here, certainly didn't read everything in depth or all the abilities, this was just at a quick glance.
  6. Make an autoshop in a nation or settlement and names will remain anonymous for most players besides maybe stewards if they care to look that far into things.
  7. I personally enjoy seeing intense magical items and artifacts on sale for thousands of minas on the daily. Buying enchanted items from across the map and automatically knowing how to activate them is great! Full removal or only selling blocks needs to be the change here, people who think you can’t sell anonymously without it clearly haven’t put much thought behind the issue.
  8. I truly believe that the best experiences that one can have in RP are when they are both unknowing of what's happening on an IC and an OOC level. Going into a spooky settlement not knowing what lore they roleplay around or what that lore is even capable of is a feeling I'm afraid I'll never get again but one that I chase. Not only does this RP create a true sense of mystery, but it also often causes you to step up the level you're rping at as you take the time to go over each of your emotes meticulously to ensure you're rping with quality.
  9. As the war between two major factions begins to churn a third group has entered the fray, though not as grunt soldiers meant to fight significant battles upon open fields - no, instead as vultures hungry for swords, bows, ammunition, and minae. These vultures are said to be dressed in blue and often follow these large battles and skirmishes like hungry wolves - stalking the bodies which still lay upon the green grass and brown soil. These men are oftentimes seen taking what remains upon the bodies before sinking back into the forest where they await more battles, though recently they have begun to target civilians and other innocents as the large militaries are distracted. The Vultures are said to perform hit and run tactics, oftentimes pulling alongside civilians in a carriage before jumping out and robbing them, though it is not unheard of for them to establish roadblocks, steal ships, burn barns, or steal crops. Originating as nothing more than a nuisance, The Vultures have slowly been growing bolder and any military would do well to ensure that they properly plan out battles with them, lest they lose soldiers in the process of a gruesome battle.
  10. ︎ Port Avluk ︎ A crown upon the waves It has been known for years that the cursed water near Ando Alur contains multitudes of shuul living within its depths and so sailors rightfully stayed far away from the land - though now that the disgusting void taint is lifted, these creatures are long gone and so people may travel and live freely once more. Sailors of all origins must no longer fear their boat drifting towards the irregular mountainside but now towards the manor which sits upon a rocky outcrop - though perhaps getting stuck there wouldn't be so bad... ——— Port Avluk is a one-of-a-kind manor that sits upon the water and has the goal of supplying the world with various artifacts, automatons, and other valuable goods. Let all nations and individuals know that they may order supplies from this blessed crown - and so all may have said goods shipped to themselves or their respective nations. For those who wish to visit the port in person, please go to Eastfleet and follow the road through Ando Alur. We sincerely wish that all who are curious may come over and experience this gem in person - and so we welcome you with open arms. -Sincerely, Port Avluk.
  11. Can't wait for realm recruitment posts. "Hey pink tag, make sure to join my realm. Remember that you can only join one realm at a time so don't even bother rping in more than one place!" I think it's a bit odd to make it so you can only be in one Realm, especially since lairs are added. Niche magic man with one house in the countryside can no longer belong to a nation. Edit: Switching which realm you're apart of should only be locked if you're trying to join a group which is actively involved in a war. Encourage the fluidity of rp instead of making people modreq to change nations.
  12. Perhaps you are unaware, but speaking is certainly a problem and I know plenty of people (myself included) who have been involved in numerous crp battles where people have entire conversations and spammed all that they know about certain CAs to their friends in order to gain the upper hand. It makes no sense why someone running and swinging their sword can recite an entire lore paragraph about a CA and all of its weaknesses or relay entire battle plans. This simply encourages planning ahead and not instantly jumping into combat if you want to talk to someone or understand their motives.
  13. I would simply echo others and say that it shouldn't fix all soul-afflictions. Getting hit with malflame cursed fire for example, should not be able to be cured by alchemy but rather holy magics alone. I would rather see a completely fleshed out list of what it does cure rather than just a blanket statement.
  14. Unless someone physically has the MArt item in their inventory, it cannot be corrupted, yeah
  15. Hey, I actually copied my redline from the Embark spell in default blood magic (which can already go into the Fae Realm and many more powerful realms), so I feel as if it still adds up. Yeah, that's kinda the idea. Players could go in and fight if they want or they could attempt to sneak in somehow. Alternatively as said in the lore, they could just open it to let out all the Fae. Collectively we decided that it was a bad idea to need one to corrupt lesser mani because ultimately mani summoners are very few in numbers (maybe 4-5 of them or so assuming all are active). We wanted to discourage possibly hunting them constantly for such a small goal. Personally, I think you underestimate how difficult it can be to get even 5 blood mages together for a common goal at the same time. Many deal with various different time zones, work schedules, etc. Unlike druidism where a multitude of people can substitute in, there simply aren't that many blood mages and more powerful rituals in base blood magic take at least 2 less of them. For example, a t5 teacher could teach all three of their students and they would still not have enough people for this ritual. In response to this, I would say that Druidism in the past was allowed with blood magic which was incredibly more dark and corrupted than it is now. The current blood magic combination is a percentage of the strength and evilness of the past. In response to saying that a mani may need to be physically present, I don't believe this would be needed for blood magic to work, simply because blood magic reaches out into the universe no matter where things are to interact with them, for example, the possibility to summon unknown relics, open portals into another realm, etc.
  16. Druidic Blood Magic A Druidic Ritual Tree. It is a well-known fact that Blood Magic interferes and slowly corrupts the mind of its user, causing them to develop a multitude of abrasive symptoms. What is not so known is that these feelings may seep over and interfere with the other magics which the user holds, especially naturalistic ones. This is one of those scenarios, where the mind of a druid is corrupted by blood magic, be it for better or worse. Non-druidic blood magic users may suspect the rituals depicted below to be true, though it requires a druid with blood magic to confirm these thoughts. This is to say that only druids with blood magic may innately know of all the rituals below. This is not to say that all druii with blood magic are evil or that they may choose to upset the aspects, but rather that some may take a very deliberate approach to change the world as they see fit - oftentimes with their corrupted mindset. The circle used for these rituals is changed to a tree where each branch holds a different rune and where mortality sits at the base of the trunk, allowing for a greater grasp over nature itself. Finally, it is to be noted that at least one Druid is required to participate in each of these rituals as they are closer to nature and the aspects - they are different than normal descendants. Modifiers Druidic Blood Magic requires not only more genus to fuel the ritual tree but can also be benefited by a handful of offerings relating to nature. Modifiers besides these are gained the same as base blood magic and follow the user’s blood magic tier. Druidic Augmentation “Be this corruption or true power?” (Combative) Seen as a corruption of nature by some and as an augmentation of power by others, this spell allows for druids to strip a unit of spilled genus from their immediate proximity to enhance their other druidic spells, oftentimes causing them to take on more dangerous effects as they quickly sprout to life. Compared to normal augmentation, this ability was created to be more stealthy, and so to start this, one must first focus on themselves, though they do not need an open wound. After a moment of this, they may strip a unit of genus from their body as their aura color seeps into the ground at their feet, allowing for the enhanced connection. This connection may then be used, allowing for a reduced druidism spell time while the plants become corrupted. Herblore amplified by this spell will cause the grown plants to grow extremely quickly while they develop a multitude of dangerous mutations. Some of these mutations would include razor-sharp thorns, noxious fumes, or plants with mouths. Sanguine Folly “Nature has grown fat… let us slim it down to size.” (Combative) The balance is an integral part of druidic culture, though a majority of druids focus entirely on growing plants and not fixing regions that may have too much growth. It is said ecosystem cleanses such as forest fires are needed to allow fresh growth for many areas, and so Druidic Blood Mages have developed an ability that allows them to reset nature in a much more controlled manner. Contort Nature “You answer to me now.” (Non-Combative) A Druidic Ritual using blood as fuel is highly volatile to the point where it may be used to force nature into submission or command it beyond normal limits. This control is able to be utilized at two tiers - lesser and greater, naturally. Rite of Deception “No longer bound - Now I transcend.” (Non-Combative) Born from the selfish desire to enter the Fae Realm after being denied such due to their dark magic arts, this rite allows for a druidic blood mage to create a specialized blood rift so that they may enter the Fae Realm. Unlike the normal druidic transcendence where a druid’s soul alone enters the realm, this rite allows for a druid’s entire body to enter, meaning that they may interact with the realm such as taking objects back with them or gaining physical injuries from such an expedition. Also unlike normal transcendence, this portal will remain open as they explore, oftentimes giving the opportunity for fae creatures to escape through it as they do, though it is to be noted that the nature of the portal will often corrupt these creatures as they exit. Rite of Rot “Is this betrayal deserved?” (Non-Combative) Seen by many as the ultimate betrayal to the druidic kind, these rituals are often explored and utilized when one wishes to see radical change within the world. Not to be used lightly, these rituals have a high genus count on top of needed sacrifices in order to forcefully corrupt Mani. Corrupted Mani will appear like abominations of their previous selves while they attack all within sight. These beasts are not what was once known but now resemble horrible amalgamations with a thirst for violence and a rage nearly unquenchable. Citations: Blood Magic Druidism Credits: BobBox (Writing) RaiderBlue (Writing) Junoix (Druidic Consultation) Keefy (Explained some druid stuff to bbox) Special thanks to: Zarsies - allowing us to borrow the blood magic rolling mechanics. Writer's note / purpose:
  17. That’s not true, blood magic users are not only weakened by the magic but gain a multitude of ailments.
  18. [!] 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.
  19. “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.
  20. Change Log: Removed the need for MArt grimoires and added redlines. Fixed spell error that zacho pointed out. Added more redlines to disconnection ritual
  21. 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.
  22. 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. 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. 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. 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 as unskilled mages tiers one or two will have to spend an extra emote realizing their surroundings. Walls, Pillars or Storms of Malflame imbued with madness may appear as if familiar faces are in them. 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. 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. 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. 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. 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. After [3] emotes this sensation will need some sort of satiation from those affected. 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. 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. There is no specific manner in which one performs a medical check upon themselves, but rather it may range from cultural aspects such as lighting an incense to doctoral procedures such as placing gauze in the nose. Walls, Pillars or Storms of Malflame imbued with pestilence may appear as if there are nauseous clouds within. Misfortune Malflame spells imbued with Misfortune cause the victim to experience uncanny poor luck. This does not stack. During combat, 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 slip and fall as someone drops it at their feet, or their sword may get stuck for a moment as they take it out. An unlucky effect will occur in every [3] emotes, though a victim may stop such a process by spending [1] emote to doublecheck their gear, weapons, etc. Malflame imbued with misfortune may appear as if there are general sights of unluckiness within, such as broken mirrors. The victim may choose the unlucky action that occurs and it will change depending on what the character is doing. Redlines: Base Naztherak Changes 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, 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 such as descendants or creatures. 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.
  23. 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.
  24. Skin Name: Unbaed 3 Discord: BobBox (Austin)#4660 Bid: $15
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