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Xx_BloodStalk_xX

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Posts posted by Xx_BloodStalk_xX

  1. The Great Sage perks up from the lower-levels of his ancient shrine as the bell is rung, peeking out to see a large shadowy figure leaving the altar. He'd quickly scramble to his offering box, letting out a monkey-like scree as he held up a wrapped Krugmas gift. "Haha! A gift fer me, it is!" He said, hugging it close to his chest. "Mus' be 'cause t'is one was such a good spirit t'is year!" The monkey's hands moved in a blur, sending tear after tear of the parchment behind him, revealing a multicolored box with a jagged lever. "Huh?" Tilting his head. "Anot'er box, it was." He said to himself as he shook the strange contraption close to his ear. Whilst he did this, a small tag plucked out from the bottom. Reading it, it said;


    TO CHIMP, FROM OWL. TURN FOR A SURPRISE!!

     

    "A surprise?!" He beamed, those glowing eyes flickering. It seems that 'chimp' had forgotten the identity of his avian enemy. Quickly beginning to wind the crank in a circular motion, a light tune grew out from the box, and the monkey hummed along to it. The box's panels quickly opened, and the simian spirit glanced into its dark hole before being met with the flat knuckles of a boxing glove - pushed into his rubbery skull with a large spring. The monkey dropped the box onto the ground, his head comically misshapen and sunken inward with the imprint of the glove bending his face. It took him a few moments to process what had went wrong, out of denial or something else, and it slowly let out a murmur;


    ".. Bah Humkrug." 

  2.  

    Spoiler

     


    A CALL TO ANSWER

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    TO MONARCHS, LORDS, AND THE LIKE,

    Take heed, for I have awoken in the husk of a Dark Lord. The grey skies over my lands have cleared, and my mind followed. Yet my agenda is not to spread fear and sorrow as my predecessor once did. Following the trials of my nameday I have been studying you. Your people, your customs, and your history. I aim to leave my land and enter a pilgrimage about the continent. To how I intend to do this be not your concern, save to my end. A prophecy has dawned upon my clan, and in this prognostication I foresaw five figures amidst devastated lands. Four followed the One, and in their wake came light. Hope, in the form of what you would call heroes. It is a tale passed down through the generations until it had found me, the fifth. I come to find these four, so I beseech you; should you answer the call, garner to me your most capable warriors so that I may edify your champions. Be they orc or man, dwarf or elf, I mind not. I would teach them my ancient arts of my clan, and guide them to the dawn. Under the light of the Crescent Sun, I seek the Four Chosen Ones to claim themselves worthy of my clan's titles.

     


    DULY SIGNED,

     

    Lord of Edenia, ꀸꍏꍟ꒒'ꍏᐯꍟꀘ

    Spoiler

    This is a recruitment post for a handful of random people I'll be seeking out IRP. I'll be starting out by seeking the nation leaders and the like to have them choose some people to study under me. If you would have them get into some magic RP, this is the opportunity for them.

     

  3. D A R K   L O R D
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    Spoiler

     

    41e070c45760cb4dea67d5d547542e07.jpg

     

    "The day is coming. This Lord's death. He does not belong here. He too, shall fade with the end of a new era."

     

    I do not belong in this era. Aye, he's right. Going to see Asger was a bad idea, despite how much it satiated by sentimental cravings. The curse burns what feeling I have left. The Lord mused, resting his back against the his seat. Grey tubes stuck to his body filtered black sludge through his torso. Not a drop of blood was left in his body. A hand was slowly lifted from the arm of his wheelchair, though he could only see half of it. It seems I've begun to lose my sight. I don't have much time. I hope they come soon. He was but a weathered old man bound to this chair now, his thinning grey hair shrouding most of his face, including that blinded eye which had become a pitch black. Like a pit without a bottom, there would be more in his gaze were there no eye at all. A line of light cracked into the room as two doors were slowly pushed open, illuminating the Lord to the world and causing him to briefly recoil at it. 
    "As you've commanded, all of your servants have been asked to pack their things and leave. They've been relieved of their duties." A faceless figure said, not but a mere shadow in the doorway. The old man nodded, briefly lifting a twitching finger. "Good. You may go as well." - "I'm sorry?" They asked. "I'm afraid I do not understand. I'm to be fired as well? Why? With all due respect, you require help." At these words did the elder finally lift his head, his dry lips thinning at those words, thin enough for his lips to draw that aforementioned substance in place of natural ichor. "I require no servants. Not anymore. Begone!" He commanded with a flick of his hand, for any more he could not manage. The figure ahead of him froze, remaining silent for a while before offering a silent bow and leaving the Lord to fester alone. 

    Minutes would past, then hours, in the stone chambers. The hours became days, plenty monotonous time wasted to writhe in a heap of regret. Fortunately there was no more need for the Lord to eat, for he had no stomach to put such things in anymore. He merely sat, and waited. And in the midst of his sleep did he hear a sudden bell. That sense of longing briefly caused him to think that it was in his head, that noise, but a moment to stir awake caused him to rise as much as his weathered posture could allow it. Frail, trembling hands grasped at the frames of his wheels and each spun caused his nerves to burn. Though eventually he made it to the gates, to which he was greeted by a light. A figure much taller, and much brighter.  "I'm here, Dael. Are you ready for-" They were almost immediately interrupted by him. "No, we won't be doing that today. The truth is, I'm dying. The curse is spreading faster than I anticipated. We've not time. We must wake Him early." He briefly explained. The newcomer was clearly taken aback, but eventually was convinced to journey into the inner-chambers of the Dark Lord. Delving deep into the halls of his clan the pair disappeared into the darkness together. 

    Before them was a long cylinder of glass encasing a humanoid figure - whatever being within seeming to float within the green bile that filled the container, whether it was their home or a prison was not sure, even to the newcomer. What was he to call him? A son, or merely a second chance? For having created him, even he was not aware. He had spent the last of his days, all those decades, for this moment here. To ensure that the one before him would do well in his place. She glanced down to the elder, looking on with a furrowed brow.
    "What am I to do?" She asked. "Pull the chain and drain the fluid. I will do the rest." He said, and his hand came close to reach for the katana on his hip, the belt he used to carry it in no longer fitting his shrunken form. How he had withered away, he thought. The same unholy blade that he swore never to draw again, the same blade that cursed him in the first place. The same blade that would lead him to salvation. "At the very least," He started, placing his hand upon his hilt. Though there was a pause. In that pause, no life flashed before his eyes, as the rumors of adventurers told. Perhaps that was because he was not truly at the end, or perhaps it was merely a fallacy after all. Nevertheless he gazed into his past, finding what most people would. People he's lost, or those that lost him and would lose him after today. "At the very least, I wanted to finish my goodbyes." There was no time to linger on in melancholy, no time. It was sudden, just like death should be. "Release Him." He said, unsheathing the blade - its metal forcing out a hissing screech that rattled the framework of the laboratory. I am unsure if we will share thoughts after the merge, but I leave this message for you. You will not be alone, my boy. I've prepared everything for you. Food, shelter, repute, and comradery. All this for you. My first and final birthday gift. Though you will miss me, know that with you I am eternal. And as long as there is darkness in the heart of man, Dark Dael will always be here. At the moment the chain was pulled and that bile did begin to flush out of the tube, so did the Dark Lord thrust his own blade into his chest. Black sludge suddenly sprayed from his body, a cry of pain coming from him as he soon grew into ruin. His skin was first, flaking away and decomposing as his innards or lack thereof dissipated into a solid black mist. It was taken shape, and following the currents of the winds it came to the falling creature within the glass. For a moment the mist rivalled matter, order and everything else balance beheld to stop this ritual from proceeding. It was not enough, and in the moment after he was gone. All that remained was his wheelchair, and his companion. The companion looked on in horror, having watched a forgotten old man disappear in front of her eyes. Though those eyes, in their light, fell upon the figure within the glass. She was supposed to release him now, she would but her movements were slow. And as she came to meet hand upon glass, another hand came to meet her own palm. Alive? The thing inside was breathing. Living. Her face came closer to peer into the muddy glass stained with brine, to get a better look at what was inside.


    d8962310cbe97f8d766889265e950f18.jpg

     

    It would gaze back.

     

    A creature sharing the man's dull emerald gaze. Though it did not just come in a single pair, for three eyes in total came to meet her own. She shot backwards as the creature escaped, their six-eared form slowly stepping out, bare feet stepping upon what remained of that green fluid. It reminded her of something past. Something that should never be unsealed, no matter what. An old man's worthless dream, a chance at something pious. A wish to see something of his make persist in the next era. A line one could not cross, not even someone of his moniker. This was what an entire life had lead to. Abhorrent and terrible to look at, it was. But look away she could not bring herself to. In this silence to which the two figures stared at each other words were finally spoken. Only by her, for the other knew not how to speak.

    "What have you become?"
    .   .   .
    "Who are you?"

  4. 𝔗𝔥𝔢 𝔅𝔩𝔞𝔡𝔢 𝔬𝔣 𝔎𝔦𝔫𝔤𝔰  𝔄𝔢𝔱𝔢𝔯𝔫𝔦𝔱𝔶

    unknown.png

     


     

    Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations:

            Yes

     

    MC Name of the person(s) currently in possession of the Artifact:

             Demi-Djinn: Wright

             Contractor: Karl III

     

     RP Name of the person(s) currently in possession of the Artifact:

            Demi-Djinn:  Xx_BloodStalk_xX

            Contractor: GMRO

     

    MC Name of the creator(s) of the Artifact (N/A if not applicable, e.g. for event items):

             Xx_BloodStalk_xX

     

    RP Name of the creator(s) of the Artifact (N/A if not applicable):

            Wright

     

    Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're re-submitting an old MArt put N/A:

    Spoiler

    cd72cdd5feb397c3f593cf9dcaa769c1.png

    5ffb8d5204798de311494e5b0c92890b.png


    (Aeternus, the weapon that was enchanted to become Aeternity)

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    The blade that was lost now dawns once more as the heirloom blade to be passed down the line of Keong Sigismund III. Formerly known as Aeternus on its nameday, the blade is reforged as Aeternity - the sword of the Crown.

     


    Item Description

    Netherite Sword | Nova Skin

    The Blade of Kings Aeternity

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    (Shown on the right, Aeternity's true form)

    ━━━━━━━━┛ 回 ┗━━━━━━━━

    "Allow yourself to transcend lives, and serve this Kingdom for eternity. Krusae Zwy Kongzem, Aeternity."

    A heavy-looking greatsword carrying that of a triangular blade of Daemonsteel. 55 inches in its complete height, it would require two hands on its long handle to be properly wielded, the oakwood grip itself clad with thick dark twine and gold wire that wrapped about strong wood. Below it was a long and large metal ring that would be better known as its pommel. The guard was a dark golden color, vaguely resembling that of a bird’s wings. No decor lined this blade save for the embroideries on the guard and the fuller, cast in a darker iron. Once forged in a different form, this sword was the weapon of choice by Keong Sigismund III “The Golden”. Formerly known as Aeternus on its name day, it has now stripped itself of that title to serve the Crown so long as it remains. Reforged in the time of Keong Karl III’s reign, it is now the Blade of Kings, Aeternity.


     

    Effect(s) of the Artifact:

    Sangkruv - Unless the wielder is someone of like stature - that being the present or past Keong of any collection of Haenseni people, one would find Aeternity to be heavy. A common swing would be sloppy, and anyone would find it hard to merely lift the blade. For those who wear the crown, or directly descend from Keong Sigismund III, they would be able to properly wield it as if it were unusually light and balanced despite the size it bears in its regular make.

     

    Lafsk - Should a descendant of the past Keong fall in battle whilst wielding Aeternity, the weapon will gain the effects of Lafsk. In this, Aeternity will garner a strange symbol of golden threads () upon its blade, just beneath the inscription. It may be freely wielded by anyone who takes it up in their hands, the effects of Sangkruv having been lost so long as this symbol is here.

     

    The Monkey’s Magic - If Lafsk is in effect, Aeternity may be taken from its current wielder if one with another approved MArt with the creator's symbol () challenges them to a game. This game can be anything from chess to hide-and-seek, and both parties must consent and offer up their respective MArts with the winner taking both. Both symbols will resonate when near each other with a shrill amber glow, and the first one to suggest a game that the other consents to is the tell of the duel's systems and mechanics. It can only be one person versus one person, and each side may use the MArt they have to help them win the bout. After the duel ends, the winner is found to have both MArts appearing on their person. 

     

    Stos - Should the effects of Lafsk claim Aeternity, the wielder can almost sense that the blade belongs in another place, in another hand. If somehow reclaimed by those that descend from Keong Sigismund III, Lafsk will be alleviated from the blade and Sangkruv will be in effect once more. They need only briefly hold the weapon for Stos to take place.

     

    Kursin - By the will of their wielder, and with the blood of Kings, Aeternity may cast away the large amount of metal it is wrought of. This would involve sheathing the blade, silver flames clashing over their fingers before they could redraw it into its true form. It would become a double-edged shortsword that stretches out to a complete 22 inches. Made of the finest steel - its fuller and pommel having the glamour not unlike stained glass. The guard and pommel is made from aurum, but curiously the entire weapon is as dense as the material of its blade. Its handle is wrapped in a dark tanned leather. Not only this, but the wielder would gain a suit of armor of their choosing - always holding the aesthetic of a crow. The armor between each inheritor of the blade is unique, and once chosen - cannot be changed. 

    00bc468ece3df353a48a50ac33213cd3.png

    (Examples of acceptable armor references)

     

    Verzicht - Kursin cannot be activated if the user is already wearing armor, as its pride would absolve itself of its abilities. The blade would not be willing to transform should the wielder garb themselves in any armor other than what they may provide. 

     

    Zesgan - An ability only available under the effects of Kursin. Whilst any other requires training to properly use this weapon, those who are descended from Keong Sigismund III or have worn the Crown automatically know how to use this weapon and the full extent of its abilities. Whilst weiding Aeternity in its true form under the effects of Kursin, the wielder may inherit the muscle memory and fighting styles of past Kings who have used Aeternity in the past. Whilst in combat, their opponent can almost see the ghostly apparitions of these Kings near them as they fight in their own suits of armor, mimicking their motions or standing by them, watching their battle in silent aid. This does not mean this gives them a necessary edge in combat, such as increasing their speed or strength, it merely eliminates the means to practice using the sword. 

    This ability takes inspiration but does not directly mirror Era-Embodiment in Demi-Djinn lore.

    Spoiler

    Era Embodiment - T3

    Era Embodiment is a spell that allows the Demi-Djinn to access the techniques and inherit the muscle memory of their past incarnations. The more they've reincarnated, the more they attain; this however does not increase one's strength, speed, or defense. Simple information cannot be inherited either. For a crude example, activating Era Embodiment to play baseball (if they were an expert player in a past life) would allow them to know how to handle the bat but not how to play the game. This form is achievable once every 48 OOC hours and lasts for an entire encounter.

    - Any knowledge other than combative stances, forms, or techniques is not allowed to be inherited via Era Embodiment. It simply eliminates the need for practice.

    - While their inherent skill has increased, Era Embodiment in no way enhances the speed, strength or endurance of a Demi-Djinn. They are essentially the same person they were before, the only thing that has enhanced is their muscle memory and knowledge of how to perform specific techniques.

    - Magical knowledge cannot be inherited through Era Embodiment.

    - The mist emitted from the shackles during Era Embodiment is simply a flavorful placeholder that serves as a signal for activation. This mist cannot be used in combat, and must be one color that can be changed according to the Demi-Djinn’s will.

    - This spell's charging emotes may be used in tandem with shapeshifting emotes.

     

     

    Explanation of the effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): 

    Sangkruv - If a persona is not IRPly directly descended from Keong Sigismund III or has been (even for a brief time) a nation leader of Haense then they cannot properly wield Aeternity. It would feel sloppy, imbalanced, and incredibly heavy almost impossible to lift.

     

    Lafsk - If Aeternity's owner dies whilst in possession of the blade through proper CRP, Aeternity will succumb to the will of whoever takes it up next, and a symbol () appears on its blade. The effects of Sangkruv also fade. This only takes place if the person that took it up next is not a descendant of Keong Sigismund III or he who wears the Crown.

     

    Kursin [1 Emote Charge, 1 Emote Cast; 2 Emote Ability]

    If the wielder is descended from Keong Sigismund III or wears the Crown, they may use Kursin. Kursin allows Aeternity to change into its true form, a double-bladed shortsword. Furthermore the wielder also gains a suit of armor that clads their body in any sort of armor carrying a crow-motif. This armor cannot be changed once picked, and is unique between each wielder. This would first activate by sheathing then blade, then unsheathing it to reveal Aeternity in its true form.

    [1 - Connection/Charge] Sheathing the large blade behind his cape, the King picks up the scabbard as a glowing trail of silver flames start to encompass their hand.
    [2 - Cast] "Show thy trueself, Aeternity!" They shouted, and a disc of flames would trail the blade as it shrunk and became a double-edged shortsword, the flames climbing up their body to form plates of ebony steel upon their body. A golden crown of crow-feathers mold upon their head, their visor closing over their dull gaze. The blade is soon drawn, a luminescent glow coming from the stained-glass pattern upon its fuller.

     

    Zesgan [Passive, but only when Kursin is active]

    Zesagn is an ability that allows the wielder to access the techniques and inherit the muscle memory of the Aertenity's past users that descend from the royal line. The more Aeternity is passed down, the more they attain; this however does not increase one's strength, speed, or defense. Simple information cannot be inherited either. For a crude example, activating Zesgan active whilst playing baseball (if a past king was an expert player) would allow them to know how to handle the bat but not how to play the game. 

     

    Red Lines of the Artifact: 

    Spoiler

    - To directly descend from Sigismund means they have to be in an uninterrupted line (grandfather->father->son->grandson).

    - Those 'who have worn the crown' would have had to have been recognized by the server as the Nation Leader of Haense.

    - Whilst Sangkruv is in effect, those who aren't of royal blood cannot lift Aeternity.

    - Sangkruv cannot be used to garner an edge in combat - such as using its weight to crush people. It is merely that one cannot properly wield the blade in combat should they themselves use it.
    - Having royal blood doesn’t make those that are not strong enough to wield an adult’s blade able to wield Aeternity with ease, it would be as difficult as using a normal sword.
    - The amount of time they were a King does not matter, so long as they were one.
    - Lafsk will not activate should the person that next wields the blade be one who wears the crown, or directly descends from Keong Sigismund III. 
    - The Monkey’s Magic only activates if Lafsk is in effect. If Lafsk is gone, so will The Monkey’s Magic.
    - The armor summoned by Kursin must be made of mundane, open materials.
    - Once the wielder chooses their armor, the appearance cannot be changed.

    - Though its guard and hilt are made from Aurum, Aeternity in its true form carries the durability of steel in all of its form. The aurum does however retain its warding properties against certain darkspawn.

    - The silver flames of Kursin cannot be used to garner an edge in combat. It's aesthetic.

    - The past mirages of past Kings of Zesgan cannot be used to garner an edge in combat. They're aesthetic.

    - Any knowledge other than combative stances, forms, or techniques is not allowed to be inherited via Zesgan. It simply eliminates the need for practice.

    - While their inherent skill has increased, Zesgan in no way enhances the speed, strength or endurance of the wielder. They are essentially the same person they were before, the only thing that has enhanced is their muscle memory and knowledge of how to perform specific techniques.

    - Magical or specific knowledge cannot be inherited through Zesgan. Be tasteful.

    - Whilst Sangkruv is in effect, Aerternity cannot be stolen, moved, or anything of the sort unless it has been taken through the proper way - that being through combat roleplay (CRP, see Lafsk). If it is stolen through proper CRP then it can be stolen. 

     

    Number of duplicates of this Artifact:

             0

     

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?:

             Yes

     

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

             No

  5. Spoiler

     

    ArtStation - A forest spirit

     

    The children of the Vale gathered 'round an old 'ame, weathered by time and half of his gaze shrouded by long greying hairs. A twirling staff of mahogany rested within his wrinkled hand, his frame moving back and forth upon his rocking chair, creaking with each second. The children sat around him and listened to his many tales, things of heroism, beasts, and the fantastic tales of their kin's history. Though one mischievous child thought it best to continue prodding at the one sitting in front of him. They asked them to stop, but they persisted. The old 'ame had not noticed until they grew too loud, to which he said:

    "You'd best behave, oem'ii. Lest we take you to meet the Great Sage."


    The child scoffed, dismissing the elf's claims. "The Great Sage isn't real!" They insisted. The elder rocked back in amusement, a hand coming forward to lightly brush the front of their beard. "Is that so? Nay, the Great Sage is very much real, I assure you. Once, he held shrines across the realm. He even frequented our home, once. Though the Greenblades thought it best to cast him out. And he took his shrine with him!.. perhaps that'll be our next story." A small hand raised, and a child spoke up. "The Great Sage! What does he do?" The elder stopped his chair, pressing his feet against the floor and slowly leaned in. "He takes in bad children, and turns them into mushrooms!" They said with widened eyes. Then, they leant back, looking off to the side. "Or.. does he make you dance to death?"
    Another dismissive shrug left one of them. "I told you it's not real!" They said, to which the elder suddenly shouted. "He's very real, I tell you! Very real indeed." A curious boy soon asked; "Then where is his shrine?" To which another quickly spoke up. "It's not his shrine! They stole it! Stole it from the Mani, he did!" There was another bout of arguing before the elder slammed his staff onto the ground. "Silence! I'll tell you well. The Great Sage took his statue and left, flew up into the air, he did! In attempt to mingle with his own kind. It seems he grew tired of harassing us mortals, so he attempted to go back home." 

     



    Just like the elder had spoke - within a flying statue laid a spirit of the woods, thrashing about the interior of their shrine. "Ow, ow, ow!" The bandaged monkey rubbed its aching head, screaming as it plummeted towards the ground. Then, with a crash, a flash of light entered the woods - leaking magic about the area. After the statue had sunk into the earth, a few boards of wood pried open to have that little thing flop out, rolling onto its rump. It looked around, and quickly beamed, leaping up and down as it scanned the forest about it. "I made it, I made it! Made it back home, I did!" But it was wrong, yet how could one tell a single forest from another, should the trees look the same? "Come on out, everyone!" They called.

     

    Soon, the forest erupted in a symphony of laughter.

     



    "The crash had merged our realm with the Sage's realm. In their effort to get home, they had cursed the forest surrounding our home!" The elder explained. "There is nothing that bothers them more than bad children, and should you enter their forest, they'll curse you. They'll play tricks on you, too! Make you get lost in that forest, strip you of your skin and turn you into a skeleton, I hear!" By the time the elder was halfway through his story, most of the children were shaking in fear. "So listen and listen well. Avoid delving too deep into that forest.."


    Every now and again, the forests outside of the Vale will glimmer with a wave of golden light - and the depths will be bathed in a thick layer of fog. One would do well to take care, should they decide to enter the woods.
    [PM if you enter the forest and want to interact]

  6. Demi-Djinn and Cursed Djinn Revision

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    OOC Purpose:

    Spoiler

    The revision for both Demi-Djinn and Cursed Djinn has been in the works even before the initial lore was accepted. It has been a long-time coming and was agreed by me and all those who worked on it that we'd be adjusting anything that needed to be adjusted since you can't really predict how well a wish-granting CA will work until you work a while with the players. The original post was accepted a little over a year ago and in that time I've discussed both with a handful of players and everyone in the Demi-Djinn community on what should be changed. There is also a substantial rework on Cursed Djinn due to how taxing it is to play on the players with the CA, so some spells are passed over and some mechanics are redone.

    We are aware of how long the original lore already as (most of it is just lore fluff) and how this revision and the addition of new spells and mechanics would make it slightly longer, but we believe that Demi-Djinn can't do its job properly - that is, to serve as a wish-granting CA that offers a unique sense of mystique and wonder to those they interact with - unless its length is just a tad broader. 

     


     

    Overall Changes to Demi-Djinn and Cursed Djinn

     

    Spoiler

    - Tier List Changes (Fortune Manipulation and Weaving)

    - Changes to the Shackles

    - New weakness/additions to physicality of a Djinn

    - Spell additions to DD and CD

    - Spell amendments

    - Added a DC Ritual

    - Djinn genus count has been changed.

    - When shapeshifted into the form of a mount, a Djinn gains a mount's speed in balance-default combat roleplay.

    - Changes to Zakhrifas and the addition of the Semi-Djinn

    - Changes to Reincarnation

    - Added the clarification that Demi-Djinn cannot be disconnected by anything other than another Demi-Djinn; there is no turning back once they are connected.

     


    Demi-Djinn and Cursed Djinn: Amendment to the First Shackle, the Shackle of Murder

    Spoiler

    Demi-Djinn do not break their creeds if they kill something that holds an altered soul or something that holds no soul at all. (Examples: Azdrazi, Vargs, Frost Witches, etc.)

    Old Shackle
    - Demi-Djinn cannot kill or harm anything with sentience such as a Descendant unless they pose an undeniable and immediate threat to their own wellbeing, another Djinn, or the recipient of a Contract. The Demi-Djinn also cannot act as an accomplice to such an act.
    New Shackle

    - Demi-Djinn cannot kill or harm anything with an untainted soul such as a Descendant unless they pose an undeniable and immediate threat to their own wellbeing, another Djinn, or the recipient of a Contract. The Djinn must be aware to their altered soul and cannot act as an accomplice to murder.

     

     


    Demi-Djinn and Cursed Djinn: Additions and amendments to Physical/Mental Changes

    Spoiler

    - Genus Count: A Demi-Djinn in their Second Phase and a Cursed Djinn in their Solar Form holds five units of genus. A Demi-Djinn in their Third Phase would hold seven.

    - New weakness to Thanhium: A Demi-Djinn and Cursed Djinn both hold a special weakness towards Thanhium. Should Thanhium impale them and disrupt their bloodstream as Aurum would, they are unable to cast. If they are struck for a second time their bodies would be sucked into the Thanhium causing it to gain a strange new color and shape (at the Djinn's discretion; cannot be used to gain an edge in combat) and the creature may be seen in the reflection of the metal - trapped within (they must follow IRP prisoner rules). If the Thanhium breaks or the wielder of the weapon thrusts/wills them out of the Thanhium, the Djinn will

    be set free.

    - Affinity to Mana Detection: Djinns are beings of mana. If someone is attempting to detect their mana a Djinn in their Second/Third phase can choose whether or not the viewer can see their bodies coated in such, but won't be able to hide the mana concentrated upon the wrists; i.e. their shackles

    - Second Phase/Third Phase addition: Phases do not inherit deformities or detriments. So therefore, if a djinn in their Second Phase loses a limb they will have that limb back in their First Phase, and vice versa. Prosthetics do not inherit between forms.

     


    Demi-Djinn: Amendments to Abilities and Boons

    Spoiler

    Contract Creation

    - Becomes a one-emote spell.

    Contract Removal

    - Becomes a one-emote spell.

    Ghost Legs

    - Remove the redline that fog has to match the skin of the Djinn.

    Party Hands

    - Change the range of Mirages. If at sixteen blocks or more, the Mirage cannot be seen. If fifteen-zero blocks away, the Mirage is as clear as day, and looks indiscernible from reality.

    - When shapeshifted with Party Hands into the form of a mount, the Djinn gains the speed of a mount in balance-default CRP.

    - Party Hands' Mirages can enchant an already-existing item to make it warp in appearance or action, although it still needs to retain the same base shape.

    Fortune Manipulation

    - Changes spell into a Tier 1 spell.

    Era Embodiment

    -  Spell usage is now once-per 24 hours.

    - New effect: Spell usage will not only result in an improvement on muscle memory but the Djinn's mists may also take on an advanced texture and multiple colors should they wish, and they may add harmless aesthetic illusions in the air around them. Reality distorts around the Djinn whilst the spell is active. This effect cannot be used to garner an edge in combat.

    Kin-Sense

    - Kin-Sense can be used to see if a player is contract-bound to another Djinn.

    - Kin-Sense can sense other Zakhrifas in their general vicinity, and if they're being held by a player. (changes serve to make sure a djinn doesnt bind itself to some1 another djinn is bound to).

    Weaving

    - Changes from a boon to an ability.

    - Changes spell into a Tier 1 spell.

    Arming

    - Similar to enchanting a pre-existing weapon, a Djinn may enchant a pre-existing suit of armor if their contractor is wearing one. (This is implied but not outright stated).

    MArt Creation

    - 3 week MArt cooldown starts when the MArt app is posted (if the MArt is accepted).

    Imaginary Realm

    - With the OOC consent of both parties, imaginary realm can be used in combat for aesthetic or IRP flavor, not to gain an edge in combat. OOC consent is not needed for two Djinns, as they can use this spell to practice their imagination and combative skills. The Djinns may choose whether or not they were actually harmed in this bout.
    - Redline is added clarifying that Imaginary Realm cannot be used in a DC ritual unless clarified with the OOC consent of both parties. 

     


    Demi-Djinn: New Abilities and Boons

    Spoiler

    Magic Mirror - T1 (Passive)

    Once five blocks in range of a mirror or painting, the Djinn may enter them, being free to control what they wish within from the outside or the inside. They can move across adjacent mirrors/paintings if in the same five block radius.

    [1 - Connection/Charge/Cast] As the strange figure passes by the mirror, one in the crowd may notice that they lacked a reflection.

    - The Djinn will be kicked out of a mirror if it's shattered and a painting if it's burnt, or their form is disrupted within either.

     

    (Combat) Greater Shifting - T3

    Once per encounter, the Demi-Djinn may find themselves able to turn about their very organs. They can shift their internal organs around their torso, able to make certain parts of their body hollow. 

    [1 - Connection/Charge] The Djinn's torso starts to glimmer, multiple lumps shifting across their chest.

    [2- Cast] As the lumps start to recede back into their body, the creature uncomfortably straightens their posture, their heart guided down into their stomach.

    - Internal organs cannot move back into place until the end of the counter, and cannot move to a location outside of the torso. 

     

    Regeneration - T1 (Passive)

    To one such as these shapeshifting creatures, they must retain many features across their forms. Therefore they have developed the ability to heal. Djinn can erase scars, as well as regrow limbs and facial features outside of combat. 

    [1 - Connection/Charge/Cast] Once the corporeal spirit had finished in their sprint back into their forest, they rest onto a knee and painfully lift their stump, a new arm of azure skin protruding right out of the bleeding stump.

    - Regeneration cannot be used in combat, or in the First Phase.
    - Cannot be used to heal internal or minor wounds, nor broken bones. They may only heal limbs or facial features if destroyed/non-functional.

     

    (Combat) Autopilot - T2 

    Possession is an ability not unknown to the Djinn, for they are able to make the bodies of their contractors their temporary home, giving them the abilities of a Djinn. This comes with a cost, as the Djinn is able to have complete control over their bodies, or as much as they allow their contractor to have. Telepathy within this form to the contractor is apparent, and the tell of this ritual being the shackles appearing over their contractor's wrists. The Djinn may choose when to leave their host's body, but only for a limited time.

    [1 - Connection/Charge/Cast] Becoming completely transparent, the Djinn phases through the contractor's torso - their shackles soon appearing over their mortal arms. Testing their grasp by clenching the air a few times, a serene crimson mist soon starts to trail off of their hands.

    - Autopilot cannot be used for more than six OOC hours.
    - Requires IC consent.

    - If the contractor is stabbed with Aurum or Thanhium, harmed with Malflame, the Djinn's Zakhrifa is broken or used to seal them away, the Djinn will be forced from their contractor's body.

     

    (Noncombat) Crafting Cauldron - T2

    The Djinn may persist as an alchemist's assistant, turning themselves into a cauldron-like container of their make filled with a steaming bubbling liquid. Anything thrown inside, ingredient or no, will be melded together and making something the alchemist wishes. The alchemist may skip any processing through this, although the Djinn may trick them by having the product spawn into something malformed or as something else entirely.

    [1 - Connection/Charge/Cast] Once the corporeal spirit had finished in their sprint back into their forest, they rest onto a knee and painfully lift their stump, a new arm of azure skin protruding right out of the bleeding stump.

    - The cauldron cannot be used in combat.
    - Cannot be used for the Djinn to memorize an alchemist's recipes, but if the alchemist knows the recipe, the Djinn should as well.

    - The cauldron cannot absorb sentient living things such as other players but it can absorb things required for the crafting.

     

    (Combat) Brass Knuckles - T2

    Two pounds worth of brass alloy may be cast over a specific place on the Djinn's body for the rest of a single encounter. They may concentrate more energy into it to turn it into steel, although it will diminish the spell's longevity.

    [1 - Connection/Charge Focussing their energy into their hand, a sienna-colored glow starts to spawn what seems to be patches of liquid alloy.

    [2- Cast] The liquid hardens into brass encompassing the Djinn's entire fist.

    - Hardening brass to steel with an additional emote causes the spell to only last for three additional emotes before deactivating.

     

    Looming Shadow - T1 (Passive)

    The Djinn may shapeshift their shadow at will, perhaps instinctually even. Its influences reaches outside of its own realm, being able to do things such as open doors or snuff out a candle's flame.

    [1 - Connection/Charge/Cast] The figure's shadow shifts into something like that of a great beast, a large humanoid with the head of a snake as it peers closer into the eyes of their future contractor.

    - Cannot be used for anything other than aesthetic.

     

    (Noncombat) Rivers of Wind - T2

    When in time of crisis, a Demi-Djinn may have the body of a sickly individual transported to a locational nexus rich in a certain elemental source, where they utilize this portion of naturally occurring matter in tandem with their own radiant essence to purify and restore vitality in wayward souls. This manifests most especially in the cleansing winds and shimmering waters - curing respiratory and cardiovascular diseases respectively, as well as other maladies of magical conception.

    [1 - Connection/Charge] Laying the man down by the river, the Djinn casts its hand aloft towards the clear and calm waters - glimmers channelling about the surface of the pond as an orb of liquid came about their palm.

    [2- Cast] This water is pressed against the man's chest, and soon the water would seep inside, healing and soothing his ailment.

    - Cannot be used in combat.
    - Can only be used in thematically appropriate areas (gusty/winds mountains, or river/lakes).


     

    (Noncombat) Dream Catcher - T4

    A Djinn can travel into the psyche of their contractor to heal any mental scars. This realm is formulated by the contractor themselves, and if the Djinn wishes - they can bring the contractor into their own psyche to peruse any memories or trauma they might've had locked away. The contractor enters a deep state of sleep while this happens if they're brought into their psyche with the Djinn, and the contractor may also ask for the Djinn to remove memories that are painful, or adjust memories within the contractor's psyche to create or change events that never happened.

    [1 - Connection/Charge/Cast] The creature's spirit channels itself inbetween the contractor's eyes, their mist-like form being sucked into their temples. Soon, the spirit delved deep into their psyche - reappearing in a manifestation of their own inner-thoughts. 

    - Requires IC consent to use, and OOC consent to adjust/remove memories.
    - Cannot be used in combat.

     

    (Noncombat) Blades of Blood - T4

    If a Djinn thinks of someone's bloodline of noble or worthy blood, they may enchant a weapon with the effect that is heavier and/or unbalanced in the hands of someone that is not blood-related to the contractor - whereas someone who is related to them may wield the sword properly. Once enchanted, the weapon may be imbued with some harmless aesthetic or the family crest of the contractor. The weapon's new-found heaviness cannot be used to garner an edge in combat. 
    The Djinn may enchant magical weapons as well, but if the weapon is mundane they may add another optional effect. Only someone who is blood-related to the contractor may draw the [mundane] weapon from whatever it is sheathed into. Whether that be a traditional scabbard, or a large rock. The [mundane] weapon would find itself being incredibly heavy, to the point where multiple men must carry it in order to lift it.

    [1 - Connection/Charge/Cast] The Djinn casts its fog about the silver blade, the steel guard shifting like liquid to reveal the contractor's family crest, a quick glimmer casting over the reforged blade, which fashioned a scarlet ruby upon its pommel.

    - The products of Blades of Blood are player-signed.

     

    (Combat) Playing Field - T4

    A spell that offers for the Djinn to create beasts (player-ran event creatures) from its smog that the Djinn puppeteers, basically an easy way to link Djinns to player events. They may also control the beast to be intentionally felled by the contractor to cause their grandeur to skyrocket amongst their peers and brothers-in-arms.

    [1 - Connection/Charge/Cast] The creature's spirit channels forth a portal of fog - a giant troll shooting down from such, the beast stomping its way towards the contractor's party, unbeknownst to those involved.

    - Can only be used if under a contract, cannot be used randomly.
    - Cannot be used in PK events, or to PK players.

    - Cannot be used to intentionally kill people.
    - Cannot be used in the middle of normal combative situations or raids for the sake of helping the Demi-Djinn or the contractor, only for the pure sake of doing player-ran events.

    - If a player emotes their own death outside of the Djinn's control, it's not their burden to bare.

     


    Demi-Djinn: Disconnection Ritual

    Spoiler

    The Disconnection Ritual of the Demi-Djinn is passed along with the knowledge to teach other Djinns, so teachers also know how to disconnect Djinn. This is the only known way of disconnecting a Djinn, as only a creature of their likeness may take away their powers - and even then it is not a complete disconnection(a redline will be added to support this).

    Only a Demi-Djinn in their Third Phase may cast the disconnection ritual. No consent of any kind is required.

     

    To DC Djinns you must first go to the creature and subdue them; either they will it or they must be subdued. Only other Djinns may participate in the force attempting to subdue to disconnect the spirit in question. The Djinn that can DC them next has to use their own Zakhrifa to capture the Djinn in a process of two emotes. For a max of 1 OOC hour the Djinn remains in the Zakhrifa, or until it is opened. When they emerge, they will have reverted to their First Phase, and their memories have been altered. The disconnected will have lost their memories of a Djinn's weakness, abilities, and their own forms - and the true identities of other Djinns. They however inherit the memories of the contracts and experiences they had as a Djinn, but can't remember the faces and names of those involved - including the aliases they used as a Djinn. Any Disconnected Djinn must have their disconnection outlined on their CA.

    The Disconnected have not lost their entire CA, they have merely forgotten how to use their abilities so they cannot transform out of the First Phase, forced into their mortal coil until they die of old age. When this happens, they reincarnate like a normal Djinn, forced into a cycle of mortal reincarnation for eternity - their future incarnations plagued with the dreams of their forlorn past. 

    The Djinn that has disconnected the CA may reconnect them by unsealing their shackles from their Zakhrifa. Once they are put on once more, the Disconnected will become a Blessed Djinn and revert back to the Tier they were previously in. This process can be repeated.

     


    Demi-Djinn: Reincarnation Amendment

    Spoiler

    - Reincarnation can now be forced by a Djinn in their Third Phase. If a Demi-Jinn is killed whilst in their Third Phase, they may choose to reincarnate. In their next incarnation, they bare birthmarks or scars in the places of their past fatal injuries. These aesthetic marks cannot be used to metagame the reincarnation process. 

    - The Reincarnation process can now be talked about freely amongst Djinns, but only if they are in their Third Phase (where they would be aware of such).

    - For flavor, if someone were to look into a reincarnated Djinn's soul they'd see the souls of the reincarnated, the current incarnation, and of course the Wiseman's essence melded into one amalgamation. 

     


    Cursed Djinn: The Lunar and Solar Phases

    Spoiler

    While the Cursed Djinn's Third Phase has been turned into a Vice of Ifrit, they are given their own First and Second Phase called the Lunar and Solar Phases.

    The Lunar Phase is their mortal form which has become inherently sickly at the player's discretion, and the Solar Phase holds the same appearance and lore as the current iteration of the Cursed Djinn (the ashen spirit with wrathful cracks in its body).

     


    Cursed Djinn: Inherited Spells

    Spoiler

    Due to their being a lackluster amount of spells in the Cursed Djinn's arsenal, the following spells will be added to the Cursed Djinn from the Demi-Djinn lore with there being minor aesthetic changes:
    - The Wiseman's Form: Holy Manifestation 

    The manifestation has become small and barely comes out of their ring, and the smoke is black fog with a crimson lightning coursing through its form.
    - Eyes of the Wiseman
    - Cloud Walker

    - Chameleon Cloak

    Instead of manipulating tattoos, they may control the cracks in their body and offer painless brands instead of tattoos to their contractors.
    - Party Hands

    Anything they summon is dreadful and dark in design, they cannot summon mirages or shapeshift.
    - Lesser transmogrification
    - Fortune Manipulation
    - Regeneration
    - Autopilot
    - Looming Shadow (Renamed to Shadows of a Vice)

    The Cursed Djinn's shadow is able to interact with the environment the same way a Demi-Djinn's does, but it may only turn into their Vice of Ifrit and nothing else.

    - Imaginary Realm

    - MArt Creation

    - Sands of Time (Renamed/turned into Age of Ashes)

    A Demi-Djinn's sand principle turns into a Cursed Djinn's ash.

     


    Cursed Djinn: New Spells

    Spoiler

    (Noncombat) Age of Ashes

    While a Cursed Djinn is nearby a collection of ash, whether this be a small bowl of such or the remains of a fire, they’re able to manipulate it to their preferred aesthetics when they deem fit to do so. It can take the form and shape of whatever they imagine, the only limit being the size and range of their cast. That is, a Cursed Djinn can only be cast in a 4x4x4 block.

    On top of this, the Accursed may repair any non-organic object so long as it fits within that same radius as well as if they have enough ash in the area to fix it. Mundane weapons, armor, and miscellaneous items may be restored to their former glory.

    [1 - Connection/Charge/Cast] The Cursed Djinn slightly waved their hand towards the used pyre, as they spoke, the ash soon taking the shape of a small log cabin, this miniature home not lacking in any detail.

    - The ash can only be manipulated if it is mundane ash - anything that isn’t your average collection of ash or anything magical would not be able to be manipulated by the Accursed. This means that other powders cannot be used.

    - Age of Ashes is mainly meant to be used as a flavorful way to tell a story or display something, therefore the ashes they use cannot be manipulated with malicious intent; that being said, it cannot be used in a combative scenario in any way, shape or form. 

    - This spell's charging emotes can be used in tandem with shapeshifting emotes.

    - Enchanted items and constructs that are beyond their understanding cannot be repaired.

    - Wounds cannot be healed within Age of Ashes, since organic matter cannot be repaired with ashes.

     

    (Noncombat) Elemental Wrath

    A contractor may request for a region to be enveloped in a certain type of weather. However, this will usually be overdone, and may cause more harm than good. For example, asking for rain for crops, may lead to devastating floods, or asking for heat, may lead to a forest fire due to the swathe of warmth.

    [1 - Connection/Charge/Cast] The Cursed Djinn brought their thin hands out of their robes, the smoldering flames in their skin growing hotter as the air in front of them began to crackle with crimson lightning.

    [2- Charge] The lightning spawned forth a dark cloud that seemed small at first, being weaved into a larger shape by the creature's hands.

    [3 -Charge] The shackled creature sends the cloud up into the air, its booming lightning sending red pulses of light throughout the sky.

    [4- Cast] The gigantic cloud soon becomes a raging storm, spawning a wave of rainwater over the drought-ridden land.

    - Requires PRO/RO permission beforehand and can be discussed with them to make Elemental Wrath last longer than an OOC week.

    - Requires an ST to emote.

    - A post on the forums must be made by the Djinn once this is done, detailing the weather-change and how long it lasts. It cannot last for more than one OOC week.

     

    (Combat) Flames of Ifrit

    From the sinful cracks in their once-holy body may come a rusted weapon that has the hardness of steel, weapons of flame the Accused may craft from within their shattered form.

    [1 - Connection/Charge] The Cursed Djinn reaches a hand towards their bare shoulder, where the flames within began to protrude out, taking the shape of a smouldering handle.

    [2 -Cast] Taking hold of such a handle brought it color and texture, a rusted shortsword soon being drawn from within the Accursed's body, embers dancing about the air in front of them. 

    - Only one weapon can be made once per encounter and it must be mundane.

    - The weapon cannot be used to melt other weapons but the heat is powerful enough to cause third-degree burns on prolonged exposure with flesh (three emotes of uninterrupted contact).

     

    (Noncombat) Beastial Mark

    Through a contractor's desire for a certain ability, the Cursed Djinn may curse and trick the mortal into the form of an animal for a limited amount of time by marking them with their fog. Should the mortal wish to jump higher for example, the creature may turn them into an animal of similar make, such as a frog that may retain any defining features or clothing the mortal used to bare.

    [1 - Connection/Charge] The Cursed Djinn reaches a hand towards their bare shoulder, where the flames within began to protrude out, taking the shape of a smouldering handle.

    [2 -Cast] Taking hold of such a handle brought it color and texture, a rusted shortsword soon being drawn from within the Accursed's body, embers dancing about the air in front of them. 

    - Only creatures with a soul, altered or not, may be turned into animals.

    - The animal cannot be one used in combat such as a dragon or a hippo, it must be a creature smaller than the size of the contractor's original size. Their new form cannot be used to garner an edge in combat (such as a frog's tongue or a kangaroo's kick).

    - The Mark can be de-spelled with holy magic or automatically by the Accursed themselves with a set condition that they set on their brand (such as committing a good deed).

    - Requires the contractor to have asked the Accursed for a specific ability or for higher power and boons.

    - The contractor can only stay in the form of an animal for either a minimum of two OOC days or one OOC week (based on their preference). They still hold the ability to speak in their new prison. 

    - Should the transformed player wish it, they may keep themselves in the form of an animal until they fulfill the Cursed Djinn's terms.

     

     (Noncombat) Imaginary Realm

    A Cursed Djinn retains their ability to perform illusions upon mortals in a collected, non-combative environment. Such may be done for the purpose of making an individual believe in their omnipotence, perhaps nudging them to pick a particular wish they seek to enact, or for some other, often harmless, purpose. This is the most freeform of all the Djinn’s abilities, for they hold the capability to create illusions with little error or fallacy, allowing them great creative potential which they may use to entice individuals.

     [1 - Connection] The broken Djinn clapped their heads together, a burst of purple smoke wafting throughout the room. There, their rusted shackles did emit a dim violet glow.

    [2 - Charge/Cast] The initial glow had quietly faded as a steady stream of fog rained down from their braces. And so, with a sudden repulse, a second burst of smoke coated the room - the Cursed Djinn now prepared to unleash their own theatrics.

    Spoiler

    - If given OOC consent from all players involved, there can be no emote-count for illusions.

    - Sentient life cannot be manipulated within the Imaginary Realm, but the Cursed Djinn may manipulate their own forms.

    - Illusions cannot manipulate anything such as a person’s emotions, or their ability to feel pain. They can however persuade the five senses (touch, smell, sight, hearing, taste).

    - Illusions cannot be used in combat. If combat ensues while the illusion is present, it will fade.

    - While the Illusion may be made to appear indistinguishable from reality, an individual within the illusion would still be able to know they were within an illusion should anything unrealistic occur.

    - The Imaginary Realm will fade after the meeting between a contractor has concluded.

     

     

  7. 15 hours ago, un-w said:

    Hey there friend

     

    As Evonpire said above, your chances of acquiring magic of any kind by asking OOCly on the forums is slim. I've found that holy mages are the ones that can often be open to taking in new students if sought RPly, so I'd recommend doing that. Or, you could make an RP post detailing that your character seeks magic, as long as its done tastefully and in good spirit. Think of ways you can incorporate your characters desire for magic into their narrative, rather than a simple "because magic is cool."

     

    Best of luck :) if you have any questions, feel free to reach out at un-w#9099

     

    This is a good guideline for you ^

    A tip I'll offer is that teachers do most of their seeking IRP (they wont teach you if you're generally known in the community OOCly as a toxic freak)
    So not only do what @Islamadon said to do but also think of reasons on how your character can more resemble a templar. Sometimes certain players will only follow the creeds/laws/tenets/guidelines of a magic like paladinism on their character simply because they already have the MA. I would reccommend doing your own IRP research on templarism so that your character can better understand who they are and how they can follow their path. It should be done so not so that you can eventually find a teacher, but because it's what your character thinks is right for them, because they believe in the path of a templar

  8. - Your least played race, and your most played race.
    - Out of the four main races which culture interests you the most.

    - Another LOTCer whose writing you enjoy consistently.
    - If you could start fresh on the server, would you do things differently or still play the same sort of aesthetic you play now? 
    - Does RP help you relax, or is it just a hobby?
    - Thoughts on me?
    - Favorite thing you're reading ATM

  9. Spoiler

     

     

    Far, far away from the North, a young spirit lurks about in the forests of Druii. "One, two! One, two!" He called, and any keen bystander would notice that this strange creature was the size of a mite, leading a long line of insects from the front. "March, march, march! Before t'morn, we gon' get some scorn! March, march, march! 'Cause Druii open up t'eir packs, an' find t'emselves wit'out a snack!" He sung in a commanding voice, releasing a whistle as the ants behind him started off to do their own thing. He glanced over his shoulder, soon dropping down a few crumbs of sugar from his pockets, allowing them to follow once more. He continued his march. "Red, white, on t'quilt! We gon'-" His song was interrupted by his own screams as he found a large and weathered parchment engulf him and send him across the dirt. The spirit quickly grew in size, his gloved hands reaching out to take the missive and wiping the dirt away from it with a quick breath or two. 


    "What t'is be?! What t'is be?!" He asked, curiously - though there wasn't an ant to hear it now, for they had gone back to their holes and homes as he skimmed the first paragraph. "T'is be, can't be! Shouldn't be!" The spirit released it, his monkey-like tail curling like a spring and bouncing him back onto his feet. "A bit of gossip jus' for me! How did it get all t'way 'ere, from snow an' ash an' misty plains. Even t'rough mighty rains!" He chimed with his hands up into the air. "I read, I read!" As he tried to wipe away more of the mud with his hands, he found only smudged ink, so only a small section of the parchment was readable.


    It was there after a few moments of his eyes moving back and forth, a waterfall of liquid started out of his bandaged maw, his glowing eyes shrinking as a list of ingredients were laid out before him. "A mortal buildin' wit' tasty meats, lined up all over t'eir pretty sheets!" He rhymed, but not long before a low growl of his stomach. "I.. want to eat." They said to themselves, and shrunk back down in a long burst of light. It landed atop the back of a lowly beetle, kicking its sides like one would a steed. "Onwards!" He shouted, and the beetle would take off in the wrong direction, making his long journey longer.

  10. A missive is brought to the many aviaries, and requested to be pinned near such - so that all who take up their mail would see a poster cluttered amongst many others. It reads:

     


    3df1fc6800ee137bafde8f1e86fba3d3.png

     

    To the conservationists, to the adventurers, and to the like minded. I am a self-made scientist requiring any sort of assistance regarding my studies. My name is Professor Archibald Q. Conley XIV, and I come from a long line of environmentalists. Whatever your skills may be; bodyguarding, hunting, or a fellow researcher, you will be needed. My 'Almaris Conservationist Society' is only a mere handful of individuals like myself, yet we possess not the strength nor the resources without help. In return for helping or protecting me from the strange things in Almaris, I will allow you and your party to keep whatever parts you acquire from the creatures my society permits you to hunt. However, should you allow us to keep these parts, they will come useful in growing our base of operations.

    Should you find this opportunity of interest to you, our wagon is stationed a little ways into the northern part of the forest surrounding the settlements of orcs, south of the volcanic lands, and far north from Talon's Port. 

     

     

     


    This is an interactable event-site/eventline that will help fill a niche for players that want to do more research/hunting RP. If you offer any signed items you gain back to the NPCs, the Almaris Conservationist Society will expand in size and territory. Please refer to the rules below to see how to get started.

     

    Spoiler

    Only AFTER you've found the event-site..
    1. Contact me on discord: bldstlk#6616
    2. Schedule a time and day with me.
    3. If you're bringing people, be sure to have it be a maximum of five players including yourself. 

    4. Have fun! Villainy on the NPCs will not be allowed at this moment. If you fail to comply with this rule you will be taken out of the event.

     

    Apologies in advance for any inconveniences gained such as rescheduling, or last-minute rain checks. At the moment this is still a one-person project. If this eventline is found successful I'll try to get more Event Team members on the project to help me out and do their own independent events.

     

     

     

  11.  𝔗𝔥𝔢 𝔅𝔬𝔶 𝔦𝔫 𝔱𝔥𝔢 𝔖𝔱𝔞𝔣𝔣  𝔎𝔞𝔪𝔞-𝔗𝔞𝔱𝔞𝔪𝔞𝔫𝔞𝔞

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    Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations:

            Yes

     

    MC Name of the person(s) currently in possession of the Artifact:

             Demi-Djinn: Qard

             Contractor: Yula

     

     RP Name of the person(s) currently in possession of the Artifact:

            Demi-Djinn:  Xx_BloodStalk_xX

            Contractor: Gamma_Byte

     

    MC Name of the creator(s) of the Artifact (N/A if not applicable, e.g. for event items):

             Xx_BloodStalk_xX

     

    RP Name of the creator(s) of the Artifact (N/A if not applicable):

             Qard

     

    Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're re-submitting an old MArt put N/A:

    Spoiler

    Qard and his contractor travelling through his Imaginary Realm
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    After briefly explaining how it would function, Kama-Tatamanaa was created

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    In exchange for helping the young Djinn fix his persona's repute within the realm of Druii, his contractor was granted a staff similar to his own, one that has inherited his abilities and general likeness.

     


    Item Description

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    The Boy in the Staff ₪ Kama-Tatamanaa

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    "Come to mine aid, expand and shrink with a single command - Kama-Tatamanaa."

    A cudgel wrought of the finest wood crafted and smoothed to be 5'2" in length. Its shaft was brown, and upon each end of the staff bore golden designs. A fierce figure's face was etched into the swirling embroideries, first starting as a curved ring near the handle, a long handle of gold, and then another ring at the very edge. The grip of the cudgel bore markings in its wood, proving the staff's name with golden inscriptions along the shaft and just beside such would be a brand of sorts; . Its paint glittered and would never fade even under the harshest of conditions.


     

    Effect(s) of the Artifact:
    The Monkey's Magic - Kama-Tatamanaa may be taken from its current user if one with another approved MArt with the creator's symbol () challenges them to a game. This game can be anything from chess to hide-and-seek, and both parties must consent and offer up their respective MArts with the winner taking both. Both symbols will resonate when near each other with a shrill amber glow, and the first one to suggest a game that the other consents to is the tell of the duel's systems and mechanics. It can only be one person versus one person, and each side may use the MArt they have to help them win the bout. After the duel ends, the winner is found to have both MArts appearing on their person. 

     

    Forms of the Sage's Staff - Kama-Tatamanaa holds to it three forms it may take depending on the user's wishes, each with its own strengths and weaknesses. A staff, a masked monkey, and an egg wrought of stone.

     

    [Staff] Kama-Tatamanaa- Kama-Tatamanaa normally takes itself in the form of a staff, as described in its description. The staff may be made of wood, but their wielder may find it being as durable as iron, being able to deflect the edge of a blade or being able to fall to the pressure of a hammer more times than a normal wooden staff. Kama-Tatamanaa is not unbreakable however, and will break under any form of extreme conditioning (examples: being crushed, broken by bending, being melted, etc.)

     

    [Staff] Stretch and Shrink - In their form as a staff, Kama-Tatamanaa may change their size either depending on a command said aloud. When shrunken down, the cudgel shrinks down to the size of a small toothpick. When stretched, Kama-Tatamanna may stretch forward from wherever side the wielder wishes for two blocks every emote for a maximum of three emotes (a maximum six-block range) after charging for one emote (it would take four emotes for the staff to reach its full height). In combat, the wielder may choose to recede or extend the staff by two blocks each action, but never both; out of combat, the wielder may stretch and shrink the staff faster for the sake of RP flavor and convenience. 
    This ability takes inspiration but does not directly mirror a Demi-Djinn's Lesser Transmogrification spell.

    Spoiler

    Demi Djinn Lore: Lesser Transmogrification

    The Demi-Djinn is able to stretch parts of their body- that is, their arms, legs, torso or neck - their bones and muscle pulling forth as if contrived from a more moldable substance. A Demi-Djinn can only extend these parts by three in-game blocks.
    - The Demi-Djinn cannot stretch their limbs over their respective radius of effect, that being three in-game blocks.

      

    [Monkey] Kama-Tatamanaa - In this form, Kama-Tatamanaa takes the form of a golden snub-nosed monkey hidden under linen robes and a strange wooden mask. This two-feet tall creature does not seem to age nor grow. It may not talk, and it acts as a monkey would. It always wishes to keep itself covered underneath its mask. The wielder may roleplay Kama-Tatamanaa in this form as being similar to a pet, and as such cannot be used in combat in this form. It may change to its staff form with a single emote, and vise versa. Should the wielder not command the monkey to turn into a staff when combat starts, it cannot transform until commanded to later on during CRP.

     

    [Egg] Kama-Tatamanaa - If Kama-Tatamanaa is either broken or killed, it will immediately transform into a stone egg of azure hue, its shell spiralling and growing like a blue meadow and proving a sparkling stone in its base. This is merely a state of recovery for the artifact, and Kama-Tatamanaa cannot revert back to its prior two forms until it has fully recovered. This is a process of one OOC week, and during this period of time its wielder finds themselves growing drained when in possession of it. If sleeping nearby the egg, the wielder would experience uncomfortable nightmares they can't remember, envisioning a past whilst asleep of wars and blood, shame and ridicule, sorrow and misery. Once recovered, Kama-Tatamanaa will revert back to whatever form it was in when it was broken or killed, this being signalled by a glow in its shell which cracks and opens. 

     

    Explanation of the effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): 

    Stretch and Shrink [1 Emote Charge, 1 Emote Cast; Max. of 4 Emotes]

    The wielder of the staff  may choose to shrink the staff to the size of the toothpick, or to stretch it forward. Following one charging emote it may only stretch from one side each emote (whichever side the wielder commands).

    [1 - Connection/Charge] A shimmering light of gold waves over the shaft of the cudgel, and the wielder points it towards their opponent.
    [2 - Cast] "Extend, Kama!" They shouted, and from its upper-end, the staff's wood stretches and extends forward two blocks towards their opponent.
    Optional [3 - Cast cont.] "Keep going!" The staff continues to stretch outwards - its wood contorting forward on a linear path two more blocks towards their opponent.

    Optional [4 - Cast cont.] "Now, behind me, Kama!" This time, from its other end, the staff's wood stretches and extends backwards two blocks behind the wielder's grip.

     

    [Monkey] Kama-Tatamanaa - The staff takes the form of a golden snub-nosed monkey covered in cloth and a mask. It is a glorified pet in this state. It cannot be used in combat. 

     

    [Egg] Kama-Tatamanaa - The egg is a recovery state for Kama-Tatamanaa if it is broken/killed, and the user finds themselves experiencing nightmares when sleeping nearby it, or feeling drained when holding it. It takes one OOC week for it to be recharged. The egg cannot be destroyed, being made from some sort of odd material that fails to be broken. 

     

    Red Lines of the Artifact: 

    Spoiler

    - Stretch and Shrink cannot be used to stretch the staff over its respective radius of effect, that being six in-game blocks.

    - Kama-Tatamanaa's Monkey Form cannot be used in combat. It only serves to be an IRP companion, and reserves the server's rules on pets. It is useless in a fight, and if the wielder finds themselves captured, more than likely so will Kama-Tatamanaa.

    - Tells of Kama-Tatamanaa's effects may be told in the form of shimmers and glows across its forms, but these tells cannot be used to gain a combative advantage.

    - The effects of Kama-Tatamanaa's Egg Form cannot be used to garner a combative advantage. It is flavor for the wielder, no one else.

    - Outside of combat, Stretch and Shrink may be used without an emote-count for RP flavor, but once combat begins it returns to its original size. 

    - The effects of Kama-Tatamanaa cannot be used to reach anywhere a player cannot reach mechanically.

    - Kama-Tatamanaa's Egg Form's durability cannot be used to gain an edge in any way, shape or form, whether it be in or outside of combat.

    - Kama-Tatamanaa's Staff Form shares the same durability as iron.

     

    Number of duplicates of this Artifact:

             0

     

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?:

             Yes

     

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

             No

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