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  1. Akmens Syndrome At the turning of the new age the discovery of new alchemy recipies led to the development of many interesting and strange potions granting the user abilities unheard of. One such potion, the potion of Stoneskin gave its' users the power to shrug off blows that would fell lesser men. But little did they know that there are risks with all things in large quantities. The long term affects were not apparent at first but continued consumption of the Stoneskin potion led to its' relative junkies and addicts developing a new and strange symptom. Akmens Syndrome. What is it? Akmens Syndrome is caused by continued and large consumption of the Potion of stoneskin product. It is a debilitating malady that targets the joints and nervous system of those afflicted, slowly wearing away at the tissue in their joints and killing off nerves found within the skin. Causing loss of feeling, sense of smell etc eventually leading to necrotising of the various affected areas and eventually death of the victim. Turning a once great warrior into a junkie that is slowly killing themselves, much akin to the real life Swedish berserkers of old who would consume mushrooms prior to battling to become more fierce fighters capable of shrugging off pain that would otherwise kill them, but at the cost of possibly overdosing or causing damage to their nervous system in the future. What does it do? The effects begin once the subject has consumed a certain amount of stoneskin potions within a certain time span of perhaps a couple years. (The time can be determined at a later date by staff if they wish). The effects are as follows: -Loss of feeling in skin. Perpetual loss of other senses follow including touch, smell, taste. Followed by: -Destruction of tissue within the joints causing severe hampering of movement Followed by: -Continued degradation of the body, leading to lesions developing Followed by: -Catastrophic breakdown of tissue all over the body, joints begin to fuse solid, skin becoming more stonelike by the day Finally ending: -The death of the subject as the body breaks down, killing the subject rather spectacularly as they merely degrade into a pile of rocks and rubble. "Well that sounds horrible, can't it be cured?" Perhaps an ingame cure could be found, though depending how far down the line someone is with their syndrome the affects of the cure could take years to fully manifest and heal the subject. Such is the price of abusing substances. Magical healing magic can slow the effects of the spread of this syndrome but it cannot truly heal it entirely. "Couldn't the monks heal this when I die normally?" It is a well known fact that the Monks do not save people who choose their own death, such as via suicide. Or accept injury upon themselves, such as a loss of a limb. Hence why these things are possible in our world. The willing consumption of a substance deemed harmful to the user would be treated much the same. So dying and re-spawning at the monks will not fix this syndrome. A cure must be sought out. "Can I get this and spread it to my Friends?" Truly this is not a disease persay, it is caused by continued use of the stoneskin potion. So you cannot spread it by merely being in contact with another person. Unless that person is also consuming stoneskin potions at the same rate you are. Final Thoughts: I wrote this lore after hearing a lot of commotion about the apparent use/abuse of the potion of stoneskin and thought "the ability to merely shrug off wounds that would kill lesser men would surely have some sort of downside if you kept using it..." So I thought about it for a bit and came up with a somewhat fantasied version of Leprosy, though without the ability of it being spread by touch of course.
  2. I recently got a microscope built by a tinkerer in Skyfall. (As well as some specimen trays.) Anyways, I decided to try breeding mold and fungi, BC why not? I've been devoting a lot of RP to studying the mold, as the fungi was boring and no cross-breeding either. I took RP notes, named the specimens, nearly lost a pinky finger, and I just wanted this to be recognized and for people to see this. I will edit this and post more later, but here we go. Godem looked carefully at man before him, who claimed to have recieved the microscope from Bjael. "Okay then, thanks for passing it on to me." Godem carried the microscope to the alchemy tower, where he took the rotten food and extracted the first sample: a simple, common yellow mould. He searched for a different color specimen, and quickly found a blue mold. He extracted this one as well, and placed it in the dish with the yellow mold. They intermingled for a few moments, and soon began converging on the borderline between the 2 colors. The molds stayed like this for a few generations. (A generation is roughly 25 OOC seconds, depending on the lifespan of the specimen.) Godem noticed that the specimens were breeding into a pale blue color, which quickly devoured the organic matter of the inferior generations. Godem noticed how vicious this mold was, but was it considered carnivorous? He went to the Scholar's Rest and grabbed some pork, which he dropped a sample of into the dish. It was covered by the creatures rather quickly, but he seemed to notice this generation slowly dying out. He curiously added some water to the dish, and the specimens flourished. But now, he was speculating on how to further breed an already aggressive specimen. He took a break from this and was surprised to meet his old alchemy teacher, Lentos, in Sanctuary. They talked, and Godem had some books to return, so Godem led him to Skyfall. Alas, it was time for Lentos to leave, but Godem knew where to find him. (Classified.) At the site, there was a huge crater and a pale blue powder in the air. Godem was surprised to find a man, Lyu, in the crater, putting out fire. They chatted, scavenged what they could for a new lab, and departed. However, Godem had contracted Thamium sickness from the blue powder in the air, and had a cough. He returned to Skyfall, where he tried to cough into the dish with a newer specimen, that follow patterns of others. For instance, a drop of blood in the dish would cause the specimen to suddenly require oxygen, and it would take the shape of a blood cell. Anyhow, he coughed in the dish, and didn't notice any difference. Didn't /notice./ (I need a CT to further continue this. It's as far as I've gotten. I got healed BTW.) Update: I established some basic rules about mold and fungi. Here they are: Molds breed through spores. Therefore, to breed two molds exclusively, one must have them both in a covered, air-sealed container. When two molds breed, the physically dominant mold will have dominant genes, such as behavior and diet. Color is decided by the colors of the parents. If a mold is separated, and the two sides are kept apart for several generations, even if the environment stays the same, they will adapt differently.
  3. Redstone and the explanation behind it. While restone can be easily found in the mine's, the mineral contains 3 different minerals within it. Redstone is a mixture between clay, electro magnetic particles and small iron particles. [This explanes the redstone line's and why they can go up on wals] When redstone by itself is layed on the floor in small amounts it doesn't do anything. If redstone is piled up and is refined into a redstone block it creates heat and admits a small electronic signal witch powers nearby redstone. When the normal layed redstone is powerd by this it also creates heat and transfures the electonic signal to the end of the redstone line. Does powering or heating the object that is used. [This would explains why redstone can power netherrack to ignit and why pistons/traps work as they do.] But you dont need a redstone block to power redstone by itself, redstone can also be powerd by a lever grinding gears and abit of redstone to provide a small anount of electronic particles at a constant speed. As for buttoms they give a small electornic spark that powers the redstone for a small amount of time. Then what are redstone torches ? redstone torches are like the redstoneblock refined redstone, only put into cloth and raped around a stick. Like the redstone block it also admits a redstone signal and heat. Only when redstone torches are near other redstone torches they can cancel out the electornic signal form one of the torches and does stopping the heat and electornic signal from that torch. This is done by the amount of refined redstone that put into the cloth on the redstone torches [explanes why redstone torches stop working when put like this.] What if your redstone line was broken? The redstone line can only trapsport electronic signals truw the line itself and would stop working becouse the signal cant reach the end of the line unless there is another way for it to transport the signal. From your dear tinkerer ~ Delfato
  4. Disintegration Magic Inception At a time of such distress and anger between nations, a new need for discreet magic was needed, one that left no trace and produced collateral damage. With most magics left and right, drawing influence from nature such as the evocation of elements, some sought to mimic the most destructive man made substance on earth, Gunpowder. Explosions, shock waves and the development of bombs has changed the face of war forever. No long would you have to accurately shoot arrows en mass, or swing swords at each other. With explosions, mass hysteria could be achieved, with residual mental issues in your enemies long past the first conflict. However, this god given weapon of mass destruction came at a price. With the production of gunpowder long and tedious, it was no longer an option in the brisk pace of war. Thus the development of Disintegration magic. Explosions could already be achieved through chemical reactions and it was theorized that this energy, this force was harnessed through the use of alchemical bonds. Two liquids, each stable on it’s own but when mixed together, madness! Therefore the beginning of an idea, an idea in the simple form of a card game. Beltran D’avre, a telekinetic was employed, along with the help of Haadi Mubdee by the Caliphatian government in order to develop such magic on the eve of Oren’s descent into war. Voidal Translocation, Alteration and fire evocation was selected as subjects. What’s the quickest path to success other than copying the masters? Fire evocation sadly was unable to perform the shockwave which made explosions so effective, thus putting it out of the equation. Thus, Voidal Translocation and Alteration was looked at. Beltran, through his gross rapport for gambling had mastered the use of cards indulged himself in the art of card stacking. Creating ornamental structures through the balance of cards. Beltran noted in his rare moments of frustration, that the direction he swung at the card tower, the cards would follow. Thus, he theorized, as every object was made of mana, that mana was structured in an organized fashion much like the scattered mess of playing cards in front of him? This idea spawned the creation of the ‘collapse’. Voidal translocation was similar in the way that simple material had simple structures and complex materials, had complex structures. While Translocation dealt with the breaking down of mana, this magic was to deal with the expelling and harnessing of mana within an object. Thus, started the first experimentation into Disintegration Magic. With a blast chamber situated under Caliphate, Beltran, guide under the advice of Haadi started developing the first iteration of Disintegration Magic. Beltran, with the ever risk taking, adrenaline hunting persona he had, thus developed the magic at the cost of his arm. The rigorous pressure of developing a new type of magic so quickly and so haphazardly, the raw nature of Mana tore his flesh but Beltran strove on. Results were shown however, despite the dangers. And thus, through the sacrifice of Haadi and Beltran, but mostly Beltran, was Disintegration magic born forth. The Process Disintegration magic is the manipulation of Mana within an object. With all objects made of mana, it is through this connection that Alterationists are able to manipulate objects to such an extent. Considered a subcategory, Disintegration Magic instead interferes and disrupts the bonds of Mana which holds the object together. In such a case, many peculiar effects upon the object can be recreated. Much like Voidal Translocation, Disintegration Magic deals with the raw nature of the Void. By channeling Mana through the object, this gathered influx of energy overrides the bonds previously maintained. As such, the object will break apart under such stress placed upon it. This collapse of the vessel results in the implosion of the object in the direction of the ‘push’, and as such, a shockwave expelled in every direction. You can liken Disintegration magic as the finger in a long line of dominos. By simply interfering with the mana structure of an object in such a way as to collapse the whole object, the domino effect achieved results in the Disintegration of the object as well as a shock wave in the direction of the collapse. Different materials have different mana structures, dependant on their complexity, malleability and size. By simply knocking out a block of this carefully stacked tower of mana, the object will implode depending on how much mana you use. All objects have a particular mana structure which determines the hardness, density and all physical properties of the object. By using mana to directly influence with these bonds, a domino effect can be achieved, resulting in the destruction of the object. It can be said that the user is the catalyst to the mixture, which can be likened to the object itself. As such, Disintegration magic cannot affect living things due to the fluctuating structure of the being. It is only through disrupting the rigidness of such an object, can the effect be achieved. So where does the mana of the object go? The collapse of the mana structure, the breaking of mana bonds within a structure is dispelled outwords. Energy needs somewhere to go, and through the easiest channel. The resulting expulsion of mana hence is dispelled outwards, riding the direction of the incursion. This excess mana thus results in a shockwave, concussive energy felt in the real world and dissipating in the air shortly after. Contact The rate of this Disintegration depends on several factors. The focal point is the most important. With such volatile energy, it is necessary to herd it directly in the object, hence the first factor. Contact. Physical contact is recommended in order to gauge the amount of mana energy needed as well as a direction factor. The degree of which the material is felt directly corresponds to the rate and amount of material which can be interacted. Hence, the more skin contact you have with the subject, the faster and more efficient the process However, those of a high degree of mastery and familiarity with the subject may achieve the same rate with less contact and even no contact at all. The amount of mana used to disrupt this structure affects the degree of the reaction. Though a simple tap of the object’s mana formation is mandatory to achieve a reaction. The time it takes to spread throughout the whole object takes time. It is through the use of more mana would the rate of Disintegration increase, thus the more energy released over a short period of time. The process of utilizing Disintegration is much like any other branch of magic, Voidal Translocation however is its closest semblance. In the way that it directly manipulates the mana of an object. Unlike most forms of magic, Disintegration magic does not need visual contact to necessarily work, needing only a physical confirmation of the object. However, seeing the object can help in gauging the amount of mana needed to incur such a reaction. To use this magic, one must gather energy at their focal point over time. The higher level the caster, the faster the gathering of energy. This is indicated by a glow in their hand, in preparation of casting, much like how fire evocation requires you to gather fire in your hand before casting. By touching an object, you can transmit your mana through the object and the rate of mana also depends on your skill level. The higher level the caster, the faster it will implode. Of course, the more mana you gather, the brighter and more indicative of your casting. Role Play Examples: Combat The bandit approaches Beltran, his swagger exaggerated as his rusty armour comes to light. Beltran tenses his muscles, his brow furrowing as his eyes focus on the target. His arms would tremble as he begins gather energy. The bandit continues his clanking steps, before suddenly stepping into a charge. His iron form sprinting towards Beltran despite the heavy plates. Beltran centres himself, his right knee shivering as he focus mana into his palms, gauging the amount of mana as he focuses on the bandit’s breastplate. With a shout, the bandit launches himself at Beltran, ready for an easy picking, or so he thought. With a grunt, Beltran raises an arm, dispelling a mist like rod. On contact, a shiver runs through the breastplate, it glowing as it’s physical form collapses before shattering, an shockwave ripping into the air as shrapnel pierces the chainmail underneath. The Disintegration blast flinging the bandit to the side, throwing Beltran back as he coughs in the dust. Non Combat Beltran nears the boulder, his focal points on the tips of his right forefinger. With a shallow breath of air, he taps the clammy surface with his fingertip. His knuckles would whiten as power courses through his fingers into the rock. Slowly, the boulder will tremble, successively more violently with each passing second. With a final shiver, the Boulder would shatter, a small amount of dirt furrowing in the air as the blast digs slightly into the earth. With a gasp, Beltran keels over, his knees and limbs weak from the effort. Guidelines Pros -Element of surprise, new magics are always fun to use. -Destructive shockwaves! Explosions! -Short casting times. Cons -Very easy to interfere with a caster, as the caster must be focused on the material ‘on hand’. -Physical Weakness. -Immense amounts of mana is needed. -Explosions may injure the caster due to shrapnel -Can’t disintegrate living objects due to fluctuating auras. -Dissipation of projectile results in very limited range. -Objects glow upon being activated. -No projectiles, very short range. -Physical indicators: Glowing hands! Red lines: -The amount of mana needed depends on the hardness/complexity of the material and size of the object. -Physical contact is a must, so no long range casting. -The explosion caused by the Disintegration cannot be controlled. -Shockwaves depend on the amount of mana invested in an object. -No casting on organic material, as alteration cannot affect such already. -Implosion of object does not create fire or heat. -No invisible casting. -No imploding air Material Tier List. (rough guide line) (From lowest complexity to highest complexity) Paper/dead leaves wood stone iron steel Progression Tier 1: The apprentice has begun his instruction in Disintegration magic. Users are able to gather their mana in a period of two minutes. Principles of the magic is learnt, following the practice of gathering mana at focal points. Little, however is done in the actual Disintegration, instead focusing on key concepts such as channeling mana into objects. At this point, the Disintegration of simple and small objects can be performed. Ex: Sheets of paper. This process however takes place over several minutes, leaving the student unable to wake for a matter of hours. Tier 2: With the sophistication of the objects increasing, users are beginning to be influence materials such as wood, with a great deal of effort of course. Users are able to gather their mana over a period of 2 minutes. The amount of time needed to disintegrate the object has also shortened, with users able to disintegrate objects of great difficulty in a period of a minutes, and simpler objects in a dozen or so seconds. Tier 3: The amount, speed and degree of objects disintegratable increases, with simple objects taking only seconds to implode, and more difficult objects taking only a dozen or so seconds. however, the user must prepare their mana a full thirty seconds. The degree of explosions used nears damage levels and with more training, main increase in lethality. However, physical contact must still be made in order for this magic to work. Tier ⅘: Progression increases, with objects imploding near instantaneously. However, the user must prepare their mana twenty seconds in advance. The user would be able to cast this successively. Over time with practice and experience, the times you can use it would increase and increase.
  5. Essentially, I would like This Following Piece of Lore to be adapted into the canonical history of the elves. If you didn't read the whole thing, I'll sum it up for you. From the time of Malin's disappearance and when the mali'ker and mali'aheral split off the main body of elves, to the founding of Laurelin in Aegis, the mali'ame lived in many tribal bands called 'Seeds' which roamed about the forests of ancient Malinor. These seeds RARELY skirmished with one another and were very un-united, conflicts, when they happened, were rarely bloodyThese seeds worshipped the Aspects as their chief dieties, and revered Malin- seeing themselves as the last true followers of his teachingsThe ones who held the most influence over the ancient Wood elf seeds were druids, purely wood elven at the time. Wood elves were capable of great feats of tree farming, growing groves called "ame'llie" where they harvested specially grown trees with special properties (much like one would selectively breed corn, or bananas over thousands of years to make them edible, wood elves would do the same with trees to make their bark/wood softer or harder and etc)The Era of the Seeds would have been LARGELY PEACEFUL. I put emphasis on Watylls writing, which was during an era of great turbulance, but most of this millenia long era was peaceful, with very little fighting.Please do not refuse to confirm or deny this as canon. I implore the LT to sit down with me and help me implement this into server lore. I have poured many hours into making the wood elves interesting and distinct, culturally, and it means a lot to me. I would appreciate the time, recognition and trust to be let in on at least some that hidden elf lore and have a hand in shaping the playerbase I've worked so hard in building. We're the only major race that lacks a solid "origin story". In fact, we know little to nothing about actual ancient wood elf history, since the lore team keeps it largely secret from us. This is a big deal. It may seem trivial to you, but when a playerbase puts a lot of effort into the history/culture and origins of a place and gets told none of it is canon, it can be seriously demoralizing and can anger them. Look at what happened when Oren was told Aeldin wasn't real, and to RP it as simply a made up story IC. It ruins the point, it takes the fun out of it. Think what a big and important role other race's origin stories and ancient history play into their cultures and day-to-day RP. The Kha and Metzli's creation of them is absolutely integral to their RP. The high elves, with their golden pools which also form a super important part of what gives them personality and differentiates them. The Dwarves, who historically have Khorvad's empire and a ton of rich ancient history lore to base their RP off of. While I don't know how much of ancient orc history is known, they have so much lore behind them in Shamanism (an exclusive racial magic, mostly) and so many spirits and such which gives orc culture builders like ilikefooddude a huge pool of knowledge to enrich his playerbase with, something wood elves simply don't have right now. Knowing your race's ancient origins and history can help immeasurably in enrichening even the most mundane of RP. Now, I know that even if it what we poured our efforts into isn't canon, we could RP the history we've spent so much time fleshing out as "IC belief" (which sucks. see: aeldin), however- it generally means more when we know something actually happened canonically, that we didnt just OOCly invent a bunch of stories so we could have a clumsily thrown together culture, but instead contributed to actually writing a part of server lore, something we can work off of to make our daily RP all the more meaningful. Please don't just instantly shut me down and dismiss this. This means a lot to me and a lot of other wood elf RPers that we be given the means to flesh out our culture more.
  6. Please leave a comment about what you think. If you do like to join my folk, please contact me on Skype. ***Lore*** On the high and green valleys of Athera, there lived a mountain folk those who called themselves " Cherkassians". These mountain men were different from the other mountain folks on many aspects, they were warriors, but they knew no barbarism. It is their code of honour and is based on mutual respect and above all requires responsibility, discipline and self-control. The Code requires that all Cherkassians are taught courage, reliability and generosity. Greed, desire for possessions, wealth and ostentation are considered disgraceful by the code. While the other mountain folks' world view was stated on "the survival of the fittest", Cherkassians focused on making the weakest the strongest. "Make the folksman live, so will the folk." Honor is the most valued thing among them, as a word of them that goes "Sell the life to purchase the honor." They had no prisons nor cells, the greatest punishment for them was to get kicked out of the society and this punishment was mostly due to a dishonoring action. Religion The religion of this folk is mainly a kind of monotheism which people worship one creator "Tha" and the thirteen helpers. Tha: The creator of all, almighty ruler Zekotha: God of wanderers Zevatha: God of war Thegelek: God of farming Tlepsh: God of smiths and fire Shible: God of war, thunder and justice Sevseres/Seuserez: Goddess of storm, water and rivers Pshimezitha: God of hunt Psitha Guashe: Goddess of water Merisa: Goddess of honey and bees Mezitha: God of hunt and forests Hipe Guashe: Goddess of seas Blevus: Goddess of games and snakes Amish: God of shepherds Xabze Xabze (Khabze) defies a proper translation, but it roughly means “law”, and commonly refers to the “laws of being Cherkassian”. One could spend days explaining the details of xabze. It is the Cherkassians' way of living, their world view; it is what makes them Cherkassian. Social Life Relations Between Elders and Young People There are certain rules that is vital to obey for Cherkassians towards their elders. While greeting or shaking hands, younger one cannot ask how is he before the elder does. While sitting, younger one cannot sit before all other elders does, and he cannot sit in a higher position than the elder in sitting queue. Younger one cannot begin speaking unless the elders allows them to, it is very disgraceful to speak if an elder forbid the young one from saying a word. When someone enters a place, younger ones who were already in the place stands up, the older ones does a move like they were to stand up, buts stays sitting. Young ones does not sit on the table of elders or important guests, stays standing and serves them. It is a very disgraceful action for young people to disobey the word of elders. Younger men cannot drink in sight or in presence of elders or girls. Elders respects the rights of young men such as requesting a speech. Elders are responsible for young people's Xabze education, if they do something wrong or disgraceful, they should act educative and calm, not forceful and agressive if possible. Relationship between a father and son is formal, son cannot sit with the father in on the same table, and father can only caress his son when they are alone. If the son were to ask something from the father, he asks the mother to ask for him. But as the daughters are more fragile, father can caress them and daughters can directly request what they want. Relations Between Men In a meeting, travel or fight, someone is either choosen as the leader or he naturally is. Age may be the criterion of this, as well as the nobility or position can be too. All the actions are done accordingly to the decisions that the group have made with the leader, which are made accordingly to the Xabze. Honesty and trust is vital. One must not act like the leader of the group aside the real leader and must not humiliate one another. No Cherkassian man shall speak negatively about one another without the presence of him. Even in a war condition, a Cherkessian cannot humiliate a weaker enemy. Anarchic actions are disgraceful and hierachy among the folk is vital. A Cherkassian man should listen to one another until he says everything he is going to and must not interrupt him. Relations Between Women Laws of Xabze does not differ much between men and women, yet some things are different for there are gender differences. As being mother to a daughter is a special condition for Cherkassian women, they are closer to their daughters than their sons, they are advisors for them, they share secrets and special conditions. Women must obey laws of Xabze word by word in their relations towards other women, for a dispute between two women may cause whole houses to become unfriendly. Woman is the most important part of the family, as a word among the folk that goes "It is the woman who can both honor or disgrace the family." Relations Between Men and Women In social life, Cherkassian women are more free and valued more than the other mountain folkwomen are valued. Beating, or even yelling at a woman is the most dishonoring thing for a man. If a woman passes by a group or man or comes near them, those who sit must stand up as a sign of respect, in return, a woman must not cross a man's way when he is passing. Men can never argue or fight in the presence of a woman, they even must not hit an animal in front of them. When a man and woman is traveling on the same horse, man must never make her sit behind the saddle, he lets the woman sit on the saddle, and he sits on behind. When entering a building and such, women must enter first. When leaving, men must exit first. When sitting in a place, women must sit in the farest corner from the entrance. If sitting in open field, women must sit in the safest place. This is done for the protection of women from a threat coming from outside. Until marriage, all girls and boyda are free to keep their social relationships with anyone they like to, and no one can limit their freedom, but that does not mean that they'd rebel against their parents about this. Not to mistake it with freedom about affections; for young ones, neither affections such as kissing, hugging nor holding hands is permitted. Rather than these, they have their folk dances as affections, which is danced as man and woman. A Cherkassian woman would never Lough out loud, smiles pleasantly. They cannot cry openly showing the suffering in front of men. They would never bend, but stay straight, either when standing or sitting; same also goes for the men. They had a different style of flirting called Pseplkhu. Pseplkhu used to done known by everyone in the youth crowd, boys would make poetic compliments to the girls, and so the girls would reject the boys in a kind and poetic way. When boys manage to beat the girls in this Pseplkhu 'game', they become Kashens. People could have multiple Kashens at once. Though this kind of Kashenship is for nothing but joy and to get to know each other better. So there is one other kind of this, the 'serious' Kashenship. It is simply the engagement as in the other cultures, yet has differences. Girl would give her ring to the boy, and the boy would give an another gift to the girl in return. These kind of engagements would rarely get broken, for the boy and girl knew each other well enough before the engagement. This is also why divorcings almost never happen between Cherkassian couples. Kashens can never see each other alone, there should at least one friend of the both boy and girl. Cherkassians get married only once in their lifespan, they rarely make a second marriage after their first wife. If a couple decides to get married but their parents does not allow their marriage, the only way left for them is eloping. Eloping is considered a honorable action and brings reputation, it is a sign of courage and stability. As the boy manages to elope the girl from her village and takes her to his own village, he does not take her to his own home, due to his respect to the girl's family, he leaves the girl to a T'hamade's (elder) house. As he leaves the girl there, girl becomes the daughter-in-law of the whole village, and the boy is not allowed the see the girl until marriage. After the T'hamade takes the girl under his protection, he sends word to the girl's family, telling them that their daughter is safe and unharmed with him, and calls them to discuss the marriage conditions of the couple. Two families meets in the home of T'hamade, in order to allow the marriage, boy's family would pay a notable price to the girl's family. After the meetings and wedding, the father has right to not let his daughter to his home ever again for she disobeyed his word. In the presence of elders and women, respectful conversation and conduct are essential. Disputes are stopped in the presence of women and domestic disputes are never continued in the presence of guests. A woman can request disputing families to reconcile and they must comply with her request. Hospitality Hospitality is one of the brightest features of the culture of the Cherkassians. Guest was offered the best that was in the house, the attention of the hosts was concentrated on him, he was surrounded by the cordial atmosphere. The foremost duty of the host was the providing of the safety of the guest and his belongings. To protect the guest and to help him was at the responsibility of the host even if the guest and the host at that time were enemies. In former homeland of Cherkassians, there was one very popular story telling about the knight who found his shelter in the family the member of which he had once killed. The knight in his turn could render a service to the enemy. If the guest got killed or was insulted, relatives of the host family and villagers were responsible for this and had to take revenge on the offender. Origins of the Tradition This custom goes deep into the history and following the historical facts it shouldn't be described only in "sweet" words. Hospitality is the direct consequence of the severe way of life of the mountain inhabitants when a man had to overcome difficulties connected with the climate conditions and with the constant defiance against enemies. That is why it was natural for people living in the mountains to count on relatives and neighbors. However, the guest was under the patronage of the host only during the time when he was living in his house. The hospitality was of small duration; as the proverb says: guest in a house - three days he's a guest, on the forth - he's a younger brother. Ritual of the Guest Welcoming One shouldn't ask the guest where he came from and why. In the guest room guest stayed in a company of the most respected man in the family, and in this case all people present in the room had to stand. Even if the host was very busy, he had to be with the guest. Host and his familiars tried to satisfy any guest's wish and that requested from him response modesty. Guest was offered the best food and if he stayed over the night a ship was killed even despite the fact that there was fresh meat in the house. Before his departure, guest was given hot food. Guest was expected to be modest and able to keep up the conversation. Place for the Guest The Cherkassians traditionally built up special rooms for the guests beyond the territory of the homestead. Sometimes around the guest house the look of the homestead was recreated. It was impolite for the guest to enter the homestead. Horses Horses are very important animals in their culture. Aside of traveling and logistics, these people considers their horses as their brothers, as the word 'horse' and 'brother' are the same in their tounge. Their horses grows up beside them, they get used to their behaviours and become loyal companions, either in battle or journey. There is a tradition that is considered to be unusual by other cultures in Cherkassian culture. Stealing horses. Among the folk, the owner of the horse can kill whoever steals the horse, the horse thief's family has no right to avenge him. As stealing a horse puts your life in risk, this is considered a courageous action, and brings reputation. If the horse is too valuable, owner steals his horse back. If not, he only wishes safe travels to the thief with the horse. Cherkassian saddle is unique, and made by talented craftsmen. It's designed to not tire both rider and the horse on long distance travels, both comfortable and functional. The filling material of saddle's pillow is gazelle hair, making it soft and preventing it from matting, and surprisingly, the weight of the whole saddle equipment is no more than four kilos. Three craftsmen takes place when a Cherkassian saddle is being made. Leatherworker for the pillow and ropes, woodworker for the skeleton, and jewelmaker for the silver makings. T'hamades T'hamades are the elders who are being highly respected and obeyed to. They can either be men or women. They are wise, patient, honest and justful people. Disobeying their words without an important reason is a major disgrace among the folk. They are chosen by the crowd without an election, anyone that is respected enough can automatically become a T'hamade. But as there are many T'hamades among the folk, if an issue that concerns whole village or house needs to be solved, all T'hamades comes together and does a meeting that is called "Wunafa". These meetings can last for hours and even few days, but in the end, the best decision is made. Governing The crowd used to be gowerned by a council called "Xase" (Khase), consisted by T'hamades (Elders) and Pshis (princes). Xase would rule the crowd by Xabzism, but they would only appear in certain conditions such as Wunafas and battles. In some cases, disputes could not get solved by the Wunafas of Xase. In this condition, they usually decide on the righteous one by arm wrestling. But in the disputes that would affect the personal honor of each one, they prefer dueling. Dueling is done blindfolded, with a small bell hanging on each of the participants' chest. Last standing wins the trial. The family of the one who does in the trial has no right to avenge their relative, for he died in a sacred trial combat. Weapons Made out of Mountain Steel Each boy are considered a man by the age of fourteen, since they could start walking, they train themselves to be hasty, strong warriors and skilled horseback marksmen. Cherkassians has two characteristic weapons: Sashko (Sword) and Qama (Dagger). Qet is a 90cm, one sided and slightly curved sword. Its scabbard is made longer so that the hilt would sink into it, for hiding the blood on the sword after a recent clash. Sashko is being used in certain occasions, but the blade, Qama always stays with the folksman, wherever he enters. These razor-sharp weapons can only be smithed by professional blacksmiths, for their balance, consistence and weight is crucial. And in order to complete crafting an original Cherkassian Sashko, it must be placed on a high peak and get struck by lightning. "Never pull out your sword from its sheath unless it is needed. But if you ever pull it out, put it back to its sheath bloody." Cherkassians never leave their dead behind. But as carrying the whole body in long distances is impractical, they have found a solution for it. All shave their heads bald, they only leave a small amount of hair just enough to grab it on the ponytail spot. And after death, as if it is needed to travel long distances, they chop the head off and carry it back to the home. Abreks When heavily dishonored, been banished or sometimes suffering of loss of beloved, folksmen often swears to live the rest of their lives as Abreks. Meaning, they will abandon society, live in wilderness, hunt the enemies of the folk, and join the battles to do their best to die hard. They feel no fear, for they have already lost what they truly value. Their honor. They seek for it in death, coming from the cold steel of the enemy. Language Cherkassians speaks a unique langue that is incredibly hard to pronounce for other peoples, which is called "Cherkassbze" by them. Albhabeth Simple daily words: Wo: You I/Me: Sa Him/Her: Yi We: Ti Them: Mo You(pl): Sh'u Yes: Ari No: Hao Okay: Hun Welcome: Phesapsh Good morning: Pshediy sh'u(o) Good day: Mafe s'hu(o) Good night: Shesh'rahat Good bye: Wogumaf' Thank you: Wupsow/T'hawupsow You are welcome: Woriwupsow Give me: Q'sat Give me (kindly): Q'saptina Take: Mah Bring: Qah However, home of these mountain men were destroyed by Reavirians due to religious reasons, they scattered all over the land, looked for a home for themselves in small groups, but the traveling is not without trouble, most of them were killed by bandits or died because of plagues. Most are still wandering, looking for a home. Yet, a larger crowd of Cherkassians, led by Janberk of house Kuad'je found a place to call home in the north, with the Golden Crow. At first, Cherkassians couldn't easily fit into these barbaric peoples, but they got used to each other in time. Long before the Janberk of house Kuad'je joined the Golden Crow and introduced the Cherkassian culture to the Northern folks, a few Cherkassians were already laying in wait up North; the Tiberans. Time ago they were a major Cherkassian house in the past, but after they destruction of their home and much of their kin, they were forced to hide their identities due to Akovian influence. Now, seeing Kuad'je Janberk freely walking as a Cherkassian, and the exile of the Volik traitors, they uncover their identity too. Regular Look in Minecraft Skins Male Night Ambush Outfit Golden Crow Outfit Female
  7. Wyrms Wyrms, savage and feral cousins to Dragons. Wyrms are the general term for the draconic descendants of the more ancient and powerful Dragaar and Dragons, as well as their corrupt counterparts. They consist of a wide selection of variants and within those variants, each wyrm is as different as the last. Some are big, some are small, some live by water, some live underground. They all have their similarities, but are all fundamentally different. They can, however, be grouped into various categories to better classify and understand them. To note, Wyrms overall are an almost purely event Race. Either playable by ET or used in events. You cannot run around roleplaying as a Wyrm. Dragon Hierarchy [ NOT ACCEPTED ] For reference: Types of Wyrms Wyverns [ ACCEPTED ] Wyverns are generally the most common and well known type of Wyrm. Their features greatly resemble that of their dragon counterparts, taking on most of the typical draconic traits such as the razor sharp teeth, spined backs, leathery wings, scaly bodies and often horns sprouting from their heads. Wyverns never have more than two legs, their hind legs being quite strong and taking almost full responsibility for their movement on land. All wyverns are raptor-like in their forms, with a pair of large leathery wings sprouting from their shoulders. More often than not, their wings will have claws, useful for climbing buildings and assisting the Wyvern in moving on the ground. They will often, but not always, have the ability to breath a liquid fire, which is produced from deep within their chest. Sometimes, Wyverns have other weapons at their disposal, such as being able to spit acid or produce a thick smog. This is not always the case, however it is known to have happened. Wyverns are physically strong and quite large (as shown in the picture), taller than the average horse and more than twice as long (tail length and all). Their claws are extremely sharp as are their teeth, but contrary to popular belief their bones, teeth and claws are not unnaturally durable (definitely not a viable weapon material). Much like any other beast, their bones are merely bones. Their scales are much softer than that of a dragon or dragaar (and their corrupted cousins), taking on a more snake-like appearance. Their scales are often rather smooth, but should not be confused for weakness, as their hides are quite thick and able to withstand being embedded with numerous arrows. Much like most predators, Wyverns feed on a surplus of raw meats, preferring to catch their prey themselves and savagely feast on them. Their young also pick up this instinct at quite an early age; a baby wyvern is far more vicious than it is cute. They breed much like fish do, in the sense that the female Wyvern will lay a surplus of eggs, while the male (the bull) will fertilize them. Because of this, a great majority of Wyverns are female. Note: Bull Wyverns (male) are far superior to their female counterparts, but far rarer, being almost twice as large and having much more coarse and hardened scales. tl;dr most common and well known raptor-like dragons with wings strong, medium sized sharp claws and teeth smooth scales, thick hide can breath fire/acid/smog most are female male wyverns twice as large Basilisks [ NOT ACCEPTED ] Unlike the rest of their kin, Basilisks are always legless and wingless, taking on a far more serpentine body than the rest of them. Most Basilisks choose to live in watery areas, be it in lakes, seas, watery caves or sometimes even sewers (if they’re large enough). Generally Basilisks are quite large, at full length being able to stretch to the top of most trees. However because of their snake like bodies, their movement is fairly limited. Having no legs and no wings, Basilisks often slither across the ground, dragging their heavy bodies with them. However, with their loss of flight, they have gained a great affinity to swimming. Basilisks enjoy remaining in the water, often hunting large sea creatures as well as large game on land. Much like snakes, Basilisks secret a potent, acidic venom from their teeth, using it to slow down their larger prey. This acidic venom can also be spat, often burning through most organic tissue, barring bone (not through steel or stone). Oddly, Basilisks use this at the end of their “feast”, cleaning the carcasses of their prey and using the bones to decorate their caves. Different from their kin, their scales are mostly soft and snakelike, with a hard layer of tough scales across their backs. They have no claws (of course), but have great horns and spines across their back and covering their tails, often using it to pummel large landborne victims. Their teeth are very sharp, however their snouts and noses are strangely tough and hardened, often using their faces to hammer into large creatures. Basilisks tend to reside and nest in great caves, often on coasts and by the sea. They will often come out of their caves, be it to the sea or to land, to catch and kill their prey, not feasting til they return to their nests. Because of this, their caves are often filled and covered with the clean, white skeletons and bones of all their prey; a horrifying site. tl;dr snake-like/serpentine can be giant no wings or legs amphibious secrete acidic venom (also spit it) soft scales on stomach, easy to pierce hard scaly backs live/feast in caves decorate caves with skeletons Hydras [ NOT ACCEPTED ] Hydras are the strangest of all the Wyrms, being the only draconic beings to have more than one head. Obviously, the most famous Hydra is the wingless, five headed coastal Hydra, however Hydras take on fairly different forms. Sometimes a Hydra will have two heads and wings, sometimes it will have three heads and no legs, sometimes it will have five heads and four legs. Although they are all large and all dangerous. Due to the nature of their bodies, Hydras’ separate heads have their own thoughts and “personalities”, however have found a way to work together in absolute unison. They appear to have some form of telepathic communication with one another, being able to coordinate with each other fairly well. Hydras don't have particularly hard scales, but have a thick hide and long sharp teeth. Like most dragons and Wyrms, they gnash and gnaw at their prey, tearing them to shreds and feasting on them. Hydras often have some form of “breath” be it fire, smog, etc while others divide up their duties, for example one might have the ability to spit an organic oil on their victim, while the other might ignite it etc. Their multiple heads often make them a very tricky foe. For the most part, Hydras tend to live by coasts and cliffsides, nesting in caves and coming out to hunt. Hydras, similar to Wyverns, often have great hoards of gems and minerals in their nests, laying their eggs amongst piles of them. They have an unnatural obsession with it shiney objects, much like magpies and gather the stuff for their nests. tl;dr multiple heads big bodies can fly sometimes live and reside by the water live in caves have treasure hoards can breathe fire/whatever Pygmy Dragons [ ACCEPTED ] Pygmy dragons (or dwarf dragons) are the smallest draconic beings ever recorded. Easily recognisable by their size alone, Pygmy dragons are usually no bigger than a cat or a small dog. However their size should not be mistaken for vulnerability. They will almost always travel in packs or even swarms, overwhelming their prey with savage strikes and bites, tearing into their enemies viciously. Similar to Wyverns, their bodies are quite similar to their dragon counterparts, sometimes having four legs, other times having two like wyverns. Always a pair of leathery wings, scaly hides, long tails (often dotted with spines), sharp short teeth and vicious claws. Unlike Wyverns and most other Wyrms, Pygmy Dragons cannot breathe fire or much else other than air. Whether this is attributed to their small stature or some other defect with their bodies, it is unclear. However not once has a Pygmy Dragon been known to breath fire. Instead, Pygmy Dragon’s rely on their size, their speed, their size and their numbers to annihilate their prey, behaving much like bees. Pygmy Dragons travel and hunt in swarms rather than alone, overwhelming their prey with sheer numbers. Like the rest of their kin, they are predatory and feed on meat, usually attempting to subdue their prey one way or another, sometimes blinding, biting ankles, attacking their victim’s throats, etc. Amongst themselves, like bees, Pygmy Dragons are mostly males, workers for the rest of the flight. They are led usually by a single female, a Queen much like bees, and work to serve her. The queen is usually three times as big as the males, but wingless, remaining in their nest to breed. When there is a shortage of food, the Queen will often eat some of the worker Pygmies, their lives practically fully dedicated to her. tl;dr dwarf dragons, cat sized travel in swarms sharp claws and teeth swift and vicious hardened scales cannot breath fire winged can fly all are male females are queens and flightless reference: Difference between Wyrms & Dragons There aren’t many differences to be frank, but there are some. Being of the same kin they will of course be massively similar and to most people they won’t seem too different (especially Wyverns). However the important thing to remember is that they are what they are, lesser dragons. They’re smaller, weaker, not nearly as tough. They’re draconic beasts, feral and wild, almost mindless and operating purely on instinct. In short, they’re animals. They come in far more varied forms than dragons and have far less intellect, with dragons often being more intelligent than their Wyrm counterparts, sometimes even possessing some form of magical power (not nearly to the extent that Dragaar have, but it has been known to happen). Wyrms have none of that. Wyrms are draconic animals and nothing more. This means there are less issues with conflicting Lore, Daemonic issues (Dragur storylines for example) among many other things. The intent is to bring dragons and draconic beasts back into event monster attack roleplay without causing any greater lore issues. If there’s any information you think I’ve missed or any questions you might have, feel free to ask below and I’ll try and answer. PS: Tiny dragons that weren't cute or domesticated were hard to find so excuse the pictures. I think the first one represents them best though.
  8. Bokolo Bokolos are tall and lean avian creatures. The Bokolo were once domesticated on the land of Vailor, but have since been reduced to wandering the many landscapes of the isles in small packs or large herds. They are ancient creatures and were once known for their friendliness and intelligence. Nothing has changed with them. They are light-hearted creatures and would give man’s best friend a run for their money. They can be known to be of any color, except for black. They are fast creatures, and their wings are useless past using them to express their emotions. They are runners. Creatures of speed and dexterity. They are strong enough to hold a fully armored man while also wearing light armor themselves, however. So they can be used as war mounts. I hope for Bokolo to be utilized by the event team and all nations. Different Types of Bokolo There are several different types of Bokolo, they are mostly differentiated by their color. A Bokolo’s color will always show where you can trace back its lineage. A blue Bokolo originates from a pack that lived in cold temperatures, a red Bokolo will be from a hot, desert place. A green Bokolo will be around forests. A yellow Bokolo is fairly common, and signifies a clean slate. Bokolo can come in any of the colors that are represented by clay blocks within Minecraft. White Bokolo - There is only ever one, and it will likely be destined to only ever be an ET creature. Orange Bokolo - A desert/mountain Bokolo, they are used to running offroads like their green and brown sisters/brothers. Magenta Bokolo - A Bokolo chosen mostly to be used by mages. Typically, Bokolo are frightened of being mounted by magic users. The magenta Bokolo are the only exceptions, they are odd ones. Light Blue Bokolo - A Bokolo of any blue variant is most likely to tolerate water more than any other. Yellow Bokolo - A yellow Bokolo signifies an average bird, they are basic in all ways and average. They tend to be viewed as a clean slate. However, they are fastest of all the Bokolo. Lime Bokolo - A forest Bokolo’s talons are sharper, and thicker than the other colors, because of this they are most useful for heavily forested warfare. They will use the trunks of the trees to their advantages to get around their opponents. Pink Bokolo - A passive bird, a Bokolo born pink will never amount to be any sort of hard laborer or war mount. Gray Bokolo - Lazy birds. A gray Bokolo will work, but only if allowed to sleep upwards of ten hours a day. Light Gray Bokolo - Same as gray. Cyan Bokolo - Same as gray. Purple Bokolo - Attracted to magic, they will only respect those who can show them a display of magic. A purple Bokolo will never do anything for you until you do that for it. Blue Bokolo - Same as light blue. Brown Bokolo - Typically a bird with far greater work ethic, while they do not always make good warriors, a brown Bokolo will be at its happiest when it is helping in construction or digging. Green Bokolo - Same as lime. Red Bokolo - Fiercest of all the Bokolo, their talons are large, and they are naturally angry. Their master must be of calm and collected temperament to control the bloodlust of this bird. A red Bokolo whose anger goes unchecked will murder even their owner relentlessly. Black Bokolo - Do not exist. Diet All Bokolo share the same general diet. With each individual bird having a preference regardless of color. They eat plants, fruits and various other types of Vailor flora. They never eat meat. A Bokolo’s diet will generally dictate its mood. A happy Bokolo is a fast and strong Bokolo. Other Facts About Bokolo A Bokolo will work and cooperate effortlessly with its master. A Bokolo will utilize its speed to tackle its target, and use its talons to swipe at their target, because of this, an armored Bokolo will often be seen with ferrum extensions to their talons to maximise the damage a claw can do. Baby and child Bokolos are called Bok-Boks. Bokoloes are inspired from Chocobos from Final Fantasy. Their name comes from “Ba-kawk!” A female Bokolo will be noticeably thinner and leaner than a male. They tend to not be as fast runners, and will usually be defaulted to being companions to merchants in need of an easily kept animal to carry their pack. A female Bokolo will never be of high enough aggressive nature to be used as a war mount. A Bokolo’s lifespan is upwards of 60 years. Bokolo are born through large eggs the size of two basketballs. They are born 4 feet tall from the start, and will grow up to 8 feet. Never above 8. A Bokolo connects more emotionally to a human/humanoid than it does to its brothers/sisters/parents. Reference Images
  9. - While visiting the Drunken Monk, you hear the two bartenders chatting to each other excitedly. Curious, you go over and ask them about what they are seemly excited about. The blond haired bartender, who you learn is called Elvira Naromis, explains to you about two new Alchemy ingredients she had stumbled upon and hands you two pieces of parchment for you to read. You decided to read, wanting to know what the ingredients were and what they do - Charos Blossom Vios Fyto OOC: Well, these are two Alchemy ingredients I decided to create and write lore on. ICly, Elvi (my main) has left for her journey and discovered these two ingredients (if they are accepted, of course) and brought them back. I'm not sure where the ideas for these ingredients came from but I think there needs to be a dangerous ingredient in Alchemy, as well as an ingredient that can counter the effect of the other. And thus, these ingredients were formed after a couple of days or thinking and writing! I may have some more lore coming soon, so keep a good eye out. :P - Gira
  10. ~*FROST WITCHES*~ The Fjarriauga (Fy - arr - e - aw - ga) Boots crunch over frozen leaves as you venture deep in the wintry woods. The trees extend like bony fingers into a blank sky. Clouds of vapor ghost up from your lips, vanishing into nothing. Each breath stings your lungs. It is so bitter - bitterly cold, as if air itself had claws and teeth. You hear a quiet voice disturb the stillness. “Help me…” The wind carries her words to your ear. For a moment, you wonder if what you heard was real. “Please, help me…” Your footsteps quicken toward the source of the voice, leading you into the heart of the woods. There! You see her. A frail, quaking figure amidst the foliage. “Help me!” she cries. You run to her side and then - then - The teeth flash quick as lightning. A spurt of blood - hot, steaming - and blackness. A darkness as cold and all-enveloping as the space between stars. You have fallen prey to the beast known only as the “Fjarriauga” - or Frost Witch. ~What is a Frost Witch?~ These are the Frost Witches, cunning beasts who now consume the flesh and blood of young, unwary men. The take the forms of lovely, young women and will lure in any man foolish enough to fall for the disguise. Fjarriauga are masters of disguise. Their skin is naturally grey and their eyes a glowing blue, but they can slip into a mortal skin as easily as changing clothes. Fjarriauga can control the ice and snow, though they are powerless in the heat. They are driven by an all-consuming desire to feast upon mortal flesh - especially the flesh of men. Their shapeshifting turns them into terrifying hunters capable of hiding anywhere. However, any hero who can see past the witch's disguise may earn a quick witted friend and a powerful ally. There are those that might seek out a Fjarriauga to gain the benefit of her knowledge. Fjarriauga are required to aid to anyone who spots them in disguise. They will perform a single favor for any mortal who catches them. The curse of the Fjarriauga is potent. Witch Mothers - the leaders of Fjarriauga covens - will place their curse on as many women as possible. To become a Witch, a curse woman must give into the despair that plagues her. Only then will the curse take over, giving her power and binding her to the Witch Mother who marked her. Each Frost Witch Coven is governed by a Witch Mother. With time, a Frost Witch may grow powerful enough to spread the curse and create her own Witch Coven. ~History~ The true origins of the Fjarriauga are shrouded in mystery. Even the Frost Witches themselves do not know the full truth. Only folklore - passed down orally from coven to coven - remains. Legends tell of a young bride named Kriemhild. Abandoned at the altar by her would-be husband, Kriemhild ran out into a howling blizzard and flung herself into the snow. A powerful ice elemental - known to some as Old Father Winter - took pity on the helpless creature. He leaned in and gave her the wedding kiss her heart so longed for. Immediately, her lips turned blue and her skin grew cold. The snowflakes bent to her will and, out of the ice, she formed a chariot finer than anything her husband could have given her. Kriemhild the Witch Mother spread the curse of the Frost Witch across the land. Any woman with deep despair in her heart may embrace the cold and find power, if she is marked by a Witch Mother. It is only the strength of their faith and will that many women avoid falling and becoming Frost Witches. Not every witch believes in the old stories. Indeed, many of them claim that the dwarf god Ondnarch created the curse. Others believe that the curse began with a powerful spirit or ice elemental. Some say that the curse was gift from the Creator - His punishment against cruel and lascivious men. Every Coven tells its own version of the story. The truth remains unknown. Frost Witches are old creatures - as old as the snow capped peaks and howling gale winds. They have existed since times immemorial. There is no written record of how the curse began, so its origins remain a mystery. The Fjarriauga originated in a land far away and long ago. It was a young sailor by the name of Brunhylde Volsung who first introduced the curse to our land. Brunhylde Volsung was a young woman serving aboard her father’s ship. Olaf the Old, a legendary sea raider, set down anchor near a Witch Mother’s cove one fateful day, intending to ask for her advice. The Witch Mother allowed Olaf and his men to dock peacefully...at a price. As payment for her scrying ability, the Witch Mother placed her curse on Brunhylde, knowing full well that Olaf would take her to a new land where she could grow and spread the curse. Olaf wrecked his ship in Asulon. Many of his men died, leaving only a precious few to find their way in the new land. Brunhylde was among the survivors. The trials of finding a new life in Asulon proved too great for her. She succumbed to the power of the Witch Mother’s curse and transformed into the first of Asulon’s Fjarriauga. Within mere months of transforming into a Frost Witch, Brunhylde had enough power to mark other women for witchdom. The curse inside her body compelled her to do so - seek broken hearted women and turn them into monsters like her. Seeing as it was the first, newly born coven in Asulon, it became known as the “Frostborn Coven”. Brunhylde and her daughters wreaked havoc on the land, killing and consuming scores of men. They terrorized the fledgling Oren Empire, becoming known as one of the greatest threats against humanity. Their reign could not last forever, though. Brunhylde died in battle against the Order of the White Rose. The captain of the White Rose slew her and presented her head to the Emperor of Oren as a trophy. Brunhylde’s many daughters grieved her passing and swore revenge. Without their Mother, however, they soon began to fragment into splinter covens. Her daughters became Witch Mothers in their own right. They traveled to new lands, infecting more witches and claiming more victims. They remain an insidious threat to this day - subtle, creeping creatures capable of seducing even the strongest of hearts. ~The Curse~ The Origin of the Curse is unknown. However, due to some details about the Curse, we can make some educated guesses about its origin. After some detective work, one could assume that the Curse is a work of a powerful unknown spirit or elemental. The Curse is a part of the Witch which cannot be removed once it takes affect. It is a part of her soul. The Curse can be defeated in its earliest stages, but it is irremovable once the woman has fully transformed. Only Witch Mothers are capable of cursing others. In order to curse someone, the Witch Mother must simply brush their finger against the back of the female’s neck. A small, blue splotch will appear, similar to a bruise. Cursed women will feel the initial effects within the first elven day. Any previous sadness or despair they felt would be amplified, and they would feel a cold, empty pain in their chest area. If a woman is strong of faith, she may resist the effects of the curse. If she does, the splotch will disappear. For those who succumb to the curse, over the course of a few elven days, their skin would grow cold. Fire and heat would become bothersome and painful, and they would be less sensitive to the cold. Their hair will fade, turning a pale white. Their eyes will change to a light blue, before emitting a blue-ish glow. Their skin will turn a grey-ish white, and become like ice. Their teeth would sharpen over time, and normal food would slowly begin to taste like rot or ash. They would crave raw flesh, and quickly develop a ravenous hunger. Most young witches, if not taken in quickly by their mothers and fed, will become feral. The curse does not have any affect on men. The curse cannot be removed under any circumstances. It is a taint upon the soul, a permanent mark on a witch's being. ~Biology~ Despite appearances, a Fjarriauga witch is no longer a member of whatever race she was prior to her transformation. The transformation does more than change the color of her skin and hair – it alters the entire makeup of her body. The most defining feature of a Fjarriauga is, of course, her cold skin. This is more than just having a low body temperature. The curse inhabiting her body projects a tactile magic that turns most liquids, including blood, salt water, and tears into an icy slush. Even innocuous body fluids, such as saliva, become frozen. The same goes for mucus. How their organs still function in spite of the “ice aura” is a matter of magic and is yet to be studied. They have learned to use this to their advantage, however. There are records of Fjarriauga spitting what basically amount to hail pellets. As such, Fjarriauga lack many of the bodily fluids that most normal women would have. They do not bleed. Instead, when struck hard or pierced, a Fjarriauga’s body would fragment like chunks of ice. A very old, battle-worn Frost Witch’s true body may be covered with small cracks much like scars. One way to tell a disguised Fjarriauga from a normal woman is to cut her. If the woman in question does not bleed, she may be a Fjarriauga in disguise. Fjarriauga, due to the strange “ice aura” of their bodies, are entirely sterile. Prolonged contact with a Fjarriauga’s body may lead to frostbite. Fjarriauga also do not age. The curse and “ice aura” essentially traps their bodies in cryogenic stasis. A Frost Witch’s true body will look more or less exactly how it did when she transformed. A Fjarriauga transformed as, say, a twelve year old will remain looking twelve for the rest of her life. Aside from the other changes, such as white or blue hair, grey skin, glowing blue eyes, and the occasional “crack” from battle, a Fjarriauga’s true form will look largely the same her entire life. ~Magic~ ~Ice Magic~ Ice magic is an innate ability of the Fjarriauga. Ice and snow bend to their will, forming whatever the caster is capable of creating. While the ability is innate, a newly-turned witch must be taught how to control her powers. A witch with no guidance from her Witch Mother might eventually learn through trial and error, but she would likely die long before she mastered it. Frost Witches are highly communal creatures and do not function well on their own. Frost Witch magic comes from the Curse inside of their bodies, rather than the Void. Unlike evocationists, Fjarriauga do not conjure elements from the Void. Similar to shamans, they manipulate pre-existing ice. They can freeze the moisture in the air in order to “conjure” ice. For obvious reasons, their magic is more effective and easier to use in cold and wet environments. Dry, hot environments, such as deserts, render the Witches helpless. Frost Witches cannot stand the heat. Fire spells death for them. Witches cannot stay in hot environments for long periods, or else they get sick and lose their powers. Their powers do not work instantly. Frost Witches need time and patience in order to conjure their ice. Depending on the environment, it might take a witch several minutes to conjure a ball of snow. They are, naturally, most powerful in cold, icy, and wet environments. Frost Witch magic is primarily touch-based. Frost Witches must be touching the material they intend to manipulate. Distance manipulation is possible, but it takes longer. For example, a witch could step on a frozen lake and cause it slowly crack beneath a foe. Notably, they cannot manipulate ice or snow conjured by a Water Evocationist. The Witch Mother, as the head of the coven, is noticeably stronger than her daughters. Her magic is faster and more powerful. She is the only member of the Coven who can curse others. Witch Mothers are notoriously territorial and highly protective of their daughters. It is very rare for a single coven to have two Witch Mothers. Because their ice is not conjured from the Void, it does not require concentration to keep it on this plane. Frost Witches only use ice that already exists in the normal world. Thus, it behaves just like normal ice and snow. Witches can use it as a weapon, a tool, or even a building material - just like regular ice. For example, Brunhylde and her daughters once built a massive tower made only of snow. The snow tower stood fast and only require minimal maintenance. With continual application of magic, Frost Witches can keep ice from melting in conditions it normally would. Some witches conjure shards of ice as weapons. These ice weapons are frozen and reinforced with magic, giving them a near iron-like durability. Without the Witch’s magic, however, these ice weapons will quickly melt into harmless water. Because the Fjarriauga's body is essentially flesh-turned-ice, she can also use snow to temporarily patch wounds. This fix is not permanent, however. ~Shapeshifting~ In order to hunt their prey effectively, the Fjarriauga must don magical disguises. Fjarriauga are highly renowned for their shapeshifting abilities. In days of yore, Fjarriauga were sometime employed as spies. Their disguises made them highly effective, both as undercover agents and cannibalistic hunters. Fjarriauga can change their hair color, eye color, skin color, voice, and body shape. They can easily morph into different appearances. They can even change their race - provided that the race is bipedal and humanoid. Because the Frost Witch's body is essentially made of ice, she can manipulate her own flesh much like the ice around her. Frost Witches do not learn how to shapeshift immediately. They have to be taught by their Witch Mother and/or the other members of their Coven. Usually, a witch can learn the basics of shapeshifting within the first few days of transformation. However, a solo witch may take weeks or months to learn how to shapeshift. Fjarriauga shapeshifting has some major limitations, though. Although they can alter their outer appearance, Fjarriauga cannot change their skeletons. Thus, they cannot make themselves physically larger or smaller. Depending on the Witch’s original size, she may not be able to impersonate unusually sized races such as dwarves, kha, halflings, or orcs. They also cannot disguise their teeth. The Fjarriauga have razor sharp, shark-like teeth. One of the quickest ways to identify a Frost Witch in disguise is to look at her teeth. Fjarriauga, while disguised, try not to smile too much. They often hide their mouths - either using their hands or physical barriers, like clothing. Due to their “ice aura”, Fjarriauga remain cold to the touch - even in disguise. Most Fjarriauga wear thick, heavy clothes in order to hide their body temperature. They will often wear gloves so they can touch people without worry. While disguised, a Frost Witch cannot use her ice powers. Using her ice powers will cause the disguise to fail, thus exposing the Witch’s true form. As a result, most witches will not switch out of their disguise unless they are forced. A witch’s true form is a carefully guarded secret, seen only by the members of her Coven. Excessive heat may cause a witch’s disguise to fail. A disguised witch cannot stay outside in the heat for too long. If exposed to high temperatures, a witch’s disguise will begin to “flicker” and ultimately vanish entirely. ~Favors~ A Fjarriauga’s greatest weakness - the favor. Due to their fragile nature, Fjarriauga have developed a unique survival mechanism. Any mortal who discovers a Fjarriauga in disguise is entitled to one free “favor.” The mortal may request anything from the Witch. The Witch is then compelled to fulfill the favor. The curse prevents her from breaking her word. The favor must not involve self-harm or sabotage. A Witch will never harm herself or her coven. The favor must not be sexual in nature. Circular favors (ie. a favor for more favors) are not allowed. The favor cannot be impossible. If the mortal breaks any of these “rules”, the favor is void and the Witch is released. Witches, being tricksters by nature, are not required to inform the mortal of these “rules.” ~How to RP as a Frost Witch~ Note: Not all Frost Witches are the same! They are individuals. This is just how the "typical" Frost Witch should act. Frost Witches are highly communal creatures. They live in Covens. Witches are extremely loyal to their Covens and they hate to be separated from the fellow Coven members. Although they are not blood-related, Witches will address their fellow Coven members as "Sisters" and their Witch Mother as "Mother." They will often mimic family relationships within the Coven. Witches treat their Witch Mother similar to an actual mother. The Witch Mother is expected to protect, teach, shelter, and feed her daughters. "Sisters" in the Coven similarly rely on each other for support and companionship. Coven sisters often form highly codependent relationships with one another. Solo witches often do not last long without their Mother and Sisters. A solo witch may devolve into a feral beast without the support of her Coven. While Witches are highly loyal and affectionate to each other, they treat outsiders with open hatred and disdain. Witch Mothers are highly territorial and protective of their daughters. It is unusual for two Mothers to share a single Coven. Due to the Witch Mothers' territorial tendencies, Covens may sometimes fight with one another for land. Anyone outside the Coven is considered "Other" and treated with suspicion. As a result, Covens are often highly insular and form their own unique intra-Coven cultures. Frost Witches many develop highly sociopathic tendencies. They treat mortal creatures either as tools, food, or disposable objects. A witch's strongest relationship is with her Coven and her Witch Mother. Extra-Coven relationships are considered highly unusual. Witches may accept non-Witch allies for a time, but these allies are considered useful tools and not "equals." A Witch may eat an ally after she is done with him. Romantic or sexual relationships are very difficult for Frost Witches due to their biology. Many Frost Witches identify as aromantic or asexual (meaning they don't feel romantic or sexual urges). Others may have brief sexual or romantic flings, then consume or otherwise dispose of their paramours. Many think Frost Witches are not capable of "true love." Some Covens have a strict "don't play with your food" policy. Lesbian Frost Witches may sometimes have relationships with other Witches. This is acceptable in most Coven cultures (if somewhat awkward since they call each other "Sister"). ~Strengths & Weaknesses~ Pros of Becoming a Frost Witch Ice and Snow based magic.Limited shapeshifting ability. (Limited to humanoid, female shapes) Cons of Becoming a Frost Witch Curse is attached to the soul. Cannot be removed under any circumstances. If a Frost Witch's soul is transferred to a different body, the new body will slowly turn into a Frost Witch. If transferred to a male body, the male body will die. The old body will have all the physiological changes of a Frost Witch (grey skin, white hair, glowing eyes) with none of the magic. BECOMING A FROST WITCH IS COMPLETELY PERMANENT. Irresistible compulsion to feed on raw flesh - especially men's flesh. Humanoid flesh, not animal flesh. Cooked flesh can be consumed, but it tastes ashy and dirty to witches.Extreme, debilitating weakness to heat and fire. A Frost Witch who is exposed to high heat over a long period of time will lose access to her powers and become weak and sickly. Because the curse feeds off despair, many witches suffer from mental issues such as depression, anxiety, and heightened, persistent. negative emotions.Inability to reproduce. Witches are sterile and reproduce via the Curse. Inability to have "normal" sexual relationships. Prolonged contact with a Frost Witch's body will result in frostbite and other complications.Frost Witches may develop sociopathic tendencies, viewing people as food or disposable tools. ----------------------------------------------------------------------------------------------------------------------------- OOC: Hello, I am Urara! The original creator of the Frost Witch lore. Some of the current Frosties (birdwhisperer and Meguzara) decided that the lore needed a revamp. The current lore had a lot of pieces which they felt were unnecessary. So it was time for a fresh coat of... uh, ice. And that's where I come in - your OG Frost Mama. So please enjoy the freshly revamped lore, all shiny and new for you lovely witches out there.
  11. Yo. So, this is lore that hasn't yet been posted on the forums nor reviewed - we've worked hard on the lore with the cult, special thanks to the father of the cult - Watyll, Hugo, Spiffy and everyone else in the cult. Even though this is supposed to be pretty much fleshed out already, we really appreciate constructive criticism and questions about lore will be answered - so don't hesitate to comment. The lore itself is a bit diverse, due to multiple different writers, as mentioned above, but that's the way lore should be! Everything started out as events, and the whole thing really got out of proportions for an eventline, but we ain't done yet so here's the actual lore. This lore is divided in a few parts, the spirit, the cult and the magic - that being said, think of it as a sort of compendium of lore. Here's a link about the first discovery of Ikuras. https://www.lordofthecraft.net/topic/105303-ikuras-daemon-of-fear-and-insanity/?hl=ikuras ..and here's a link to our beloved dark language. https://www.lordofthecraft.net/topic/104774-altahrn-durngo/?hl=al%26%2339%3Btahrn-durngo Spooky music Ikuras Lore The History of Ikuras Ikuras started out as a simple Greater Spirit in the Spirit Realm of the Orcs. He did not start out as an evil spirit, and it is unknown as to what he was the patron of originally. However, it all went downhill during the first war with Iblees, in which the mighty host of Aenguls and Daemons descended and imprisoned him. When the Orcs were cursed with a terrible black rage and bloodlust, Ikuras was truly born. Affected by the ravings of Orcs consumed by violent madness, his nature was changed and warped, he was driven totally insane. Ikuras became the Greater Spirit of Fear and Insanity, and in his great madness deemed himself the successor to Iblees, placing himself on par with a Daemon or Aengul. To begin his reign, he devoured smaller spirits that were in the Spirit Realm nearby him, who were unprotected by patrons with greater power. This made him mighty indeed, and he was able to reach into the mortal realm and corrupt lesser beings, such as an unknown elf maiden who became the first Kknotos. His magic was also used to create three groups of beings that served him faithfully, but these are now gone. His followers, the Ikuras Cult, started a small war, not nearly as large in scope and scale as the war with Iblees, but still enough to spread widespread bloodshed and carnage. In time, the Descendant races responded to this threat, and the three most powerful magical groups in existence at the time--Clerics, Shamans, and Druids--came together in order to imprison Ikuras. The Spirits, who were enraged with Ikuras for his dreadful cannibalism, personally interfered and assisted with sealing Ikuras away into the Crystal Key, which was kept in the mortal realm. The Key was passed down from shaman to shaman, until one shaman who was tasked with scouting out Asulon as a new home for the Orcs took it with him. In the strange new world of Asulon, the Orc was killed, whether from hunger or beasts, and the key was lost. It ended up in the hands of a monk named Gregory Adeveci, a follower of the True Faith of Oren, and studied it before it drove him mad. This attracted the attention of another Orc shaman, who had been hunting for the key. He took it and entrusted it to the group of beings he had created: the Lethani. The Lethani took care of the key for many years until it was stolen by the Ikuras Cult once again. When the stars were right, the Cult coerced a young Scourgeborn to willingly give her life in Sacrifice to Ikuras, freeing him from the key once more. The Cult The Ikuras Cult or al’Kfurl zu’Ikuras, has had two separate incarnations. The first cult was led by an elf maiden named Kknotos, and was far more powerful than the second incarnation, able to wage total war on the Descendant races and aided by three separate groups of beings, and an army of cultists. This incarnation died out after they were destroyed in the final battle of that war. The second incarnation began with a young electromancer named Trevor, who was foolishly trying to learn necromancy to resurrect his dead wife. He was pushed over the edge when the necromancers refused to teach him and the Lich of the Witch Woods destroyed his wife’s body, eliminating any chance of resurrection. With his mind thoroughly snapped, Ikuras spoke to him and ordered him to start a new Cult, first finding three other beings of great power and creating the Four Horsemen (a now obsolete idea). These positions were known as Vorrul, Kraal, and Siggourdnbad. There have been two Vorruls and three Siggourdnbads, but the position of Kraal has always been held by the Lich, who is also known as Kraal. The Cult’s first act was to steal the Crystal Key from the care of the Lethani, which earned them a gift from Ikuras in the form of the magic Phobism, of which Kknotos became a master of. The lich, Kraal, was also said to be quite competent. It took another few years until their first attempt to break Ikuras free on the volcano near the Cloud Temple, with the sacrifice of the Scourgeborn Dhaun’che. However, the volcano erupted at an inopportune moment and Kknotos was sealed in a bubble of hardened rock, shielded by the Crystal Key’s magic. Kknotos survived off nothing but the energy of Ikuras, growing even more mad than before. Upon being released from his rocky prison, he brought the cult back together and an alliance was made with the Dreadknights and Necromancers. When the cult arrived in Athera, they made their home in Embermoor along with the Necromancers, Dreadknights, and Wraiths. From this staging point they finally managed to break Ikuras free, granting him greater power in the world. Dhaun’che was sacrificed, but in the blast Kknotos’s soul was consumed by Ikuras. The other three horsemen, wishing him returned, asked Ikuras to return their leader, and he agreed on the condition that the Cult taint the Druid grove. They did so with the help of the massive Balrog, Vorrul. Kknotos was brought back into the mortal realm with no vestige of sanity and no recollection of his life before becoming Kknotos, thus destroying his motive of bringing his wife back. Kknotos led the Cult in a few more escapades, including the attempted creation of the Chelion Kravt, before succumbing to weariness and sealing himself inside a large crystal. This crystal is sometimes called upon for counsel, and gives dark prophecies in rhyme in the Black Language. Embermoor in its prime. After Kknotos’ disappearance, another man appeared claiming to be Kknotos, effectively taking his place. The cult kept operating at a slower pace than it had operated before, sacrificing to their patron spirit slightly less.. Rumours of the cult spread - of the cult being in hiding, or even dead. No one but the actual followers of the mad spirit knew what had happened. Another imbalance in the power hierarchy, as replacement for the horsemen couldn’t be found, and the new Kknotos abandoned his position as Embermoor crumbled into dust.. It seemed that the cult would be doomed at this rate, yet a new prophet appeared in the ruined fortress looming over Cerulin.. Dun’Sildur was the location in which the new leader was chosen - - - and a veil of mystery shrouded the cult yet again, as its members vanished only to be forgotten. (We were told to put our RP on hold until lore was revised and reviewed.) Kknotos, circa 1450. Power Hierarchy The cult used to be led by Kknotos and under him, the Four Horsemen (him being one of them). However, as replacing Horsemen has been found to be difficult, and the fact that many of the former Horsemen now find the name stupid, they have been removed as positions. After a few successive Kknotos’s that left the cult almost as quickly as they arrived, it was decided that this position would also be retired and replaced with two prophets, Akra-Serthek and Skaldn, the Prophet of Insanity and the Prophet of Fear. They are the secular leaders of the cult, and direct both its actions and the worship of the greater spirit. A third phobist is chosen as Ikuras’ final vessel; not as a secular leader of the cult, but as a guide to the prophets - The Sethorek. The cult now has a very simple rank system. Cultists: People that have come and sworn their allegiance to Ikuras. All and any are allowed in, provided they perform an initiation task decided by one of the Prophets. Ikaya-Frer: A rank that translates to “Mad Watchmen” these are people who are dedicated to the cult and have been gifted Phobism in order to further their service to Ikuras. Akra-Serthek, Skaldn and Sethorek: the two prophets and the guide. Al’bhaktal zu’skaldn The magic of Fear and Insanity (Phobism) Phobism, the twisted magic Ikuras bestowed upon his followers and the mad alike, capable of snapping the minds of those unlucky enough to find its users. Falling under the category of dark arts and deity magic, it gets powered solely by the spiritual energy of Ikuras himself - while there isn’t exactly a limit to it in comparison to the mana pools of the mortals, the magic itself is so corrupting that one can only channel so much of Ikuras’ power through them. Phobism as a magic works a bit like shamanism, except instead of telling the lower spirits what to do by gestures, you lend the power of the mad spirit itself and channel it to do the desired action with words from the dark language - calling it a prayer would be a fair comparison. The magic is only capable of doing the two exact things Ikuras governs over; fear and insanity. The possibility to tear the vulnerable minds of the descendants asunder and poison them with his maddening taint, or once again show them what it means to fear. Fear, the one emotion many descendants had already forgotten, is what the twisted spirit wanted to use to humiliate the mortals further for his own maddening games. Much akin to Ikuras himself, the phobists are capable of showing the definition of fear for those who come in contact with them. Phobism could be compared to limited illusion powered by a deity instead of the void, the difference is that the array of spells in the use of a phobist revolve around touching their desired target with their hands. In addition to the rituals used for imbuing the power of Ikuras into something, the spells the magic has are ‘Touch of Fear’ and ‘Touch of Insanity’ - both of which, in fact, are much like imbuing power of the spirit into yourself or something with certain consequences. As using yourself as a vessel for magic comes with a high risk, the spells naturally backfire easily. Each of the effects that the spells cause are temporary, and last for around 30 minutes or longer should the victim choose so, with the exception of some items imbued with the power of Ikuras. (For example, a blade imbued with insanity, would affect both its user and its victim.) Explanation and Effects of the Magic on the Phobist: All spells of Phobism have one trait in common; they require the user to touch the target with their hand. The spells are performed by summoning the power of Ikuras upon yourself temporarily with a chant in the dark language. A circular mark written in the very same lingo forms on the back of the hand of the caster, to signify that the spell has been activated. The circle also tells what spell is being used with the script, and what it will do. The mark will lay on its spot for an indefinite amount of time, depending on the skill level of its caster, and shall only fade when the spell’s effects have been cast on someone, in which case it transfers to them, in the form of a red, four pointed star. The phobist would then gain blackened veins, a sign that the magic has taken effect. They shall be unable to form another phobism spell with that hand until the blackness has faded. What is most important to understand about the spell, is that it is tainting a part of your body with a taint that can make one insane or fearful, and if it isn’t passed on, it will seep into its user. This brings us to backfiring. Backfiring: This is as simple as the phobist suffering from the effects that they had designated for their target, instead. If they are unable to touch the target before they are overwhelmed, the spell shall backfire. Their veins shall turn black, and they shall be unable to form more spells of phobism with that hand. Al’Yfad zu’Calfaxgno (The Touch of Insanity) With the chanting, and the pressing of a hand upon the target descendant within a suitable timeframe, the wrath of Ikuras would surge through the victim, rendering their minds incapable of normal thought. The target would fall to the depths of insanity. Roleplaying the insanity itself, is up to the victim - though the caster can give some direction in what kind of insanity it causes. Though, it is supposed to be something akin to temporary hallucinations and terrors, and paranoia - it is the taint of Ikuras afterall. Example chant for the spell; “Vireundzord al’gathan zu’Ikuras, o’kree do calfax.” Al’Yfad zu’Skaldn (The Touch of Fear) This spell is cast in the exact same manner as the touch of insanity, the only difference being that the chanted words are different. The effects of course, are different. The touch of fear displays something that the victim finds innately terrifying, showing both the caster and the victim the subject of fear. The opposing partner in roleplay, of course, decides what their character is afraid of, and the rest of the roleplay is up to the caster. Example chant for the spell; ”O’razi al’galthan zu’Ikuras, godar vokarl nuzk davu re’tzentir herlur.” Imbuing Rituals Imbuing rituals, consist of imbuing the power of Ikuras into an item with a ritual in which multiple phobists use their bodies to channel the power into an inanimate vessel to bind it in it. These imbuing rituals are the form of enchanting unique to the cult, and are very rarely used yet possible. As before, the phobists gain marks upon their hands when commencing the ritual, but a four-pointed star is not formed where they touch. Instead, the letters crawl off their fingers and onto the object, meaning that any versed in the dark script and language are capable of reading what exactly the item does. The products of the rituals are always hard to use, as their very point is to act as a cursed object, slowly taking their toll on the user and the victim. The effects of the imbuing rituals are limited to what both ‘Touches’ can do. The Imbuing Rituals cannot be performed on anything animate, unless a specific chant is yelled by all the phobists involved. Only then can a person be imbued with the powers of Ikuras, connected to him until it is seen fit that they are not. There may only be three of these people at one time; Akra-Serthek, Skaldn and Sethorek. Ikuras Summoning Ritual When all three chosen ones of Ikuras are assembled, a ritual may be had so that the greater spirit may be summoned. Once again, chanting must be done, and a large circle must be drawn or carved into the ground in the image of a four-pronged star. Each prophet must then locate themselves on opposite sides of the circle, at a point of each prong, with Sethorek being sat at any of the remaining prongs. If sufficient sacrifices are made (or enough fear/insanity is within a condensed area), Ikuras shall be pleased enough to present itself. Manifesting as a rift with an unfathomably large number of tentacles spewing out, and the screams and wails of a thousand mad voices, Ikuras releases a sensation of fear that is likely to rend even the hardiest of minds into momentary insanity. Tier progression; Even though the tier system isn’t exactly in use with the server right now, it’s easier to explain how the progression in mastering phobism works and helps with the time. Tier 1: Around one week in, the novice phobism user slowly begins losing their sanity, if they weren’t insane to begin with. In addition, they begin learning the dark language, as susurrations of words and even entire sentences in the ominous lingo pop up in their minds. They begin learning on how to bind the power of Ikuras onto their body, but hardly ever manage to cast a spell without it backfiring on themselves. Tier 2: A bit less than a month in, the apprentice phobist becomes capable of unloading spells of fear or insanity upon other people through touch. The spells remain on their hands for only some seconds, so it should mostly be used for restrained or bound victims. The users of the magic are still capable of thinking rationally, but their decisions don’t always seem like that - they are a bit crazy after all. Tier 3: Couple weeks after the first month, the caster has gained a bit higher immunity to the taint they cast upon themselves, becoming able to hold the spell for several dozen seconds - making it somewhat usable in combat, though with high risk. Talking to them might give away that they aren’t exactly in their sane mind. Tier 4: After two months of using the magic, the phobism is almost mastered. The time the phobist can keep their spell ready, is almost at its limit, a minute. They seem insane in their own way, usually unable to live with normal community. They may also take part in the rituals for creating cursed objects. Tier 5: After three months of using phobism, the dark mage has finally mastered the twisted magic. The caster can be a vessel for a spell barely over a minute without it seeping into them and backfiring. Their entire world seems twisted, believing in their own insanity to the extreme. The masters of phobism have a chance of becoming a prophet. Akra-Serthek, Skaldn and Sethorek Three of Ikuras’ chosen. The two Prophets who lead, and the one that guides them from behind the scenes. All three are linked to Ikuras via a powerful Imbuing ritual, and each have their own boons granted to them by the greater spirit they worship, so that they may carry out its tasks more efficiently. To all, they are bound to the immortal spirit of Ikuras, fed by his very power. They are thus made immortal. To Akra-Serthek, they are given the ability to surround themselves in a pervasive field of insanity, one which gradually affects the minds of those within until they are nothing but mumbling husks of their former selves. To Skaldn, they are given an aura of fear. All who enter it will feel their heart tugged with anxiety, and visions of that which they fear start appearing in the corners of their eyes. Soon after, they would see their greatest fear before them, and might even lose all sense of the world around them until they flee the fateful aura. To Sethorek, they are given a greater clarity than any other phobist. For it is their purpose to guide and act as a mind of reason amongst madmen, those with the title Sethorek are able to rid their minds of Ikuras’ maddening embrace. They are not made sane as normal men are, but they are capable of reasonable thought and deduction. (For both auras, the maximum range is about 6 feet in radius, but it takes a greater toll. A comfortable range would be 4 feet.) Red lines: Casting multiple spells at once is not possible at all. No ‘Fear hand’ on the left and ‘Insanity hand’ on the right. Attempting this will simply result in the spells backfiring immediately. ‘Holding’ a spell in the ready for a long time is not possible. The spell must be unloaded on the target before the tier-determined time passes, or it will backfire on the caster. If the spell is interrupted as it is being chanted, it will backfire on the caster - as the words are what keep the spell together in addition to the body of the caster. After each spell cast, the veins in the hand used bulge in darker hues - perhaps even black, signifying that the part of body can’t be used to channel the power for some time, meaning that mass-insanity can’t be done without a lot of phobists. What this means, is that only two spells can be cast before the phobist must rest for a bit, and their hands will be weak for that time. The spells can be ‘passed on’ through clothes, but not through shields or heavy armour. The effects of the spells can be purged/cleansed by clerics. The magic is limited as void magic is limited. The more powerful the effect of the spell, the harder it is to do. The more detailed the effect of the spell, the harder it is to do. Phobism Guide: Ex. T1 Phobism and Backfiring- Thomas stares at the man unknowingly sitting beside him, muttering a phrase under his breath as he attempts to flood his mind with insane thoughts. “Vireundzord al’gathan zu’Ikuras, o’kree do calfax.” he whispers. Almost immediately, his eyes widen, mistake realised. Thomas pauses for a moment, the hand that attempted to do the deed flopping uselessly as its veins turn a sickening black. Thomas falls from his seat, landing on the ground to his side, unconscious. Thomas shakes violently, the spell having backfired due to his incredibly low knowledge of the magic. Insane thoughts and images flow through his mind as he ‘rests’, looking as if he won’t be back up for a while in his insane and shaky state. Ex. T3 Phobism - Cal looks to the man he previously tied up in a chair, beginning to murmur a phrase under his breath as he stares into his eyes. ”O’razi al’galthan zu’Ikuras, godar vokarl nuzk davu re’tzentir herlur.” he murmurs, an odd symbol suddenly forming on the back of his right hand. The symbol glows a dark purple hue as Cal slowly moves his hand toward the victim, the palm of his hand pressing against his forehead. Slowly, a four-pronged, red star would well up in that very spot. Cal quickly steps away, the veins in his hand once again turning a faint black color, noticeable through his pale skin. The victim’s eyes suddenly begin to dart around the room, trembling in fear before he sets his gaze upon Cal. The man shrieks in terror, waddling backward in his chair with as much movement as he can, still bound in his chair. Additional information: While its immediate effects can, in a way, be mimicked through mental magic- it differs by being a lingering taint of the spirit. Similarly to the taint of other antagonizing parties made for generating events, it gives a curse-like effect, which isn't simply something in the realm of possibility with the form of illusion known as mental magic. Not to mention that it doesn't even work when the user can't see their target. While someone may argue that this is simply illusion regardless, it could indeed be viewed as an alternative of illusion magic, yet kept in tasteful borders within fear & insanity, and most importantly - out of the void. The magic is generally used as a part of the sacrificial rituals for Ikuras - instead of the victims being killed and executed, their minds are broken by the taint and they are left alive to generate more roleplay. Not to mention that there can never be too much dark magic :D this all being said, I will personally be very disappointed in the lore-team if the only thing keeping this magic from being accepted is that 'similar things can be done with illusion.' Thanks for reading!
  12. Hi! Im actually quite nervous about posting this, as it is my first lore submission in two years of playing LOTC. This creature is based on an accepted special character, and is a very, very, toned down version of them. I hope you enjoy the read, and feel free to write your feedback (i'm going to need it if i want to improve)! Antrum Ales (Feathered Cave People) (singular) Summary: An Antrum Ales is a small, Pale humanoid that has evolved to live in the cave systems of Athera. Their average height would be around 4'5" to 5'0", with females being the same height as males. They have large eyes that have very small irises. Their pupils are immensely large, due to them living in almost complete darkness, and their eyes are incredibly susceptible to blinding due to light. They have a layer of soft, white feathers on their torsos, legs, arms, and faces due to it being incredibly cold in deep caves. They are small, but very fast. They have the same reproductive system. They're less fertile than humans, and rarely mate more than once in their life. Most Antrum Ales people are born with no siblings. Eyesight: The Antrum Ales people do not have largely visible Irises. This is because their pupils are large and take up most of the space on their eye. The iris is small due to their need to pick up dismal levels of light from bioluminescant creatures. Their sensitivity to light causes them to be easily blinded, so they would be unable to walk around during the day without a blindfold, or heavy veil, and moonlight would still be fairly painful for them. However, their sight in darkness is impeccable, being able to pick up motions and images that a normal human would not due to being used to light. In fact, in the deepest caves, They would probably rely on an equal balance of sight AND sound, as cave vision can only go so far. They are good listeners, but not exceptionally better than humans. Unlike bats, they do use their eyes to see their surroundings (Basically, they use their ears more than humans, and their eyes slightly more. Their senses are at a balance; neither is better than the other). Feathers: Because of the lack of light, the cave systems the Antrum Ales people live in are very cold. Because of this, they have soft feathers coating most of their body. They still have hair on their heads, eyes, and eyebrows, but their cheeks, chests/torsos, legs, and arms are wrapped in a layer of soft feathers, similar to the kind used in making pillows. longer feathers act as buffers over their ears, and long rectrices on their backside resembling a tail. The skin underneath their feathers is weak and pale, and easy to burn with sun, and even moonlight. They are also very prone to overheating. If you were to see one outside of a cave, it would most likely wear cloaks to protect its skin, and blindfolds or veils to protect its eyes. Their Skin is as easily pierced as a human's, but they are easily to kill in combat due to the aforementioned weaknessess. Other attributes: Similar to birds or cats, the nails of the Antrum Ales people grow sharp and thin, like claws. despite their seemingly small and fragile nature, they are rather quick and agile, being able to run at an average of 10MPH faster than a normal human, at full speed, for moderate distances (Anywhere between the average city block and the average suburban block). Even though their general evolution mostly banishes them to caves, they are not unsocial, and prefer to be in groups (of even other races) than alone. They have sharp teeth, due to being mostly carnivorous, and pointed-tipped tongues. They are very loud, but breathe less often than a human. (that adds to a top speed of 40MPH, so don't worry.) What they eat: Due to plants being scarce in caves, an Antrum Ales is mostly if not entirely carnivorous, eating shrimp, cave animals, and birds that nest in upper caves. They can digest human vegetables such as carrots and potatoes, but eating too much will upset their digestive system as they are adapted to eat meats. If living among other races, they could also eat poultry and fish. Pork and Beef would be wise for them to eat in moderation. Weaknesses: -Easily sunburnt -Easily blinded -smaller than the average human -Lifespan is shorter when subjected to a lot of light -easy to kill Strengths: -Impeccable vision in dark spaces -very fast -agile -work in groups -Moderate to good stamina Language: An Antrum Ales would communicate in semi-fluent or broken english, and would have trouble pronouncing S, F, and TH noises due to their sharp teeth. In groups, they may communicate in any number of languages, as long as they have already learned them. Like other races, what language they speak generally revolves around what region they're from, as they do not have one set, species-wide language. Life Span: An Antrum Ales will live on average 30 years longer than a human, but living above the surface, they will probably have a much shorter life-span than a human due to the light of the sun and moon damaging their skin. The expected Life Span of an Antrum Ales is 110-130 years old, with females living longer due to estrogen, like human females. However, they die in child birth just as often. Roleplay: A group of Antrum Ales people, when living under ground, would be best if kept under 20 players. If accepted, Players should apply to play the race. They have the same level of magical capabilities as a human, as they are largely similar. They are easily killed in combat, so avoid power-gaming under the guise of their heightened speed and agility. If you role-play an Antrum Ales going to the surface during day, with no protective cloth over their eyes, THEY ARE BLIND. WHICH IS REALLY BAD CONSIDERING HOW MUCH THEY NEED THEIR EYESIGHT. DONT DO IT. They don't have any other Inhuman abilities (they cannot fly, or manipulate nature in any way, shape, or form) than their heightened speed and cave vision. They are just as social As humans, if not slightly less. It is acceptable for humans to be racist or cruel towards them. They sleep at night, or when tired, and have a human reproduction system (as previously mentioned). They don't really live in tribes, or like animals, but how a settlement of Antrum Ales people is set up is generally dictated by the people in the settlement. Their ideal settlement would be in a mid to deep cave system. they could hypothetically live in keeps. Put clothes on them, feathers doesn't mean No-sexual-organs. Unless they were raised around people, it's reasonable to assume they won't have a good understanding of their culture. They act like humans in social settings, if not more timid as the average Antrum Ales is not raised around people. They can be, but they USUALLY ARENT. Keep in mind that they live in darkness. You should skin them wearing lighter clothes, as white clothes deflect more light than they absorb, which is important to a creature that can overheat easily. Think "many thin white layers", like an onion. Comparison with humans: -Like humans, Antrum Ales are Social creatures, and will mingle with other races. -Unlike humans, They are weak to high levels of light like daylight, and can be blinded by the moon the same way we can be blinded by the sun. -Like humans, Antrum Ales will speak in different dialects or even languages depending on the region. -Unlike humans, they are easy to kill above the surface due to their weaknesses caused by light, their smallness physically, and impaired vision, as well as possibly being overwhelmed by noises. -Like humans, Antrum Ales can run out of stamina, die in child birth, or generally get other ailments. -Unlike humans, they grow feathers on their bodies. Recap: -They are small. -they grow feathers AND hair. -Their pupils are HUGE. -they are easily damaged by daylight, and will go blind without eye protection during the day. -They usually live in caves, with groups of their own species. -They can live outside of caves, but they must take extra precautions so as to not be killed by sunlight. -they are mostly carnivorous, and have trouble stomaching foods other than shellfish, fish, or poultry/birds. -They have trouble pronouncing "S", "F", and "TH" ("Dey would talk like diz.") -They reproduce normally, but once per life on average. -they wear clothes. -They're fast and Agile. -They have good stamina. -They're easy to kill. -They. Cant. Fly. Personality: They're about as varying as a human, albeit less violent, as they are easy to kill and do not like to stir up violence. They would be afraid of extreme light, like the sun and the moon. The average Antrum Ales would object to going to the surface for those reasons, but would not object to socializing with other races. Men would hunt more than women, and Women would tend for young more than men. Appearance: The average Antrum Ales would be small, at around 4'7" tall. They would have varying lengths of soft, ivory colored hair, and pale skin coated in feathers. They have varying body types, like humans. Their pupils are large, and their irises are very small, almost rings around their pupils. Their irises are usually pale blues or even reds. Their feathers would generally be white, but males may have colorfully tipped feathers, or stripes. Women are less likely to have colored accents. Their claws are nail-colors. Other than that, they are mostly human. Character creation requirements: -Would have to apply -after the first 5 or so, an applicant would have to contact already existing characters to join their groups or be their children. -There will probably be a cap of 30 at a time, depending out how the group dynamic works out. -of course, you must read the lore. -It would not be wise to apply if you have been playing on LOTC for less than 2 months or so. An application would look like this: Minecraft Name: Character name: Gender: Personality: Group to join: Example Skins: (i only have time to make a female skin. Here's cave attire, without clothes ((to show placement of the feathers)), and with a cloak ((don't forget they also wear veils or blindfolds in daylight))!) (Yeah, the hair should be paler, but i wanted to provide a contrast between the feathers and the skin so that you could actually see the difference. normally, the hair should be closer to a milky grey color.) I know that adding more creatures is a Faux Pas, as there are already many races that detract from the general Light Fantasy theme. However, i personally believe that the balance of separation and social behavior would be good and interesting for roleplay, especially with their physical attributes. Tell me what you think!
  13. Hello LotC This post is going to be brief, but to the point. For a long while now, the human playerbase has been asking about the status of the continent known as 'Aeldin' and if it will be officially recognized by server lore or not. I am here after much discussion, weighing of options, and opinions, and the verdict has been reached. Aeldin is confirmed to exist! HOWEVER this statement comes with several clauses to clean up the mass amount of confusion and unfounded, unrecognized claims surrounding this continent, how it exists, and it's current status. Here is a bullet list of the ONLY accepted facts of Aeldin. Anything outside of this is not canon lore, and cannot be claimed as such. *Aeldin is a continent. *Aeldin is confirmed to be populated almost exclusively by humans. *Aeldin is on the same world as Asulon and Anthos. *Horen never visited Aeldin. *Nothing Aengudaemonic of any sort took place upon Aeldin. *Aeldin is no longer accessible. *No one has been capable of traveling to or from Aeldin since crossing into Thales. *No one has, or can, visit Aeldin since 3.75 (Thales) and this most certainly includes the entirety of 4.0. To clarify the reasoning for all of this is simple. It did not occur on Lord of the Craft, it occurred on another server, and thus anything that happened on that server, cannot be brought to this one. This would include the entire existence of Aeldin, however we have decided to allow it's existence and acceptance into canon lore for the benefit of the Human playerbase, as a continent with a name is harmless itself to the flow of Lore upon LotC. However, the other lore claims are not being recognized and are in fact revoked. The world of Aos, containing Aegis and Athera, is seperate from the world of Eos, which held Asulon and Anthos, and upon passing to Thales, we returned to the world of Aos once more, cutting off any possibility of returning to Asulon, Anthos, or Aeldin. There is no active portal back to that land, and no ability for any player to pass to it by any other means either. If anyone would like to submit reasonable lore for things that occurred on Aeldin that would have significant enough impact to require it to be canon lore, you may follow the usual lore submission process and the lore team will look it over and discuss it, but there are two hard lines that will get any lore denied if they are crossed. 1.) Horen never visited Aeldin in any manner. Horen was on the world of Aegis, and did not pass to the world of Asulon at any point. He could never have visited Aeldin. 2.) There is no ability to travel to or from Aeldin any longer, under any means or circumstance. This is the final statement from the Lore Team, or the Staff in general, about Aeldin. We are not obligated to recognize any RP that occurred off of our own LotC servers and mediums, but we are extending this courtesy to Aeldin in a limited manner, with the addendum that no RP that occurs off of the LotC medium has any inherent right to be considered as canon lore, no matter how many people were involved or how many it's refusal may impact. Your backstories from other servers do not matter on LotC. You can adapt your backstories as needed when you come to play here, you cannot bring unaccepted Lore from your old server to LotC without an accepted Lore proposal. We wish you happy RP, enjoy your day LotC community. Edit:: We are not forcing a PK of any of your characters, they simply are no longer on Aeldin if you've been 'storing' them there.
  14. Nagas The naga are part elf, part serpent, and some have evolved bizarre oceanic mutations. In all naga, many of these mutations are simply cosmetic soft spines running down their backs, or extra fins adorning their arms, for instance. Some naga, though, also possess mutations that have a more substantial effect In this way, the race has developed an array of genetic variations and defenses, such as ink jets, tentacles, razor fins, venomous fangs, hardened barnacle carapaces and spined fists. Naga men are bestial, remarkably strong and tough, able to withstand a great deal of bodily injury. Naga women more resemble elves, their faces fair, even beautiful. This unearthly splendor is ruined by their monstrous deformities they often have multiple limbs (four to six arms). Naga average 6 1/2 feet tall, and naga men are much bulkier than women. Naga are now serpent-like humanoids. The men are thickly built, with humanoid torsos merging into a serpent hind section. Their scales are large and thick, and their heads are reminiscent of dragons, showing little sign of their elven ancestry. The women are tall and slender, with fine scales covering their angular features. Society and Culture Naga culture is complex. A clear delineation exists between the sexes. Male naga are larger and more muscular, reminiscent of dragons. Naga men serve as soldiers and guardians. Female naga are more slender, with smaller scales and finer, more human-seeming faces. Naga women are natural spellcasters and rely on magic and poison to defeat their enemies. Naga men are more numerous, but as naga consider their women to be magically and intellectually superior, their society is matriarchal. Women occupy most positions of leadership, and all naga pay homage to their queen.. Several ranks and types of naga exist. Naga myrmidons and royal guards, for instance, are strong males and powerful melee fighters; naga sirens are female mages. Sexual dimorphism Naga males and females have different features; in their transformation, males increased in size and strength. Their faces now appear almost draconic with little resemblance to their Elven heritage. Females kept more of their Elven features. Naga female faces are fair, even beautiful. Most females have four arms. Unique features Some naga have unique features. For example, sea witches like have snakes instead of hair, and naga lords have stony arms and shells fused to their skin. This may be resultant of their mutations, or they may be a different subspecies altogether. Female naga have a nest of thin, twining snakes instead of hair. These serpent strands have eyes and allow a naga to see in all directions. Culture Society Naga society is female dominated; they are considered the intellectual superiors and possess the greater magical power. While females are greatly outnumbered by males, females are found more often in positions of authority. Usually females are more proficient in the ways of magic, while the males are warriors, but there are a few males that are deadly in both close combat, and spell casting. The civilization of the naga has extensive codes, laws, and ceremonies. Factions work continuously in bids for power. Males can rise to prominence and even lead communities, but there is a limit to what they can achieve. In terms of class, this makes them the opposite of the night elves they evolved from, where males typically work magic and females fight. Naga have finely worked robes that function as leather armor. They hunt large prey with tridents and scimitars. A warband will deploy male infantry to engage at moderate range with tridents, while the females cast spells. The men are willing to sacrifice themselves if ordered. Leaders will avoid heavy losses, but are otherwise open to small risks. Languages Naga typically speak their own language and most know Common. For various reasons, individual Naga learn to speak with the creatures with which they interact. Naga relations Naga are avaricious, dangerous and sadistic. Their millennia of aquatic banishment has only intensified their evil, power-hungry nature and made it so most races are unaware of their existence. Naga play well with blood elves, trolls, and other dark, independent powers. The naga that travel have a more educated view of normal races than the naga who remain at the bottom of the seas. They feel that divine magic practitioners are weak and without ambition. The naga are a neutral race for a very good reason. Naga are dark creatures, evil and cunning. A naga might join forces with a being of another race in order to serve her own ends. Naga are selfish creatures, though, and think only of their own (and their race’s) dominance. Their minds have little room for charity or kindness. A naga that renounced her evil ways would be a unique individual indeed. Some naga may be sent to the land on a mission, or they may be exiles who defy the naga queen. Few among the humanoid races are aware of the nagas’ history, so most encounters deal primarily with their strange countenance. Naga can use disguise or magic to avoid notice. Combat The naga have an army composed of various races. Naga males serve as shock troops; they deploy as infantry in close formations wielding scimitars, tridents and nets while females stand back hurling spells at the enemy. Males may have command over small numbers of troops but females will always be in overall command of any Naga force. The naga have a powerful military, though they have yet to truly make their presence felt in the world. So far, their efforts are limited to certain select engagements and various exploratory missions along coasts. Rumors say that the naga are preparing for a major invasion of the land; they are now building their forces, securing strategic locations, claiming important items and information. Naga society is ancient and cunning, and their warriors are the same way. All naga enjoy using their aquatic natures against their foes, particularly against generals who have not fought naga. A naga commander attempts to maneuver her forces to meet the enemy on a battlefield with rivers, lakes, marshes or similar features; such bodies of water are no impediment to naga, but serve as barriers for land-based forces as well as hiding spots and roads for the naga forces. Naga men, stronger and tougher than women, act as front line soldiers and as bodyguards. They are adept at using the terrain to their advantage, and their lack of ranged weaponry (it’s not very useful under water) makes the canny about sight lines and flanking maneuvers. Naga myrmidons are strong melee combatants and willingly come to grips with the enemy. Naga royal guard, as their name implies, serve as protection for important individuals. Naga women take the field as spellcasters, usually magic drawing from the most arcane. Some few are priestesses of the tides. Naga women act as both a source of support magic for their allies and as offensive ranged punishers. Naga leaders tend to be women adept at both weaponry and magic naga sea witches are some of the most powerful champions the race has to offer. Naga sirens are more common but still deadly, using their magic to incapacitate foes so the naga myrmidons can sweep in and finish them off. As far as anyone knows, the only real naga armies that currently exist are beneath the waves. Other, smaller groups are scattered across the world, where they investigate items and places of importance to the naga’s mysterious purposes. These forces usually have a single leader a powerful spellcaster (female) or warrior (male) a dozen or so naga myrmidons, and a few naga sirens. In addition to these groups, naga explorers travel out from the coasts and from naga bases, gathering information for their queen. ((These are for only for an future event line, They are not playable. Thats all for now -Zer0))
  15. {{WIP, it'll be finished at the end of Spring Break/the 18th-ish}} {{THIS HAS NOTHING TO DO WITH BLOOD MAGIC! THIS IS A TOTALLY DIFFERENT FORM OF MAGIC}} Boh'ka Magic idea with contributions from ~-~-~ Philip_2011 Tahariae/Baronvondietz Knights5544/Ninja805 drm0nst3rofd00m JCmarine Thor92299 ~-~-~ Introduction to Boh'ka: A magical-sensitivity exists in our blood, our hemoglobin to be exact. This magical-sensitivity, when altered by an outside-force, shows signs of magnetism. Any student specializing in human physiology would be able to tell you that hemoglobin, the red-blood muscle cells in our body, contains traces of iron. Any scientist specializing in chemistry would also be able to inform you of ferromagnetism, or the relationship/attraction of materials like copper and iron to magnets. What one can infer from above is that ferromagnetism can exist as a process within our hemoglobin, though it is unlikely for the effects of ferromagnetism to occur unless an outside force is acted upon the hemoglobin: That's where Boh'ka plays a role. By channeling energy/mana from the void, a mage can bring-forth an oppositely-charged amount of polar-energy which thus begins the process of ferromagnetism. With an outside force acting upon the mage's blood, a magnetic-effect takes place. By exerting more energy/mana upon their blood, the mage can semi-control their blood and use it for what they see fit. (if, and only if, the blood is exposed from an open-wound.) Boh'ka Regarding Distance: As you can probably infer, 'shooting' blood at a target that is tens-upon-tens of feet/meters/yards/miles/light-years away is quite implausible. The further you 'shoot' the blood, the lesser of a force the magnetic-charge yields. The furthest that blood could travel would be around 10-20 meters, and that's for Tier-5! Strengths: A master/learner of the art of Boh'ka is able to conjure simple-to-complex attacks and defenses to aid them in combat. Boh'ka is simple to conjure . . . As long as you're at a high-tier! Weaknesses: A novice who is unaware of how much blood he can conjure/use at once can easily die from blood-loss. The magic at a low-tier proves to be partially-useless to a mage, it's not until the mage reaches a higher-tier in which the magic proves it's use. Runs on blood. (Could be a strength, though!) Blood only travels a short distance. While most mages can initially experience the magnetic-energy that is present within our bodies, it is quite difficult to alter it to our own needs: Boh'ka is hard to learn and even more difficult to master. What's Required to Learn Boh'ka: Like most magics require, Boh'ka requires intelligence to learn/master. To begin even the most simple-forms of a Boh'ka attack/spell a grasp of the science behind Boh'ka must be understood. (If not, you'll have no idea how to alter your blood/provide a negative/positive charge.) Tiers & Levels of Understanding! Novice Tier-1: This novice, with a good-grasp upon the science of Boh'ka, can provide an opposite-charge upon their blood and control it within the air for a few seconds before becoming extremely fatigued. [0-2 weeks] Apprentice Tier-2: An apprentice is a step-ahead of a novice. A better understanding of the science of Boh'ka allows this mage to control their blood within the air for as long as ten seconds. An apprentice is able to conjure EXTREMELY tiny balls of blood, trying to 'shoot' these balls would prove futile, though. [3-4 weeks] Journeyman Tier-3: A journeyman is most likely going to be a scholar of some-sorts whose devoted a portion of his life to understanding Boh'ka. A journeyman can control his blood quite-well, being able to hold his blood within the air for well-over twenty seconds. A journeyman, unlike a novice and an apprentice, can actually form moderately-sized balls of blood and be able to 'shoot' these blood-balls up to five meters. Not only can a journeyman form balls of blood, but he can also form basic weaponry from blood, an example being a blade-like fang of blood which is connected to the body at a blood-source (look at the video). [6-8 weeks] Expert Tier-4: An expert of Boh'ka is rare to find. An expert is a step-above a journeyman. An expert of Boh'ka is able to keep his blood within his control for well-over thirty seconds, sometimes even being able to control it up to a minute! Experts can form large-balls of blood which can prove deadly to an enemy as the mage can 'shoot' these balls up to ten meters. Experts can form better blood-weaponry, like stronger blade-like fangs of blood (refer to the video). [10-12 weeks] Master Tier-5: Woah there, cowboy! You've devoted all your free-time to Boh'ka, congratulations I guess! As a master of Boh'ka, one can control his blood up to a minute + and even be able to 'shoot' large-balls of blood up to twenty meters! A master is only limited by how much blood he/she contains in their body. Masters of this fine-art can also form the most pristine quality of edge-weaponry weaponry. [20-28 weeks] Red Flags: Obviously no power-gaming of my fine form of magic. Drinking blood does not benefit your 'skills' at Boh'ka. Tier-1 and Tier-2's should not be using this magic as an attack, they haven't learned it yet. Not passing out/dying from using a liter + of blood is PG'ing x1,000 Regarding the dying/passing out: Yes, you must pass out/die if you've used too much blood. It's PG if you do not do this. It is power-gaming to learn this magic without understanding the science. This is because if you don't understand the science then you'll have no idea what you're doing when you're trying to actually conjure objects and such. To understand the science, I urge you to find a tutor in-game. Woah, woah, woah - Wait a second! N-no, p-please hold your questions! N-no, d-don't hit me there LMs! P-please, senpai! Q&A: Can I drink blood and become powerful with this? No, why would you even think that. Does drinking blood allow me to conjure better Boh'ka spells and such? You can be a totally weird edgy and drink blood and then go use Boh'ka and taint my nice idea for magic. Yes . . . Go along little Johnny, taint my magic. No. Drinking blood only makes you look like an edgy. Pffft, this magic sounds edgy! I'm really trying my hardest to make this a non-edgy magic . . . Yes, edgies can use this as long as they follow my parameters and don't taint my nice magic. I'd be delighted to have clerics use this magic, too! Videos of Boh'ka in use: Ignore the crappy-animu, I couldn't think of any better examples.
  16. Plaklatras "King of the Mountain" Physiology Plaklatras strongly resembles an primate’s in its appearance and movement, even borrowing some of its attacks. However, notable differences include Plaklatras' broader muscles, hairy tail tip and its ability to use electricity-based attacks. Abilities The Plaklatras' most notable attack is its ability to use the electricity on its body as a shield. They are hated by many hunters, due to their combination of speed, aggression and power. They are also well known for their dramatic angered state, in which much of the fur on their front body rises and becomes yellow. Habitat Range Due to the Plaklatras' near-permanent nomadic lifestyle, it's not entirely certain where the Plaklatras is capable of living, though it's not far-fetched to assume that it can live just about anywhere. However, there have been regular sightings in high-altitude areas, for the most part, so it's safe to say that "If there's cliffs, there's Plaklatras' ". This phrase is a direct result of its most common habitats, Mountainous regions including volcanoes, canyons, tropical jungles and frozen mountains, the Plaklatras apparently doesn't care. The Plaklatras can also be called a "wanderer".The known habitats of Plaklatras consist of the mountains, snowy areas, and forest. Sometimes there can be incidents of Plaklatras wandering into the towns. Ecological Niche In almost any habitat that the Plaklatras happens to be passing through, it enforces itself as the apex predator of the surrounding area. Its nature and adaptations allow it to hunt and prey on virtually anything smaller than itself. The reproductive patterns of Plaklatras are, at best, elusive though its known that Plaklatras' don't have electrical abilities when they are born. Young Plaklatras' gain their electrical powers by feeding on an electrical eels and the same goes for adults. Hunting Plaklatras' in force would now seem a more sensible choice after hunters are faced with such a task. In their chosen habitats Plaklatras are forced to compete with equally fearsome predators. These predators are capable of seriously wounding Plaklatras due to its unarmored body. Unexpectedly golden fur from Plaklatras' have been found in clomps around the areas they wander in. One would think that the great size difference and Plaklatras' lack of armor would make it easy prey.Plaklatras' speed advantage, comparable raw brute strength, and amazing control over the thunder element. Biological Adaptations Plaklatras is one of only a handful of monsters able to wield deadly lightning. How it produces its charge is a electrical inner organ. Plaklatras are extremely fast and nimble despite their size. Plaklatras exhibits extreme physical strength, easily knocking a hunter off his/her feet and into the air. Plaklatras' natural high aggression and rage only seem to amplify its strength and electrical power, forcing it into its enraged state. When enraged, Plaklatras is even faster and more deadly than its already powerful base form. In this enraged state, Plaklatras is probably able to be on par or possibly even overpower. It is believed that the tail of the Plaklatras has something to do with its electrical powers, as when the tail is able to be cut it loses its electrical power instantly, though this only applies to average Plaklatras. Some Plaklatras stay in their enraged form and are known to be extremely violent and powerful, they are usually found in the Canyons or Mountains. These Plaklatras' power is believed to have something to do with their heart. Just recently, it was discovered that Plaklatras' have a unique defense against threats. When in danger, they will increase the strength in their arm and legs and they will be able to deal more damage and move even faster. This unique adaptation can also harden the muscles to increase its defense. Interestingly, their arms and legs will glow red indicating this. There appearance is also different, they have blue eyes and very long golden hair when enraged. They use new attack techniques taking advantage of their strength, including attacks like jumping high into the air, covering their fists in electricity in mid air and landing fist first causing a quake and rocks to pop up from under ground with such force hunters hit get launched by the rocks. They show a different intelligence during its rage by following its target while punching leaving the targets only means of escape out-running or jumping through the fists as they are covered in electricity, and rolling into a ball covered in electricity able to hover over the ground going in a straight direction. Even more rare is the feared Red Plaklatras' sightings of this creature are very few even lower. This Red Plaklatras has improved abilities and the most power of any Plaklatras ever reported, this Plaklatras is most famed for its ability to create a ball of electricity much larger than itself and let it slowly hover towards the ground creating a pure white flash large enough to be spotted possibly a mile away within this flash everything within gets electrocuted to death besides the Plaklatras itself. Behavior Outwardly, the Plaklatras is considered to be the most aggressive and powerful of primates species known thus far, and as such, many consider this to be an outright brutal creature in all its aspects. It's a common belief that the Plaklatras is a loner due to being highly aggressive, and this thinking leads people to believe that Plaklatras' will typically attack each other on sight. In a sense, that's correct. Plaklatras are unique in that they're the only known species in their suborder to live a majorly solitary lifestyle, as opposed to the far more sociable primates. This makes it very confusing to understand how they mate. Against most prey, the Plaklatras will quickly and effectively pummel the target to death using either its fists or its horns. In the chance that the target food is too far away - or too fast - the Plaklatras will expel either a burst or beam of energy, almost always paralyzing or killing the prey, usually instantly. Either way, the result is an easy meal for the Plaklatras. Though rare, some Plaklatras' have been seen in pairs. These pairs most likely could be mates. OOC
  17. An creature that lives in thickly wooded areas. These sly beasts stalk their prey from the shadows with ferocious speed and dogged tenacity, and their massive tails are as dexterous as they are deadly. Physiology It has black scales, black fur and nightmarish red eyes, giving it the look and style of a predatory black panther. Its dark, feral appearance suggests that it may mainly be a nocturnal predator. This creature has been sighted within the forest at both night and daytime, the jungles, and also the swamp. When it's in enraged state its eyes glow bright red and leave a trail of reddish lines when Barrupau moves. Also, its tail erects large spikes which can be flung and linked up with its attacks for devastating hits. Their vertebrae and tail muscles are extremely flexible, making the tail of Barrupau also prehensile. Its tail is also its most powerful weapon. The scales at the end of the tail can also be shaken to produce rattling sounds similar to that of a rattle snake. Barrupau's face can be broken, as can its arms be cut. If Barrupau's tail has been damaged enough, it can be cut off. Abilities Barrupau has the ability to attack with almost every part of its body, mainly its bladed arms and its spiked tail. Its head can be used for biting. Its bladed arms are used almost for the entire battle and deal high damage. Its tail tip, which can be cut with a very sharp blade. When in an angered state its tail spikes will protrude until it gets out of it (Although they will protrude when it uses tail slams and it shoots tail spikes). Barrupau also has really strong muscles that let it jump really long and high. Behavior Barrupau is a careful and cautious monster. It is really easy for it to sneak up to a hunter. Barrupau lives in dark places that he has adapted to. Barrupau rest on high trees that are hard to reach, or maybe can't be reached, so hunters can't pick him by surprise for capturing it. Though Barrupau will wake up when hunters are right in front of the tree, due to its natural senses. Barrupau is highly aggressive and bloodthirsty, they attack without reason as they enjoy fighting, and it will achieve whatever ends to get its prey. With hunters it tends to be more aggressive than with its prey. Not too much is known about young Barrupau, but they may even be aggressive at birth. It also will kill prey with its tail instead of claws, making a cleaner kill. Habitat Barrupau is normally and mainly found in the forest, although there are quests where Barrupau can be found in the swamps and jungles. Biological Adaptations The Barrupau is well adapted to heavily forested areas. It can move easily through dense vines and branches thanks to its razor sharp arms. Also, due to the very small fangs of the Barrupau, the beast has developed a beak-like structure on its jaws. Another adaptation is its very flexible cartilage-like bone structure, which allows it to move fluently between the trees of the forests it inhabits. Whenever the Barrupau spins its tail, some hunters can hear it rattle almost like a rattlesnake; this is because the scales on its tail are attached loosely to make the tail very flexible. Its tail also seems to be quite stretchy, as shown when it does its tail slam, its tail doubles in length. One unique feature is the fur that grows along the Barrupau's back. The Barrupau possesses a well developed brain, and is able to plan its attacks. This can be proven whenever the Barrupau is in the "prowler stance", but its concentration can be easily disturbed by a strong sound. Many blood vessels are located near its eyes and ears, allowing it to enhance its senses whenever in its enraged state, creating the glowing red eyes. Habitat Range The Barrupau is extremely adapted to life in heavily forested areas. Barrupau thrive in the forest, jungles, and swamps. Its relatively light body structure most likely keeps it from inhabiting regions with extreme temperature or heavy climate shifts. Barrupau appears to be extremely adapted to life in a specific area. If it is to leave this area, it loses its niche and can quickly become out-competed by dominating local predators for food and, or territory. OOC
  18. “Look close, my child. Look hard. Can you see it on the stem? Tis a Fae, but lets not linger, for they like their tricks.” *~The Fae~* Mysterious, mystical, and a well hidden realm of creatures. Are they ethereal creatures and spirits, heavenly creatures, some form of demons, guardians of the forest realm, or simply humanoid beings? Nay, simply tricksters of their realm to keep woodsmen and people away from their steads so they can thrive. Fae in appearance are rather bug like humanoids and are often confused as the bugs they resemble, however, a slight bit larger. It is unsure how they became to be, some suspect a mage of sort experimenting crossing the two species of man and bug and thus they were created, perhaps it was the work of the creator; the possibilities go on. Now, you would need a keen eye to see one and not be confused for their bug counterparts. However, most have typical four limbs consisting of two arms and two legs, and then could have the added extra bug like extremities including more legs, antennae, etcetera. Furthermore, not each Fae is the same, just as not every person is. They could look like a beetle, a fly, a butterfly or anything of the such. Be fast or slow, fly, jump, or climb. Unfortunately, being so small, they are susceptible to dying early from destructions of their small steads, via animal or big folk, or even being eaten. In their life, they also have their own sort of political system, lifestyle, and language. Their Queen is the largest of the Fae and the most beautiful, however she has many tricks up her sleeve to rarely be seen by the eyes of those who are not worthy and pure of heart, mainly her own mystical magic which is within each of the Fae. The Fae have a great love for their Queen, if one was to kill her, do not be surprised if your home is infested with and army of Fae and you feel their wrath of the poisonous stings of their weapons. Hit enough and you may die from the swelling. Mainly, it is children the Fae like to play with, for they are innocent and pure of heart; not cruel like their elders have been seen to be, having smashed their realms many times being ignorant of what may lie within the land they wish to take. However, life within their lands (which could be anywhere you could find a bug, like grassy lands, deserts, within the forests, etcetera) is peaceful for the most part unless trifled with, then you might feel their sting of poison on their itty bitty weapons which will cause the wound to well up. If you sleep, they might come in a small pack to steal the pretty things within your house, like the beads off a necklace, or the petals of a flower as an offering to their Queen when they gather together for the festivals of harvest and such. However, you cannot hear a Fae’s words for they are too small to hear and none has been able to translate for such reasons. You can only feel their emotions of playfulness or anger. If you spot a Fae, it is considered luck and you might even be offered a gift from one if they like you enough, maybe even a small wish! So happy hunting.
  19. (An example of a Woodland kestrel during the cold seasons) The Atheran kestrel Although small, the Atheran Kestrel is a specie of bird located within the many regions of Athera. They are quite intelligent yet tend to remain wary of many races that try to approach them, often flying away whenever one would step into a close radius of them or watching them carefully. The Atheran Kestrel also holds the ability to hover in the air. Physical Description The Atheran Kestrel are very small in size, heighted mostly between 30–39cm from head to tail, with a wingspan of 63–82 cm. Females are noticeably larger, with the adult male. The Atheran Kestrel's appearance depends on their habitat: Woodland, Mountain and desert. Woodland and grassy plains - In woodland, the birds' feathers tend to be sleek and smoother. The main part of the bird is a brown colour with a lighter brown underbelly and on its face and top of eyes. A black stripe runs up from the bird's grey beak and all the way down to the end of its tail. The underside of the wing is a light brown. The Atheran Kestrel's claws tend to be average sized and suitable for catching food, such as mice or fruit, and gripping onto the branches of trees. Lastly, the tail of the Atheran Kestrel is split into three long feathers; the two outer feathers are brown with black tips while the middle is white. Atheran kestrels tend to have brown or black eyes. Mountain and snow plains – Atheran Kestrels that live further in the mountains and within snowy plains have a very similar appearance to their Woodland counterparts. Mountain Atheran Kestrels are a very light shade of grey with the white underbelly and slightly darker grey markings, instead of black. Their eyes are either light grey or sometimes even white. This change in colour is so that the birds can easily camouflage within the snow and rocks from bigger birds and predators. Lastly, Mountain versions of the Atheran Kestrel tend to be more feathery and more ruffled in order for them to adapt to the vicious cold up in the mountains. Also, their tails tend to be longer, almost being around the length from the tip of a twelve year old's fingers to their elbows. Desert – The Atheran kestrels that live within the desert are adaptable to the heat of the scorching sun. They have very thin feathers and they are a sandy colour in order to blend in within the sand. Unlike most kestrels, these kestrels have longer and sharper claws which they use to dig up their prey that are hiding within the sands. Their eyesight are much sharper, allowing them to notice the slightest movements in the sand. Their beaks are longer so that they can extract water from within cacti without much difficulty while hovering close to the cacti, much like a hummingbird. They tend to live within caves located nearby oases or large cacti forests. Their tails are also shorter. Habitat and Behaviour The Atheran Kestrel tend to hunt alone or in pairs, these kestrels tend to live with other kestrels in vast nests built within large trees or caves as a group. These groups of kestrels are known as 'Covens' or rather a family. Each kestrel would have a job in these Covens : gather food, look after the hatchlings and eggs, or watch over the nest in case of intruders or another Coven attacking. The Atheran Kestrel are known to being fearless and very protective over other members of their Covens, willing to come to protect the Covens they are in and prepared to die if their nests are attacked. When an Atheran Kestrel spots another animal (or a race) while out hunting, they tend to become curious yet wary if the animal or race means harm to its Coven. One would feel the bird's eyes focused on them as they walk by the bird's current perch. Sometimes, an Atheran Kestrel would even flutter into a camp and investigate the camp without being afraid, although will fly away when one is too close. Some Atheran Kestrels can be trained, mostly used to send messages from one place to another. As the bird is quite intelligent, it can understand a simple amount of instructions, may know who to trust or may even know where to go to deliver the letter is has. In order to train an Atheran Kestrel, one would have to attempt to 'befriend' the bird through either offering the bird food or by tending its injuries if the bird is hurt. The Atheran Kestrel would then decide if you are not a threat if you show it kindness, it may even consider you as a friend or member of its Coven. However, being considered as a friend is quite rare as those who want the birds capture them in cages or traps, making the Atheran Kestrel slightly wary of anyone who they come by. An Atheran Kestrel may leave its Coven if it's either banished or if the bird decides to stay a traveller who had gained the bird's trust. Depending on what the kestrels eat depends on where they are located. Woodland and plains – Berries, insects, small mammals (such as mice or squirrels), small fish from rivers and nuts. Mountains and snowy plains – small mammals, insects, perhaps the carcasses of dead animals, also gathers berries from further down the mountains and plains. Desert – insects, dead carcasses, cacti, Desert Bush berries. May also eat small fish if there is a river nearby. Also sometimes feeds on the eggs of snakes. Sometimes, the Atheran Kestrel would stock up on food for its Coven and mostly remain within the nest in the cold seasons, although some Atheran Kestrels still venture outside to hunt but not as vast as during the warmer seasons This food stocking is mostly seen in kestrels from the mountains and snowy plains. They are not known for migrating to other areas. First recorded encounter Many of the races were amazed by the birds' bravery and lack of wariness towards them as the birds never seen much of people before and didn't see a reason to be wary, although this wariness began to grow when Atheran Kestrels were hunted for their feathers, being pets or purely for fun. They were also used a messenger birds as well for delivering messages across a long-distance. History Although they weren't hunted for food (as they tend to not contain a lot of meat), the Atheran Kestrel were hunted for their feathers, which were used for quills, ends of arrows and more. Sometimes, an Atheran Kestrel would be captured (both willing and against their will) for the use of being a messenger bird, companion or pet. How they were captured were by luring them into camps with shiny objects before trapping the birds in nets and boxes, very few would attempt to befriend the bird. Some would even go to the Coven's nest and capture the hatchlings or the eggs. Some hunters would hunt Atheran Kestrels for fun. These kestrels had gained wariness for travellers and would keep their distance, unless their curiosity takes over them. Triva Atheran Kestrels were mostly seen as a symbol of family, curiosity, loyalty and bravery, a picture of an Atheran Kestrel would mostly be used on a Coat of arms to represent these traits. Atheran Kestrels that are from the mountains, snowy plains and deserts were less hunted than their woodland and plains counterparts, this was due to the birds being difficult to find within the environment and because very few travellers ventured through the harsh conditions. Although they are small, the Atheran Kestrels are capable of putting up a fight. They tend to scratch and peck furiously if someone they dislike or see as a threat has hold of them. Their cry tends to be loud and shrilly while they are hunting or out in the wild but the Atheran Kestrel emits soft and gentle coos or ‘kees’ when with their Coven or with someone they chosen as their companion. Sometimes the kestrels would befriend those who are friends with their owners, although not being as protective with them as they are with their owners. Rumours go that the kestrels can see into the hearts of people, allowing the birds if they are good or a potential threat to their coven. However, this has not been proven correct. The lifespan of an Atheran Kestrel tends to be between ten to twelve years. However, there have been evidence of kestrels living further than the average lifespan, mostly living up to their twenties and sometimes thirties.
  20. Vourukh Translated to common from an Orcish log book. Anatomy The Vourukh (Voo-rook) would be classified as birds of prey, to those who would call them birds. ((In OOC contemporary terms, they would be described as theropod-esque as well as raptorial)). A normal venturer of Athera would mistake it for a dragon, however. Their thick, leathery skin, which very much resemble scales, are partially the cause of this misidentification. The hide is on average two centimeters thick, a quarter thicker around the underside and the talons, and a half thinner at the spot atop the head, where the skull joins to the spine. This thick skin protects the Vourukh from many perils, including the attacks of other animals. The beak is short and hooked, like many other raptors and the neck of the Vourukh is short and immensely powerful. This is beneficial as it allows the Vourukh to apply tremendous force, used for cracking and shattering bones. The beak of the Vourukh differs from other predatory birds though in that it is serrated. Towards the front end of the hooked beak, sharp and small serrations are spaced between larger, pointed ones, which are pointed back, so as to savagely tear the flesh of prey attempting to escape. These front serrations are used primarily for predation, and are frightfully effective. The serrations towards the base of the beak, however, are smaller and less pointed. Similar to mammalian molars, these back serrations are used for grinding and crushing. In the Vourukh’s case, it is the grinding and crushing of bones. On the beak are four nares, two larger ones closer to the eyes, and two smaller ones further down the beak. It is believed that the larger ones are solely for breathing while the smaller ones are solely for smelling. The eyes of the Vourukh are red, like their feathers, and the irises range from a deep amber to a golden yellow. The bones of the Vourukh are solid, very strong, and reinforced, comparable to that of sturdy mammals. This is not beneficial to the flight of the Vourukh, as it limits them from large migratory patterns. Otherwise, it allows the Vourukh to absorb heavier blows. As well, stronger and more lean muscles (compared to other birds) can develop without risk to the integrity of the bones. The Vourukh’s feet are anisodactyl, adapted to grip prey, but are also similar to basal theropods in structure in that the base of the feet are lifted from the ground, allowing for limited walking and running. The talons are unique in the fast rate that they grow. If left alone, the talons would grow too large and become cumbersome to the Vourukh. Because of this, the Vourukh whittle their talons down on rocks, which sharpens the talons as well. When outstretched, the wingspan of the Vourukh averages around five meters. The wings are very large and muscular, to keep the heavy body of the beasts afloat. To power these wings, the Vourukh have pectoral muscles comparable to that of an Uruk or an Olog. The wings themselves are separated into two parts that can fold in and downwards slightly. This allows the Vourukh to catch currents in the air with more ease and more efficiently ride them. As well, there are two long and curled talons near the first joint of the wings. These talons can bend in, and allow very limited grasping, and aid in walking on land. The Vourukh have nearly all of their body covered by feathers, except for their feet and their wing-talons. The plumage of the top of their wings tends to be dark colored, with white to gray intermediating in streaks, whileas the plumage of their bodies are white. It is exceptionally rare to find a white Vourukh though, as they stain themselves red in the blood of their prey. From below, the wings are near to invisible, while the body stands out. The tail feathers of the Vourukh are long, outspread, and rounded. Differences between make and female are few. The furcula of the female protrudes further and is thicker than the male's, and the female's tail feathers are narrower and more pointed. Behavior Vourukh, surprisingly, are social creatures. They arrange themselves into strict hierarchical groups--similar to a wolf pack--called flocks. The flocks are generally associated with locations, and are very territorial collectively and individually. A flock associated to a location is called the Vouruk’hai of that location. Within each flock, there are ranks, with the top being the Taasav (meaning warrior-father). The Taasav is usually an older Vourukh, and grows to become fairly larger than the rest in the flock. The Taasav is distinguishable by it’s darker-red to maroon feathers, and a thick black comb that grows upon its head. When the Taasav becomes old and frail, or even when it is strong and powerful, the most prominent Vourukh of the rank below, the Tumarz, can challenge it to a battle, which always results in the death of one of the Vourukh. Below the Taasav are the Tumarz, which grow larger than the normal Vourukh, and begin to sprout a black comb smaller than the Taasav’s. The Tumarz’ numbers are dependent on the size of the flock and the area the flock encompasses. Below the Tumarz, rank in the flock is based on the age of the Vourukh, with the fledglings being the lowest. The Vourukh, being predatory animals and scavengers, require large amounts of land. Because of this, they often separate into different camps. The leader of each camp is the Tumarz. These camps often have Vourukh of the same bloodline, and are similar to clans among the descendant races. Variations between different camps of Vourukh are minor, consisting of small variations in wing feather patterns. Despite having camps, the Vourukh have a main nest, which is where the Taasav resides. Vourukh often visit the nest individually to bring bones as tribute, and as a camp when they are called on. Every three years, before the hottest of the hot season occurs, the camps all return to the nest to breed. The eggs are laid and hatched by the peak of the hot season, and by the time the cold season begins to set in, the fledglings are able to fly the distance to their camps. If they fail to make the journey, they are left to die. This is generally detrimental to the population as a whole, since each mate produces no more than two eggs per three-year cycle, but it ensures the population is strong. Conflict does occur between Vourukh, often caused by food or space within a camp. These conflicts normally do not result in death or serious maiming, and when they do, the Tumarz will often punish the offender. Vourukh form mating pairs for life, and mates are often seen together constantly. Therefore, when conflict caused by transgression of a mate-bond occurs, it almost always results in the death of the offender with no intervention by the Tumarz. Conflict also occurs between camps, though rarely. When it does it is because of issues regarding land. If the issue is not resolved by a non-fatal fight between the Tumarz, or it is not mediated by the Taasav of the flock, it may escalate into a war. A camp war has only been recorded once before, and it escalated large enough to envelope the surrounding camps and the nest in a civil war. It ended with the deaths of a substantial portion of the flock, the abandonment of two camps, and the ascension of a new Taasav. Conflict between different flocks is common as well. If the flocks are located near each other, war will more than likely occur. If not near to each other, a camp from one flock may still be called upon by the Taasav to fly onto the other flocks camps, in a sort of raid. Abandoned nests and camps, and substantial differences in wing markings within a flock suggests that as a consequence of flock war, the defeated flock assimilates with the victor. The nest of the defeated flock is dismantled and is used to build upon the victor’s nest. Conflict with other races is yet to be recorded. Most flocks have not been in direct contact with a descendant race. From the understanding of Vourukh territorial behavior, it is assumed that conflict would occur if they felt threatened. On occasion, solitary and nomadic Vourukh are seen flying outside of flock territory. Physiologically they are smaller and none grow a comb. These Vourukh generally have no distinguishable wing markings. They fly in mate-pairs, and occasionally with the young. It is believed that they breed on a two-year cycle, and that the young are given more substantial care. It is common to find a nomadic Vourukh in conflict with a flock, and almost always the flock Vourukh will kill the nomadic one. Occasionally, a nomadic Vourukh may join a flock by proving itself in battle. These foundling Vourukh are easy to spot as they have no wing markings while their adopted flock-kin do. During the hunt, the Vourukh may assault creatures as large and larger than it with little fear of self-harm. On larger prey, they descend quickly upon it and beat it with their massive wings to disorient the creature, then they plunge their talons into it to bleed it before they return to the sky and follow the quarry. When the prey is sufficiently weakened, the Vourukh dives down once more and finishes the creature by biting out its eyes, its jugular, or breaking its neck with its powerful beak. If the corpse is too large to fly back to the camp, then the Vourukh will peel away the flesh and return to the camp with only the ribs, leaving the rest of the body to be brought back over the next few days. If hunting prey slightly smaller than it, the Vourukh will swoop in and grab the creature from the legs, while beating it with its wings to disorient it. It will then lift it in the air to a substantial height then drop it to its death, before flying the corpse back to the nest to salvage. Small prey, such as rats or Kha kittens, are usually left alone unless the Vourukh eats it as a snack while en route to a destination. Combat between two Vourukh is a sight to be seen. If non-fatal, the Vourukh lock on to each other mid-air and beat the other with their wings to fatigue them as they spiral towards the ground. This continues until one can no longer fight, or until one plummets into the ground. Fatal combat between two is much more glorious. They lock onto the other with their wing-talons, and bite and claw with their beak and feet. They often aim for the neck to bleed the opponent, or for the wing to cripple them and drop them to the ground. These skirmishes occur for hours often between flocks, with the Vourukh disengaging and re-engaging in waves. Rarely does one side retreat, unless their Tumarz is killed. The dead are left to decompose, and are only reclaimed when they become skeletons. The diet of the Vourukh is almost entirely bone marrow. The bones are ground up with the flat serrations of the beak or sometimes consumed as shards. The meat is rarely eaten by adult Vourukh, and instead it is reserved for the fledglings that cannot crush the bones yet. The mother Vourukh may crush up the bones and swallow to regurgitate the bone and the vile for the fledglings to consume. This vile possesses the qualities of fire, or a strong acid, in that it burns and melts, and can disfigure. The fledglings and the Vourukh are immune to the vile though. The same vile may be produced and sprayed by a Vourukh upon an assailant, causing grievous bodily harm. The call of the Vourukh is a rare one, as they seem to be silent creatures while prowling the sky. While communicating among themselves, the Vourukh produce many different sounding guttural chirps. Before and during a battle, the Vourukh let loose shrill and terrifying screeches to disorient the enemy. These same screeches may be used to do the same to prey. Many of the Vourukh are capable of voicing a screech so offensive that an Orc would be brought to its knees in pain. While skirting the edge of their territory, one may hear the differing caws of the Vourukh. The reason for these caws are not entirely known. The recorded flocks occur solely in the margins of the natural world, where adversity reigns. Deserts, mountainous areas, the canyon, and open plains tend to be where flocks occur. Forested areas are home only to pairs of nomadic Vourukh. Nests tend to occur at high elevations for both flocks and nomads, and are littered with bone shards and decorated with bones and the feathers of previous Vourukh. A nest can be identified from a distance by the putrid smell of decay. TL;DR/OOC Giant vulture/therapod-like predatory birds. Like bearded vulture. Strict, advanced hierarchical flock systems as well as solitary nomad-pairs. Sharp talons, beak, and wing-talons. Strong wings. Spit very erosive acid. Paint themselves red with blood. Very territorial and combative. Carry corpses as big as themselves, can kill bigger. Rarely found alone. Mate for life. Tough for hatchlings to survive. Breed every 3 years for flock, 2 years for nomad Flock=bigger nomad=smaller Flocks occasionally war, camps within flocks may have civil war. Advanced inter-species communication with chirps. Loud and shrill screech can disorient and cause pain to whatever hears. Live in camps, mate at nest. Many camps per flock, one nest. Names are in Orcish because they were discovered and documented by an orc, other races can have different names :) Cannot be ridden. Enjoy the hunt and combat. Cannot be made subservient, only befriended, by proving oneself worthy of friendship Can be communicated with by Druids. These are NOT a playable race or creature. The only exception to this is ET played for roleplay and events.
  21. The Mordens' plant Description The Mordens's plant is an exotic plant that is located within the dense jungles of Athera. The plant is known for being a carnivore plant that will eat any living creature and digest them. The plant is also known for its poisonous sleeping venom that is located in the vines and the bulb underneath the larger flower that some call 'the mouth of the plant' (see picture). Although a plant, the Mordens' plant appears to have a mind of its own, being able to attack any predators or creature that comes by it. The plant was named after a man called Rodan Mordens who discovered the plant and begun to research the plant, Rodin was then ironically eaten by the very plant he discovered, thus the plant was named after him. Appearance The Mordens' plant is a 9ft plant that has a tree like stem. The plant has a large, blood red flower with razor sharp teeth that leads into the depth of the plant. The flower releases a very sweet fragrance that attracts animals to the plant, only to lead them to being digested by the plant. When closed, the flower resembles a greenish bulb that has a texture somewhat similar to the scales of a lizard with the edges resembling a pair of red lips. Growing from the stem are vines ranging from two to eight, depending on how old the plant is (two if young and eight if old), and these vines contain sharp needles that inject a sleeping venom that causes anyone injected with the venom to fall asleep for seven hours while the poison in the venom begins to kill them. Lastly, a small stem grows out from the bottom of the stem, leading to a red bulb that contains the sleeping venom and creates the liquid there. Location The Mordens' plant is located within very dense jungles, as the plant enjoys the tropical climate. If one was to search for the plant. It would be recommend to bring a sword that can cut through the dense jungle or to have a guide to stop them from getting lost. Defences The Mordens' plant has defences in order to protect itself from predictors or from people who wish to collect the venom. The plant will use its vines in order to inject the attackers with the sleeping venom, placing the attacker asleep for seven hours. The plant will also use these vines to sweep away any other attackers. The plant also spits out the acid from its stomach at the attackers, causing lethal paint and can blind if the acid gets into the attackers' eyes. Lastly, the plant will pick up any sleeping attackers and will devour them, allowing the acid inside its stomach to digest them into energy and nutrients for the plant. Anyone who is injected with the venom but is carried away from the plant will sleep for seven days until the poison within the venom kills them before they wake up. Weaknesses Although the plant has a range of defences, it also has a range of weaknesses. One of the prime weaknesses of the Mordens' plant is that it extremely hates fire. By lighting a stick on fire and swishing the burning stick at the plant, the Mordens' plant will begin backing away to keep clear of the fire. It is recommended to use the fire to keep the vines at bay while another person cuts the small bulb from the plant. Additionally, by cutting off the bulb located at the bottom of the plant, the venom will cease to reach the vines, making the vines less dangerous. Lastly, to kill the plant, one can simply throw fire into the plant's enormous flower or continuously shredding it apart. Uses Although the vines and the stem of the plant holds no uses, the flowers and the venom can be used in a few ways. The venom of the plant can be uses to create sleeping potions through Alchemy, or sometimes even poisons and the venom's antidote as well. The venom is best received from the small bulb, as getting the venom from the vines will be difficult with the vines moving. As for the flower, the flower is not poisonous and can be used to create a rich red dye for clothing and fabrics. The flower can also be used to create a fair and lovely fragrance and oil. ~~~~ I hope you enjoy this lore idea. - Gira
  22. The Blood Omen, a very sinister creature, a creature that is said to bring death and destruction. A winged beast that foretells disaster. An Omen of Blood & Death... One of the more popular strings of the legend, was the sighting in Kingston. One of the citizens reported seeing an "odd creature" perched on the top of the walls near the gatehouse late at night. The creature just sat there, motionless, seeming to just be staring straight into the quiet, sleeping city. The red, glowing eyes just... staying there... staring. The witness, a gardener, tried telling the guard about what she saw the very next morning, but he just retorted with "You just saw an owl, go get some rest...". A few days later, Kingston was raided by the Orcs, and turned into what was Gronkston, A Blood Omen is a large, winged creature that is rarely ever seen. In the dark, the only thing that can be seen is its sinister, red eyes that seem to illuminate the dark slightly. But because of this trait, people just shrug it off as an owl. There is no "official" name for this creature, but it has been nicknamed the "Blood Omen" because of what course of events seem to follow its strange sightings... The disasters. A large, "owl-like" winged creature. It has feathers all around its body, just like any bird. The Blood Omen has legs like a human, but talons like an owl. In almost every single sighting, it is seen perched on top of something, much like a gargoyle would. Probably its most distinct feature though, is the red eyes. This creature lives in usually heavily forested, and/or slightly hilly terrain. The hilly terrain is perfect for being able to fly around, and spot out any potential prey. Although the population of this creature is unknown, and for all anybody knows there is only one. Very little is known about its eating patterns, or how long it can go without food. But it tends to tear up its prey, and leave a lot behind. The Blood Omen feasts on many species, from things as little as rabbits, to something as big as a strong, fully grown buck. The legend that follows the Blood Omen is what gives it its name. The Blood Omen, which basically means a fore-teller of disaster and destruction. The only time it is ever spotted, is before some sort of large-scale disaster. Days before a genocide, a large arson, an assassination, or a war outbreak, it'll just be sitting there, watching the area. If somebody gets too close, it'll just turn and fly of at an amazing speed, never to be seen until the next disaster. Very little, to nothing is known for why this creature even exists. Even less is known for how it knows what is going to happen in the future. I was thinking this creature would be a good use for RP. Maybe for those Broadcast messages (E.X. "A large, winged creature can be seen circling around Petrus in the air.") or for maybe even more sinister, horror-ish Roleplay. So ultimately for ET use. If you have any questions, comments, or etc. please ask them in the comments. We can also use this area for a Q/A if needed.
  23. Aterruce'tras - Ape Creatures Seiges Snow Apes Sinha Snow Lion Maimou Pink Apes Ektos Jungle Outlaw Phindar Fighting Beast OOC Hello fellow peoples and hunters of LOTC, yes I am aware these creatures are from something else just edited. But hey there’s many things in lore or such that are on the server from different places, so why not give it a shot. Anyway to give a short idea for these creatures and maybe questions. Are the creatures playable ? Yes and no… I’d think it would be better if an ET actor would play the creatures, because there will not be a skin for the monsters. I find that rather hard to make and for others to make, with such limits. If the creatures are accepted I would like them to be built and copy and pasted to the areas with signs to connect whom to play them. No, as players aside from ET members. Whats the point of them being in Athera? Well, unseen creatures in the world can be fun, either for hunting or researching. There are people the love the thrill of the hunt and things to kill for fun or as trophies. How will the creatures be represented? As I said before, they will be built with mc blocks. I do not see the point of using mc skin and players to do it. Are they rideable ? Eh.. I'm on the fence about that.. It's very possible if given the chance you can, but you would be hurt or killed. Since they are hostile and will not like that. Can they be capture and trained? Well.. IF there was a percentage chance of capturing, give it a shot I guess. It would be your choice to do what you want with the creatures but remember they are very heavy, so it would be best to have a few orcs to help you take it. Tameable.? That is another tricky idea.. Due to them being very hostile and predators it is very unlikely to tame them as pets or friends. Leading to my Druids out there . Well these creature would be in the animal category so Druids would be able to talk to them, on the other had since they are hostile and want to eat,kill and fight with you. Druids would have a hard time calming the creatures if lucky they'd calm them . What do you get from killing the creatures? Well the reward from actually hunting and staying alive from the hunt you would be rewarded with such loot. If hunters brought a skinning knife or a sword to skin the creatures for their pelt,hide and what not. Others would take the bones or teeth from them using for weapons or trophies. If hungry heck, use the meat as a meal for yourself and your fellow hunters. Why are they so over powered ? Why can't I fight them one on one?! These creatures and a lot tougher and stronger than even an Orc. Their skin and bodies are a lot thicker and resistant to just a flesh wound. It would take at least a good 5-8 man with armor and Mages to attack one head on. If you was to fight one head on there is a 100% you would not make it for more than an hour, you would be a toy for the creatures. Do they have any weaknesses? How is the best way to take them down? Well, I don't want to ruin the fun or spoil the ways to proper hunt the creatures. As hunters you must look around the surrounding you and the creatures would be around and let that speak more for you. I really don't want to tell the weakness because that would break the point of the RP fighting it and players should be surprised on these encounters. Anyway all ideas and suggestions are looked at and taken. :) Just given this a try. So please keep it clean.
  24. Aterruce'waezit - Scaled Creatures Shia The Lurking Shadow Archontas Lord of the Seas Tromos The Underwater Terror OOC Hello fellow peoples and hunters of LOTC, yes I am aware these creatures are from something else just edited. But hey there’s many things in lore or such that are on the server from different places, so why not give it a shot. Anyway to give a short idea for these creatures and maybe questions. Are the creatures playable ? Yes and no… I’d think it would be better if an ET actor would play the creatures, because there will not be a skin for the monsters. I find that rather hard to make and for others to make, with such limits. If the creatures are accepted I would like them to be built and copy and pasted to the areas with signs to connect whom to play them. No, as players aside from ET members. Whats the point of them being in Athera? Well, unseen creatures in the world can be fun, either for hunting or researching. There are people the love the thrill of the hunt and things to kill for fun or as trophies. How will the creatures be represented? As I said before, they will be built with mc blocks. I do not see the point of using mc skin and players to do it. Are they rideable ? Eh.. I'm on the fence about that.. It's very possible if given the chance you can, but you would be hurt or killed. Since they are hostile and will not like that. Can they be capture and trained? Well.. IF there was a percentage chance of capturing, give it a shot I guess. It would be your choice to do what you want with the creatures but remember they are very heavy, so it would be best to have a few orcs to help you take it. Tameable.? That is another tricky idea.. Due to them being very hostile and predators it is very unlikely to tame them as pets or friends. Leading to my Druids out there . Well these creature would be in the animal category so Druids would be able to talk to them, on the other had since they are hostile and want to eat,kill and fight with you. Druids would have a hard time calming the creatures if lucky they'd calm them . What do you get from killing the creatures? Well the reward from actually hunting and staying alive from the hunt you would be rewarded with such loot. If hunters brought a skinning knife or a sword to skin the creatures for their pelt,hide and what not. Others would take the bones or teeth from them using for weapons or trophies. If hungry heck, use the meat as a meal for yourself and your fellow hunters. Why are they so over powered ? Why can't I fight them one on one?! These creatures and a lot tougher and stronger than even an Orc. Their skin and bodies are a lot thicker and resistant to just a flesh wound. It would take at least a good 5-8 man with armor and Mages to attack one head on. If you was to fight one head on there is a 100% you would not make it for more than an hour, you would be a toy for the creatures. Do they have any weaknesses? How is the best way to take them down? Well, I don't want to ruin the fun or spoil the ways to proper hunt the creatures. As hunters you must look around the surrounding you and the creatures would be around and let that speak more for you. I really don't want to tell the weakness because that would break the point of the RP fighting it and players should be surprised on these encounters. Anyway all ideas and suggestions are looked at and taken. :) Just given this a try. So please keep it clean.
  25. Inlu'thin - Insects Eloch Entomo OOC Hello fellow peoples and hunters of LOTC, yes I am aware these creatures are from something else just edited. But hey there’s many things in lore or such that are on the server from different places, so why not give it a shot. Anyway to give a short idea for these creatures and maybe questions. Are the creatures playable ? Yes and no… I’d think it would be better if an ET actor would play the creatures, because there will not be a skin for the monsters. I find that rather hard to make and for others to make, with such limits. If the creatures are accepted I would like them to be built and copy and pasted to the areas with signs to connect whom to play them. No, as players aside from ET members. Whats the point of them being in Athera? Well, unseen creatures in the world can be fun, either for hunting or researching. There are people the love the thrill of the hunt and things to kill for fun or as trophies. How will the creatures be represented? As I said before, they will be built with mc blocks. I do not see the point of using mc skin and players to do it. Are they rideable ? Eh.. I'm on the fence about that.. It's very possible if given the chance you can, but you would be hurt or killed. Since they are hostile and will not like that. Can they be capture and trained? Well.. IF there was a percentage chance of capturing, give it a shot I guess. It would be your choice to do what you want with the creatures but remember they are very heavy, so it would be best to have a few orcs to help you take it. Tameable.? That is another tricky idea.. Due to them being very hostile and predators it is very unlikely to tame them as pets or friends. Leading to my Druids out there . Well these creature would be in the animal category so Druids would be able to talk to them, on the other had since they are hostile and want to eat,kill and fight with you. Druids would have a hard time calming the creatures if lucky they'd calm them . What do you get from killing the creatures? Well the reward from actually hunting and staying alive from the hunt you would be rewarded with such loot. If hunters brought a skinning knife or a sword to skin the creatures for their pelt,hide and what not. Others would take the bones or teeth from them using for weapons or trophies. If hungry heck, use the meat as a meal for yourself and your fellow hunters. Why are they so over powered ? Why can't I fight them one on one?! These creatures and a lot tougher and stronger than even an Orc. Their skin and bodies are a lot thicker and resistant to just a flesh wound. It would take at least a good 5-8 man with armor and Mages to attack one head on. If you was to fight one head on there is a 100% you would not make it for more than an hour, you would be a toy for the creatures. Do they have any weaknesses? How is the best way to take them down? Well, I don't want to ruin the fun or spoil the ways to proper hunt the creatures. As hunters you must look around the surrounding you and the creatures would be around and let that speak more for you. I really don't want to tell the weakness because that would break the point of the RP fighting it and players should be surprised on these encounters. Anyway all ideas and suggestions are looked at and taken. :) Just given this a try. So please keep it clean.
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