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  1. (CA Race Grouping D – Magic Endgame) Origin/Background/Culture Dresdrasil, The Deity of The Depths; Meant to stay hidden forever beneath the waves. When parts and pieces were discovered, they tainted and corrupted the man that found them, twisting his mind and soul beyond recognition. Causing them to crave Dresdrasil’s remains; any scrap, piece, of influence or power left behind after death. With this power, the first Tidesages used brine; lifeforce and darkwater to wreak whatever havoc they would have wished. However, alongside the corruption of the natural order, and exposure to significant usage of brine; the Tidesages slowly began to further warp than what they had already become unrecognizable from. Their mortal forms, distorted further, experimentation began upon extended effects of significant exposure to brine. Amorphous amalgams of eyes, teeth and warped screaming as the first Tidesages were sacrificed to see Brine’s horrible effects upon the mortal form. After practice and perfection with many failures, a stable half-breed, born of the unholy abyss and the perfection of the four brothers; incomplete and impure. The Drowned of Tidesages are revered as dedicated, forever to Thallassos and the bidding of their fellow Tidesages. Finding themselves immunized to the faults of the mortal form in exposure of the abyss, Drowned have difficulty blending back in to their previous lives, for their sacrifice made to other Tidesages. Physical Description Drowned typically retain the features of their previous race, however taking on a few different modifications. Always, Drowned are on the shorter end of average height for their race- precisely maybe two or three inches above the minimum. Their strength is unimpaired, typically varying person to person; however not being able to become above the peak of their original race. A Drowned’s skin drains of natural colour, typically staying within shades of white to black, rarely a deep sea green or blue. The skin aswell moistens and becomes reminiscent of a soft and squishy membrane, which oozes water some when pressure is applied. The Drowned will have gills appear on their neck and/or ribs, either deep rake-like slits or something like fluttery external gills. Aswell a Drowned may have parts of their body, the limbs most specifically, take on chitin or scalid appearance which provide marginal natural armour and defense. A Drowned’s hair would become thick and wavy, however dirtied and almost moist as it would stick and cling to surfaces, and would be slimy to the touch. Their eyes would vary from absolute-black to a glowing yellow, or even a pale and milky white with no visible pupil or iris. Their teeth and nails would harden significantly, similar to iron in their durability and strength but taking on an almost fibrous appearance. Drowned are susceptible to damage as they were in their normal form, however their blood taking on an inky colour and a consistency similar to gelatin, which would coagulate rather easily. Aswell, prolonged periods of dry exposure would damage and crack all features of a Drowned, likely significantly painful and exhausting. Sudden magical flame or heat would bear no effect on a Drowned however, but mundane or natural flame and raised heat would render them uncomfortable; but not particularly weak. Mental Description Mindset A Drowned would have their mindset twist from mortal desires and they would often be sat almost awaiting a purpose. Drowned often make a purpose for themselves, or follow the goals and intuition of other Tidesages in order to gain true focus and understanding. A Drowned is often plagued with thoughts they cannot perceive or understand. Mental State Deep sounds of typically extremely low pitches constantly torment the mind of The Drowned, ranging between 20-60Hz constantly giving a vibrating sensation to the ears of a low sound that was everpresent. Sometimes it was louder and more violent, typically when a Drowned was in danger; this would provide significant mental wear for the first few weeks after their drowning as they accustom to the new sound. Often this may terrify even dedicated Tidesages as the unknown now directly calls to them, and the sounds of the abyss are foretold right to them; subjectively and objectively completely inable to understand such whatsoever. Alongside such, the initial experience of drowning in brine is incredibly exhausting and painful, and would take wear as the user near-experiences death and transformation at a rapid rate, likely giving them a feeling of incompleteness and emptiness as they narrowly avoid death. A Drowned would feel sympathetic to a point with another Drowned, and especially toward Philios; almost viewing them on a brotherly scale and level, which is reciprocated by them in minutely human ways. Below are examples of sounds that may be heard by a Drowned at a frequent. Abilities Gills (Passive) Description: Granted by necessity, transformation of the body during drowning allows for gills on the sides of the neck and the serratus anterior. These gills intake both water and air; a signature of a Drowned’s halfbred makeup. Mechanics: A Drowned has gills upon their neck, and optionally the sides of their chest which function to breathe air and water. Redlines - A Drowned’s previous lungs continue to function, however only in the case of air. - A Drowned wearing clothes is not suffocated as they can continue manual ventilation through their nose or mouth. - A Drowned’s gills can intake and process air Eyes of The Abyss (Passive) Description: Requiring vision within dark caves and murky depths, a Drowned is able to see in such conditions similar to their aquatic bretheren. Mechanics: A Drowned has bioluminescent eyes that can range from dim to fiercely bright, and is able to see perfectly clear in darkness, underwater or not. Aswell, a Drowned becomes immune to particulate coming before one’s eye. Redlines - If the darkness is magically induced, Eyes of The Abyss does not see through such. - Eyes of The Abyss does not replace eyes lost or damaged. Skin of The Lurker (Passive) Description: Required by a Philios or any creature of the Abyss to return to their home, they need immunity to the changes in pressurization. This makes a Drowned’s skin clammy and moist, their blood cold. Mechanics: A Drowned’s skin may become chitinous or scalid in some parts, and would render them immune to changes in barometric pressure or minorly cold temperature. Their blood would become cold, and their skin reflecting the temperature of the environment around them. Redlines - Magically induced coldness would still have effect on a Drowned. - Land Temperatures breaching below freezing (0C or 32F) or above extremely hot (38C or 100F) would take a rapidly exhaustive effect upon a Drowned, requiring them to artificially heat or cool themselves. Weapons of The Lady (Active, Noncombat and Combat) Description: Requiring natural defense, on the whim of a Drowned they may calcify and extend their fibrous nails, teeth, and skin to fight. Similar to a Philios, they would have impaired function because of such. Mechanics: After one emote of transformation, A Drowned would have the nails of their extremities, teeth, and skin harden to enhance combat capability. Their teeth and nails would have the internal strength of iron, and would extend a maximum of six inches. Their skin would toughen, but by no means as strong as any armour. Redlines - A Drowned with Weapons of The Lady would be impaired as expected by their enhanced capability- unable to wield weaponry or speak properly. - Weapons of The Lady enhanced weaponry is considered ‘iron’ in durability and strength. - Weapons of The Lady enhanced skin is considered ‘tough skin’, not necessarily equating to the strength of any armour. Call of The Siren (Active) Description: As a way to lure prey, a Drowned would sing harmonically to capture an unsuspecting and curious victim which mirrors tales of old. Mechanics: A Drowned may sing and enchant those surrounding to entice them to come closer or to lure them in, in an incredibly harmonic and angelic voice which was pleasant for all to hear. Redlines - Call of The Siren overlaps Weapons of The Lady, allowing one to speak perfectly clear. - Call of The Siren does not magically ‘charm’ those nearby forcefully, merely encouraging. Lament of The Deep (Passive) Description: Bearing such striking and incredible similarity to a Philios anatomically, a Drowned would take on the burden of a previous Poiema, or a new one, and bear the conscious of a Philios within their mind. Mechanics: By connecting by touch to a Philios, one would be able to store their conscious within themselves; bearing it as a second mind and thought that spoke to them, and witnessed what they had. If the Philios they bore conscious to were to die, they may be able to transfer their consciousness back into a new Philios to keep previous connection and memory. Redlines - If The Drowned were to die, so too would the saved conscious of The Philios. - One would not be able to telepathically send information, and a Philios would be able to witness it’s own death through the eyes of The Drowned - The Drowned may not swap consciousness with a Philios. General Red lines/Restrictions - A Drowned is obviously incompatible with any other CA. - A Drowned would continue to stay a Drowned if they were to drop or be purged from Thallassos. - A Drowned is sterile and could not reproduce in any capacity. - A Drowned does not gain any benefit from Poiemas. - A Drowned may still utilize any magic which they could previously get as a Tidesage with a corrupted soul. - A Drowned cannot have their affliction purged, cured, or removed magically or medically. - A Drowned is considered by all purposes coldblooded, and considered a descendant with a corrupted soul. - A Philios would never by any circumstance bring harm or inconvenience to a drowned. - A Drowned may wear clothes and armour just as before. Purpose (OOC) Drowned are a cool and critical minor-endgame to Thallassos that make an interesting addition to the lore and the server, while not wildly different than someone normal to be unrecognizable- they are a representation of the corruption of the magic, and the minor boons granted by such which make an interesting way to take the lore. Unlike a more advanced form, a Drowned is almost an entirely aesthetic representation of a Thallassos experienced and using the magic; taking aspects of The Philios they command and other Abyssal life. Citation Spoiler
  2. “To do right by the people can only led to grief, to do right by me can only lead to hell. Is the path of the righteous to be eternally damned to fail?” -Symon the Unifier, circa. y.22 Year 1500 The great Empires of old fell 750 years ago. The Symon Empire, spreading across most of Naros, crumbled away into turmoil and civil war in the year 766, leading the continent into Anarchy. The Enlightened Kingdom of Auldhau would fall soon after, with its great troves of knowledge condemned to burn or be forgotten. In the east, the Exiled Kingdom, the last remnant of the First Men of Naros, falls to dissent and the Desert. Its gleaming cities were devoured by sand and its people choked upon their walls turned to dust. Even the Pirates fled west, far away from this damned continent. Yet even Aros was not spared. Many of its nations fell into chaos, victims of the aftershocks caused by the Symonian Empire’s destruction. In two-hundred years, all the major powers had been razed to the ground, and little more was left but roving warlords and city-states struggling for survival. But a new dawn rises above this hell-ridden land. After 750 years, the people are reuniting once more. Old tales are told, and crumbling ruins are explored once more. The lawless still roam, but strong men have forged new kingdoms, and with them, new crowns. Perhaps one day, they will honor the memory of their ancestors, and reforge those broken Empires, or shape new and even greater Realms. Only the Gods can say… In these dark days, it is the old fish wives who turn their rheumy eyes to the sky. The moon hangs low over the horizon like a fat coin waiting to tip and tumble down below the craggy mountains. Yet even as the sun rises and eclipses it, a few stars still linger rebelliously, like children lying in bed, resisting the pull of sleep. When so many stars remain in the sky at dawn, the wrinkled old women gut their fish and mutter to each other about the Star-Touched, and the dark omens that they bear. Perhaps the Gods will have their word after all. _____ A map without any names, for simple editing if you require it. Zones of Knowledge The Red Lines depict the extent of your knowledge. Beyond these lines you are aware of very little and your maps become extremely unreliable. The higher your education, the better your maps in general. If your nation bridges a Line, look for the side with the largest amount of your territory. You are also aware of any nation that borders you, regardless of whether or not you have a majority of your land in their zone. If a nation only has a small amount of land in your zone, then you only vaguely know of their position, and who they are, but have no real contact. NPC Nations Are nations with names written in black. Player nations are in white. Stars Represent capitals. Yes, not all NPC’s have a capital. The Commonwealth of Ruhn The dour mountain-folk have wreathed their lives and temples in bones and death. Perhaps their rough history of crime and war will alienate the neighboring Free Cities of Triad, or will they find within them an unlikely ally? That remains to be seen. What is known, is that to the east, a strange construct looms over the coast, only seen from the mountains on a clear day. The Galaharian League Having fled far, these seafaring folk have seen their own bodies shaped by their travels. Surrounded by unpredictable forces, and gated to the North by a veritable wall of trees as impassable as a cliff, one thing is clear: The Galaharian League holds the center of the world in its hands. The Danwent Republic Few are the men who dare to say that their ancestry stretches back to before the Symon Empire. Fewer still are those who might be right. Most live in the Republic of Danwent. Yet these proud men must always watch the roads east, for there lies the Sehmon Remnants, and their fanatical adherence to old beliefs… Point of Interest: The Salthand Delta. Mostly unfertile, this land seems to have suffered a great many battles and saltings over the centuries. Oftentimes, boys playing in the mud may find rusted swords or old bones. But even greater secrets lie beneath the ground… The Realm of Darkyria Most who venture into the Greenthroat never return. Yet some, somehow, carve their place out within these savage and unforgiving landscape. The Darkyrians will never be able to sleep with both eyes closed, and death always lurks around the corner. But what is death to the deathless? Point of Interest: The Font of Life. The Source of the Wandring River bubbles up deep within the Greenthroat. Perhaps the spirit of the Elder Soul lingers within this glade, for the Font of Life spews forth water of such vitality and quality that nations a thousand kilometers away once tore each other to shreds for control of the smallest sections of that river. (+1% pop growth) (Point of power for the Elder Soul) The Kingdom of Five These heathens have attracted little love from their neighbors or the gods, yet they somehow persist and grow, spreading across the fertile lands of the Vale of a Thousand Currents. But how long could it last, when their neighbors, the Realm of Hakan, despise them so? Point of Interest (North): The Ynkan river, Mother of a Thousand Currents, Seed of Life. It has taken many a name throughout its years, and fed a hundred empires. As wide as a like, it flows into a thousand different rivers and feeds the bountiful lands around it. But such a wide river is more than a lifeline, it is a wall as great as any castle may ever hope to have. Point of Interest (South): Along the greatest arm of the Ynkan River are spread ancient terrasses, now little more than hills, they are littered with ruins. Some say great farms once lay here, but who can differentiate legend from reality? (3 Farms for 3500G instead of 5000G) The Empire of Bourdeleaux It is said tha the Empire was born of the great Duchy of Selrok, an ancient vassal of the Symon Empire, but only the Emperor can reinforce such a belief. With the Sun as their guide, perhaps the Empire will find a way to navigate the complex web of nations surrounding it, and come out on top… Rare Resource: A strange metal was found in the easternmost salient of the Empire, naught but a few years ago. Black as night and hardier than any steel, it has resisted any attempts at unveiling its secrets, but the greatest minds of the Empire may still find out what it has to say for itself. The Order In a world in which Gods rule the minds of men, few can say that they have reject them. Fewer still would dare to adopt the Fallen One as their patron, yet The Order has done both. Great glories could await these scions of mankind, just as much as great disasters. The Kingdom of Fyr-Darrick Others took the name of Fey in ancient days, but there are few left to remember, and to distrust. The Fey of Fyr-Darrick watch over the Greenthroat, the heart of the Elder Soul, and in return, the Elder Soul watches over them. It is a rare thing to have a deity play favorites, but perhaps the Elder Soul has found its champion. Beware, outsiders, for within the forest, the laws of man forsake you, and nature takes its rightful place. The Kingdom of Numeria To go so far, and be stopped by the Roots of the World. The Numerians are not the first to have had their dreams crushed by these imposing peaks. But they are the first to rebuild them anew, in the shadow of their greatest obstacle. Point of Interest: The Well of Eternity: Called Lake Lyria by the Numerians, the Well of Eternity glimmers at night, as if stars were drifting from its surface to rejoin their brethren within the sky. It is said that those who are ailing may come to the Well and find themselves rejuvenated. And some have even found that the water of Lyria, when stored, may act as a far better healing agent than others within this world. Bonus: Numerian Lore Masters: The Kingdom of Numeria has ancient maps of the Symon Empire, with a few markets of interest upon them… The Auldhauan Hierarchy of Melda The secluded Hierarchy of Mela has seen itself split from the rest of Aros for decades. However, should it wish, it has an entire world to explore and bathe in the light of the Lady and the Lord. Point of Interest (Both): Is it an ancient construct, or a natural wonder? No one knows. A victim to the tides of the ocean, a huge rocky shelf blocks off the straight for half of every day, as the tides recede and create a landbridge between the two islands. On each side, old crumbling towers and walls watch over them, the withered sentinels of a fallen kingdom. Surya The Bright One smiles upon the nation of Surya. May their gleaming mirrors illuminate the world with the light of Mihir, and guide it unto a new age. Perhaps they should begin with the Red Sun Pirates to the North, who patrol the Golûn with greed tainting their heart. Point of Interest: The Boiling Sea. A great sheet of vapor rises like a barrier to the west of Surya, hundreds of kilometers long. Its origin is easy enough to find: the inland sea of Golûn. Those first explorers foolish enough to step into it sound found their feet thoroughly scalded, as the sea is at a constant simmer, never cooling even in the coldest days. Not even boats last long within this sea and those that do more often than not lose themselves within the mist. When the winds are right, the Boiling Sea brings great swaths of mists out across Surya, like a veil pulled across the Sun. The Kingdom of Bulgar There are those touched by wild magic and those who have been thoroughly warped. It will be hard to find those who easily trust the Lithborn, especially within the superstitious Hezaka, guardians of that-which-they-know-not. But Grimsbortish will guide them, as he always has. Point of Interest(West): The Earth’s Womb. A perfect cirle 150m in diameter, the Earth’s Womb is a pool with unfathomable depths. Little is known of what lies at the bottom, if there is indeed a bottom, but great power revolves around this one place. (Point of power for the Elder Soul.) Point of Interest(East): The Old Wall. An ancient line of fortifications running down all the way from forest to mountain on the Bulgar border. While in ruin, their imposing stature might remind the passing merchant of the great powers of old, and why in the world they would have built such imposing fortifications in such an empty place... The Duchy of Ulyadar The Children of Ulya live in a unforgiving land, a mistress as cruel and cold as the winds that rip over their homesteads in the coldest of nights. But the cold does little to those whose blood runs as hot as theirs. One can only hope that the treachery of this land does not spill it. Point of Interest(West): Assirbanâhk: An ancient monolith of stone looms over the Bay of Ghosts, staring mutely towards the coasts of Blackmarrow. Its inscrutable face holds the wrinkles of a thousand winters. Carved and cracked by the bitterest winters of the world, Assirbanâhk still stands strong, and its watchful eye forever lingers upon these frozen waters. (Benefit gained if attuned with by 2 magi.) Point of Interest(East): The Blood Forge: Said to be the home of the Blood God by some, this giant volcano is a part of a series of four called the Grumblers. It is a towering monolith with deep clefts gouged into its sides from which spew forth gouts of molten lava. A wild thing from afar, as one approaches, they may observe that the lava is channeled into carefully organized paths, that leads it to pool before an ancient, crumbling building at the foot of the Forge. (Point of power for the Blood God.) The Kingdom of Helmedhi Long have these stout people lived in isolation, cut off from the world by sea, jungle and mountain. Yet they have found a way to adapt, and some might even say to thrive. Few threaten their lands, and perhaps their innate ingenuity will bring them to great heights… Point of Interest: The Dorhimi Docks: Great docks once stood here, created by a forgotten nation, they remain as the last bastion of their great wealth and powerful navies. (One port at 50% off) Ischyros Long has this metropolis grown, deep within the heartlands of the once Empire of Symon. Now it must turn to look at those large nations that surround it, and decide upon a course of action, for the survival of its people. Point of Interest: The Iris. For as long as the people of Ischyros can remember, the Iris has stood upon the tip of the peninsula. None can recollect its origins, or its original purpose, but all have seen its walls, as black as night and as smooth as glass. Its single white tower reaches for the heaves above from within its circular walls. Narry a scratch on them, and no way of climbing them. Indeed, these high-reaching walls seem to repel any attacker. An invisible barrier has always stood between the Iris and its surroundings, leaving it as if frozen in time… The Fortress Libraries The Libraries have long stayed hidden, concealed from the world by the Stinkswamp, their minds turned inwards, to the pursuit of knowledge. But they lie in the heart of Naros, and even those blinded to the world of today, must venture furth, or the great treasures of the ancient world may be forever lost. A caretakers work is never over in these years of ruin and rebirth. The Kingdom of Icefled Few are those brave enough to venture into the deep north, and fewer more are those who could claim to have survived there for centuries. Yet somehow, impossibly, Icefeld persists in one of the most unforgiving climates upon the twin continents. To their north, ice sheets and freezing sea, to their south, a forest as deep and ancient as the world. Only the Men of Ölm live in any proximity to the Icefeld, but they stay away, keep to the forest and rarely show themselves. Every decision can mean life or death in the north, and for the King of Ice and Stone, there are still many to make. Rare mineral acquired: Iceglass. Have at it.
  3. Minecraft Name (s): LargeMagnum Blacklist Reason: Repeated raid-baiting after warning, providing poor/low-effort villainy/banditry roleplay (Moderation staff can PM me for additional information How has your blacklist helped you improve your overall/villain RP?: My blacklist has helped me reveal the fact that if it is not fun for them, then it really takes away from the enjoyment of what they do, as of now the second I was unbanned, I had stopped by outerhaven and apologized to them for my mistakes Are you aware receiving another blacklist after this one, will be more severe?: no I was unaware of that, I assume it will be though Why should you be un-blacklisted?' I should be un-blacklisted because when joining this map, this was my first time ever playing, without ever being mentioned or told to about my actions until recently were wrong. I never knew that villainy rp had rules until I had been blacklisted and went to that section due to the fact I am not so good with the forums and was barely able to use them in the past due to my common sense. back on topic now though, I believe I should also be unblacklisted because when I went over the rules it said this. Breaking any of the current server rules. Examples of such include but are not limited too; Powergaming Metagaming Partook in ‘Minas or Die’ roleplay. Minas or die roleplay can be described as someone putting very little effort into the roleplay at hand, giving little means of response other than handing over mina or being killed there after Utilizing villain roleplay to harass or target a player or group. This may include the following; Constantly attacking the same person or group with OOC intent. Bullying someone through OOC whilst roleplaying as a villain. Antagonism of an individual across multiple characters with clear OOC motive. When reading over this I began to think to myself "Which rule did I break." And to my understanding, as frott had mentioned to me in dms that he thought I was doing it just to annoy them. Now that falls under the rule . Constantly attacking the same person or group with OOC intent But in my opinion I believe I have sufficient roleplay as to why I obnoxiously and intentionally antagonize him. I play a stubborn character who is even willing to fight friends, he does not take kindly to people messing with him, and he tends to start issues with people and find it fun but when people start stuff with him, he thinks he is a bad ass and begans to mess with them. Because of this when the man had attacked me while I was in the barn I was already fed up IC, then I had asked for a two verse two and got my vengeance, yet my character seeks for more than just that. He wants to teach them a lesson, that is why he fucks with them and shouts "**** YOU, YER MUMS A FAT *****" He'd say before running off. Like those are the emotes that I was doing, I would run away because they would clearly call rp default which is understandable, yet me fighting a five verse one on there land, or me fighting a five verse one on my land? It is my characters strategy, like he's not dumb, he has common sense. Then the rules ended up stating It should also be noted that if a player is close to breaking the rules and a GM feels that a blacklist is still warranted, they are such allowed to do so. That means that if a Game moderator feels as if these actions are deserving and I am on the brink of one of those rules it is deserved. But in the rule it clearly states "... If a player is close to breaking the rules and a GM feels that a blacklist is warranted, they are such allowed to do so." Yes a blacklist may be warranted if I was on the "BRINK" key word there, of breaking one of those rules, I know in my heart I do not care to bully somebody in a game of pixels, literally the second I hopped on I apologized to one of there guys, His IGN started with a D. But I do know I was not on the brink of any of those rules, and I was not intentionally even doing any of the stuff with an intent. So I please request to be unblacklisted
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