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  1. Preface: Sien'ii and The First Souls "those that toil with souls of men, how you feast on the fruits of our labour, the tools of harvest, we have found again now the "gods" will pray for our favour" Indeed, the Mortal Soul was not always imperfect; at least not in its essence. It was the Creator himself that found an unforgivable darkness in its first iteration, forcing a dim light to sunder the perfection. This debasement formed the feeble souls and their subsequent mana observed today; a fraction of the true mortal potential. It is this bastardisation of the soul that causes the deaths of our bodies; they were not made for one another, not complete in their symbiosis. Yes, it was when the perfect light of the immortal AenguDaemonic soul was cast that nature's duality reared its head and bore the first shadow, the first of mortal souls. Sien'ii, they call it, the realm forged from the Creator’s very hands. A prison, littered with the coffers of these souls, entities of the first mana deemed erroneously as failures. Those souls remain in Sien'ii, trapped away inside towering monoliths, prisons of vantablack in the darkness. Of course, they could not be destroyed, instead condemned to exist without the bodies they were made for, or the land they were to inhabit. Yet the marriage of time and power leads inevitably to progress, and the First Souls have found a means through which to escape. Once in every blue moon, a stygian bolt strikes our earth, a temporary hand reaching from the otherworld. In its wake it forges within the land a material capable of containing a fraction of the original mana, for a time... You know of it. It is the stone that Mortals have happened upon over the ages, referred to with caution as Zalitz. We have finally discovered the true nature of this material, and with it, the true nature of our souls. Zalitz, Stones of the First Souls Xionists have recently discovered the deeper nature of the Zalitz stone, harnessing its raw energy in a bid to rediscover the progenitors of mortal kind and reclaim the power that had been stolen from them. These Xionists have adopted the name of the realm where they source their power, subsequently referred to as The Sien’ii. Properties of Zalitz Zalitz is a dark rock that on the surface appears to be quite ordinary, yet casts a shadow on all sides. It can never be larger than the size of one block, and cannot be combined with other stone, even of its kind, quite naturally; excluding the Heart Stone detailed later on. It is formed when a black lightning strikes the earth, an attempt by the First Souls to anchor themselves to the mortal realm. They are unsuccessful without fail. However, they do leave behind material that holds some of their energy. This process cannot be used to open a gateway to Sien’ii, and the First Souls cannot fully materialise in the mortal realm or float around as formless souls. When Zalitz is first found, it functions much like a battery, in that it stores the energies of the First Souls (dark mana) for a period of time. This length of time depends entirely on the amount of mana available to it through direct contact. Zalitz has the ability to passively consume mana in order to lengthen its lifespan. When it does not have any mana to consume, it will last for two hours before crumbling. It can serve as a conduit for the dark mana, which will be detailed below in the ritual section. It is for this reason that most Sien’ii attempt to store Zalitz within their bodies, where it will slowly consume the light of their soul in order to morph them into the mortals they were originally made to be. This is achieved through two states, both with different stones that aid the transformation process. Zalitz is for all intents and purposes stone and so offers all of the same weaknesses and susceptibilities. Additionally, the properties of the stone may be weakened by holy magic. The Core The first of the two stones, the core stone is essential for a Sien’ii to use any of the powers available to them. It can be of any shape and any size within the redlines, though is usually cut into a small stone so as to not impede the Sien’ii. The core houses a fraction of a First Soul, which will slowly take over the Sien’ii until body and soul become one perfect machine. Subsequent to grandfathering, this process will be detailed in the symbols/rituals section. The Sien’ii, Core Stone Progress (Month 1 & 2) In the first month, the core stone begins to consume the mana of the mortal, which causes any Magic they can use to be half as effective across the board. When mana is consumed, it allows room for the original darkness of the soul to spread, which makes a Sien’ii progressively more powerful. There are very few physical changes that occur within a Sien’ii during their transformation, as the bodies that they inhabit are perfectly capable of containing the powers of a first soul; if not originally designed for them. However, if a creature warped by other Magics houses a core stone, the Zalitz will eat away at the energies that made them unlike mortal men, and will cause them to revert back to their original form. For example, a Dryad that was an Elf would once again become an Elf if embedded with a core stone. As the core stone strengthens the soul, several features of the mortal body begin to return to their “original” fortitude. Hair and nails cannot be trimmed without considerable force, and for this reason many Sien’ii sport long, flowing locks and clawed hands. The skin begins to push out any tattoos, and heal any scars, freckles, warts and blemishes. Any need to use glasses is no longer necessary as eyes strengthen, and any loss of sight and hearing returns; note, missing limbs cannot be regrown during this process, including eyes. Typically at this stage, Sien’ii can be hard to tell apart if of similar stature. In the second month, the Sien’ii’s mana has been totally consumed, preventing them from using any other available Magics. It is at this point that they are given Dark Insight, which is a knowledge of symbols that may be etched upon Zalitz to give it various additional properties. Sien’ii at this point in their progress are capable of calling further strikes upon the earth so that they may produce more Zalitz with which to fashion tools. Month 2 Abilities & Rituals Dark Insight - Sien’ii gain the knowledge to use dark symbology, and may etch these symbols into Zalitz in order to call upon certain powers and features. These forms of Zalitz are not compatible and cannot be held together at the same time. These are as follows: Ozzokith - This symbol is used on a Zalitz stone in order for it to become a Core Stone. Core stones are inactive until the ritual of The Calling has been performed. When the ritual is complete, the Core Stone will house a fraction of a First Soul, where it will develop over time. Ikoth - Used on rods of Zalitz in order to perform the ritual of The Calling, detailed further. Enihot - This hastens the mana consuming properties of Zalitz, causing it to last only one hour without a source from which to draw energy. When passive, it causes anyone in a five block radius to use only half of their typical magical potential; this includes magical creatures. When in contact with a mortal it completely disables their ability to use mana, and prevents magical creatures from using their inert abilities, but requires the complete focus of the Sien’ii.; again within a five block radius. In other words, this causes both parties to be unable to perform any Magics, putting them at an equal playing field. Enihot stones are typically fashioned into arrows that can be shot into a target, or can sometimes be seen fashioned into rings or jewelry as items of trickery, where a Sien’ii could subdue a targets mana without them knowing; they must be within a five block radius for this to take effect. Please note that the degradation of mana will take place over the span of 5 rounds of emotes or dialogue, where a reduction of 20% potency occurs every emote. Calit’oz - The nature of Zalitz allows it to cast a shadow on all sides, even in the presence of light. It is within these shadows that a Sien’ii may call forth the imprint of the First Souls, horrific shadow creatures with humanoid form, that may only exist within the shadow cast, and cannot be larger than the size of the Sien’ii or, before awakening, cannot be larger than the size of the shadow which is cast; at maximum one block of mass. Initially, Imprints are not typically capable of throwing punches or holding any kind of weaponry, but can restrain their targets and strangle them. They can only exist within the parameters of the shadow that is cast until a Sien’ii is awakened. Typically, low level Sien’ii will throw rods large enough for a hand to emerge, so as to help them hold down a target. Imprints are weak to fire, piercing and holy magic, but will prevent the use of mana when holding their target. They are not susceptible to crushing or punching damage unless in a hardened state. When a Sien’ii is awakened, they may bolster the strength of the Imprints to change shape and form, and wield weapons. Ilinialon - This symbol is etched into piercing Zalitz in order to complete the ritual of the Deific Purge, and crumbles when the ritual is complete. Ualoth - On the last day of the second month, a Sien’ii is capable of hosting the Heart Stone, and learns how to etch one with the use of this rune. A heart stone must be the size of the heart being replaced, and Sien’ii will often harvest organs so that they can get the details correct. (A Sien’ii and Imprint producing a horrific form) Rituals The First Prayer - A Sien’ii may call to the First Souls so that they may strike the earth and allow the Sien’ii to harvest the Zalitz that subsequently forms. This ritual may only be performed once every two weeks, per Sien’ii so as to limit the amount of material they can work with. This requires an ET in order to strike the land in question with an actual bolt and change its appearance. The Sien’ii must then emote harvesting this material like they would if they were typically mining. The Calling - In order to become Sien’ii, a ritual of The Calling must be performed, where a core stone is implanted into a host, as well as four rods of Zalitz with the Ikoth symbol impaled each into both of the hands and feet. A Sien’ii will then call to their realm of darkness. If the ritual is successful, four bolts of lightning will strike the rods of Ikoth, awakening the core stone into action. This ritual MUST be performed in an open environment where the sky may reach the ritual altar. The Sien’ii must recite the following chant in individual sentences as outlined below, and must have an ET present to perform the lightning strikes so that the surrounding population may investigate. The lightning strikes must follow each sentence of the chant in a 5 second delay after the Sien’ii speaks. The Calling: Oketh itz ob tuur etz ek Oketh itz ob iil etz ek Oketh itz ob ton buur lig Oketh itz ob shon buur lig Deific Purge - The ritual of purging requires three Sien’ii, and is used to reverse any process which has changed a mortal into something other than its original state. The three Sien’ii must produce rods of Ilinialon capable of piercing the body, and all three must strike into the torso of the victim at the same time. The three core stones present will then begin to consume the energies that shaped the creature until they are mortal once again. During this process, the Sien’ii cannot perform any other abilities and must each chant the following ten times in shout to complete the process: Deific Purge: Olob oz tulon Heart Awakening - On the last day of the first two month period, a Sien’ii is eligible to have their heart replaced with the heart stone in the awakening ritual. This requires three Sien’ii to perform the ritual alongside the Sien’ii undergoing the it. The Awakening requires one of the Sien’ii to literally cut out the heart of the one undergoing the ritual. Additionally, the wrists and neck must be slit to drain their blood entirely for the new heart to function. This will clearly cause the Sien’ii to die momentarily. If the ritual is interrupted, they will die and will have to try again later. The heart that is cut out must be smashed with the Heart Stone as all three Sien’ii chant the following. The heart must be struck with the stone five times, each with the sentence below chanted. With every strike, an ET must call down lightning to once again notify the surrounding populace, and must be performed in an open space with the sky above. The heart will then be struck, crackling with a dark energy as it is placed where the Sien’iis heart once sat, where the Sien’ii will awaken, born anew. After this, the Core Stone must be removed as it is not compatible with the Heart. However, the Heart Stone allows one extra Zalitz to be used by an awakened Sien’ii. The Awakening: Ghuul ob etz tenn hohraak otez The Awakened Sien’ii As the new heart awakens, the Sien’ii’s veins are filled with a black substance akin to blood. Due to its coluration and the pale skin of the Sien’ii, veins become more apparent across the body, as if the Sien’ii is covered in tattoos or black veins like lightning. The awakened Sien’ii is now an anchor for the world beyond, a mortal of cold calculation no longer burdened by the weak nature of the heart. It is now at this final stage that the Sien’ii is complete; a perfect host for the will of the First Souls. The Dark Will Indeed, the centuries deprived of true purpose have driven the First Souls mad and impatient. Finally, with a tool through which to work, the energies they have spent their imprisonment strengthening and perfecting may influence the world. With the blood of the First Souls, a Sien’ii is now capable of using a Magic referred to as The Dark Will. An awakened Sien’ii will never become a fully fledged First Soul, however, they may work in symbiosis with one in order to enact their will. The blood that courses through the Sien’ii may be transformed into a fine mist that may escape through the skin and call upon the energies of the world beyond. Without the blood or mana of typical mortals, an awakened Sien’ii’s blood serves as its mana. Kuuroth An awakened Sien’ii may produce a fine, black mist that crackles with energy. It may spread to a radius of 5 blocks and drain the mana of anything within that vicinity. Kuuroth cannot shock anything like typical electricity, but may cause significant pain similar to electrocution as the victim has their mana drawn upon. If a Sien’ii focuses Kuuroth into a finer stream they may corrupt a victim to serve as their thrall. They will be able to influence their motor controls but the victim would still be capable of their own thought and speech. This version of Kuuroth cannot influence anyone to kill or harm themselves unless consent is given. This mist may be dispersed by strong winds and holy magics. Imprint Empowerment The Sien’ii may use the fine mist of Kuuroth to serve as a vessel through which an imprint of the First Soul may take a full, humanoid form. These creatures and their limitations/weaknesses are detailed in the Calit’oz symbol. When an Imprint is brought to full form, it may shape one of its limbs into a weapon that is limited by the total mass an Imprint can form as; a copy of the Sien’ii. For example, an arm may take the shape of a weapon provided it is no larger than the size of the original arm. An Imprint could in theory sacrifice a leg in order to allocate more of its form to a weapon. The weapons formed take on a similar substance to rock, and therefore offer crush damage with little to no ability to pierce or slice. Additionally, they will be quite weighty for the Imprint, leading to fairly average movement or swing speeds. A Sien’ii may choose to summon an Imprint specifically as a weapon instead, limited to all of the previous red lines disclosed. If so choosing, an Imprint can instead enshroud the Sien’ii to bolster their defenses. They may corrupt themselves into a substance akin to Zalitz which serves as an armour to the Sien’ii. It may crumble under heavy, blunt damage but holds up fairly well against slicing and piercing. When a Sien’ii protects themselves with an Imprint, they are incapable of producing any other Magic they can use and the typical consuming nature of their magic is significantly reduced in lieu of personal protection. It also becomes fairly heavy, causing the Sien’ii’s movements to slow. Prosthetic Limbs An awakened Sien’ii may create for themselves a prosthetic limb from Zalitz which is compatible with the Heart Stone. They may only have one at a time, but it will function more or less like an average limb would due to the new blood within the Sien’ii. They are hard like rock and fairly light in their nature so offer little in the way of significant damage outside of general collision damage; a slight buff over the average fist. Animal Magnetism Animals have always been the pawn of mankind, and such a rule of nature is not remiss for the Sien’ii and their ways. Unlike other mortals and the sphere of limited influence the Sien’ii have over them, the animal kingdom is far easier to manipulate. An awakened Sien’ii may corrupt wildlife by embedding them with rods of Zalitz, which they may influence through the powers of the Kuuroth; the mist that they produce. Typically, a Sien’ii will fashion the stone into arrows, to strike animals from afar. If a Sien’ii decided to sow some chaos within a small town, or cause an affront to the Druids, they may corrupt the nature of an animal in order to make them more ferocious. Due to their weaker nature, a Sien’ii may influence an animal from a distance of 10 blocks. The Dark Craftsmen When a Sien’ii awakens, they bear a greater understanding for the intricacies of the Zalitz. Where before they would have only known how to etch symbols, they may now harness their latent energies to shift and manipulate the Zalitz with three specific purposes. Perhaps the most common example of this comes in the form of jewelry, where a Sien’ii will make a necklace or ring for an unwitting victim in order to drain their mana. Of course, if the item is crushed or purified it will no longer have the intended effect. Secondly, a Sien’ii may fashion an interesting type of Zalitz which is used to strengthen the radius at which their magic may extend. Generally, these are small in nature and embedded within the skin. They allow the radius of the Sien’ii to extend to 10 blocks, however, this type of Zalitz, like most others, is incompatible with anything but the Heart Stone. Lastly, and with significant time and effort, a Sien’ii may utilise his or her energies in order to produce a type of Zalitz used in building; represented as an obsidian block. This effort leads to large, stygian forts and castles that have beset on all sides an odd and everlasting shadow that defies the persistent sun above. Typically, these constructions do not have doors or even windows at times, as an awakened Sien’ii is capable of manipulating the Zalitz to move so as to make an entryway. While strong as a reinforced version of Zalitz, they are not much more resistant than a typical stone fortification. Red Lines:
  2. Necromancy - Amendments/Additions Purpose: Amendments Pestilence - Amendment Current Pestilence abilities may be administered in combat and out of combat, where using plagued bone weapons, boneforged tools, Ghoulflesh, or plagued refreshments where applicable. Beyond Ghoulflesh, all implements are single-use. Modified Pestilence abilities may be administered in combat and out of combat, where using plagued bone weapons, boneforged tools, Ghoulflesh, or plagued refreshments where applicable. Beyond Ghoulflesh all implements are single-use. Boneforged tools and weapons are only usable once per encounter, or once a narrative hour. Branding - Amendment/Addition Just as Branding may be utilized on fallen corpses, it may likewise be applied to those who still walk the earth- at least for the time being. By utilizing another necromancer or any within the weaver’s path, they may embellish a ‘brand’ unto the person by means of touch. Once their lifeforce has been conjured and weaved, they are ready to enact the spell. Taking three whole emotes, where the first two are spent conjuring one's essence, the spell requires full contact to inflict. Upon the third emote they must touch a living person anywhere, as long as it is in contact with either skin or light cloth. This funnels the lifeforce into the living person, acting as an invisible battery that would reanimate the afflicted should they perish. The contact must also be done on skin, as thick armors and hides would protect those from the enthralling spell of the necromancer. A slight numbing sensation would sprawl over where they were touched, though no visible brand would be seen, only felt. There are no effects caused by this brand outright once it is enacted, lasting through only the combat encounter and no longer. The purpose of the brand comes once the brand falls or succumbs to death, as after this brand has been applied- should the branded individual perish, it would take one emote after the death for the corpse to shamble to a rise. Thereafter, the corpse simply acts as a normal Branding reanimation, lasting for 8 emotes until it succumbs to the earth once more. Branding on a living individual requires two emotes of charging with lifeforce, then a third emote where direct touch on skin is required to set the brand. Hides and plate armor will protect against the touch brand, but light cloth will not. The brand has no effects outside of a slight sensation upon anointing, remaining unnoticeable thereafter. The brand only comes into effect is the individual dies, reanimating them in the next emote as a combat reanimation. A necromancer may only use branding when not in use of their oculus, as this follows all redlines of the normal branding spell. The brand will lose its effect after a narrative hour, or after combat has been concluded. Branding is unusable on any undead or likewise spectral/holy or soulless creatures. Should the branded individual be drained of their lifeforce by darkening, the brand would expire. Branded individuals must be culled by other means to raise them from the dead. Branding - Cantrip Often utilized by necromancers in the midst of projects or in preparation of rituals, these masters of life and death may raise the fallen cadavers within their lair to mill about, completing tasks and even cleaning the debris of lost projects if they so wish. A rotted half skeleton may bring their master the herbs and salts they require, while others may simply pile the skulls of the deceased into a ‘tidy’ pile. No matter the task or the empty husk commanded, these corpses range from swarms of small insects to humanoid descendants, their role in the afterlife but one of labour and service to their master until they are once more quelled to eternal slumber. Tasks uttered by the weaver must be simple and clear, unable to give commands such as ‘build a house’, or ‘forge a sword.’ Instead, much more simple commands are optimal for the reanimated, such as ‘sweep this room,’ or ‘bring me two saffvil from my quarters.’ etc etc. By using branding, a necromancer is capable of raising embalmed corpses and skeletons to work as their assistants and janitors outside of combat. There are tools for different tasks, as a few undead rats will be quite useful in retrieving bone matter and viscera from a gutter- but a full sized human will not. As these animations are purely non-combat, anything relating to combat including traps, pit falls, etc are unable to be constructed by these undead. In addition, if combat is to ever start in the vicinity of a risen cadaver, it will immediately fall inert as the Necromancer’s attention is then focused on their oculus, or on a branded combat animation. Cantrip branding may be used in tandem with oculus bound undead, up until combat starts in their vicinity. Anything larger than a descendant is unable to be risen by the cantrip, requiring the handling force of an oculus to restrain the creature. As for miniscule creatures, ‘swarms’ of risen insects may be no larger than a human’s head, whereas rodents and other small fauna may range in their numbers, but are limited to the mass of a human. Notable as well is that swarms of creatures operate in a hivemind, unable to work as individuals in any regard. This spell has no range, as the creatures will simply continue to toil in the absence of their master. This means they may be used as messengers or as aesthetic creatures which simply mill about one’s lair. Should any person touch or jostle the undead minion, it would crumble and fall dead, inert as the last remaining lifeforce escapes from the husk. The cantrip of branding requires two emotes of conjuring one’s aura, and one emote of touching or pointing/motioning to a corpse within quiet range. On the third emote where it is touched, the body will begin to shamble upwards, and on the fourth it will be ready for whatever orders it is given. The branding cantrip is learned once the base branding spell is learned. The cantrip cannot be used in the midst of combat, nor to serve ANY combat purposes (other than an undead retrieving the necromancer’s weapons before a fight, or anything of that caliber.) Should combat start in the vicinity of the undead, it will simply fall inert until combat is resolved. Servants can’t build traps, pit falls, wards, or anything requiring higher intellect. Servants can’t aid a necromancer in reaching areas mechanically unable to be reached, save for if specifically allowed in certain ET events. Commands must be simple and clear, as far too complex commands will offer nothing to the necromancer. The undead must be capable of doing whatever task they are given. Telling a skeleton to lift a boulder will result in a broken skeleton, just as telling one to fly will result in either nothing, or a broken skeleton that has fallen from a great height. Commands must be spoken verbally, in any language. Commands must be made in RP chat range. Swarms of insects may never exceed the size of a human head en masse. Groups of small animals may be utilized within reasonable numbers. (No groups of animals may reach more than a descendant’s worth of mass.) Anything larger than a humanoid descendant corpse is unable to be risen by the cantrip. Thaumaturgy - Addition Mass Plague - Ritual Rite of Malediction Woe be to those who garner the vice of a necromancer, for their covens may harness pestilence to reap the harrowed fields of decaying kingdoms and bastions alike. By gathering a mass of lifeforce is a coven capable of spreading disease across a region of land, varying from fields of grain to entire lakes that subside the populace with water. Twisting and stagnating the land can produce abyssal effects, giving those who enter the area flu like symptoms, and perhaps even benign tumours and growths if exposed for too long. Those who consume the afflicted substance are then wrought by whatever malediction has been planted within the chosen substance. Whatever disease the coven opts to infect the area with, it must be done upon fields capable of life, either farms or grassland, or a body of water. The Rite of Malediction is a ritual that requires at least two necromancers to perform, growing in size and intensity with each additional necromancer present. By fusing twisted lifeforce into the earth and the targeted harvest or body of water, a necromantic pestilence may be fused with the mass. This may extend from a small field of wheat, to an entire lake given the needed amount of necromancers are present to expand the area of effect. This land may be afflicted with a specific pestilence within necromancy, or may simply bring about abyss-like taint and effects. Abyssal taint infers that flu-like symptoms are felt by those who ingest the tainted substance or meddle in the area affected for a narrative hour. After two narrative hours of standing within the region, small bulbous tumours may begin to appear on ligaments and appendages, offering no true harm other than acute sores and a dulling pain. A gathering of two or more necromancers may call upon their lifeforce to twist and plague a field of farmland, flora, or any body of water with a chosen malediction. If no malediction is chosen, abyssal like taint is instead called upon as fields grow grey and the air lingers with stagnant lifeforce. The rite requires two or more necromancers, with the scourge scouring a base range of a 20 meter radius with only two present. With each additional necromancer 10 meters of range are added. The disease has no max range, as long as PRO permission is given and there are the required amount of necromancers. The chosen disease must be an approved pestilence from the necromancy pestilence section. If a pestilence is not chosen, the land is instead given abyssal like taint, lesser to that of the Heith-Hedran scars. One must spend over a narrative hour in these areas to have flu-like symptoms appear. Consuming the afflicted substance, whether food or water, will infect the individual with the chosen pestilence. Plagued land may be mechanically plagued, having either swarms of locusts consuming entire fields, or holding strange growths and abyssal taint within crops. Plagued fields and crops only affect those within the area and region specified. This is locked to the tile that the plague is set upon, with afflicted substances falling to ash when carried long distances. Such prevents intentional transferring of plagued items to be “spread.” Bodies of water may be murkier, or hold strange scents that are not natural. Plague lands may be purged by fire for crop fields, removing the taint once all has been reduced to ash. Blight healing is capable of purging mass plague. One an afflicted substance is consumed it takes 3 OOC days for the disease to arise. This disease lasts for 2 OOC weeks, unless cured. Victims may choose to permanently keep the affliction, if chosen OOCly. Diseases may be cured by means of homeopathy, alchemical remedies, or any general healing magic. Plagued lands must be ST reqed, either having put down a sign to signify its effects, or to show signs of plague. The visual effects of pestilence are left to a notice sign or otherwise, with in game builds requiring RO permission to aesthetically change and alter the blocks. Land outside of a region is determined by WT on if it is viable or not. Mass plague as a ritual is only capable of being done once every OOC month by those who enact it. Likewise, attempts to spam the spell in aims to ruin nations is thoroughly frowned upon.
  3. Security_

    The Hexicanum

    The Hexicanum Circle of the Nine In times of primeval man when arcane sorceries ripped apart the ancient sky, the void was harnessed in its most raw and unleashed forms. Societies of magi worked in tandem with the overpowering allure of primeval magics, conjuring colossal spells capable of consuming cities, if not continents within its brazen glory. Far has the practice seen in the past faded into antiquity, though its origins of worship, understanding, and iconography are not forgotten. Within this new age, a formal arcane society is needed to maintain the delicate balance of the Void and the Materium, as rifts and other phenomena become everpresent. To fully serve the realm and all descendants, a table of nine archmages are to be heads of the Hexicanum, all masters of the arcane in their own rite tasked with keeping The Balance. From this table of nine, students and acolytes of varying skill and mettle form the guild in its fullest. Taking in lessons from past mages, a focus is held on the primeval aspect of magic, and its teetering hold on the mortal realm The Balance There exists influences of cosmic proportions that dictate the spiritual and even material change one sees in the natural world. More than mere ideology, it is that which descendants are ushered by. There exists no universal good nor evil- instead, primeval forces are constantly at work in our realm, realities beyond the simple concepts held by descendants. The archaic energies of Law and Chaos are an ever tipping scale, the most tumultuous of all forces to keep in balance. In the excess of Chaos, where the scales are tipped everso, results in a decaying entropy. Chaos in its epitome loses all meaning, lacking the structure and stability that Law brings- as is the damned realm of Xion a still, lifeless place; essentially null. On the other hand, when the cosmic scales fall too far into Law it becomes its epitome, Singularity. As it has no Chaos to cause randomness or unruliness, it would degrade into a singular form of sterilized nothing with no creation or any form of chance. The Balance is the universal equilibrium of every intrinsic force, found beyond even Law and Chaos, it is the homeostasis of All. Chaos often defies the balance, as is its nature to- requiring the intervention of outside forces. This is not to say Law may also act out of accordance, though as the Balance itself is a cosmic law, so variably will followers of Law take it upon themselves to uphold such. Others may compare this conflict with the Light and Dark of the Immortal and Mortal realms, or perhaps of one’s very soul. Referred to blatantly as ‘the balance’, in consideration of the void, it is much more than just a filled word. Balance is the perfect harmony found between two conflicting sides- in this case, the unrelenting wanton immaterium of raw mana that is the void, and the constructed, concise existence that we view as the material universe. When either scales are tipped, does a snowball effect occur, with the ability for voidal rifts and scars to tear through the landscape, only to spring out horrors from dark spheres beyond if left unmanaged. Voidal corruption can spread across landscapes, tainting wildlife into horrific amalgamations bereft of the harmony nature incurs. Likewise, the mundane can quickly riddance itself of any arcane evidence, negating even the celestial energies that mend the veil’s ever-churning borders. Advances of the void that maintain or even propagate the descendant’s advancements to a better age would be destroyed in the name of holy sanctity. Oaths Founded in heed of the Balance, the Hexicanum requires each member to take three simple oaths. Breaking these tenets may bring one to be cast out if found guilty under the Nine. I. One must uphold the Balance in all its form within the realm. II. One must hold arcane knowledge in reverence, and condemn or punish those who do not as seen fit. III. One must never bring harm to a member of the Hexicanum, unless permitted. The Table of Nine While the Hexicanum may hold halls of mages and voidal practitioners within its walls, there must be order in any guild with a clear goal and purpose. Rather than having one sole leader, a table of nine archmagi are to be founded with each a master of their craft, all knowledgeable in the arcane to greater degrees. While the table may not hold all nine mages in its origin, the Nine are to be sought out by each member to unite the order in its fullest. Those who wish to join the table must go through the trials necessary, devised specifically by those within the table. As the heads of the guild, the Table makes all decisions for rules and membership within the Hexicanum. Magia Antiquis As practical usage of the void has matured throughout history, so has its understanding and symbolic meanings. Iconography has been used since its inception to ground the outer reaches of the void into a fragment of reality, whether it be geometry, symbols, or even the common practice of star-gazing. Antique Magica refers to the primitive origins of the void that span infinitum before the Four Brothers were birthed in Aegis. With raw understanding of the natural world seeded with the unrelenting wanton forces of the void, early magics within the realm were that of extreme prowess, held clandestine within tomes of olde. Compared to the newer forms of arcane understanding, these ancient scholars combined the natural geometry of Aos and Eos with that of the chaotic illiteracy of Void, therein forming the basis of otherworldly knowledge and insight. Within the Hexicanum, an emphasis is pushed on writing of one’s surroundings, of visions one might hold in their meditations, or practicing ritualistic marks and geometry through focus chalk.
  4. Lair PRO MC Name: _Security Lair Name: The Hexicanum Proposed Lair Locations (Highlight 3 on the map): https://cdn.discordapp.com/attachments/804216308102594600/828746078396219402/rukk.jpg (Within the swiss cheese mountain pictured here) (This swiss cheese mountain is south of the other swiss cheese mountain, we’d want to be on the northern side pond hill, just to be sure we aren’t encroaching on the greek place.) Lair Lore (could link to an existing creature or other lore) (1000 words minimum): https://docs.google.com/document/d/1P_6xpk_dHv9Hlw9CbuxioNHflVbADquNUQVF0QroXXQ/edit?usp=sharing Lair Build and Infrastructure (photos required): (We have a tower build that will go above this, it’s still WIP but you can PM me for screens, it's just a tall old mage tower.) Why can you not accomplish the niche of this lair’s roleplay in an existing settlement or nation? (We expect a substantial answer for this, not just ‘I don’t like them’). Having a mage guild which will eventually begin producing voidal taint to the land around it, most nations aren’t going to approve of a lot of aesthetic changes. Being able to fully utilize things like obelisks, tears, or creating caverns deep within the ground is something rarely utilized in game nowadays. Holding secret meetings is vital, meaning guards and closed gates are usually going to be your biggest enemy when inside a city or nation. The guild is centered around creating a balance between the void and the material realm, as well as between the archaic laws of Chaos and Order, such will bring quite a bit of conflict with it. Conflict is often shunned within nations, bit in the bud by OOC where you can easily be thrown out of a nation just for trying to create a more colorful and interesting world. Our build has an amazing underground portion, which most nations in their current state are not allowing for such expanses, understandably due to lag. We are also going to be doing some antag events since the guild is meant to hold a neutral stance to such. Having a base which isn’t within a city allows for a greater amount of freedom to hold coven mage roleplay a ways off from guards and onlookers. The build is going to be near a road to grab some players travelling near Eastfleet, allowing for some interaction on the roads when people see the looming tower, either within a mountain or atop it. We will also be able to hold larger rituals without restriction of nation PROs, allowing for more expansive changes to the environment near the base. We may also tack in a monster hunting group in the future, then permitting us to use the lair as a training grounds to prepare for beast hunts, with our own mercenary guild to provide roleplay with the mage cult. Currently we have about 13 members, though no place to house them as nearly every nation save for Sutica isn't all too open to having a gaggle of mages operate with their own RP without making it something like a military organization or a mercenary guild. What does this lair add to the greater world around them?: This lair is a more traditional build that allows for interaction with mage RP in a controlled environment. The effects of voidal taint and the like will slowly begin to spread outwards, likely to hold some conflict from other groups. It fits in well with the older medieval aesthetic, centered in a relatively empty portion of the road. Magic RP has largely been pushed into nations, reserved and generally hidden away from town squares. With our own lair we are given greater freedom to bring in newer and interested players who generally have to scrounge cities like Sutica for magic. Instead we intend to show off the ways you can implement magic in more mundane manners, allowing for more aesthetic changes that can alter the world around us. One of my plans is to get an obelisk within the base that fuels a massive mana gem, one that evocates a giant crystal that will hover idly above the lair, represented in MC with a large construction of tinted glass. We will also have atronachs perusing the perimeter, mages holding lessons and rituals in sight of players who may wish to view such, etc. As we have a chance to draw in more and more players, we will also hold some events with the cities nearby, going to Urguan, Oren, and Haense to hold diplomatic sessions and to show off our numbers. One of the main things missing currently is a third part voidal mage group which allows for varying cliques and groups to amass and roleplay. A lot of groups will cut themselves off by only allowing for certain aesthetics or players, keeping it locked in with only likeminded individuals. Here we want to offer a hand to those who are just getting into the magic to begin to learn how it is done properly, while also allowing for them to expand in their own direction as they add their own flavor to it. Bringing this with coven roleplay and a sort of ‘occultist’ vibe adds to the lacking mystery that voidal magic can hold.
  5. Gabulrag, the Devourer "Those he did not consume, he shaped into abominations for his own sadistic gratification." It is said that one's life can be shaped entirely by the Spirits, if they so desire to set their sights upon your fleeting mortality. Nay, that we are helpless puppets in the face of those great and terrible entities that would seek to materialise their destructive potential in the world of men. Indeed, this is no more evident that in the case of Ixli, the Immortal Spirit of Forbidden Knowledge. For when his unwavering focus sets upon you, there is little escape from the insanity that will inevitably destroy your mind and body. Before the Ish'Urkal discovered the Tome of Ixli, it was read by another, who had been picked after careful observation. An unremarkable Orc with little known heritage to call upon; a runt of the litter, for all intents and purposes. Gabulrag had suffered at the hands of his peers for many decades within his Orcish settlement, for he had not the courage or strength to walk alongside his peers. Instead, he would stumble behind them for years in pursuits of recognition. With particular fervour he would attain the respect he had hungered for, and yet his insatiable appetite would never allow him peace of mind, for he had been scarred at such a young age to desire respect and domination. Ixli saw in him a conduit; a suitable vessel through which to interact with the world, one that would sacrifice all in the pursuit of power and recognition. And so was the Tome of Ixli presented to him, and so did he read its many pages with fascination and newfound hope. It was not long before he had adopted the Dark Arts of the Ish'Urkal, and he began to consume the many helpless Spirits that fell to his fiendish plots. Indeed, his pursuits were remarkable. Before long he had eaten many Spirits, destroyed many settlements, and crippled the world around him in an insatiable need for fear. Yet the price of his deal with Ixli would soon come to bear a great burden upon him. Yes, the Spirits of Mental Instability sought him, and clung to him with such strength that his mind would be weighted down by crippling insanity. In a great irony, he had consumed so much that he had lost himself, and soon his body was torn asunder as he was unable to remain tethered to the mortal realm. "A festering, putrid creature of unimaginable size. His gaping maw expresses but one emotion as rivers of drool cascade around you: Hunger. And he does not relent, nor does he communicate. He only stares, long enough to shrivel your heart in fearful anticipation." And so did Gabulrag, the Devourer materialise within Stargush'Stroh, no longer a semblance of his former self. His soul had been manipulated and corrupted to such unrecognizable lengths that he appeared an abomination before his Ancient Peers; those early Dark Shamans who had escaped to the realm of the Ancestral Spirits. Yet for all that Ixli had ripped from his mind, he had allowed him the one emotion that Gabulrag had been unable to satisfy for the entirety of his life. Indeed, he looked around at his new home and salivated, for the prospect of dominion inspired him once more. He crashed toward his peers in a horrifying display, for in him he recognised his latent abilities. Somehow, he was capable of consuming Spirits even in Stargush'Stroh. It seemed Ixli had taught him an unspeakable act; Perhaps to rid the Ancestral Realm of his failed earlier iteration, or perhaps for his own terrible amusement? Whatever the case may be, the realm of the Lingerers had been absorbed of occupants. In their wake sat only Gabulrag, now a Spirit of enormous size and potential. He awaits any Ish'Urkal who would find themselves sent to his territory, so that he may absorb them and their Spiritual energies. For his plans will require as much energy as he may retain. Yet the Devourer recognised that his power would yield no result without those to witness it; a lesson he had learned in his mortal life. And so, those that Gabulrag did not consume, he instead thrust together in a display of enormous power, morphing them into crippled, unholy figures that were helpless but to work under his forced ruling. They wander his realm in writhing agony, awaiting the final results of Gabulrag's latest scheme: Returning to the feasting grounds of Mortal Men. OOC: Essentially, this was a half-baked idea I had before I decided to stop logging in to the server. As we know, the Spirit Realm is an ever-changing society where Spirits fight with one another for ruling and power. This was something I was keen to finish and expose because it seems like a fitting end to the lives of all Ish'Urkal who follow the dark path; an ironic tale of karma. Gabulrag is depicted as the Antagonist of Stargush'Stroh who, in his arrival consumed all of the deceased Dark Shamans that had made their way into the realm. In his endeavours, he has cleared the realm of these entities and has instead absorbed them, leading to an enormous growth in his size and power. A terrible, gluttonous creature that awaits the helpless Ish'Urkal that will inevitably be sent to his domain. The latter segment is a proposal for how the character may be expanded upon and perhaps used as more of an antagonist to the Ish'Urkal and indeed, the rest of the server.
  6. Dreadknights Version 3.0 Changelog Introduction Eons past, servants of steel were in servitude the first generation of blood mages. Foreboding and chaotic were the Dread Beings, their power was supreme, however in due time, when the old generation vanished so too did the old Dread Knights. Time pass and tides change, for a new generation sought creations of protection. Two pandered on the idea of the old Dread Knights, and sought to create a new breed of protectors. Description Machinations of metal cloth, these constructs are suits of armor which can reach up to seven feet. Their steel is typically denser than anything a soldier can wear, which provides them superior protection against most physical attacks. If one was to try and remove their helmet, or lift their visor, they would find nothing underneath, simply a hollow suit of armor… though, with enough examination one might find a plethora of runes, and these runes are what binds them to this world, to destroy the runes are to destroy the Dread Knight, requiring a new ritual to make a new one. With their dense metallic forms, and the runes that bind them, these ungodly machinations have both boons and curses. A Dread Knight’s strength surpasses a human being somewhere between an Olog and a Golem, their dense hides are resistant to weapons (although blunt force appears to be the most effective), and they need not eat or sleep or worry about their mortal life and all causes which can shorten it, and their bodies can cause them to be more resistant to certain magicks. On the downside, their dense forms cause them to be as slow as a Golem or even a Pale knight, their emotions are very limited (this will be covered in Behavior), require repairs when damaged, cannot use magic, they require the fuel of genus to stay bound to the world, are very susceptible to Holy Magic, Alteration, Fi Magic, and Metal Elementalism. Creation Created through ritual, in which vast preparations must be made to bind a soul to prisons of plate and chain. Runes of blood set upon the suit of metal empowered by a sacrifice in a ritual of creation. A rune of metal and flesh, to imprison the descendant into the suit of armour, a rune of binding to bind the subjects very being to the blood mage, the blood mage becoming its “Dread Lord”. The Ritual comes at a cost, a deficit of blood requiring to be paid to create the Dread Knight, one descendants must be sacrificed to create the runes that create and bind the Dread Knight to the Blood Mage, a Suit of Armour must be crafted around the subject before the ritual begins. By the end of the ritual the soul of the sacrifice becomes encased in the metal, powered only by blood and its former vessel of flesh, withering away inside of the suit until it is gone, yet the Dread Knight remains. Once bound in its new prison the descendant is now a Dread Knight and nothing more, there are no similarities to its former form and there is no way to revert the ritual. The Ritual itself comes at a cost for the Blood Mage, their soul is marked making them vulnerable to the Holy Fire of the Ascended so long as their creation still functions. Behaviour The ritual is truly scarring on the psyche of the subject it is inflicted on, scarring base emotions yet amplifying traits the individual had prior to the ritual. This can cause a Dread Knight to be manically twisted after the ritual, be it in anger or melancholy. Despite all this the Dread Knight is unwavering in loyalty to its Creator, its Dread Lord, due to the Rune of Binding placed upon them during its creation. A Dread Knight cannot disobey, harm or kill its master. However some of the traits amplified in the ritual can make it more difficult for a Master to command its Servant in the heat of Combat. An Aggressive Dread Knight can be more straining on its Master to command, going berserk in the midst of combat becoming careless of its Masters safety and own energy levels. The Dread Knight itself requires to drain individuals of energy through their blood to remain operational and functional to its optimal capacity, though the Dread Knight can also go into a state of hibernation, going inactive completely if it requires to save its energy. Strengths Strong: Strength is in between that of an Olog and a Golem, it is extremely tough and difficult to damage and kill. Resilient to most magics: Being forms of dense metal, some magicks would be considered ineffective. (Think smart, what magic would you use to slam a dense suit of armor?) Does not tire: The Dread Knight no longer requires the rest of the descendant. Does not eat: Their immortal form does not require the sustenance of food. Resilient to most Physical attacks: It’s a suit of armor one will have to adopt new tactics other than swinging a sword at it. Weaknesses Slow: Its heavy armour and durability causes the Dread Knight to be slow in its movements. Cannot use magic: Its ability to connect to the void or allow a deity to become its patron has been severed. Goes dormant with no Dreadlord No free will: Being bound to the will of their ‘Dread Lord’, a Dreadknight lacks free-thinking towards their own causes. Limited emotion: The ritual ever scarring marrs the mind of the knight, only allowing them six possible outcomes for emotion. Unable to remember most memories before transformation Very Susceptible to Ascended, Cleric, Paladin Alteration, and Fi magic. Needs to have a source of repairs Needs to be fueled by genus amounts equivalent of two people. The creator of the Dread Knight is now marked for as long as the Dread Knight lives, being affected by Ascended magic. Requires fresh blood to refresh its energy every two irl weeks to function, without it, it will shut down and run out of energy. Amendments: Amendment One: Blood mages will only require one sacrifice to make a Dread Knight. Amendment two: Dread Knights will require less fuel than previous, losing the tediousness of having to slaughter three more people to keep their dear armored companion to live on as well as make DKs less combat based. A third of a life will be fine to fuel the DK, and should a blood mage choose to fuel the Dread in a continuous stream or the Dread Knight takes more lives than required in a short period of time via a rune of draining, the knight will go into a form of overdrive: granting them enhanced strength (Now at the strength of a golem) and faster (Still slower than a troll). Should a DK be using the rune of draining, they will be given a short burst of power, lasting three emotes per kill. Amendment three: The Dread Knight’s emotions are expanded, however likely to be twisted and warped in some shape and form. This removes the complaints of a Dreadknight being dull, and gives them much more avenues than “GRR GRR MURDER MURDER GRR” and allows a deeper, more sorrowful being. Credits: TauFirewarrior, Writer KnghtArtorias, Writer Blundermore, Original Concept (Original Dreadknight Lore)
  7. "Your Kub will provide great wealth for the Uzg, for he shall be born beneath Durnorksru." When the sun rests beneath the sands of the Uzg, a blanket of darkness, bejeweled with innumerable stars envelops the land. To the untrained eye it would appear as a series of scattered lights, but to the Ilzhonal, those that study the Ilzpaak (Constellations), there is much to be said about the formations found within the celestial sky. It is often said by students of this Zodiac that the constellations were created by the Immortal Spirits, and those born under specific Ilzpaak are attuned with the energy of the spirit that created it. Ilzhonal Ilzhonal, the great Star Watchers, those that dedicate a vast majority of their time to studying the grand constellations that adorn the night sky. They believe that the time of birth for a kub is extremely important, and the energy of the Spirit beneath which they are born will have a great influence on their personalities and life path. They often exclude themselves from Laz'Dur so that they may study in peace, and for a pregnant Orc to consult one of these masters is something of a pilgrimage. It is considered a great importance to know your kub's spirit alignment. Pregnancy: When a Fe-Uruk is nearing the time to give birth (or just as she has given birth) she will venture to the Ilzhonal to receive a blessing and details of what her offspring will be like. The Ilzhonal live in dainty, cramped tents scattered within a far region of the Uzg. Their homes are typically rife with smells of incense and herbs, and are adorned in all directions by fetishes and paintings. Their shelves are often chock to the brim with old, dusty tomes and great vials of red and yellow sands. Parents will take a great note on the teachings of the Ilzhonal, for they will use his warnings to prevent their offspring from becoming victim to the unhealthy aspects of their alignments. The Importance of Sand: When a kub is born, the time of their birth is just as important as the constellations above them. There are two periods in which an Uruk can be born, and each period will have a varying effect upon the spiritual energy they receive from the Ilzpaak they are born beneath; they are categorized by the presence of the larger bodies in the sky. When the Sun is up, Uruk are born of the yellow sand. When they are born of the Moon, they are of the red sand. When the Ilzhonal determines this, they cover the kub in the sand specific to them, partaking in a great ritiual of blessing. Yellow Sand: Those born during the Yellow sand are alert individuals, those with a keen awareness for their environment and the factors within it. However, they focus so intensely on the outside world that they often forget to take note of themselves and how they are feeling. For this reason, they are more prone to emotional stimuli, and can be easily influenced into anger, or happiness in many situations. Uruk of the yellow sand are more inclined to action, and have a greater energy toward all things physical, such as fighting, building and dancing. Those assigned to the path of the Yellow sand are often destined for greatness in factors of war and building. They make up among the greatest fighters and builders the Uzg has seen, and are also more noted for their dynamic personalities. Red Sand: The Uruk born of the Red sand are more relaxed in their approach to life, having a more reticent view of the world. They only speak on matters of importance when they have a great passion for it. They are more inward focusing than outward, and can often fall into lapses of self-pity or greed. However, their perspective of introversion allows them to be less precarious than their counterparts, and they can become keen learners and intellectuals with the right guidance. Those assigned to the path of the Red sand are typically more inclined to become great teachers and sources of Wisdom for those of the Uzg. They are especially good at inventing new technologies and ways of living. Both: If an Uruk is born when the Sun rises, they are adorned in a mixture of both sands, but will be more inclined toward the traits of the Yellow Sand. Likewise, when the sun sets, those born are more inclined to the Red sand. It is said that it is optimum to be born with a meshing of the two sands, and that those born within these periods will lead lives of greatness. The Rising Sun Uruks are said to be great leaders, with many having the opportunity to claim Rexdom. Those of Sunset are destined for great paths of Shamanism and heightened connections to the Spirits. Ilzpaak and their assigned Spirits: As every month comes around, so too does a constellation assigned to that period. Those born within these times will be greatly influenced by the Spirits that created the Ilzpaak, and combined with their Sand Path, will follow the destiny written for them amidst the stars. Snow's Maiden - Daumanlob Spirit: Urin - The Immortal Spirit of Weather, Seasons and Climate. This constellation appears as the claw of a Raven. An Uruk born beneath Urin is subject to great inner turmoil. At any moment, they can change from great happiness to destructive rage. As those born within Daumanlob age, they will learn to hone their inner energy to draw on their heightened emotional states when they are needed the most. For this reason, they can go on to become great performers, warriors and inventors. Yellow: Those of Urin, with the path of the Yellow sand will become extremely precarious individuals. Their lives will consist of great struggle as they attempt to balance themselves in all things. They are also prone to extremes in all things, whether it be gambling or competition. Those of Yellow are more inclined to become great warriors and story tellers, relying on their ability to over-exaggerate everything. Red: Those of Urin, with the path of the Red sand will have less of a struggle with their inner machinations, but will still be liable to an inner conflict. They will have a great many idea for projects, but will struggle to settle upon a final design. They are essentially perfectionists, who will very rarely find satisfaction in their endeavors. Krug's Welcome - Krugbroshan Spirit: Akezo - The Immortal Spirit of Health, Vitality and Healing. This constellation appears as a wing. Uruk born beneath Akezo are very energetic individuals, with a great ability to heal internally from great emotional trauma. They are not easily angered by outside influence, and they are quite capable of flowing through life without much inner-turmoil, but can also lose sight of what is important. Uruk born within Krugbroshan are well known for their ressilience, and can become wise and great teachers of life. They also make exceptional healers and potion brewers. Yellow: Those of Akezo, with the path of the Yellow sand will have a profound influence on the future of the Uzg, for it is within them to provide kubs of great strength. It is highly recommended for those of Yellow to pursue lives of hunting and War, for they have a great capability to withstand the harshness and solitude that comes with it. However, they can also become too familiar with being alone, and can segregate themselves from the rest of the Uzg as they recline into a life of self-sufficiency. Red: Those of Akezo, with the path of the Red sand will also provide healthy kubs. Additionally, those of this path are more prone to extending their healing capabilities into others. It is for this reason that they pursue professions of healing. This desire to help others extends into all aspects of life, and they can be rather naive in assisting people. Those of the Red sand assume an inner-good in all creatures, and put themselves at great risk. First Seed - Ashblûg Spirit: Ublulhar - The Immortal Spirit of Hope and New Beginnings. This constellation appears in the shape of a seed. When you are born in alignment with Ublulhar, you will have an unquenchable desire to accumulate new skills. Many of the Uruk born within Ashblûg are destined to become a Jacks of all trades, but master of none. They will spend some times involved within a certain pursuit, and will them drop it for something else. For this reason, they are bad leaders and parents. However, they will continue to have a great birth of knowledge, which will at many points in their live become useful to them. Yellow: Those of Ublulhar, with the path of the Yellow sand are less dedicated to the many interests in their lives. They will go on to have a great number of mates and hobbies, and this can lead to them being viewed rather negatively by other Uruk. Despite this, they are quick to take on news tasks and with their heightened energy, can finish them before they run the risk of losing interest. They can become very influencing in the Uzg, typically among the more productive members of society. Red: Those of Ublulhar, with the path of the Red sand are inclined to hold onto their interests for greater lengths of time. They have a propensity, given the right environment, to become masters of the fields they are interested in. However, they can become so obsessed with their interests that they can often grow without families or friends, and if they are not careful, may live in relative solitude. Grand Harvest - Durnorksru Spirit: Arwa - The Immortal Spirit of Fertility, Harvesting and Farming. This constellation appears as a womb. Interestingly, Uruk born within Durnorksru are more often born twins than the other Uruk of the War Uzg, and at the very least will have extremely large families. They place a great importance on child rearing and working as a team, and can find their place within many crowds and professions. However, Uruk of Arwa can lose sight of their own inner power as they rely too heavily on group efforts. These Uruk are also inclined to over-eating, and can become particularly gluttonous. Yellow: Those of Arwa, with the path of the Yellow sand are keen farmers, working the fields with little to no complaint as they provide for their family, the Uzg. They are happy to work in any way that can better the society in which they live, and they can also become great parents, rearing many offspring. Due to their reliance on a team effort, they can struggle in their personal lives to follow pursuits that require their own abilities. As great a parents as many can become, they can also fall into the trap of not having the self-confidence to pursue mates. Red: Those of Arwa, with the path of the Red sand are in great risk of becoming obese. Due to their relative introversion, they tend to become gluttonous as they focus intently on food. Many of those born uner Durnorksru pursue carreers of food preparing, whether to provide for others or to sate their own hunger is a factor of much debate. Sun's smile - Aanzrii Spirit: Paxahru - The Immortal Spirit of Arrogance and Stupidity. This constellation appears as a grin. It is often said that arrogance and stupidity are usually twinned together, and the Uruk born under Paxahru are perfect examples of this. They typically over-estimate their abilities, and this blind confidence can often lead to many tribulations within their life. However, this arrogance allows them to bully other Uruk into helping them achieve their goals. Yellow: Those of Paxahru, with the path of the Yellow sand are very outwardly confident, waltzing across the Uzg with a keen awareness of how great they are. They expect others to perceive this as well, and will often spark fights when they are met with resistance. Those of the Yellow path often succumb to irreparable damage as they strive to single-handedly slay beasts or jump great distances. Red: Those of Paxahru, with the path of the Red sand are far more cranial than their counterparts, often sparking discussions among other Uruk to mock them. They believe that their views are unequivocally true and this almost invariably leads to them being beaten into submission. Nevertheless, the debates that they spark can have an ability to provoke life-changing thought as the Uruk of the War Uzg discuss their lives. Amber cold - Agongraz Spirit: Ghorza - The Immortal Spirit of Spirit, Travel, Movement and Fortune both Bad and Good. This constellation appears as a walking cane. When you are born in alignment with the Spirit of Travel, you are helpless to resist the wanderlust that guides your life. The Uruk born in Agongraz are no happier than when they are exploring the world. Whether it be with peaceful or villainous means, those of Ghorza are rarely seen within the sands of the Uzg. They are so encapsulated with movement that they are rarely comfortable in themselves. They are consistently faced with tribulation, and their levels of luck seem to vary in great extremes. Yellow: Those of Ghorza, with the path of the Yellow sand take a great interest in exploring the world, and will often do this through the opportunities that raiding and War provide. For this reason, when they are of age, they are usually the first to sign up for the Krug-hai and raiding parties. Due to this, they do not often live to an old age, and will often be slain in their travels as in their keenness, they under prepare for the world outside of the Uzg. Red: Those of Ghorza, with the path of the Red sand are interested in map charting and sea faring, and will often take to great vessels in search of new land. It is usually the dream of those of the Red path to be famed for their great adventures and charms that they can return to the Uzg. They are usually more cautious than their counterparts, and will take the time to prepare. Some can take longer than others, and this can come at a great cost as they feel as though they have not explored as much as they would have wished. Deep cold - Bûrzgraz Spirit: Ixli - The Immortal Spirit of Truth and Judgement and Forbidden Knowledge. This constellation appears as an eye. Perhaps the most controversial of all Ilzpaak, those born in alignment with Ixli are viewed with great suspicion. They are generally good hearted individuals, but can be misguided by their own thirsts for knowledge. It is said that an Uruk born under Ixli will sacrifice his own mental well-being in the pursuit of understanding. These Uruk are typically judgemental of others, and this can be their greatest downfall. Yellow: Those of Ixli, with the path of the Yellow sand seek to understand their environment in more physical ways. They will often take on apprenticeships in building and exploration in order to gain the vast knowledge they strive to gather. Those of the Yellow path are said to be less sane than their counterparts, often appearing out of place among their brothers. Red: Those of Ixli, with the path of the Red sand are great conjurers of conspiracy, and search far and wide for the hidden knowledge they believe is lost to them for a sinister purpose. They will often sacrifice their inner-peace to discover what they can about their suspicons, and are very mistrusting of those they come into contact with. They are known to sacrifice their honour in some instances, as they become so wracked in exposing the "truth", whatever that may be for them.
  8. Character Name Drauch Basic Information Nicknames: Knight, Monster, The Relentless, Dorian. Age: About 80. Gender: Previously male, now N/A. Race: Darkstalker. Status: Active and deadly. Description Height: 5 foot 9 inches. Weight: 12 kg. Body Type: Just a skeleton. Eyes: Just eye sockets. Hair: No hair. Skin: None at all - Pale, old bone. Markings/Tattoos: A faint scratch goes down his left eye socket. Health: (Un)dead. Personality: A very bleak outlook on everything - after not being allowed to simply rest in peace, on top of what he had believed in during life being completely disproved, he holds a hatred and anger for nearly everything now, as well as a certain jealousy for their gift of life. Inventory: A large, worn and rusty Necrotic bastard sword - it reeks of necrotic taint, nearly being as tall as Drauch himself. Further Details: Will either be wearing his tattered and old Amyas uniform or be wearing a less memorable garment to help blend in. Always has some form of protection over his head. Life Style Alignment: Chaotic Evil. Deity: Xion. Religion: Xionism. Alliance/Nation/Home: Undead forces/No nation/Wherever he can find. Job/Class: Slave. Title(s): None. Profession(s): Undead killing machine. Special Skill(s): Necromancy drain: Able to drain a living thing’s life force if he maintains contact with them for a few (RP) minutes. Inhuman strength and resilience: Drauch’s strength rivals that of an Orc, as well as not being able to feel pain. Flaw(s): Can’t eat or drink, physically feel anything or reproduce. Weaponry Fighting Style: Reckless and relentless - Drauch chases his prey down without stop, keen to steal their sweet life force. Trained Weapon: A plethora of blades and ranged equipment. Favored Weapon: An arbalest/Longbow or Bastard sword. Archery: Fairly good. Biography Parents: Deceased. Siblings: N/A. Children: Daniel - Missing/Presumed dead. Extended Family: Rose Hunter - Niece. Pet(s): None. Artwork ^ Credits to Shilloh ^ ^Credits to Zer0^
  9. In the darkest, dampest, most dangerous alleys in Vailor there are posters heralding the call of Aym On the poster it contains information about a cult and a god. ""For I have seen Aym I am powerful." - Ambriel Aym is apparently a power god who challenges all false gods with his might and power. He believes that the only way to be recognized by his to love violence and have a passion for glory and killing. He thinks that the only time somebody can truely be alive is when they are killing, dying, or dead. He is said to love anybody who has ever thought of joining his cause. He thinks that all are worthy and all have the capacity to join him. He does not look down on any that can hurt another thing. They believe that when someone has died they go to be part of Ayms army in his paradise. They also believe that the person who speaks for Aym should be listened to without question. But they also stress that Aym and the prophet he has chosen are both fair and just. When the current prophet dies, he or she would have written down the name of their successor. But if this person seems unfit there can be a vote of vote of the members of the League. Currently Ambriel is the leader of the league and the prophet of Aym. The sword of Aym which is weilded by the prophet, has runic symbols on it. The symbols on the sword include some prayers and a language that Ambriel has written based on what she has claimed Aym has told her. " At the bottom of the page it contains information about how to join Ayms League. At the bottom of the page it contains information on how to join the League along with an application: "If you would like to join you should contact the leader Ambriel ((Vergilius_)) if you would like to meet her in person just send a bird. But send in an application first." (( Beware edge lays ahead my friends!)) ((The ranks of Aym: Deity: Aym Prophet of Aym: Ambriel Keeper of Aym: Irrin'athri Grand Guard of Aym: Syth Knight of Aym: "Billy", Hirnaeranin Forge of Aym: "The Hammer." Bride of Aym: "Eclipse" Ancestor of Aym: Faenor Zealot of Aym: Gabriella. Friend of Aym: 'Helio')) (( just something that should be noted is that Aym is technically not a real god just a belief.)) Send the information under the bridge in the caliphate. We have people waiting.
  10. Character Name Demagol Doomforged Basic Information Nicknames: Cuddlebug, Demmie, Demi, Demigod, Dema, and many others Age: 495 Gender: Male Race: Doomforged Status: Alive Description Height: 5'4, 5'5 in armor Weight: 190 pounds Body Type: Demagol keeps up a well-exercised physique, but looking much the same as your average stout dwarf, perhaps less stocky. Eyes: Glowing, Bloodred Hair: Black Skin: Extremely Dark grey Markings/Tattoos: Burn scars that center around the right side of his chest, continue on till his golem arm (Burn ran the length of his arm before it the stone appendage). The burn goes up his neck and ends around his right eye. Health: Great Personality: Depends largely on where he is and who he's with at a time. When he is with other Doomforged (And some other dwarves) he can be loud, rude, humorous, but mostly happy. When in formal company, he is calm, polite, and kind. However, like all other Doomforged, he can go from calm to raging in a heartbeat. It's oftentimes noticeable that he tries to keep his natural anger in check. Inventory: Justice (Longsword, reinforced with Asgolian Steel), Wroth (Flanged mace, reinforced with Asgolian Steel), various traveling supplies such as food and water, and varying types of armor. When he's wearing robes or simple clothing he will always have some type of light armor underneath (Usually chainmail with light plating over important parts of the body). Other times, he wears the traditional heavy Asgolian Steel plating of the Doomforged (Heavy armor that emits an orange-red glow in some places). Further Details: His right arm is not of flesh, it is a stone, runic golem appendage. He bears some of the striking, youthful features of the Mali'ker on the left side of his face, where fire has not ravaged it. Life Style Alignment: Chaotic Neutral Deity: Dormmar Religion: Brathmordakin Alliance/Nation/Home: Urguan Job/Class: Blacksmith, Warrior Title(s): Senator, Clan Elder Profession(s): Smithing, Mining, Cooking Special Skill(s): Flaw(s): Stubborn, Quick to anger (In some cases) Relations: Children: Many. Father/Mother: Iban Doomforged(Kahzo), Caeriline(Unplayed) Grandparents: Urir Ireheart, Faeyin Cousins: Many.
  11. Introduction The knights of the forests...The shadows of the night. We stick to our oath... bow's first... sword second. We fight in the forests and use our skills with a bow to our advantage. We are a group of men free for ourselves... that guard the land. We make sure that Valles is safe from crime... We are essentially a guard force... but we're also a separate guild. We listen to only one... and no other. We fight the enemies of our lands till our last breath and we will never surrender. The Beginning of the Rangers The rangers had a grave beginning. Nym Vala the leader of the first rangers. sat watching the burial of Emperor Siegmund, he felt alone... being Elvish, he watched his close friend, Ericus Sarino, A young boy he himself had trained the arts of the bow and stealth. His young apprentice stood guard, watching over the burial. After the rights were said and everything was done... a small group of 3 stayed... Nym slowly approached his head down. He looked up at Jonathan Othaman and spoke with his calm voice, after some negotiating he had formed the rangers of Valles. The peace was soon disturbed by an attack by the goths. Nym using his archery skills. Soon dispatched both of the attackers with kill shots. After sometime, the group were gave a small encampment and made this in the base in Valles. Ranger Ranks: Ranger Apprentice: An apprentice ranger whom will get a mentor, he or she will become a shadow when the mentor deems them for them to become a full scale ranger (or a shadow) these rangers will not yet get a full longbow, They however will receive a recurve bow, a bow which is much easier for them to learn with. Ranger: This is a full Ranger, this person will receive a longbow and will be taught to use it, after this the person shall receive missions and will also fight for the cause. The shadows will be allowed to roam around freely as they wish, but however may-be called for battle or for scouting. Elite Ranger: This person has show their worth and has developed a huge amount of skill and loyalty for their time for Valles and the rangers themselves, these people will get a Apprentice and will be expected to train them to the highest of standards that they can. They will also in battle get a small amount of rangers to command, this will consist of three, and they will expected to shoot to high standards. Shadow Ranger: This is the best of the best in the ranger corps, these people have shown true loyalty and have true skill with a bow. He or she has also show true skill in commanding. This person will get a group of 6 and will have a say over them. This person will also get 2 apprentices that he or she must try to train them to the highest of standards. They also are leading rangers in stealth and may give the other rangers advice if they need it. Nocturnal: These rangers are the second in command, and command over most of the over rangers, They have a unit of 8 and are allowed to hand pick who are in this group, it requires a lot of loyalty and time to join this section, they may accept applicants and choose who joins the guild. He or she will get 2 apprentices and they will grow to become ranger, they are also allowed to accompany the leader to any meetings with any other guilds or nations. There is only 2 nocturnals usually and are allowed to choose when someone becomes a ranger or not. Umbra: The leading Ranger, he or she has full control of the guild is allowed most of the decisions, he can give out jobs to any of the ranks and is allowed to choose the ranks of any of the corp's. He has the ultimate decision over all. If the Umbra dies. Then the guild shall cast a vote of whom they wish to be the leader of the corp. They are also required to be at a ceremony to become the shadow rank Housing: A member of the corps will get there very own room to share with another ranger of the corp, they will get a bunk and also a chest for personal items and use. Uniform: A member of the rangers may wear anything that is grey, green or dark red, and gives the illusion of the forest, they may have to wear certain uniforms sometimes but they may wear what they wish for comfort. Though the uniform has to be light, simply to not restrict movement at all. Recruitment Application ________________________________________________________________________________ OOC Information Mc-Name: Skype(State yes or no): Have you had any ban reports or ban's on the server? In Character Information Name: Race: Age: Skilled with: Why you wish to join: How did you hear about us: Are you prepared to die for our cause: You see a man in a forest, attempting to grab a man, What do you do? Previous combat experiences: If you are given an apprentice, do you deem yourself worthy to protect them? Will you listen to your superiors without hesitation? Do you accept loyalty to the Ranger corp? ----------------------------------------------------------------------------------------------------------- Current Umbra (Leader): Nym Vala (joke13)
  12. The Nightwalkers - - The Nightwalkers have always been around.. secretly. Discreetly. They were rebel scumbags and heavy drinkers who called themselves 'reformers' or 'do-gooders'. As years progressed, they worsened until finally, they were beginning to grow corrupt and fail as a creed, That's when their leader, 'Hammock', died, A young man, no older than twenty-three had joined the creed. In a decision that surprised everyone, including the man, Hammock chose him as leader. It was the best decision he had ever made. With the man's un-paralleled leadership, the clan grew anew. It prospered into an elite organization. That was ten years ago. The clan of the Nightwalkers is an ultra-secretive organization that serves only to provide a refuge for the lost and to act as a friend for the highest bidder. They are mercenary assassins and thieves that will kill, steal, and 'extract' information, for anyone that offers a good price. They can be hired by peasants, nobles, or even kingdoms to serve as bodyguards or killers. These purposes are called contracts. Joining the Nightwalkers is no easy feat. You must push your body beyond it's limits and surpass in mental capability. You must also dedicate yourself to the fullest extent of the soul and be able to call your fellow walkers, brothers and sisters. If you can manage the attempt, you are welcome to enter, after taking an oath. --- Ranks (Rest of Contract pay will be deposited in the clan bank): The Reaper (50% of Contract Price): He or she is the leader of the clan, with the ability to command all clan members. There can be up to three Reapers, but at most there are two. The Clan Leader is in charge of distributing contracts, based on their difficulty, to the lower ranks. They have the final say in all decisions, and usually lead the clan in to war if necessary. The current Reaper is 'Slade' Parkins. The Crow (25% of contract Price): These are individuals of the highest respect, next to the reaper in the clan. They are an elite bunch who have proved themselves in battle and in contracts and have dedicated themselves from the very beginning and have had years of experience. Crows tackle the hardest of missions, and accompany Reapers in missions. They are able to promote rookies to Nightwalkers and usually oversee their training. They can also command Rookies and Walkers. The Walker (10% of contract Price): A walker is a clan member who has finished rookie training and has succesfully completed a contract. They are a well-trained bunch who make up the majority of the clan. They oversee rookie training, and complete medium-leveled contracts, The Rookie (5% of Contract Price): Rookies are newbies that have only recently entered the clan and are in the process of being trained and completing a contract, accompanying a Walker to aid them, if necessary. --- Clan Rules: 1) You shall obey Clan orders, for all should be moral 2) You may not harm another member of the clam in any way, unless approved by a reaper 3) You may not leave the clan without the permission of all the reapers 4) You may not betray the clan or join an enemy organization --- Joining the Nightwalkers (App) ((This will RPly send a bird to a Reaper)) - OOC: MC Name: - RP: Name: Race: Age: "I ____(name)____ pledge myself to the creed of the Nightwalkers and swear to uphold clan values and would die defending our cause. I agree that I cannot leave the clan without being hunted until death." - Contracts: To send a Contract, post on this topic or send a bird to 'Slade' Parkins ((Keith_DX7)), with a price and a clan-worthy job.
  13. In battle, men cannot rely on strength and wit alone; they must have supernatural guidance if they are to succeed. A scruffy man sits within a ramshackle tavern, speaking to the inquisitive minds that watch him. You decide to venture closer, curious as to what he is saying. Indeed, the crew of the Lady Luck were a tumultuous band of pirates that reveled in the act of looting and fighting. These men were strong, brave and somewhat intelligent, but their success was not driven by these aspects; their fates were influenced by something far greater. You see, in a world such as ours there are seldom stories told that do not involve great magicks, terrible beasts and hooded miscreants. This will certainly be no exception to the rule. Many of you have not taken to the harsh seas, and so I do not expect you to have ever come across these men. They encompassed everything you would expect of a pirate, but their macabre ideologies were something most unusual. As the sun was tucked beneath the blanket of the sea, these men would take to their rooms and adorn themselves in robes of blacks and reds. They would emerge in the open space of their ship, a pleading man's cries barely piercing the air over the chanting of the crew. With the spillage of blood, all would fall to a deathy silence as the men watched their latest victim return to the darkness. Yes, these men held dear to the idea that everything once emerged from the darkness, and they believed that Death existed to return what had been taken from the void. Death is the only certainty in life, and these men thus considered it to be a real force, an absolute truth; and therefore absolute power. In order to prove their servitude to the absolute and it's cause, they would allow "Death" to act through them. Their reign lasted for half a decade before they were disbanded by some terrible event. On a night of sacrifice, an overwhelming tide crashed against the Lady Luck, forcing her into a cliffside. Amidst the crimson waters and wreckage, a handful of men flailed about as they tried to find a means of escaping the water. Few managed to escape on the debris of the Lady Luck, but those that did ventured off into directions that would cause the remaining crew to disperse. I know these men are still out there somewhere, searching for their brothers... OOC: My intention with this guild is to create RP involving the men of the Lady Luck finding their brethren. Once this has been achieved, I should like for them to once again partake in the acts of service detailed above. This will most likely require new characters, though I am willing to talk to anyone that should like to have an existing character be a member of the crew. These men are to be clandestine in their endeavours, and are by no means lacking in common sense; therefore, I do not expect to see any glaringly obvious skins. Let's keep the clothing normal. OOC Application: IGN: ICN: Age: Race: Personality: Ambitions: What happened to your character after the crash? Do you have a lot of RP experience? I will require an image of the skin you intend to use. If you are accepted, I shall PM you and ask for your Skype details so that we may create a group.
  14. Bloodsworn Recruiting *posters are hung up near the wilds dock and all around Abresi* The Bloodsworn are a group of some of the most elite fighters in all of Anthos. We work for contract or to accomplish goals that would involve the preservation and furthering of the cause of the fortress-town of Sakinaga in the wilds. Joining this guild will let you in on our rigorous training schedule that will allow you to unlock your true potential in combat. All Bloodsworn will be accommodated and fed within the confines of the town Sakinaga. Minor details about jobs are to be consulted with the leaders of the Bloodsworn. There is a ranking system within the guild that is represented within the main office of Sakinaga. The guild consists of three kinds of warrior. Three ‘paths’ if you may. These paths consist of the Sickle, the Dagger, and the Shield. The Path of the Sickle: This path has no tiers, unlike the others. Warriors of the Path of The Sickle help win battles at home, tilling the lands, keeping the books, building homes. If you are skilled at building, farming, or bookkeeping, this path is for you. The Path of the Dagger: This path has three tiers: Tier I: Pathfinder – The very beginner members of the guild. Not yet trained for the stealth combat this path consists of, the Pathfinders work as scouts or spies until they have been fully trained. Tier II: Rogue – A Rogue is a member recognized to be significantly more adept than the average Pathfinder. Not a full-fledged Shadow yet, a Rogue must serve under their higher-up until they prove their worth. Tier III: Shadow – The shadow is a true master of stealthy combat. A man capable of leaving an army in ruins with merely a knife and his skills, the Shadow only looks up to the guild leaders. The Path of the Shield: This path has five tiers. Tier I: Footman – The footman is a low-level officer of Sakinaga. His job is to protect the town at all costs, while honing his skills as a warrior. Tier II: Sergeant – The Sergeant is a distinguished guard, while having yet no authority, a Sergeant is better-armed than his lower rank counterparts. Tier III: Ronin – The Ronin is a low-level captain of the guard. They have command over Footmen if they so choose. Tier IV: Captain – The Captain has command over Footmen and Sergeants. He is authorized to give punishments to criminals in situations where no Sakinagan Officials are present. A select few can be promoted to this level; others are promoted to Samurai instead. Tier V: Samurai – The Samurai is an elite member. A samurai may be promoted from Ronin or Captain. They are considered Sakinaga nobility, and work for none but the Leaders. ! BELOW ARE THE LEADERS OF THE BLOODSWORN AND THEIR NAMES ! Main leader: Tanrïz “"The Shadow" Tovalin (arfavero1) Main leader: Stephanie Kusarai (arfavero1) Secondary Leader: None Secondary leader: None Secondary leader: Okami Ken (link22399) *below are application forms* MC Name: RP Name: Race: Age: Gender: Skills: Why you should be accepted into the ranks of the Bloodsworn: We look forward to seeing many people join our ranks
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