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  1. So I've debated doing this for the near 2ish Years I've been on LOTC and have finally decided to open up an art thread. My Pricing goes as follows. Bust: Digital Color - 500 mina EXAMPLES: Bust: Digital sketch - 300 mina No examples atm, but basically Digital Color but no Color, just outlining. Bust: Pencil and Paper - 100 mina EXAMPLES: I am only doing Busts (FOR THE MOMENT) as I can do them relatively quick, but may expand options in the future. Orders will be done within 1-3 days of me marking them as "Being Worked On" (times may vary if work gets busy) -------------------------------------------------------------------------------------------------------------------------- Spot 1: Humanistic Spot 2: Rip and Tear Spot 3: Ragnio VIP Spot: (pay an extra 200 mina to jump to the front of line ;) ) -------------------------------------------------------------------------------------------------------------------------- Order Form MCName: Type of Bust: (Color, Sketch, Pencil) Position: (Forward, 3/4th, Side) Character name: Hair: (length, color, style) Eyes: (color, shape) Reference: (include at least 2 pictures 1 being the Skin, and if possible a picture its based off) Warning! once paid there will be no refunds, if you don't like how the art came out Ill be willing to re-draw it, please don't waste my time though. -------------------------------------------------------------------------------------------------------------------------- Completed Orders! Skale
  2. Birth of the Orison Ritual Site of the first Guardian Grotto, a harrowing, yet beautiful reminder of the death of a druid. “And she appeared before them, those troubled minds, and the air was alive with sound of nature. She gave them a reassuring smile, reaching a hand out, as if to offer help. All was well.” It is a well known truth among druii and those that study the aspects or their faith, that devout druids who die ascend to the realm of the fae, to serve out their days as Soulbound Servants and Guardian Spirits. In the realm of fae, these spirits of passed druids are revered by all as wise men and oracles. Creatures of the fae flock from every corner of the realm to hear their words of wisdom. In the realm of fae, they are considered demigods, chosen of the aspects themselves. (The Fae Realm) In death, these sages reflect the souls of what they were in life. For those that sought the taste of battle in defense of the balance, they may find themselves as a spirit of fury, blessing those of the Twilight Bound. A gentler druid, a healer perhaps, may find themselves as a mending spirit of the Dayward Way. All these such spirits are revered amongst the fae creatures of the world. For those most dedicated servants of the aspects, there exists a special opportunity in life, during the most unlikeliest of times. That is, to become a Guardian Spirit capable of traversing betwixt the eternal forest and the mortal realm. These most devout servants may find themselves visited by one of these spirits to be taught the highly secretive ritual. With this knowledge, they are given the secret that they need to become one of them, to be given the ability in the afterlife to make the journey and return as a Guardian Spirit of the Descendents. However, this ritual may only be done on the brink of death. In their last moments, a druid may send out a final plea, one last wish to stay on Æos, on this place that they’ve so desperately tried to protect through their whole lives. And then, they must perform the ritual. The Discovery She saw blood everywhere. It stained the grasses around her with a deep crimson hue, glinting in the sunlight. And she looked to the side, seeing a bloodied bone knife cast aside, lying among the leaves a few feet away. And then it shot through her, an agonizing pain in her abdomen and she cried out. She looked down, and in her arms was her heart; a crying babe, wrapped in a green shawl. And her eyes slowly shut, fluttering desperately to try and stay awake as she faded into the cold embrace of death. Awaiti sat up in her bed, drenched with sweat. She rested a hand against her stomach, flat as it always was. The woman turned, pushing up out of the bed to stand, staggering over to a mirror in the room. She gripped the sides of the table, looking into her reflection with a silent, but bewildered expression. Her amber eyes stared right back at her, betraying only fear. But that was all. There was no blood, no screaming, no crying babe to hold. It left her unsettled, and compelled her to grab her cloak. And with that, she swiftly exited the room. The flames in the brazier of the shrine always shone the brightest at night, casting light in every which direction, onto the grass, onto the statues of the aspects, and now onto Awaiti, who was kneeling before it, bowed deeply in prayer. “Sweet mother, sweet mother, send your blessing unto me… preserve me…” “Father, father please. Have mercy on your faithful servant…” She pleaded like this for hours and hours, until the first rays of daybreak split the air, casting shadows of the leaves on the shrine. And on and on she pleaded, tears staining her weary face. “I don’t want to go! Not yet!” And her eyes were filled with light as she keeled over, blacking out against the cold morning ground. What followed barely made sense to her, flashes of white and green light, the crying of a babe. Visions of light took shape as fae energies and her dream came back to her. She was suddenly on the ground again, covered in blood. She was screaming, crying out in agony. And once more, her eyes began to flutter off to the cold and gentle dark. “Breathe, child,” She heard a gentle voice call to her. “Let go,” said a strong voice. And she shut her eyes for but a moment. And then opened them with white light coursing through. In an instant, the place around her was filled with a brilliant flash of fae light, all erupting from Awaiti. Flowers sprung up, creating brilliant displays of red and blue and purple. Trees sprouted almost instantly, tearing up the earth. But all was silent for Awaiti. She could hear no voices, feel no life. Life itself had all but left her battered form. Instead, it was in the world around her. And she drifted off. Her eyes shut once again, and Awaiti, just as she had in her dream, passed on from this world. But then, she was truly alive. There was warmth, and it was good. Awaiti looked down at her own mortal form, and smiled, knowing that all would be well for her child. They would live, and go on. Her eyes flung open, and she was back on the cold, hard ground. Awaiti stirred, knowing now what she had to do. And so she stood, going home to her bed to await that fateful day. The Orison Ritual Druids look on as a hierophant passes on, the air lighting up with fae mists as the energies ripple through, causing flowers and other life to spring up! circa 1650, colorized “Mother, mother please… father, look down on me… I want to be brave... I don’t want to die!” The ritual itself was used a great many years ago, in ages long forgotten, as a secret technique used amongst some of the most powerful and wise druids, in order to continue passing on their knowledge and guiding their people even after their own death. Since, it has fallen from minds, into myth, and then into legend, and then forgotten entirely. It has only resurfaced recently, discovered by Sister Awaiti Aureon, who saw glimpses of the ritual during a vision of her own death. Flashes of light, blasts of pure fae energy that rippled through nature, allowing life to flourish in its wake. These visions stayed with her throughout her whole life. What Awaiti saw was her own body expelling all of its druidic energies in one single moment. This act kills the druid immediately, but the blast of fae energy allows anyone in the vicinity to feel the effects of a fae ring for the day. The very wave of energy that is expelled from the druid has a similar effect to a fae ring, allowing those around them to hear the countless voices of nature for the rest of the day. It would emblazon druidic runes onto the stones around them, growing large trees and bushes almost instantly in the now hallowed land. A circle of flowers would sprung up all around in a spiral, creating a Guardian Fae Ring around the druid’s lifeless corpse. The wave of fae energy carries part of the druid’s very soul with it, tethering it to the land of the living. This created an anchor to Æos, allowing the traversal between these two interlinked planes. Such is the path that all those druii who wish to return to the mortal plane must follow. They must seek out a guardian spirit and learn the secrets of this most sacred ritual Guides and Redlines Requires a TA in Control and Communism to teach the Ritual, as well as being the aforementioned Guardian Spirit. In order to teach the Orison Ritual, an existing Guardian Spirit must show their student the ritual through Greensight. Attempting the ritual in any capacity is a PK. Requires a MA to perform the ritual. Attempting the ritual is a PK, no matter the outcome. Once you die, you’re dead, spirit or not. Guardian Fae Rings Fae rings have always been notoriously awe inspiring and potentially dangerous, for they create links between our realm and the Eternal Forests of the Fae. Normally though, these Fae Rings only allow lesser creatures of the realm to traverse the planes under the light of the full moon. They have the additional effect of imbuing descendants, whether they be human, dwed, or elf, the sudden ability to hear thoughts, instincts, and raw emotions of the flora and fauna around the ring, giving an experience of attunement to the unattuned. This can be very disorienting for those that are unfamiliar with the raw orchestra of nature. These fae rings have only ever been created through the magic of the aspects themselves, being naturally occuring phenomena in the world. But, with the Orison Ritual, we find the first instances of a druid themselves creating these rings through their own powerful druidic energies. During the Orison Ritual, a massive explosion of fae energy is released directly into the land around a druid’s body. Many things are birthed from this influx of energy, including the powerful Guardian Fae Rings. These large spirals of flowers cover the entire area that the blast touched, hallowing the ground that they lay upon. Over this entire area, the effect of a normal fae ring is given, nature filling the ears of those who stand within the living spire. These rings act as normal fae rings, with a few exceptions. Normally, a Fae ring allows only lesser beasts of the Eternal forest to pass through it on a full moon. However, given the druid’s final sacrifice, it allows Guardian Spirits to pass through the realm of the fae into that of the living. Guardian Fae Rings have the unique ability to be created by the living as well as the dead. However, this process is extremely dangerous, and must be preserved for times of great need. By transcending to the eternal forest, a group of three druids can seek out any such guardian spirit and re-tether their soul to the earth. By doing this, the guardian spirit channels their own energies through the bodies of the three druids, transforming the fae ring into a guardian fae ring. This allows for the creation of new guardian fae rings from normal fae rings. It is important to note that Spirits are not tied to any one ring. Instead, over time, these rings begin to create an interconnected network of points that the spirit may visit. Usually these rings are placed around groves, or other places of pilgrimage for those that follow the ways of the aspects. These points serve as the anchors for spirits in the realm, creating holy sites around the world. As stated, guardians are tethered to these Guardian Fae Rings, tying them to that one particular site until they are able to move to a different ring. Guardian Spirits are only able to go so far outside of the ring before they dissipate, the bonds holding them to the world too weak and too far to hold them in any significant way. If such occurs, they find themselves drawn back to the Eternal Forests, unable to plant themselves on the world. They must stay there for a time as their spirit regenerates and recollects in order to return to the world of the living. Guides and Redlines Powerful druids can perform the ritual successfully and be taught it. In order to be able to become a Guardian Spirit on the mortal plane, you must conduct the Orison Ritual. The Druid must first pray, opening a connection with the aspects themselves. Basically grabbing the aspects attention. After such, a druid must expel all of their fae energies in a sometimes violent blast, depending on the age of the druid and their power. This can potentially hurt those around them if the druid is very old and very powerful. The blast caused by the druid causes a surge of life in every direction, causing plants and life to spring up where possible. It can grow trees in an instant, moss to grow on rocks in runic shapes. These runic shapes reflect parts of the druid. Only the Guardian Spirit that created them knows their meaning. The blast also creates a Guardian Fae Ring, a variation of a normal fae ring, a large spiral of flowers, leading to a circle in the middle. This is the exact spot where the druid died. A Guardian Fae ring is what allows a Guardian Spirit to travel between the realm of fae and the mortal plane. Guardian Spirits are tethered to these rings, unable to walk very far away from them without being called back to the Eternal Forest. This radius usually encompasses the size of a grove, or small settlement. Guardian Spirits may only make the journey through Guardian Fae Rings during a full moon (Once every elven day). However, it should be clarified that they may remain the realm of the living after the full moon has passed. In order to perform the ritual, a currently existing Guardian Spirit must teach you it, or have someone who already knows the ritual pass the knowledge to you. This follows suit for druids to create guardian fae rings. In order to create another Guardian Fae Ring, you require a living druid that knows the ritual. Being different from normal fae rings, it is possible to have both a Guardian fae ring and a normal fae ring at the same time. To transform a fae ring into a guardian fae ring, you require three druids who know the transcendence feat. By doing this, it allows the druids to find the spirit in the fae realm and allow them to push their energy through their own bodies into the ring. This creation acts in the same way as the normal creation would, with all of the effects. Must be a druid, and currently be Tier five in both Communion and Control at the time of death. Druids cannot be pulled back from the Eternal Forest after an Elven Month, as the Eternal Forest’s call is far too strong to ignore. Such is the nature of the Fae Realm. In order to be brought back from the Eternal Forest, you must have PK’ed entirely first. It is only allowed for fully PKed druids. A Druid must be able to pray before they die, and build up the energy to release it all. Any sort of instantaneous death would prevent them from doing such, and keep them from tethering their soul. This ritual can only be done while on the brink of death. Druids who commit suicide cannot do the ritual. Any druid blocked by Strength of the Abyss or other Fi magic would not be able to complete this ritual. The blast from the ritual is not enough to kill in any case. Only potentially knock back people. If the druid’s focus is thrown off during the ritual, it ends the ritual and they are unable to continue, missing their window. In order for druids to create a guardian fae ring, they need to gather more than 3 druids to pool their energy together to create this explosion. Without more than three, the combined strain would kill the druids involved. Even with more than two, the process is extremely taxing on the body. The Orison ritual requires the unaltered soul of a druid to be in their body in order to perform this ritual. Druids with altered souls, or those who have placed their souls in other vessels cannot perform the final ritual to become Guardian Spirits. This does not apply to the creation of Guardian Fae Rings. As the natural energies release, the spirit of the animal would release as well. It remains with the guardian as part of it or depart to the aspects realm. This allows shapeshifters to complete the ritual. Guardian Spirits cannot walk outside a certain distance from their Guardian rings. In doing so, they would be demanifested, and sent back to the eternal forest until they can return. (300 blocks) Iconoclast magic would demanifest a Guardian Spirit The Spirits A Guardian Spirit watches over the forest with a careful eye, taking after their original elven form. “Go, my faithful dedicant, into the mountain! There you will find a spiral of flowers… sit in it. Call out to her, to that devout spirit. She will guide you on this task. Now go!” With their spirit tethered to both the eternal forest and the mortal plane, the Druid would wake in the Forest, awaiting that next full moon, for that bridge to open between the realms. When the full moon flies, they may find themselves on a trek across a great birch bridge that stretches far into the cosmos, into the mortal realms, allowing them to awaken inside of the center of the Guardian Fae Ring in a brilliant display of light, standing in the grove created by their own death. This is the journey that all Guardian Spirits will take, should they partake in the Ritual of Orison. Upon their awakening, spirits are met by themselves, by their new spiritual figures. At first, they appear as themselves, given a transparent glow that reflects their own druidic energies. As time goes on, these spirits realize that they can shift their appearance to some degree, to make them look as they did at any point in their life. Through this, they can remove scars, and blemishes upon that figure, or tattoos that covered their skin, appearing truly as a servant of nature, without other worldly attachment. In their journey to the spirit realm, spirits find they may change into a host of different animals, accompanied by that similar transparency and glow that other Guardian Spirits give off. However, with an additional affect. Due to the spirit’s time in the fae realm, the essence of the eternal forest has rubbed off onto their animals’ giving them fae-like attributes. The spirit is just that. A spirit. They cannot touch or interact with the world. They will never again feel the embrace of a loved one, nor the wind on their cheek. They are dead, lost to the world. Incorporeal beings that merely exist as a passer of knowledge, a wielder of the torch of druidic power. Even at their strongest, standing within the fae ring, they are unable to lay a finger on the world of the living. It is the primary mission of all Guardian Spirits to pass down their own knowledge of the balance, and to guide the druids of the world towards a heightened understanding of what their duty is, and how they might attain it. They serve as powerful guides to all that follow the path of the aspects. To dedicants, they serve to inform and teach. To Druii, they seek to offer their different perspective on the world and how it may function. And above all, to Archdruii, they serve as powerful advisors in the face of great adversity. But they are just that. Guides, advisers, wise-men. Vessels of knowledge that lasted longer than they should have. They are unable to use the powers that they had throughout their lives as druii, save but shapeshifting, but they still retain their ancient knowledge of the arts. In times of great need, these spirits are able to pass on their understanding and power into the druii of the world in several ways, detailed a bit later. In addition to this, Spirits are also given a few smaller tools that they would use in pursuit of guiding dedicants, druids, and archdruii alike, without impacting the world on a physical level. Spirits are far more corruptible than our mortal forms. Aurum weapons that affect the spectral beings of the world would affect them just as a normal blade would, cutting away at their energies. Blight that would normally sap away at the strength of a descendent would eat doubly so at the Spirit Guardian, gnawing away at the very being of the guardian, until it is so weak that they are corrupted wholly. And perhaps the most dangerous among them all, are those that carry with them the strength of the abyss. To be touched by this ability is to be scattered, cut off from the world. Upon touch, the spirit is sent back to the realm of the fae, to recuperate once more. Such is a very effective weapon against them, capable of sending them away in an instant. Blight may even corrupt a Guardian Spirit more than it normally would. The spirit is more fragile than the body, and to those who are exposed to it for a long time, it may have devastating effects to their soul. Through time, they’re physically corrupted, and the soul is damaged, leaving their spirit broken. The blight addles their mind, casting a shadow of the ancient spirit. They become destructive, a draoi spirit. Their gifts turn dark, allowing them to grant darkened boons on their followers, on those dark druids that would destroy. As they continue down this path, these spirits are corrupted physically. They may be split open, or tainted visually, their souls torn asunder by the use of these dark boons. These now Draoi spirits haunt the realm, causing chaos and sowing discord throughout the land by empowering the dark druids, until they’re put out of their own misery, and banished from the land by the very druids they were sworn to guide. Banishment is a difficult process, though not impossible. It is a technique used by druids to sever a Guardian Spirit’s connection to the mortal realm, and works similarly to the unattunement ritual. A group of three druids must corner the Spirit, connecting with them via powersharing. After this, there are multiple ways that the druids could deal with the spirit. Potentially, the spirit has been feeding dedicants or other druii misinformation, misguiding them from the path of the Druidism. Or perhaps these spirits have views too extreme for the order, and must be cast out. Both of these are valid reasons to banish a druid from the mortal plane. Or perhaps a spirit has become fully corrupted by blight, making them violent Draoi Spirits. This is another reason to banish a spirit. Or even by request of the Spirit themselves that believe their mission to be done. Banishment is the act of releasing the spirit’s tether to the realm of the mortals, recalling them back to the eternal forest to live out their days there. This action can be reversed, in the same way that a guardian fae ring can be remade. The ritual is one in the same. Guides and Redlines Newly made Guardian Spirits always begin in the realm of the fae. In order to start roleplaying, players must wait until a full moon, or one out of character day in roleplay to re-enter the mortal plane. In order to enter and leave the mortal plane, a Guardian Spirit must do so through a Guardian Fae Ring during a full moon. All Guardian Spirits take on a glow reflecting the color of their fae energy in life. Guardian Spirits take the shape of themselves when they return, appearing unaltered by injury or bodily art. In addition, Spirits may change how they look in order to reflect themselves at different points in their life, to reflect and show how they themselves have changed. Removing injury or changing which point in life they appear as is entirely optional. Due to their time in the fae realm, spirits are capable of morphing into a different host of animals, with the addition effect of fae attributes. The addition of Fae attributes applies also to normal Spirits Guardian Spirits are completely incorporeal, and cannot touch or physically interact with anything in the mortal realm. They are ghosts, in that sense. They will never be able to feel the world of the living, at least physically. Guardian Spirits retain none of their ability to perform druidic arts that they had learned in life, save shapeshifting. However, they retain all of their knowledge in the arts, and still fondly recall the feelings of using their abilities. They instead gain a few other abilities to assist in their primary mission of guiding the descendents, and granting boons of the aspects. Guardian Spirits with a TA in any given druidic magic still keep the TA, but cannot perform the magic themselves, truly being a guide more than anything. Guardian Spirits can no longer perform control, communion, thulean druidism, blight healing, or herblore. Guardian Spirits can no longer teach unattunement, attunement, or shapeshifting. Golden Weaponry affects the spirits as a normal weapon would to a person. Blight corrupts the very soul of the spirit, being far more vulnerable to the effects of the blight. This causes Guardian Spirits to become Spirit Draoi, lashing out violently with all they have to corrupt and damage the world. This, however, can only be done through their existing gifts and receive none for becoming a spirit draoi. Upon their next ‘death’, spirit draoi are permanently killed. Players accept this on making a Spirit Guardian. Upon touch, Strength of the Abyss immediately sends guardian spirits back to the realm of the fae in order to remanifest. This action is extremely disorienting for the spirit, and takes a long time for them to return and gather themselves together. This takes one year in game (One week out of character) Guardian Spirits are able to be banished by the druids of the realm through the banishment ritual. However, they can be brought back through the creation of a guardian fae ring for them. The Mission Guardian Spirits under the full moon, 1650 “I am one with the Balance.” In life, it is the path of druids to protect the balance, to safeguard nature. To protect the wilds and those that live amongst them. When these druii die, they ascend to the eternal forest, to serve as soulbound spirits, wardens and wisemen of the fae realm. These spirits are revered as wise demi-gods next to the aspects, spirits holding immense knowledge. Creatures of the Fae come from near and far in the realm, from the Twilight Bound to the Dayward way. For those Soulbound Servants that return to the realm of the living, their duties must continue. Guardian Spirits are to act as guides, figures of wisdom amongst the druids of Atlas, and all other places to come. They walk amongst the order as highly revered teachers, and advisors, opening their wisdom to all that would seek it. This is their eternal duty, to serve and guide, no more, no less. Very rarely do these druids directly intervene in anything, choosing instead to give their assistance when asked, or to offer a boon from the aspects for dire situations. In some cases, they can even take up teaching positions within the order. Blessings of the Aspects A druid completes a task with the oversight of the Guardian Spirit, 1650 Guardian Spirits tend not to intervene in worldly affairs. Without the ability to hold a sword, or travel far beyond their guardian fae rings, they take up a more guiding role. Their time spent in the realm of the fae shows now though, and Guardian Spirits find that they have a few lesser abilities that they didn’t have before. These can be very straining for the spirit to perform, and only one may be used per day, that they might serve the spirit in guiding others. Greensight Guardian Spirits have the ability to reach out to the attuned minds, able to incur visions of the past, things that the Guardian themselves have seen, or even things that the subject has seen. This ability only works on a willing subject, when they allow the guardian into their thoughts. These visions can be as vivid or as vague as the guardian wills it. This can be used to suggest certain courses of action, or to show lessons that they themselves have learned. This only affects attuned druids and those affected by fae rings. Oversight Guardian Spirits bind themselves to a druid for a time, seeing what they see, hearing what they hear, allowing them into their thoughts. This must be entirely willed on the part of the druid and the guardian. During this time, the druid is marked with a green fae symbol upon the forehead, showing that they are a vessel of the spirit. This lasts until the subject no longer wills it, or the spirit leaves the body of another. Guardian Powersharing As was their ability in life, Guardian Spirits retain their ability to control and manipulate the natural energies of the fae, in order to pass them onto another druid. This greatly enhances the natural ability of the druid far beyond their own potential, exactly like how a normal powersharing is done from a living druid.. However, due to the fact that the Guardian Spirits consist of their own Fae Energies, powersharing dissipates them over time. After they've finished, they return to the Eternal Forest to replenish their being. Guides and Redlines All Blessings of the Aspects can only be performed once per day, while their energies replenish. Any attempt to perform a second blessing in one day will result in a failed attempt. During Greensight, both the druid and the guardian enter a catatonic state while experiencing the visions, they are completely vulnerable to attack until the guardian ends the vision or it ends. Greensight uses previously existing memories from either the Druid or the Guardian Spirit. This applies even to memories that have been lost. Can be used to revive memories. Guardians can manipulate memories to look as vague or vivid as they wish. They may also alter the vision to a limited degree, in order to show alternative choices, or make symbolistic changes. Druids and guardians can experience pain from the vision that may actually linger after the vision ends. This is all psychosomatic. The Ritual of Orison is taught through Greensight memory of the Guardian’s own death. Oversight is the ability for a spirit to bind themselves to a druid’s body, connecting the two. The Guardian Spirit and the druid’s senses are linked, and they can experience the sights, sounds, smells, feelings, tastes, and thoughts. This works vice versa as well, the druid being able to experience those of the guardian as well. In addition, this links their emotions, to a degree. Should the druid grow angry, the guardian may feel a surge of anger or so on. Druids experiencing oversight are marked with a fae symbol over the forehead, glowing with the color of the spirit’s energy. Guardian Powersharing works exactly like normal Powersharing, but after they are done, they dissipate to the Eternal Forest for an Elven Day. Feel free also to roleplay discomfort when powersharing, as you're sacrificing your own lifeforce to fuel another druid. A druid does these at will, they cannot be forced into it, nor can they force them upon others. A Guardian Spirit can only use one blessing per day Greensight must be completely willed on both ends. A Guardian cannot be let into the mind of another without it being opened for them. Guardians cannot cause physical injury through Greensight Visions. This does not apply to psychosomatic illness. As soon as a Druid does not want to be shown a vision, it ends. Closing off the path renders the ability ended. Guardian Spirits cannot be demanifested during oversight. Guardian Spirits cannot use other druidic blessings during oversight Guardian Spirits cannot interact with others outside of the druid they are bound to. Once clerical magic is used on the body of one being affected by oversight, the spirit is pushed out, ending the ability. If a druid does not want to be bound to a guardian spirit any longer, they are disconnected. This applies vice-versa. Guardian Powersharing shares the same redlines as regular powersharing. ((As all things, feedback is appreciated so that I can really make this lore enjoyable for everyone! Shoutout to Leowarrior14, Delmodan, ThatGuy_777, and Gladuous for giving me ideas and letting me talk to them about this!))
  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
  4. Hello, so I had been informed today that a skin I had taken from online (Thanks to AChurchBellTolls) was stolen from a former member of the server (Which I did not know oops) So, since I am skinless, and I do not want to end up using another skin which was stolen, I am asking for someone to help me with the skin! Just reply to the post and I will send you the details about my persona! Thanks.
  5. =-=-=The Defenders of The Mountain=-=-= Kill a soldier and two will replace his place! Code: -Don't Kill Dwarves -Love Justice -Don't Aband Your Friends In A Fight. -Respect Your Leaders. -Obey Orders Ranks Recruit: The newest initate of The Defenders of The Mountain. Solider: A respected recruit. Captain: Able to lead a group of up to 3 soldiers (not icluding him) in a warclaim. General: Able to lead an army TO a war claim. Marshal: The leader of The Defenders of The Mountain. How To Join OOC: Minecraft name: Character name: Mcly Good at (PVP, Building, etc): Timezone: How Active Will you be (In Hours Per Day): Discord: IC: Gender: Race: Note: Elves will have to wear an helmet in order to hide their ears.
  6. Mylder’s Gale Mylder’s Gale | An Overview A collection of Bounty Hunter’s and Sellswords joined together to complete larger jobs and higher paying jobs. It also includes free housing, food, and drinks and jobs offered not even mentioning the rewards offered through other forms of ranking. Currently Mylder’s Gale has been around one year, and has been planned for a little over two. For those looking for work of any kind, or seek to offer some form of job to the Guild, they can send a bird to one of the three Founders. Leadership and Ranks Mylder’s Gale currently functions on a small set of rules, formed by the three Leaders, who are known as the Founders. The leaders are usually very respected among the members, although orders can often be shrugged off without much consequence. Unless agreed otherwise by the majority of the Guild, members of the guild may act on their own accord. Whether this is fighting in a battle without taking coin, or simply ignoring the request of a Founder or other guild member, they will not be removed from the guild. However, if they do an action and claim the guild will also take part in said action (I.e. Joining a side of a war and claiming the entire guild will fight on that side without speaking to the Founders first) they will be punished accordingly by one of the Founders. Ranks are earned from training and the completion of bounties or other paid services. Usually offered by the Founders themselves. The ranks, those currently in each rank, and brief descriptions of the rank, are listed here: Founder Acal Synalli Initiate Recruit Mabidar Code of Conduct and Punishments If there are no specific rules for an action, it is recommended that you seek one of the Founders. If said rule would be beneficial to the guild it will be written down and updated. I. Do not Steal from your Guild mates. Whether this is an item, claimed job, or anything else. First time offense, the member will return the goods or rewards and issued a verbal warning. Second offense will demote the member. Third offense will result in removal from the Mylder’s Gale. II.Do not slay or harm a guild member, unless it was an accident during sparring. If a guild member is attacked outside of a sparring match, depending on severity the member may be demoted or removed from the Guild. Murder will result in immediate removal, unless in an act of self defense. III.Do not engage in the kidnapping of an innocent, this is one of the few job that will result in immediate denial. If caught, the member will be immediately removed. A Founder must consult the other two leaders if they wish to create another rule/amend the current ones. Any Members may request a change, although it may not come to pass. OOC Note
  7. Di'tonteel Tribe The Di'tonteel, translated from Navajo: The Fighters. They are a currently very small group of indigenous humans and wood elves, that look like Native Americans, but call themselves the Tonteel, or Tellian. They are usually taller than most humans and elves, as well as 99% have a stronger build. But they are not the most intellectual group of people. They can only speak Navajo (the Native American language) or as they call it Taza. This page will be a basic rundown of their culture, language, and basic words. At the very bottom will be an application form for becoming one of the tribe. History: Not much is known of the Di'Tonteel people, their history is small to the naked eye but if you take it back centuries you will see it is vast and wonderful. Thousands of years back, there was a large tribe of men and women, ranging up to 40,000. But there was a civil war between this community. Desolating the original tribe into four different groups. The Di'Tonteel, The L'sha, The Fmaow and Finally the Dsarsa. As the years went by only one tribe of the four survived - the Di'Tonteel. However the numbers very little, they at least had some. As people began to modernize, these people did not, they had not evolved with the cities, instead, they retreated into the forests and wildlife as they could - living happily. Centuries went by and to this day they travel the forests - and sometimes set up a base camp outside of cities or towns - living life vastly and with great joy. Many scholars predict that the reason they were able to survive was from, 'cheating' in a way. The Di'Tonteel were the lucky ones of the four as they taken the land from the original tribe where there were mines of jewels and gems. This allowed them to maintain a large supply of food and purchase tents and hunting equipment from the 'westerners' TRADITIONS: NAMES: CURRENT LEADER: ... To join you must find a Tonteel. You must ask to speak to their Chief and they will decide if you're worthy. Or: *An information leaflet flies to you through a light breeze, on it is small yet still significant information on the Di'Tonteel people, telling you who their leader is and where you can find them* ((Where you should send the birds)) [!] You can send a letter to their Chief: - More to Be added -
  8. ~Graven Skin Request~ Alright, I've gotten a pic no clue if allowed and all but I'm using one randomly from online but I have this picture I would like someone kind do that Woodsman clothing design for a graven and I would like the face to be open so people see the bloody horror of the dark shadow like flames. Willing to pay but I don't have much but willing to offer 1k for the one to do this skin for my character. Pm me with pass works and will see where this goes or not then. Thank you for your time and reading this simple post of mine!~
  9. Flawed Flaws “Perfection has one grave defect: it is apt to be dull.” – W. Somerset Maugham To have defects is to be completely, essentially, wholly human. Everyone has them, good guys, bad guys, in between guys. It’s what gives us our humanity. And when you’re creating a character, no matter how powerful, benevolent, evil, or normal, they must have flaws. They help add depth, humanity, and conflict to our characters, so we can relate to them better. The perfect character, as Maugham states, is dull, boring to be around. This is no different in roleplay. Without imperfections, your character can be annoying, irritating, even frustrating . So how do you avoid this problem? You give your characters flaws, that’s how. But not just any flaw. It needs to be something deep seeded in the character. They can make or break a character. Most weaknesses are just superficial failings, or bad habits. Sure, in small doses, these can bring a lot of detail to your character, but they are no substitute for a true character flaw. So what sets apart the good flaws from the bad flaws? A Good Flaw... Is a deep seeded emotional or physical defect Adds depth Gives us, the players, empathy towards them. Impedes the persona in their goals The Origin of Our Flaws We are shaped by the moments of our lives. Our infancy, our childhood, our teenage years, our adulthood. Every moment of our lives, the world is changing around us, and so to do we change. And so must our characters. Can you think of an event in your life that really changed the way that you think about the world? Maybe you had to move away, meet all new friends. Or perhaps you were fired from a job. These large events shape who we are. And your character shouldn’t be any different. Think of a character’s backstory like a seed, or the roots of a tree. They’re the foundation for the rest of their lives. It is here that your character’s faults should originate. The Anatomy of a Backstory Flaw The key to creating a good backstory flaw is to understand where the flaws meet the character. Let’s take a look at an example. “Jane Doe’s family was mugged when she was a child. In the process, her mother was injured by the thief.” So, has the flaw developed yet? No. That is merely a character event. It’s an action that either the character does or something that acts upon the character. Flaws are not developed in actions, but in your character’s reaction. You, as the creator, have the ability to decide how you want your character to react to any given situation. With every situation, there are many different ways your character can react. Let’s take a look back at that example, but this time, we can add our character’s reaction. “Jane Doe’s family was mugged when she was a child. In the process, her mother was injured by the thief. Jane Doe believed she caused the problem, and blamed herself. Around the house, her parents noticed she started to put herself down more.” Can you identify the character flaw that Jane Doe’s backstory has revealed? She’s grown self-depreciative. It didn’t exist before the mugging, nor during. It developed afterwards, when the persona has had time to develop with her reaction. These backstory flaws should coincide with how the character is played, and be present throughout their whole lives. This creates conflict, and gives the character an obstacle to overcome. Perhaps they try and overcome their failings, and succeed, or try, only to fail and grow more flaws. Let the consequences that the flaws bring echo throughout the character’s story. Let’s take our previous example, and see what way Jane Doe’s flaw could get in the way of her life. “Jane Doe, now grown up, has decided to join the guard force. She is strong, and a good fighter, but never can seem to summon the courage to make decisions due to her self doubt and depreciation, and she is never able to progress through the ranks.” So our Jane Doe is stuck in a cycle of not being able to progress in life. She has hit a wall caused by her backstory flaw. How is that a good thing? Well, because of this wall, we now have a conflict for the character to overcome. In RP, conflicts like these are great because it provides the character with a goal to work towards. Jane Doe doesn’t want to be stuck where she is forever, but first, she needs to get past her self-depreciation. This creates roleplay for yourself and the other plays to participate in. She may ask people for advice, she may struggle. It helps strengthen the relationships with other characters in the world around Jane Doe. The Great Responsibility of the Villain “Villains often move the story along, while the heroes react to the villain, so the villain becomes the engine of the story.” – Michael Scott Villains could be the heroes of LoTC. But they aren’t, not yet at least. A lot of villains i’ve seen on the server are villains for personal gain, or for simply the sake of being evil. However, in the story of Lord of the Craft, villains should be held to a higher standard than most players because, as Michael Scott said, the villains are the engines of our story. Their characters should be more complex, with deeper flaws that can create roleplay for all sides of any encounter, in order to drive the personal character development of other characters in the world. What makes a villain? Is it a curly mustached man who turns around in a chair whilst petting his cat, only to reveal his diabolical plan to us as we’re tied down? Not really, no. Villains can take a multitude of forms. It can be a villain that presents himself as such, though that sort of thing is usually frowned upon. A villain is anyone that tries to impede your character's goals. In Jane Doe’s story, her villain could be an officer that won’t give her the chance to prove herself, or even a fellow guardsman that keeps sabotaging her attempts to take the lead. My point is that villains range from people you know in your everyday life, to the most terrifying antagonist. Everyone, hero or villain or average joe, has flaws. Villains are Normal characters with flaws that impede themselves in their goals, and may likely harm others in the process. Normal characters with flaws that impede other characters in their goals. Real people with wants, needs, desires, and motives. They can win, lose, live, die. They are simply people. The hero of their own story. Villains should not be Wholly Evil Characters (Save that for the Antagonist) “Minas or die!” 5 4 3 2 1 Go! People that only commit villainous acts for the sole purpose of ooc gain. The Problem with Polar Traits “Good-Bad” flaws or more properly known as Polar Traits are traits that become negative when they are acted to the extreme. However, the problem I often see is that people like to use these solely instead of other flaws, simply because it sounds better when describing them. And because of this fear of making your character undesirable, people often fail to play the trait up enough to make it an unmistakable flaw. For example, you may say that your character is “Organized”, but what needs to happen is to take that trait and ramp it up straight past organized, through control freak, and make them downright manipulative. And no, “too selfless” or being “too kind” are not flaws. The more extreme these polar traits are, the more interesting the character. Instead of selfless, your character is at the point where they’re patronizing or condescending, extending their help to anyone and everyone, regardless of if they don’t need it. Instead of kind, they’re blissful, and can’t even differentiate between good people and bad people. When roleplayed properly, these polar traits can provide an immense amount of depth. However, they can be very difficult to portray. Flaws Don’t Last Forever*Some Restrictions Apply* “We all change when you think about it. We’re all different people all through our lives, and that’s okay, that’s good, you’ve gotta keep moving, so long as you remember all the people that you used to be.” – The Doctor The Doctor couldn’t have put it any better with this one. We, as people, constantly change throughout our lives. We change with the people that come and go, with the big events in our lives. Personas must reflect such. But how? Look to your character’s flaws. They don’t have to last forever because, as your character works through certain things, they learn, they change (constantly). This is called character development. Thus, you’re allowed to take flaws away from your characters, so long as they earn it, through some struggle or event, when the chance is presented for your character to make a choice. Sure there will be some internal conflict, but they might be able to push past the flaws that they hold. It’s moments like these that make characters so interesting to play. Let’s look back at our Jane Doe example; “During a battle, Jane Doe’s commanding officer is gravely injured. With no one to lead the group, they have grown disorganized. However, in his last moments, Jane Doe’s officer gives her some inspiring words, and asks her to try and pull the group together.” Here we have the opportunity and motive for growth, where your character is presented with the ability to move past their flaw. In our example, Jane is held back by her lack of confidence and her self depreciation.But because of her officer’s words, she has the confidence she needs to pull the group together. She just has to take the initiative. Now this is a vague example, but you get the picture. In the event, there is something to push Jane forwards to make her move past her flaws. And afterwards, she is a changed person. We’re no different than characters.
  10. https://www.youtube.com/watch?v=Pla7nDYciI4 -=- The Sallied Sailormen -=- -=- The Pull -=- Long have the children of the sea been lost, dwelling among those who have little to relate to them. From the last group of sailormen, no home had been presented to them. No place to call a Sailorman’s haven. But yet some rally under the name of a true sailor. It is by the inquisition of “Hobs Gullyworth” that a proper group be established, so that when the time comes, the denizens of the salty sea can return to their roots. As a result of these inquisitions, countless letters are sent throughout the Fringe. “We hang by our fingernails, we stand in darkness with no guidance. Those who or have called them sailormen are beckoned back to the place of which they belong, where the ale flows free and the warm summer days never cease. A call for unity among our kin. Come and join the Sallied Sailormen! Destroying other pirates, seeking adventure, and bringing those to justice who wrong the Creator are the type of men we are. Those who find oppression as lowborn in Oren’s government find safe haven here. Here, the rank of Lord, King, or even Emperor is irrelevant as kin. You must prove your mettle yourself, not being born into a statue already hammered out. No man shall be berated for a status in life he had not chosen! Those who do will face our ire.” -=- Pecking Order -=- Captain: Commands the ship at sea, and if at land, commands the crew and represents the company. Generally leads the group. Acts in absence of the Quartermaster. Quartermaster: Acts in absence in the Captain as well, acting as the Steward of the Sallied Sailormen. Deals with properties on the ship or on land, manages the crew’s well being and keeps everyone happy. If capable, trains the crew. Mate: Basic rank of the Sallied Sailormen, tends the boats, doing the basic work. Retains the right to drink themselves to death at all times. Powder Monkey: Usually captured slaves, they do the most brutal grunt work and fetch food for the Mates and their higher-ups. Transporting supplies in a battle. -=- Chanteys -=- An important counterpart to the culture, Chanteys are not only a way to pass time but to contribute to the culture that holds the essence of the sailor’s together. Through blood, sweat, and passion do they hold these very dear to them. To be added. The Fiddler Ripped Sails Bound over the Mountain -=- Uniform -=- -=- Notices -=- Currently settled in Adunia. There is water in Adunia. Lots of it.
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