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  1. I'm new to roleplay and am looking for a little help in creating my character for the application. I'm a little lost on where to find information and where to start with my character, I have no idea what I want her back story to be- where she's from and all that. I know her name is Muya and she's a wood elf. I tried going through the lore but it's a little difficult knowing what cities are being used currently and what lore to include in my backstory as it's hard to know when everything happened and what year the role play is currently in. I'd appreciate any and all kind of help so please, either reply to me here or my Discord is Kytux1103 #3061 Thank you in advance.
  2. The Arcas Cosmology Guild Purpose There is never a short supply for knowledge and always a yearning from every new generation to gain something more than the last. The proposition of this guild is to gain and spread awareness of why the sky looks the way it does, the placement of the stars, the composition of stars, celestial bodies and what lays in the Great Beyond. Roles President: The President or Spokesperson for our guild will be managing communications with all branches and groups. They will be in charge of approving documents, agreements, projects, and general discourse of the guild. This role cannot be applied for, rather you will need to send bird to the Chairman and request an interview, and will be chosen carefully by the Council and Chairman. Council: Council members will oversee the advancements and production of the research division in addition to just discussing how things are overall going. Council members can vote for or against things the Chairman and President set in motion. These members will be personally picked by the Chairman and cannot be applied for. You must first apply for a different role and participate in the Guild to be considered for the Council. Branch Leader: Leaders or representatives of each nation, settlement, duchy and or wherever are invited to submit applications to the guild and if accepted, after interview, will be in charge of commanding the branch of their race, nation, or specific settlement. This includes sending important scientific data to the research division, President and overseeing smaller projects involved within their branch. Head of Research: The Head of Research will be regarded as the guild’s most knowledgeable scientist and will run multiple divisions of the guild including: Cosmology, Chemistry, Mechanical, and Geography. This role must be applied for, interviewed, and provide evidence of their ability to lead, guide, teach, and conduct scientific studies. Head Tinkerer: This role, which must be applied and interviewed for, will help develop equipment for both the scientific divisions and to be sold to the people of Arcas. Researcher: The researchers will serve directly under the Head of Research and Branch Leaders. You will be out in the field observing and collecting data or working whatever projects are being carried out. Beneficiary: If you are interested in the publishments of our guild and would like to donate mina, labor, or access to private land please send bird to me and you will be given the honorary Beneficiary role. In addition, you will also be gifted a unique telescope and monthly updates on our projects and discoveries. Member: Want to scout locations, send data, or provide help to our guild? Ask to become a member and you will be given tasks by researchers or branch leaders to fulfill. In addition you will be provided a copy of the monthly journal sent out. Star-Gazer: Are you interested in the stargazing events that will be held? Please ask for the Star-Gazer role and you will be updated on when and where they take place. Events On top of having weekly to bi-weekly meetings this guild will host numerous scientific lectures, debates, tours of the Astronomy tower, and stargazing trips to various locations. All are welcome to join in whether for fun, a learning experience, or to contribute. Meeting Locations Currently, a tower where the epicenter of our guilds activity will be is being finalized and constructed. While we will meet there, specific locations will be disclosed to members of every branch and division on where to meet in the meantime. These locations will be decided by branch leaders and or beneficiaries who wish to host the guild. In addition, said locations will be used alongside the Astronomy tower. Application OOC Information MC IGN: Discord: Timezone: RP Information Persona Name: Race: Gender: Age: Desired Role: [Optional] Specification: (If you are applying for the researcher role please specify which division you’d like to enter [cosmology, chemistry, mechanical, or geography.])
  3. Tale of Tongues Tamriel, a land plagued by strife and war since the fall of the Septim dynasty. The Empire forged by Tiber Septim, which ruled all of Tamriel now lay weakened and divided. The Mede dynasty had risen to power roughly 200 years ago after the death of Martin Septim during the oblivion crisis. They maintained order within the Empire for decades until the Aldmeri Dominion invaded starting the Great War. While both sides suffered greatly in the war, with the Dominions whole army in Cyrodil wiped out and the Empires legions nearly drained. Emperor Titus Mede II agreed to peace, and signed the controversial white gold concordat. Outlawing the worship of Talos in the Empire and ceding parts of Hammerfell to the Dominion. Hammerfell refused to accept the terms effectively breaking off from the Empire and driving out the Dominion on their own. Now Ulfric Stormcloak has risen in rebellion against the Empire in Skyrim. He challenged the High King to a duel and used the power of the voice to kill the High King. Now half of Skyrim calls Ulfric a murderer and traitor. Early in the rebellion Ulfirc was captured and brought to Helgen for execution but a dragon quickly interfered saving the Jarls life. With the reemergence of dragons and rumors of another Dragonborn walking Tamriel, the world lay open for opportunity. Playable factions: The Empire(taken) Kingdom of DaggerFall Kingdom of Wayrest Kingdom of Orsinium (Includes strongholds) (Taken) Morrowind Great House of Dres Great House of Redoran Great House of Telvanni Stormcloak Rebellion Tribes of Black Marsh Hammerfell Clan of the Forebears (Taken) Clan of the Crowned (Taken) Aldmeri Dominion Kingdom of Valenwood (taken) Elsweyr Kingdom of Pelletine Kingdom of Anequina Rules This will be a freeform Forum Roleplay. Which means you’ll be free to do as you wish without having to worry about AP. However is must be within the realm of reason the Mods will moderate what you are doing if its seen as unfair or unrealistic. Also, while you can change the events and decisions of the factions you play as you can’t do something that goes against their beliefs. For example the Stormcloaks teaming up with the Elves to fight the Empire. Emperor of the Empire will be playable, the Empire itself is divided and in the middle of a rebellion it won’t be overpowered. But the Aldmeri Dominion itself will be off limits, however the Kingdom of Valenwood and its allies in Elsweyr are playable. Overall when in doubt speak to a mod. APPLICATION Factions name: Discord: Brief history of your faction:
  4. D4NNA

    Arcadian Tides

    Naval Storyline Become a confidant of the sea and sail across the Arcadian Ocean with your ship and a faithful crew, life overseas is not easy and requires preparation, navigation and equipment ... not to forget the food on deck is required in large supply, and that's where the delicacies such as sea-fruit are found. Sailors whisper of a taste that comes from the depths of the seas … Explore the depths of the Sea Ruin and discover a world of water and the home of an ancient civilization ... The ocean itself has preserved this place and protected it from the torrents of time, much of the ruin could have survived ... It does not only awaken the treasure hunter instincts but also those of every fisherman, the first who dared to dive beneath the surface... Go under and face the forces of nature ... Descendants have always been made to live on land, but curiosity is like a blade piercing the sea, reaching deeper and diving recklessly. Conquering the deep is a trophy to each and every category, be it by arcane arts, research or even through sheer mind and will! A genius mind will reward their fellowship with the treasure of the deep, and a title to hone their tinkering skill Reveal what lies beneath the depths and ... In a place without light, life is a lantern ... Time is torn, swept between the tides changed the people T̷h̷e̷ ̴H̵y̷d̶r̴a̷ ̴r̶e̶b̸o̶r̴n̵,̶ ̸d̵e̶s̷c̶e̵n̷d̸a̴n̶t̵s̸ ̴c̴r̴e̶a̴t̸i̷n̴g̷ ̴a̵ ̷n̷i̴g̶h̶t̶m̸a̴r̵e̶ ̷o̷f̸ ̸t̶h̷e̴i̶r̴ ̵o̷w̸n̸ ̸…̴ ̴I̴n̷ ̷t̷h̵e̶ ̸p̸a̷s̸t̷,̶ ̶t̷h̶e̸y̴ ̶l̵i̷v̴e̸d̸ ̶i̷n̴ ̶h̷a̵r̶m̷o̴n̶y̸,̴ ̷p̵e̷a̵c̴e̴ ̴a̵n̷d̵ ̵f̶r̷i̷e̷n̸d̷s̶h̸i̷p̶ ̸w̸e̵r̶e̵ ̶o̴f̴f̵e̶r̵e̴d̵ ̵t̵o̴ ̷a̴l̶l̵ ̷w̸h̵o̷ ̵w̶e̴l̸c̷o̸m̸e̷d̷ ̴i̴t̷.̵.̷.̴ ̸b̷u̵t̷ ̴a̵n̵ ̸a̶g̷g̷r̴e̷s̸s̶i̴v̷e̸ ̷f̵o̸r̵c̸e̷ ̸s̷w̵a̸l̶l̶o̴w̸e̵d̵ ̴t̸h̴i̶s̶ ̴a̷g̴e̸ ̶o̴f̴ ̵f̷r̴e̴e̴d̵o̷m̵ ̵…̷s̵e̴a̸l̷e̷d̸ ̶b̸y̴ ̶a̵ ̵g̷u̶a̵r̵d̶i̵a̴n̷ ̵o̴f̷ ̶i̸m̸m̷e̸n̶s̸e̸ ̶p̵o̸w̴e̵r̸.̷.̴.̶ ̶ The great unknown... Discover new life and beings who were born in the deep, pelagic flora and amphibious ocean dwellers alike. The aquatic creatures seem to exist in a miraculous cycle and are in harmony with nature and the Descendants. In the tropical area near the Wildlands many creatures live in different ways and in different planes. Even for those who are not interested in science, the ruin is a beacon of life to ocean dwellers. ...Ultimately, every descendant can just discover for themselves what is behind the horizon for them ... Already have wet feet? Spoiler! Final Boss of the Storyline! If you’re interested feel free to leave a nice RP post! Thanks!
  5. As of late, my friend and I have been scouting for someone to play her character's child; a half elf born to Aleksandra (High Elf) and Faust (Human). The child, Lucina Ruze Oxenstierna, is eight years old with a speech problem from the mother's side, and a fear of birds caused by the sudden arrival of a letter whilst her grandmother, Nenar Terin, took care of her. Certain things that will be trouble to pronounce include the following: 1. Letters she can’t pronounce: V, N, H, T, Z 2. Sounds she can’t pronounce K, Z, , -er, -ir, (This doesnt have to be followed in uniform manner, but must be kept into consideration throughout the character's early years) Extra details include: °The character has an extensive liking to water °She has been educated to read and write °And is aware of how to utilize sign language. Lastly, there is no need to worry about a skin - as one has already been created. ! If you wish to make any changes to the skin please discuss it with Gamma Rose#0258 ! For further information, or if you have an interest for the character, please contact either me (Blue Budgie#9655). Or my friend, the mother of the character (Gamma Rose#0258) Thank you!
  6. Mattiii

    Comedy Night

    Seeing as how the previous Comedy Night was so successful, Henry Clericus is proud to host it again at Westmarches, Eagle’s Beak! No sign-up or form to fill, just jump on stage and joke away. Info: Snow’s Maiden, 1731. ((Wednesday, 28th of August, 2019)) at Westmarches, Eagle’s Beak. Directions: From Helena: Turn right, when approaching the three-way, turn right again and head straight, crossing over the wooden bridge. Continue on the road towards Haelun’or. Soon enough you will turn left, and finally you will arrive at Laanhold, Westmarch! (( XYZ: -872 // 62 // -1723 )) A map is attached to the post with a red dot labeled as Helena and a green dot, presumably Westmarch.
  7. The End of Days Arcas is upon the threshold of yet another continental war. Descendants pursue a mindless slaughter time after time, in the name of monarchs that time will forget. To the north, grow horrid mutants, eating and killing one another. Gaining horrid mutations to allow them to further taint their body. To the south, cults prepare horrid hydras. Made of decaying flesh and fish. These creatures drool and bleed a thick substance able to turn any organic matter to bone, rapidly and within seconds of contact. And all across Arcas, the prolonged use of Voidal magic has welcome new tears in reality. One such tear appeared early upon Arcas, but was sealed. Now, the land is littered with these tears in reality. These tears bring further corruption, waging war with all of Arcas. But Arcas turns a blind eye, whilst others struggle against the void. Their in-fighting only welcome the slow, methodical, extinction of sentient life. The Void, which begets all things marches forth. Each passing day, vain attempts are made to seal the Void, the Vast Empty. But it’s corruption spreads, ripping apart the skies themselves. The forces sent to the tears to seal them thoroughly are vastly too low, the Void is winning. For it brings war, but it does not seek to hold land. It seeks to bring this world into the Vast Empty. Every man, woman and child tossed into the Void to become one with its essence. The brink of extinction is upon us, in-fighting only proving to be the Voids boon as it leads successful campaigns across reality as we know it. Soon the tears will reach such a size that entire armies of the Void born shall march forth. Before them they shall raze every city to the ground, every child will be killed. The streets of every“civil” nation will be flooded with Voidal horrors. Your monarchs will fall, your children shall be killed, your wives and husbands slaughtered before the Eldritch invaders. But Arcas turns a blind eye to the threat of the Void, instead they wish to wage war with one another. Each attempt made is vastly to weak to seal these tears. Each passing day the tears grow and grow. Soon the fight will be on your door step. Soon every one of us might know the bitter kiss of a inky black oblivion as our souls are rendered null and void within the Vast Empty. The clock ticks ever slowly In this battle of survival, the descendants are loosing.
  8. The provincial arms of Rubern. Name of Settlement: Province of Rubern Peak Times: Any time between 12PM to 10PM (EST) Population Density: The town of Rubern proper consists of a mostly human populace, with much of that human majority comprising of Highlanders, with a small community of Heartlanders and Farfolk. Brief Description: The Province of Rubern was established via a pact forged between Prince Vladrick Barbanov-Alimar and the Black Reiter Company; the latter swearing fealty to Prince Vladrick in exchange for safe harbor. Where they once served as a mercenary company of global repute, they have since become the elite household guard for the Prince of Rubern. Upon the Ruber River, they established themselves upon the ruins of Leuven, decimated in the aftermath of the War of the Two Emperors. Once a lawless and scarce land, the Prince’s retainers have transformed the territory into a land of prosperity, centered around the newly-erected and flourishing settlement of Rubern proper. The Province of Rubern has described to be a land of opportunity, inhabited by free men who share a common value - to strike out on their arm, and make their own fortune through toil and hardwork. The Province encourages all craftsmen, soldiers-for-hire, and wanderers alike to settle upon the Ruber River and set up shop. Furthermore, any and all citizens are welcome to put themselves forward as aldermen, where they may serve as representatives for their respective guilds or communities. This allows the common man a voice in governing body of the Province; the Duma. Together, under the guidance of the Prince and the Duma, the Province optimistically looks forward to the future. Key Figures and People of Assistance: The Prince and Princess-Consort His Highness, Vladrick Barbanov-Alimar, Prince of Rubern The Prince of Rubern rules the Province of Rubern, delegating tasks to various subordinates to ensure the stability, prosperity, safety, and smooth inner workings of the Town of Rubern and its outlying territories. Her Highness, Ester, Princess of Rubern Lord Chancellor Lord Simon Basrid, Lord Chancellor of Rubern The Lord Chancellor of Rubern is often referred to as the Hand of the Prince; charged with conducting diplomacy and many of the Prince’s most sensitive tasks. Lord Commander Brutus Morr, Lord Commander of Rubern The Lord Commander of Rubern maintains and commands the Black Army of Rubern. The Lord Commander or any of his subordinate captains may be contacted for any able-bodied man or woman looking to serve in His Highness’s Armed Forces. Maer Bailiff Cassian Turo, Maer-Bailiff of Rubern The Maer-Bailiff oversees much of the business transaction and inner workings of the town of Rubern proper - keeping a detailed ledger of property sales, tax, and overseeing the roster of designated stewards. The Maer-Bailiff may be contacted for any inquiries within the settlement’s walls. Stewards Edwin Brooks, Alderman and Steward Yaroslav, Stablemaster and Steward Thondor the Younger, Steward The Stewards may be contacted for any person looking to purchase property within the city, including houses, permits for stalls, and farming plots. Directions: The town of Rubern may be found at the crossroads between the metropolitan hubs of Reza, Ves, and Helena, along the River Ruber. The front gate of Rubern may be found at [X: -144, Y: -1540]
  9. Voidal Arts: The acceptable Dark Art? Connection to the Void. To those that have been greedy enough to accept the so called boons of the Vast Empty. It is your fault that voidal tears now ravage the lands. Prolonged use of voidal connection has always lead to the creation of void tears. It is through your greed and lust for power that the void welcomes itself into our home. It walks into our home, puts its feet on the table and demands a refreshing beverage. You are quiet literally to blame for the rapid invasion of the Vast Empty. It is through your darkest of arts that reality itself is under attack by creatures from the plane you drew your magical powers from. The Shades do not create massive breaches in reality, although be them creatures not worthy of life. Nor do Daemonic fiends, and the sort. It is indeed you wielders of evocations, and such magics that bring forth the armies of the Eldritch horde. After Sealing The Tears Should Arcas be able to repel the current Eldritch invasion, the threat will always linger as long as voidal mages connect to the void. Time and time again they shall welcome the void, until such a time that the Eldritch horde overwhelms us all. What say you? Your darkest of arts causes the very cracks in reality. How do you defend your art? When it is the very cause of reality bending to the whim of Eldritch creatures from within the Vast Empty. What will Arcas do? Will it allow the art to spread and spread until such a time that we are no longer able to withstand the Eldritch horde. The continued use of voidal arts will only welcome the invaders time and time again as history itself has come to serve. Yet you are allowed to remain with open arms, although you help aid the void with your connection and bond to it. What say you?
  10. THE CAER BANN COMPANY 13th of Godfrey’s Triumph, 1722. MISSION The Caer Bann Company is an organization of disgruntled veterans, cast aside by most men, who still wish to do good before they perish and transcend into the next realm. Clad in Crimson and White and living within the eastern reach of Robertston, men of Caer Bann conduct themselves as free men and sellswords, offering their aid to whoever the Company deems in need, be it a poor peasant, an ally or a monetary contractor. As such, these veterans, with no lord but their commander, Richard de Reden, roam about the country-side and travel city to city in hopes of finding work or use in some way or another. CONTRACTS Security Contracts involving security implies that men of Caer Bann would be acting as peacekeepers for their employer. Be it an escort, the need for extra blades during a high-stress event or simple intimidation, Caer Bann, dependent on the task, shall rally and aid in these endeavours. Additionally, the men of Caer Bann will do its best to aid in the repelling of raids and fight to the death if need be. It should be noted, however, that stupidity is not the same as bravery - should a contract appear to result in certain death, it will be ignored. Prices to be discussed. Offense Men of Caer Bann hold a special ability in their ability to extend cruelty upon its enemies. Though mayhaps not the greatest fighters in the land, they are more competent than nine out of ten guard forces and/or militias. Thus, provided that contracts violate no international treaties, security contracts and/or if a contractor is willing to take full responsibility for the task given to the company, the men of Caer Bann will get into the cuts and do your dirty deed. Prices to be discussed. Construction Being veterans, those in the Caer Bann Company hold the unique ability to quickly establish defenses in a timely manner. Should your fief or people be in need of security upgrades or men to dig trenches, the Caer Bann Company is more than willing to aid in these endeavors should the price warrant the labor. It is noted, however, that this does NOT entail fortress construction. Outpost construction, on the other hand, is possible. Prices to be discussed. RANK STRUCTURE Footman Footmen are the fresh blooded and/or potentially untrustworthy members of the company. Put through a trial period to determine their loyalties and ability to listen to commands and integration, footmen are expected to become trained before potential oathing. The duty of a footman is to become a well-rounded member of the Caer Bann company, so that they might be oathed. Man-At-Arms Men-at-Arms within the Caer Bann company make the bulk of the force and hold its plethora of blades. Filled with recently oathed and fully fledged members, those who don the rank Man-At-Arms receive full contract privileges and the ability to receive a portion of the pay from contract. Additionally, these men will be considered for promotion. The duty of a Man-At-Arms is to simply participate in contracts and aid in their completion. Sergeant* Sergeants within the Caer Bann company are the lowest ranking officers and thereby are the most plentiful. Not made a lieutenant, most likely due to a lack of combat prowess and/or due to their fresh nature within the company, Sergeants wear the normal uniform equipped with pauldrons and tassets. Sergeants are expected to act as the role-models for the lower ranks and display their prowess so that they might be promoted to lieutenant. Lieutenant* Lieutenants within the Caer Bann company are those who’ve mild officer power yet have shown great prowess in combat. Primarily acting as the heavy lifters of the Company, Lieutenants are to act as fall-back commanders should the chain of command falter and thus have authority only in instances of combat. Lieutenants are clad in full Company Steel and are expected to own and break their own steed. Captain Captains within Caer Bann act as the head of Company divisions and are tasked with leading men on most missions. Captains, observable by their full armor and sigils, are the ones most likely to lead their squadrons into the chaos of battle. Duties of Captains include training, recruitment and the execution of contracts. Current Captains, as it stands, consists of Robert Rovin II [Zhukov__] and Sigemaer Wodansson [Cranky_Varangian]. General The General of Caer Bann acts as the martial right-hand of the Governor General and oversees most military matters. Tasked with general recruitment and training, it is expected of the Marshal to ensure that Companymen are disciplined, busy and employed. Duties of the Marshal include recruitment, the seeking of contracts, training and moral reinforcement. The Current Marshal, as it stands, is the honorable Honeycut [Generalstang838]. Governor General The Governor General of Caer Bann acts as both civil and martial administrator of the Company and the lands which the Company owns. The Governor General thusly acts as the de jure head of the Company and has ultimate say in contract acceptance, rejection and military decisions. The Governor General’s duties include ratifying promotions, contracts and maintaining order within Company grounds. The current Governor General, as it stands, is the honorable Richard de Reden [Littlefleeper]. APPLICATION NAME: AGE: GENDER: RACE: [OOC] DISCORD:
  11. Londonium alloy, The smithing guild of Melkor Frey dug too deep and too greedily into the mines of Cloud Temple, the monks warned them “There are more dangerous and vile things than darkness down there”. But it was to no prevail, they started to dig under the confines of Cloud Temple. The company of Frey dug through miles upon miles of stone and iron. Until a very special moment when they found a pressurized emerald. When mined with a blue steel pickaxe, it has the perfect chance of not breaking. The gem was so marvelous, they took it with them. Upon return of the company to the guild hall, they started experimenting with the gem. Frey started to heat it up to an absurd amount of heat, the pressurized gem started to heat up and melt in the cauldron of the specialized forge, the gem had to be under pressure of the forge, molten steel was added to the gem fluid. The fluid started to turn a pale green color. Upon his first blade, he noticed that it was quite poisonous. The first animal he slashed died within two days of the initial slash, a faint green color surrounding the wound. When in sunlight the blade shines like the still water with sun cast upon it. The strength test proved more than expected, it was a lot stronger than normal steel. The guild of Frey are tempted to use it as their best blade yet, but his slayer steel is the pride of the guild. The mixture of Gem and steel must be cooled down and cast into an ingot for proper use, also cooled down as fast as possible. The ratio of gem and steel must be 3:1. This steel has been perfected for slashing, it has a potent metal poison. The heat needed for the perfect mixture conditions is at least 2500 Fahrenheit (1371 Celsius) The steel needs to be molten separately before adding it to the gem.
  12. [Deity Class Lore]: Cosmic/Void Energy [Name]: Shakti [Entity type]: Goddess of Divine Energy Back Story: Shakti is has been known by some villages as the goddess that protects them from evil, cures of diseases and bring welfare to the people who follow her, she has been known to bless people with the power to be able to align energy in those who are unaligned and possibly corrupted. She allows this mostly through the power of stones but with more powerful users of her blessing they can do the alignment through hand to skin touch the overall name of this skill is Reiki. In some cases of the unaligment, the mind might be so powerfully corrupted insanity takes place in a person with treatments people with these problems can get help and become normal again. Purpose/Goals: To align Energy in corrupt souls and keep the land safe with the power of alignment Capabilities: Gives users of Reiki the ability to dispell negative energy kept in the 7 areas of the chakra Citation Spoiler:https://en.wikipedia.org/wiki/Shakti and https://en.wikipedia.org/wiki/Reiki
  13. Finri: The Lost Race Of The Ocean. The History: According to the legends scrawled by walls underwater, when the four brothers ruled every corner of the earth, there was one more sibling that the first man and woman could not bare to tell their children; the helpless case of their last child, Newx. He was an elf-like creature with blue skin, four arms, webbed fingers, three eyes, and an eel-like body. His voice was nothing more than high pitched squeals. His behavior was like an animal. But his intelligence was stunning, able to solve puzzles in a matter of seconds. The first man and woman had to sacrifice their child to the sea, for they quickly learned that Newx could not survive on land. Down into the depths did he thrive, his high pitch squeals allowing him to communicate with dolphins and other forms of submerged life. He would be the one to rule not the earth, but it’s vast oceans. It was then did he have four heirs. Gi who governed the Trenches, Mol who protected the Reefs, Bow who guarded the Emptiness, and Wiklo who reigned the Shores. These were the four realms of the ocean, these were the four daughters of Newx, these were the first Finri tribes. Gi—who thrived between earth, water, and darkness—was the inventor of sea lanterns and the discoverer of prismarine. From chunks of these crystals, grains of sand, and blue lava from submerged volcanoes, did she forge the new light source for her sisters. Mol on the other hand, discovered how to herd yummy cod and plant food. The dolphins her father befriended taught her how to hunt. The tropical fish showed her how to farm kelp, sea grass, and coral. And through their knowledge did Mol learn how to tame pufferfish, breeding them to become later on, guardians. Bow traveled alone through invisible currents that were only touched by venturing fish and migrating turtles. Their corpses lend her scute armor and the materials needed to help Gi forge tridents. Wiklo lurked near the shores, learning from the salmon leaving rivers about magic and how to wield it. She taught these arts to her sisters, who used the ability to gain greater technology, like the conduit. Then came the first sailors, who roamed upon the ocean’s surface with their wooden vessels. Their nets stole their food, their ships lingered above their homes, and their crewmembers stole any belongings they could find. Using every magic at their disposal did the sisters attempt to scare the seamen away, but to no avail. They hired mages to block their spells, and the finri did not wish to be discovered; for they cannot breathe air, bringing them to a swift disadvantage. Hence began the worship of Mother Moon, deity of secrets, darkness, and slumber. As the sisters slept, she visited their resting minds, blessing them with her powers on one condition. They must build an altar of peace and promise to never destroy it. The sisters agreed, mastering the power of transforming into shadow and entering dreams based upon the moon cycle. Together they gaslighted the mages on board these well-guarded boats, whispering in their ear while in shadow, giving them nightmares, and using lullabies to make them sleepwalk off the docks. Once their magical defense was down, the sailors left, marking the areas of the sea they should stay away from. A few centuries later--after the sisters died peacefully--a group of finir heard of the high elves and their philosophy. Believing that now is the time to kill the weak and breed the strong, they used each tribe’s pride against them, a tool of mass destruction. The descendants of the sisters--once loyal to each other--rained hell, redding the ocean with blood. An abysmal war for supremacy broke out, and in the final battle, the tribes decided to set the fight at Mother Moon’s temple in attempts to prove their worth to her. Their answer came when her shrine was destroyed in the process, each finir flesh stripped from bone and transformed into shadow. Now their ruins lie, temples crumbled, technologies unused, and kelp-woven scrolls eaten by fish. As Mother Moon awaits her next prophet, the corpses littering the deep’s floor hope to be discovered once more. OOC Explanation: Basically, there was a hidden race that once lived in the sea but went extinct thanks to an abysmal war. This war is currently unknown in the roleplay lore, the only thing that is known is their extinction. This race called the Finir built ocean monuments, discovered prismarine, breed sea animals, and used lost magics. Their curse was their animal like behaviors and their blessing were their extreme intelligence. Purpose: The purpose of this lore is used to explain the reasoning for the existence of ocean monuments, guardians, wrecked ships, and other sea-based items. If this lore is accepted, it could also be used to explain a new form of magic and deity--as seen above--I am planning on sharing. I hope this contributes to the wonderful RPG community we have! Spoilers: https://wikia.lordofthecraft.net/index.php?title=Ancient_History Moon Worship and Magic influenced by moon phases inspired by Avatar: The Last Airbender
  14. Sweet Beat Bread These perfectly made buns of bread are made for commoners and royalty alike. The bread is made out of very smooth flower, sieved to perfection. The flower is so smooth, it rolls off one's fingers without feeling a thing. The yeast inside is so fine that one can see that is has been harvested with much love and care. The honeyed water inside is so special, only one has the knowledge of how to create it. The honeyed water is said to be the best mixture of both honey, ale, and water. Made into a dough with almost godlike hands, grabbing every piece of it as it is done. Sodium chloride as small as one's hair is found within the bread, harvested from the south sea only. Several powders are also used in the baking process, but that knowledge is only for the maker to know. After the dough is finished it goes into a hot and wet chamber where it will be laid to rest. After is done in the chamber, several buns are to be made with such precision and love it is said that the gods made them. Then they will go back into the chamber to rise to twice their size. It is covered in egg yolk and egg white as it goes out of the chamber, such fine sugar is powdered on top that it is to smelt in the mouth. The perfect combination of love, hate, and skill went into making these pieces of bread. The combination of sweet and savory makes most water their mouths if they enter a tavern or ones home. Every bun is so special and precious that it is to be wrapped in paper with care to protect it. Currently, the only one who knows how to make divine pieces of bread is a high elf by the name of Melkor.
  15. The cake sword is a cake that when used to attack someone will kill the person being attacked by turning them into a cake (you cannot loot the person for all their items turn into cake) and the attacker must have a glove on or they will turn into cake. The role to survive the cake sword is role a 17+ out of 20. The cake sword is able to, is it has consumed 100 people (and there is moderator approval) turn a 10 by 10 area into cake.
  16. Smithing guild Adria Dé Lorién consists of multiple smithies across cities, currently, the grasp goes to Sutica and Adria. The facility in Adria joined Dé Lorién at a costly price. It sits at Sabo square 7. The ledger present takes note of every cost. Currently it is the only smithing facility of Dé Lorién. Adria Giant Eagle pharmacy. This is a newly established pharmacy inside of Adria. It has one story to work with, but has a good medic inside. It shares the room with a small forge, making it the right temperature for someone to sweat and break down internal viruses. The items are made by very competent people, but the pharmacy is still looking for medic's and supply relations. Morgoth can teach you in everything around the forge. Haytham is the master of Sutica and can provide up to blue steel. One just needs to sign up, a bed will be provided. The massive high elf that rules this guild is most active in Adria. He is capable of carving, smithing, jewelry, engraving, chainlinking, forging, damascus style, bluesteel. The guild does not prefer one race above the other, all are able to sign up. The test is a meeting with the master, you got to forge something out of your own skill. This can be anything, but try to impress the master. ((OOC)) Name Age Country ((IRP)) Name Facility Race What project for the capability test.
  17. Is it legal for my character to be a member of a race of Cassowary humanoids? Any roleplaying game worth it’s salt should allow people to play as non-hominid characters.
  18. “Every tale ends with sadness Flora, no knight’s tales end happily ever after” The night was cool, on the sixteenth of Snow’s Maiden, 1728. The wind howled in the far north, and an old wandering knight patrolled the road, looking for something. That something, was a long awaited battle with a fellow man of honor; a man who’s blood boiled proudly under the right circumstances. These two men, as fate would have it, would meet up as they both traveled opposite directions; on a road less traveled. The first man, an olden knight by the name of Ironwood, and the second, by the name of Gawain Harkness; roughly a century before this meeting their ancestors fought an eternal battle that was left unsettled. These two men, however, had a choice. would they end the feud, or would they leave it unanswered? Ajax Ironwood the third’s tale would be a long and mostly boring tale of a man born from a knight and a noblewoman, in the year of our lord 1666. His upbringing was ended abruptly at the disappearance of his mother and father, leading him to be taken care of by mercenaries. Once he could wield a blade, he trained from that point on to be what he saw his father to be; a strong and gallant knight. At about the age of fifteen, his mercenary band moved to the north of the realm, and took in more orphans. Ajax found himself leading these orphans like a big brother; something he was also neglected of, as prior to his knowledge, his brothers were taken from him due to war. Ten years passed, and Ajax found himself leading the orphans to what was known as the ‘Iron Brigade’. This would be, however, Ajax’s first downfall. The Brigade was seasoned; ready and willing. The soldiers he had known to be brothers, uncles and friends were ready for battle; which they were victorious at. Many victories later, and their first, and final, loss was had. At the command of the ‘Iron Lord’, the brigadiers charged into an enemy shield wall; an outdated formation that was easy to destroy with head on assaults. Despite this, the enemy brigands countered the brigade’s charge, slaughtering half of the brigade in the process. A full retreat was on, but only one man survived; that man bearing the burden of defeat and loss on his shoulders. Not only did he lose his brothers in arms, but he lost a wife, and child. It was unclear to him if they escaped, or had died; and that unknowing would eat away at him for his entire life. Time would test the young man; and he found himself in a knightly troupe; as a squire. Unable to bear the burden of battle; he would do tasks for the assigned knight that seemed unremarkable; such as smiting from dawn to dusk; as well as maintaining the steeds. The young, defeated Ajax would eventually rise to knighthood under proper guidance; however the man who knighted him would soon find himself dead; due to a foolish war between family. Despite many failures and horrid things happening to the young man, he survived countless years until he came home to Avalain. He had not seen the city in almost his entire life; he had family that was adopted by his now deceased older brother, and to what he knew, a lover, in Warwick castle. A knight only did indeed, know how to love another knight. Dame Diana would be the only person Ajax kept dearly in his heart, aside from his niece Flora. All seemed well, until that current family of his started to hate him; Flora and Diana being the only two who remained at his side. This would turn the man’s blade in service to King Pierce, a noble and loving king who was a paragon of true virtue and honesty. He never had much dislike for the king, and would have given his own life for His Majesty. One thing recovered from Ajax’s body was a Curonian pin; it was engraved with the Devereux crest. Ajax kept true to an oath his ancestor’s made; serving until death. This in fact, leads to his death. The duel with Gawain Harkness. Their blade clashed, the two swordsmen fought with honor and skill; despite the one’s age catching up to him. The knight’s blade was damaged, yet in could pierce the finest of plate; and the young noble was all too aware of this. They traded blows, until Gawain drew first blood; going for the left leg of the old knight. Despite the injury, he stood strong and tall, piercing his right arm heavily with a forward lunge; then barrelled his shoulder and blade into Gawain; the attack slashing his eye in a mistaken attempt for a shove. This error; costed one knight his life; as Gawain blindly swung his blade. Ajax attempted to parry it, but the blade he carried was too damaged to hold; causing the noble’s blade to pierce his plate slightly, causing a shift in momentum. With this shift, the blade rips into the old knight; his vision fades as it does.... The knight drops his blade, falling to the ground. He was to croak his last words; which were not of hate, but gladness. The knight thanked his friend, and rival, and asked him to deliver his armour and blade to his son; assuming he had lived. Gawain, despite his injury, carried the knight’s body to Avalain, delivering him to the church there, with a note. The note, was a simple note, asking that GOD and country would remember the soul that was once known, as Ajax. Attached would be a short will, wishing to end the Ironwood noble bloodline from Curonia and revoking all oaths it once carried. ((OOC It was fun experiencing all of that rp; which was all throughout one of my favorite characters of LOTC. For those of you who know me to play Ajax II and III; I did that because I wanted an older experience of when I first joined and boy; did I get that. Big shoutout to @Farica16 @Cantonic @fieselena @Capace @KosherZombie @panda_bear @Renoks @Wulfery @MyLittleUnicorn @Bethinwonderland @Anime_Wolf @Dawsy @Sporan @Shmeepp @clonky and @every other friend of mine who i forgot to include who made my rp expeirence the first ajax and this ajax wonderful. No I am not quitting LOTC but this character was on of my favorite; so thank you all who every experienced him!))
  19. https://www.bing.com/videos/search?q=last+goodbye+lotr&view=detail&mid=1D76EA199550E8EDA2C81D76EA199550E8EDA2C8&FORM=VIRE [!] Eric would sit himself atop his bed, humming to himself as he looks out the window. The night would have been full of laughter like curon nights were always, until he heard a sound hitting the window behind him. He turns himself around and notices a dead messenger pigeon with a note attached to its feet. Eric would open the window and take the note from off the bird's foot and what catches his eye first is the official seal of curon on the letter. To Erics surprise inside the note be an official call to arms. Eric would have been sent on a mission Like always Eric would obey his king and begin gathering his armour and supplies for the trip. The next day Eric would set off on horseback and wouldn't be seen for awhile. Days turned into weeks, weeks turned to months, before one day the sound of hooves could be heard on the path leading into curon. It would be the very horse Eric set off on his mission on. But one thing would be different, atop the horse would not be Eric's body, but instead it would be his corpse, laying lifeless atop the animal. The armour Eric wore would have about a dozen holes and slashes. The brave knight that served his kingdom for so many years, and who was loyal for so many wars, was dead…. Usually the nights of curon would usually be filled with noises, laughter coming from the tavern, crickets chirping from the park, the sound of boots hitting the stone paths. But this night was different. The tavern would be silent, the crickets wouldn’t make a noise, the roads would be empty. On Montagne lane stood Eric’s house, a single candle lit on his desk. It too would be silent, the bed where someone once slept, would be empty. On Eric’s desk would be a stack of papers, a journal that was not finished, and never would be. Next to Eric’s journal would be a small leather book, the book would be opened to the first page. “Curon is a bear, a bear that has grown, from a cub struggling to stand up, to a brave and respected boar. This bear stands strong, stronger than everything that attempts to bring it down. It thrives in a world full of different cultures, full of different nations and races trying to survive. “ “I write this in advance for I have no idea when the end is to come. I write this peacefully of my own will. I write this as my little story, for whoever finds this notebook, and for whoever they shall show it to. I came to curon when it was only a tent camp, I watched it grow just like the bear cub. I stood by it with many others and guided it on its path. I fought many battles alongside this bear. I stood by it until my end. . .” “To those I hold dear, I wish for you to not remember how I die or my death itself, I wish for you to remember the times we spent. Times we spent whether it be good or bad. I wish for you to remember me not for what I did in my life, but for who I was and who I became during it. “ [!] The writing next would be written in an unusual style. It seems each letter is tilted to the right. The last sentence would appear to be pressed deep into the notebook’s pages, much darker than the text above. To the steward that finds this book, please show it to the people I knew. Please show it to them so that it may fill them with a slight bit of happiness. Tell them that my job is done and that there will be no goodbyes, because goodbyes mean going away and going away means forgetting. [!] Below the text would depict a sketch of a polar bear cub. (ooc Thank you everyone who helped me with Eric, this was a fun character to play) PS I know I said boar, look up the term for adult bear
  20. The Death of Hsieh-Xin The air was cool, though the ground around the Huangdi’s manor still shook. He knew the day was coming, the day on which the village of New Jing-Taiyun would fall to this strange Voidal tear. Tears would line the Hou’s face, and drip onto the parchment of the scroll as he would sit in his room. His family, his wife, his two precious children, and his friends had all been sent away to Llyria, to the monks, who would keep them safe. But Xin would not leave this Village. He knew where his stance lied, there were still those in need of protection, and he would not allow his soldiers to fight in front of whatever may come without their huangdi. The Huangdi would write two scrolls, one, a will, given to a relative to relay to the others in secret. another, a poem, to be spread through the next generations of Hou, so that they may remember the time they had here the last cycle of the moon. The moon sets on those who walk under its light The Hou, they walk twords fear, carrying Hou-Shen’s Might and whatever may come through those forsaken doorways would not fail to die to the might of Jade. The Light of night, surrounds the hou who fight The light of day, goes with those who sail and pray and though the end of the village has come to pass the beginning of the Hou-Zi has begun to mass Do not stray from peace! the huangdi would call Stay safe within each others arms, hands, and paws and when those who hunt us wish to show their might remember the might of Hou-Shen, and the strength of our light And now as the Hou walk, under the moon to war Remember this war is but a means to more a means to a peace that will last generations a people, who will stay safe, within Hou-Shens graces. Xin may not be with you for the next cycle of the moon but our people are strong, and so will you be friends Walk calmly, under the watchful light of the moon and perhaps one day, i will meditate with you again. The Huangdi would then leave his belongings in the manor, besides his Monkspade, and his will. he would walk out into battle, and protect the other Hou from the abominations of the void as they would flee. May he be remembered for the peace of his heart, and the strength of his will. He is survived by his wife, Hsieh-Lan, his daughter Hsieh-Xiyue, and his son Hsieh-Tao Jian ~Xiongdi Forever~ [ooc time] It was a honor playing with this community, through all of our hardships and struggles. im still of the beleif we have fostered one of the most friendly and amazing communities on the server. im truly sorry i had to leave during this, but my new job has made me unfit to lead a community in this way. i wish this community more then the best, and i know your new leadership and the community will thrive i love you all. ill be in touch.
  21. Vinir Orothell Physical Information Height ⊸ 6’1 Weight ⊸ 150 Skin Tone ⊸ Pale Gray Eye Color ⊸ Blue Hair Type ⊸ Short silver hair Race ⊸ Dark Elf Gender ⊸ Male Personality Information Strength ⊸ Very agile, has a strong goal to survive. Weakness ⊸ Ashamed of his past choices. Silver-Tongue ⊸ Has a very “persuasive” way of talking when he needs to. Ambitious ⊸ Vinir wants to do what is best for him and his companions, he will do whatever it takes to protect their bonds. Adventurous ⊸ Spends time talking and seeing the ways of others. This includes studying cultures, learning the different languages of the world, and even some information on the different religions. Other Traits Job ⊸ Sellsword Closest Kin ⊸ Nilnir Orothell Story/Biography [1653-1698] Vinir was a young elf that was born into the Orothell family. He was born in Sutica in the year if 1653. When Vinir was a young elf, he would roam the streets and would always spend his younger days making makeshift weapons with his brother, Andeosi. Andeosi and Vinir would spar day after day just to better themselves for anytime that they would have to fight in the future. Vinir always wanted to be the greatest warrior in all of southern Arcas and he did not plan to let anyone stop him. Vinir’s life was going great, he got to spend time with his family, watch the guards march in and out of the city after doing their prosperous work of protecting the people that reside in Sutica. However, one day when Vinir was waiting to see the guards walk by at his usual spot by the bank, he noticed that the sun kept going down and down, and no guards where coming in. Vinir finally got tired of waiting for the guards so he headed to the nearest wall access, and climbed up the wall. Only to see that there was a conflict outside, that started to gather many people that seemed to be all dressed in the same uniforms. As Vinir was watching, he heard a man scream in pain out of the middle of the conflict only to then later, see him fall to the ground motionless. Vinir was young, but he still knew something was wrong. He quickly ran to get help at the nearest guard-post he knew of but found them all empty. Vinir kept wandering the city looking for help, but he was to late. He saw the vicious men from outside start pouring in the city, as almost as to save himself, he ran to the nearest dock and dove into the ocean. [1698-1707] Now, Vinir was not the best swimmer but however, he knew how to keep himself afloat. To the best of his ability he swam one direction, he became very tired and grew exhausted (which he later found out was West) he became very tired and grew exhausted eventually passing out from swimming so long. He lay, floating on his back drifting with the current. The current took him to a desert island that he has never seen, but one that he has only heard of in silly stories. Upon arrival Vinir only knew little of what his older brother told him that involved survival. Vinir ventured deeper into the island and even found a place in which he could harvest the fruit and drink from the water. At the time Vinir was 45, still a young dark elf, was ready to survive whatever the gods would throw at him. Vinir would go on to survive here for 9 years. He would sleep in a cave that held all the resources that he gathered, a bed of leaves to sleep on, and had a spring at the back of it that he had drunk water from since his time there. Now, Vinir did not plan to stay for long, he had a heart for adventure and wanted to cross the ocean and find the next place that he could. So he did just that. Vinir had so much faith that he left all that he had just to swim towards, what he thought was Arcas. [1707-1715] Vinir walked towards the ocean and started swimming, he began heading in a somewhat straight direction. However, this swim took him to a rather, interesting place. Upon arriving he was greeted by a man that towered above him in a dark black armor. “Welcome to the Principality of Vira’ker”. Vinir had happily entered the city upon being greeted, he spent time wandering around and even saw many eviction signs. Upon seeing one recently evicted house, it caught his eye. He then went to the local steward and even slept that night in his new home. Vinir would spend many nights here before seeing the man the greeted him at the gates his first day there. Vinir later became friends with this man and even found out more things about him. The mans name was Daichia, Hortiator of the Div’Cruan, later known as the Vihai’ker. Later on into their friendship Vinir would challenge Daichia to a duel. Being the agile warrior that he is, he was able to move swiftly around the towering man and even defeat him. Vinir would go on to impress many people with his great agility. Daichia saw Vinir’s talent as he was dueling the prince on the beach and he was even placed Vinir into the military, days later even made a Ordinator. [1715-1720] Upon joining the military, Vinir began to travel. He spent many times escorting citizens and royals to their locations. Upon arriving at one location, Vinir saw a rather familiar face, his brother. After being reunited, Vinir and his brother spent a very long time travelling down the road catching up with each others past lives. Vinir even invited Conall to join him at Vira’ker. The two brothers then stay together as much as they could, who knows what the gods have in store for them, but I guarantee, nothing will stop the Orothells. [1720-Present] After leaving the lands of the Mali’ker. Vinir would visit Krugmar to see his friend Noka’Lur from time to time. After that he still continued to go on anger filled sprees of killing people. He did this for some time until one day, he came across a eagle. Upon following it around in the forest, he had arrived at the things nest where it had been living, in a forest near Fenn. Only to discover the broken eggs that lay in it. Perhaps it was just from a prey the eagle had discovered, so Vinir left and would return days later. When he returned though, the eagle had been laying lifeless on the forest floor. Vinir rushed up to it cradling it in his arms, as he sat there with it. While he did this, his bond would grow strong with the eagle, and soon he named it Tathvir.
  22. The Wild Man as he first appeared to the Descendants on Axios, during the early 1600s. The Wild Man let out a puff of the stale subterranean air. All to be felt by him were the little gusts from his breathing, and the thrum of his own heart. He rumbled and rose to pace the width of the cavern. Its space was painted, decorated even, but empty. Only himself and his child remained to make use of these rocky chambers. Thrum. There would be another hunt tonight. His burdens he left at the mouth of the cave: The skull of his daughter; The club carved with stories; The necklace to lost kin. Thrum. He would have no more need for these encumbering things. Into the jungles, the forests, the plains, and the deserts he would go. Surely he would find a creature capable of besting him. Surely he would be struck down. He would reunite with his lost people, and need no longer to paint the stories of his kinsmen dying, time and time again. Thrum. Before the Wild Man, the path laid open. He spilled the last volumes of Wildling history onto the bonfire’s fading flames, and trudged onwards. Thrum. When the sun climbed out from beneath the horizon, there was nothing more to be seen of the patriarch. Into the wilderness he’d gone once more, and there he’d meet his long-sought fate. Thrum.
  23. Name of settlement: Laanhold, Westmarch Peak time: Around 3pm EST (from a mix of Europeans and North Americans) Populace density: 85% Human, 15% Halfling Brief description: Laanhold is the cozy agricultural town of the Duchy of Westmarch. With hedgerows bordering the farms leading up to the gentle palisade entrance to the town, the entire area would be welcoming to most. Halfling burrows sit on the left hand side of the road in, and a branch off to the right sweeps up the staircase to the keep: Laanhold Tower. Immediately upon entering the town would be a marketplace, with a medical clinic on the far left, under the clocktower. Bearing left, an arcade leads to a public park, and the small houses in that direction. Straight ahead is the archway leading to the church, manors and side entrance to the keep, and to the right is the road to the apartments, and the tavern too. List of players able to assist: @mra8ur93ss , Duke Stannis, aka func_Soap @Pun , Duchess Kathryn, aka Pun__ @Gleeshers , Mayor Puddifoot, aka ColdDaughter @Cleggmire_ , Ser Fournier, aka Reynald_ @LadyCarolina , Lady Fournier Directions: https://imgur.com/a/zApKoFR Take the Northerly junction of the Aegrothond-northerly – King’s Road-easterly junction, then the first left nearly opposite a vineyard on the right. -
  24. Song down below what once was, what will never be One, Two, Three, Four… the rows went on and on until the room seemed to long to be real. Perhaps that was the half-empty bottle of alcohol clutched tightly in her grasp, or perhaps that was just the harsh reality of her life. Everyone who died, everyone, she loved that didn’t make it to this very day, all reduced to ashes and sat in this room as a cruel reminder of what she’ll never have again. Suicide, murder, accidental, disease… It struck them down like a sword and left a gaping hole in her heart where her love for them was once stored. There wasn’t much left of it. Arabella once believed that she could patch it up like putty to a wall with the constant presence of others or work. Both were scarce these days, all her friends scattered and gone and all of her children off being their own person, no longer needing her to take care of them like she once did. Her tavern was gone, the city she once put her blood, sweat, and tears gone with it. No one needed her, and that left a suffocating feeling of dread and loneliness in its wake. The Warhawkes were gone again, much like when she had first met them. All scattered about and lost touch with one another. They had given her a sense of purpose during her time with them, whether it be going on crazy adventures or manning the tavern they always brought joy to her life. She didn’t even know where most of them went off into the shadows to live on their own and that beautiful sense of community that she loved oh so much went with them. She was reduced to feeling useless and spent, her time was up. The clock had stopped ticking, and maybe that's because no one was around to put in the work to fix it or maybe that was because Ara knew that there was nothing left for her. She had raised her family to live without her, they’ll protect one another like always, Luna or Lyra would probably take in her youngest, who were old enough to live on their own but had never left home before. They’d watch out for them, surely they would. A Delevoye always chooses family above everything. She’d seen where she’d go after death, Dak’ir had briefly taken her there on a spirit walk once, and she knew she’d finally feel the happiness that once filled her up to the brim, left her smiling and dazed with a carefree sense of fulfillment with the life she led. At times things got dark and scary, she lost a lot and saw too many awful things for her to count. But she’d let it all go once she was finally surrounded by her old relatives and loved ones once more. The love of her life would be there, and her parents, children of hers that broke her in half upon their deaths. She’d see them all again, and more. Arabella thought of all the dinners and parties hosted for the family. How every year in Axios on their boat Ara would put together something on their main deck for anyone to attend. Her favorite party will always be the krugsmas one when Lyra was just a little girl, she ate all the cookies meant for decorating and everyone was basking in the holiday spirit, smiling. Kalvo was there, alive and that realization just seemed to deepen her need for what she was currently doing. He was gone, and so many others went with him. A few years later went her granddaughter, weak and sickly she was but full of spirit and love. She hopes that all her children look back fondly on their memories with her, that Luna remembers their afternoons spent doll making in the windmill and Lyra remembers being in the kitchen with her mom. That Nerrin won’t forget that she raised him, that Luna might be his mother but she put in the hard work when it came to parenting her grandson. She doesn’t know what she wants Atlas to remember, just something pleasant, something good that wasn’t tainted by his father or that dark time when things went awry. Maybe Astrid, Aries, and Nova will really only remember her funeral, they are old enough to hold their own but everyone else got decades upon decades with her. She feels selfish for a moment, thinking about them, but one last glance at all the urns lined up in this room full of grief just solidifies her plan. Ara left her shrine room, knowing soon she’d see the people whose ashes took up the space of such a winding and dark place. Maybe she’d finally get to apologize to her cousin and hug her father. The once clear alcohol swished around the bottle as she swayed, it had been tinted a light golden hue upon her adding in the necessary amount of the poison. She was slowly starting to feel it, constricting her airways and making her light headed. She dropped the bottle at the foot of her bed, the glass shattering and embedding itself into her feet and legs. But with the light and airy feeling that enveloped Ara, she did not react and simply fell down onto her bed, slowly turning onto her back and staring up at the light purple canopy of her bed. She knew it was finally coming, her end. All life was slipping away from her, all her woes and worries floating off into the stiff air of the room and despite herself and her predicament, a giggle escaped her as she drew her last breath. The following letters would be for the selected people. The letters would be found stacked neatly upon her vanity To Luna To Lyra To Atlas To Astrid & Aries To Nova To Nerrin
  25. Players/Group Requesting: Kaz'Ulrah dwarves What kind of Event are you looking for?: Old school dungeon / monster killing. There general area & antagonists are set, and there are some details to include. Other than that, the ET member taking it has full freedom. Approximately, what time/date you want the Event to take place?: Next Weekend (14th, 15th or 16th) Organizer's Discord: Ronald Reagan#9284
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