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  1. * A note is put on local notice boards* I am a traveling troubadour named Egil. I offer entertainment to does willing to pay. List of Entertainments: * Musical acts with a lute *Juggeling of any item *Stories from lands near and far *Pleasant conversation requests can be made but will cost extra Price ranges form 100 to 500 minas, depending on the length of the session and requests made. Price is negotiable. Egil, The Silver-Tongued *There is plenty of room for requests on the note*
  2. [OOC: This is a comedic, kinda meta, diary-form story of Egil, The Silver-Tongued - a young, hot-blooded and totally-not-desperate-for-attention 21 years old troubadour(bard). Excuse my odd grammar and mistakes. English is my 3rd language] 13th of The Grand Harvest, 1689 I woke up in a temple, miraculously without a hangover from last night's partying. Instead I felt oddly fresh, like a newborn. I stood up and wandered towards the only exit I could see, looking around curiously, feeling as if things seemed a bit more.. square. As my feet took me closer to the doorway of the Temple, the sweet scent of adventure, of maiden's bosoms yet untouched and ale yet to be tasted filled my nose, urging me on! To make haste, before they are claimed and shackled into boring books and senile old minds. Stepping outside, I was greeted by a few monks who seemed to repeat the same one or two lines of wisdom, probably not paying much attention whom they spoke to. There were a few other non-monks like myself wandering around the temple, each more colourful than than the next, browsing things, chatting up or just awkwardly looking at the ground or the sky. After receiving an odd cristal like ornament from one of the monks, I decided to sit and ponder about my situation, checking and tuning my lute. Until, Goddess herself walked into my view from the temple. Her brown hair flowed in the slight breeze like water flows in a river, the sun gently dancing on each of her hair. Her eyes were like the biggest shiny gems, deep green - like woods one could get lost in for weeks. Her nose was small and cute, her lips plump and rose coloured. The way she carried herself down the stairs with such elegant manner was nothing more, but an act to marvel at. A mini-miracle! She stopped by one of the many bookshelves in the temple and seemed to look right at me. I of course approached the lady with bravado and confidence that one of my caliber should have and bowed to the lady, asking her name. To my surprise she stood still, peering past me into the distance. Like a sculpture too real and perfect to be man made. I tried to get the ladies attention yet again but to no avail. Thinking maybe a piece of music might make the beautiful, yet mysterious sculpture woman come back to life I played a short melody to her, my fingers dancing on the strings like elves in the rowdy tavern songs dance around the fire - elegant and wild at the same time. To my disappointment the lady did not react: deaf, blind and mute, still in the moment as the time around her passed. With a sigh I put away my lute and started to look for the next maiden to woo when I heard a kharajyr growl behind me:" oh is thwat a bawd?".
  3. Ferals Even a man who is pure in heart and says his prayers by night, may become a wolf when the wolfbane blooms and the autumn moon is bright A legendary beast of uncontrollable hunger and primal rage, the ferals of the night are often never truly seen by descendants, whether in the mountain valleys of the dwarves or in the vast forests of the elves, many will only hear the howl of the wolf in the night. The Legend The story goes that a long time ago, a group of hunters known for their hunting of canines and other dangerous sport became lost in the woods. One faithful night these experienced hunters fell deep within the old woods. The old trees blocking the cover of starlight as darkness engulfed them, as their torches lit dimly they tried to navigate their way through the woods but it was no use for they continued to go even deeper within the forest. As the night grew long and the fear gnawing at their minds, they settled within a cave but whether through fear or by caution they decided to not venture in too deep. As the men slowly became paranoid and as the lit fires now faded, a pair of orange eyes softly glowed from within the further reaches of the cave. As the men readied there bows, aiming at the pair of eyes, the night became clear and the clouds scattered allowing the moon to shine white light into the cave, it revealed many wolves ready to pounce the hunters, the moon shone a large wolf who howled in the night, as the blood curdling howl reached the ears of the bowman they dropped weapons, yelling in pain as they began to transform, their clothes ripping as the grew taller, there teeth sharper like a wolf, and there eyes now changing into an orange color mirroring the large wolf. As they fully transformed, the large wolf revealed itself from out of the shadows. For it was none other than the great spirit himself, Morea…. Prince of the wolves and demigod of the wild. For their endless pursuits in killing the wildlife of the old wood, the mani cursed the men forever more turning into a beast in the night, every night,to kill the descendants who have so unrightfully murdered. And so they did. Forever cursed to roam the nights hungry for flesh, and a desire to kill. Types of Werewolves Lashers Speedy and nimble, Omegas are less brute force but more cunning, their claws are sharper allowing for more swift yet weaker attacks, their limbs are more accustomed to moving on all fours rather than on two feet. Brutes The beta ferals are more brute force than their omega counterparts, walking on two legs rather than on all fours, these ferals are slower yet more tanky and heavy hitting. The strongest and oldest of the Beta’s can even fling (small) tree trunks and sometimes (tho at the cost of alot of energy) small boulders. Alpha Stronger, faster, smarter and much more bigger, Alpha’s are the most dangerous not because of their strength or experience but also their cunning and smarts. They and only they are allowed to do the ritual that allows for more ferals, and so they are also the rarest of the types. Weakness Silver and Gold Silver and Gold are often used to kill, wound or injure ferals. Though no one knows why. A few deep cuts from a slayer steel axe is enough to injure or break a bone from the feral. Transformation process During the transformation between descendant to Feral, the cursed are vulnerable to attacks, silver and gold can be used to kill them or regular weapons. Holy magic The magic of holy men and women can harm the beasts, however depending on the tier and its effectiveness, the feral may not be harmed at all. Tier 1 and 2 will only scare it or the feral can shrug it off. Tier 3-4 can injure it, or even break a few things Tier 5 should be able to kill the beast Daylight Due to them being hunters in the night, Ferals can be blinded by the sun and even in some cases if the feral has just recently been cursed may even die. This means that newly made Ferals must only transform in the night. While more experienced ones will need time to adjust to daylight. Strength Strength : The Feral shows strength much like a wolf or canine, muscle structure and tendons become strengthened to better allow clawing and brutal thrashing. Their jaw like strength is able to snap a bone should they latch onto an unpadded or unarmored piece of flesh. However, their teeth are unable to bite through any sort of metal but can dent the metal to latch onto the material. Their claws are able to cause deep cuts in flesh but not metal or metal plate. Agility : Very much like their canine companions, the speed of a Feral is often compared to a deer or hound. The pad on the bottom of their feet allow them to traverse over tough landscapes. Due to their hind legs binding, they are able to walk much like a horse on all fours. Smell : A feral can smell blood or scents from a great distance away. (20 Blocks). Due to the size of their snouts, a Feral is able to connect a scent with a substance or creature which improves their hunting capabilities for whatever prey they’re seeking to hunt. Vision : Due to the ocular growth of the Feral, their pupils grow much larger, which in turn allows them to see the world more clearly. They’re able to see quick movements and sometimes even heartbeats if it is rapid enough. Feralization Alpha’s are the only ones who can create new werewolves, to feralize a person the alpha in question must give their blood to the victim and must not hesitate otherwise they risk killing the person. Once the victim has drunken, consumed or blood gets injected it will then have to be activated by the howl of the alpha who is feralizing the person. Once done the alpha’s blood will activate inside the person triggering a transformation. For the first week prior to transformation, the newly made feral will be weak and unable to walk during the day whilst in feral mode. As the stone week progresses the cursed will gradually get to full feral strength. After that week they will be a fully fledged feral. This process or ritual is only known to a few, including Alpha’s Deferalization To be cured of the curse, the victim must seek a cleric, paladin or a arch druid, they then must go through a painful two stone days worth of curing, during this process the person must be cloaked from the night, and not harm animals only eating veggies. But be warned, if they havent found a cure before two real life weeks prior to the curse they will forever be changed, cursed to roam the lands in night till death… Other Stuff/Redlines Must be seen by a LT member or ET member during the process, Must plop an application No using weaponry or magic during feral form Rp accordingly, no powah gaming -Once an alpha is handed over it is required that both the previous alpha and new alpha contact a lore team member (the same one preferably) and inform them. -The new alpha is to make a feat application, in which the previous alpha must confirm and the previous alpha's feat application is moved to denied. -If the previous alpha is refusing to confirm, then a witness can put forth evidence in the form of screenshots of the roleplay. -There is a limit of four alphas, gender is irrelevant. -ALL RACES CAN BE FERALIZED
  4. The Atlasian Naval Guild was founded within the realm of Atlas, after the old Sutican City was nearly abandoned by it’s citizens and the leaving of the Trading Princess Lily, allowing those without a place to stay to find a new home to rest and to life at. Unlike most other nations the founders of the Atlasian Naval Guild were known as fairly good sailors and interested scientists, trying to explore the oceans of Atlas and it’s surroundings. While their ideal was it to explore the oceans they also became home to many people around them, steadily growing and expanding their research fleet. Purpose of the Guild While many Guilds are focusing on trading, giving the opportunity to learn a form of magic or just to offer some work the purpose of the Atlasian Naval Guild is different and unique in it’s own. The main purpose of the guild is it to explore the oceans of atlas and to find possible new lands to stay at. While doing so the guild is also trying to do their research of the currents, which are flowing through the oceans of the new realm, finding the fastest one to use for future traveling and sailing. Another big part of the guilds daily work is the research of new organisms, including plants and animals alike. New species can often help understand the current situations in certain regions and can also be used as materials for all kind of stuff, examples being medicine, smithing materials and far more. This is afterward leading to experiments to test possible new tools and to conclude further research on the different topics. Safety Safety is a rather important aspect for each member in the Atlasian Naval Guild, especially due to their dangerous missions. As such everyone is warned that the Guild isn’t having peaceful missions at all, but also rather dangerous ones. Due to those circumstances every member of the crew should be able to fight and be steady on a rough sea. Living Space/Base MS Vaile - The MS Vaile is a strong, nimble and fast Gallion Grade Vessel, housing around twenty crew members. The Vessel is build under the Captain and co Captain Vahryu Daluon, and Julia Abernathy. The MS Vaile can travel at the speed of 27 knots, able to withstand the Weather of the cold Arctic and hot summer winds of the equator. The mast would be made of a strong oak with Iron fittings and the sails would be made of a thin material dyed with grays and greens, the crews quarters holds around twenty eight bunks and the captains quarters holds two bunks, excluding the medical bay and area for livestock. Jobs/Tasks While many different roles are existing each member of the group is trying to help each other by handling main tasks, such as cooking or just cleaning the ship. As such most tasks are the following ones: Cook - Preparing dinner/food for the crew, while keeping a close eye on rations and drinkable water. The cook should be able to handle a knife even in the roughest of seas...and hopefully not lose a finger or too! Cartographer - Creating maps for the guild is an important job, since the guild is always trying to find and explore new lands. However, without creating a map of the new landmass and the surrounding waters such explorations are rather useless, since no one else may be able to find the land again. As such the cartographer needs to create fairly good maps, allowing the crew to find the islands once again. Secretary - The secretary is in charge of the general documentary of the expeditions and tasks fulfilled by the crew. Recording every single day on the sea is of importance, mostly to keep a fine grip on time, date and other important factors. As such the secretary should be able to write and have a talent for organizing. Steerman - Steering the ship with confidence and experience as the steerman guides the crew through the waves to their predetermined destination! A good eye is needed to see through the currents and shallow waters, sailing the ship to new lands to explore. As such the steerman should have some experiences in sailing and how currents are normally acting. Sailor - The sailors of the ship are helping wherever they can, either by hissing the sails or by cleaning the deck. Normally this job isn’t requiring a lot of talent to do, yet, it is one of the more important jobs, since everything is depending on the sailors. Medic - Healing the wounded and sick is the work of the medic, often saving many lives in dangerous situations. As such the medic should have a great knowledge in medicine and should be able to operate in a rather small medical area. Goals The Atlasian Naval Guild has several important goals to achieve, mostly focusing around explorations and experimentation on different naval-related topics. As such the most common goals for the guild are: Finding new land Finding new plants and animals Completing research on different topics, mostly the synergy of different species Preserving the ocean life Discovering ancient sea structures Finding treasures Application MC-Name: Character Name: Age: Race: Hometown: Possible Goals to achieve: Wanted Role/Job: Discord: Member List Captain Vahryu Daluon (@Ragnio) Julia Abernathy(@Space_Gene) Steerman Gilondir Oronar Frostbeard (@SanderGamerNL) Cartographer Jakhatir Kegbrew Grandaxe (@iAssey) Son'ya Sparrow (@MoonsWolf_) Secretary Quillian Caerme’onn (@Torkoal_Tom) Sonya(@EagleEyeKK) Medic Balin Anvilaxe Grandaxe (@TheDarkAngel2308) Makisu Aiichi (@LilBlueMaki) Cook Hekkaes ‘Anvilaxe’ Goldhand (@JokerLow) Sailor Kraggomi Anvilaxe (@Leomits) Eledar Haler'thilln (@Aythinae) Ben Ethil (@HurferDurfe1) Bolon Stormtaker (@DarkElfs) Abdul Mubdee (@Booklight12) Ravondir Torena (@Ravondir) Cassian (@Svaknir) Mith (@TeaSpoon) Ned Anker (@MrForesteroni) Amias Carter Jonesaeus (@Jerome Jonesaeus) Robin David (@SkullMasterRO) Luthais (@IceWalker0) Allied Forces Vizmak Brigade
  5. Hi! I'm looking for a player to play my son, please read his details below to see if you are interested! Description of Character A dark-skinned, black hair lad. Son of a southeron and a.. probably farfolk-mix with a large nose. Mother is a 5’6 Southeron by the name of Rivaini Semaili, married to 6’0 Antanios Rutledge. Family resides in Belvitz, yes there is a house. I would prefer if you had MPM, cause it makes things more fun and such. Character Name Medhi S. Rutledge You will receive skin upon due time and acceptance. Preview I swear you’ll get a better skin some day. Application What’s your MC Name? How long have you been a part of this server? Have you played a human child before? Have you ever been interested in playing a human child? How much do you know about Human culture? Would you feel comfortable on your own? Please post the application in the comments! Please post your application in a private message with me!
  6. ((Thread deleted , trading is too hard and frustrating))
  7. OOC: While I may have left LotC, I still have work to do and thus have overturned my decision to leave LotC. This story is based on semi-canon portions, including what happens when one person uses magic not normally taught or found in LotC and will be a magic I’ll write in the future while I also work on my own project. I hope you enjoy “The Power of the Soul” by TheDragonsRoost. ~(+)==(+)~ Karren had lived many days within the forest where he gave himself the penance. For many days, he lived off of the land and the wildlife that roamed the forest, surviving off of the steak and pork that he collected from the wildlife. He had a lot of chances to leave the forest and be a part of the world once again, but he refused to leave the forest until he had served his penance through. Karren wanted to make sure that no trace of his former self remained and that it wouldn’t ever resurface. He didn’t have the magical power he wanted, but he had learned that some things are better off being done by one’s own hands than using magic. This included the irritating and unreasonable lust for magical power. One thing that his Regeneration had failed to get rid of all those years ago. The sun began to set and Karren, in his ruined clothes, had begun to set a fire near his tent. A small campfire that would become a small beacon to monsters that wished to claim his life. Not that Karren minded, but when he took his penance, he was not aware that monsters roamed the forest at night, willingly stalking their prey before killing them with sharp claws and pointy teeth. Over the years he served his penance, he had a few encounters with such beasts. Karren didn’t have much to his name, but he made do with his surroundings being his weapon. However, this night would turn out to be his last night serving his penance. As he watched the campfire blaze to life, Karren felt his soul warm up as if he could feel the emotions that ran so rampant during his Regeneration. He wasn’t sure why his soul began to warm up in this way, but he’d begin to feel his life slowly ebb away as if his own soul began to burn away his lifeforce, the force that sustains a person’s life. Karren began to feel his body slowly deconstruct itself with an amber glow, which made him scream in pain into the night. This kind of power he felt once before, when he held the Totem of Undying in his hands. It swallowed up his body whole and he became an Ethereal Light for a short time as he felt this strange power flow through him. While he was an Ethereal Light, he felt a strange, yet powerful force drawing him towards Cloud Temple. He knew he wasn’t dead, but this was something that couldn’t be overpowered. Karren followed this strange feeling towards Cloud Temple and once he arrived at Cloud Temple, he felt this power begin to fade and his body beginning to take form once more. He appeared as he did prior to his penance being served, but with some changes. He no longer felt the need for magic and he seemed to grow a bit. He also didn’t see the point in fighting or supporting the September Prince as he felt his mind begin to rewrite itself, almost as if it was reenergized beyond mortal standards. Karren also had begun to go through a massive wardrobe change as well, no longer wearing his green robes and normal clothing, but wearing something entirely different. “Well, this is certainly new...” Karren commented as he’d see his new clothes, completely unsure of what to make of them. Either way, he walked down the steps of Cloud Temple with the new wardrobe change and begin his adventures anew... ~(+)==(+)~ OOC: As I said before, this magic will be a Magic Lore Submission (presumably Deity or Dark Magic, though I’m leaning towards a different style of magic) and I’m thinking that Karren might like his new wardrobe. Anyways, I’ll be coming back to LotC within the next few months and I thought I’d get this started. Will be getting the skin for this made soon! Anyways, see you all in Atlas! -TheDragonsRoost
  8. OOC: This is a canon story to Karren Mrysta, my main elf character, and his personal journey through the world of Atlas. “Delving into the Dark” is meant to be the end of his second chapter and this marks him being shelved for an undetermined amount of time. Chapter Three will begin once I decide to unshelf the character. The premise of this story is to tell Karren’s transitioning into madness for magical power that has begun to take over his mind, consuming him to the point where not even the deity Zarelek would grant him the powers of Oblivion. Karren’s inability to accept who he is and forceful change has begun to make him go mad with lust for power, wanting powerful magics in order to stop the September Prince and yet has made him an outcast. Find out more in “Delving into the Dark” by TheDragonsRoost. ~(+)==(+)~ Karren Myrsta felt like everything was crashing down around him. The feelings he thought he was rid of during the Regeneration have come back in full force, tearing him up in his mind to the point that he began to suffer drastic physical changes. He no longer had beautiful wavy silver hair, instead had ragged and unclean silver hair that seemed to carry a great amount of stress. His eyes no longer had their vibrant emerald green color, but yet were prematurely growing dimmer. His clothes became dirty and unclean, making him look like a rugged homeless person than a proper high elf. In the short and brass terms, he looked like ****. In the growing dimness of his own campfire within the southern portion of the continent of Atlas, he started to reflect upon his choices that he had made that led him to what he was in the present time. Karren reflected upon his choices in the Mother Grove, Dominion of Malin, Haelun’or, and many other places to where he felt he had wronged himself and many others in his pursuit of power. He sighed as he stared into his campfire, which grew dimmer every minute that passed. “It seems that I have done a great many things. Too many things.” He said to himself, leaning over to his bag and pulling out a bundle of papers with a bunch of diagrams and mathematical equations. It seemed to be his research. “All for this. The most useless thing I’ve spent years to complete and I am no further than where I was at four years ago.” Karren looked over his research as he’d undo the twine that bound the papers together, slowly and carefully. He sighed as he poured over the papers and said simply “I wish I never started this. This has caused me too much heartache and has made me something that I could never be. Arelion was right. I’m not worth being taught magic.” He did not need more convincing than what he felt. He soon tossed the papers into the fire and watched as the fire grew a tad brighter as it happily consumed the research that Karren had given it. Karren, however, did not feel any better for tossing the papers into the dimming fire. He just stared into the fire as it produced more heat from consuming the papers, warming himself up from the growing coldness of the night. It would also be Karren’s last campfire for a long time as Karren decided to go into his tent and get some sleep. What Karren did not realize was that this led to him live in that same forest for a long time, hunting and feeding off the natural wildlife for years to come as a sort of self-induced penance for his “crimes” of lusting for power. ~(+)==(+)~ Zarelek watched through his Ethyrian Star of what Karren had done and he was outright annoyed. He had wasted that time on that boy just for him to burn his research to ashes, rendering him unable to learn his magic. Within the Realm of Oblivion, Zarelek nearly made his castle rumble with his anger and annoyance towards the high elf, but he caught himself and restrained his anger and annoyance. “That boy is smarter than I thought, destroying his research.” Zarelek said to himself, his voice echoing throughout the throne room. “But still quite idiotic. This decision has made me decide to best put my efforts elsewhere. Someone that has the same aura, but not wanting power or at least lusting for it like this foolish mortal elf.” Zarelek sighed as he used his powers to curse the high elf to stay within the forest for a time that he would let him free, punishing him for his lust for power and proving to be unworthy to wield the powers of Oblivion. He did not feel the slightest bit of guilt for keeping the boy locked up within the forest, but he was not truly angry with the boy. Once he casted the spell, he introduced a few clauses into the spell that bound him to the forest, and all of them were pretty simple. He only needed to repent from his ways of lusting for power, serve his penance for proving to be unworthy, and spend his whole penance in isolation from civilization. He wasn’t sure how long it would take for the boy to serve out his time within isolation, but then again, even he was not all-powerful or all-knowing. He leaned back into his throne, sighing a bit and saying to himself “Now, who in Atlas shall I distribute my efforts towards? The warring humans? The peaceful halflings of Dunshire, perhaps? No,” he’d say to himself, looking at his Ehtyrian Star once more. He had an idea brewing in his mind for a particular person he saw once. While observing the world of Atlas, he came across a particular mali’ker. He didn’t have the prismatic aura he was looking for, but he had this bright vibrant emerald green aura, almost the same as his own. He didn’t understand much about this mali’ker, but from he knew, this dark elf (mali’ker) was a bastard son of one of the tribes in the Warhawkes. His knowledge of the Warhawkes did not extend thousands of years, but he knew that they emerged within the last few hundred years. He stroked his chin while he thought of what this mali’ker was able to do. During one of his sessions, he spotted this mali’ker while he was talking to his young high elf boy, who seemed to be around thirteen solar rotations old (13 years old) and how he attempted to defend the child from the dark mage that altered the boy’s soul, granting him the power to set things aflame. Zarelek was aware of the spell used on the poor boy and he knew that it would last quite some time, but would forever alter the boy’s soul. This didn’t hinder the boy from learning much magic, but he wouldn’t be able to learn druidic powers even if he wanted to due to the soul being altered. Zarelek clapped his hands one time and rubbed them together, saying with a small amount of glee “This mali’ker is whom I shall oversee. Perhaps even attempt to teach him the magic of Oblivion, but however, I must keep my influence small lest I wish to have the boy notice that he has my attention. This means I cannot make the same mistakes I made with that high elf with this mali’ker boy. Let us see how this boy handles his daily life and its challenges...” This began Zarelek’s own round of testing the boy. Seeing if he will prove adequate enough to be taught the magic of Oblivion. ~(+)==(+)~ OOC: (For the LT) Even if Zarelek isn’t accepted yet, I feel like he is a good character to have in my stories and thus shouldn’t be considered canon to the deity’s story until being accepted. Also, this means that for the time being, Oblivion Magic (and the relevant instant t5) will go to my dark elf character if the magic of Oblivion ends up being accepted alongside with the deity. This isn’t meant to be one of those “oh your just making special magic for your characters to make yourself more powerful” situations, but merely a narrative of Karren’s and Zarelek’s story. (For everyone else) I hope you enjoyed “Delving into the Dark” as there will be more stories to come in the Creative Writing section.
  9. Trolls Trolls are dangerous beasts, distant cousins of Orcs and Ologs. Relicts of the past, Trolls are introverts. Choosing to live with only themselves, it would be uncommon for a Troll to have contact with a descendant unless they were choosing to eat them for a meal. Or, if the person were to infringe on the Trolls’ territory, they would find themselves in a tough situation. Trolls are much like the Orcs, living in isolated tribes from other Trolls. They mainly dwell in caves, or huts they build from rawhide. Unknown to most, Trolls are of primitive intelligence. Smarter than an Olog, yet dumber than a man. They possess the knowledge of basic crafting with things such as flint and stone. A rare prodigious Troll may be able to learn smithing. They can also make their own huts from wood and hide, and know how to properly cook meals. They have a tribal hierachy, led by a Chieftain. Trolls have different breeds, two main types with many subtypes. Troll hide is surprisingly tough, being able to withstand the amount of damage that chainmail can. Blows would have to be made from stabs instead of slashes for them to get through their hide. Trolls also have only 4 fingers on each hand. As well as 4 goes on each foot. The Two Breeds of Troll Forest Trolls Forest Trolls are, as their name suggests, Trolls that dwell in the forests of Atlas. They carry with them a green tint from the moss and mushrooms that may grow upon their backs and arms. Expert hunters and trappers, these Trolls prefer solitary from even themselves. Although there have been a few Trolls Clans that spring up from the ground. The Forest Trolls have the most commonly seen Troll subtypes. Swamp Troll, River Troll, Flatland Troll etc. These type of Trolls stand between 11’”-14”. Rarely going over this. Generally being a stocky breed, in order to stalk their prey. Mountain Trolls Mountain Trolls dwell in mountains and caves, generally being around Dwarves and other creatures of the mountains. The Mountain Trolls are shepherds, for the most part. Choosing to raise Mountain Goats and Iron Rams. These trolls use mainly clubs made from bone, wood, and stone. Sometimes warhammers, which are just large boulders tied onto a stick. Mountain Trolls are slightly taller than their cousins in the Forests. Standing around 12’”-15’”. They use their height and strength to intimidate predators that would try to eat their herds. Mountain Trolls generally have a grey skin tone. Although blacks, pale whites, and darker greys are also found. The most common subtypes of Mountain Trolls are Cave trolls, and Frost Trolls. A Troll’s Mindset Trolls are as stated before, rather introverts. They would gladly avoid descendants of all nature, however when a descendant stumbles into their territory it becomes a problem. Trolls have also been seen on the battlefield, having been paid by factions in livestock and hides. Finding no use for mina, and preferring to trade with others. Trolls choose to live with each other, rather any other faction. Although Trolls may feel a pull towards their cousins, the Orcs. While not retarded like Ologs, Trolls certainly aren’t very smart and can be quite childish. Starting petty arguments over another Troll having one more sheep than they do. As said before, Trolls do not have the intelligence of a normal human man, rather they have the intelligence more suited to children or primitive man. Strengths And Weaknesses - Trollhide - Trollhide is extremely tough, being akin to chainmail and able to withstand just as much. - Strength - Trolls are unsurprisingly strong. Able to crush bone with their hands, as well as pick up large boulders and rocks. This is due to their increased ability to gain muscle mass, much like Orcs. - Intimidation - Trolls use intimidation to hunt and fight others, if they can win a fight by intimidation they will use it. - Sensitive eyes - Trolls’ eyes are sensitive to light, not being able to see very well in the sun. They would require places of shade to see easily. - Low intelligence - Trolls as stated before don’t have very high intelligence. Being less than an average man and more on the point of a 10 year old. - Trolls cannot learn Magic whatsoever. Like Ologs, they do not have the knowledge to do so. Trolls are a CA Only Creature. Meaning they aren’t playable to just anyone.
  10. Karren Myrsta had lived a peaceful life within the town of Caras Eldar before he ultimately left the Dominion of Malin and ventured to the most southern regions, avoiding raiders and bandits along the road to a small human colony called Austrasia. He arrived to Austrasia, starving to death, when his friend Nenar came through the gates and gave him pieces of bread for him to feed upon and gain his strength back. He had a charismatic charm to his kind soul as if his soul burned with an intensity that allowed him access to a very special kind of magic that not everyone understands. This kind of magic cannot be taught by anyone or found in a musty old tome full of ancient diagrams and written words of those long past gone, but yet all the people know of it. It allows access to the greatest ideas and allows for innovators of both scientifical and magical origins to create things that no one has ever seen before. To allow for the greatest of heroes to be forged in the coming days of Atlas and even make things come from the parchment to life. From the smallest halfling to the biggest orc, this magic flows through all people of any origin or culture, unbound by the restrictions of magic and burns within the person's soul without being quenched by the darkness of Dark Magic or being amplified by those of Holy origin. This magic allows for new beginnings, creation of eras in both magical and scientific progression, and can even unify a people determined to live together in harmony. He never allowed himself to be down when it mattered. Karren had a special kind of heart that meant he could move the stars themselves in order to save his friends. He felt that power surge within him, even as he tried so hard to obtain magic to only never gain magic. As a young child, Karren was endlessly fascinated by the prospects of innovation and utilizing magical energy to help others than just himself. No matter how hard he tried to gain magic of any kind whether it be Shade, Voidal Evocation, or even Druidism, he never truly wanted that magic for himself. He never craved power just for the sake of power, but he craved power to help others. He didn't wish to cause others harm or let harm befall those he believed or knew were innocent. He wanted to be a role model for the children and to give them that sense of wonder he himself carries. He wanted to push beyond the cultural differences of the magical types and let his own self feel the magic that burned within his soul be his guide to being someone that he knew he could be. Now, he still hopes to achieve that goal. Even though he is now sixty-one years old, Karren still believes in the magic of Hope. [OOC] This is meant to be a creative writing story that is canon to my character's personal story, but not known in-character. Please do not metagame any of this information.
  11. Polis 389 CE (City of Polis 389 CE) (Political map of Aegos 389 CE) [Red = Vathacian States, Purple = Knyos, Orange = Myridios, Teal = Amidia, Green = ‘Barbarian' Kingdoms, Yellow = Nomadic peoples & tribes] The city of Polis, once the cultural, economic, and political center of the Vathacian League, later the Vathacian Empire. A city home to the greatest works of the civilized world. A city that once commanded armies across Aegos, and asserted its influence even farther now stands alone. It has been over 40 years since the last Hegemon was ousted by a coalition of Polisian factions and the Periochi were established by the signing of the Práxi Enótitas. After the reign of the Hegemons and the collapse of the Vathacian Empire, The power vacuum left in Polis led to a period of disaster. Foreign powers stripped Polis of control of most of its lands and territories. Hegemony over what remains of Vathacian territory is nothing more than symbolic. Many states flock to foreign powers, believing their fortunes will better there. In the wake of the collapse the Polisian factions waged war across the city, covering Polis in death, disease, and devastation. After over a year of conflict a victorious faction, Illerius, emerged and established the rank of Polemarch. The rise of the Polemarch ceased the city’s internal conflicts and secured peace with Polis’s various neighbors. Finally after almost a decade of instability, there was peace. ____________________________________________________________________________________________________________________ Available Factions Polis is divided into 10 Periochi, or districts. Every Periochi is governed by the Archon of one of Polis’s 10 factions. The Archons, though mostly independent, still bow to the Polemarch who maintains direct rule over key sections of Polis. Each Periochi has vague cultural traits that will serve as a guideline for you to expand upon. However it is to be noted that they all stem from original Polisian culture, a culture very heavily influenced by Vathacian Culture, which is based of that of Ancient Greece Rules [Any questions can be brought me or the discord] https://docs.google.com/document/d/1amSgKuKybeVyMtVBY4S9xewOSJl0BW_K5qk1hgwWwGE/edit?usp=sharing The Periochi (The 10 playable factions are shown and numbered above) (Above is a map displaying the different Periochi & their accompanying Sectors 1. Argos - The second largest economic sector of Polis and a long standing and respected faction. The majority of Argos’s citizens lie in the upper middle class. Population: 310,000 Improvements: 2x Development [Spread between Sector 4 & 5] 1x Market [Sector 4] 1x Lvl 3 Academy [Great Work | Sector 5] Resources: Scholars [Sector 5] 2. Decelea - The wealthiest Periochi in Polis. Originally head of the Vathacian fleets, this faction quickly secured control over Polis’s waterways and harbours. It is home to the largest marketplaces and wealthiest members of Polisian society. The people of Decelea practice a culture strongly influenced by trade and are widely regarded as the most alien of Polisian peoples. Population: 260,000 Improvements: 2x Development [Spread between Sectors 1 & 2] 2x Markets [Sector 1] 1x Lvl 1 Dockyard [Sector 1] Other: Great Library of Irae [Sector 1][Great Work][Under Polemarch Occupation] 3. Kleones - The most industrious of the inner Periochi. Kleonesians are an honest and hard working people. They take pride in the superb quality of their goods and the faction hosts the largest industrial base in Polis. Population: 290,000 Improvements: 1x Lvl 1 Military foundry [Sector 16 , inactive due to Polemarch occupation] 1x Lvl 1 Academy [Sector 18] 4x Development [2 in Sector 16 & 2 in Sector 17] 1x Lvl 1 Gunpowder foundry [Sector 18, inactive due to lack of resources] Resources: Scholars 4. Apamea - Apamea is the poorest of the inner Periochi, apart from the main streets, the district is largely a confusing maze of slums and apartments. Despite supporting the last Hegemon, they managed to remain in control of their section of Polis through their peoples almost fanatic loyalty to the state. They are an opportunistic people, and unlike their southern counterpart, they are seldom considered honest. Population: 320,000 Improvements: 2x Barracks [Sector 13, one is inactive due to Polemarch occupation] 1x Lvl 1 Military Foundry [Sector 15] 1x Development [Sector 14] Other: Polemarch Garrison [Sector 13] 5. Phocis - Phocis is the most populous of the inner Periochi. Their control of the river gates and largely trained citizenry allowed them to control large sections of Polis. The people of Phocis are stalwart advocates for democracy and independence Population: 350,000 Improvements 1x Lvl 2 Academy [Sector 9] 3x Development [1 in Sector 12, 1 in Sector 11 & 1 in Sector 10] Resources: Scholars Others: Polemarch tax collection center 6. Ephesus - The most militaristic of the Polisian factions & a favorite of the Polemarch. Ephesus was originally formed during the collapse of the Vathacian Empire and was made up mostly of Hegemonic loyalists as well as the largest portion of the remaining Vathacian military. Ephesus is home to the greatest military minds of Polis. Their culture revolves around the good of the Faction and much of the population lives in large communal blocks. Population: 130,000 Improvements: 2x Barracks [Sector 7] 1x Lvl 1 Gunpowder Foundry [Inactive due to lack of resources & Polemarch occupation 1x Lvl 1 Military Foundry [Sector 6] 3x Development [2 to Sector 7 & 1 to Sector 8] 7. Iolcus - The most populous district in Polis. Iolcus is a largely unorganized mass of buildings, plazas, and miscellaneous buildings. The district possesses massive amounts of resources in comparison to the inner Periochi. Iolcusian culture is similar to that of Kleones, however the more rural region hosts more traditional values. Population: 550,000 Improvements: 1x Mine [Iron, Sector 23] 1x Barracks [Sector 21, inactive due to Polemarch occupation] Resources (known): 2x Lumber [Sector 20] 1x Iron [Sector 23] 3x Farmlands [1 in Sector 20, 2 in Sector 23] Other: Polemarch Garrison [Sector 21] Polemarchy Tax collection center [Sector 21] 8. Sestos - Sestos is the largest agricultural Periochi. The finest crops of Polis hail from Sestosian fields and many of the inner districts rely heavily on the constant flow of food products from these regions. Up until recently, the people of Sestos have been largely neutral, during the Polisian civil wars Sestos remained the least affected of all Periochi. Population: 300,000 Improvements: 3x Farmlands [1 to Sector 25, 2 to Sector 27 Resources(known): 6x Farmlands [2 in Sector 25, 2 in Sector 27, 2 in Sector 28] 2x Lumber [Sector 27] Other: Polemarchy tax collection center [Sector 27] 9. Oreus - Oreus is the chief supplier of lumber and iron in Polis. Though not as resource rich as their Thespiaen counterparts. Massive destruction of Oreus during the Polisian civil wars forced the economically struggling district to accept mostly unfavorable trade deals with the Inner Periochi, particularly Decelea, in order to gain financial support. These trade agreements remain mostly intact, which has prompted widespread resentment from Oreusians. The culture of Oreus is similar in nature to their Sestosian neighbors, however it is significantly less pacifistic and more traditional in nature. Population: 440,000 Improvements: 1x Lvl 1 Mine [Sector 30, Iron] 1x Lvl 1 Lumber Yard [Sector 31] Resources(known): 3x Iron [Sector 30] 1x Lumber [Sector 31] Other: Polemarch Garrison [Sector 29] 10. Thespiae - The least populace of the outer Periochi, but largest in physical size. Thespiae boasts a massive amount of raw material. Of the outer Periochi, Thespiae is the most resentful to the other Archons. During the Polisian civil wars, Thespiaen controlled a large portion of what has become Argos. However they were eventually forced out from the city walls. In recent time Thespiae has become the main antagonizer towards the Inner Archons and the leader of the push to restrict the inner Periochi’s access to raw material. Population: 290,000 Improvements: 1x Lvl 1 Military Foundry [Sector 37] 1x Barracks [Sector 34 Inactive due to Polemarch occupation] 1x Stables [Sector 39] 1x Mine [Iron Sector 36] 1x Development [Sector 38] Resources: 1x Horses [Sector 39] 3x Iron [1 in Sector 36, 2 in Sector 37] 4x Farmlands [2 in Sector 39, 2 in Sector 35] 1x Lumber [1 in Sector 37] Other: 3x Polemarchy tax collection centers [2 in 39, 1 in 34] Polemarch garrison [Sector 34] Application 1. The District you are applying for 2. Your Archon's (leader) name and history 3. An explanation of your districts culture 4. Unique unit (military) 5. Discord 6. Suggestions
  12. Sometimes you just don't understand. Sometimes you want to understand something that cannot make sense. This is what happened to Karren Myrsta one night while doing the calculations for the magic he was desperately trying to crack. His soul yearned for the powers of Magic, which seemed to repel all the divine attention from him, keeping their gifts far from Karren and lending him no aid to the unruly calculations. It seemed all hope for Karren doing these calculations would be dashed... ...Had it not been for one very odd dream he had some time ago. ~(+)=(+)~ He slept normally as he did in the small southern city of Austrasia, laying in his own bed within a small tent of his own making. He was exhausted of the day's events and slept hard and then it became odd from the start. He dreamed he was floating in a pit of nothingness, no light or sound. He couldn't see much or less feel. Well, thats would turn out to be a lie once he started to feel something put its eye on him as if it dragged him into this pit of nothingness. "You wish to make a deal?" Karren would hear in his mind. It sounded male, raspy or rough Karren could not discern. The voice seemed to be quite serious. Karren thought about it and before he could speak, he heard the voice in his head again. "So you wish for knowledge to crack your mathematics on your magic. I can offer that knowledge, but this comes with a cost you will pay for in the future." "What cost?" Karren quickly thought. "You shall find out. In time." The voice said and before too long, Karren woke up with a beautiful sight of the sun rising. ~(+)=(+)~ The mysterious voice stirred up a physical form in Atlas. He, of course, would not be visible to the Descendants or to the creatures yet as he longed for the boy to finish his calculations to which he helped seal the deal in his dreamscape. He offered the boy the knowledge he desperately required, but he had no idea that he had signed away something that he'd come to find out in the future which made the man smile a little. His physical form was always something he preferred the most to look like though he had no real physical form to speak of. The future of the research he had plans for, the man thought, would be destroyed once he completed it with the knowledge he provided him. At least thats what he planned for in reality. "He has no idea that he is beginning a whole new era of magic. Of Dark Magic." the man smiled as his vocal chords were fully formed once more, walking away from Cloud Temple with an aura of a chilling coldness that rivaled even that of Death itself....
  13. -Established 1577- The Enchantry, a guild of scholarly individuals highly advanced in the arts of the arcane brought together with the single purpose to unify for advancement and betterment of voidal magic and its exploits privately. Let it be from its general use and applications to bettering the public view on magic the Enchantry will always be sure to keep magic used and appreciated. First Established in 1577 in Axios, a group of mages joined together to form a small covenant which slowly grew to a greater size and soon greater purpose. The guild now branches outwards to the world opening its arms for public services. Enchantments for coin or to help rid of problematic issues revolving around magic. Having a personal court mage in place to help advise one's nation of magical issues or to help teach potential new mages with very limited class space reserved for those who are personally invited. Guild Traditions The Enchantry Pendant Your fingerprint in the Enchantry - A mage's personal key and identifier in the vast world symbolizing their affiliation with the Enchantry. Commonly seen as a green gemstone with silver around it. These necklaces are bound to the user and acts as their key - if ever taken off a members person it will no longer work. Different colors symbolize different ranks. Black Stone - Associate Dull Green Stone - Acolyte Bright Green Stone - Magus Purple Stone - Keeper of Books Gold Stone - Keeper of Ways Red Stone - Seeker of Knowledge Blue Stone - The Enchanter and his Council The Enchanters Grimoire: Every member of the Enchantry upon joining is issued a personal Grimoire. These Grimoires are entirely for personal use and logging through the entire back section of the Grimoires have been enchanted. Anything written in these portions will transfer after a day to a master copy Grimoire - Allowing for the collection of knowledge (Follows the death rule - if killed the knowledge is stripped from your grimoire up to the point you would remember before death.) Each Grimoire is bound to the member with intricate magics meaning if they were ever stolen or misplaced they no longer function and appear to be blank - a new copy can be forged by its owner retaining the previous knowledge. The Enchanters Implement: Every member of the Enchantry upon joining is issued a personal implement for casting and are advised to use them as much as possible. These can come in the form of many objects ranging from wands and staves, orbs or even their own grimoire. Implements are meant to be entirely personalized and may be enchanted to further enhance capabilities. One mage may not have the same looking implement in the guild - each implement being logged with a name. Specialization Classification: Every member of the Enchantry upon Joining is issued a personal classification on the type of mage they are depending on what arcane magics they currently possess and which one they declare is a main focus of study. If they do not currently possess magic or lack said magic its based on their declaration of study. The Alterationist - One who mainly uses utility based alteration magic to change the world around them. The Battlemage - One who traditionally focuses on destruction based magic such as elemental and forceful arcane. The Conjurationist - One who focuses on Conjuration, learning how life around them works and how to conjure such especially as elementals. The Illusionist - One who focuses on Mainly illusive type magics such as Mental Magic or Sensory Illusion, Deceiving the world around them. Evarir'yallrn's Class: The Enchantry holds a tradition to help the world better current mages and create more traditionally helpful mages as opposed to selfishness and independency that magic has grown to have. To help press a better formality of magic the roll of Evarir'yallrn was created - and thus - Classes. Each class is up to three individuals to 6 max and are titled independently from each other - belonging to the Evarir'yallrn who hosts such. Classes can last between one single class to multiple depending on the planner of the Evarir'yallrn hosting such. Attendees of these classes must be personally invited by the Evarir'yallrn or assigned by The Enchanter himself.  Internal Ranking Hierarchy The guild structure is an important aspect, dictating those with weight and authority. The Enchanter - The Ailer'evarir Leader of the Enchantry Circle of the Enchanter - The Heial'ailer Selected Leaders of the Guild to council the First Enchanter Title Ranks: Seeker of Knowledge - The Uhierir'maehr Dedicated defender of the guild and the world around them. Often sent out into the world to serve as court magi or to learn for the guild. Keeper of Ways - The Evarir'yallrn Dedicated Teacher of the Enchantry to help guide new mages. Keys to the ways of teaching those how to control and respect magic. Keeper of Books - The Evarir'indor Assistant of the the Enchanter to help with Administrative purposes and help serve the guild and the Circle of the Enchanter. Main Ranks: Magus - The Talaileran Established Member of the Guild Trial Magus - The Enaer'saneyral New Member of the Guild - Two year trial period. Inductees must be at least a Journeyman on the Magus Scale. Acolyte - The Taeluir A Student or Assistant with-in the Guild Magus Scale The Enchantry recognizes all mages, in which they will be given a title for their mastery of the arcane. These are Enchantry standard scale and may be used where ever, on any mage to describe their ability. Your position on this scale will not give any weigh to the Enchantry internal Hierarchy. This scale only measures arts, not feats. Apprentice: 1 or more Arcane art, not mastered. (No T5 magics) Journeyman: 1 Arcane arts mastered. (1 T5 Magic) Evoker: 2 Arcane arts mastered. (2 T5 Magics) Sorcerer/Wizard: 3 Arcane arts mastered. (3 T5 Magics) Master Mage: 4 Arcane arts mastered. (4 T5 Magics) Arch-Mage: 5 Arcane arts mastered. (5 T5 magics) OOC Note: Anything posted on this subforum will act as mail to the Enchantry through Forum RP, please be sure to @Tox. With that said please do not comment on this subforum unless sending any official lettering (Requests to join / Inquiries). Thanks.
  14. Waking in a strange Realm is always shocking, but to Karren Mrysta, he was met with the complex thing in the world. He woke in a strange field of wheat on an endless plain, stretching from horizon to horizon where Time had little meaning. He was dressed in garb that seemed to be completely white as if it represented his purity of the soul and he felt like these plains had meant a lot to him as if the field of wheat meant the potential he had as a person instead of just a High Elf. With this, he did not understand what has happening until he began to notice someone else in the field of wheat with him. A man walks up to Karren, seemingly around the same age as Karren, wearing robes of a vibrant astral blue color with a golden trim in his cloak. He also has a black tunic with black pants and he also wears hard leather boots, however it seemed to Karren that this man looked like a High Elf, though not really. Karren wasn't sure who this stranger was, but he did have a familiar feel to him as if somewhere in Karren's mind, he knew him. Perhaps he had read about him from someplace? "Hello, Karren Myrsta," the stranger said to Karren. "Welcome to the Far Glade." Karren was speechless, but he would remain speechless for a time as the dream would seemingly take a long time before it would allow him to speak. What seemed like a half-hour of silence, Karren found his voice and spoke up. "Why am I here?" "Because there are mysteries that need solving, Karren. The Primal Schools of magic aren't to be tested, but however, in my Realm, I can tell you the only thing that your missing." the stranger told Karren. "You're missing Time." With that, Karren suddenly woken up and the world took a moment to snap into view as he felt like he slept so hard that he slept for two years...
  15. Selling logs in bulk, cheap, willing to do the work that you dont want to do, just send me a message of your order and a estimate on a offer. (Discord: Accrayer#8851)
  16. SIEGE OF RIVIÄ _______________________________________________________________________________________________ Blackreach and its allies demolishing the Rivian army, Battle of the Red Snow, 1681 _______________________________________________________________________________________________ After the Battle William, Charles, Wilhelm, Edward would be in the war room at old Curon palace looking at a map of the Rivian capital. As the room was silent William would then speak up. “The time has finally come.... All he ever wanted was blood and glory, but now he will be receiving nothing but blood.” ___________________________ CBs: -Revenge Side A: -County of Blackreach & Allies Side B: -Duchy of Rivia & Allies Proposed Date & Time: Sunday the 23rd at 3:00pm EST Proposed Rules: N/A Location: Discord: Already have the people
  17. Time. It is the endlessly complex force of all of Creation that cannot ever be killed or destroyed. But somehow, it can be manipulated. Karren Myrsta had met his biggest fan of the club called the "Grand Undying," a mysterious club that centers around Karren Mrysta and his research into Balance Magic, a magic that transcends the magics of Voidal, Deity, and Dark, in the Dominion Square. Somehow, this biggest fan of his seemed to be knowledgeable of his past and what Karren would not realize was that this encounter would trigger a loop in Time where his biggest fan and himself were trapped in. Not even Balance Magic could manipulate this loop, but this had prompted Karren to delve back into his research into Balance Magic and keep trying to obtain this magic, but however that alone has come with dark costs. Once Balance Magic was released into Atlas by Karren Mrysta, he would not realize that researching such a powerful force of magic would place a curse upon his bloodline that would last all the way until the End of Time. For every firstborn child of his bloodline, they would slowly become a Balance Elemental and cannot revert back into Descendant form for extended periods of time. The Myrsta Bloodline would be cursed once Balance Magic was released. Starting with Karren Myrsta's own firstborn and the curse would not manifest until the child themselves achieved the highest possible tier in Balance Magic. Balance is Forever. --- "Sir, the boy's timeline has fluctuated!" a strange voice would say out into the depths of the Transcended Realms. A man in black robes and silvery hair with Emerald Green eyes would come walking towards the sound of the voice. He would seem to be extremely powerful, too powerful for the world of Atlas. He'd begin to speak with a neutral tone to the strange voice "How did it fluctuate?" "A strange wood elf spoke to him. It seemed to accelerate his timetable for researching the magic of Balance by at least a few elven weeks." the strange voice would reply. "Should we allow this change?" "Let it stay. If the Prince causes any more damage to Atlas, the boy will need the magic. Especially if it can grant him the ability to forge godslaying weapons." the black-robed man would say and then the scene would fade to black..... ---
  18. A Brave New World (europe 1600 for reference, not playable) Europe, home of the worlds greatest empires, is in shambles. Cities are filled to capacity, disease runs rampant, and the Protestant reformation wars cover the continent in warfare and destruction. Many, who now believe Europe is fast approaching its end look to the west, the discovery of the Americas in 1492 by Christopher columbus went relatively unnoticed. Several expeditions funded by the spanish crown were met with little success. Interest in this ‘New World’ slowly waned into irrelevance until now. Across Europe, peasantry, business men, & nobility alike all weigh their options. The conclusion reached by many is to abandon this seemly doomed continent and test their fortunes in this ‘New World’ supplies are gathered and the Voyages set sail, never to return. Where these Voyages hail from, the reason for their departure, where their loyalties lie & their mission is up for you to decide. _______________________________________________ This RP will run on an AP system details can be found here https://docs.google.com/spreadsheets/d/16plDWp9QGL7jHQi1cV-yBJVGB_YgRSH8yyseC0OqPxI/edit?usp=sharing Any further questions can be brought to a MOD or the discord server _______________________________________________ Your Colony Your colony will land in the place of your choosing. With the supplies, ships, weapons, religion you decide to bring. From there you will forge your nation across the New World. Initial survival will be tough, the natives, disease, and starvation threaten the survival of your new colony (Mods: Ave_impierium, Krefarus) Application Colony Name: Nation of Origin: Religion (Catholic, Protestant, or Othordox): Colony History: Starting Location: (fill in a square & PM to either mod) Initial 200 AP investments: Unique Military Unit: Discord: Suggestions: (Credit goes to Krefarus for making the post)
  19. Everybody lives. Everybody dies. Stories End. Stories Begin. Karren Myrsta felt the cold and unyielding grasp of the Reaper, living to tell the tale of the Regeneration to those he'd call friends. Feanor, Arwenia, Leolin, Ally moon, and even the Praetor himself were just a few people out of the many who began to hear the tale of the Regeneration and the man who rose from the cold icy grip of Death, wielding knowledge of the powers of the Dark Magics that govern over the dark creatures and users of the magic. He begun to see how death worked to fuel their spells and in many ways, this added to his already accumulating research on the new type of magic he wanted to try and learn. In this magic, the users of the magic are able to understand the balance between all things, living and not. They are able to pull the weaknesses and strengths of the various schools of magic, forging them into powerful spells that can be used to attack multiple enemies or even just one enemy at a time, forge barriers strong enough to keep enemies at bay, and even cast healing spells upon those who the caster deems an ally. Even then, with this magic, dangers come knocking. The question is if Karren can protect the one thing that was given back to him. Can he protect Karren's Ether?
  20. Event Planners, MC Names: Slothtastic85, FamousSloth Event Type: Long term event line, no enforced PKs. Your Timezone: EST Affected Groups: Gallics, Druids, Fae Event Location: Across Atlas, starting in Sleetfells and then continuously going around the world’s forests until all forests have been cleansed. Summation: Nature is beautiful, providing, self-preserving, but it is also wild, untamed, destructive, and unforgiving. An unknown disease is spreading across the land, changing nature itself. The grass became purple, or dead. Tree leaves became dead, the very life sucked out of them. Only a single tree, standing out from the rest was spared this. The center of the blight on the land, the place it called home. Giant thorn branches emerged from the ground, the animals in the tainted forests changed as well. (The now corrupted Sleetfells) They became corrupted, with bone and boils jutting from their skin. Teeth growing sharper, horns becoming longer. The wildlife was no longer safe to hunt, water no longer safe to drink. Not even Nature’s guardians were spared the corruption. Fae, of all kinds from Cervitaurs to Satyrs became terribly deformed. No longer did they resemble men and mer, their bodies and minds changed. They grew fur on their upper bodies, where Cervitaurs grew horns and antlers with deadly points, Satyr’s horns became only sharper and larger. The Fae’s teeth became narrow points for ripping and tearing. They grew claws and less resembled those of which were first made. It was nonetheless a painful transformation, but to them it was worth the price. (A corrupted Fae) The corrupted Fae only had one goal. Destroy the Descendants, let blood flow from the rivers. No longer would nature provide the Descendants. Now it would destroy them. The Fae became more and more feral, arming themselves with crude and deadly weapons with jagged edges. Building from the remnants of destroyed villages and buildings, chariots and war machines. (A warchariot being pulled by two corrupted Boar) Giant wooden balls with spikes set aflame and sent towards their foes. The taint, in both land, animal, and Fae, has a weakness. Druids could heal the blight, provided they have enough time to before they are cut down by the Corrupt beings whose home is in the forest. They’d also have to heal the center tree in order to truly remove the blight in each forest. ‘A few examples of transformation emotes (3-5 emotes): (Fae name here) began to hold their head slightly. A mild headache, it seems. (Fae name here) ’s headache seemed to worsen, before they collapsed doubling over in pain. Excess fur began to grow from all over, even their upper body’. (Fae name here)’s teeth began to thin, but became sharper like a shark’s. Where the gaps were of the now thin teeth, there grew more. All the while they groaned and screeched in pain. (Fae name here)’s eyes turned yellow, their nails becoming claws. Horns (grew sharper ((if a Satyr* (grew from their head, becoming sharp and distinct ((if Cervitaur* (Fae name here)’s screams of pain came to a close. After a few minutes they stood, now changed with a mind fixed on one thing. Concept Images/Screenshots They are in the summation above. What help do you require from the ET Actors or Builders? I’d need ET builders create some of the corrupted forests, and for Actors to play some of the Corrupted Fae. Despite some of them being Fae players themselves. -- Note: Sloth can't format forum posts atm, so he asked me to post this for him. All credit goes to him for this
  21. __________________________________________________________________________________________________________________________ Introduction The Southgarde was formed to keep the peace in the cities of the south, as well as the roads and all that is between. Not only does the Southgarde protect people from marauders and banditry, they also hunt down beasts and monsters that plague the southern region. The guild is open to all that are capable of the job. Race, religion and sex are of little importance to the guild. All are entitled to what they believe, it is only bringing safety to the people that matters. Above all, the safety of all races and settlements in the south is what the Southgarde seeks. __________________________________________________________________________________________________________________________ Protection From large to small settlements, sometimes it is necessary to call in reinforcements. The smaller settlements are often visited by highwaymen. Due to this, their money is extorted as their defences are not that of the larger and more fortified cities. In this case, members of the Southgarde would be stationed in the settlement and provide protection, strategy, and defenses until the problem is resolved. Larger settlements are often too busy to keep the peace in all areas. Members of the Southgarde can be hired to look into concerns, suspicious activity, and provide information to resolve if not resolved by the local guard themselves. Many other services are provided by the guild. This includes: protecting travelers, caravans, and people of importance to name a few. __________________________________________________________________________________________________________________________ Bounty Hunting One of the main perks to hiring/joining the Southgarde is their ability to go anywhere and solve issues in a strategic and beneficial manner. The guild understands that running a community or being a part of one is taxing on time and makes it hard to keep proper watch over and outside the town’s walls. An encampment of bandits, monster’s nest/lair, murderers, and criminals of all types are to be hunted down and dealt with. That is one of the focuses of the Southgarde. __________________________________________________________________________________________________________________________ Location __________________________________________________________________________________________________________________________ Equipment The Southgarde are known to travel long distances by foot and horseback, trekking through the wilderness and harsh environments, often for long periods of time. The standard armour worn by the Southgarde are of conditioned leather and mail. The Southgarde’s uniform is lightweight, provides exceptional mobility, and allows for a full range of movement. As for weapons, we understand that is something we are not to choose. Every man, woman, or being, chooses their weapon of choice. Whether it’s a sword, axe, bow, staff, or shield, the guild understands everyone has their own prefered weapon. The standard weapons given out are a bastard sword, a bow, and a quiver full of arrows. These are not mandatory, though are the most commonly used weapons. __________________________________________________________________________________________________________________________ Payment As you can see, members of the Southgarde are not the same as the regular town guard. Often members will be taking on jobs alone or in small groups. In order to obtain payment, members must go and earn it. The Southgarde does not have a standard pay rate, yet the ones who take on a job and complete it are the ones entitled to the coin. Food will always be available at the keep, a bed to sleep in, brothers and sisters to laugh with, as well as a drink of good quality. This ensures the Southgarde to stay sharp. Always do your duty...and do it well. __________________________________________________________________________________________________________________________ Application (Or find a Southgarde member at the keep) IGN: Character Name: Race: Current Nation: Personal Goals: Current Equipment (RP Equipment - ex. Bastard Sword, Chainmail, etc.) :
  22. Shadow of the Empire (may have to zoom in to see cities & capitals) Shadow of the Empire is an Alt-history scenario. In this particular scenario, Rome does not rise to dominance. It rises as a republic, presenting ideals and a foundation for a system of government for other nations, But it does not expand outwards, chosing instead to remain as a small city-state. In modern France, a northern tribe, subjugates most of the region before a kingdom is established. Power is cemented in the city of Paris before strings of conquests and campaigns conquer much of modern day Britain, Spain, Portugal, Italy, Switzerland, North Africa, & Egypt. Any questions regarding this can be brought to me on discord @SUPREME leader#1328 The year is 700, Imperial might that once stretched from the corners of the known world begins to wane. Corruption and poverty runs rampant through Imperial cities that were once the pinnacle of civilization. Death is a commodity, sixteen years ago, the Great Dying killed thousands not only in Imperial lands, but across the Mediterranean world. Only now are population centers recovering. At the height of Imperial power, the British Isles were core Imperial holdings, but no longer. Barbarians and self proclaimed ‘Sea Kings’ alike devastate the province. In Ireland, only one bastion of the Empire remains. Costly wars in Italy and Egypt drained Imperial coffers and almost completely destroyed the once supreme Imperial army. The Empire is beset on all sides... the fringes of the imperial territory is in chaos. Iberian revolts cause devastation and death across the region. Raiders from the north pillage coastal cities, Germanic and Slavic tribes push ever westward, leaving a trail of destruction in their wake. Invasion from the newly established Republic of Italy seems imminent. Nation Info Nations are organized into different groups, different groups have similar cultures and/or start with different technologies, certain groups may not have access to certain units/technologies. (SUBJECT TO CHANGE) All nations are playable! Imperial - The Empire, Imperial State of Egypt Eastern Kingdom - Perisan Empire, Sultanate of Arabia, Kingdom of Jerusalem Iberian Kingdoms - Leon, Andalusia, Iberian Empire English Kingdoms - Kingdom of Mercia, Kingdom of Wales, Summerset Greek States - Epirus, Athens, Ionia, Byzantium, Macedon Sea Kingdoms - Norway, Denmark, Sweden Germanic Tribes - Saxons, Sicrii, Vandals Celtic Tribes - Clan O’Neil, Highland Confederacy Slavic Tribes - Myagars, Crimea Info/Rules Absolutely no meta or powergaming is permitted Starting stats & Game rules can be found on the spreadsheet here ( https://docs.google.com/spreadsheets/d/1aUtezeaIMVs_SUE_S4i_PwEIdODPT-1Nv8eYzKRWVtk/edit?usp=sharing ) You are expected to act in a way that seems logical for your nation. I will not allow alliances or agreements that do not make sense within the RP. This FRP will use a AP system similar to Starfare and Onwards. further question regarding this can be brought up with me. (Im aware of how poorly my last frp was executed, but this once is an entirely clean slate, better discord, better system, more fun!) Application Discord: Nation:
  23. ~The Duchy of Arbor~ & House Silversteed ((coordinates to Arbor are X: 27 Y: 72 Z: 1563)) I am now unbroken. From this day, until my last, I shall not bow, I shall not bend, I shall not break. Henceforth I will not kneel for any man, not before any lord, or King. Our hearts are where all truth resides, And so I shall place my willing fist above it, in place of a bent spine. I am now undaunted. I shall not fear, what others fear most. I shall not tremble, when ordinary men break ranks. I am the light in the dark. I am the shield endowed with honor, the protector of Arbor and its lands. I am the sword etched with glory, the guardian of light. I swear from this day forth to protect the innocent of all the realms of Atlas, wherever they may be. I swear my life in the name of Arbor and House Silversteed, to protect the true bloodline of the first. I relinquish all title or titles to be to Arbor, for either I shall hold title within its realm, or no title at all. I am of House Silversteed, I am of Arbor. We are retribution. ~The oath of Arbor. ~A poem, written by a musician of Arbor many years ago, which became popular with the Knights and has since become a common hym among the people of Arbor. Since the Kingdom of Arbor, ordained by the Church, merged with Curon nearly 30 years ago, the realms have prospered. The alliance of nations has formed in the pursuit of lasting peace, and the Global Assembly has had unprecedented success in creating an understanding amongst the people of Atlas. Despite this, darkness still presides in this world. I Aragon Silversteed, Lord Paramount of House Silversteed; only son of Avalon Silversteed, the founder of this great house, have dedicated my life to eradicating the forces of darkness that plague all the peoples of Atlas. We the Knights of Arbor, tasked as peacekeepers of the Global Assembly, take it upon ourselves to seek out this darkness wherever it may be and destroy it. The undead, bandits, and the drakes that torment this world will be hunted and eradicated. To this end I swear my life, let God be my witness. Those who wish to fight the darkness of this realm, may sign up here. If one wishes to join the Silver Knights of Arbor however, they must sign up and pass the trials. Only the best and the bravest can hold the honor of becoming a Knight. If one does not wish to attempt the trials, they may join the Black Guard. ~The grand charge against the undead out of Arbor, led by Avalon Silversteed and The Knights of Arbor The Silver Knights of Arbor ~Ser Ajax, Knight of Arbor (left, with shield) blocking an attack on Avalon Silversteed (right) by Bandits and Undead. Ser Ajax saved Avalon's life this fateful day. The Culture of Arbor Arbor began many many years ago, a split off group during the decline of the Kingdom of Norland in the beginnings of Atlas. Lord Avalon Silversteed, first of the House Silversteed, left Norland with much of its population and his house after the bastard child of Javier stole the thrown from his brother the true heir to Norland, whilst his brother was sickly in bed. Fearing a decline which indeed did come, Avalon and his kin left Norland, for a better life. In the early months of Atlas they established a small town, just outside the Cloud Temple. The town grew rapidly, and eventually became a city. Amongst the massive oak trees of those fertile lands, and like a tree itself growing strong out of seemingly hopeless soil, this city was aptly named 'Arbor'. Avalon believed in honor above everything. What he saw in Norland greatly shaped his view in the world. He saw how brothers turned on each other for power. How they spat on basic principles like the freedom to think clearly, or the freedom to follow differing faiths without fear of persecution. It became his drive, his goal in life to renew a spirit of honor within this new world of Atlas. He started with a simple decree. "Gather round my kin, hear me! I dare not take much of your time, you all lead busy lives, but hear me! Never again, shall anyone bow to me! And I shall bow to none! Just the other day an old and humble farming man came to my court asking for grain. Before he even spoke a word, before he even knew my nature, he attempted to bow before me. The pain from the motion that I saw in his eyes, I shall never forget. What right, do I have, does anyone have, to ask for people to bend their pride and honor before them!? To humiliate people, in such a way, just to evoke status. No more. The heart, is from where I wish to speak. From my heart. That is where my truth resides. Where my honor comes from. And as long as it beats I shall never bend my back again, to no man, no lord, no king. And as long as I live, none shall bow to me, or any of my blood!" And so it was. From that day forth the people developed a new show of respect towards each other. Arborians became known for placing their fist over their hearts gently, in place of bowing to one another. As time went by, and the Knights of Arbor were formed, the people of Arbor found it there duty to take on the roles that other cities and nations found beneath them. To aid the small and unlanded peoples that were scattered throughout Atlas. To protect these small communities from bandits, and the undead. To help them went winters were harsh. To supply them, when times were hard. The forgotten peoples of Atlas, were not forgotten by Arbor. Beside a large trade road leading to the Elves of the Dominion, and at the base of the mountain of the mighty Dwarves of Kaz'Ulra, Arbor's wealth swelled. Developing close relations because of this trade with many nations, Arborians began to develop their own culture and identity. Arborians above all value honor. In every interaction Honor is at play. If an Arborian goes back on their word, it is considered a disgrace, and they are often shunned by fellow Arborians for breaking a contract, or manipulating agreements. Arborians developed this sense that Honor and Humility are perhaps the most important attributes in a person, and thus teach it to each generation. Arborians are masters of the horse, and mounted combat. It is common that parents introduce their children to horses before the children can even speak. The horse is a symbol of freedom, of heart, and of loyalty. The vivid green plains and deep forests that surround Arbor are often speckled with wild stallions. As such, Arborians have developed, perhaps more than anything, the determination and willpower, of the very horses they ride. Arborians are a proud people, and there is often a struggle between to balance humility, and the natural pride within all Arborians. The Black Guard Charter of the Arborian Government, ~History~ _____________________________________________________________________________________________________________ Sign up for Citizenship RP Name: MC Name: Do you have a skill, trade, or profession you wish to pursue or put to use within Arbor? Are you interested in one of the above mentioned positions within the Arborian government? If so, which? (Senate, Silver Court, Centurion, etc.) ______________________________________________________________________________________________________________ Sign up for The Knights of Arbor RP Name: MC Name: Combat Experience (none is fine): If you wish to become a Knight, are you ready to take the oath and attempt the trials? (Do not respond if you wish to join the Black Guard): ________________________________________________________________________________________________________________ Sign up for The Black Guard RP Name: MC Name: Combat Experience (none is fine, training is provided): ________________________________________________________________________________________________________________ ((MSG L0rdT0mas, Ajax_Manslayer, or Ye_Haw for further information))
  24. "The boy. How has he progressed?" A strange figure would say. Strange sounds are heard throughout the cavern as if it was ethereal in origin, almost as if it was trapped between instances of time. This strange figure would seem to be extremely powerful, equal to that of a semi-divine as if the figure had ascended to their current position through Regeneration and acquiring the powers they have, though it seems that the rules of the world bind this figure to this ethereal plane, unable to ever interact with the mortal world. "He has been brought back to life, sire. Through the use of a Totem of Undying." A lingering voice would say from deep within the cavern, rough and masculine. "The boy still has no idea of his destiny and how he shall hold the power to unite two warring worlds. He should still be unable to realize this destiny for the time being." "Then he shall remain ignorant until such a time when Fate intervenes," the strange figure replied to the voice in the cavern, sighing a bit. "So, when will he begin his research on the magic?" "His research has already begun, sire. He has started making headway in such things and gathering the information he believes that shall help him learn of the magic." the voice replied. "He will still need to find his own way to knowing the magic." "That is left to the natural course of Time. For the time being, he shall enjoy this time he has because he is starting a new chapter in his life soon enough." the strange figure would say to the voice. "With the events that is to come, he will need to be prepared. There are dark days coming for the boy, even with the Prince spawned in Atlas." "Of course, sire. I shall update you further once the boy stops grieving for the fallen King of the Elvenesse." the lingering voice would say to the strange figure, sounding neutral in the matter. "A pity the King fell to a dwarf whose own power was corrupted and corroding to the Natural Timeline. The powers of messing with the natural balance of Life and Death can do that to anyone who wields its power, regardless of what magic or weapon the person wields..." the strange figure would say as the scene began to fade.... ((OOC Sidenote: These little Transitions between the chapters are meant to be told in this form in a way of personifying the OOC perspective between a mysterious figure and a mysterious voice that will hold no influence on the Realm of Atlas. It's a new concept of creative writing I'm working on to help with the personal story of Karren Myrsta and maybe even all of my characters on Lord of the Craft. I hope you guys enjoy the reading and perhaps I will make more Transitions and add more indepth storytelling...))
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