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  1. Original Post: (The Leader of the Herd) Herd leader - Ascended_gene - Alikar, Jondead - Zylan (Tends to be the wise man keeping the Herds traditions safe) Shaman: Jondead - Zylan (Protector and warrior, there to protect the other Cervitaur) Ranger: (Normal Cerivtaur, they do a lot of difforent tast keeping the Herd alive, they are the meat of the work force.) Cervitaur: (The New ones to the Herd, or honorary Cervitaur, they do not do too much, but can advance up the ranks to the ranger or a full Cervitaur of The Herd) Newborn: Blooby_Russian - Silvergale Clearean All lore related to Cervitaurs can be found here: Application: Mc name: Discord: Have you put up a Creatures app yet, and if so link it: ~~~~~~~~~~~~~~~~~~ Rp name: age: Role(Rank) in which you would fill:
  2. Karren Mrysta, after finally letting his soul become pure once more, has no idea that the corruption of the alternate personality has begun to surge through him like wildfire. Blackouts, sudden fits of weakness, exhaustion, and dreams of a man wielding light to defeat a dark godlike entity fill the young High Elf's dream world. He has felt his heart suddenly lurch back in time to before he was mentally fucked up by Arelion and Filanir, hiding his true soul's colors. His impurity has caused him to suddenly leave the Silver City and seek refuge in the Dominion, hoping that the natural magic of the Dominion can save his aching soul before it turns into a soul that is tainted by a force that can purge the ethereal soul's light and replace it with a cold blackness. Oblivion. Memories of the ancient personality have proven to be difficult for the young High Elf, giving him either strength fit for a warrior or the mindset of a person possessed by a shade. Wielding no magical powers of his own, he is unable to stop the onslaught of the darkness, making his soul blink in and out of existence. He prays that no mental mage descends into his mind and upset the already delicate balance between the light and the dark because if they do, they could teeter him into the pit of the dark Oblivion and risk losing him to his far darker emotions that even a Shade could not ever stop. However, in a singular page, Karren writes down the phrase "From Darkness unto Light" almost as if it is a key to locking away the corruption of Oblivion. The Soul's Ether is always the key....
  3. Karren Mrysta, a pure High Elf of Haelun'or, walks along the docks of the Dominion and starts to speak to himself as he looks out to a beautiful sunset. No soft ticking was produced or any noise as he seemed to have lost his pocket watch some time ago. This was one of the rarest moments that made Karren shed the culture of the High Elves and even his own self to be someone he truly felt without restrictions. The mental Chain of Light started to become the Chain of Shadow as it rebound his anger, his fury, and his wrath into a darkened aura once more, keeping it locked away and far from any mental mages that would attempt to break it. As he gazed out to the sunset, he felt his emotions wash away as if he was purifying himself by bathing in the last lights of the sunset. "It is hard for many things to believe that they can do good," He'd say softly, smiling a small bit. "Even if they themselves were only meant to do evil. It is in their nature, I suppose, but I do owe a great thanks to Ravena and her little trick. Even if given enough time, I'd have a beautiful moment to myself and with its last light, I'd wash away my stress and my grief." He would then take in the warmth of the sunset, which to him, felt all the more refreshing for him mentally. It felt far more relaxing than bathing in the river or even meditating to the sounds of nature to imagine a perfect balance and attempt to understand time. It was this that sent Karren a happy smile as he finally felt like his mind was his own once more. "I cast you away, Kayen. You helped me so long ago that I believe it is time for me to grow up. To let nature take its course with me. I hope the afterlife is as kind to you as I was all this time," He'd say as he let go of his alternate personality, letting his mind fully reforge into his natural state as if it had no other personality inside of it. This had made Karren happy once more and he said softly to the dying embers of the sunset with one last thing before he walked off back into the main square. "Thank you Ravena. I forgive you."
  4. How to RP combat Welcome to my guide to rp combat, I shall be taking basic weaponry for this guide and will also like to point out that this is a guide, no more no less. there are some rules I will stick to that I myself find proper when in combat. and these will be explained. Weapons There are loads of weapons, some long some short each with their own type of style to them. we shall be seeing in this guide. Swords Daggers bows Now, most people will wonder why daggers those are not very good weapons. Yet they are capable of beating a swordsman in the correct situation. Rules 3 strike rule: This is a rule that requires to the fact after 2 strikes the 3 strike will hit if the last 2 did not get any contact. Do not confuse this with a killing blow. Example. Swordsman/swordsman ‘Swordsman 1: He brings his blade down upon the man, stepping forward putting all his force behind it.’ ‘Swordsman 2: Steps back getting in his stance, flipping the blade around, bringing it on the same height as his eyes.’ ‘Swordsman 1: The blade strikes the stones on the ground creating sparks, as he brings it up again, He aims to cut the man's chest with the upwards motion’. ‘Swordsman 2: Steps back ones again, standing up straight bringing the blade before him, as he holds his left leg forward he watches the men's movement carefully.’ ‘Swordsman 1: Roars his battle cry as he goes to ones again swing overhead down upon the man, stepping in closer letting the blade fall upon the man's head.’ ‘Swordsman 2: As he steps back the blade clashes with his helmet, cutting over his right eye, as he feels for his face, for a moment he looks to the swordsman in anger’. As you can tell I counted to 3, yet it still looks like “Swordsman 2” is powergaming, as he just didn't get hit. these small hits on clothes and such, blocking swings with blades. Those all count as contact, yet you must remember the 3 strike rule if you block 2 times let the 3 break through it does not have to be a deadly blow but get injured this applies to both parties. 3 block rule Movement, This 3 block rule is counting as how many blocks you can move in one emote, below you will find some parts of this rule that will explain why I believe this is a must. 3 blocks, this is the movement you have if you are in a combat stance so capable of blocking. if a person runs or is charging this will become 4/6 blocks. but the cant block a strike coming for them. this, however, does point to tackles and such as you can still do such if you rush someone. 2 block step back instance, as you are in a combat stance you can't just run backwards turn around and be ready again. you can only step back 2 steps if you hold your eyes on your enemy. (Apply for archers heavily) Running from the fight. 4/6 blocks also apply, you can't dodge what comes from behind you cant tell what happens behind you if you do run 6 blocks, if you take 4 you may look over your shoulder to see what is going on. Ghosting I named it this for the soul reason of the emote seems to be unfinished. For example. ‘Swordsman 1: strikes at the man bringing his blade down from above his head’. ‘Swordsman 2: falls to his knee bringing his blade up using the flat side of his blade to catch the blade, stopping the blow.’ ‘Swordsman 1: Stabs at his enemy aiming to stab him through his skull.’ As you can see in this small example the blade poofed from being caught by the ‘swordsman 2’ to a stabbing motion right away. This is what is so horribly painful for most who do rp combat with newer players. As it is something they see in there mind but forget the other person does not see it how they do. This applies to all rp. What has to be in the emote? Here I will give some basic points you want to focus on. Stance, how and where are your hands and feet? Swing, What are you looking to hit, what side do you strike from. Ones the fight has started, put both the reaction and reaction of your character in. for example. ‘swordsman 1: as the blade strikes his left shoulder, he uses all his strength to bring the blade tip up and into the man's chest.’ This will make the flow go quicker if you have no room to put your full emote in use the - at the end and - at the start as a way of saying it's all one part. Archers This a rather normal rule 3 emotes to fire an arrow. this is the taking of the arrow the placing it and drawing the bow, and finally, aim release. Explanation Archer: takes a good look at the tree, a small parchment with a head drawn on it. he takes an arrow from his quiver, placing it up on the bow. Archer: He draws back his arrow, watching the target, slowly breathing as he steadily breathes. he takes aim. Archer: as he breathes out the arrow leaves his bow, flying at the target, it strikes the target dead on, a smile creeping on to his face. Archers bring their own things to the fight. and don't be afraid to only use a bow and arrow, maybe carry a dagger. but remember even if an arrow is supposed to be shot from a bow, it still works if you stab someone if they get to close. Melee Now for the part, we all come here, fighting up close. The bulk of rp combat. Many weapons are there but let's take some lines that will work on most weapons to see what and how it will damage your enemy. Sharp edge, it will cut flesh but fail against armor. thinks like a sharp dagger or dagger. Edge, it is thin but not particularly sharp its cutting skill comes from the kinetic force, things like swords or axes. Blunt. just hit it as hard as you can, horrible for cutting. Pointy, as it says point it at the person you want dead, and stick it in them, good on soft things horrible on hard and round things as it will just slide off. Now let's see to the weapons and what applies on them these are just a show and most people will roll their eyes at it but I have had people claim armor does not weigh them down in water while swimming. Swords, pointy, edge. Dagger, pointy, sharp edge. arrows, Special in this as you can make all sorts of them. State the type after hit or miss. axe. blunt, edge. Now as you can see only one weapon gets the sharp edge, the dagger. now I will explain why swords are sharp but not razor sharp as this is very thin and striking a hard service say another blade or armor will bend it making the blade useless.
  5. The Southern Accords Written and confirmed on the 10th of the Deep Cold, 1672 This document will serve to prove that the Southern Accords, between the Duchy of Riviä under Thomas de Hartcold, and Kingdom of Hanseti-Ruska, under King Sigmar I, has been declared. Article I: Alliance The signatories hereby establish that both parties hereby agree to support one another with no less than the entirety of their military might, should it be warranted, both in the event of internal or external threats. Article II: Free Trade The signatories hereby established do mutually agree to afford merchants from each respective party to trade in each others land free of tax, tariff harassment or any other imposed burden. The signatories do mutually agree that large scale trading agreements between each party can be of either the purchasing kind (meaning that wares are purchased for minae) or of the bartering kind (meaning that different wares are traded on rates mutually agreed upon or previously set by precedent). Signed, His Grace, Thomas de Hartcold, Duke of Riviä, Baron of Adylith, Lord of Blackden and Sovereign of the Order of Distinction and Order of the Purple Lion His Majesty the King Sigmar Lothar I of Hanseti and Ruska, Grand Hetman of the Army, Prince of Dules, Lahy, Sorbesborg and Slesvik, Grand Duke of Vanderfell, Duke of Akovia, Krajia and Aldersburg, Margrave of Rothswald and Adria, Count of Karikhov, Baranya, Kavat, Karovia, Torun, and Kaunas, Viscount of Alamar, Baron of Vsenk, Valwyk, Rostig, Esenstadt, Krepost and Kralta, Lord of the Westfolk, Lord of Markev, Protector of the Highlanders, etcetera
  6. There is the Void, an endless and boundless pit of nothingness that takes as much as it gives. This is the origin place of all voidal magic on Atlas. However, there may be something far more darker and more dangerous than the Void. It is called Oblivion and it affects the body and the mind in far more deadlier ways than voidal magic. Casters of the oblivion school are able to counter the effects of the voidal magics by taking the effects of the voidal magics and putting it on themselves, granting the voidal magic user more strength, however once the oblivion mage dies (even once), that strength instantly disappears and cannot ever be recovered, leaving both the oblivion mage and the voidal mage without strength. This leaves the oblivion mage with very little time before the forces of nature begin to recoil onto the mage, creating Oblivion Recoil. There is no way to counter the effects of Oblivion Recoil at all, no matter how advanced you are in the school. These same casters can mess with the natural world, spreading plagues and fracturing a small area around them. The way that fracturing works is that the caster has to spend some of their own mana to create cracks all around them in a small area and sustain at the same time as an opposite effect happens called Counter-fracture where the natural world is fighting back with a lot of forceful tension to correct the fracture that the mage generates. Fracturing is meant to act as a barrier around the mage, shielding the user from magical attacks alone for a short duration of time or after some damage has been sustained, whichever comes first. Regardless of whichever happens, the Recoil effect is given to the oblivion mage. However, there are very great dangers to the oblivion mage alone as it means the person is no longer affected mentally by the void, but by the soul-destroying forces within Oblivion itself. By taking the energy from Oblivion to cast the spell that the mage casts, they are slowly affected over time by the energy of Oblivion itself. The energy (or mana) of Oblivion means that it siphons all types of strength that the user has, no matter how powerful or strong-willed they are. It varies from caster to caster on the effects on mental instability due to the Oblivion energy, but it ends the same way with an irreversible death. Many masters of Oblivion sought out a way to counter all the negative effects of the corrosive energy within them, but as Oblivion is a near-omnipotent unnatural force, it cannot be countered. Many have also sought to gain true immortality from this unnatural force, but no one has found a way to do so before they succumbed to the mental breakdown and full-body disruption of Oblivion magic. Perhaps with the study and practice of the art, one may gain a resistance or even a tolerance to the power?
  7. Copies of the Tome are sent to the Libraries of the Naelurir, of the Mother Grove, and to the druii of the Maelstrom for all that wish to read them. They are marked with the Circle of the Emerald Way. The Tome of Two Balances Writings of Sister Hurricane “To will change upon the self is to change the world. Only through will can all balance be attained.” - Teachings of Sister Hurricane, the Axiom of Will I. Morality as Inner Balance On yesterday's eve, I witnessed a sight most common, though for some unknown reason, it struck me strange. An elk was torn into by a beast, and ripped into, to eat. A common occurrence, yes, this is known. Tis’ the way of nature, the beasts eat the common gazelle, and so on. The predator eats the prey, and the prey feeds on what it can. There is no evil in it, the predator must eat as much as the prey, and the prey must eat what it can. There is only survival in it. The predator feels naught for devouring its prey, nor does the prey when it grazes upon the grasses, despite life being taken from the world. Such is the unseen way of all natural life. Life passes on and on and through each moving piece of it. There is no evil or good in the natural balance, only what is and what survives. Such also is the way of druidism, our gifts are given without thought of good and evil, but with only this delicate balance of the cycle of life in mind. Druids are expected to be as neutral as nature in this sense, are we not? It is the duty of druids to correct the balance, wheresoever it may be corrupted, without heed for borders. It is our duty to correct it, we must. We have been charged by the aspects above to do our sacred duties, and the order has decided we must do it this way, completely neutrally. But this charge ignores a most fundamental principle of our life as descendants, of how we have grown and developed to live with morality, to have the sense of good and evil, and all in between. It is what makes us what we are, it is what gives us our humanity, and this makes us truly and beautifully unique. We are not a part of this balance the aspects have created for us, but we surely live with it. Though, to attempt to live without morality, to attempt to live neutrally and strive to think as the aspects do, without heed of what is good and evil, this is unnatural of our own being. It makes us only as simple as the beasts and prey that are in the balance we seek so desperately to protect. We cannot, and we should not deny what we are, how we think, but we must find a balance of our own, and look over the balance of nature with a sense of right and wrong. To live along with both the balance and the descendants, separately, yet together. In this, we are allowed to exercise our sense of right and wrong and do our duty to protect the balance with great strength. It is not the nature of men to keep out of everything. One would say it distracts us from our duty, to say, be a part of a nation. This is not the case, I don't think. I might even say it better allows us to perform our duties. While we cannot live as neutral, we are able to do our best to spread what is good, and what is just. It is of the utmost importance that druids maintain strong ties to the world they live in and protect, they cannot fly above it all. Neutrality is a disease that leaves men weak, and staggeringly alone, as many beasts are. Fellow priests of the balance, I say to you. Do not catch the disease of neutrality. Hone your sense of right and wrong, fight always for the path of good for you and your people. Do not become unnatural men, stripped of all sense of what is good or evil in the world. In morality, we find our strength together. Apathy is a fate worse than death, for even a rotting corpse feeds new life. II. Will Within Balance We are inherently separate from the thing we protect so dearly, as druii. The balance consists of life around us, the seen and hidden movements of nature ever moving in a circle around us. The birds and trees die out, but there is ever a forest standing, no? Songbirds fill the air, do they not? We are ever surrounded by life, yet death lurks and strikes here and there. No matter how oft or how heavy death’s strikes may be, life ever moves on. Many druii take our duty to protect the balance as a sign that the world is weak. It is the opposite indeed, for the balance of the world knows a will far greater than our own. Life will find a way, no matter how damaged it may be. We druii exist only as a means of preserving the balance’s state, and correcting it where we find imbalance. Yet as I say, we are inherently separate from the balance of the world. Instead, we hold a force of our own within, potentially even equal to this primordial balance of the world. The balance of the self. The Emerald way is, at its core, the way of two balances. One cannot neglect this balance of the self when protecting the balance of the world, for it is far more fragile, and far weaker. This balance, in a way, is even more important than that which the druii are sworn to protect. With this separation from the balance of the world, the circle of life is entirely indifferent to us, to our very being. We have little sway over it, though many druids seem to rely on it for their source of strength. They use their gifts frivolously, and have grown dangerously dependent on them. They fail to realize that to rely on their gifts to protect the balance is dangerous, and leaves men weak. No man or woman can hope to fully control this primordial force, and they are left with atrophied bodies, defenseless without their gifts. They fail to realize that true strength comes from within, and that in order to change the balance, and protect it, we must cultivate our own will to match the strength of the world’s will. While faith is important, true strength is drawn from our own volition; The power to use your will, which is equally important as obtaining power itself. Never live for the sake of another, or an ideology. Live for yourself, and no other. With that, we empower ourselves to carry out the will of the aspects, to protect the balance. III. The Nature of Will A man can change everything if he is willing to sacrifice for it. The greatest sacrifices require the strongest wills, And we must give much for the salvation of this world. In the beginning, we have nothing. Our privilege is the dirt. In such darkness, our will guides us to light Perspective pierces the veil of dark. Our birthright is our failings, and the pain we suffer. When darkness comes, we can rely on no other to face it for us. Only in our willpower can balance be attained. IV. Beings of the Present Self The balance does not, nor can it be made to be still for long. All things move until they pass on, and even then their energies move ever forward into other forms, other vessels that will move on and on. And from movement, movement is born, ever arching outward. You, druii, are no exception to this commotion. We constantly expend our energies in creating islands of quiet within our lives, trying to still the waves that march ever onward, yet it cannot last. Time encroaches, it consumes all things. Fling yourself to the waves of life, druii, engage in the here and now, and you will find that the key to living is your own will. The will to see life for its flaws, and the will to better it, to create your own waves. One cannot focus on the waves that have long since passed, the echoes of feelings you once felt. The past does hold merit in giving us its teachings, but from there, move on. It holds nothing for you. Let the past die, and use what you have learned to shape your present. With the lessons of the past, we can focus on dealing with what is here and now, with the waves that crash over us. Use what you have learned to enact your will, and shape the waves around you. And perhaps prevent a tidal wave from overwhelming you in the future by dispersing it before it happens. By changing your destiny. There is no lasting stillness. It is impossible. Accept this. Know it in your bones. Watch the world happening around you, and through your will, forge your own echoes, your own cadence in this world. Live in the moment, and your will can shape the future. V. The Balance of the Self My words earlier in these pages were far too simple, I’m afraid, for they leave out a great deal in seeking to express the point, but they failed to truly explain my deeper meaning. Earlier, I stated that the balance within consists of the will to act on the sense of good and evil. Though I do not refute that, I’m afraid that the truer meaning of the inner balance is lost on such words. Good and evil are a point of view, different to each person. I have found better words to explain such a dichotomy. Instead of viewing the inner balance as the senses of good and evil, replace such words with selfishness and selflessness. To act for the self, and to act for others. This opens the situations to all by providing a common meaning. You cannot have one without the other in life. Pure selfishness only harms others, and amassing your own power can lead you to enact your desires. Instead, one must use the powers gained from selfishness to act selflessly in life. To sacrifice for the good of others, and of the balance. But beware, lliran. Pure selflessness is just as destructive as pure selfishness. Benevolence for the sake of benevolence leaves you in a worse position than when you started, it weakens you and sacrifices your own strength to help. In addition, it robs others of their struggles, their own opportunities to learn and gain their own strength. Never sacrifice your own strength to rob another of their struggles. As I said before. Recognize the value in letting people fight their own battles, and they will be all the stronger for it. Selfishness for the sake of selflessness- this is how we can protect the balance. By enacting our own will through this, we have the strength to alter the balance and preserve it. This inner balance is not inherent to druids, or even the balance that they protect. It is inherent to the descendants, this ability to act in selfishness and selflessness. It is where inner strength is drawn, the will to enact change upon the world. Such a principle applies to all aspects of life, and so it is important that druids hone their will to act on this sense. A druid who has mastered their ability to act on this sense will go far. A soldier who has mastered it will find his enemies falling before him. A farmer who has mastered it will know only bountiful harvests. It applies to all paths through life. If we cannot find the strength to act on this and hold balance in our sense of selfishness and selflessness, how then can we hope to protect the primordial balance of the world? We cannot.
  8. A Hearth Guardsman preparing to defend Haensetian Law and His Majesty from criminal scum. The Hearth Guard The Hearth Guard is the official city guard of Haense who's duties are to protect His Majesty Sigmar Lothar, Haense, and its citizens. It is our duty to maintain peace and order within Haense, and to enforce the law upon those that wish to neglect it. We take our job seriously and will never hesitate to put our lives before our people and our nation. We have a system registry where we keep all crimes and reports so everything stays well organized if needed to be brought up at a later date. We always stay in touch with Lord Lyov II, Haense's Justicar, and collaborate to deal with criminal cases and prosecution. We've the means to remove any corrupt or dark beings from Haense, and will do so. No one is exempt from the law and no one is treated more harshly than another under this law. We are the Hearth Guard. Ranks: Commander: Watches over the Hearth Guard and makes major decisions as well as policies for the guard as their main leader. Captain: Can take over for when the Commander is not available. Leads the Hearth Guard actively in the field. Lieutenant: Guides new recruits and can lead parties of guards on patrols. Can manage multiple Sergeant patrols at the same time. Sergeant: Patrols with other Hearth Guards as a guide and as a veteran of the guard. Man At Arms: Trusted rank. A Man At Arms will actively patrol the streets. At this point, a guardsman has proven themselves worthy to defend His Majesty Sigmar Lothar, Haense, and its citizens. Initiate: Lowest rank in the Hearth Guards. It is the ranks received when one joins the guard. Our Laws and Jurisdictions: Laws Jurisdictions The Uniform: Application: IGN: Character Name: Character Age: Character Race: Character Sex: Discord####: (You can pm me this if you wish.) Why you wish to join (ooc): Ic letter to the guard as to why your character wishes to join:
  9. https://gyazo.com/1dcb260ae093650d2913f0cdf3eb87a6 Female Halfling for sale! Upsides: Small, most likely not able to fight back Downsides: Very feisty. Skills: Would not tell us, but can spit very far. Also is seen to have some skill with slingshots. Starting Bid: 100 Buyout: 650
  10. The order of nightfall charging into battle Three of the Order Of Nightfall's greatest warriors watching over a battlefield The Order Of Nightfall History The original creator, Johnathan Cantwell, was a simple boy. He learned of his father being a lord and soon became a lord under a county in Santegia. He took his fathers old armor, darkened the steel and decided to make a levy that would aid people. Seeing as the Black Knight always saves the damsel, the levy was formed. It was passed down to his son who shortly lost lordship and the Black Knights went extinct. Many other Cantwells tried reforming them, but only one succeeded. Zachary an Cantwell. Shortly he passed away and it went onto his brother, then onto the last Cantwell alive; Sarah Thomson. Under her new rule the name was changed to the Order Of Nightfall. Black Knights were the titles given to the male warriors and Black Dames to the female warriors. The order of Nightfall isn't for the faintest of heart, their work requires them to complete tasks the average soldier wouldn't, because of this the soldiers of the order are hardy warriors. Rankings Captain -the highest rank achievable in the order, this is held by a soldier that is a great warrior but an even greater leader. They are responsible for every soldier in the order and take care of any business the order is involved in, whether that be battles or simple guard duty. Again this is a difficult rank to achieve, you must prove yourself to be a great leader and fine warrior, therefore this rank will be awarded by a captain with the approval of the other soldiers in the order. Lieutenant -a soldier that is known for their great leadership skills and can draft letters and reports for their Captain. This rank is hard to achieve, in order to achieve it you must work hard in battle and prove yourself to your fellow lieutenants and captain. Sergeant -a soldier that is responsible for the training, gear management and overall appearance of the soldiers under their control. Corporal -a soldier that has proven themselves a good leader and are able to lead a small group of soldiers. Private -the lowest rank in the order, usually held by a soldier that needs more training in combat. Footman -a tried and tested soldier that has proven themselves in battle, they are the bulk of the order. Recruit -a recently recruited soldier that are untested in battle and may need training in the art of combat. Enlistment Requirements -must be hardened soldiers -loyal to the Order -respectful to others and more importantly those of a higher rank Application Name: Age: Race: Gender: Discord(required):
  11. Guest

    [Buying] Mana Crystals

    *Parchments Posted in settlements , towns and cities around atlas* Wanted Mana Crystals from the Purple Tree Mine. We are looking for them for research purposes ,If you are willing to sell any you may have please Contact either Aewion Silma , or Arwenia. We can be reach via bird or within the Silma Manor in the Dominion. Willing to pay 500 minas per Crystal. Must deliver to us!!
  12. Hey guys, thought I would share a total obliteration war claim!
  13. 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.
  14. [Change log located at the bottom of post; sorry for the word-heavy lore revision.] Originally accepted lore: https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3&tab=comments#comment-1626115 The Children of Azdromoth [Credit: quite simply, Calvin of stormbrush.com] Brief History Azdrazi—or Nephilim—are a species of dragonkin created by the dragaar during a time at which they ruled the sky. Following the Titan's venture into the mortal world, during his thoughtful quest for knowledge, Azdromoth and his relatives came upon the line of Horen, the father of Man. They took great interest in their ingenuity and believed them to be capable of astounding feats, forming a pact: promises of eternal guidance in exchange for their longstanding assistance and libraries of knowledge. Azdromoth and his brothers and sisters offered their blood to those who consistently displayed prowess and reverence, allowing them to transcend to a state beyond man. This amalgam of dragon and descendant was commonly known and recorded as a Nephilim, named as such due to its old and now defunct status as a combination between mortal and god. Azdromoth, however, referred to them as Azdrazi, as they were no longer men but a species of dragons; as the ages went by and descendants grew more educated, this name became the norm, hence its use in contemporary times. [Credit: done by Numirya] Creation and Appearance Mortals who undergo the Transference—the ritual responsible for the transformation of descendant into Azdrazi—will go through two stages of change; these stages are Whelpling and Azdrazi. Both have their own set of prerequisites before partaking in a ritual, lest death upon mutation become certain. The key to a successful Transference is a wardren: a kind of sphere made of dralachite, capable of fitting in an individual's hand and typically worked by an aspiring apprentice or their mentor. Before proceeding with the rest of the process, the soon-to-be wardren must be blessed with the draan of Atuemi Laas. The object is then bathed in a boiling solution of one part descendant to one part draconic blood, portions respectively from the apprentice and their mentor. Gradually, the gem will absorb the amalgamation of blood before taking on an intense orange glow, indicating the successful creation of a wardren. The wardren is then handed off to the apprentice, and upon taking it into their grasp, dispenses the blazing energy held inside directly into their body. The colorful glow that had previously overwhelmed the wardren rapidly depletes, the flame within now transferred into its wielder, thus transforming them into a Whelpling; this change marks the first of two rituals and grants the descendant their temporarily volatile inner flame. (Note: This is an entirely internal transformation, the growing inner flame being the only notable difference between descendant and Whelpling. Whelplings do NOT change in physical appearance.) After acquiring the inner flame and before becoming an Azdrazi, a Whelpling may expel this draconic energy and revert back to their descendant form, ensuring that they aren’t perpetually stuck as a Whelpling. To do so, their wardren must simply be destroyed—this, however, means that progress can be reset and wiped at any stage of their trials if they prove to be careless. The process is equally as painful as becoming a Whelpling and is typically followed by a momentary feeling of immolation. Thankfully, Whelplings are in control of their own wardrens, meaning failure will almost certainly be brought about by their own shortcomings. The wardren they hold is now primed and bound to their newly kindled flame, ready for the remaining trials of the Transference. The Whelpling will be expected to complete a set of four to six of these trials, each handpicked by their mentor; to set these tasks in motion, the mentor must speak the instructions into the wardren in their native draconic tongue. Upon the Whelpling's completion of one of their designated trials, the dralachite sphere will fill part way, reflecting their immediate progress. The wardren will continue to fill with the formerly mentioned radiance before eventually brimming with it, a state which indicates the conclusion of the trials and stabilization of the inner flame. The Whelpling is now ready for the final stage of the Transference, in which they and their wardren will be cast into a pyre of dragonsflame (following a brief, free form ritual), their skin burning away to make way for the forthcoming Azdrazi. As they emerge and sluggishly come to their senses, they'll find themselves a foot taller and riddled with scales, now possessing a set of horns and reptilian eyes. Azdrazi share many visible traits with Azdromoth when un-polymorphed. Their skin is rigid and scaly, ranging from deep reds to plain black. Their eyes are serpentine in appearance, round pupils replaced with dark slits; irises and scleras replaced with oranges, yellows, and reds. Their teeth—mainly the canines—grow a little longer and sharper. Nails are replaced with short talons, entirely meek when compared to those of flight-capable dragons, and when Azdrazi emerge from the flame, they’ll find themselves approximately a foot taller than they previously were (this benefit stops out at 7’6”—therefore, if an individual stands at 7’0”, they would only grow six inches rather than the full twelve). Lastly, the horns on Azdrazi vary in appearance but must abide by the same rules as their skin, being that they must remain a variation of red, black or gray, and additionally the familiar milky hue of bones. Strengths: Enrapturement (Dragonflame Conjury, Polymorphing), Draan of Azdromoth Typically physically stronger than descendants, courtesy of their draconic heritage. For reference, in terms of physical strength nearly all Azdrazi are capable of standing their ground against an uruk, yet are generally incapable of overpowering them with muscle alone. Temporal Resistance: Immune to all forms of heat, radioactivity, and poison. Longevity: Exceptionally long-lived, capable of regenerating after death, although death rules still apply. Azdrazi possess a draconic soul after the Transference is complete, and are thus considered draconic beings. Weaknesses: Azdrazi are temporarily punished upon revival, unable to use polymorph or any other enrapturement for 1-2 weeks following death. Due to their draconic nature, Azdrazi can oftentimes be coerced and persuaded into carrying out mildly uncharacteristic deeds in exchange for knowledge or material items typically associated with their horde. Being in icy, wintry and gelid climates can kill Azdrazi over time since they are cold-blooded and unable to maintain body heat in low-temperature environments. In these environments, no Enrapturement but Kindling can be performed, unless an Azdrazi devises a means to keep their body temperature up. (i.e an enchanted set of garb, a zone of heat, etc.) Cannot use mana to perform any kind of deific, arcane or dark magic. Exceptions and more specific explanations will be listed at the bottom of this thread. Upon transformation, an Azdrazi’s mana pool is replaced with the inner flame. Paladinism: Extreme susceptibility due to Xan’s desire to genocide Dragons; Paladin magic will wither away an Azdrazi in a manner similar to life-drain, heavily fatiguing them upon first contact and progressing from there. [Credit: illustrated by Allison Healy] The Inner Flame and Severance An Azdrazi’s inner flame is a tricky thing, wholly comprised of a metaphysical network of dragonsflame. Said network spans the body in its entirety, beginning in an Azdrazi’s torso and twisting along the otherwise comparatively mundane circulatory system. In a relaxed state, the inner flame will remain static, having no reason to move ichor along the network; if an Azdrazi chooses to manipulate their inner flame, however, then it will seamlessly work to supply its vessel with enough of the substance to carry out desired tasks. That being said, the inner flame only operates as expected in hosts with functional organs, as it consistently transmutes mortal essence into draconic ichor: the substance that flows through the ethereal network of dragonsflame. To sever an Azdrazi’s inner flame by force is to strip them of their source of being, killing them indefinitely. Such a thing is improbable, of course, lacking any form of traceable documentation and thus feasibility; Azdrazi, however, know otherwise. There are two ways to divide one's flame from their flesh, the first relatively common compared to the second. It involves willing oneself's flesh and blood into a state of stagnation, turning their own body into stone and rendering them comatose. Few Azdrazi allow themselves to be taken by a fate so tame, but those that choose to smother their flame do so to stave off impending tragedies such as corruption—most would sooner take this form for the coming centuries than be bound by ill afflictions. Additionally, there’s the possibility that an Azdrazi will turn to stone if they become religiously, spiritually or physically inactive, a change represented by 2 months of IRL inactivity—exceptions can, of course, be made. The only method of severance is valid in its definition, undoubtedly and unforgivingly stripping an Azdrazi of their flame, and thus leaving them hollow. Tales of Azdromoth plucking the fire from excommunicated followers are few and far between, yet exist among those whom could be called his children. This fate takes the form of self-destruction: an unrelenting cancer of the draconic form that leads to the ultimate degradation of one's mind and body. If an Azdrazi chooses to betray their blood and fall out of faith, their flame will retaliate, gradually withering their bodies from the inside-out. In reality, such an illness occurs when an Azdrazi attempts to put their inner flame out entirely. Though one’s desperate attempt at expelling their inner flame may prove successful, the effects of such play out just as explained above. Though the inner flame is gone, the draconic body remains, and since such a transformation is a one-way street, the outcome is always a prolonged and painful death. Death typically comes one week after severance and is entirely irreversible. Mechanics of Severance Purpose Azdrazi are outstandingly prideful creatures, holding themselves, their company and even those without their circle of acquaintanceship to relatively high standards. They’re convinced that greater knowledge should be reserved for greater people, and will consistently take it upon themselves to be these magistrates of tuition and insight, so much so that such judgement becomes nearly dogmatic. To them, for the betterment of mortalkind, those who prove reckless or ill-fit—and thus unworthy—for the knowledge they hold should be punished if not eliminated. Depending on the severity of one’s incompetence when assessed by an Azdrazi, justice can range from a simple branding to an all out hunt. Their mission is no longer strung on solely by a want to preserve the knowledge of years past but is instead a mixture between the aforementioned, and the desire to keep such out of the hands of those undeserving. They believe this will ensure a prosperous future, one in which they both directly and indirectly pave the path for mortalkind, educating and culling all the same. Azdromoth also felt that these hybrids were the perfect substitute for children, the Titan incapable of producing his own spawn. As such, he continued to work on the formula up until the infection inflicted upon him by the Archdaemon, Iblees. Azdromoth never truly got the chance to refine his creations—evident by the Azdrazi’s lack of wings—but in the end, the mission was a success, his progeny carrying out their everlasting goal and acting as the intermediary force between dragonkin and mortalkind. Unfortunately, however, Azdrazi lack the guidance Azdromoth once provided, his tainted shackles stripping him of his own sight. It's for this reason that Azdromoth's recent run-ins with humanity have been less than desirable, and it's for this reason that his brood long to free him. They actively search for a means to cure him of his illness, believing that with both time and research, the Father will be free to live amongst them and mortal-kind once more—but only if greater obstacles are dealt with on his path to glory. Heralds Azdrazi are the product of Azdromothian blood creating internal—and essentially irreversible—changes to a descendant’s body. Alternatively, the Titan's blood can also be used to bring about changes that occur externally through an ink. Those who followed closely in the footsteps of Azdrazi were considered living wardrens, capable of storing draan in the ink of their skin. Such a process was relatively simple, involving the formulation of ink and the creation of tattoos. The ink used to mark Heralds is made of a basic concoction of one part draconic to one part descendant blood, portions respectively from the Azdrazi and their soon-to-be Herald; evidently, this is the same process used in the boiling solution of a basic wardren. The substance is then marked along the skin of at least two limbs before the individual whom bears it is blessed with the draan of nahl-wardren, the blood soaking into and searing their flesh. The process is unpleasant, though once complete, the blood that had previously stained their flesh will be no more, replaced with brazen red tattoos of a draconic origin. Heralds are capable of storing draan within their tattoos—six draan, more specifically. These draan must be obtained from Azdrazi, allowing Heralds to start a draan's cycle on their own accord, or maintain a singular draan at the price of two of their six available slots. Heralds' tattoos will give off a faint glow depending on how many draan are being stored, and how many are being used, similar to wardren; for example, a Herald with a singular draan stored will have tattoos with faint glows, while a Herald with two draan stored and one maintained will have a fuller glow. There are limitations when it comes to who can become a Herald, namely brought about by interactions with magic. Becoming a herald takes up a magic slot for fairness sake. Descendants who possess paladin magic will find themselves unable to complete the ritual, the blood remaining stagnant on their skin even throughout the draan of nahl-wardren. Dark and voidal mages can both become Heralds at the price of a magic slot. Herald Redlines and Clarifications Azdromothian Draan As draconic influence spread throughout the land of Horen in the days of old, Azdromoth and his children found themselves creating lesser gifts for those who pledged allegiance and gave aid to the flight—those most devout in their faith and those most skilled in the mundane. These gifts were less so incentives and more so a token of draconic gratitude, something given in exchanges and trades to show thanks. They came in the form of draan, a word or phrase laced with draconic influence. These phrases are considered words of power to most, yet to Azdrazi, they're much more: prayer. The reason for such a discrepancy lies in the method in which Azdrazi create draan. They first arrange a proper space for creation, which must include the following: a personally bound dracanium item, at least one precious object from each sect of their horde (for instance, if they horde gems and dinner plates, they'd need one gem and dinner plate with a "high value" relative to the rest of their horde), a nearby source of fire, and their wardren. The way in which these items are incorporated and arranged within the process is up to the conducting Azdrazi, though the idea is the same. With these items arranged in an Azdrazi’s vicinity, they'll find themselves capable of a form of “religious meditation”, essentially freeing their mind of any overly material thoughts and making way for those of faith and heritage. Gradually, an Azdrazi’s wardren will fill with the same hue which overtook it toward the end and at the beginning of their trials, which are at this point a distant memory. Such a process will only prove effective once every 24 IRL hours. A wardren has two draan slots, meaning two draan can be stored at any given moment until an Azdrazi undergoes the lengthy process of recharging their wardren once more. Though each Azdrazi is allowed the use of exclusively one wardren, there are ways to increase the amount of draan slots available. This is done in a manner similar to the creation of Heralds, wherein an Azdrazi will collect draconic blood—be it from themself or be it from a fellow Azdrazi—and decorate their flesh with it, following up with a draan blessing. To actually function as a working storage for draan, at least half an individual's torso and their appropriate bicep have to be decorated in draconic tattoos, both sides having to undergo this process if the draconic canvas wishes to gain two extra slots. This will ultimately grant an Azdrazi one extra draan slot (or two if both sides are tattooed), with the downside of them being unable to polymorph the tattoos away. With each disguise, they’ll find that the crimson tattoo remains stuck to their flesh, regardless of skin changes or polymorphed markings. Almost needless to say, these slots, too, need to be recharged, and are done so along with wardren. Draan vary in length, some even taking up several slots. To grant Heralds draan, an Azdrazi must elicit the latent energy from the recesses of their wardren and transfer it into the tattoos of a Herald’s skin; it's a fairly open-ended process, though different approaches generally result in the same outcome. The idea is that Azdrazi are able to “fill” Heralds’ empty draan slots by transferring one slot of their own into a Herald’s tattoos, thus allowing the Herald to cast draan with their tattoos as the source. Azdrazi can cast draan at the expense of the listed amount of slots, or fuel their Heralds with a singular draan at the expense of one slot; however, an Azdrazi must be specific in declaring what draan they grant, as that specific draan will be dedicated to one of the Herald’s slots until it is used (unless the Herald chooses to maintain it upon casting, in which case two slots will be consistently spent up until the draan is deactivated). [tl;dr, condensed clarification, and easier to follow hypothetical] Draan Labeling and Rules List of Draan T - 1 day, maintained Mindoraan - Allows a Herald to understand the draconic language in its entirety and grants them the ability to form complex yet muddled sentences, making them capable of brief bouts of draconic conversation. Herald only. T - 1 week, maintained Bel Zahkrii - Similar to Azdrazi, this draan allows a Herald to summon two draan-bound weapons of their choice; this can be done as many times as one would like, and cannot be used on/moved to a different weapon. Weapons of the Heralds blessed with this draan have an ashy aesthetic versus the fiery one Azdrazi have by default, allowing one to differentiate between a draconic and mock summon. You can not “conjure” weapons with this draan—you can only summon existing bound weapons. This is purely an aesthetic ability, and therefore takes one emote to summon; this is the same amount of emotes as it would take to unsheathe and sheathe a weapon. Herald only. T - 1 week, maintained Yol-zahkrii - Heralds blessed with this draan will find themselves capable of setting their weapons alight with mundane fire, the metal blades/heads of their weapons temporarily morphing into dracanium and thus preventing them from becoming worn. This draan can be used in conjunction with Bel Zahkrii, and weapons such as bluesteel, boomsteel, or any other sort of metal will take on the properties of dracanium and thus temporarily override properties of the previous material. Herald only. Kindling casting emote time applies. T - 1 week, maintained Rahus Mindah - Grants a Herald the ability to learn and read at a faster pace, their minds temporarily capable of processing information quicker than before. Along with this, they are also able to recall information in a manner similar to Azdrazi. In no way, shape, or form does this dran allow people to climb magic tiers at a quicker pace. Herald only. T - maintained Yolir - Undoubtedly one of the most powerful draan, Yolir grants a Herald or Azdrazi of whom is already missing a limb with one of draconic make. The only differences between a draconic limb granted by Yolir and a descendant one are appearance and a full resistance to normal fire. This means it has a minor resistance to true dragonsflame and absolutely no resistance against malflame. T - non-applicable, single-use Nahl Wardren - This draan is used on those who’ve been marked with the draconic ink, turning them into true Heralds. Azdrazi only. Exhausts 2 draan slots. T - non-applicable, single-use Faalvo-nahl Wardren - This draan is used to eliminate a Herald’s tattoos, stripping them of their Herald status and leaving temporary/permanent scarring where the tattoos once were. Azdrazi only. Exhausts 2 draan slots. T - lasts up until a Whelpling succeeds in their trials or their wardren is destroyed (aka up until they become a full-fledged Azdrazi or they are reverted back into a descendant) Atumei Laas - This draan is used to create wardren, and thus, Whelplings. Azdrazi only. Exhausts 4 draan slots. Must be taught. T - non-applicable, single-use Vahzah Laas - This draan is used in the final ritual, in which an Azdrazi tosses a whelpling into a pyre of dragonsflame, marking their transformation into a full fledged Azdrazi. Azdrazi only. Exhausts 4 draan slots. Must be taught. Death and Revival Azdrazi death is unlike mortal death, a reality conferred by their draconic souls and inner flames. To destroy an Azdrazi’s body is to temporarily throttle the inner flame's resources, destroying its vessel. Such a sudden lack of vital essence sends the body into a state of degeneration, rapidly breaking it down until its naught but ash. The self-destructive reaction occurs due to the inner flame pulling resources from a body that's no longer producing such—a corpse—thus devouring it in its entirety. The Azdrazi is not conventionally revived when such a thing happens, and is instead, revived through alternative means. Their body is reconstructed along with their wardren at the place of their religious meditation. This alternative method is necessary due to the vast internal and external differences between Azdrazi and descendants, as well as the inner flame's delicate nature. When an Azdrazi dies, the inner flame doesn't necessarily vanish; instead, it devours the energy left in the body and relocates to the area it's most spiritually and physically acquainted with, hence the reason it reforms at an Azdrazi’s point of prayer. Upon being fully regenerated, an Azdrazi will find that their inner flame has not yet fully recovered, struggling to evoke enrapturements as it stabalizes. For one week following death, Azdrazi are unable to use any form of enrapturement; this includes but is not limited to polymorph, kindling, and fiery breath. If for one reason or another an Azdrazi’s location of prayer has been destroyed or simply doesn’t exist, they will instead revive at the location of their horde, though this will prevent them from using enrapturements for two weeks rather than one. The Draconic Mind Hoarding As previously stated, once a descendant begins the draconic journey they take on a likeness to dragons, hoarding being one of the most prominent mental similarities. As Azdrazi age, they’ll find themselves more and more obliged to collect and hoard items which they valued in their previous life. These items vary from one Azdrazi to the next, but the urge is always present, manifesting as a sort of draconic-itch that they feel compelled to scratch. The significance of the desired items is subjective and can range from swords and axes to bottles of wine; there are ultimately few if any limits to what can be hoarded. If an Azdrazi is to reject this itch it’ll only grow stronger, turning into a constant nagging comparable to that of an unyielding tap against the skull. Once they take up the hobby, however, their thirst for stockpiling is sated, the itch—for the moment—satisfied. Eternal Mind Upon completing the Transference, an Azdrazi’s mind undergoes a transition to become stronger than their previous mortal one. It grants them the ability to store knowledge and information in a fashion similar to the immortal dragaar, and also the advantage of learning and picking up different skills and feats at an increased pace. To complement these abilities, an Azdrazi—just like the aforementioned dragaar—is able to retain and recall information in relatively recent memory with uncanny yet not impeccable precision. Dralachite and Dracanium When a draconic creature’s corpse is left to decompose, the relatively basic process of dralachite formation begins. It starts with the environmental breakdown of their organs, flesh, and scales, decaying until they’ve degraded entirely. From there, a crystalline marrow substitute from within the bones hardens and expands, splitting said bone and exposing the substance to the surrounding environment. In the final stages of this process, the soon-to-be dralachite is now at the mercy of the elements, sitting still and gathering rock and crystal alike until it takes on a more traditional, rough look. This process generally takes anywhere from 250-500 years depending on the location, but if the bone is well kept, it’s entirely possible for the process to span even a thousand years. Once it’s completed, dralachite will be produced in its most basic form. Once dralachite has settled, the only way to melt it down is with highly concentrated and high-temperature fire. Dralachite is rarely used by descendants for this reason, as conventional smelting hasn’t produced results. Azdrazi use this material in tandem with steel to create dracanium, an alloy used in both Azdrazi armor and weapons. During the process of weapon and armor creation with dracanium, Azdrazi quench and douse their works in a solution of nine parts water to one part draconic blood, binding their inner flame and granting them the ability to summon various pieces of their arsenal with ease. The alloy also allows for secure kindling, weapons and armor maintaining integrity, unlike conventional metals. Dracanium and dralachite imbued items give no extra benefit aside from this and can be stolen if taken far enough from their creator, the link dissipating in an instant. When a bound weapon is stolen, the Azdrazi it’s linked to will feel overcome with grief and forced to undergo a sort of withdrawal. If an Azdrazi is to die with their ichor-bound arsenal, the pieces will degrade to ash. Redlines: The weapon, if stolen while the Azdrazi is still alive, shall lose its binding to their body. They will be forced to either forge a new one or go through the painstaking effort of stealing the device back. Most Azdrazi would sooner melt the device down than allow somebody to take it. Only Azdrazi can bind these items because the weapons are bound to their inner flames and not their draconic souls. Any piece of an Azdrazi’s arsenal must be within 5 feet of their person if they wish to will it away unless they’re killed, in which case the object in question will always turn to ash unless the link is broken. Though a descendant could possess dracanium weapons and armor of their own (if they find a way to produce a hot enough fire), due to their lack of an inner flame, it wouldn’t be possible to reap the benefit of summoning. Willing away and summoning one’s weapon is, in essence, a sort of aesthetic alternative to sheathing and unsheathing, and therefore takes one full emote to do. Enrapturement Once the Transference is complete, an Azdrazi is wholly incapable of casting mana-based magic or magic that alters an existing mana-pool, instead relying on dragonsflame: an innate element provided by their inner flame. This fire deals concussive force when coming in contact with any variety of spectral creature, regardless of origin; on top of this, with intense focus and enough time, dragonsflame has the potential to be immensely hotter than fire evoked from the void—true dragonsflame. To acquire such an extreme temperature, an Azdrazi must first allow the inner flame to course equally throughout their entire body, effectively becoming a sort of low draconic lantern; this is to be considered the first phase, known as the enhancing phase, which will become relevant later. From there, the Azdrazi must be willing and able to let their flame rouse within them, allowing their body to become a smokey kiln of dragonsflame; this is to be considered the second phase. In the third and final phase, the Azdrazi will be capable of producing true dragonsflame, able to mold it within the context of listed enrapturements. If an outside force is to disrupt the process at any time beyond phase one—whether it be disorientation, fear, unforeseen collision, etc.—then the Azdrazi will be forced to "stoke" the inner flame once more, meant to continue the process as if they began at phase two. To further define what this means, I'll designate emote lengths to the three phases listed. The first phase—to become enhanced—consists of two emotes, the second consists of three, and the third is any emote thereafter. After the first two phases, the conjuring Azdrazi will be capable of producing true dragonsflame in the coming emotes, (emote six, seven, and so forth) unless they're as mentioned above, disrupted. The reason for this change is to discourage and generally prohibit Azdrazi from abusing true dragonsflame in combat, yet in a way that doesn't strip their ability to use it during events or during dracanium molding/smithing roleplay. True dragonsflame is still capable of melting most materials if something, organic or not, is exposed to it for a long enough period of time, while basic Azdrazi dragonsflame acts like hotter normal fire. This means it’s incapable of melting items such as rocks, gems and metal, but could potentially dull/soften them within two to four emotes of continuous exposure. Enhanced enrapturements are stronger variations of existing spells that require the draconic caster to be in the enhanced state. Upon learning all enrapturements, an Azdrazi will find themself capable of selecting one enhanced enrapturement. This enrapturement is special in the sense that it’s the only enhanced one they can use throughout their lifetime. Polymorph - A disguise is as named: a concealment of one’s true form. Polymorphing allows Azdrazi to more easily interact and work with descendants, but the ability acts as limiting shackles against one’s potential. As ichor heats and flows from the continued use of flame, an Azdrazi’s disguise will gradually fade. Long and intense breathing of flame will involuntarily reveal draconic fangs, eyes, and horns; kindling and scorching scales will immediately cast away parts of the fleshy costume, baring scales and talons on the hands or whichever part conveys dragonsflame. Protracted conflict will end with an Azdrazi completely free of a familiar disguise, the brilliance of one’s inner flame complemented by the powerful and noble grace an Azdrazi’s unconcealed form bears. Azdrazi are inherently capable of polymorphing due to their relationship with Azdromoth—since he’s a dragaar—but their slightly flawed nature as draconic beings prevents their guise from remaining intact, something evident when casting enrapturements. Emote length varies depending on the severity of one’s disguise. (Redlines: cannot adjust physical prowess, i.e. increasing strength by gaining larger muscles; can’t regenerate using this spell; cannot polymorph to grow over one-foot from original descendant height.) Kindling - A simple spell used by all Azdrazi, its draconic caster setting their weapon ablaze with dragonsflame. (Redlines: the weapon must actively be in an Azdrazi’s grasp to maintain the effect; therefore, things such as arrowheads cannot be kindled.) [1 focus emote required] Fiery Breath - When an Azdrazi focuses and pulls from their inner flame, they can lead it through their body and release it in a torrent of fire up to four meters (four blocks) long—this torrent can be sustained at maximum range for a total of two emotes; three and two meters can be sustained for a total of three emotes; one meter can be sustained for four emotes. (Redlines: insta-casting; sustaining a four meter torrent for over two emotes, a three/two meter torrent for over three emotes, and a one meter torrent for over four emotes.) [2 focus, 1 preparation emote required] Burning Heat - Azdrazi are capable of using their dragonsflame on fellow kin and themselves, closing wounds to staunch the flow of blood in other Azdrazi. Additionally, burning heat can expel another Azdrazi’s corruption, though will prove ineffective if one attempts to purge such taint from their own vessel. (Redlines: treating this spell as if it possesses healing capabilities on par with holy magic; using it on anything other than Azdrazi; cleansing one’s own corruption.) [2 focus, 1 preparation emote required] Enhanced Burning Heat - Similar to burning heat, enhanced burning heat allows an individual to heal a wounded comrade, but with minor additions. Unlike burning heat, enhanced burning heat grants an Azdrazi the ability to heal any wound of a fellow Azdrazi; this includes bones and internal wounds brought about by physical trauma (ex. crushed or punctured lung, internal bleeding caused by the aforementioned physical trauma, lacerations of one’s liver, etc.). (Redlines: treating this spell as if it possesses healing capabilities on par with holy magic; using it on anything other than Azdrazi; cleansing one’s own corruption.) [Enhanced form (2 emotes), 1 focus, 1 preparation emote required] Scorching Scales - An Azdrazi can cast dragonsflame on their very person, setting certain parts of themselves aflame to make for improvised combat. Setting an arm or leg on fire will take 1 focus emote while setting two arms or two legs (or a combination of the two) will take 2 focus emotes. Setting one’s entire body aflame will take 4 focus emotes. While 1-2 limbs can be sustained for several minutes, a full body cast will only hold for about thirty seconds due to the inner flame requiring what is effectively a “breather.” (Redlines: using this spell to produce projectiles; using this spell to heal/regenerate your body.) [1-4 focus, 1 preparation emote required] Dragon’s Spear - Through outstanding focus, an Azdrazi can draw from their inner flame and produce a tangible rod of draconic fire, one which bears the same weight as a javelin yet lacks its physical properties. When it comes in contact with an individual, said entity will feel the pain associated with being pierced or grazed by a javelin (depending on where they’re struck), yet their flesh won’t bare the wounds of such an attack. The only physical detriment would be that of a severe burn. (Redlines: chucking the javelin without proper preparation (listed in emote requirements below); treating it as if it can pierce creatures.) [2 focus, 1 preparation emote required] Enhanced Dragon’s Spear - Similar to dragon’s spear, enhanced dragon’s spear allows an individual to call upon their inner flame to produce a dragonsflame javelin. Unlike dragon’s spear, enhanced dragon’s spear removes the lack of true physical aspects, meaning the spear can interact with any surface or entity. It can be used to block, parry, pierce, strike, etc.. On top of this, the weapon still burns victims just as it states in the basic version of dragon’s spear—the produced flame is by no means true dragonsflame, however, meaning all wounds caused by this enrapturement register in the same manner as fiery breath, kindling, and scorching scales. (Redlines: once the weapon has been thrown it vanishes a few moments after striking a surface, just like basic dragon’s spear.) [Enhanced form (2 emotes), 1 focus emote required] Draconic Brand - Azdrazi are capable of branding descendants with heated hands, searing the area of contact—this means such an enrapturement can only be transferred by touch. This brand negatively affects an individual’s mind, crippling their ability to properly function with or recall information pertaining to an Azdrazi’s chosen subject matter. These brands don’t hurt upon being created and are visible to everyone, taking the form of a red hand in the touched space. If an Azdrazi deems an individual unfit for a specific craft or activity, they can set out to brand them. Brands will have different effects based on where they’re placed, and what an Azdrazi means for them to affect. If an individual is already affected by a draconic brand, an Azdrazi can not impose a second one upon that same person. They’ll find that their touch does nothing of note, causing no pain and leaving no impact. Additionally, one who is burdened by a draconic brand may get it removed either by an Azdrazi or by a Paladin. There are three types of draconic brands: tozein, lotgral, and faaz. Tozein - When one is branded with tozein, they’ll find that they unknowingly make glaring mistakes when carrying out tasks relating to an Azdrazi’s chosen subject matter. This lasts for one week following contact with a draconic brand. Examples: Lotgral - When one is branded with lotgral, they may find that their general ability to function when carrying out tasks relating to an Azdrazi’s chosen subject matter has become incredibly unreliable. This lasts for one week following contact with a draconic brand. Examples: Faaz - When one is branded with faaz, they’ll find that associating themselves and partaking in an Azdrazi’s chosen subject matter brings them constant physical pain akin to a burn. Said pain occurs throughout the area around the brand. This lasts for one week following contact with a draconic brand. Examples: (Redlines: forcing players to roleplay the reaction for more than 1 week; branding someone from afar or with a different spell.) [2 focus, 1 preparation emote required] Magic Clarification Azdrazi are capable of learning the following magics with the listed caveats: Kani Chi Manipulation Runesmithing All feats are feasible except for cognatism and voidal feeling due to the voidal connection that must be established. Clarifications and General Redlines A section meant to clarify misconceptions too strange or specific to properly slot into the lore. - Azdrazi blood is warmer than descendant blood courtesy of the inner flame which fuels them but is nowhere near hot enough to melt metal at any given point. - Azdrazi do have to eat and drink, as their bodies typically function in a manner similar to descendants; the main difference is that their inner flame transmutes existing mortal essence (which includes blood, food, water, etc.) into draconic ichor, which they need to live. - Azdrazi cannot become sick or poisoned in the normal sense. Illnesses and poison are effectively exterminated by the inner flame upon being processed. - Azdrazi are incapable of having offspring; they are very sterile. - Due to Azdrazi having draconic souls, they can not be kloned nor can they become machine spirits. - Azdrazi scales don’t grant any discernible advantage in combat and don’t count as some sort of natural armor. The only situation in which Azdrazi scales may potentially grant a buff against any sort of “damage” would be against things such as small insect bites and stings. Citations: https://www.lordofthecraft.net/forums/topic/150782-an-excerpt-on-the-archdrakaar-azdromoth/ https://www.lordofthecraft.net/forums/topic/152956-✓-into-the-trees/ https://www.lordofthecraft.net/forums/topic/147870-dragonkin/ https://www.lordofthecraft.net/forums/topic/160818-✓-lore-addition-world-lore-nephilim-azdrazi-smithing-dralachite-and-vehement-weaponry/ https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3 CHANGELOG: [6/7/2018 4:10 PM EST] [10/7/2018 6:00 PM EST] [1/11/2019 3:00 AM EST] [4/17/2019 3:40 AM EST] [5/2/2019 11:45 PM EST]
  15. (Art found on Imgure and DevianArt, Creator is UNKNOWN) Habitat: Cliffs, snowy mountains and tree tops Size: Well known for their rather big size, Meh'kats, also often called ‘Flying Bears’, hatch from their eggs, being the size of a small wolf pup. Over the first few months the younglings will grow up to the size of full-sized wolves only to reach their mature years. Within their mature years they will continue to grow, reaching the height of around 13 feet and a length of around 20 feet. Meh'kats of those sizes are the most common ones, yet, only due to the fact that older Meh'kats are often a rare sight, thanks to hunters and exotic traders. It is, however, said that Meh'kats are growing their whole life and can grow even larger, depending on their age and environment. The normal weight of a Meh'kat ranges from around 400 to 600 pounds, once again depending on their environment. Diet: The diet of Meh'kats consists mostly of meat, sometimes ranging from the size of a human head to the size of a whole cow or even bigger mammals. Yet, it is also known that many Meh'kats are showing a love for nuts and exotic fruits, often smashing them under their claws and slurping the juicy goo or eating the delicious nut. Unlike most other animals, Meh'kats are also known to attack humans if they enter their nest, often devouring them after they killed said humans. Temperament: Meh'kats are known for their harsh and often fiercy temperament, barely allowing anyone to get near them without getting into a aggressive posture. As such, Meh'kats are known as nearly uncontrollable beasts. However, it is also known that some Druids and even some Farfolk were able to tame those beasts in the past, gaining a trusting ally and a mighty warrior on their side. Brief summary of the creature: Being the rulers of the skies Meh'kats are known as hybrids, combining the features of a bear and either an eagle, owl or other birds. Unlike their land counterparts, the Demigryph, Meh'kats are known to have a set of mighty wings, allowing them to fly and glide over a long distance. Due to them being hybrids Meh'kats are having the main body of a bear, however, they don’t have fur, but are rather covered in feathers all over. Those feathers are often showing all kind of colors, mostly colors similar to their nearby terrain or habitat. Meh'kats on snowy mountain tops are known to have white and black feathers, resembling snow owls, while Meh'kats on tree tops are often holding bluish- or greenish-colored feathers. Their head is resembling their bird counterpart, often holding a sharp peak, able to rip bits of flesh out of their prey, and also holding their sharp eyes in place. The eyes of a Meh'kat can see several miles far, able to spot prey on the lower levels of mountains or fishes inside of the ocean. Next to their mighty wings and their sharp peaks and eyes Meh'kats are also holding a set of sharpened claws at their paws, allowing the majestic beasts to climb up walls, cliffs and sometimes even hang head-over in ocean caves, waiting for a bypasser to walk into their hunting grounds. However, due to such claws and a feathery body Meh'kats are known to be slower then horses, due to them sometimes stumbling over their own claws or feathers. Meh'kats are known to live for around seventy to more than one hundred years, making them rather long-living animals in comparison to most other beasts found in the current realms. While they are alive the Meh'kats continue to grow the whole time, making them fairly unique animals on their own. Characteristic (Behaviour, Reproduction, Gathering food): Feathers: The feathers of the Meh'kat are a rare trading good, often reaching high prices on marketplaces. One of the main reason for such is the coloration of the feathers and the density of several feathers together. Many tailors are often trying to use Meh'kat feathers for coats and dresses, yet, also causing the outfit to become far more pricey. Senses: Meh'kats are known for their sharp eyesight, able to view several miles far without having any problems in spotting possible prey. As such they can spot a human before the human will be able to spot them, giving them a great advantage in regards to their own defensive nature. While their eyesight is the biggest aspect Meh'kats are also having fairly good ears and a good smell, often using those to find hiding prey. Behaviour: Like most other animals Meh'kats have a clear tendency to dwell in areas with near to no civilization and place with plenty of food and possible breeding grounds. Like Unicorns and other bigger animals the Meh'kats are known to adapt to climate and environment fairly easy, allowing them to live in jungles, icy mountains or even in desert-like areas without any bigger problems. Many people are also aware that Meh'kats move in large groups, often consisting of those born at the same time in the same breeding grounds. Due to the same age they are known to work with one another, making hunting a lot easier for them Due to their nature Meh'kats are known to be highly defensive animals, protecting their horst and often attacking intruders. As such many people are trying to avoid the habitat of the Meh'kats, mostly to avoid getting attacked by those majestic beasts. Breeding: Meh'kats are known to have no clear leader within their own rows, often allowing free breeding within their own groups. Normally a female Meh'kat is laying around three to four eggs and stays around her nest, protecting it against any attacker, until all of the eggs are hatched and the newborns are able to leave the nest on their own. Taming: Meh'kats are known to be near to impossible to tame. Full grown Meh'kats can only be tamed by Druids and after the Druid created a strong enough bound with the Meh'kat, yet, even than the Druid is in permanent danger of being attacked or even killed by the Meh'kat before the bound was created. The most common way to tame a Meh'kat is to steal one of their eggs and to imprint on the newborn Meh'kat, yet, entering a Meh'kat horst is often similar to suicide, since the angry mothers won’t hesitate to protect their eggs with everything they got. As such stealing a Meh'kat egg requires intense knowledge about the animal and it’s breeding habits, mostly when the mother will leave the eggs alone (Example: Food gathering) or when the mother will fall asleep. Food Gathering: Meh'kats are always using their flying advantage to gather food. They are known to fly over their prey, just to fall down on top of it or to strike it from above. Some Meh'kats even learned to grab their prey, fly up into the sky and drop their prey, killing the food source with the impact on the ground. Most commonly, the Meh'kats hunt in groups, allowing them to catch bigger preys and to transport more food back to their homes. This is mostly to preserve and burry food for later times, like the winter or times with less food around. Origin: Meh'kats are known to be representative in most of the realms, dating back to Aegis and Asulon. As such it is often stated that Meh'kats are able to sense danger and travel to a new realm on their own, either to protect themselves or their family's. The exact origin of the Meh'kats is, however, not known, only the simple fact that they were representative in all realms up to Atlas. Even on Atlas Meh'kats can still be found at several locations, allowing challenging adventurers to try and tame them.
  16. 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
  17. Alkheim, of the house of Alsteim, the descendant of Alkheir, the Bowman, the Hunter, or among the creatures of war, the terror. Alkheim lived with his mother and father in the kingdom of Renatus. They dwelt in peace in this town for a long time. However, since an Orc settlement was close by, the Orcs had become more than a mere nuisance to traders and travelers, they were becoming a threat. Knowing that the Orcs and Goblins were both very warlike and territorial, Alkheir knew that it would start weighing heavily on the kingdom eventually if the trades were raided continuously. Alkheims father, Alkheir saw the grievance the Orcs, Goblins, creatures caused, so, he went to the king of Renatus, asking for permission to protect these traders and caravans. The king understood the reason for Alkheirs wants to do this; people were dying due to these constant raids. However, Alkheir reminded the kind of the house of Alsteim, that in the days of old, they protected the king, they were his elites. When the king found out that Alkheir was speaking the truth, he named the group the group of old, the rangers. It only seemed fitting, since the line had descended from the house of Alsteim, and they had practiced the skill for generations, still being amazing Bowmen, trackers, etc. When Alkheir had permission, he took his men and created a group to defend the travelers and traders from the Orcs This made these creatures fearful of Alkheim the terror, but, they also hated him.Soon afterward, more Orcs began attacking these caravans of traders, knowing that if enough attacked, the defenders would be overwhelmed. The numbers of them were to great and Alkheims father perished, and the caravan was plundered. When Alkheim heard of this, he grieved greatly, he gathered many of his friends who were warriors or archers as himself. Being a successful tracker, he tracked down the murderous Orcs and attacked with his men. Unfortunately, the Orcs were too strong for them, they slaughtered his friends and injured him greatly. Alkheim barely escaped with his life. After healing himself and fully recovering from the wounds inflicted upon him by the Orcs, he discovered that his face was mauled and scared, forcing him to hide his face in a deep cowl. Alkheim did not desire to live in a kingdom with so many sad memories, he wandered about, trying to uphold justice, and running from the tragic sorrows of his memories. Never would Alkheim forget the deeds that the Orcs committed. Give me any suggestions, do you like it, should I add something. I would like the lore team to look at this to see if there are any lore errors. Also, maybe adding some lore to the house of Alsteim.
  18. Votar'Rex Habitat: Most commonly in woodland, jungles and swamps, although it is capable of living in any terrain, except the freezing cold. Size: 4 meters tall (13 feet) and 8 meters long (26 feet), 16 including the tail (52 feet). Diet: Carnivore - The Votar'Rex requires a vast amount of meat to maintain it's hyper-active lifestyle, as well as a large portion of it's diet being made up of protein to recover from the many wounds and injuries it sustains during fights and hunts. Temperament: Irrationally aggressive and highly respectful of a dominant and superior opponent. The Votar'Rex doesn't see someone as a superior by just their ability to fight them, but only if they are simply able to decide whether it dies. Due to this, there has been numerous ways someone has gained the respect of a Votar'Rex throughout history. In terms of it's attitude to someone it does not respect, it is akin to a Honey Badger, in the sense that it will attack and challenge opponents that look far more physically superior that itself, yet the Votar'Rex is a formidable opponent. Brief summary of the creature Characteristic: Behaviour: The Votar'Rex is most known for it's super aggressive approach to any other living creature. It is highly reliant on being at the top of it's social hierarchy amongst the others of it's kind, yet it's place on that hierarchy isn't decided by fights between each other. Infact, there has never been an account of two Votar'Rex fighting each other in the wild. It is simply because there's no point. Due to the Votar'Rex's highly acute sense and awareness of it's social status, a female Votar'Rex can tell a male's placement by seeing and smelling them. A Votar'Rex that loses 3 or 4 fights in the wild within a month become highly lethargic and dispassionate. In essence, they become depressed and such a Votar'Rex, 9 times out of 10, lay down and fall into a depression, soon leading to their starvation. Such is the mindset and connection to their social status that the beast is burdened, yet also spurned on by. Because of their competitive nature, the beast has been refined in terms of their physical prowess and abilities throughout the many years of their existance and anybody would struggle to find a Votar'Rex with a faulty gene or hereditary weakness. Many before have tried taming a Votar'Rex, but few can dominate one. The beast is relentless and will not stop fighting until it has completely and utterly exhausted all it's options and energy. A challenger will not only need to be physically and mentally superior to the beast to tame it, but also retain enough stamina to beat it into submission. Once a Votar'Rex has, however, given up, usually by laying on the ground unable to move as it's muscles are paralysed with pure exhaustion, or even passing out, then the beast will keenly learn it's master's commands over the next 4 days and, as a feat in itself, learn how to obey simple commands. This connection with it's master is due to it's hyper awareness of others and their social status, being able to translate that connection into understanding orders and following them without second thought. This state of submission, though, is temporary. A Votar'Rex will feel confident again within a month and the master will need to fight it again, although this time the beast is more reserved and will be much less likely to try and kill it's master, particularly not one that has treated it well with patience, caring and taking it on hunts. Infact, some Votar'Rex never challenge their masters, but it's a rare case and the act of rebelling is always a danger for the master. Finally, a Votar'Rex tamer will undoubtedly lose it's mount if it is treated as a pet or slave. Although the beast sees it's master as indeed the master, treating it like dirt will drive it to depression, which itself is highly difficult to avoid and to take the beast out of this state is almost unheard of. Because of this, a master must be the prime example of a beast tamer, showing physical strength and mental strength in the form of patience, compassion, caring, empathy and most importantly, humility. Many Votar'Rex masters even believe they are blessed by the Gods/Spirits when they possess one. Reproduction: A female Votar'Rex is much less competitive than a male and will gather with other females in a single large area and simply live their life of raising their cubs and hunting when necessary. These females will stay together in their large groups of around 20 until death, but they have no less a connection with the social hierarchy as the males. Females are always watching each other, scorning one another when they display any kind of weakness and if a single Votar'Rex displays too much weakness, their cub is slaughtered and the female is forced out off the gathering or so too be killed. Once every few years the Males will come to a random gathering, their social status and aptitude as a Votar'Rex displayed by their posture, attitude and scent, all of which is completely out of the control of a Votar'Rex, which is as connected to their social hierarchy as their mind and emotions are. What constitutes for a strong and capable Votar'Rex is their number of kills and what beasts they have killed. If a Votar'Rex kills many large beasts, it will have large doses of dopamine and in return, feel highly confident and give off chemicals that display their prowess. The most competent Males mate with the most competent females and then the tier below mate with the same tier as their female counters-parts, then so on and so on. Gathering Food: A male Votar'Rex hunts for it's food from any source of meat available, yet will choose to hunt the most powerful beast it has a scent or track of. There are very few beasts a Votar'Rex cannot hunt and kill, fewer that can actually kill the Votar'Rex without itself suffering long-term fetal wounds. Usually a Votar'Rex will suffer injuries after a fight, yet it's body has developed the ability to heal itself within a miraculously short time. Practically any wound it has can be repaired 3 or 4 times quicker than it would for another beast of similar proportions, this is due to it's ability to consume and store vast amounts of protein, then using it to repair incredibly quickly. A Votar'Rex is constantly and recklessly on the hunt, mostly due to both it's mental and emotional reliance to become 'top-dog', as well as it's body quickly using up it's resources to heal wounds and sustain it's incredibly pro-active body. For a female, it is far more reserved in the size of prey it's hunts and in turn, it's body's abilities are equally reduced. They only heal 2 or sometimes less times quicker and are also physically inferior, but this is required due to it's large time spent bringing up it's cubs, usually varying to 2 or 3 at a time. Physical Attributes: Thick, Durable Hide: On the Votar'Rex's body is thick patches of tough hide, whilst the other areas is made up of a more flexible, but still tough skin. The large pads would be incredibly hard or impossible to cut through with a sword and axe, although they are slightly easier to pierce, yet still require tremendous force, such as a thrust from horse-back after a gallop with a spear-tip that's thin and designed for piercing the famous hide of a Votar'Rex. The more flexible areas close to joints and points of rotation/bending is akin to gambeson, making them the ideal places to strike. Cuts from swords are in-effective, yet an axe is more capable of chopping threw. Spears also have an easier time piercing, but still require a spear-point designed for thrusting armour. Muscular, Conditioned and Rubbery Musculature: Beneath it's hide are thick and conditioned muscle, tough and rubbery if felt beneath it's hide. The muscles are un-naturally resistant and cutting would also be difficult, as though cutting into boiled leather. These muscles are incredibly powerful and particularly excellent at quick, powerful sudden burst of power to allow the Votar'Rex to leap distances twice it's length with a brief sprawl, or jump it's own body length when evading attacks. It's arms, legs and neck are also highly conditioned, allowing it's razor sharp claws to pierce and rip open flesh, or haul an opponent similar in weight towards it with relative ease. Teeth, Claws and Tail Designed for Combating other Beasts: The Votar'Rex possesses long retractible claws that are very durable and sharp. They are difficult to blunt and are slightly hooked with the underside sharp and serrated. This allows them to slide threw tender meat, or hook onto tougher hides and instead pull or grip onto the opponent. It's teeth, rather than being many, thin and sharp, are relatively few, thick, incredibly durable and reasonably sharp. They are designed for clenching onto a beast's neck, piercing it's hide shallowly and once holding the opponent in place, squeezing it's clamp-like jaw to snap bone, squish flesh or simply hold the beast in place to better use it's tail. The tail, although somewhat thin, possesses a large spiked club on the end, used against beasts that prove resistant to the sharp, meat carving claws and large, bone crushing teeth. The tail is unable to move the club around with agility, although when it manages to swing it through the air, it lands with a devastating impact, fracturing bone, smashing joints, hurling lighter opponents into the air and slamming the spikes deep into thick hides. As is now obvious, the Votar'Rex has evolved with combat against other beasts in mind, having a weapon to deal with practically any opponent it faces and the application of them being deeply en-grained into it's mind and nature, applying them skilfully based on the opponent. Origin: Taking it's home on Atlas, the Votar'Rex has evolved over time and found it's unique ecological niche. It has no predators and many different potential types of prey. It is incredibly hard to tame and impossible to practically domesticate and so as such, the Votar'Rex has a secure place in the world. Weaknesses: It's relentless aggression can often get a Votar'Rex head first in a fight against a beast far out of it's league. There have been a few accounts of Votar'Rex attacking even an Uzg'ga'Rex, to which it is immediately killed after brief interested and humorous examination from the colossus. LM Approval Required: Yes, although not for tamed Votar'Rex. This being said, anyone not RPing their Votar'Rex properly in anyway would be powergaming as the keeping of such a beast is both a difficult balance of caring and strictness, but also miss caring can easily cause the death of the master or the beast. Lore Holder: TheNanMan2000 If playable, what are redlines? The Votar'Rex is not a beast every Tom, **** and Harry will be able to possess. It's one of the most bestial and aggressive creatures there is and for the vast majority of people, the pursuit of a Votar'Rex is not only suicidal, but also a burden on the rest of their life as the master of the beast. When someone has a Votar'Rex, they will be expected to take it hunting at least once a week if fighting an event beast. Nobody can just RP on their own hunting a bear and then say 'That's me for the week'. They must show that they actually care for the powerful beast in their care and so atleast 1 hunt event with the beast coming along highly, highly encouraged for a healthy beast. When you own a Votar'Rex, you must have a place for it to stay that is represented IG, and actually be able to prove you can provide sustenance for this incredibly hungry beast. Some soldier living in a city would not be able to afford large swaths of meat, nor the ability and time to hunt countless game. Owning a Votar'Rex is within itself a profession which could only really be done by someone with a lot of spare time, or a job that fits well with providing for the beast.
  19. [!] A paper could be found nailed to most Noticeboards, including the Dunshire Noticeboard The Peace-Warriors of Dunshire! ~Dunshire, the home of the Peace-Warriors~ Since the War of Peace has been declared, I've noticed that we have no military to fight it! So, let us form a basic militia of peace that will keep all of Altas safe from harm! The Peace-Warrior's Pledge: "I pledge allegiance to the great people of Altas, who be so fair and varied in look and style. I pledge to protect all children, all men, all women, and others who are threatened by war, and I pledge to never become the threat of war that I have pledged to protect others against!" "I promise that I will never bear a lethal weapon against another while campaigning for Atlas-wide peace, and I promise that I will never harm others even with non-lethal weapons unless there is no other option." "And lastly, I pledge that I will always uphold the good morals of peace, prosperity, and comfort for all that I wish to bring to the rest of Atlas" The Tools of Peace: -Shovels, for they represent the humble peasant who is threatened by wars on Atlas. -Eggs and Snowballs, for they represent the projectiles of childish play instead of projectiles of war and destruction. -Cake, for it represents comfort and prosperity that does not come with war. -Pumpkins, for they grow plentiful and plump, and are not associated with war in any way. -The heart, for all good comes from it. ~An example of a Peace-Warrior, although most Peace-Warriors wouldn't use a shield, of course~ Our Mission: Unlike other groups who attack and destroy others, the Peace-Warriors will only bring goodness to the world, and thus all they do will be completely peaceful. We shall protest against war with our Tools of Peace in hand, and we shall bring about a better tomorrow! How do I join this benevolent group?: Please fill out the following format and send it to Dunshire for us wee folks to look over! RP: Name: Race(can be any): Why do you wish to join the Peace-Warriors?: Please recite The Peace Warrior's Pledge here: OOC: Discord(helpful but not needed): Username:
  20. [!] A poster would be hung within the Cloud Temple, marked with the Golden Cross of Godfrey. Greetings to any Travelers that may take the time to read this. The Humble Men of Godfrey are currently in search of Horenic relics, or any information pertaining to their potential location. It is of the utmost importance that these relics and their information may be passed unto us so that we may both record, study and ultimately return these relics to their rightful owners. Horenic relics are invaluable to those of Horen descent and that of Humanity as a whole. As such, should one have valuable information pertaining to the relics or have the relics themselves, the Humble Men of Godfrey are willing to negotiate a deal through minae, resource or services provided that the product issued to us is deemed as legitimate. The Following Relics/Information are Accounted for: The Morningstar of the Hydra The Black Morningstar^ The Horenic Temple East of the Dominion The Ashes of Past Emperors The Banner of Godfrey The Dragon’s Helm^ Owyn II Holy Phallus^ (Not a Jest. A relic of the Aeldenic celibate Emperor.) Exalted Owyn’s Left Teste (Not a Jest) The Following Relics/Information are UNNACOUNTED for: The Sword of Horen The Holy Tabernacle of Horen Owyn’s Sword (Most likely lost to time, I.E. no longer existent) Godfrey’s Sword: Triumph Godfrey’s Crown Godfrey’s Scepter and Orb Godfrey’s White Leopard Kharajyr Fur Mantle. Peter Chivay’s Remains The Location of any Draconic beings/Relics Vital Information pertaining to Dragur. Alternatively, if anyone happens to acquire the pelt of a Kharajyr, a reward could also be granted as the furs are considered to be of great religious value. Vim inimici mihi bono inclina, Pius
  21. Shield-Brothers of Markev Citizens Militia of the Free and Sovereign City of Markev | Forlorn Hope PERIISSEM NI PERIISSEM I Would Have Perished Had I Not Persisted PREFACE A cruel winter it had been for the otherwise comfortable people of Markev. The bustling city, once no stranger to the eyes of eager merchants and desperate immigrants from far away lands, had been left in desolate solitude. But high above the empty streets streamers of black and gold still wave vibrantly in the course of the Southern wind, carrying on with their unsung duties as bearers of the colors. Left ungoverned by royalty, unprotected by an army, and abandoned by their faith, the remainder of the people of Markev sought to prepare their stand against those tyrants who would have them governed and protected from palaces in far away lands— a life more fit for cattle than mankind. Rather than accept a fate of servitude, these free and civilized people chose instead to risk their lives— sacrificing the comforts of conformity— to pursue greater liberty. A hard winter it had been for the armies that challenged the might of the Czena. MISSION The Shield-Brothers of Markev serve two purposes. First and foremost, brethren are sworn to defend the inhabitants of Markev from all threats, foreign and domestic. In lieu of a professional army, this rabble is given basic training in the art of war and sent to man the walls. Lacking a proper uniform, men of many different creeds are seen peering across the landscape from the safety of the Haensetic towers, or greeting visitors as they enter the city. Most recently, these men could be seen preparing the city for an inevitable fight against Northern aggressors. Secondly, the brethren act as a civil authority, preserving law and order in spite of the chaos at hand. Though perhaps ungraceful in their methods, the body earns the respect of the people by being of the people. Shield-Brothers occupy the barracks compound at the rear of the city, a good walk from the day-to-day grounds which they patrol. Many serve in exchange for room, board, and coin-based incentives as granted by the Commandant. In a slight change in tradition, brethren who serve in the successful defense of Markev will be granted fertile acreage or an unoccupied home in the city itself. RANK STRUCTURE In lieu of the professional army that originally defended the Kingdom of Hanseti-Ruska, the Shield-Brothers have adopted simplified ranks representative of their status as a well-trained militia. Commandant The Commandant of the Shield-Brothers of Markev is the highest military authority in the city, responsible for designing the strategic defence that will carry it through these darkest times. Though capable of providing front-line commands, he usually works through a team of capable officers to perform complex endeavors otherwise foreign to a rag-tag force. Ensign Ensigns are the officers under the Commandant who are responsible for executing his strategic goals. Ensigns are expected to be capable commanders who can utilize initiative on their own to win the day. First Sergeant The rank of First Sergeant is granted to the senior enlisted man in the brethren. Armiger Though originally the role of Armiger was reserved for re-enlisted veterans, its definition has been expanded to include experienced fighters who have shown excellent conduct while apart of the militia. Generally, this comes with added perks and leniency with regards to the enforcement of trivial infractions. Armsman Armsman is the standard rank of the Shield-Brothers, forming the backbone of the defense. At the end of the day, victory will have not been achieved if not carried by these motivated citizens. The term "Brother" or "Shield-Brother" is reserved for use as an informal term among the brethren. ENLISTMENT Please seek out one of our recruiters inside the city for more information, or fill out a questionnaire as supplied to your local tavernkeep and send it to the Commandant's Office in Markev. To those assisting the illiterate: please send applicant to the Commandant. More information can be found here STATE YOUR FULL NAME: STATE YOUR AGE: STATE YOUR RACE: STATE YOUR ORIGIN OR BIRTHPLACE: HOW IS YOUR FIGHTING ABILITY? CAN YOU BE USED AS A SOLDIER?: LIST ANY OTHER SPECIALTIES OR CRAFTS YOU HAVE MASTERED: BE EXPECTING A FAST RESPONSE - BE PREPARED FOR FURTHER QUESTIONING BLOOD AND SOIL
  22. ~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))
  23. 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
  24. Hello my friends. Due to the Forum's templating and general lack of appealing formatting, please refer to this link to view my Character Sheet. Enjoy! https://tinyurl.com/yalkqdq3 Wiki Link; https://wikia.lordofthecraft.net/index.php?title=Prince_Henry_Richard
  25. A conservationist guild of like-minded individuals from all races and walks of life. They take mercenary contracts as well, like some other ranger guilds, but their main goal is to patrol the wilds of Arcas and preserve the balance of nature and peace between the peoples, animals, and plants of the world. Pursuant to their creed, Rangers of the Wild fill many roles. Some, the Ranger-Sentinels, prefer to walk the lonely roads at night, defending travelers from aggressive and over-populated spiders and undead. Some, the Ranger-Wildsmen, prefer to hunt wild game and feral farm animals to maintain and curtail invasive or otherwise detrimental populations. The latter serves as secondary source of food for the Rangers, as well. Some Rangers prefer to avoid conflict as much as possible, either tending to the Rangers’ wounds, crops and/or animals (Ranger-Keepers), or serving as diplomats for the Rangers and/or the individual’s race in locations where tensions are high. These Ranger Envoys are the mediators and welcoming hand of the Rangers, and are certainly not looked down upon for wishing to stay clear of bloodshed. Another non-combatant rank of the Rangers are the Ranger-Scribes, who collect lore, both fact and fiction, from around the land. Any and all subjects are accepted into the library, even those that some might consider… untoward. Finally, any and all fully inducted Rangers may take quests or task, such as clearing out monstrous beasts from a cavern for a treasure hunter (serving as a sort of body-gaurd or guide), exploring unknown areas and creating maps for cartographers unable to traverse the extremes of the land themselves, hunting down bandits that have preyed upon the weak, et cetera, et cetera. _________________________________________________________________________________________________ RANKS Ranger-Master: Lythorien Banebow Ranger-Captains: None Ranger-Sentinels: None Ranger Envoys: None Ranger Scribes: None Ranger Keepers: None Ranger-Wildsmen: None Recruits: Illondr (Ranger-Sentinel-in-Training) Aragwen Arcanscape (Ranger-Wildsman-in-Training) Stevron Gollick (Ranger-Envoy-in-Training) Gray Fullhood (Ranger-Sentinel-in-Training) Daisy Applefoot (Ranger-Wildsman-in-Training) Elawynn Caerme’onn (Ranger-Keeper-in-Training) Former Members: Karren Myrsta (Ranger-Scribe-in-Training) (Deceased) Jarsek Myrsta (Ranger-Sentinel-in-Training) (Deceased) Sarah Boliver (Maiden Name: Thompson) (Ranger-Keeper-in-Training) (Missing/Likely Deceased) Kayen (Ranger-Scribe-in-Training) (Missing) Alsulf Venari (Ranger-Sentinel) (Missing/Likely Deceased) Aladar Viathran (Ranger-Envoy-in-Training) (Left of Their Own Volition) _________________________________________________________________________________________________ The Rangers of the Wild Creed "I swear to abide by the by-laws of the Rangers of the Wild. I relinquish my former station if it conflicts with Ranger tenets, and swear to uphold to balance of peace and nature in our world." _________________________________________________________________________________________________ OUT of CHARACTER REGULATIONS Don’t be a d**k. No making jokes about sensitive topics, such as suicide, or racial, political, religious, ethnic, and other kinds of slurs (don’t say f***ot or tranny. Just don’t), no accusing someone of being a special snowflake or a cuck. If you don’t like something and have nothing nice to say, don’t say anything at all. If someone says something you are doing is bothering them (like repeatedly referencing something that triggers panic episodes or flashbacks in said person), and earnestly means it, just drop it. It’s not worth them reporting you to higher-ups and getting booted That’s pretty much it. Just tell us if you’re going away for a while if you can, but activity is not required. Not every character that joins is going to be played every day. We get that. Just give us some common courtesy and don’t dip out of a RP or plot in progress without some warning. These regulations are subject to change, be added to, or removed at any time without warning. _________________________________________________________________________________________________ IN-CHARACTER BY-LAWS: All races, Descendant or no, are welcome in the ranks of the Rangers of the Wild so long as they abide by the tenets set forth here, and do not cause trouble with others of races differing form them. Any Ranger found to be practicing xenophobic activities or using slurs or unequal treatment due to race, gender, social status, sexuality, et cetera, will be subject to a verbal warning, then a monetary fine, then imprisonment, then banishment. Any Ranger caught acting violently to another Ranger or neutral person is subject to imprisonment and/or banishment depending on the severity. Murder will warrant banishment and possible handing over to the authorities of the nation wronged. Relating to By-Law 1, recruits must relinquish their titles and rights held within their native nations if said titles conflict with Ranger custom. All recruits must denounce their allegiances if they conflict with Ranger practices (i.e. Mali’fenn Rangers may not continue to be aligned with the Fenn because this would mean they would be duty-bound to harm other races). Recruits may, however, maintain contact and relationships with members of their former allegiances, as well as protect the cities, towns, and settlements they live in from attackers, so long as said relationships do not conflict with Ranger values in other ways. You must NEVER contribute to attacks, raids, territorial disputes, or any other aggressions associated with a nation or other organization. Such activities invite ire upon the Rangers, and go against our ways. Rangers caught revealing sensitive information or aligning themselves with a specific nation against another nation, are subject to banishment without prior warnings. One must not intentionally harm any animal, plant, or person not actively threatening one’s self, the Rangers, or the balance of nature. Rangers seen breaking this rule are subject to verbal warnings, monetary fines, imprisonment, and banishment, in order of number of offenses. Regardless of intent, all Rangers must train in the basic skills of a Ranger: bowmanship, swordplay, animal behavior studies, flora and fauna studies, and basic diplomacy. Illiterate recruits will be taught to read and write before they are inducted. These by-laws are subject to change, be added to, or have tenets removed without warning, though Rangers and recruits will be notified once they are in place. _________________________________________________________________________________________________ **(To apply, copy and paste-this format into a a reply on this thread. An example of a filled-out application is below the form)** APPLICATION for RANGERS of the WILD OoC Information Minecraft Username: (Required) Discord Username: (Required) Nickname Preferred: (If any. State whether you’d like to be referred to by your character or player name) Real-Life Age: (Required) Preferred Pronoun(s): (He/him, she/her, they/them, etc.) RP Sample As Applying Persona: (Required) IC Information Character’s Full Name: (First name, middle, last name, and, if you wish, maiden name) Current and/or Former Titles Held: (Titles from other factions and nations) Notable Connections Within a Nation or Other Organization: (Including but not limited to: a guard or noble) Race: (Main/most predominant race) Sub-Race: (If your character has any blood from another race. If not applicable, say N/A) Sex & Gender: (if they are the same, simply state one) Birth Year or Current Age: (Please use in-character LoTC year) Desired Rank: (Please only choose one Ranger rank) Training Known: (Any skills, including swordsmanship, archery, writing, tracking game, atc) Training Desired/Needed: (I.e. if your character can’t read or write, someone is obviously helping them do this application or it’s being done in person. They’d ask for help with learning that skill in-character) "By signing this document, you agree to the by-laws above and any the Ranger-Master and Ranger-Captains deem worthy of adding. You agree to relinquish your former station if it conflicts with Ranger tenets, and swear to uphold to balance of peace and nature in our world." (State yes or no in-character, and type their full name without their title)
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