Jump to content

Search the Community

Showing results for tags 'story'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Lore
    • Guides
  • Aevos
    • Human Realms & Culture
    • Elven Realms & Culture
    • Dwarven Realms & Culture
    • Orcish Realms & Culture
    • Other Realms
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

  1. Sometimes it takes a mind to understand that everchanging tempest of Time. Other times, they are considered mad and insane. That is what Karren felt like as he continued to delve into the darkest recesses of his own mind and soul. The single moment where his own life had taken a darkened turn was lost to his own memory as he had been claimed by Death and revived by the monks of Cloud Temple over and over again to the point where his own soul felt heavy. He wanted so badly to stop the pain of his own soul from weighing him down that he would've resorted for the blissfulness of the Shades to possess him, but he felt some kind of magical barrier blocking him or even preventing him from gaining such magic as if his destiny was not to fall into the powers of Shade or to fall into the powers of Death and mortality, but of a far more deeper future. One meant to change the world of Atlas forever. Karren was not aware of the cold and hardened fury within his own soul, but a man who had stepped into the Darkness had seen such an unbridled and furious emotional tidal wave of dark emotions within the boy's own soul. He approached the boy many days past in the Dominion and there had begun the lies and deceit, showing Karren the powers of his own soul. His own Fractured Soul. Kindness and humbleness hid away his own darkened emotions and unrestricted coils of anger and wrath, but even the man who approached him was slowly and surely twisting the boy's nature from a kind and humble boy into a hardened warrior of the Shadows. A man whose own destiny was to follow orders and prepare to turn his own emotions and sorrow into powers unrestricted and almost deadly to those he saw as enemies. The future looked promising to the boy as he kept up the dream of Balance and those he had met begun to see a much happier boy who had the time on his hands to learn about the world around him. What everyone did not figure out at all was that this boy harbored what would become the fuel for a spell that would grant him the powers of those tortured and suffered. What would be the Bane of the Shades and used in mind-altering illusions and painful secrets too dark for any one man. Karren Myrsta held in his own soul The Shadowed Fury.
  2. The throne room fell silent, all eyes on the tall oak doors so carelessly flung open, the wind; a cool whip in the hand of the Gods. A sound of swords being unsheathed can be heard throughout the throne room, but those who draw their weapon do not step forth, rather they use the shadows of the columns as their armour and protection. The King himself does not move, he remains in his throne, grip tight on the cold metal arms, and poise uncomfortably straight to elevate himself. At the King’s side the Queen sits, her gaze fearful, torn between her husband and the intruder. The woman’s footsteps click down the hallway, and it is the only sound that can be heard, ringing out with the rhythm of a blacksmith sharpening his sword, or of a heartbeat. She walks confidently, like a victor after a battle – strutting through her enemies fallen bodies, without pause or hesitation. As she reaches the Kingsguard, her footsteps cease and she stands with her hand gently resting on her waist, her vision, piercing and cold falls on the King, and then drops to the Queen, who squirms in her seat uncomfortably, this makes her chuckle – a deep rippling laugh that slips and slides throughout the room like blood. As this trickles from her mouth she turns, and walks forward, each step calculated and slow. “It seems we have a crowd.” Her voice fills the room with the dramatic elegance of a performer. “I’m afraid my juggling act is on the morrow.” She keeps her back to the King, quite deliberately, and rolls her eyes at the knights clutching their swords like children hold their toys. The room falls silent once more, as if it had been frozen, and nobody wanted to break the ice. “Why are you here?” Finally, the King speaks, he does not shiver or stutter, but his eyes are cowardly and weak. “I wish to dance for you.” She says, without turning, her tone low and mocking. The Queen stands and shouts in her high, shrill tone, “You must face your King when you speak, and kneel to him as well.” A smile spreads across the woman, and she walks in a semi-circle, to face the thrones once more, but she does not look at the King, her vision stays focused on the Queen. She strides purposely and powerfully towards her, and the Queen’s courageous moment falters, now she looks nervous and silly where she stands. “A standing ovation already? How kind.” The Queen takes a quick breath and responds swiftly, the words rushing to get out of her mouth so she can sit down without attention. “I am your Queen, and you will address me as such.” “I must apologize; how rude it is of me not to address you by your proper name.” Her smirk is mischievous as she leans low. “I bow to you, Smotherer.” A series of gasps full the throne room, and the Kingsguard looks to the King for commands. “Seize her!” The Queen screams, but the Kingsguard do not move. “Burn her, stab her, drown her!” Each word is higher the last, making her sound hysterical and unsound. “Why do you not move! I command you as your Queen!” She tells the guards in an irate manner. The head of the Kingsguard does not turn nor kneel and stiffly replies, “We are under the command of the King, not of you.” Upon hearing this the Queen looks to her husband for support, but his focus stays on the woman. Tears of frustration well up in her eyes, and spill, as she storms out of the throne room. The King sighs, but his vision does not stray from the woman, who returns his steely gaze. “Let the dance commence.” She says, her voice a whisper yet heard by everybody present, an echo even heard in the Queen’s ears, as she rushes into her bedroom sobbing. The woman holds up her hand, and dances her fingers around like puppets. The Kingsguards’ limbs jolt and drop as if they were a mirror of her gestures. The 5 of them cry out in confusion as they lose control of their body and are used as rag dolls, their ivory robes flapping wildly in the movements. Knights and men alike on either side of the throne room step out, toward the woman, with weapons high and strong. The woman pays them no heed, and instead starts to hum a tune, a tune that thrashes and jumps and claws as if it were a beast of its own. “STOP.” The King’s shout booms across the room, loud and clear, the woman snaps her fingers and the Kingsguard lie lifeless on the floor. “You storm into my throne room, infuriate my wife, and murder my men. What is your business here?” The woman walks forward, over the dead bodies of the Kingsguard, and cries of objections come out from the crowd. One man rushes forward and she turns, giving him a strong glare, and his body flies away, hitting a few people, and lying still and cold. She stands in front of the King. “Once, we were lovers and you told me I meant the world to you.” The King starts to levitate, and his voice is silenced, yet his mouthing and expressions are one of a man in agony. “Well…” She says, as the King floats higher, and higher still. “I am here.” The King’s crown touches the ceiling now; tears pour down his face as his body spasms with pain. “And I come to collect my price.” She brings his body crashing down, onto the floor, the sound of his bones crunching ring out, and his blood pours onto the white rug. People drop their weapons in fear, some trying to sprint out of the door, but with a flick of her hand everybody levitates, a few feet, nothing more. They all have the same, dying emotions spread across their faces, skin contorted in pain. Her laugh spreads out once more, and she nods to the crown, it lifts and comes to her, drawn like a moth to a flame, bound to her dangerous beauty, and rests on her hair. The Queen bursts into the throne room, having calmed herself, and screams at the body of her dead husband. “WHAT HAVE YOU DONE?” The Queen runs to his corpse in distress, shaking her head at the mess of blood and bone, in the moment of such intense panic not even seeing the levitating bodies. “I am your Queen.” The woman says, simply. The Queen looks up, in horror and spots the floating people, she stumbles backwards, and falls, screaming. “And you will address me as such.” The true Queen finishes, and brings the whole court crashing down to their deaths. The widow looks up at the true Queen, with blood covering her robes and tears pouring down her face. A wise man accepts his death, when it comes, to die with peace and without fear is to have a good death. But the widow cowers and screams as she dies, dragging out each second like the desperate fool she is.
  3. Birth of the Orison Ritual Site of the first Guardian Grotto, a harrowing, yet beautiful reminder of the death of a druid. “And she appeared before them, those troubled minds, and the air was alive with sound of nature. She gave them a reassuring smile, reaching a hand out, as if to offer help. All was well.” It is a well known truth among druii and those that study the aspects or their faith, that devout druids who die ascend to the realm of the fae, to serve out their days as Soulbound Servants and Guardian Spirits. In the realm of fae, these spirits of passed druids are revered by all as wise men and oracles. Creatures of the fae flock from every corner of the realm to hear their words of wisdom. In the realm of fae, they are considered demigods, chosen of the aspects themselves. (The Fae Realm) In death, these sages reflect the souls of what they were in life. For those that sought the taste of battle in defense of the balance, they may find themselves as a spirit of fury, blessing those of the Twilight Bound. A gentler druid, a healer perhaps, may find themselves as a mending spirit of the Dayward Way. All these such spirits are revered amongst the fae creatures of the world. For those most dedicated servants of the aspects, there exists a special opportunity in life, during the most unlikeliest of times. That is, to become a Guardian Spirit capable of traversing betwixt the eternal forest and the mortal realm. These most devout servants may find themselves visited by one of these spirits to be taught the highly secretive ritual. With this knowledge, they are given the secret that they need to become one of them, to be given the ability in the afterlife to make the journey and return as a Guardian Spirit of the Descendents. However, this ritual may only be done on the brink of death. In their last moments, a druid may send out a final plea, one last wish to stay on Æos, on this place that they’ve so desperately tried to protect through their whole lives. And then, they must perform the ritual. The Discovery She saw blood everywhere. It stained the grasses around her with a deep crimson hue, glinting in the sunlight. And she looked to the side, seeing a bloodied bone knife cast aside, lying among the leaves a few feet away. And then it shot through her, an agonizing pain in her abdomen and she cried out. She looked down, and in her arms was her heart; a crying babe, wrapped in a green shawl. And her eyes slowly shut, fluttering desperately to try and stay awake as she faded into the cold embrace of death. Awaiti sat up in her bed, drenched with sweat. She rested a hand against her stomach, flat as it always was. The woman turned, pushing up out of the bed to stand, staggering over to a mirror in the room. She gripped the sides of the table, looking into her reflection with a silent, but bewildered expression. Her amber eyes stared right back at her, betraying only fear. But that was all. There was no blood, no screaming, no crying babe to hold. It left her unsettled, and compelled her to grab her cloak. And with that, she swiftly exited the room. The flames in the brazier of the shrine always shone the brightest at night, casting light in every which direction, onto the grass, onto the statues of the aspects, and now onto Awaiti, who was kneeling before it, bowed deeply in prayer. “Sweet mother, sweet mother, send your blessing unto me… preserve me…” “Father, father please. Have mercy on your faithful servant…” She pleaded like this for hours and hours, until the first rays of daybreak split the air, casting shadows of the leaves on the shrine. And on and on she pleaded, tears staining her weary face. “I don’t want to go! Not yet!” And her eyes were filled with light as she keeled over, blacking out against the cold morning ground. What followed barely made sense to her, flashes of white and green light, the crying of a babe. Visions of light took shape as fae energies and her dream came back to her. She was suddenly on the ground again, covered in blood. She was screaming, crying out in agony. And once more, her eyes began to flutter off to the cold and gentle dark. “Breathe, child,” She heard a gentle voice call to her. “Let go,” said a strong voice. And she shut her eyes for but a moment. And then opened them with white light coursing through. In an instant, the place around her was filled with a brilliant flash of fae light, all erupting from Awaiti. Flowers sprung up, creating brilliant displays of red and blue and purple. Trees sprouted almost instantly, tearing up the earth. But all was silent for Awaiti. She could hear no voices, feel no life. Life itself had all but left her battered form. Instead, it was in the world around her. And she drifted off. Her eyes shut once again, and Awaiti, just as she had in her dream, passed on from this world. But then, she was truly alive. There was warmth, and it was good. Awaiti looked down at her own mortal form, and smiled, knowing that all would be well for her child. They would live, and go on. Her eyes flung open, and she was back on the cold, hard ground. Awaiti stirred, knowing now what she had to do. And so she stood, going home to her bed to await that fateful day. The Orison Ritual Druids look on as a hierophant passes on, the air lighting up with fae mists as the energies ripple through, causing flowers and other life to spring up! circa 1650, colorized “Mother, mother please… father, look down on me… I want to be brave... I don’t want to die!” The ritual itself was used a great many years ago, in ages long forgotten, as a secret technique used amongst some of the most powerful and wise druids, in order to continue passing on their knowledge and guiding their people even after their own death. Since, it has fallen from minds, into myth, and then into legend, and then forgotten entirely. It has only resurfaced recently, discovered by Sister Awaiti Aureon, who saw glimpses of the ritual during a vision of her own death. Flashes of light, blasts of pure fae energy that rippled through nature, allowing life to flourish in its wake. These visions stayed with her throughout her whole life. What Awaiti saw was her own body expelling all of its druidic energies in one single moment. This act kills the druid immediately, but the blast of fae energy allows anyone in the vicinity to feel the effects of a fae ring for the day. The very wave of energy that is expelled from the druid has a similar effect to a fae ring, allowing those around them to hear the countless voices of nature for the rest of the day. It would emblazon druidic runes onto the stones around them, growing large trees and bushes almost instantly in the now hallowed land. A circle of flowers would sprung up all around in a spiral, creating a Guardian Fae Ring around the druid’s lifeless corpse. The wave of fae energy carries part of the druid’s very soul with it, tethering it to the land of the living. This created an anchor to Æos, allowing the traversal between these two interlinked planes. Such is the path that all those druii who wish to return to the mortal plane must follow. They must seek out a guardian spirit and learn the secrets of this most sacred ritual Guides and Redlines Requires a TA in Control and Communism to teach the Ritual, as well as being the aforementioned Guardian Spirit. In order to teach the Orison Ritual, an existing Guardian Spirit must show their student the ritual through Greensight. Attempting the ritual in any capacity is a PK. Requires a MA to perform the ritual. Attempting the ritual is a PK, no matter the outcome. Once you die, you’re dead, spirit or not. Guardian Fae Rings Fae rings have always been notoriously awe inspiring and potentially dangerous, for they create links between our realm and the Eternal Forests of the Fae. Normally though, these Fae Rings only allow lesser creatures of the realm to traverse the planes under the light of the full moon. They have the additional effect of imbuing descendants, whether they be human, dwed, or elf, the sudden ability to hear thoughts, instincts, and raw emotions of the flora and fauna around the ring, giving an experience of attunement to the unattuned. This can be very disorienting for those that are unfamiliar with the raw orchestra of nature. These fae rings have only ever been created through the magic of the aspects themselves, being naturally occuring phenomena in the world. But, with the Orison Ritual, we find the first instances of a druid themselves creating these rings through their own powerful druidic energies. During the Orison Ritual, a massive explosion of fae energy is released directly into the land around a druid’s body. Many things are birthed from this influx of energy, including the powerful Guardian Fae Rings. These large spirals of flowers cover the entire area that the blast touched, hallowing the ground that they lay upon. Over this entire area, the effect of a normal fae ring is given, nature filling the ears of those who stand within the living spire. These rings act as normal fae rings, with a few exceptions. Normally, a Fae ring allows only lesser beasts of the Eternal forest to pass through it on a full moon. However, given the druid’s final sacrifice, it allows Guardian Spirits to pass through the realm of the fae into that of the living. Guardian Fae Rings have the unique ability to be created by the living as well as the dead. However, this process is extremely dangerous, and must be preserved for times of great need. By transcending to the eternal forest, a group of three druids can seek out any such guardian spirit and re-tether their soul to the earth. By doing this, the guardian spirit channels their own energies through the bodies of the three druids, transforming the fae ring into a guardian fae ring. This allows for the creation of new guardian fae rings from normal fae rings. It is important to note that Spirits are not tied to any one ring. Instead, over time, these rings begin to create an interconnected network of points that the spirit may visit. Usually these rings are placed around groves, or other places of pilgrimage for those that follow the ways of the aspects. These points serve as the anchors for spirits in the realm, creating holy sites around the world. As stated, guardians are tethered to these Guardian Fae Rings, tying them to that one particular site until they are able to move to a different ring. Guardian Spirits are only able to go so far outside of the ring before they dissipate, the bonds holding them to the world too weak and too far to hold them in any significant way. If such occurs, they find themselves drawn back to the Eternal Forests, unable to plant themselves on the world. They must stay there for a time as their spirit regenerates and recollects in order to return to the world of the living. Guides and Redlines Powerful druids can perform the ritual successfully and be taught it. In order to be able to become a Guardian Spirit on the mortal plane, you must conduct the Orison Ritual. The Druid must first pray, opening a connection with the aspects themselves. Basically grabbing the aspects attention. After such, a druid must expel all of their fae energies in a sometimes violent blast, depending on the age of the druid and their power. This can potentially hurt those around them if the druid is very old and very powerful. The blast caused by the druid causes a surge of life in every direction, causing plants and life to spring up where possible. It can grow trees in an instant, moss to grow on rocks in runic shapes. These runic shapes reflect parts of the druid. Only the Guardian Spirit that created them knows their meaning. The blast also creates a Guardian Fae Ring, a variation of a normal fae ring, a large spiral of flowers, leading to a circle in the middle. This is the exact spot where the druid died. A Guardian Fae ring is what allows a Guardian Spirit to travel between the realm of fae and the mortal plane. Guardian Spirits are tethered to these rings, unable to walk very far away from them without being called back to the Eternal Forest. This radius usually encompasses the size of a grove, or small settlement. Guardian Spirits may only make the journey through Guardian Fae Rings during a full moon (Once every elven day). However, it should be clarified that they may remain the realm of the living after the full moon has passed. In order to perform the ritual, a currently existing Guardian Spirit must teach you it, or have someone who already knows the ritual pass the knowledge to you. This follows suit for druids to create guardian fae rings. In order to create another Guardian Fae Ring, you require a living druid that knows the ritual. Being different from normal fae rings, it is possible to have both a Guardian fae ring and a normal fae ring at the same time. To transform a fae ring into a guardian fae ring, you require three druids who know the transcendence feat. By doing this, it allows the druids to find the spirit in the fae realm and allow them to push their energy through their own bodies into the ring. This creation acts in the same way as the normal creation would, with all of the effects. Must be a druid, and currently be Tier five in both Communion and Control at the time of death. Druids cannot be pulled back from the Eternal Forest after an Elven Month, as the Eternal Forest’s call is far too strong to ignore. Such is the nature of the Fae Realm. In order to be brought back from the Eternal Forest, you must have PK’ed entirely first. It is only allowed for fully PKed druids. A Druid must be able to pray before they die, and build up the energy to release it all. Any sort of instantaneous death would prevent them from doing such, and keep them from tethering their soul. This ritual can only be done while on the brink of death. Druids who commit suicide cannot do the ritual. Any druid blocked by Strength of the Abyss or other Fi magic would not be able to complete this ritual. The blast from the ritual is not enough to kill in any case. Only potentially knock back people. If the druid’s focus is thrown off during the ritual, it ends the ritual and they are unable to continue, missing their window. In order for druids to create a guardian fae ring, they need to gather more than 3 druids to pool their energy together to create this explosion. Without more than three, the combined strain would kill the druids involved. Even with more than two, the process is extremely taxing on the body. The Orison ritual requires the unaltered soul of a druid to be in their body in order to perform this ritual. Druids with altered souls, or those who have placed their souls in other vessels cannot perform the final ritual to become Guardian Spirits. This does not apply to the creation of Guardian Fae Rings. As the natural energies release, the spirit of the animal would release as well. It remains with the guardian as part of it or depart to the aspects realm. This allows shapeshifters to complete the ritual. Guardian Spirits cannot walk outside a certain distance from their Guardian rings. In doing so, they would be demanifested, and sent back to the eternal forest until they can return. (300 blocks) Iconoclast magic would demanifest a Guardian Spirit The Spirits A Guardian Spirit watches over the forest with a careful eye, taking after their original elven form. “Go, my faithful dedicant, into the mountain! There you will find a spiral of flowers… sit in it. Call out to her, to that devout spirit. She will guide you on this task. Now go!” With their spirit tethered to both the eternal forest and the mortal plane, the Druid would wake in the Forest, awaiting that next full moon, for that bridge to open between the realms. When the full moon flies, they may find themselves on a trek across a great birch bridge that stretches far into the cosmos, into the mortal realms, allowing them to awaken inside of the center of the Guardian Fae Ring in a brilliant display of light, standing in the grove created by their own death. This is the journey that all Guardian Spirits will take, should they partake in the Ritual of Orison. Upon their awakening, spirits are met by themselves, by their new spiritual figures. At first, they appear as themselves, given a transparent glow that reflects their own druidic energies. As time goes on, these spirits realize that they can shift their appearance to some degree, to make them look as they did at any point in their life. Through this, they can remove scars, and blemishes upon that figure, or tattoos that covered their skin, appearing truly as a servant of nature, without other worldly attachment. In their journey to the spirit realm, spirits find they may change into a host of different animals, accompanied by that similar transparency and glow that other Guardian Spirits give off. However, with an additional affect. Due to the spirit’s time in the fae realm, the essence of the eternal forest has rubbed off onto their animals’ giving them fae-like attributes. The spirit is just that. A spirit. They cannot touch or interact with the world. They will never again feel the embrace of a loved one, nor the wind on their cheek. They are dead, lost to the world. Incorporeal beings that merely exist as a passer of knowledge, a wielder of the torch of druidic power. Even at their strongest, standing within the fae ring, they are unable to lay a finger on the world of the living. It is the primary mission of all Guardian Spirits to pass down their own knowledge of the balance, and to guide the druids of the world towards a heightened understanding of what their duty is, and how they might attain it. They serve as powerful guides to all that follow the path of the aspects. To dedicants, they serve to inform and teach. To Druii, they seek to offer their different perspective on the world and how it may function. And above all, to Archdruii, they serve as powerful advisors in the face of great adversity. But they are just that. Guides, advisers, wise-men. Vessels of knowledge that lasted longer than they should have. They are unable to use the powers that they had throughout their lives as druii, save but shapeshifting, but they still retain their ancient knowledge of the arts. In times of great need, these spirits are able to pass on their understanding and power into the druii of the world in several ways, detailed a bit later. In addition to this, Spirits are also given a few smaller tools that they would use in pursuit of guiding dedicants, druids, and archdruii alike, without impacting the world on a physical level. Spirits are far more corruptible than our mortal forms. Aurum weapons that affect the spectral beings of the world would affect them just as a normal blade would, cutting away at their energies. Blight that would normally sap away at the strength of a descendent would eat doubly so at the Spirit Guardian, gnawing away at the very being of the guardian, until it is so weak that they are corrupted wholly. And perhaps the most dangerous among them all, are those that carry with them the strength of the abyss. To be touched by this ability is to be scattered, cut off from the world. Upon touch, the spirit is sent back to the realm of the fae, to recuperate once more. Such is a very effective weapon against them, capable of sending them away in an instant. Blight may even corrupt a Guardian Spirit more than it normally would. The spirit is more fragile than the body, and to those who are exposed to it for a long time, it may have devastating effects to their soul. Through time, they’re physically corrupted, and the soul is damaged, leaving their spirit broken. The blight addles their mind, casting a shadow of the ancient spirit. They become destructive, a draoi spirit. Their gifts turn dark, allowing them to grant darkened boons on their followers, on those dark druids that would destroy. As they continue down this path, these spirits are corrupted physically. They may be split open, or tainted visually, their souls torn asunder by the use of these dark boons. These now Draoi spirits haunt the realm, causing chaos and sowing discord throughout the land by empowering the dark druids, until they’re put out of their own misery, and banished from the land by the very druids they were sworn to guide. Banishment is a difficult process, though not impossible. It is a technique used by druids to sever a Guardian Spirit’s connection to the mortal realm, and works similarly to the unattunement ritual. A group of three druids must corner the Spirit, connecting with them via powersharing. After this, there are multiple ways that the druids could deal with the spirit. Potentially, the spirit has been feeding dedicants or other druii misinformation, misguiding them from the path of the Druidism. Or perhaps these spirits have views too extreme for the order, and must be cast out. Both of these are valid reasons to banish a druid from the mortal plane. Or perhaps a spirit has become fully corrupted by blight, making them violent Draoi Spirits. This is another reason to banish a spirit. Or even by request of the Spirit themselves that believe their mission to be done. Banishment is the act of releasing the spirit’s tether to the realm of the mortals, recalling them back to the eternal forest to live out their days there. This action can be reversed, in the same way that a guardian fae ring can be remade. The ritual is one in the same. Guides and Redlines Newly made Guardian Spirits always begin in the realm of the fae. In order to start roleplaying, players must wait until a full moon, or one out of character day in roleplay to re-enter the mortal plane. In order to enter and leave the mortal plane, a Guardian Spirit must do so through a Guardian Fae Ring during a full moon. All Guardian Spirits take on a glow reflecting the color of their fae energy in life. Guardian Spirits take the shape of themselves when they return, appearing unaltered by injury or bodily art. In addition, Spirits may change how they look in order to reflect themselves at different points in their life, to reflect and show how they themselves have changed. Removing injury or changing which point in life they appear as is entirely optional. Due to their time in the fae realm, spirits are capable of morphing into a different host of animals, with the addition effect of fae attributes. The addition of Fae attributes applies also to normal Spirits Guardian Spirits are completely incorporeal, and cannot touch or physically interact with anything in the mortal realm. They are ghosts, in that sense. They will never be able to feel the world of the living, at least physically. Guardian Spirits retain none of their ability to perform druidic arts that they had learned in life, save shapeshifting. However, they retain all of their knowledge in the arts, and still fondly recall the feelings of using their abilities. They instead gain a few other abilities to assist in their primary mission of guiding the descendents, and granting boons of the aspects. Guardian Spirits with a TA in any given druidic magic still keep the TA, but cannot perform the magic themselves, truly being a guide more than anything. Guardian Spirits can no longer perform control, communion, thulean druidism, blight healing, or herblore. Guardian Spirits can no longer teach unattunement, attunement, or shapeshifting. Golden Weaponry affects the spirits as a normal weapon would to a person. Blight corrupts the very soul of the spirit, being far more vulnerable to the effects of the blight. This causes Guardian Spirits to become Spirit Draoi, lashing out violently with all they have to corrupt and damage the world. This, however, can only be done through their existing gifts and receive none for becoming a spirit draoi. Upon their next ‘death’, spirit draoi are permanently killed. Players accept this on making a Spirit Guardian. Upon touch, Strength of the Abyss immediately sends guardian spirits back to the realm of the fae in order to remanifest. This action is extremely disorienting for the spirit, and takes a long time for them to return and gather themselves together. This takes one year in game (One week out of character) Guardian Spirits are able to be banished by the druids of the realm through the banishment ritual. However, they can be brought back through the creation of a guardian fae ring for them. The Mission Guardian Spirits under the full moon, 1650 “I am one with the Balance.” In life, it is the path of druids to protect the balance, to safeguard nature. To protect the wilds and those that live amongst them. When these druii die, they ascend to the eternal forest, to serve as soulbound spirits, wardens and wisemen of the fae realm. These spirits are revered as wise demi-gods next to the aspects, spirits holding immense knowledge. Creatures of the Fae come from near and far in the realm, from the Twilight Bound to the Dayward way. For those Soulbound Servants that return to the realm of the living, their duties must continue. Guardian Spirits are to act as guides, figures of wisdom amongst the druids of Atlas, and all other places to come. They walk amongst the order as highly revered teachers, and advisors, opening their wisdom to all that would seek it. This is their eternal duty, to serve and guide, no more, no less. Very rarely do these druids directly intervene in anything, choosing instead to give their assistance when asked, or to offer a boon from the aspects for dire situations. In some cases, they can even take up teaching positions within the order. Blessings of the Aspects A druid completes a task with the oversight of the Guardian Spirit, 1650 Guardian Spirits tend not to intervene in worldly affairs. Without the ability to hold a sword, or travel far beyond their guardian fae rings, they take up a more guiding role. Their time spent in the realm of the fae shows now though, and Guardian Spirits find that they have a few lesser abilities that they didn’t have before. These can be very straining for the spirit to perform, and only one may be used per day, that they might serve the spirit in guiding others. Greensight Guardian Spirits have the ability to reach out to the attuned minds, able to incur visions of the past, things that the Guardian themselves have seen, or even things that the subject has seen. This ability only works on a willing subject, when they allow the guardian into their thoughts. These visions can be as vivid or as vague as the guardian wills it. This can be used to suggest certain courses of action, or to show lessons that they themselves have learned. This only affects attuned druids and those affected by fae rings. Oversight Guardian Spirits bind themselves to a druid for a time, seeing what they see, hearing what they hear, allowing them into their thoughts. This must be entirely willed on the part of the druid and the guardian. During this time, the druid is marked with a green fae symbol upon the forehead, showing that they are a vessel of the spirit. This lasts until the subject no longer wills it, or the spirit leaves the body of another. Guardian Powersharing As was their ability in life, Guardian Spirits retain their ability to control and manipulate the natural energies of the fae, in order to pass them onto another druid. This greatly enhances the natural ability of the druid far beyond their own potential, exactly like how a normal powersharing is done from a living druid.. However, due to the fact that the Guardian Spirits consist of their own Fae Energies, powersharing dissipates them over time. After they've finished, they return to the Eternal Forest to replenish their being. Guides and Redlines All Blessings of the Aspects can only be performed once per day, while their energies replenish. Any attempt to perform a second blessing in one day will result in a failed attempt. During Greensight, both the druid and the guardian enter a catatonic state while experiencing the visions, they are completely vulnerable to attack until the guardian ends the vision or it ends. Greensight uses previously existing memories from either the Druid or the Guardian Spirit. This applies even to memories that have been lost. Can be used to revive memories. Guardians can manipulate memories to look as vague or vivid as they wish. They may also alter the vision to a limited degree, in order to show alternative choices, or make symbolistic changes. Druids and guardians can experience pain from the vision that may actually linger after the vision ends. This is all psychosomatic. The Ritual of Orison is taught through Greensight memory of the Guardian’s own death. Oversight is the ability for a spirit to bind themselves to a druid’s body, connecting the two. The Guardian Spirit and the druid’s senses are linked, and they can experience the sights, sounds, smells, feelings, tastes, and thoughts. This works vice versa as well, the druid being able to experience those of the guardian as well. In addition, this links their emotions, to a degree. Should the druid grow angry, the guardian may feel a surge of anger or so on. Druids experiencing oversight are marked with a fae symbol over the forehead, glowing with the color of the spirit’s energy. Guardian Powersharing works exactly like normal Powersharing, but after they are done, they dissipate to the Eternal Forest for an Elven Day. Feel free also to roleplay discomfort when powersharing, as you're sacrificing your own lifeforce to fuel another druid. A druid does these at will, they cannot be forced into it, nor can they force them upon others. A Guardian Spirit can only use one blessing per day Greensight must be completely willed on both ends. A Guardian cannot be let into the mind of another without it being opened for them. Guardians cannot cause physical injury through Greensight Visions. This does not apply to psychosomatic illness. As soon as a Druid does not want to be shown a vision, it ends. Closing off the path renders the ability ended. Guardian Spirits cannot be demanifested during oversight. Guardian Spirits cannot use other druidic blessings during oversight Guardian Spirits cannot interact with others outside of the druid they are bound to. Once clerical magic is used on the body of one being affected by oversight, the spirit is pushed out, ending the ability. If a druid does not want to be bound to a guardian spirit any longer, they are disconnected. This applies vice-versa. Guardian Powersharing shares the same redlines as regular powersharing. ((As all things, feedback is appreciated so that I can really make this lore enjoyable for everyone! Shoutout to Leowarrior14, Delmodan, ThatGuy_777, and Gladuous for giving me ideas and letting me talk to them about this!))
  4. The skirmish at Dunsire Alkheim was once again wandering through the lands, his heart always yearned for knowledge. He wanted to know what was between the temple and Castle Pembroke. As he was wandering around, he saw a worn figure on a horse coming towards him on the road. The creature was slumped in his horse as if he had ridden for a long while. Alkheim, cautiously approached this creature. As they both decreased the distance between them, Alkheim began to notice that the person on the horse looked to be the size of a boy, however, he had the facial features of a man. Alkheim immediately realized that he was confronting a halfling. He greeted the halfling as he drew near, relaxing his grip upon his knife. The halfling looked up at him wearily. As he saw the young man approaching, a glint of hope seemed to come into his eyes. The halfling, asked Alkheim for help, for his hometown, Dun-shire was being raided by some sort of humanoid creatures. His fellow neighbors and relatives had either hid in the town, fled, or been slain. When Alkheim heard this he was greatly troubled, for the way the halfling describe the raiders, were the common description of Orcs. The halfling despratly asked the hooded figure for aid and protection to his home. Alkheim agreed to do his best to protect the town. Alkheim followed the halfling all the way to Dun-shire were he spent a day and a night there. On the morning of the second day, the halfling was showing Alkheim the destruction of these Orcs had done. Just as he finished talking, an Orc wielding an ax, emerged from the path facing them. Quickly, both Alkheim and the halfling drew their weapons. While Alkheim drew his bow, the halfling brandished his very short sword. Just as the tension was building up, another halfling sprung out of the trees with a sword in his hand. He rushed towards Alkheims side to help him. The Orc, growing angrier by the second, charged towards them swinging his ax furiously. Alkheim jumped to the side as he released the shaft into the side of the Orc. Both the halflings began to charge at the Orc, attempting to stab it. The Orc was stabbed several times until he finally wounded one of the halflings. Though Alkheim loosed another shaft upon the Orc, he could not save the halfling, the other halfling soon had the same fate as his companion, and he too also fell to the ground lifeless. Alkheim was able to fire 5 arrows into the body of the Orc as it charged him, but the Orc was too quick and too strong. Alkheim had to roll out of the way, dropping his bow and retrieving the sword of one of the halflings. Though Alkheim wounded the Orc severely with the knife, it was no match for the strength of the Orc's battle ax. Alkheim could not fight for long, and as he tried to retrieve his bow, he was struck upon the back by the thrown ax of the Orc. Alkheim slumped to the ground losing all memories of this encounter when he awoke. The Orc severed the heads of his enemies off and then fell to the ground unconscious.
  5. 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.
  6. After Alkheims Tragedy, Alkheim made his way to the Cloud Temple for healing, both in body and spirit. For 1 month, he spent his time there, his scars were hidden, and his soul was put at rest. The monks befriended him and helped him. However, Alkheims spirit was uneasy and long for Adventure and for friends. So, he took his leave from the temple, wandering about, helping travelers. He began to roam around a place called Pembroke-shire, he went around looking people to help. The Count of Pembroke, Edward Suffolk, heard of him. Count Edward sent one of his knights to fetch him. When Alkheim met the Knight, he did as was asked and made his way to Pembroke. In Pembroke, Count Edward employed Alkheim into his service. Alkheim, not wanting to wait around, began to listen to the people of Pembroke. He heard of a terror in the mountains, an unknown terror. After further Observation, Alkheim discovered some sort of structure in the mountains. It appeared to be a crypt, an ancient one indeed. So, Alkheim, being curious, went into the crypt, he looked around, until he heard a group of creatures speaking with one another. Alkheim drew into the shadows and listened intently to the conversation. They appeared to be talking about ghouls, and things of dark magic. Alkheim, being concerned for the well fair of Pembroke, listened even more intently. However, just as Alkheim was creeping away, he was discovered, by this creature. He ran out of the crypt, into the hiding, away from the town, hoping that they would not suspect the town. However, a ghoul by the name of Hektor Blackwood followed Alkheim. When Alkheim was then going back into the crypt for more information, he was stabbed in the back by Hektor. Though the knife was not long, it carried a heavy sedative, which quickly knocked Alkheim unconscious. He was then dragged deep into the crypt where the ghoul would feast upon his soul. When Alkheim regained consciousness he did not remember any of the past events, all he knew, was that the mountain above Pembroke was evil.
  7. 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
  8. Basic Information Age: 19 Gender: Female Race: Human Nicknames: None Description Height: 5'5'' Weight: 127 pounds. Body Type: Pear shaped Eyes: Bright Green Hair: Bright Red Hair Skin: Pale white Markings/Tattoos: None Health: Physically, and mentally fit. Personality: Caregiver, always the one caring for others. Naomi doesn't like talking about her own problems though she'll go to great lengths to help people even strangers. Though a young adult herself she has a motherly personality. Life Style Deity: (Aengul) Cerridwen Religion: Drudism Alliance/Nation/Home: None Job/Class: None Title(s): None Special Skill(s): Basic Medic! Growing up her mother was tasked with healing the sick and wounded, Naomi spent her childhood helping her mother and considers healing the sick, and easing the passing of the dying to be her duty. Flaw(s): She's what's known as a "Smother" she will mother people into insanity even strangers she's just met, helping them with issues, giving them hot meals and generally smothering them with worry and love.
  9. Steel Company; 2-11 Follower Of The Son "And you will know my name is THE LORD when I lay my vengeance upon thee." Zanira Almasi turns away, feeling a chill run through her. Grand Master Lion sits back down. The room returning to normal lighting. Flushed with passion from reciting the monotheistic Church-verse. He composes himself. Balling his fist towards her with a promise, "She will not kill you... Without my permission." Zanira freezes up once more unable to speak. She glances back to him briefly. A look of fear on her face; she is open and honest in that. The Lion breaks the silence, "IF you intend to poison and destroy my brothers and sisters. You will not be spared. At my behest, you will be harvested like a crop." Zanira instantly retorts, "Why would I harm anyone?" Lion responds, "The reasons, I cannot see. However, I believe none are exempt from being perverted to evil. That which is all around us. Waiting to decay our minds if given the slightest chance. Best to see through the visages of other people. Look at the truth of their actions. Do not be blinded by the propaganda they herald." The two sit in silence. Lion considers how he himself may be spewing propaganda. He counters his virtuous rhetoric with a self-countering point. "Today I killed a man." Zanira quietly responds in a matter-of-fact way, "You did." He continues, "And tomorrow I will save a man. I couldn't say if I've killed more men or saved more men. Yet my intention remains the same. Stick to my code." She retorts, "Doing good doesn't outweigh wrongdoings." Lion considers this as well. Answering in a train-of-thought that will eventually get to the point, "You saw me show evil. A contained force of death and aggression. Locked away by the order of my good willpower. The universe will do unto me as I've done unto it. Doing good and evil deeds do weigh. They weigh on our souls. I could choose to be evil and pick you up. Slam you into that wall. Thrusting your skull back and forth till there was nothing left to crush upon the cobble. Or I could choose to be good. Remaining seated. Offering you the tools to articulate your freedom of expression, your medical pursuits. Good and bad DO have weight." Zanira weighs that herself. Telling Lion, "Those actions don't erase past actions." The Grandmaster nods, "Tis true. We all must live with our pasts. Hopefully letting those actions and experiences appoint you to create your moral code. In your own words: I choose to be good as much as I can, but I'm not perfect. Even when I asked you for your honest opinion about where I stood on the morality spectrum, you responded; neutral. Weighted. Balanced. You are right in saying actions do not erase past actions. Yet, we can only choose how we make future actions. Will you feed the evil inside you; corruption or will you feed the good inside you; virtue. These choices are entirely up to you. Good or evil. You decide every time." He lets that settle in. Zanira remains in thought for some time, Lion takes the formative moment and adds, "My view might just be darker than yours, but it's not hard to objectively see our intentions align. The only difference between you and I is my choice to pick up a warhammer and your choice to pick up a medical satchel. War and peace both seek the same end." Zanira rubs her hands down her face, silent. Her eyes slip shut. The scene fades out as she continues to discuss his company, "Orym doesn't want me to associate with your company, you know." (It’s been a while, but I think I’ve found a place to call home in Axios. A company of heroes, scoundrels, scholars and swordsmen. Together, we’ll be great. Let this serve as the first episode in a series of non-chronological tales surrounding actual In-Game RP surrounding the master guild, 2-11.) Date: The Amber Cold, 1630.
  10. -------------------------------------- Name: Charlotte Golding Race: Human Age: 16 Gender: Female Skill: Promising Alchemist ------------------------------------------------------ Charlotte Golding, an apprentice Alchemist, and expert knife thrower (So she thinks…) ------------------------------------------------------------------------------------------------------------------------------------- Description: 95lbs, 5,3ft. Average woman build, no muscular build. She is friendly to those who show kindness, but a great enemy to liers. She is studying in Alchemy. WARNING: Charlotte Golding has many tricks up her sleeves, and secrets also, be careful what you say/do around her. ------------------------------------------------------------------------------------------------------------------------------------- Long Story Short: Charlotte Golding was born in to a small family of four, her late mother Sarah E. Golding and father Peter Golding, but her older sister Annabella Makrov Golding still lives. Sadly, Charlotte's late mother died in giving birth to her, in so doing her father remarried, but the stepmother was darker than darkness... When she turned three the family found out that their uncle William A. Golding who was a blacksmith, had died from burning after a hot pot iron liquid tipped over, he was no more after that day. He left a great some of money as an inheritance to Charlotte's father, so that she and her sister, and stepmother could live very wealthy indeed, though the stepmother thought otherwise. She wanted the Inheritance money for herself. A year or so after the death of Charlottes uncle, her father one evening at tea time died…little did we know our stepmother put a tablet of poison in his glass of hot tea, Charlotte and her sister only guessed it was heart failure. The stepmother of course agreed with them, trying to cover up her guilt. They buried their father in a a church grave yard a few days later. The very next day Charlotte's and stepmother awaked them and announced that they were going going on a trip. About a week later they came to a large forest, fence, cold, and lonely, and they went in. Then the stepmother sighed and said: "We are lost, wait here while I try to find a way out." And so she left them. Some hours later Annabella was getting worried and walked with Charlotte through the woods till they came to a hollow tree, there she said: "Charlotte, stay inside here, I am going to look for stepmother." Then she walked off where she thought her stepmother went. Charlotte waited and waited, it seemed like hours maybe a day…but Annabella did not return. So Charlotte climbed out of the hollow tree and from there on wondered around the wilderness, till one day or maybe it was a year, she couldn't tell. She found what looked like a small village, and lived there for another four years begging. About six months later, a great famine was spreading through the land. Soon there was no point in begging anymore, so she set off from that town and started for the Elven city, she was told by a kind merchant that there she would find help, so it was. CHARACTER PHOTO COMING SOON.
×
×
  • Create New...