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  1. The Old Religion “Cannonism is the greatest lie ever told. There is only one truth and it has many paths, they’ve seen it but dare not speak of it, for the dark shadows of the sanctum herald its coming. His return is inevitable, and with it shall herald the day of the algorithm.” -Astaroth, Leader of The Crimson Cult. The Old Ways and The New Years prior to the infamous battle of Seahelm, a series of abductions and strange sightings troubled the northern borders. When the church of the canon investigated the strange occurrences, they uncovered a ghastly cult bent on making contact with an unknown deity. The church had then speculated that the cult was an Iblees cult and that it had been converting the locals into cultists in order to please Iblees. In truth, the cult planned on sacrificing its new converts to summon its unknown deity, the altar they had created had two obsidian frames, etched with cyclopean symbols. The bleached bones of a long dead creature kept the room from collapsing on itself, the leader of the cult sat upon a throne. Looking down upon the clergy men and the soldiers of Istria as though they were naught but flies. He spoke of his master defiantly and with a mad cackle, Astaroth told the fools that his master was already upon them. Jentos of Blackwood smote Astaroth in the face with a lightning bolt, disfiguring the cult leader. He was summarily executed the following day, alongside his cultists. The laughter of him and his servants were heard throughout the execution. In the following years, strange algorithms and puzzles have shown up on occasion, sometimes leading to a murder or plot most foul. The work of the old religion had begun, and its ways are unclear as are its intentions. The old religion seems to serve a deity not known to even it’s own cultists, and while it does not speak and it does not whisper its presence certainly exists, perhaps not in our world. From this knowledge, they speak of an outer path, one destined to overthrow the sunless sanctum and herald an age of madness not heard of since the sundering of Aegis. The cult was founded by a fragment of the former Iblees cult, for in a time long ago a sliver of the cult grew envious of their master. They sought his flame and while they could not obtain it, sought to create it. With this knowledge in mind, they were exiled from the cult and branded heretics even amongst their own kin. It was then that they heard the whispers, they swore to give them the flame imperishable.. at the cost of their sanity. From then on, every follower of the old religion had been cursed. They were doomed to succumb to an unknown force that would inevitably split their personalities in two, from then on any tortured and recruited by the cult would follow the same fate. Two personalities would be formed, one of pure malice and one of pure joy. When the ‘master’ would return both would merge into a personality of true and inescapable madness, for malice brought pleasure through torture, and joy brought pleasure through deceit. This is the way of the unborn, for instability is his creation. The crimson would actively await his arrival by bathing the world in disorder and mayhem, and by defiling the balance of the natural world. Forests would burn and political balance would rupture, heralding the unborn’s return. Edicts The old religion has four main edicts, these edicts exist to ensure that the followers of madness are united, these may change with time. “He who betrays, burns. He who steals burns. He who is disloyal burns. He who kills his brethren, burns.” Joining “One does not join, one is chosen. You may prove yourself by committing acts of mayhem in our name, or by solving one of our algorithms. But one is still chosen, those that are chosen to herald the unborn will be ascended to feats unimaginable. Those that are not chosen will burn in wretched agony, especially those of the sunless sanctum and church of the canon, for they spread lies and must be purged as a result.” OOC: ((A PK clause is mandatory, those that are selected to join and do join, must PK their characters if any of the edicts are broken. We will not tolerate betrayal in any form, and it will be met with harsh RP consequences.)) ((Edit: The PK Clause is mandatory but not enforced. It simply means that I expect you to PK if you betray us or break the tenets. If you don't PK then we don't have to either.))
  2. In the darkest, dampest, most dangerous alleys in Vailor there are posters heralding the call of Aym On the poster it contains information about a cult and a god. ""For I have seen Aym I am powerful." - Ambriel Aym is apparently a power god who challenges all false gods with his might and power. He believes that the only way to be recognized by his to love violence and have a passion for glory and killing. He thinks that the only time somebody can truely be alive is when they are killing, dying, or dead. He is said to love anybody who has ever thought of joining his cause. He thinks that all are worthy and all have the capacity to join him. He does not look down on any that can hurt another thing. They believe that when someone has died they go to be part of Ayms army in his paradise. They also believe that the person who speaks for Aym should be listened to without question. But they also stress that Aym and the prophet he has chosen are both fair and just. When the current prophet dies, he or she would have written down the name of their successor. But if this person seems unfit there can be a vote of vote of the members of the League. Currently Ambriel is the leader of the league and the prophet of Aym. The sword of Aym which is weilded by the prophet, has runic symbols on it. The symbols on the sword include some prayers and a language that Ambriel has written based on what she has claimed Aym has told her. " At the bottom of the page it contains information about how to join Ayms League. At the bottom of the page it contains information on how to join the League along with an application: "If you would like to join you should contact the leader Ambriel ((Vergilius_)) if you would like to meet her in person just send a bird. But send in an application first." (( Beware edge lays ahead my friends!)) ((The ranks of Aym: Deity: Aym Prophet of Aym: Ambriel Keeper of Aym: Irrin'athri Grand Guard of Aym: Syth Knight of Aym: "Billy", Hirnaeranin Forge of Aym: "The Hammer." Bride of Aym: "Eclipse" Ancestor of Aym: Faenor Zealot of Aym: Gabriella. Friend of Aym: 'Helio')) (( just something that should be noted is that Aym is technically not a real god just a belief.)) Send the information under the bridge in the caliphate. We have people waiting.
  3. Yo. So, this is lore that hasn't yet been posted on the forums nor reviewed - we've worked hard on the lore with the cult, special thanks to the father of the cult - Watyll, Hugo, Spiffy and everyone else in the cult. Even though this is supposed to be pretty much fleshed out already, we really appreciate constructive criticism and questions about lore will be answered - so don't hesitate to comment. The lore itself is a bit diverse, due to multiple different writers, as mentioned above, but that's the way lore should be! Everything started out as events, and the whole thing really got out of proportions for an eventline, but we ain't done yet so here's the actual lore. This lore is divided in a few parts, the spirit, the cult and the magic - that being said, think of it as a sort of compendium of lore. Here's a link about the first discovery of Ikuras. https://www.lordofthecraft.net/topic/105303-ikuras-daemon-of-fear-and-insanity/?hl=ikuras ..and here's a link to our beloved dark language. https://www.lordofthecraft.net/topic/104774-altahrn-durngo/?hl=al%26%2339%3Btahrn-durngo Spooky music Ikuras Lore The History of Ikuras Ikuras started out as a simple Greater Spirit in the Spirit Realm of the Orcs. He did not start out as an evil spirit, and it is unknown as to what he was the patron of originally. However, it all went downhill during the first war with Iblees, in which the mighty host of Aenguls and Daemons descended and imprisoned him. When the Orcs were cursed with a terrible black rage and bloodlust, Ikuras was truly born. Affected by the ravings of Orcs consumed by violent madness, his nature was changed and warped, he was driven totally insane. Ikuras became the Greater Spirit of Fear and Insanity, and in his great madness deemed himself the successor to Iblees, placing himself on par with a Daemon or Aengul. To begin his reign, he devoured smaller spirits that were in the Spirit Realm nearby him, who were unprotected by patrons with greater power. This made him mighty indeed, and he was able to reach into the mortal realm and corrupt lesser beings, such as an unknown elf maiden who became the first Kknotos. His magic was also used to create three groups of beings that served him faithfully, but these are now gone. His followers, the Ikuras Cult, started a small war, not nearly as large in scope and scale as the war with Iblees, but still enough to spread widespread bloodshed and carnage. In time, the Descendant races responded to this threat, and the three most powerful magical groups in existence at the time--Clerics, Shamans, and Druids--came together in order to imprison Ikuras. The Spirits, who were enraged with Ikuras for his dreadful cannibalism, personally interfered and assisted with sealing Ikuras away into the Crystal Key, which was kept in the mortal realm. The Key was passed down from shaman to shaman, until one shaman who was tasked with scouting out Asulon as a new home for the Orcs took it with him. In the strange new world of Asulon, the Orc was killed, whether from hunger or beasts, and the key was lost. It ended up in the hands of a monk named Gregory Adeveci, a follower of the True Faith of Oren, and studied it before it drove him mad. This attracted the attention of another Orc shaman, who had been hunting for the key. He took it and entrusted it to the group of beings he had created: the Lethani. The Lethani took care of the key for many years until it was stolen by the Ikuras Cult once again. When the stars were right, the Cult coerced a young Scourgeborn to willingly give her life in Sacrifice to Ikuras, freeing him from the key once more. The Cult The Ikuras Cult or al’Kfurl zu’Ikuras, has had two separate incarnations. The first cult was led by an elf maiden named Kknotos, and was far more powerful than the second incarnation, able to wage total war on the Descendant races and aided by three separate groups of beings, and an army of cultists. This incarnation died out after they were destroyed in the final battle of that war. The second incarnation began with a young electromancer named Trevor, who was foolishly trying to learn necromancy to resurrect his dead wife. He was pushed over the edge when the necromancers refused to teach him and the Lich of the Witch Woods destroyed his wife’s body, eliminating any chance of resurrection. With his mind thoroughly snapped, Ikuras spoke to him and ordered him to start a new Cult, first finding three other beings of great power and creating the Four Horsemen (a now obsolete idea). These positions were known as Vorrul, Kraal, and Siggourdnbad. There have been two Vorruls and three Siggourdnbads, but the position of Kraal has always been held by the Lich, who is also known as Kraal. The Cult’s first act was to steal the Crystal Key from the care of the Lethani, which earned them a gift from Ikuras in the form of the magic Phobism, of which Kknotos became a master of. The lich, Kraal, was also said to be quite competent. It took another few years until their first attempt to break Ikuras free on the volcano near the Cloud Temple, with the sacrifice of the Scourgeborn Dhaun’che. However, the volcano erupted at an inopportune moment and Kknotos was sealed in a bubble of hardened rock, shielded by the Crystal Key’s magic. Kknotos survived off nothing but the energy of Ikuras, growing even more mad than before. Upon being released from his rocky prison, he brought the cult back together and an alliance was made with the Dreadknights and Necromancers. When the cult arrived in Athera, they made their home in Embermoor along with the Necromancers, Dreadknights, and Wraiths. From this staging point they finally managed to break Ikuras free, granting him greater power in the world. Dhaun’che was sacrificed, but in the blast Kknotos’s soul was consumed by Ikuras. The other three horsemen, wishing him returned, asked Ikuras to return their leader, and he agreed on the condition that the Cult taint the Druid grove. They did so with the help of the massive Balrog, Vorrul. Kknotos was brought back into the mortal realm with no vestige of sanity and no recollection of his life before becoming Kknotos, thus destroying his motive of bringing his wife back. Kknotos led the Cult in a few more escapades, including the attempted creation of the Chelion Kravt, before succumbing to weariness and sealing himself inside a large crystal. This crystal is sometimes called upon for counsel, and gives dark prophecies in rhyme in the Black Language. Embermoor in its prime. After Kknotos’ disappearance, another man appeared claiming to be Kknotos, effectively taking his place. The cult kept operating at a slower pace than it had operated before, sacrificing to their patron spirit slightly less.. Rumours of the cult spread - of the cult being in hiding, or even dead. No one but the actual followers of the mad spirit knew what had happened. Another imbalance in the power hierarchy, as replacement for the horsemen couldn’t be found, and the new Kknotos abandoned his position as Embermoor crumbled into dust.. It seemed that the cult would be doomed at this rate, yet a new prophet appeared in the ruined fortress looming over Cerulin.. Dun’Sildur was the location in which the new leader was chosen - - - and a veil of mystery shrouded the cult yet again, as its members vanished only to be forgotten. (We were told to put our RP on hold until lore was revised and reviewed.) Kknotos, circa 1450. Power Hierarchy The cult used to be led by Kknotos and under him, the Four Horsemen (him being one of them). However, as replacing Horsemen has been found to be difficult, and the fact that many of the former Horsemen now find the name stupid, they have been removed as positions. After a few successive Kknotos’s that left the cult almost as quickly as they arrived, it was decided that this position would also be retired and replaced with two prophets, Akra-Serthek and Skaldn, the Prophet of Insanity and the Prophet of Fear. They are the secular leaders of the cult, and direct both its actions and the worship of the greater spirit. A third phobist is chosen as Ikuras’ final vessel; not as a secular leader of the cult, but as a guide to the prophets - The Sethorek. The cult now has a very simple rank system. Cultists: People that have come and sworn their allegiance to Ikuras. All and any are allowed in, provided they perform an initiation task decided by one of the Prophets. Ikaya-Frer: A rank that translates to “Mad Watchmen” these are people who are dedicated to the cult and have been gifted Phobism in order to further their service to Ikuras. Akra-Serthek, Skaldn and Sethorek: the two prophets and the guide. Al’bhaktal zu’skaldn The magic of Fear and Insanity (Phobism) Phobism, the twisted magic Ikuras bestowed upon his followers and the mad alike, capable of snapping the minds of those unlucky enough to find its users. Falling under the category of dark arts and deity magic, it gets powered solely by the spiritual energy of Ikuras himself - while there isn’t exactly a limit to it in comparison to the mana pools of the mortals, the magic itself is so corrupting that one can only channel so much of Ikuras’ power through them. Phobism as a magic works a bit like shamanism, except instead of telling the lower spirits what to do by gestures, you lend the power of the mad spirit itself and channel it to do the desired action with words from the dark language - calling it a prayer would be a fair comparison. The magic is only capable of doing the two exact things Ikuras governs over; fear and insanity. The possibility to tear the vulnerable minds of the descendants asunder and poison them with his maddening taint, or once again show them what it means to fear. Fear, the one emotion many descendants had already forgotten, is what the twisted spirit wanted to use to humiliate the mortals further for his own maddening games. Much akin to Ikuras himself, the phobists are capable of showing the definition of fear for those who come in contact with them. Phobism could be compared to limited illusion powered by a deity instead of the void, the difference is that the array of spells in the use of a phobist revolve around touching their desired target with their hands. In addition to the rituals used for imbuing the power of Ikuras into something, the spells the magic has are ‘Touch of Fear’ and ‘Touch of Insanity’ - both of which, in fact, are much like imbuing power of the spirit into yourself or something with certain consequences. As using yourself as a vessel for magic comes with a high risk, the spells naturally backfire easily. Each of the effects that the spells cause are temporary, and last for around 30 minutes or longer should the victim choose so, with the exception of some items imbued with the power of Ikuras. (For example, a blade imbued with insanity, would affect both its user and its victim.) Explanation and Effects of the Magic on the Phobist: All spells of Phobism have one trait in common; they require the user to touch the target with their hand. The spells are performed by summoning the power of Ikuras upon yourself temporarily with a chant in the dark language. A circular mark written in the very same lingo forms on the back of the hand of the caster, to signify that the spell has been activated. The circle also tells what spell is being used with the script, and what it will do. The mark will lay on its spot for an indefinite amount of time, depending on the skill level of its caster, and shall only fade when the spell’s effects have been cast on someone, in which case it transfers to them, in the form of a red, four pointed star. The phobist would then gain blackened veins, a sign that the magic has taken effect. They shall be unable to form another phobism spell with that hand until the blackness has faded. What is most important to understand about the spell, is that it is tainting a part of your body with a taint that can make one insane or fearful, and if it isn’t passed on, it will seep into its user. This brings us to backfiring. Backfiring: This is as simple as the phobist suffering from the effects that they had designated for their target, instead. If they are unable to touch the target before they are overwhelmed, the spell shall backfire. Their veins shall turn black, and they shall be unable to form more spells of phobism with that hand. Al’Yfad zu’Calfaxgno (The Touch of Insanity) With the chanting, and the pressing of a hand upon the target descendant within a suitable timeframe, the wrath of Ikuras would surge through the victim, rendering their minds incapable of normal thought. The target would fall to the depths of insanity. Roleplaying the insanity itself, is up to the victim - though the caster can give some direction in what kind of insanity it causes. Though, it is supposed to be something akin to temporary hallucinations and terrors, and paranoia - it is the taint of Ikuras afterall. Example chant for the spell; “Vireundzord al’gathan zu’Ikuras, o’kree do calfax.” Al’Yfad zu’Skaldn (The Touch of Fear) This spell is cast in the exact same manner as the touch of insanity, the only difference being that the chanted words are different. The effects of course, are different. The touch of fear displays something that the victim finds innately terrifying, showing both the caster and the victim the subject of fear. The opposing partner in roleplay, of course, decides what their character is afraid of, and the rest of the roleplay is up to the caster. Example chant for the spell; ”O’razi al’galthan zu’Ikuras, godar vokarl nuzk davu re’tzentir herlur.” Imbuing Rituals Imbuing rituals, consist of imbuing the power of Ikuras into an item with a ritual in which multiple phobists use their bodies to channel the power into an inanimate vessel to bind it in it. These imbuing rituals are the form of enchanting unique to the cult, and are very rarely used yet possible. As before, the phobists gain marks upon their hands when commencing the ritual, but a four-pointed star is not formed where they touch. Instead, the letters crawl off their fingers and onto the object, meaning that any versed in the dark script and language are capable of reading what exactly the item does. The products of the rituals are always hard to use, as their very point is to act as a cursed object, slowly taking their toll on the user and the victim. The effects of the imbuing rituals are limited to what both ‘Touches’ can do. The Imbuing Rituals cannot be performed on anything animate, unless a specific chant is yelled by all the phobists involved. Only then can a person be imbued with the powers of Ikuras, connected to him until it is seen fit that they are not. There may only be three of these people at one time; Akra-Serthek, Skaldn and Sethorek. Ikuras Summoning Ritual When all three chosen ones of Ikuras are assembled, a ritual may be had so that the greater spirit may be summoned. Once again, chanting must be done, and a large circle must be drawn or carved into the ground in the image of a four-pronged star. Each prophet must then locate themselves on opposite sides of the circle, at a point of each prong, with Sethorek being sat at any of the remaining prongs. If sufficient sacrifices are made (or enough fear/insanity is within a condensed area), Ikuras shall be pleased enough to present itself. Manifesting as a rift with an unfathomably large number of tentacles spewing out, and the screams and wails of a thousand mad voices, Ikuras releases a sensation of fear that is likely to rend even the hardiest of minds into momentary insanity. Tier progression; Even though the tier system isn’t exactly in use with the server right now, it’s easier to explain how the progression in mastering phobism works and helps with the time. Tier 1: Around one week in, the novice phobism user slowly begins losing their sanity, if they weren’t insane to begin with. In addition, they begin learning the dark language, as susurrations of words and even entire sentences in the ominous lingo pop up in their minds. They begin learning on how to bind the power of Ikuras onto their body, but hardly ever manage to cast a spell without it backfiring on themselves. Tier 2: A bit less than a month in, the apprentice phobist becomes capable of unloading spells of fear or insanity upon other people through touch. The spells remain on their hands for only some seconds, so it should mostly be used for restrained or bound victims. The users of the magic are still capable of thinking rationally, but their decisions don’t always seem like that - they are a bit crazy after all. Tier 3: Couple weeks after the first month, the caster has gained a bit higher immunity to the taint they cast upon themselves, becoming able to hold the spell for several dozen seconds - making it somewhat usable in combat, though with high risk. Talking to them might give away that they aren’t exactly in their sane mind. Tier 4: After two months of using the magic, the phobism is almost mastered. The time the phobist can keep their spell ready, is almost at its limit, a minute. They seem insane in their own way, usually unable to live with normal community. They may also take part in the rituals for creating cursed objects. Tier 5: After three months of using phobism, the dark mage has finally mastered the twisted magic. The caster can be a vessel for a spell barely over a minute without it seeping into them and backfiring. Their entire world seems twisted, believing in their own insanity to the extreme. The masters of phobism have a chance of becoming a prophet. Akra-Serthek, Skaldn and Sethorek Three of Ikuras’ chosen. The two Prophets who lead, and the one that guides them from behind the scenes. All three are linked to Ikuras via a powerful Imbuing ritual, and each have their own boons granted to them by the greater spirit they worship, so that they may carry out its tasks more efficiently. To all, they are bound to the immortal spirit of Ikuras, fed by his very power. They are thus made immortal. To Akra-Serthek, they are given the ability to surround themselves in a pervasive field of insanity, one which gradually affects the minds of those within until they are nothing but mumbling husks of their former selves. To Skaldn, they are given an aura of fear. All who enter it will feel their heart tugged with anxiety, and visions of that which they fear start appearing in the corners of their eyes. Soon after, they would see their greatest fear before them, and might even lose all sense of the world around them until they flee the fateful aura. To Sethorek, they are given a greater clarity than any other phobist. For it is their purpose to guide and act as a mind of reason amongst madmen, those with the title Sethorek are able to rid their minds of Ikuras’ maddening embrace. They are not made sane as normal men are, but they are capable of reasonable thought and deduction. (For both auras, the maximum range is about 6 feet in radius, but it takes a greater toll. A comfortable range would be 4 feet.) Red lines: Casting multiple spells at once is not possible at all. No ‘Fear hand’ on the left and ‘Insanity hand’ on the right. Attempting this will simply result in the spells backfiring immediately. ‘Holding’ a spell in the ready for a long time is not possible. The spell must be unloaded on the target before the tier-determined time passes, or it will backfire on the caster. If the spell is interrupted as it is being chanted, it will backfire on the caster - as the words are what keep the spell together in addition to the body of the caster. After each spell cast, the veins in the hand used bulge in darker hues - perhaps even black, signifying that the part of body can’t be used to channel the power for some time, meaning that mass-insanity can’t be done without a lot of phobists. What this means, is that only two spells can be cast before the phobist must rest for a bit, and their hands will be weak for that time. The spells can be ‘passed on’ through clothes, but not through shields or heavy armour. The effects of the spells can be purged/cleansed by clerics. The magic is limited as void magic is limited. The more powerful the effect of the spell, the harder it is to do. The more detailed the effect of the spell, the harder it is to do. Phobism Guide: Ex. T1 Phobism and Backfiring- Thomas stares at the man unknowingly sitting beside him, muttering a phrase under his breath as he attempts to flood his mind with insane thoughts. “Vireundzord al’gathan zu’Ikuras, o’kree do calfax.” he whispers. Almost immediately, his eyes widen, mistake realised. Thomas pauses for a moment, the hand that attempted to do the deed flopping uselessly as its veins turn a sickening black. Thomas falls from his seat, landing on the ground to his side, unconscious. Thomas shakes violently, the spell having backfired due to his incredibly low knowledge of the magic. Insane thoughts and images flow through his mind as he ‘rests’, looking as if he won’t be back up for a while in his insane and shaky state. Ex. T3 Phobism - Cal looks to the man he previously tied up in a chair, beginning to murmur a phrase under his breath as he stares into his eyes. ”O’razi al’galthan zu’Ikuras, godar vokarl nuzk davu re’tzentir herlur.” he murmurs, an odd symbol suddenly forming on the back of his right hand. The symbol glows a dark purple hue as Cal slowly moves his hand toward the victim, the palm of his hand pressing against his forehead. Slowly, a four-pronged, red star would well up in that very spot. Cal quickly steps away, the veins in his hand once again turning a faint black color, noticeable through his pale skin. The victim’s eyes suddenly begin to dart around the room, trembling in fear before he sets his gaze upon Cal. The man shrieks in terror, waddling backward in his chair with as much movement as he can, still bound in his chair. Additional information: While its immediate effects can, in a way, be mimicked through mental magic- it differs by being a lingering taint of the spirit. Similarly to the taint of other antagonizing parties made for generating events, it gives a curse-like effect, which isn't simply something in the realm of possibility with the form of illusion known as mental magic. Not to mention that it doesn't even work when the user can't see their target. While someone may argue that this is simply illusion regardless, it could indeed be viewed as an alternative of illusion magic, yet kept in tasteful borders within fear & insanity, and most importantly - out of the void. The magic is generally used as a part of the sacrificial rituals for Ikuras - instead of the victims being killed and executed, their minds are broken by the taint and they are left alive to generate more roleplay. Not to mention that there can never be too much dark magic :D this all being said, I will personally be very disappointed in the lore-team if the only thing keeping this magic from being accepted is that 'similar things can be done with illusion.' Thanks for reading!
  4. Whilst walking near the Thick wooded region, known as the Black Forest in Blackhallow, you notice a poster: The emblem of a rising sun is evident in each corner. You read the Poster: The Cult Of Iblees "The Gods cannot protect us" -King Heinrick as he died Are you tired of worshiping many different Gods? Do you find them boring and without power? Want to worship somebody with actual power? Unknown to you if any of them exist? All know of the God of Evil known as Iblees. All fear his power. However, some organisations support him! Including us: The Cult Of Blood. We are searching for people to join us in worshiping the true God: Iblees! We know all of Athera's good people have contemplated supporting Iblees. All those who do will be rewarded when Iblees finally breaks free and invades our lands! Those who support him will be rewarded above every other mortal. The Mighty shall tremble at his feet and the weak will be cast asunder. We have a facility protected by Iblees where we worship him. Those who join will be given missions and will join in our Mass. Obviously, we are a highly secret organisation and seek to protect our follower's identities. Therefore those who write their name upon the bottom of this sheet will only be required to write their initials ((And MC name)). They will then be give a new identity to ensure they are not purged by the followers of the false Gods. The Joining process is a long one, as we need to be sure of the loyalty to the true God. Those who write their names will be approached by one of our members. They will select a meeting place and all initiates must come alone. If deemed worthy, you will be granted a place among us! The triumph of Iblees is inevitable! Join us to shorten the process and earn your place as a servant of the one true GOD! Below, you notice a sign up sheet. There is space for you to fill it in! Initials: Race: Kingdom of Residence: ((MC Name)): Iblees Guide Us!
  5. The Cult of the Frozen Night You lay in your bed, consumed in a deep and peaceful slumber. You stir slightly as a rush of cold air enters your room, causing you to open your eyes. You may notice a window open, or perhaps a door left cracked open a little. You lethargically rise to your feet, looking around. To your surprise, you find a small sealed envelope on the floor. The envelope is sealed with red wax, a small ‘N’ pressed into it. The envelope feels cold to the touch as you pick it up and examine it. Do you open the envelope? (If you do, click the spoiler!) OOC Information and Application Purpose: The Cult of the Frozen Night is a group designed to allow players to participate in cult activities, raids, and other events with the official antagonist, the Black Scourge. Another goal for the Frozen Night is to provide fun villainous roleplay for everyone involved. Players who join the Cult will have an increased chance in joining the official antagonist, and may even learn magic, should they be dedicated enough! Ranks: 1) The Listener - Taking his or her orders directly from the leaders of the Black Scourge, The Listener is responsible for running the Cult. He or she has final say when it comes to promotion of the lower ranks, as well as recruitment. The Listener is also responsible for assigning tasks to The Seekers, and the Chosen if necessary. 2) The Overseers - Those known as The Overseers tend to be lower ranking Black Scourge members, although any in the Scourge may be eligible for this rank. The Overseers watch over new members, including The Chosen and The Seekers. Their primary responsibility is to allocate tasks and jobs to the lower ranks, as well as coordinate the other ranks in raids and events. 3) The Chosen - Composed of The Seekers who have passed a series of tests, The Chosen are the only rank which may be added to the Black Scourge. They are more trusted than The Seekers, and usually assist the Scourge in various ways. As a reward for their loyal service, The Seekers have more access to the knowledge and power of the Black Scourge. 4) The Seekers - These are the lowest rank of the Frozen Night Cultists. They have to do multiple things to prove their worth, which may include inciting violence, assassinating targets, burning structures, causing chaos, gathering information, spying and the like. Doing much of the “grunt” work, the Frozen Night heavily relies on The Seekers to maintain itself. To be a Chosen and advance in rank, they must complete a specific task chosen by the Listener specifically, to prove their worth, as well as finish any tasks given to them by The Overseers. Application (Must fill out to join. You can PM this to me privately if you prefer.):
  6. The City of VaerHaven, outwardly peaceful, and innocent, even with the recent regime change. But within lies the home of the Dread Knights and their cultists. They have been there for as long as anyone can remember, building, gathering, tormenting, and watching. With the sudden regime change, and Hold of VaerHaven is in the hands of Jarl Lachlan Mor Elendil, an Adunian. As this happens, posters are hung up around the hold, and around Anthos, and whenever one is taken down, another is pinned up by those unknown. Forces of the Iron Crown The Forces of the Iron Crown, located in the Tower of Dread and the Mountain Above it are in need of your help. Praise be to those in service, and those willing to join. It is up to you to protect VaerHaven and the Iron Crown in the Mountain Above. Those willing to serve should fill out a small form and pin it. Do so, and we will come. Purpose We exist to protect VaerHaven, and do as the Lord of the Iron Crown commands of us. Benefits ​Armor, weapons, a home and wealth can all be gained, in addition to vengeance on foes, and the protection of loved ones. Those who show true faith and loyalty may be taken on by Dread Knights to try and turn them into Dread Knights themselves Ranks Unblooded: New initiates get chain and leather armor and a weapon of iron. Acolyte: Chain and Iron plate along with an iron weapon, and replacements upon request. Disciple: They get iron armor, and access to the armory. They are to act as leaders of sorts and may assign tasks. Rules Violations of rules are punishable upon death Never question a superiors order, or a Dread Knights Never harm or steal from a brother or sister Address Dread Knights by "My Lord -name-" Address superiors by title and then name Do not harm or steal from an ally unless ordered Never forsake the Iron Crown Never join another organization Application Location: We are located in the Dwarven Hold of Urbem Terrore, formerly known as Dal'Cais. OOC Disclaimer
  7. (( Note: Dread Knight lore has already been previously accepted. I want to thank Blundermore for allowing me to carry on the group. )) [[ No more actual Dread Knights will be accepted. However, we do need cultists and mortals! ]] -- A sense of death and despair has surrounded the dwarven city of Vaerhaven. Children and adults feel the sharp sense of death clutching the town in it’s tight embrace. It is not noticeable on initial sight, but the eerie feeling stays all the same. A city once beautiful and mighty now has been plagued with something lurking within. For within the city now lies the damned, the betrayed, the forgotten, the cursed... and the dead. To those who have witness such, they've seen only their handy work behind them. Mutilated bodies and flesh strewn city floors tell tales of bouts of cruelty beyond normal measure. Others have seen warriors clad in armour of black, with soulless glares move out of sight at a mere instance within the mountains mist. (( Now the part you can not meta. )) Lore: This enemy though is an enemy that has been seen in the midsts of time before, back in the earlier years when strife was more abundant. A group of mages are to blame in their quest for power. "Blood mages" they were called, taking and forcing, they attacked the free peoples of Asulon with their assortment of magical abilities. It was not before too long that they created one of their most diabolical servants of yet. The Dread knights. The Dread Knights… out of all the creatures, beasts and malcontemplations that plague the halls of Lythien and its’ surrounding landscapes, these barren and gaunt men and women of zeal were the very form of what a soul becomes when it has been trapped and tortured for many years. Their creation came near to the beginning , after the first emergence of the Bloodmages. These men and women were one of the first few to make their stand, like many against the Bloodmages. Unfortunately for them... they got more than they bargained for. They were rash, some. Even going as far as to challenge Bloodmages in single combat. Going even as far as accepting the terms of combat that the mages gave... “If I was to so win this bout... Your soul will be forfeited to me until release.” So sure were these men and women of their own combat prowess that they accepted without hesitation, and the duel of fates ensued. Apon loosing the combat, the Bloodmage performed a rite of sealing apon the unfortunate near death warrior, binding his/her soul to the Bloodmage’s whim and freezing the warrior in place. A gaunt face overtakes their once proud looks as they become living statues. Doomed to watch over the Altars of the creator until needed. In all retrospect, this is a fate worse than death itself. The unfortunate Warrior is allowed to effectively “die” a slow and painful death within its’ own sealing’s. Flesh and bone allowing to decay as they stand dormant. But due to the sealings place upon them in life... they do not escape their fate in death. Their souls become bound to the armour they once wore. Even as it rusts and stains with age. Until effectively the Dread knight becomes the armour. The process is a form of “breaking” within its’ own right as well. Turning them till they are nothing more than harsh, life hating drones; “The perfect soldier “it seems. They hate and, love life with a passion. For they are not truly evil, just lost. They hate those that they once called kin out of jealously, that they should be able to live out their lives to the fullest whilst the Dread knight must live a submissive life as a slave. Bidden to do whatever his/hers masters tell it. But love it also, for they know that deep down, behind all the torment and bloodshed. They know that one day... it shall be life that sets it free from its’ shackles. It shall be life that challenges it to single combat, and it shall be life that slays it. They are relentless warriors, much like that of the fabled Paladins. Some even say that they are, or at least were paladins. Pushed into service as warriors of undeath. They will make up the main stay of militarian officer might within the Order of blood’s armed forces. Making blunt, horrific decisions that most right minded people would not. For the Bloodmages are still of our kind after all... they still feel emotion of all kinds. Granted there are some among them that have different ideas and morals, but that comes with individuality. As said before, the Dread Knight is a suit of armour. A walking suit of armour. Hollow within it walks this world as doom driven servants of the Order. So they do not take damage as how any normal person might. They will still feel the pain deep inside of them, that instinctive feeling of still being whole ever so mocks them. To the better part though, they cannot truly be killed by having their helmet taken off through decapitations or being stabbed with sword lunges etc… For if disassembled only slightly, but allowed to endure, the knight, with relentless zeal to carry out its’ master’s orders, shall rise again, rebuilding itself slowly, re-gathering the pieces of armour that make up its’ body and soul. Until it is finally again renewed. It stands to reason then that the only real effective way to “kill” a Dread Knight is to disable and separate each piece of the Knight. Until you are left with but a pile of broken armour. Allowing you time to escape, but slowly, and over time, it shall reform again anew... and ready to kill once again. Time went slowly in lythien, the plotting of the Bloodmages and the toil of their servants continued onwards, it was not until the Dread knights started to regain control of themselves that the tide changed. Rising up, they broke free of their shackles, a great battle rouse up within lythien as all things were put to the slaughter. Once the dust and fires died down, the remained but a few knights left standing, and no mages to be seen. Corpses littered the landscape around and little life was left to be seen. It was then that the knights departed back to their home land within the south of Asulon. It was not to be though, they were cast out by their kin, named "traitors" and "Heretics" and "unclean" by the new Religion of this Empire called "Oren". With a roar of rage they left the sounds of the life that was Oren. Left it far behind before coming across the forest path into Greywise. They vowed their revenge upon Oren, and swore upon themselves they would gain vengeance upon the simple beauty of life itself. The three existing Dread Knights made the trip to Anthos, and gathered slaves of mortal men to build a base of dread. It was there “Dread Lord Vladius Bile” passed on the sacred information of the Dread Knight ritual to the new Emissary of Dread, Aelor Dread. They are now in the rebuilding process, looking to form a small army of Dread Knights. -OOC- What does it mean to BE a Dread Knight? A dread knight is a victim of many cruel events in his or her life. Driven insane from the breaking process that is a dread knight. They are heavy, cumbersome creatures with souls as black as the void now and filled with hate. Notable attributes would be that they cannot swim, they are crude, they are not subtle in the slightest, that they still feel pain , rust can affect them and they are slow. However, they cannot be killed through normal means, they are very strong and they cause fear to those who look upon them. How do I join? The only way is to be taken in RP (with the approval of you of course) and to turn your character into one then. Note of course if you do become one there is no turning back, your character WILL be scarred forever and remain a Dread knight until release. (Basically think about if you really do want to become one, because this is a choice that you OOC'ly should not make lightly). What you must realise is the fact that becoming a Dread knight nearly always is more of a curse than a gift that any normal thinking person will want. The process will take at least a week or two OOC'ly to account for the time of transition between your character to dread knight. Do I need a VA? Yes, you do need a va and a VERY strong stomach because a few of the things we do are very gruesome to say the least. A VA of at least 2A,B and 3 will do. Any others are just extra fluff for your character. What are my personality traits going to be after I become one? A Dread knight's personality reflects the person who became one plus the revengeful hatred that comes with it. When RP'ing as one it is best to think of your character before, then apply those points to him. What is the RP like for a Dread Knight? Now, this is a big point, Dread knights are very heavy on the emotes and do not talk a lot such emotes as "Heavy foot falls stop as the lumbering knight comes to a halt" or "The Dread knight stares at you and you feel fear run down your spine at his very vigil". We are more of a theatrical group than a large conversational group. (What do you have to say really when you are what they are?) Do I have to be a dread knight? No, you do not have to be, we are a group that are all outcasts now, taking in the likes of liches, rogue mages, villains, the lot. I want to join: If so fill out this small app - MC Name: Character Name: Does this character already have a VA (Y/N): I want my character to be turned into a Dread Knight (Y/N): I want to become apart of your group because: What can I bring to this group? Time zone: -Members- Lord of Dread Aelor (Active) Dread Knight Magnus (Active) JtPv (Active) Octavian (Active) MrGreene (To be converted) Sindri n' Dukavari (Active) Myst (Active) Tsuyose (Active) Watyll (Active) Garrett Moore (Active)
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