Jump to content

Search the Community

Showing results for tags 'The'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Whitelist Applications
    • Accepted
    • Denied


  • 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


  • 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


Last Updated

  • Start


Filter by number of...


  • Start




Minecraft Username






Character Name

Character Race

Found 21 results

  1. The Adrian Resettlement Fund Issued by the Royal Bank of Númendil, 12th of Malin’s Welcome, 167 SA In the aftermath of conflict, the Adrian people of Veletz find themselves displaced and in desperate need of aid. Misled by leaders who sided with darkness, they now seek refuge and redemption. Your donations will help us offer solace to those who have suffered the consequences of war and deception. Together, we can heal wounds, restore dignity, and offer a new beginning to the peaceful Adrian people. Every contribution counts towards rebuilding lives and forging a brighter future. Join us in extending compassion and assistance to those who have endured so much. For a small donation of just 100 mina, you can provide an Adrian refugee with food and shelter. Together, we can make a difference! Contact a steward of Númendil to make a donation.
  2. EST 143 E.S. - Present | 1590 A.H. - Present NOD PEPEL, ASERE PODNIMAT’SYA From Ashes, We Rise — THE FALL OF THE PHOENIX - The Funeral of Nataliya Mariya Amador, Baroness of Mondstadt - Issued on the 9th day of Tov ag Yermey in the 486th Year of Exalted Sigismund. VA EDLERVIK, Let it be known that Her Ladyship, Nataliya Mariya Amador, The Phoenix of Amador, Baroness of Mondstadt and Kastellan of Immigration of Haeseni-Ruska, has this day passed on to the Seven Skies. She died of natural causes following complications after her most recent pregnancy and childbirth. The child, though small, seems likely to survive the tragedy and shall be named Theodosya as the late Baroness wished, and be granted the second name Nataliya after the Baroness. As is customary for the House of Amador, the House will enter a state of mourning until such time as her Funeral is concluded. Her Funeral will take place on Jula ag Piov, in the 487th Year of Exalted Sigismund at the Evarardian Basilica in the City of Valdev. We welcome all who wish to pay their final respects to our Late Bossiras. Her Coffin with be sanctified by a Priest of the Church, before being buried in the Ground of the Basilica, beneath the same tree as her recently fallen kin, Ser Karl Ruslan Amador. The Impact of the late Bossiras to the House of Amador can not be understated. Thanks to the efforts of herself, her mother, Olessya Amador, and her faithful sister Liridona Amador, the House of Amador stands today among the most spectacular families in the Dual Kongzem. She battled during the end-times of Almaris against the Mori’quesse;, she served the Dual Kongzem faithfully and loyally as Kastellan of Immigration. She leaves behind her Husband, Four Sons and Two Daughters, her Sisters, Mother, Father and all the rest of her surviving kinsmen. We Honour the Bossiras that reignited the flame of the House and returned the House to the Nobility within the Dual Kongzem of Hanseti-Ruska. Let it also be known, as per the wishes of the Late Bossiras, that Professor Albus Amador, the Chronologist of the House of Amador and Son of Radmir Amador, shall act as Regent, until the eldest son of the Bossiras, Henrik Edvard Amador, now known as Henrik III, comes of age. We request time to Mourn the loss of so much in such a short blink of time. FROM ASHES, WE RISE. IV JOVEO MAAN, Professor, Albus Amador, Regent & Chronologist of the House of Amador
  3. THE EMBER PROTOCOL 2 MENSIS OVENITIUS 1930 By the grace of GOD and his Three Prophets, we who have willed our covenant’s survival through the Great Expulsion shall duly endeavor to again act as the bulwark of Humanity. To those of pious virtue we compel thee - blow upon our embers and watch as the pyre swells. DEUS VULT, Grand Inquisitor Stefan de Burnett OOC: Friday. August 4. 2023.
  4. [T3] ST. CAIUS’ SHIELD [RARE] BACKGROUND Due to the need to combat the ever increasing influx of curses within their community, Lector Alchemists conceptualized and developed St. Caius’ Shield as a means to provide an alternative and practical method for remedying supernatural afflictions. RECIPE BASE: Liquid Mana + Shredded Gold Leaf Aether | Purity [x3] Aether | Vigour [x3] Aether | Clarity [x3] Aether | Peace [x2] CREATION One must first shred up a leaf of aurum, and add it thoroughly to a measure of liquid essence. Once the base is prepared, the Alchemist must add a measure of three “Aether | Purity” symbols, mix thoroughly, and allow it to rest for the duration of a narrative day. This will cause the mixture to become a dull orange, regardless of the liquid mana’s original hue. Now that hue of orange, the Alchemist must then mix three “Aether | Clarity” symbols into the concoction at a simmering low heat. This will brighten the mixture considerably, altering its hue to that of gold. Lastly, the Alchemist will add a measure of two “Aether | Peace” symbols and allow the mixture to bask in the light of the sun from dawn until dusk. By the end, the golden liquid would begin to refract with a radiant sparkle. Once the potion is fabricated, it may be combined with sawdust to make incense, wax to create a candle or other aesthetic tools that would facilitate the burning the of the potion. For example, one could even utilize a lamp burner or a censer. EFFECTS When set ablaze, this golden elixir's fumes would aid a descendant in purging the effects of Minor Hexes, Cursed Idols, Shaman Hexes that affect Personality/Emotion, and phantom Possession/Gheistreach. Saint Caius’ Shield’s slow-burn effects necessitate a build up of approximately one narrative hour or [10] emotes in order to become potent and will encompass an area of 3x3 blocks. The consumer, should they suffer from these maladies, would begin to sweat furiously as they develop symptoms of the “Westerlandic Flu”; this includes a high fever, nausea and a frailness as their body is placed in a state of immunal fight for the duration of that hour. REDLINES St. Caius’ Shield will ONLY combat the effects of Cursed Idols [Naztherak] and Minor Hexes [Mysticism], Shamanist Hexes that affect Personality/Emotion, and Posession/Geistreach by Phantoms. St. Caius’ Shield is a cure, not a vaccine. This is to say that this cure resets an individual to “zero”, and will not protect them from further cursing. St. Caius’ Shield will NOT affect the curse of the Corcitură, soul-burn inflicted by Malflame and nor will it affect the traits of Cursed Children. St. Caius' Shield will not mend the warping of a soul from a curse tethered to a CA of any type. This is to say that if a CA requires a blackmarking of their soul to be made or operate, this potion will NOT counteract their own corruption. St. Caius’ Shield will NOT overpower a curse inflicted by contact or proximity should the consumer retain said contact or proximity. This is to say that although curses may be remedied, the user will only be cured so long as they do not remain under the influence of an object or substance. St. Caius’ Shield’s “Westerlandic Flu” will NOT take effect on those who are not experiencing the malady of a curse or necromantic disease. This means that one cannot use this potion to induce fever or frailness in others as a means of poisoning. St. Caius’s Shield’s “Westerlandic Flu” will cause an individual to become too weak to fight adequately, becoming significantly weaker and sickly. This is to say that one should not powergame through the illness if consumed during combat. Although this potion is intended to be burned when combined with other substances, the substance itself is not easily combustible and requires an implement. This potion is a T3 potion and its recipe is considered RARE knowledge. This potion's effects may be determined by the presiding ET in an event setting, should a custom curse be implemented. This potion requires ST approval. [OOC] PURPOSE In recent weeks the Lector player group has encountered numerous cursed individuals who were unable to be helped despite their requests. It forced us to send for Valannor’s paladin constantly which not only delayed RP but inconvenienced him. With regards to the potion itself, I took inspiration from the curse purging precedent of Muritor Elixir and the ability for alchemy to thwart ghostly abilities in Sigismund’s Candles. Likewise, Spoon’s recent Null Arcana addition utilized Liquid Mana to disrupt magic, which I think can be made consistent here. I also added “Necromantic Diseases” as an ailment that can be cured since Necromancy lore mentions alchemical or homeopathic cures but does not specify which would do the job. Further, while reading and transcribing cursed items into the Lore Pixel Project, I realized that Paladins truly maintain a monopoly on curse purging on this server. Templars lack this capability and there are currently no Clerics or Ascended to aid in this capacity either. I believe that this addition would allow other player bases, including ones who engage in spook RP, to remedy curses without relying on Paladins. CHANGELOG - Added Redline: St. Caius' Shield will not mend the warping of a soul from a curse tethered to a CA of any type. This is to say that if a CA requires a blackmarking of their soul to be made or operate, this potion will NOT counteract their own corruption. - St. Caius’ Shield will ONLY combat the effects of Cursed Idols [Naztherak] and Minor Hexes [Mysticism], Shamanist Hexes that affect Personality/Emotion, and Posession/Geistreach by Phantoms. - Added Redline: This potion's effects may be determined by the presiding ET in an event setting, should a custom curse be implemented. - Added a requirement of "Aether | Vigour x3" [32 Redstone] to the recipe. - This recipe now requires ST approval. - Modified the description to reflect the redlines. - Added Redline: Although this potion is intended to be burned when combined with other substances, the substance itself is not easily combustible and requires an implement. - Modified the creation and description to include a combination with flammable implements in order to cause the potion to release potent fumes rather than requiring bodily consumption.
  5. The Red Sun Raised in slavery the founders of the Red Sun understood one thing; The ones that are able to endure the greatest pains in life are the most worthy type of individual you can find. The Red Sun is a Slaver Organization that is formed mostly of ex-Slaves. When they capture slaves they divide them into two groups; the ones for sale or to use as servants, and the ones that have a chance at becoming members of the Red Sun. Loyalty: Members of the Red Sun are not loyal to anyone except their fellow brothers. From time to time they would fight in a war just to protect the ownership of the land they are currently inhabiting. Race: The Red Sun does not take into consideration the race of its members. No member would be treated differently based on their race. The most common races in the Red Sun tend to be the Uruks and the Humans. Religion: The members of the Red Son are free to worship any god they please, except for Iblees and other evil deities. Joining the Red Sun: When a slave shows interest in joining the Red Sun he/she is sent with a brother to capture another slave. Once the slave is captured the slave taking the trial has to take it back to the encampment. If the new slave is accepted the slave taking the trial has to eat the heart of the captured slave to show his/her dedication to the cause. Order of command: The Red Sun is commanded in secret by the Lord of Chains. The Lord of Chains sends his/her commands directly to the Voice; an individual elected by the brothers to connect to the Lord of Chains. Branding: Slaves of the Red Sun are branded with a hot iron an X inside a circle ; ⊗ ------------------------------------OOC--------------------------- If you are interested in joining just say so and we will come in contact with you.
  6. Event Planners, MC Names: EbonsquireEvent Type: RP | ExplorationYour Timezone: EST -5, Midwest (Indiana)Affected Groups: It's open. Any group may come, though 6-8 people is the recommended amount.Event Location: Northwestern Coast of Asul Summation: The Helderenberg is a mighty vessel, built from burly, dark wood and strong ferrum nails. Love and sweat was put into this ship whose course was set for Balanak Peak, an island some ways away past Axios in the middle of the eastern ocean. The living quarters were of adequate quality, fitted with a desk for each crew member and relatively comfortable bedspreads. A good twenty rooms in all did the ship have just for the main crew. But they were nothing as grand as the captains quarters! A king-sized bed, a desk with enough area on the top for doing some heavy duty paperwork, a great view of the ocean, and other such amenities befitting a nobleman. But, oddly enough, there were twenty-six members on this ship, and not twenty-one. And twenty-six rooms. in total. Unfortunately, the Helderenberg managed to go completely off course and collided with the sun-scorched sands of northern Asul instead, that once wondrous ship becoming a capsized mess along the beaches. Well, not really. In fact, it managed to remain relatively intact after impact, tough as the damn thing was. But nothing stirred. And there were twenty-six rooms on the Helderenberg. And now there were five members, who similarly did not stir. Concept Images/Screenshots: What help do you require from the ET Actors or Builders?: I'll need help building the ship -- it shouldn't be too large or too small. Should have 4 larger quarters 20 small quarters, a storage room, and a captains quarters along with a few others for the crew at least. Will also need actors, which can be a combination of non-ET players and ET.
  7. The Nether's Boon It is known that the Dark Arts are seen as repulsive in the eyes of many. It causes some to writhe with hatred or spit at the surface by simply having a name of a grotesque magic be uttered into their ears. It breeds conflict if one were to publicly mention their support of it, a man who was once tranquil may even lose their sincere state of mind if they were to stand before a proponent of the Dark Arts. Even the most content among men will find their lust tempting them to tap into such prohibited practices. Shades, necromancers and those alike have all been tempted through either weak minded thoughts, pursuits of power, or reasons that they themselves don’t know. The Dark Arts were passed down from the loathed Iblees to mortal men, spreading from troubled minds to pure souls, evolving and advancing one step further when one generates an interdicted spell. With each passing year, magic from the minds of the ill grow stronger and newfangled arts sprawl from the minds of the great and the unhealthily curious. Yet, as the more fiendish side of the Descendant races continue to expand their wicked arts, some older arts tend to die. These old arts were buried among other arts void of practitioners. Even the eldest Art that had greatly influenced other taboo practices was a victim of this cycle. However, there do exist minds so curious, that they seek to traverse back to the source that sparked this domino effect, for reasons that may grant them fine power, additional wisdom, and prime knowledge. ------------------ The Undead were a malignant group. They had utilised the great and substantial powers of their figurative father, Iblees. They brought twisted horrors into the mortal realm with little consideration of the consequences. Repercussions were null to them as long as they pleased the entity of the hand that fed them. Each Undead carried out individual tasks in an endeavor to please the Defiler. None, bar a certain few, had disappointed their leader. The Undead shared havoc with the Descendants when they were nearing the end of their reign, this led to the amounted peak of their conclusion. In a march towards the Druid’s Grove, the remaining Undead and The Deific Shadow tossed aside the druids that made themselves present in an attempt to defend their once pure terrain. With struggle and livid determination, the Undead managed to infiltrate the Father Tree. Within the grand organism, a manifested Iblees conjured the Axe of Krug into his midst and had it meet the body of Lillith Winterleaf. This divine instrument which met sinful hands, soon came into contact with the Aspect Stone. Once the distinctive weapon having connected with the special stone, the object promptly crumbled before the might of Iblees. Though the Undead did leave their mark of grotesque taint upon the Druid’s Grove, it came with the cost of their once admirable power. Fortunately for the descendants, what they knew as baleful agents of Iblees, all eroded back to their petty mortal forms. The loyal servants of the Betrayer had lost all memory of their ignoble drudgery. Though, two individuals were free from this downside -- two of Iblees’ highest soldiers. Joseph and the ***** Sprat were gifted the boon of recalling vague occurrences during their unlife. Within the foundations of the soul of the accursed ex-Prophet, lay a very delicate correspondence to him and the infernal underworld known as the “Nether”. The frail Elf was quite oblivious to his relationship with the hellish plane, an indirect link to the infernal regions lurked in cryptic regions of Joseph’s knowledge. For weeks, Joseph was riddled with despondency thanks to his peer’s death. In his state of dejection, he went to hiding in a location that was not known much to the public. In the noiseless vicinity, Joseph scratched at the walls of mystery for weeks in attempt to fathom what ghastly soot stained his soul. Incoherent exasperation filled his mind. However, he eventually came to the realisation that such emotions were developing fissures in the highway that led him to his objective. He concluded that he must commit himself to days free of distraction emotions in order to dissect what clutched at the core of his being. Meditating, pondering and theorizing consumed most of his days -- Fortunately, his efforts bred results. This watery relationship he had with the Nether soon evolved into something viscous, something that held density but did not easily remain in Joseph’s grasp. Akin to an unannounced bolt of lightning, during his meditation, Joseph had witnessed a virtually indescribable region of the Nether. The murky, twisted environs that filled his eyesight were essentially unidentifiable. The diabolical and distorted landscape broadened Joseph’s cognitive horizons. The visions brought nostalgia to him, both longing and joy befell him. However, before he could completely relish in what his patience delivered, a boundless amount of memories flooded the entrance to his mind. The mass experiences that all occurred in a rapid succession within his mind was far too overwhelming for him to handle. Similar to a household being loaded with copious amounts water, some portions of those memories remained (despite being unwelcomed), while other portions were forced to exit the construction that was Joseph’s psyche. With this bizarre happening, he was quickly broken down into a comatose state. Unexpectedly, after regaining his sense of self, he had garnered the ability to fully recall his nefarious doings from his time as an Undead grunt, to a Zealot and finally to a short lived Prophet of Iblees. The isolated Elf was practically reborn in mind and soul, an ever-burning and eccentric sensation flickered in many areas of his form. Fiendish knowledge which was lost to him, found its way back to the ex-Undead. Despite his efforts, he still wasn’t satisfied due to the fact there existed no confirmation of the deity he still remained devout to being present. Regardless of discovering his newfound prowess, he was still concerned for the confirmation of Iblees being existent. He had wasted time wondering whether if his deity had been deceased or vanquished from his own realm; for he could comprehend a connection to the Nether, but not Iblees himself. Joseph was brought to a perplexed state, he wanted to serve what provided him a purpose. Yet, the alienated Elf was not sure if the Defiler would even approve of his actions of tampering with the Nether. With his concrete link to the hellish underworld, he tried to delve further into the ominous realm. His mind was beating about in its place as he continued to expand his eccentric endeavour. He desired to locate the whereabouts of his praised and fallen Daemon. But, with his limited connection, he was only able to pick on Iblees’ existence on a metaphysical level. Though, that was he assumed to be Iblees due to the immense and overwhelming clutch that held a vague yet wicked grip Joseph’s limited mind. Visibly, he couldn’t notice him. But on a level of abstract comprehension, he was capable of pinpointing his existence. And beyond the Defiler’s existence, Joseph gathered information of other entities that were inhabiting the Nether -- weaker, yet still sturdy beings. The grim vibe these underlings of the Nether set a familiar taste to Joseph’s buds of thought, their souls were stagnant in the the unholy grounds of the Nether, the nigh-spectral lifeforms were seemingly untampered with. After being worn and well aware of multiple existences in the Nether, he grew satisfied with this experience to take note of and promptly he cut his tether to the underworld. It was until the next day, the Elf was approached by another entity that was ethereal, it was far too familiar. No mistake was open to be made. There was something he had felt before, which had clutched at his mind, it bore the power to pluck away at the strings that held his mind together. However, this recognisable, antagonistic force did not do such things. Instead, it spoke. A misanthropic weight clung to these words which fell upon the Elf’s befuddled mind. The voice that resonated in his head was none other than the being which Joseph had proudly served. The voice, that resounded throughout Joseph’s mind held such an iron hand that it pinned down the bewildered Elf in place. No external forces prevented Joseph from trying to move, it was merely the voice of malignant influence that weighed him down. The words that were spoken left acidic spittle of turpitude that seeped through the confines of Joseph’s mind, it instructed him to submit to this force. Be one with it. Accept it. Understand it. Any form of resistance Joseph tried to put up was crushed by the words that carried such an unchallenged strength to them. Not only the words of great influence affect his mind, but it chipped away at the foundations of his soul. The soul of the man, who drowned in the abysmal waters of consternation, was being dislodged. Joseph no longer owned what made him ‘pure’, such an invaluable possession now belonged to The Defiler. The renewal of a forgotten art. This reformation of first generation necromancy has finally stepped foot into land for a second time. The unholy practices under the name of The Betrayer has spawned to offer wicked events in the mortal realm. The art, while considered an ungodly force from such a great being, does not leave its user without any harrowing consequences. While bearing the name “first generation necromancy”, one would expect it to carry a propensity for having more power than Second Generation Necromancy. However, that is not truly the case. Second Generation Necromancy and First Generation Necromancy may seem similar in some aspects, but the pair do share very different ways of functioning. The Summoning/Connection process. 1. The Vocomancer summons taint from the Nether (through the proper channels) to open the Nexus. 2. The Vocomancer then enters the domain of Iblees, utilising their link to Iblees as aid to garner their required tools from the Nether (essentially taint). 3. After mustering enough taint required from The Betrayer, the Vocomancer then makes use of the The Betrayer’s boon in order to bring forth something of their desire within their own power. 4. The Vocomancer will then release whatever power they have manifested into the mortal realm, as a product of Iblees. 5. Once the product of taint is released, the Vocomancer is free to do as they please with their spawn or creation. However, the user must bear in mind they do not have complete, direct control over their ethereal entities; for unlike SGN, the minions of Vocomancy are not a product of life force which is from the user’s self, but a product of the Nether -- a realm which is constructed by Iblees. Mechanics: The magic’s ability is to summon most products of taint from the underworld. Imagine the performance of Vocomancy as a blind person painting. The FG Necromancer doesn’t understand what exactly they are doing or how, just as a blind person cannot see what they are painting and are unaware of what they are producing, however they know they are doing it and are given instructions on what to do. These instructions come from Iblees himself, functioning as a pseudo-canvas and Taint functions as the ‘paint’. When the user is done with their ‘painting’, they can finally bring it into their for all to see Additionally, a Vocomancer can prepare rituals for Iblees’ gain. The source of the hand that feeds them cannot go unrewarded for what marvelous strength it provides. By arranging a ritual, an unfortunate soul can be sacrificed for Iblees’ benefit. A ritual can be prepped in any desired location of a Vocomancer. If an individual is slain as a result of the ritual process, then it is up to the player of the victim to decide whether their death is to be a PK or not. If a perma-kill occurs, then their soul is to successfully be set in the hands of Iblees. This magic consists of a blend of spells from the three branches of the Undead, the Devourer branch, the Obliterator branch and the Blighter branch. The user will be capable of spawning beings from the Underworld, make use of Iblees’ wrath in the form of bolts being hailed from the sky, manipulate deathly miasma and flames from the Nether and soothe the wounds of others. Unlike before, this style of Vocomancy does not entirely focus on the utter, senseless destruction of the Descendants. Because of this, there now exists only two branches: The Priests of Iblees and The Soldiers of Iblees. The Priests of Iblees are the ones that bear the potential to alter the opinions of those who originally loathed the Daemon thanks to their given prowess. They are mostly provided with the spells from the Undead’s Blighter branch. They are gifted with mending the wounds of those who are tainted, or fall under the definition of ‘tainted’. They are capable of manifesting miasma and summoning only a fair amount of entities from the Nether. They are not fighters. Akin to the Blighter Branch, they only exist to wile others into finding trust and keeping trust in Iblees. The Soldiers of Iblees are those who possess formidable strength, they are examples of Iblees’ prowess. They may not be capable of swaying others into following Iblees so easily, unlike the Priests of Iblees, but with their strength alone they are able to give others a taste of what happens if one were to oppose Iblees. They are capable of summoning a fearful number of beings or a fearful being from the Nether. They are gifted with casting dreadful lightning from the sky and are able to produce vehement flames from the Nether which consume the life of opposers. Similar to the Obliterator branch and Devourer branch, they only exist to display Iblees’ power, fending off any who are seen as adversaries and protecting those who are seen as allies. ‘Taint’ Mending (Exclusive to the Priests of Iblees): The Priests of Iblees are granted this altered and watered-down Blighter branch spell, which was originally used in order to keep the forces of Iblees alive. Now, such a spell exists to not only benefit Iblees' wounded acolytes, those who are 'tainted' as well can fall under the effects of this modified Blighter branch spell. Additionally, no agent of Iblees would be able to effectively convince others to follow the will of their overseer, without being able to display that their deity now has but a tinge of being capable of lending aid in the most efficient form. Individuals who are ‘tainted’ are the only ones who can mended by this spell. In order for a Priest to execute this spell, they must make contact or be extremely close to making contact with the being of ‘taint’ they wish to aid. A viscous liquid that resembles the ichor of Iblees will be formulated from a Priest’s hand, if the ichor meets the desired target of the Priest, then the rich ‘blood’ of Iblees will alter its form to match the original lost body parts of the victim that bears 'taint'. If a hand of a tainted being were to be lost, then the ichor of Iblees will function in a sentient manner once it comes into contact with the severed hand. The liquid will try to imitate what the lost limb once was, it will firstly assume the shape of the lost portions of the hand in its liquid form, then it will begin to alter its substance to resemble that of flesh. This will require the priest to continue producing more of Iblees' ichor until the hand has fully recovered. If a tainted individual were to be harmed by Holy Fire, then consuming the ichor will be most suited, as it is taint given form. The victim of lost taint will not be promptly rejuvenated, but the speed at which they recover their taint will be heightened. Additionally, ruptured organs cannot be mended by this spell, poison and other deadly toxins cannot be removed the system of a tainted being and mental impairments cannot be repaired. Those healed will be left with slightly grotesque welts and minor bruises that will recover over time, this indicates that Iblees is not the one to be especially relied on for aiding those incompetent enough to end up hurt and all those that are lent his aid will also experience his affliction. However, much like oil meeting water, the ichor will simply run off the body of an injured victim who is free of 'taint', refusing to blend with the pure being. An example of those who fit the definition of ‘taint’ goes as follows: Wraiths Dread Knights Wights Those who have certain noteworthy intent that may appease The Betrayer Necromancers Ghouls (Please note, this is merely an example of what kinds of individuals can be mended. Those who actually bear any form of actual taint, can fall under the effect of this spell.) At tier 1, a Priest of Iblees will only be capable of healing extremely minor cuts. Up to tier 5, a Priest will be capable of recovering a lost hand. Nether Spawns (Usable by both sects): Nether spawns are beastly fiends which reside within the Nether. They are very frequently abnormal or misshapen creatures, never the same as the last and, unlike any other summoning magic, cannot be controlled. Nether spawns are quite literally Taint given form. They are ravenous, unruly, and mad monstrosities that raze and ravage. But just as the other effects of Vocomancy, they do not harm those which are tainted or that which is comprised of Taint just as it does not harm them. They are blind to their summoner and spawned brethren, only seeing them as other products of the Nether. They do not outright harm their ‘allies’ but are definitely not ones to be careful either. Their eldritch bodies are their weapons and what which isn’t corrupted by Taint is their target. Novices who decide to spawn horrific entities from the Nether will only be able to bring forth something as insignificant as an inchworm or insect, unlike a novice Second Generation Necromancer, who can raise something larger such as a dead rat. (A 'tier 5' Vocomancer user can summon a maximum of 5-7 humanoid beings or one large abomination of flesh from the Nether, whereas a 'tier 5' SGN user can raise 12 humanoid beings. A Vocomancer user can summon beings on a whim, whereas a SGN user will have to kill the living to actually garner 12 corpses. This is why a Vocomancer can summon less than a SGN user, for the sake of fairness.) Additionally, much like a Conjuration user summoning a Primordial, both Priests and Soldiers of Iblees can bring forth creatures that bear properties of the Nether. A standard summon of a creature from the Nether might be maintaining decayed flesh and nothing more. However, advanced acolytes of Iblees can go further than just mere flesh sustaining their creatures. They can be capable of having their summons bear 'flesh' of any compatible material from the Nether. This will of course, be more of a demanding spell for Iblees' acolytes. For example, beings of netherrack can be set ablaze by any fire present that makes contact with their skin, though due to the properties of netherrack, the creatures made of this hellish material are bound to be slightly more fragile than their flesh ridden counterparts. Beings that bear the properties of soulsand become much harder to slay, yet their destructive prowess is not as intimidating as beings of netherrack or actual creatures of flesh. It is worth noting that Priests of Iblees can only summon a maximum of 5 humanoid entities from the Nether, while Soldiers of Iblees can summon a maximum of 7 (The larger the body, the smaller the number. The smaller the body, the higher the number). The numbers become lessened if they were to produce organisms that hold properties of the Nether's materials. The cast time of this spell is akin to the time it takes for a conjuration user to summon an entity from the Void, roughly 3-6 emotes will be required for a satisfactory spell attempt. Nether’s Flame (Exclusive to the Soldiers of Iblees) Similar to that of a pyromancer, the flames created from the sheer hatred of Iblees alone are channeled towards the user. It is up to the user to decide where they redirect this embodiment of The Defiler’s loathing towards. The flames that are spawned from Iblees act in a way which can be considered Holy Fire’s polar opposite. Instead of seeking to eviscerate taint like its counterpart, the flames from the Nether ignore such things and instead aim to use its own tainted properties in order to devour the lifeforce of a victim’s body. The flames will persist until its target is utterly void of lifeforce. It can only ‘burn’ organic matter, which causes decay and emits a substance akin to smoke due to the evisceration of lifeforce. Once it comes into contact with non-organic material, it causes it to dwindle and wither away into ash. However, more sturdy materials such as stone won’t be broken down at all. Depending on the limb the flames have taken a liking to consuming the life force from, the skin is likely to blacken to the point where it resembles an ebony black pigment. The afflicted limb may be rendered permanently disabled if the victim were to survive a continued assault of the hellfire, for the life force from the victim has been forcibly eviscerated. Healing from Clerics/Paladins/Ascended can undo the damage. The cast time for this spell is similar to that of a Fire Evocation spell. Roughly 2-4 emotes are needed for a satisfactory spell execution. Iblees’ Lightning (Exclusive to the Soldiers of Iblees) Bolts come down from a baleful sky once an agent of Iblees makes use of this spell. When a Soldier of Iblees calls forth for the clouds to gather, the once uncontaminated sky becomes populated with a mass of opaque, ebony clouds. Compared to the rest of the tools at a Necromancer’s disposal, this spell is fairly simple. If successful, an array of bolts will descend towards the surface they are directed to, leaving behind a mark that indicates the ire of The Betrayer. It is worth nothing these bolts are not attracted to metal or water, but instead the flesh of Descendants. These are bolts that come from The Defiler and anything that is spawned from his domain is known to seek out the demise 3-5 emotes will be required to execute a satisfactory spell. Miasma (Exclusive to the Priests of Iblees): Miasma is a thick, cloudy haze of lime green and black mists. Its foggy consistency makes it nearly opaque, the miasma acts like a harming smokescreen and therefore cannot be controlled, only directed. It is most fatal when inhaled, but can also be damaging if it makes contact with skin. It of course, saps life force, the rate at which it consumes life force is determined by how much miasma is coating the victim. It varies from being nearly useless to causing its victim to simply be uncomfortable at ‘tier 1’. Though, with more practice over time, the cloud of miasma will be capable of causing immense pain, minor paralysis, and bleaches the skin and scars with causing ulcers and blisters. (This will not be as powerful as Undead Miasma, it will be akin to a necromancer’s drain, without any benefit to user. It can only reach a maximum of roughly 4 metres) This spell should be treated much like a Necromancer's drain. 2-4 emotes will be required to execute a miasma spell properly. Soul displacement (Usable by both sects): Through aptly manipulating taint and the link to the nether, a user becomes capable of generating a ritual to further Iblees’ goal and his prowess. This will require the aid of other Vocomancers that are also adequate in performing this spell. If enough space is present, the user will be formulating a crooked shape of abnormal proportions with an outline bearing a lime-green pigment tainted with hues of ebony black. The area surrounded by the peculiar shape will, over time, have its appearance be distorted to represent the likes of the Nether. Sand and its delicate texture will turn to malformed soul sand, wood will have its appearance altered to look much like obsidian, dirt and grass will have its aspects degraded to netherrack and so forth. It is much like tearing a vicinity of the Nether itself into the mortal realm, the specific vicinity is a place where only Iblees can act. If someone, a sacrifice, were placed within this corrupting shape, their souls will be ripped from their being by The Defiler himself, soon relocating itself in the hands of Iblees. If Iblees does not obtain a sacrifice within a certain period of time, the Vocomancer is at risk of having their connection with Iblees severed. Approximately 7-12 emotes will be required to make a satisfactory execution of this spell. Sever (Usable by both sects): Severing is the act of a master Vocomancer severing the connection of a Vocomancer to the The Betrayer. In a similar act of Shade magic, only a skilled tutor may disconnect ineffective soldiers of Iblees. Through the approval of The Betrayer himself, the experienced Vocomancer is capable of disconnecting those who prove to not aid anyone. Roughly 4-7 emotes will be required in order to execute this spell. A Vocomancer's (expected) endgame: A Vocomancer must adhere to Iblees’ code of conduct. He is the one supplying them with his power in the end and therefore as a cult to an aengudaemon they must serve their master with the intent to achieve his goal for him. Ater Caelum is Iblees’ end goal, meaning Vocomancers are merely pawns for Iblees to fulfill his goals. One who betrays the efforts of Iblees will be an marked an enemy, be it a Vocomancer user, a cleric, or an everyday commoner, they will perish under the name of Iblees. Note: This is a deity magic. Red Lines - As it is known, taint does not affect tainted beings. This means that Nether spawns and spells alike will not harm tainted entities such as Wraiths, Dread Knights, Shades, etc... However, Nether spawns can be commanded directly by their summoners to harm specific individuals. - Exceeding the limit and/or size of nether spawns is powergaming, even if it were to occur in-character, the user will most likely be under a mass of stress. - Vocomancers are tainted, they must react properly when coming into contact with holy magic. The player of a Vocomancer mustn't treat Holy Fire lightly, since it will eat away at their tainted being. - The one rule that applies to all magic also applies to this magic, if someone were to significantly interrupt a Vocomancer during the preparation of their spell, then the manifestation of their spell will come to an abrupt end. - Edit - Ater Caelum "This is the name for Iblees’ end game goal. “Ultimate Goal: Iblees wants to overthrow the Aenguls and Daemons. He wants to corrupt, rule over, and bend them to his will. The mortals are just in the way. Iblees wants to become the Arch-Soul, the Prime God over the Archdaemons and Archaenguls. Essentially he wants to become the Creator and all powerful by making all the Archaenguls and Archdaemons underneath him. Iblees believes it's what the gods do; they want to be stronger than the rest around them so they can be safe above others. Divine survivability. And as Archdaemon of Ruin, this appeals to his desire for ruination. To dissolve the established order (or lack therein) of aengudaemons with their own will and their own purpose. Iblees would degrade this and bring them all under himself. But, note, Iblees is the ‘villain’ of our tale and is likely to never succeed in this goal, albeit it is possible should we wish for some form of lore-wipe where numerous things disappear or change. This being his take on the truth, Iblees wants to become the Creator / Arch-Soul / Prime God to ensure his own success but the implications of that are far from what most other aengudaemons believe, thus their frequent opposing standing. Should this come to be and all the Aenguls and Daemons are under Iblees, there would be no cataclysm or apocalypse for all existence. He doesn’t want the death of everyone and thing, he wants power to have his way, and his way once in that position would be rather peaceful. There’d be no inter-deity squabbles, no fighting divine factions. He’d probably leave the mortal beings alone entirely, likely moving away to make his own mortals with his own interpretation. Iblees intends on achieving the throne by persuading fellow deities, beginning with relatively smaller ones he can manage to turn alone, via corruption." Iblees would sit down with them one-on-one and have a lengthy discussion. "This discussion would be over the matters of how their kind always have a struggle amongst one another that leads to chaos and damage; Iblees means to make one final fight to end them all to instill everlasting order (truly primal chaos, Iblees would just be a bullying superpower) among the gods (if he is to keep them to begin with. Iblees may want to wipe the slate clean than have to deal with those who once opposed him) by any means necessary..." "Corruption is used in the sense that they are turning to Iblees’ side and we are the ones (mortals too) who paint Iblees as evil and vile. As for those who utterly oppose Iblees and say that they will never join his cause, they will meet enslavement or eternal banishment.” (Source: Old Vocomancy lore)
  8. In the year of our Lord, 1561, let it be known throughout the lands that the Aesterwaldian Halfling / Farfolk Gospel Choir has been formed. As devout followers of Harringtonism, as founded by Prophet Ford Harrington, when God was revealed to him in the sewers of Felsen. The Church is against violence. The Prophet Harrington realised that Religious Experienced could be induced through the use of, what the Church deems to be, 'holy white powder'." The Gospel Choir rejects the God of Canonism and the authority of the Church, seeing it as a political power created for the purpose of attaining money, rather than a religious power. The Church of Harrington, however, believes that religion should not play a part in politics and should not be incentivised by money. All donations to fund the expansion of the Church should be sent to High Prophet Ford Harrington. The Church regularly patrols the streets singing the Gospel of Prophet Ford, baring arms against everyone who opposes them. The Church favours violence. To sign up, please fill in the form at the bottom of the poster. Name: Race (Farfolk of Halfling?) : Age : Reason for converting to Harringtonism : Would you be willing to support the Church financially to ensure that financial corruption can be brought to an end? ((OOC)) MC Username: Skype:
  9. ((Ambient Music!)) The Order of Mubarizuns A family crest adorned with the an angled crescent moon and star. Purpose Called upon by the Caliph to protect the Children of Allah and the Jewel of the Caliphate, the Mubarizun are the champions of the City of Al-Wakhrah. They stand as role models for the Qalasheen and must be willing to risk their lives for the greater good. The Mubarizun offers those with bravery and skill to put their skills to a noble cause albeit strength alone is not necessarily required to be oathed. While individual strength is important, the Mubarizun push themselves to learn as much as they can - whether that be in the realms of politics, culture, language, or science. While off duty, a guard of the Mubarizun might be in Al-Wakhrah library studying or enjoying a smoke at the lounge among comrades and citizens. The Mubarizun follows a strict code once oathed. Virtues of the Qalasheen To protect the Qalasheen from interior and exterior threats. To protect the Caliph, Allah’s appointed leader for the Qalasheen. To protect and share knowledge gathered for the benefit of the Qalasheen. To show no fear when facing a foe. To respect those in command. To know restraint when dealing with the foolish. To take personal responsibility for any wrong doings. To present one’s self in the best way possible. To pursue knowledge into old age. To know humility. To avoid the gossip of prideful men. The High Command Caliph The Religious and Nation Leader of The Caliphate of Khalestine. The Caliph guides holds divine right to the ruling of Khalestine and has absolute power over everything within the Caliphate. The Caliph is the one that chooses the direction of The Order of Mubarizuns. His soldier will offer their loyalty and respect towards him. His involvement is generally indirect however and is typically handled by his Amir. Sultan The Sultan acts as a secondary nation leader, focused to serve the nation internally. Generally holds the same power as the Caliph, but may have any motions he carries out to be overruled by the Caliph. The Sultan will act as a regent if the Caliph is absent. The power of Sultan is assigned by the Caliph. Amir An Amir is appointed by the Caliph to run the Mubarizuns as the overall General/Commander. The Amir is responsible for running the military and city guard, protecting the city and civilians, protecting the Caliph, and ensuring order is kept within the city and land holdings. The Amir also advises the Caliph on matters of war and conflict. An Amir may hold trial against an person if accused of a crime. If the accused is foreign and of importance value to another nation, the Caliph or Sultan will hold the trial. Low Command Naqib A Naqib is a senior officer with many years of experience within The Order of Mubarizuns and chosen for his amazing prowess in combat and leadership. Appointed by the Amir to command a group of muharib and jundi during military expeditions. Many are often given the tasks of recruiter and drill master. Raqib A Raqib is a Muharib who not only showed skills in battle, but, also skills in leadership. He will be trained in the arts of leadership by a Naqib or by the Amir self. A Raqib will test it’s leadership skills as an acting leader of the city guard division of the Mubarizuns. On military expeditions a Raqib will always support a Naqib. The Enlisted Muharib The Muharib are the most devoted and steadfast soldiers of the main force. The men are experienced with fighting battles and are the well-disciplined fighting elites. Jundi The Jundi is the vast majority of the Mubarizuns force. They are the footmen and militiamen who serve as the primary protectors of the Caliphate and the bulk of the battlefield during war. Alwafid The Alwafid are the new unoathed recruits of the Mubarizuns and are required to be oathed by the oathing standards set. If the Alwafid is not oathed, they may not receive any additional ranking. Alwafid who are looking to work around the foreign tax must wait to be oathed. Sub-Rankings Mwahtemed (Quartermaster) The Mwahtemed is an title given to those who show capability of doing such jobs as making sure the other soldiers are equipped enough to do their tasks. Specializing in the organization of arms, ranging from weaponry to armor, the task of the Mwahtemed is to assure that their fellow soldiers are equipped. Muhandis (Engineer) The Muhandis specializes in the use of military siege weaponry, such as siege crossbows, battering rams, catapults, and trebuchets. Jarraah (Surgeon) The Jarraah is the lifeline of the military by making sure the injured and wounded do not die with the use of advanced medical knowledge, vital to the job. Mutadarrib (Trainee) The Almutadarrib is an oathed recruit, they will be taught all the professions, however they will eventually professionalize on one subject. Application ((OOC)) MC Name : Do you have Teamspeak?/Are you willing to download it? : Timezone : Do you have a Skype? If yes, please PM it to me : ((RP)) Name : Age : Gender: Reason for wanting to join the Mubarizuns?: Are you a citizen of the Caliphate or willing to become one?: Please give us a little bit of your background ((A short paragraph )) :
  10. The Levy Force of Saltstone-by-the-Sea The Levy are the trained soldiers and guards of the Province and receive free food beds and supplies upon enlistment. They serve Ser Garahel Varodyr (Raptorious/Royim) in both war and peace, as soldiers or guards. They are expected to keep up in training and be loyal to a man They are armed with the best equipment the Province can provide, and training seen only in smaller and more elite armed forces to keep them relevant and useful to the Realm rather than become a burden to maintain full time as Levy forces can be. A small force of soldiers stationed within the castle, charged with keeping the King's peace in the surrounding lands. Bearing the banners of Varodyr, they are a smaller force yet well equipped and well trained. They are both well trained in combat and peacekeeping, serving as guards and soldiers as the needs of the Province and Kingdom arise. -Sentinel of Saltstone-by-the-Sea- The force commander of the fortress, the Sentinel has overall command of the soldiers and distributes assignment, pay, and equipment. He is expected to maintain the professionalism and fitness of the standing force at all times. As part of his regalia, the Sentinel carries a thick ring of keys upon his belt which are said to unlock every door in the castle, as well as parts forgotten and in decay. -Sergeant- The Sergeant is responsible for maintaining troop formations in combat, and leading small groups of soldiers in patrols and such. They are veteran warriors and very skilled in combat. They have the honor of carrying the House Banner. Equipment: Half-plate, helm, pauldrons, gauntlets, greaves, tabard, shield, longsword, dagger, banner, fur cloak -Armsman- An Armsman is the basic foot levy of the force. Tasked with keeping the peace, defending the castle and the Night Gate, they are fairly well equipped and trained well to make up for the relatively small size of the levy. Receiving extensive training, Armsmen are skilled with both swords and spears with a basic understanding of shortbows in dire circumstances. Equipment: Chainmail, helm, single pauldron, mail mittens, greaves, tabard, shield, Longsword, dagger, fur cloak, shortbow, arrows, tar, matches -Archers- Archers are bowmen who have dedicated years of training to proper use of a longbow. They are very accurate and very deadly due to the skill required in proper use of a longbow. Due to their training needs, outside contractors are often hired to train new recruits or help keep the troops in good condition. Equipment: Chainmail and leather, helm, leather gloves, bracers, leather boots, shortsword, Longbow, arrows, rags, tar, matches, fur cloak OOC MC Name: Skype Name: Do you have/can obtain Teamspeak 3?: Professions?: Past RP achievements/events you are proud of?: IC Name: Age(roughly): Race: Skills (professions): Are you prepared to swear a binding oath of fealty?:
  11. Event Planners, MC Names: TheCreatorzWink Event Type: Global Event. Event Date: Any time you wish. Factions/Nations effected by the event: Potentially any if they are close enough to the ocean. Event Location: Potentially anywhere if they are close enough to the ocean. Summary: Another peaceful day in Athera. Another fun time. Soon that it when it starts. A day on the beach seems nice but no. Slowly the tides rise and rise and rise slowly. They may say it's a coincidence that it's a little higher but no. The water won't go lower. Every day it keeps going higher and higher and higher. That is when is gets suspicious. The water is never that high. Slowly the water starts going away from the ocean and onto the land. By the time people feel as if they are in danger, it is too late, the water has already reached at a state of no return. The water shall keep rising until the end off the flood. Concept Images/Screenshots: http://i.guim.co.uk/static/w-620/h--/q-95/sys-images/Guardian/Pix/pictures/2014/2/13/1392311465842/Flooding-In-England-008.jpg http://prntscr.com/6x3ras Other Information: Basically what is happening is the water is slowly coming from the ocean and rising. Do you need the Event Team's assistance?: Of course. If so, do you require actors and/or builders?: Perhaps some builders to help pour the water to make the water rise.
  12. The Sons of the North “For the Pride.” ((Credit to jjac319 for writing this)) ((Credit to LukyLucaz for skins)) Purpose The Sons of the North are band of veteran fighters that have left their pasts behind to form a free democratic society free from loyalty to any but themselves. They are skilled mercenary group residing in their castle of Drakenburgh. They serve any man, nation or group that requires their services for the right price. History The Polar Guard fled after the battle of Angren in which the Carrion forces attempted to attack the Storm King. The kingdom of Norlund under the rule of King Thoromir Armack aided the Carrion forces with their cavalry. The allied forces were defeated and routed by the opposing forces. Shortly after signs of a counter attack were visible. Thoromir then lead the exodus of Polaris (the Norlund capital) and fled north with his loyal men and brother Ingvar Armack. With the kingdom of Norlund now lost a new page was created in the history of the Armack family. Thoromir Armack lost faith in the lines of nobility in Athera and decided to create an independant band of his most veteraned and loyal fighters. Instead of being under a single man’s rule Thoromir proposed a democratic state of mind in which all men part of the brotherhood had equal say in its decisions in order to maximize the benefit to the society. With the small yet experienced force of men The Sons were able to reclaim the ruins of the Bastion renaming it Castle Drakenburgh. With a safe haven the group was able to begin expanding strictly as a mercenary group of fighters. Ingvar Armack proposed a sigil of unity, a white lion. It is said that in the northern mountains a powerful lion with a coat of gold sleeps alone in the wild north,serving only itself. It feeds off the weak in the mountain ranges and is said to be the king of its own domain. The men of the company approved of the sigil giving birth to the Sons of the North. Organization The Sons are band of mercenary fighters believing that all men of might and courage are equal in opinion and choice. Although a new member of the white lions may have as much say as a veteran fighter, the level of respect is much different. These are the following levels of the white lions. Much like a group of lions The Sons refer to their band as "the pride" consisting of various levels of respect within it. Initiates- Initiates are members who have joined The Sons. With no authority in the group initiates must earn their place within the ranks of the lions. They are responsible for basic tasks of labour given by veteransInitiates bear the tabard of the Lion Brothers- Brothers members are trained fighters who have seen combat. They have proven their worth and mettle on the fields of battle They partake in labour for the group as do all members yet they are respected more than initiates. Brothers are allowed to partake in the votings of The Sons as they have earned the say through their time and service. They wear the lion tabard over or under their armour depending on their preference. Veterans- Veterans are the longest serving of The Sons and are the most respected members. They are skilled fighters who have seen combat, some even served at the battle of Angren. Although they are seen as respected men of the pride they still contribute to The Sons through selected skills learned through their time in Drakenburgh. These can be blacksmithing,enchanting,cooking and masonry. They usually take the most vocal role in discussions as they debate courses of action and negotiate contracts. They bear more intricate armour complete with a resplendent red cape to identify their authority, experience and commanding presence on the battle field. Philosophies The Sons are not lead by a single individual but instead lead in their own utilitarian state. Each member of the group that is either a Brother or Veteran is allowed to cast a vote when a decision arises in the group. The Sons refer to the band as "the pride" symbolizing that of a group of lions. Even if an individual has come from a peasant farm, they have the right to express their say as much as a man from noble blood.In order for a decision to go through the voting process it must be tabled by at least 1 veteran supporting it. Here the pride will meet in the mead hall of Drakenburgh and conduct what is known as "the roaring". Here in a formalized manner the men of the pride will discuss and debate the topic. After the points by the proposers and opposers are made,a vote is made by the group. In terms of their mercenary policies The Sons do not sign treaty's that swear allegiance without an expiration date. In order for a contract to be signed by The Sons it must first pass a voting or "roaring". After this (if successful) a Veteran will be given the honour to sign the contract stamping it with the lions sigil. The criteria of a contract to the lions must have two things. An agreed upon reward and an expiration of service. Any contract that does not have both will not be passed by the pride. Laws The white lions have simple policies when it comes to regulating their ranks. ___________________ The Lions Code Respect the Pride Do not kill a Son Do not steal from a Son Contribute to the Pride _______________________ All members are required to follow these rules and are punishable by the decree of the pride. If a member breaks one of these rules the entire group or "pride" decides on the accused's fate. Recruitment ___________________ Username: Skype: Do you have TS?: Name: Experience: Profession: Are you willing to take the Order’s Oath?:
  13. *A few posters are scattered around the realm of Athera, found mostly in pubs and on trees down the stone road. They read:* “The weak will always be led by the strong. Where the strong see purpose and act, the weak follow; where the strong cry out against fate, the weak bow their heads and succumb. There are many who are weak; and many are the temptations to which the weak fall for. Despise the weak for they shall flock to the call of evil and temptation. Pity them not and scorn their cries of innocence - it is better that one hundred innocently fall before the wrath of the Creator than one kneels before the fallen.” - The first of the Disciples of the Seventh Dawn “Praise the Sun!” The Disciples of the Seventh Dawn Upon the 5th of Malin’s Welcome, 1492. The Disciples of the Seventh Dawn see the light, and that light is the Creator; His mercy never ending, and His wrath most terrible. As the pitiful descendants of His omnipotent glory, we’ve been deserving of His wrath, for we squander all that is given so freely, and we side with the fallen, the heretic and apostate. We, The Disciples of the Seventh Dawn, shall lay waste to the guilty and fallen, shall scour the land in hunt of the weak and unworthy, and shall decimate those who stray from the path of righteousness, for it is our sworn and solemn duty as children of the Creator to scour this realm of all His enemies. The Creator observes us all in the sky, his mighty phizog seeing all of his creations rise each morning, and bidding them a safe journey each night, watching over us still. The Sun and the Creator's shining glory are synonymous, and the Disciples of the Seventh Dawn seek to guard the strong and worthy who sleep at night, to guard them from the weak of mind and thought. It is with pride that we praise the Dawn, for it announces a successful night of protection by the strongest of the Creator’s heralds. It is with pride that we look upon the rising Sun. It is with pride that we shout: “Glory to him! Praise the Sun!” The Spoken Rituals of the Seven Dawns: These are spoken on the beginning and end of every Dawn, with the specific incense being burnt for each ritual. For each ritual, the end must be as follows: Shouts of “Glory to the Creator! Praise the Sun!” follow the words and burning of incense, and normal life may resume afterwards. The Merciful Chant of the First Dawn: “The Creator, in His glory, has granted the First Dawn in name of His mercy. In His name, I vow to pity the weak, and to show them the most merciful of the Creator’s actions; To end their weakness, by means of illumination or death. So the Creator wills, and so I shall enact. His word is my command.” This ritual is performed with a single stick of Cedarwood lit. It would be held up high with both hands, and kept high until the sun has fully risen. The Dutiful Command of the Second Dawn: “To provide service and soul in one’s duty is to perform that which the Creator has designed you for. No man, orc, elf or dwarf of strong will shall have a duty of evil, and thus no man nor woman should be allowed to believe they carry such. Any who do are weak, and are to be struck down with holy might, thus completing the duty of the strong, and fulfilling the Command of the Second Dawn.” This ritual is performed with two small dishes of Amber lit. They would be burnt at the same time, each held in one hand until the sun has risen. The Sacred Teachings of the Third Dawn: “It is upon the Third Dawn that the creator saw it fit to make it known in all creatures, from mouse to man, from snake to seabird and from critter to camel, that His hand was that which guided the almighty progression of the world as we know it. It is with this knowledge that he granted us the Seven Dawns, and with this power that he blessed us with the strong to guide the weak into salvation or eradication.” This ritual is performed with three rolls of Cinnamon lit and stuck into a holder or into the ground. They would be burnt at the same time, positioned in front of the Disciple until the sun has risen. The Insightful Wisdom of the Fourth Dawn: “No God as almighty and good as the creator is content with leaving his children with no means of having a future or learning from their past. It was with the Creator’s will that we were granted the ability to remember our past actions and, with our minds and our knowledge, the capability to have an insight, a glimpse, on what is to happen to us in the near future, and how to prepare for such. Be it the construction of a new church or the inevitable end of one too weak to be fit to live, we are able to take a glimpse into the predictable future and plan ahead.” This ritual is performed with four sticks of Frankincense lit. They would be burnt one at a time, beginning much before the sun is risen. After the previous has burned out, the next is lit. This should end at around the same time as the sun has risen. The Guidance of the Fifth Dawn: “No man nor woman of strong will and faith is to tread this land without guidance. We the strong are designed to build the strengths of the others who are strong, and it is with this urge to help and guide that we praise the sun on the fifth dawn. To shepherd the weak into salvation or eradication, and to guide the strong along the path of discipline and righteousness, so that they may too, one day, shepherd the weak as the Creator intended.” Jasmine is burnt on the Fifth Dawn, sprinkled in a circle around all the participants. It is burnt only after the sun’s rise, as guidance requires light. The Peace of the Sixth Dawn: “To fight His fight is our duty, but the Sixth Dawn is given to us as a reward for our unwavering faith. No battles shall be fought on this day, and instead we are to spread the holy word of the Creator. Bread and water is to be given to all, and goodwill may be shown to the weak that have accepted the path of salvation. The strong may collect from all across the realm and feast on fine wine and meat!” Myrrh is burnt in six large bowls that are set upon a large breakfast table. The room must be one lit only by sunlight, and once the first ray of run illuminate the room, the feast may begin. The Discipline of the Seventh Dawn: “He who strays from the path of strength of mind and mettle is he who has lost their worthiness of holding the title of ‘living’. They are to be made a stranger to the realm of the living, and are to be exiled forever in the darkest of pits, never to see the light of the sun nor inhale the crisp air of day ever again. It is with great Discipline that one adheres to the rights granted to them on enlightenment, and it is not without a duty, as both are synonymous; to have Duty is to have Discipline, and vice versa. Those who stray from this path must study the Rituals of the Seven Dawns, lest they be removed from our world.” On this final dawn, Lotus incense is burnt, with a chalk design linking the seven points of the incense trays, in the shape of a sun. A large dinner is prepared at the end of the day. The Rights Of Apprehension: In the capture of servant and fiend you are to use extreme prejudice, the subject of apprehension should be immobile and non-capable of harm. You are to adhere to the rights and regulations upon the land you stand, handing him over to authorities with proof of their treachery, in form of signed confession. If you stand before the authority of none you are to bring him to the monastery for judgement. Diplomatic Stance It is in good consideration that we do not violate nation rights, and that consideration and accountability is held, thus we hold no malicious intent, we remain neutral unless proven otherwise. We only hold the most reverent respect for institutions of the Creator, and would be willing to aid in the spread of His almighty teachings. Ranking: The Sun’s Light The leader, he controls all that happens in the group. The Sun’s Ray One of three advisers closest to the Sun’s Light. Disciples: Each group of Disciples has different tasks relating to the Dawn they represent. The Seventh: This is reserved for the members that follow all the Dawns with equal passion. They are the most respected of the simple disciples, simply because they understand so much of the group and its ways. The Sixth They roam the land, preaching the Creator’s name and glory. They travel much. The Fifth These ones seek new members and initiate them into the rank of ‘The Saved’. They explain the basics of the Disciples of the Seventh Dawn. The Fourth They are the tacticians and leaders of the Seventh. They hold no power over them, but they have greater skill in leading fights than partaking in them. The Third Keepers of Knowledge and Lore, they are the librarians and scholars of the order, rarely fighting of moving out of their place of study. The Second The farmers and keepers of the Church and land. There is much respect for them, since they seek neither glory nor fame in their belief, only the love of helping others. The First They are the fighters and the defenders. The slayers of the weak and purgers of the unworthy. They show mercy to them by purging them. Purging them all... The Saved Initiates. They are given basic robes, and commence the initial training. Wish to join our holy cause? Wish to spread the Creator’s words? Send us a bird: *Below each poster is a smattering of application forms, neatly rolled up in a bag* Your Name: Your Age: Your Race: What is the Creator’s word?: Which Dawn do you admire/follow/respect?: Why do you wish to join? ((OOC:)) MC Name: Do you have Skype?: Do you understand that our goal is to provide fun RP for all, not self-promoting RP? Tell me a joke (This is serious. It better be funny!) :
  14. Inside the Royal Palace at Petrus, the Privy Council of Oren meets with King Olivier, representatives from all corners of the realm coming together. Around the table sit the King, and all major nobles of the realm, with a scribe to record the historic event. Their meeting is short and to the point, and wrapped up with the His Majesty’s words. “It is done, then. The Beginning of the End has started. The stout pups have bit the wolf’s tail too many times.” Around the table, heads nod in agreement, and notices are sent to every major holdfast in the Realm. To the Lords and Soldiers of Oren; Pick up your shields and raise your spears - we march to end the war. WARCLAIM Type of Battle: Conquest Time & Date: 5PM EST, 4th of April (Negotiable) Attacking Forces: The Kingdom of Oren + Allies Defending Forces: The Grand Kingdom of Urguan + Allies Location and Boundaries: Kal’Karaad Kal’Karaad and immediate surroundings http://gyazo.com/d0caf32f14934a229611d0c8c279dd3a (Roughly) Terms of Victory: Victory for attacking team: If the defenders are all killed or driven out of the battle area, or bested to such an extent that a realistic defense is no longer viable (IE - Defenders huddle 500 feet underground, victory is declared, for they could not realistically defend the actual city, which would simply fall into attacking hands.) Victory for the defending team: If the attackers are all killed or driven out of the battle area. Rewards: Victory for the attackers means ownership of the Kal’Karaad plot will be transferred to the Kingdom of Oren, and used as they please. Victory for the defenders means the region may not be war claimed for a time based off the suggestions of non affiliated Game Moderators with the consent of both sides. Rules: Server rules No team killing No fake statuses No returning to battle Siege weapons enabled No metagaming No underground fort modifications prior to this post. All additional fortifications must be on ground level or above. No moving items out of the city
  15. Around the realm of Oren, a rolling tide sweeps. It is one of agony, and pain. One of hatred, and fury. One of sorrow, and mourning. It is a tide of blood, and of steel. It is on the lips of every man, woman and child noble enough to call themselves "Human." It is a tide of vengeance. WARCLAIM Type of Battle: Conquest Time & Date: 5PM EST, Saturday, March 21st Attacking Forces: Kingdom of Oren Defending Forces: High Elves Location and Boundaries: The Silver City, it's immediate surroundings. Terms of Victory: Victory for attacking team: Defenders are killed or driven out of the battle area Victory for the defending team: attackers are killed or driven out of the battle area Rewards: If the attacking side wins, they shall immediately take over the region plot of the silver city, doing with it as they please If the defending side wins, the area will be non-warclaimable for such an extent of time as chosen by a non-affiliated GM Rules Server rules No team killing No fake statuses No returning to battle No meta-gaming Tnt enabled No one-day alts No underground fort modifications prior to this post. All additional fortifications must be on ground level or above. Starting now, no items may be moved from The Silver City and its adjoining structures.
  16. Comprehension of the Maleficarum The Maleficarum are a humanoid species of heavily tainted beings that are not a separate race of their own, but a greater alteration of the original four. They are formed either by the will of the Eldermind, which is a dark entity that is born of the four curses, or singularly by the hand of blood magic-oriented rituals -- rituals that demand much more in sacrifice than the Eldermind itself. They come in four variations with two separate overarching types; the Maleficar alone, and then the High-Maleficar, whom are born of the blood mages’ rituals themselves, for the reborn circle of blood crafts their minions like an art, while their slave wrought of darkness and curses procures them like a factory of hellfire and fury. In these current ages, whence the Eldermind is only spoken in whispers, they are a distant goal; for the disciple Valgautr makes slow work of his research, to seek the truth of the four curses so he may use them for the circle’s empowerment. However, in their conception they shall be born by ritual, by the runes of blood that glow by the will of the genus; and the curses shall burn within the victimized who must endure the agony of turning. It is born from dwarven blood, that their minds to be twisted inane and cluttered, for it is all they would seek, but only blood to fall upon their hands in endless search of what shines. It is born from orcish blood, that their souls blackened by a bloodlust that does not die; staining their warped flesh with the red essence of all who stand in their way. It is born from elven blood that they shall never bear kin of their own, for the black fire of the curse burns within their hearts and refuses the happiness of children, and it is born from human blood that long lives shall not be theirs, and the glory of conquest will fade as time betrays them. Most of the Maleficar are mindless-- savages and insane, but this is only by the will of the Eldermind; for it shackles them within the coils of madness to keep them subservient, to keep them aligned to the circle of blood. But when born of the circle of blood itself, High-Maleficar are born; and while half their lives are broken with the other pieces blurred, their thoughts remain, and they revel in the fury that the black curses bring. Bound to enslavement by the hands of the blood mage rituals, they act as the second-age Dreadknights whom are a shadow of what the last circle to achieve. The Maleficar are damned kindred of them, for they are not bound to plate but still to their flesh, their tormented mortal coil, and all weaknesses that it brings. The High-Maleficar command the lowers, while they serve the to-be-born Eldermind and it’s blood mage masters. They retain their minds and retain the sliver of sanity that allows them to cast magic, but they are drawn to the dark arts, for the light of the Aenguls burns their flesh and the will of the divines stirs a pain within their tormented souls. The lowly Maleficar are nearly mindless, but their insanity fades overtime to bring pained clarity. While it is difficult, they retain some memories as they endure their ever-furious, dark-ensnared existence, and much like the High-Maleficar develop the ability to commune with others albeit with some difficulty; a trait only halved in the face of the High-Maleficar, whom they may never best if not by challenge of the blade and axe. There lies four variants amongst these two similar species, and they spread across the four races and all their differenciated, God-given traits. If the humane are bound to the fate of the Maleficarum, then they act as the slate of the four; the neutrality, for they are as strong as their pure brethren with their walls and their kingdoms. In numbers they rally and succeed in battle, but make little progress in little numbers. Their flesh is wretched and they bear the visage of one afflicted with an all-body rot, but their warped skin remains pained despite never withering away. If lured from the stone to meet the fate of the rituals, dwarves act as they do in normal life-- in their madness they retain a sense for smithing, and they greed is only expanded in it’s boundlessness. It is by their hand that the sharp steel and blade of the Maleficar are forged; often being of twisted and inefficient craft, for the minds of tainted dwarves are a-riddle with their curses, and it is by the High-Maleficar that the most terrifying metalworks are made. If burned further by the black fire of the Fallen One’s curses, the honorable orcs shall not only be corrupted to their core, but their rage would be unending. By no means would any orcish Maleficar have the capacity to provide for their dark brothers; they are the most insane for all, acting as the brutish berzerkers upon the battlefield, adorned with abhorrent, blackened features and horns that often sprout from their skulls. The will of the spirits are banished from these fiends, and the only thing they may reach for, even with a stable mind, is that of a battlefield commander. Lastly, if dragged away to be bound by the accursed circle of blood, the elves of old fallen Malinor would find a worse fate upon them then that of one without children. A rage burns within them, greed oft blinds their sight and their blessing of Aerial’s light falters and weakens with the curse of Horen, but it is truly the elves that retain most of their mind; and with this truer darkness comes. If not bound to a lifetime of black magery and dark arts as High-Maleficar, elves are asserted as assassins as the lowly tiers; black rangers whom do not scream hatred and warcries, but stalk black forests and snuff out life where it is sacred and protected. Their fury is not sated with the bloodshed of grand battle, but to hunt -- eeriely mirroring the old rangers of Laurelin that fell to the fires of Iblees. Laws of the Maleficar There are many things the Maleficar as a whole are capable of doing -- much like the mortal races themselves, for they act as a dark mirror -- but they are not capable of all things. They are raised, shackled into slavery in their conception by blood runes and their creators. They may rally together by the whispers of the yet foreseen Eldermind and raise kingdoms of darkness and fire, but this comes through warfare, work and stability-- with the latter not known of them, for all Maleficar, mind or not, know only rage. There lie several laws bound to them. - They cannot exceed the strength their untainted brothers already hold. To become Maleficar is to become the pinnacle of Iblees’ darkness, rebelled and controlled; but their muscles do not expand and they gain no enlightenment beyond what their blood mage masters may share. Only their savagery and blind rage may dull their pain, for the heat of battle invokes their madness; citing this as both a strength, and a weakness. - All Maleficar cannot truly remember their pasts unless willed by fate. Upon the start of their new life, a Maleficar is like an infant of malice; trusting only the red-robed fathers that bound them to dark runes and nurtured them with wise words and commands. But by no means is their past lost; to make a journey to remember is a common goal for all ancient Maleficar who sense the call of death within their tormented minds. To make amends is not forbidden, for it is their very souls they seek such things. A knight bound to a service of chivalry will retain the values of honor, only warped by the taint of the combined curses. A druid bound to the Aspects will abhor needless fire upon the forests, for reasons they cannot truly recall. All seems lost, but not truly forgotten; only unclaimed. - All Maleficar, unless unbound to their blood mage masters, follow the word of the very same casters. They are like slaves, and while the Maleficarum may issue tasks for others and themselves, their freewill is lessened and is not granted unless given as a boon for loyal service. - Most Maleficar cannot properly learn magic, but those in-tune with the Void, or the dark arts, find such a thing more easy to grasp even with the memories of their teachings and findings shattered. To evoke destruction by fire and lightning is most common, for illusionry and other such arcane arts are seen as trivial by the Maleficar; boring and without effect, for false images do not sear their victims alive. All magic, beyond divine arts like that of Clerics (with Druidism excluded, for it must be stripped from their souls), can be learned and used by most Maleficar and most prominently elves, whom are the calmest of the four blackened races. ~;~ This is my attempt at creating a proper, player-driven threat that may both act as a sort of concluding story-arc for those who would willingly give their characters up to become a Maleficar. I have made sure to follow mechanical standard beyond the origin of their creation, which is backed by approval and seperate, elaborating lore, so if they are to ever become a proper threat raised up by the blood mages that the playing field is evened and level. Thanks for reading, and expect more of this concept soon!
  17. *posters are pinned all throughout Anthos* "Hello all! Tanriz Tovalin speaking on behalf of myself and the organization to capture and maybe kill King Heinrik of Oren. Taking all who wish to join as this may or may not take quite a lot of people to succeed. If you wish to join with me send a bird to me! Tanriz Tovalin, "The Shadow" (arfavero1)." *a heart is drawn on the bottom of the poster*
  18. Ser Paul Ryan Nicknames: Small Paul, Ser Paul, Nicky Nacky Paully Wack, "The Fierce", "The Just", "The True", "Man of the people" Age: 44 years Gender: Male Race: Human Status: Alive and well, you can't stall the paul Description Height: 6'1 Weight: 175 lbs Body Type: That of a particularly attractive Greek demigod. He lifts. Eyes: Beautifully blue Hair: Lusciously black Skin: White, fairly tanned Markings/Tattoos: "Love" and "Hate" tattoos on his knuckles Health: Strong as a bull moose Personality: lovable, charismatic, joker, care free, has been called "the best of us" Inventory: Typically carries a longsword, various knicknacks, hallucinogenic mushrooms, and scripture Further Details: Various knives concealed in various body cavities Life Style Alignment*: Chaotic Neutral Deity*: The Creator Religion: Private Alliance/Nation/Home: Empire of Oren/Formerly Kingdom of Oren Job/Class: Professional Soldier, Bodyguard, Lover, Poet, Gentry of Oren, man of mystery and conman Title(s): Ser, "The Great" Profession(s): Excellent fisherman, enjoys woodworking. Currently employed by Boris Carrion. Special Skill(s): Master at krav maga, silver tongued, devilishly handsome, great impressionist Flaw(s): hahaha Magic* Current Status: Ignorant Arch-type: Lower back Sub-Type: Footlong, turkey on white bread with american cheese Rank: Sergeant (?) Weakness(es): Scared of turtles Strength(s): Benches Current Spell(s): N/A Weaponry Fighting Style: Krav Maga, harnessfechten/fencing, etc Trained Weapon[s]: Longsword, large wooden sticks, daggers, his own fist, his own teeth, various kitchen utilities Favored Weapon: Longsword Archery: Thinks Archers are Ignorant Biography Parents: Paul Ryan, Elizabeth Ryan Siblings: Single Child Children: Liza, Charles, Samuel, Extended Family: Numerous Pet(s): Kept a golden retriever in his house in Abresi, presumed dead. Emergency Contacts: Boris Carrion, Emperor Robert Chivay, Harold Winter History Paul Ryan may seem like your ordinary run of the mill handsome genius charismatic fighter, but in reality he was born to do great things. Heralded by a thunder storm that lasted 12 days, the same amount of time it took his mother to finish birthing him, he join the Orenian military at a young age and quickly rose through the ranks. Eventually, he was knighted by Emperor Peter Chivay, and became publicly renown for his quick wit and graceful fighting skills. Today, he serves as Boris Carrion's personal manservant, and wanders about the land, utilizing and frankly abusing his position as Gentry of Oren to commit various misdeeds and cause havoc. Artwork Looking for someone to do artwork so HMU if you interested yo God bless you all *tips fedora* -SPR
  19. Character Name: Thórvárd Faoláin (Nym'rakkoreak Vala'rusiak Nicknames: Nym, Goofy, The heartless Adunian Age: 34 (245) Gender: Male Race: Adunian (Wood-elf) Status: Revengeful; Bloodthirsty; Fighting, Leading is house, Keeping his family close Description Height: 6f5" Weight: 210 pounds Body Type: Muscular Eyes: Grey Hair: Short sides, long fringe and top hair Skin: Tanned slightly, other wise quite pale Markings/Tattoos: Arms covered in tattoos all look Celtic like, on the right side of his head he has the tattoo of an eagle to represent his freedom. Health: Healthy Personality: Heartless; Kind to the right people, will do anything to protect his family, if anyone were to threaten them, he would make sure they were dead before they left the room. Inventory: Sometimes carries a longbow with a wolf pelt quiver, containing 24 bodkin tipped arrows, normally carries three axes, two made from crucible steel by Nels Verian, has a round shield upon his back normally. Further Details: It is hard for him to trust someone, but once he does he will die for them to make sure that they are safe and well. Extremely loyal to his close friends, hates his past and being called Nym by none friends. He only gives the right to close friends. Life Style Alignment*: Neutral-evil Religion: None Alliance/Nation/Home: Alras Job/Class: Mercenary/soldier, Wealthy Title(s): Ex Adunian ranger, ex Golden Lance Wrymstalker, ex-Knight of Oren Profession(s): Lord of his House, guard/soldier Special Skill(s): Able with his axes good with a bow, has adrenaline rush which causes him to go out of hand and unable to control his emotions, will most likely hurt friends if this comes out of hand. Flaw(s): He has many flaws, he has really bad anger issues, his family, his emotions, love-life, trust, was enslaved before any slave will cause him to go into depression and remember his past. Adrenaline rush can sometimes go out of hand. Could cause him depression. Weaponry Fighting Style: Right foot placed forward, his body turned to the left, his left foot behind, leant forward slightly, his shield held up to his chest area, his axe kept below his hip, able to move in most directions and can charge when needed. Will sometimes use the power of his shield to be used as a wall and charge at someone in the attempt to knock them to the ground. Sometimes will also shield bash using the centre of his shield, which holds a steel centre piece used for shield-bashing. Archery stance: His right foot again placed infront of left, leaning forward, the stem of his bow held in his left hand, giving a hand-shake grip around the handle, draws to the end of his chin, his elbow lifted, two-fingers holding the arrow and string. Trained Weapon[s]: Longbow, longsword, shortsword, greatsword, Hand-axe. Favored Weapon: Hand-axe and round-shield Archery: His archery is what he may be best at, though is long forgotten, only for used when hunting. Biography Parents: Deceased Siblings: His 'Brother' Ventios (Not brothers by blood, but by choice) Children: Three, Julia, Glawion and Lothaire, his adopted son. Extended Family: None Pet(s): Used to have a Dire-wolf as a companion Currently no character art, anyone willing to do some please pm me, would be generous and greatly accepted, cheers :P
  20. Knights of the Eventide ~~~ The Eventide Order is a sect of men and women who have been inducted in the Good Faith of the Creator, and with that, have adopted a strict set of rules and guidelines that they are bound to follow until their service is dismissed or otherwise deemed inactive. They can be considered zealots with how they embrace and enforce their faith and can, in numbers, be a force to be reckoned with. They hold a single chapter in their first stages of life. Unlike most knightly chapters, they are not considered a goodly force; if anything, they can be seen as bitter and violent. Their motives are cold and they hold little care for the well-being of strangers, whether or not they are in danger. They are not a guard force, they are not a militant mercenary force - they are more of an inquisitry bound to no nation or community, acting as an independent force under the will of God. Motives and Goals ~~~ The Eventide Dominion holds a rather obsessive hatred for magic; it is said that mages are against the Will of the Creator, however, they concluded that some are tolerable - given the circumstances. It is one of the several goals of the Eventide Knights to hunt down rogue Magi and annihilate them and any dark enclave they have wrought. “Rogue Magi”, being a wide term, is fit into several categories for the Eventide: Necromancers Blood-Mages Criminal Evocationists Dark-Art Users Wild Druids/Shamans Foreign Deity-Magic Users Unruly Illusionists And many more, these being but a few examples of “rogue mages.” Rogue-Magi, especially ones with criminal records, are prone to endure more dire punishment before being subjected to a ritual cross-burning, which is believed by the Eventide Order to cleanse the souls of the damned so they have a chance of being forgiven by the Creator after their demise. Clerics, Druids and other Deity-based magical user, given that their deity is non-heretical, are tolerated by the Knights of the Eventide if they do out step out of line and threaten the livelihood of the Anthosian masses. Heretics of the Creator’s Will are also to be subjected to cleansing-through-fire; followers of Setherian and Iblees are prime targets, whereas the latter type that held in captivity to be “interrogated” for information. It is well-known that the Eventide Order wishes to prevent another doomsday that involves a darker being and it’s heretical ilk. Setherian’s minions, having been assumed to be ascended to a state where they do not wear flesh and blood, are killed on sight and considered dark spirits hailing under a corrupt higher-being. Current Where-Abouts ~~~ The Knights of Eventide reside in what was once called “Vorkaelus Hold”, a ruin that Iblees cultists had renovated and reinforced until it was built up into a stronghold. They currently make effort at reshaping it’s innards and studying what the cultists hid within the ruins. Vorkaelus hold has been renamed Archaerus of the Ebony Blade. Origins of the Eventide Dominion ~~~ The dawn of the Eventide depended solely upon two men, both long-eared but of different heritage -- Viktor Delacroix, a Dark-Elf of unknown origin, and Alistair Benedict who also holds no identifiable past. They were traveling Mali, men upon the road who spent their lives spread the good word of God until they became fed up with the state of the world. Across five lands they had witnessed heresy grip the land in innumerous forms; through an unending exodus they watched as men held power not meant for their hands. It is the concept of magic being abused by greedy men and women and defiance against the Creator that caused the pair to form a hatred; a spite, and a cause to cleanse the world of power-hungry wizards and heretics that would support the unraveling of the Natural Order. Their target befell upon Vorkaelus Keep; a well-known destination of a cult that once resided there. Rounding up honorable men and women willing to bound themselves to their cause, Alistair and Viktor led a small army to the keep and annihilated the cultist inhabitants within, claiming it as their own and allowing them a chance to assume their roots and establish. Oath of the Eventide ~~~ To ascend beyond Levihood, one must bind themselves to the Eventide order and agree to follow the Four Holy Vows; breaking these vows will make the offender subject to haneous punishment, including torture and then death. To break the Four Vows, in the eyes of the Eventide Order, is considered an act of heresy and treason. The following four statements are the vows: I. Suffer Not the Unclean to Live II. Uphold the honor of the Creator III. Detest the Witch, Destroy the Witch IV. Accept Any Challenge, No Matter the Odds Ranks of the Eventide ~~~ The Eventide Order holds a compact, non-complicated ranking system that focuses ascension around one’s efficiency in handling heretics and degenerate-Magi instead of how well a soldier may kill and/or dispose of either. There lie two branches with the second being optional and shorter than the main; the ranking order goes as is (From lowest to greatest): Eventide Levy V Eventide Man-At-Arms V Eventide Squire V Eventide Knight V Eventide Grand-Knight | Eventide Inquisitor V Eventide Lord Inquisitor The Auxiliary Branch is offered to an Eventide soldier once he reaches Knighthood. While smaller, it focuses on units that handle other tasks that the main branch is not fit to handle; archers, scouts, medics, rangers and (as the name implies) auxiliary units are settled in this branch. Those in the Eventide Auxiliary branch are not inclined to ascend the branch, as it’s more to fit men and women who are not interested in knighthood into their desired roles. Eventide Auxiliary (Field-Medics, Scribes, etc) V Eventide Taskman V Eventide Ranger | Eventide Evoker V Eventide Taskmaster Foreign Relations ~~~ Whilst the Eventide Order is not focused on diplomacy and cross-guild interactions, the leadership is inclined to keep track of their friends and foes. The Eventide’s opinion depends on how a guild works, their morals/goals/motives, their observed inner-workings and the disposition of their members. Other orders who hold similar goals are prone to be liked by the Eventide, whilst goals of guilds that are not are more prone to fall in the “dislike” list; foreign relations also include kingdoms and nations. Nations/Kingdoms Holy Princedom of Malinor: Tolerated. Grand Kingdom of Urguan: Distasteful. Orcish War Nation: Tolerated. Kingdom of Renatus: Approving. Holy Kingdom of Ruska: Approving. Kingdom of Herendul: Approving. Silver Enclave of the Mali’Thill: Distasteful. Kharajyran Pridedom: Heretical. Guilds and Foreign Orders The Teutonic Order: Approving - Seeking possible alliance. The Elven Inquisition: Cooperative. The Druidic Order: Heretical, but tolerated. The Arcane Delvers: Suspicious. The Mages’ Guild: Suspicious. The Elilumiran: Requiring Observation. Clerical Order: Acceptable. Eventide Uniforms ~~~ Currently, there are only two available uniform; one for knights and above, and one for auxiliary units and ranks Squire and below. Here is the Knight’s Attire: And here is the other; the tabard: The Man-At-Arms uniform: The Eventide also allow Magi into the holy ranks; once their magics are tamed enough, they are given robes: Application ~~~ OOC Section MC name: Skype Name (Optional): Does the character you're applying for have a VA, and if so, what evils?: IC Section Your First Name and Surname: Race: Age: Notable Skills: Does the applicant hold faith in the Holy Creator?: Reasons for joining: What moral boundaries does the applicant have?: Additional Information: [[ An IC letter is to be sent in this thread with the application and a reply will be given shortly after. To find out about the Eventide Order, look for the IC poster ( http://tinyurl.com/m75w6rl ). ]] [[ Useless OOC will not be tolerated. It is requested by the FM team to delete any irrelevant OOC comments in this thread. ]]
  21. Philips is a figure, an icon, a strange skull at that. He often talks to Grendor as a friend, an enemy, a frustrated spirit. Grendor, so immersed in his work and skill level as an architect has never had the Social Skill level of that of a Jester or even a peasant. He is often seen as a fool, a hound, a genius too real for his own self good. Many have strayed far to keep from him but others, the more adventurous goers, the ones that had given him the opportunity to reveal a somewhat delightful side to his otherwise repulsive personality have accepted him an his ways into their very own life. The first, more by force than by self choice, was Philips. Philips was once a Clay-Maker. He was just above the average man in his craft but far from the best. He worked often for the King, in his older years, and had seen many of them fall and rise. He had watched the Kings grow mad, become heroes, or rise to the Thrones only to be destroyed by the very foundation on which they built. He was a quiet old man, physically younger for his years and never seemed to grow past the age of sixty-three; he wore the facial blemishes of an old man, but the muscle strength and qualities of a younger. He was wise, being the age far past one-hundred, and had learned a lot. Philips lived in a small monastery just outside the Capitol and lived among the Monks. He attended the prayers and services but had different feelings and beliefs towards blindly following a being never to be seen. None-the-less, he was fond of them as they to him. He lived apart from the rest of the Monks: he did not like the idea of sharing a room with twenty other men and felt he would desire privacy at some moments. So, to appeal to the requests of the old Clay-Maker, the Monks cleared out the Courier House that they stored all of the letters send to the Capitol or other larger towns surrounding. He liked the small home and made it his own by setting up small figurines of clay: children, horses, families, pipes, and other tinkers he would create in times when he was not employed. Philips traveled a lot, being the created of fine pottery and other decor, and had once come across a man with a strange vial of a clear substance. The man said that it would animate anything smaller than a hand and nothing more. The Clay-Maker was thrilled at the idea of his wonderful little community of clay being able to interact with him; as if they were his own family. He then returned to his home with the vial of Animant and was eager to try it on his friends. He pored the Animant over one of the boys: one with knightly clothing and a small wooden sword with detailed, fine runes embedded in the clay sword. The boy ran and jumped around and attacked the other clay figures. The Clay-Maker immediately took the boy and punished him by dipping him in small goblet with wine inside. The boy became motionless and looked as though the life in him had been drained to the very last remains, never to be seen again. The Clay-Maker grew sad at the result and set the boy down, gently. After a while Philips just loathed around his small home and say by the hearth, away from the Monks and the cold Winter air. He took the goblet and pored the whole thing into his mouth and swallowed with disgust as the wine tasted very sickly and gross. He stumbled around and walked out of the home into the white abyss, blinded by the brightness of the snow. He marched on, going to a place he had not known and walked for days and days until his body had reached exhaustion. He collapsed onto the ground and bowed his head. He spoke a small prayer he remembered and fell onto the soft, glistening snow. Years had passed and Philips lay there, motionless yet somewhat alive. His body had long gone except for one: a round, grey, perfectly shaped skull that had seemed to frown somehow but lacked the capability for facial expression. It lay there, frowning at the trees and animals, seeing through the charade of life and witnessing the truth of all. Grendor had been treking across the lands, searching for Schoolmen to learn the teachings of Architecture and mathematics only taught by few in the Realm. He had come across Philips while smoking his long, dark wooden pipe. He took the skull and thought it a beauty, perfectly shaped and a warm grey tone seemed to radiate from the figure. He stuffed it into his bag and continued on, smoking his pipe. Days after he had come across the skull and had forgotten it had been in his bag, whispers came from the skull: insults to Grendor, compliments on the writings that lay within his bag, and other speakings that were quite unpleasant. Grendor removed the skull and held it in his hands, listening to the whispers. He whispered back insults about him lacking a body or attractive features and the skull shouted back at him indescribable things. Grendor tossed the skull into the woods and looked back in his back for a journal. He often felt it soothing to write about his adventures for not many would listen. He took the journal and began writing. As he had finally come to the conclusion of his entry, an old, dusty voice came from within his bag asking to read the writing. "I want to know what you are saying about me so that it may be a heroic tale of the Great Clay-Maker Philips!" Grendor reached into his bag as he set his book down on a log and found that the skull lay there, looking back with a frown. "How are you hear?" he asked as he took the skull from the bag. "I threw you into the forest, yet here you are, spouting out nonesense about your great, mystical powers as a dirty bone of a man that played with clay." "Why are you so relaxed about conversing with bone? Are you a daft, do you not have the brains of a small child?" the Skull said, snapping his jaw around. "You sure are a mean little head," Grendor replied as he dropped the skull next to the book. "How can you see, anyway? You haven't got any eyes." "Magyk?" the Skull said, trying to move closer to the words that lay on the page. "How am I talking and alive? How could I possibly be here if I don't even have shoulders? What else could it possibly be? I was just an Old Clay-Maker; a damn good one at that. I drank some nasty wine and here I am, talking to a daft." "So, you are a magykal Wizard that took the form of a skull?" Grendor asked. "Yes, Boy, I am a great and powerful Wizard that can only be summoned by the blessings of women and wine!" The Skull read the entry and sighed. "You don't even know my own name. Isn't it obvious? I shouted the Great and Powerful Philips! How could you not gather at least that much information?" the Skull said, mockingly. "All right, Great and Powerful Wizard. Your name is Philips, mine is Grendor H'ghar-Builder!" he said, proud of the name. "Is that a relation to Tom Builder II? Are you his daft son?" "No, it was given to me by my father, a stone mason." "He must have made the prettiest rocks in all the land," Philips said as he tried to hop around. "Yes, he did. He also had arms, legs, wine, and a beautiful wife, living a happy life with an entire body and never resorted to talking to daft young Elves," Grendor said, frustrated as he shoved Philips deeply into the bag and continued through the thick forest.
  • Create New...