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  1. Dreadknights Version 3.0 Changelog Introduction Eons past, servants of steel were in servitude the first generation of blood mages. Foreboding and chaotic were the Dread Beings, their power was supreme, however in due time, when the old generation vanished so too did the old Dread Knights. Time pass and tides change, for a new generation sought creations of protection. Two pandered on the idea of the old Dread Knights, and sought to create a new breed of protectors. Description Machinations of metal cloth, these constructs are suits of armor which can reach up to seven feet. Their steel is typically denser than anything a soldier can wear, which provides them superior protection against most physical attacks. If one was to try and remove their helmet, or lift their visor, they would find nothing underneath, simply a hollow suit of armor… though, with enough examination one might find a plethora of runes, and these runes are what binds them to this world, to destroy the runes are to destroy the Dread Knight, requiring a new ritual to make a new one. With their dense metallic forms, and the runes that bind them, these ungodly machinations have both boons and curses. A Dread Knight’s strength surpasses a human being somewhere between an Olog and a Golem, their dense hides are resistant to weapons (although blunt force appears to be the most effective), and they need not eat or sleep or worry about their mortal life and all causes which can shorten it, and their bodies can cause them to be more resistant to certain magicks. On the downside, their dense forms cause them to be as slow as a Golem or even a Pale knight, their emotions are very limited (this will be covered in Behavior), require repairs when damaged, cannot use magic, they require the fuel of genus to stay bound to the world, are very susceptible to Holy Magic, Alteration, Fi Magic, and Metal Elementalism. Creation Created through ritual, in which vast preparations must be made to bind a soul to prisons of plate and chain. Runes of blood set upon the suit of metal empowered by a sacrifice in a ritual of creation. A rune of metal and flesh, to imprison the descendant into the suit of armour, a rune of binding to bind the subjects very being to the blood mage, the blood mage becoming its “Dread Lord”. The Ritual comes at a cost, a deficit of blood requiring to be paid to create the Dread Knight, one descendants must be sacrificed to create the runes that create and bind the Dread Knight to the Blood Mage, a Suit of Armour must be crafted around the subject before the ritual begins. By the end of the ritual the soul of the sacrifice becomes encased in the metal, powered only by blood and its former vessel of flesh, withering away inside of the suit until it is gone, yet the Dread Knight remains. Once bound in its new prison the descendant is now a Dread Knight and nothing more, there are no similarities to its former form and there is no way to revert the ritual. The Ritual itself comes at a cost for the Blood Mage, their soul is marked making them vulnerable to the Holy Fire of the Ascended so long as their creation still functions. Behaviour The ritual is truly scarring on the psyche of the subject it is inflicted on, scarring base emotions yet amplifying traits the individual had prior to the ritual. This can cause a Dread Knight to be manically twisted after the ritual, be it in anger or melancholy. Despite all this the Dread Knight is unwavering in loyalty to its Creator, its Dread Lord, due to the Rune of Binding placed upon them during its creation. A Dread Knight cannot disobey, harm or kill its master. However some of the traits amplified in the ritual can make it more difficult for a Master to command its Servant in the heat of Combat. An Aggressive Dread Knight can be more straining on its Master to command, going berserk in the midst of combat becoming careless of its Masters safety and own energy levels. The Dread Knight itself requires to drain individuals of energy through their blood to remain operational and functional to its optimal capacity, though the Dread Knight can also go into a state of hibernation, going inactive completely if it requires to save its energy. Strengths Strong: Strength is in between that of an Olog and a Golem, it is extremely tough and difficult to damage and kill. Resilient to most magics: Being forms of dense metal, some magicks would be considered ineffective. (Think smart, what magic would you use to slam a dense suit of armor?) Does not tire: The Dread Knight no longer requires the rest of the descendant. Does not eat: Their immortal form does not require the sustenance of food. Resilient to most Physical attacks: It’s a suit of armor one will have to adopt new tactics other than swinging a sword at it. Weaknesses Slow: Its heavy armour and durability causes the Dread Knight to be slow in its movements. Cannot use magic: Its ability to connect to the void or allow a deity to become its patron has been severed. Goes dormant with no Dreadlord No free will: Being bound to the will of their ‘Dread Lord’, a Dreadknight lacks free-thinking towards their own causes. Limited emotion: The ritual ever scarring marrs the mind of the knight, only allowing them six possible outcomes for emotion. Unable to remember most memories before transformation Very Susceptible to Ascended, Cleric, Paladin Alteration, and Fi magic. Needs to have a source of repairs Needs to be fueled by genus amounts equivalent of two people. The creator of the Dread Knight is now marked for as long as the Dread Knight lives, being affected by Ascended magic. Requires fresh blood to refresh its energy every two irl weeks to function, without it, it will shut down and run out of energy. Amendments: Amendment One: Blood mages will only require one sacrifice to make a Dread Knight. Amendment two: Dread Knights will require less fuel than previous, losing the tediousness of having to slaughter three more people to keep their dear armored companion to live on as well as make DKs less combat based. A third of a life will be fine to fuel the DK, and should a blood mage choose to fuel the Dread in a continuous stream or the Dread Knight takes more lives than required in a short period of time via a rune of draining, the knight will go into a form of overdrive: granting them enhanced strength (Now at the strength of a golem) and faster (Still slower than a troll). Should a DK be using the rune of draining, they will be given a short burst of power, lasting three emotes per kill. Amendment three: The Dread Knight’s emotions are expanded, however likely to be twisted and warped in some shape and form. This removes the complaints of a Dreadknight being dull, and gives them much more avenues than “GRR GRR MURDER MURDER GRR” and allows a deeper, more sorrowful being. Credits: TauFirewarrior, Writer KnghtArtorias, Writer Blundermore, Original Concept (Original Dreadknight Lore)
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