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  1. Casting Implements Mana, it is useful energy - able to grant magi of all kinds their powers. To some, the energy might be difficult to control, causing it to fizzle out or become incredibly inaccurate. To remedy this, there will always be something that can aid the magi in casting and channeling their energies to forge a spell or coax beings. Enter the implement, an item imbued by the magi to act as a receiver for their archaic power. Attuned Items Examples: Staff (Quarterstaff, Stick, Scepter) Book (Grimoire, Tome, Volume) Scrolls (Texts, Pages, Papyrus) Crystal ball (Gems, Crystals, Stones, Jewelry) Wand (Rod, Sprig, Twig) Idol (Fetish, Statue, Carvings) Gloves (Gauntlets, Mitts) Tools (Hammers, Spades, Shears) Weapons (Swords, axes, mace, so on) Body augmentations (Redstone tattoos, tattoos, piercings, carvings, scars) Miscellaneous Items (musical instruments, so on) This instrument acts as a focal point for the magic users, channeling the chaos of the void, orderly deific power, or dark and primal energy, similar to the focus crystals one might find on a mage's wand or staff. It would not be uncommon for apprentices of each wake to use their attuning power as a means to aid their casting, making sense of the archaic power, if they themselves are unable to. For those who can make sense of their power, and wish to use their implement, will find that their focus point allows them a slightly easier time casting, akin to a fellow that is calm and collected. Truly, those who master and understand the manipulation of magical energies gain very little benefit, only really gaining some if they have an unsound and troubled mind. To make these implements, one must take an item and perform a ritual to imbue the item with its receiving power. This process is fairly open-ended, revolving around the mage for how the item is imbued -- it is their own personal instrument after all; once the instrument is done, the maker will fin themselves physically strained and groggy for a short duration -- but they would find themselves unable to make another implement for the next three IRL days. Along with this, the item will take on an aesthetic change, occurring due to the magical energies influencing the item; this change will always be present, be it subtle or obviously apparent -- should the item not be obscured by some magical means, and due to the magical power within, the mage can only hold two of their own make on them, lest they wish for the others to overlap and shut one another off. Should one be devious enough, they will find that warding, abjuration, and even other magic disabling practices will turn off the item's receiving ability, even removing the aesthetic changes. While some magic users can benefit from this, others are unaffected, as they do not require a focus like the others; an implement for them would simply be there for aesthetic purposes. These practices are: List of Outliers (more to be added): Cognatism Frost Witch Golemancy Atronach Forging Shade Thallassos Pros and Cons: A new way for mages to cast. Creativity in the implements they use. A minor focus, allowing a mage a slightly easier time in casting. Using a focus, a skilled mage would have the focus of someone in a calm and collected state; however, should anything occur to them that can break such a connection (a migraine, harsh physical damage), their casting will cease. Every mage has the ability to make these. The Implements need only be destroyed or removed from the mage to thwart any boons. These items can be warded or disrupted. Looking at an instrument, should it not be obscured in some mannerism, will show some magical change on it, be it something subtle like occasional gleaming, to something huge like giving of a faint aura and change in being. A mage using implements can only have so many of their own make, as the receiving signals, should there be too many, will confuse one another and render them inert. A mage can only make one instrument every three OOC days. More than likely unable to be made in combat, unless a lot of time is given. Redlines: The focal boon is unable to keep a magi focused, should they gain harsh physical and mental harm, meaning that while a slap to the cheek, or a groggy feeling might not influence their cast - a hard punch to the stomach, migraines, or a stab will remove their spell. All instruments, untampered, must show some visual magical influence. You can only make one implement per 3 OOC days. Outliers gain no advantages, besides having aesthetic. Credits: KnghtArtorias Zarsies - advice, helper, and assisted with writing the item list! Changelog: - Removed Strength Boons. + Added focus
  2. With the dwarven scourge sunk at sea and halted in snow, the Orenian army continues its offensive. Returning to the lands that started it all, spears and swords are leveled at Hanseti, and the march to liberate the north begins anew. From the corners of the realm men gather, Akovian, Savoyard, Adrian or otherwise, to see to the defeat of the imperialist stouts. WARCLAIM Type of Battle: Conquest Time & Date: Saturday, March 14th, time to be negotiated Attacking Forces: The Kingdom of Oren + Allies Defending Forces: The Grandaxe Clan + Allies Location and Boundaries: Hanseti Hanseti & immediate surroundings (roughly) http://gyazo.com/e63b2b82186294b04d1c961446c34186 Terms of Victory: Victory for attacking team: If the defenders are all killed or driven out of the battle area 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 Hanseti 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 one day alts No team killing No fake statuses No returning to battle No metagaming No fort modifications made after this post No moving items out of the plot
  3. CASUS BELLI Ius Gentium: The Law of Nations ((All credits to Aetosion for making this.)) Section I: Casus belli: ius ad bellum The following constitute justifications for launching a concerted act of warfare on another nation or settlement. International: •Borders - Geopolitical or military encroachment upon sovereign territory (i.e. The claiming of land by a state within the borders of another) •Reconquest - To return to ownership of the aggressor land she previously held (i.e. The reclamation of land formerly held by a state now held by another) •Property - Significant theft or otherwise deprivation of property by another state (e.g. The theft of great quantities of a commodity or product like iron or gold) •Self-defense - In defense of a confirmed military attack from another state, or in an instance of situational necessity where no other recourse is available (i.e. A response to a significant armed attack or attacks by another state) •Cultural - To defend significant cultural entities or practices from persecution of another state (e.g. A response to serious defamation of religious artifacts dear to a nation by another nation’s government, or the undue persecution of nationals within another state) Intranational: •Independence - To declare independence from a regime incompatible with the citizenry (i.e. As a response to a state oppressing its citizens with unjust laws, undue persecution, or significant administrative impropriety, the secession or separation of one body from a nation) •Deposition - To depose a regime incompatible with the citizenry (i.e. As a response to a state oppressing its citizens with unjust laws, undue persecution, or significant administrative impropriety, the removal of the monarch and administrative body or the accompanying body of laws or both to be replaced by a new governing body or structure or both) •Just law - To fight a war within the provisions established by cultural, common-law, doctrinal, or legal rules within a state. (e.g. The use of arms to enforce the observance of national succession laws) Section I.II: Limitations on Warfare •Proportionality - The violence of the war of the aggressor state should be commensurate to the offenses of the other belligerent, and there must exist a positive proportionality between expected gains of the war and evils resultant of it. •Right Intention - War should only be declared for a right intention, the correcting of suffered wrongs, and not for the express gain of the aggressor. •As Last Resort - War should only be initiated in ultima ratio, as a last resort when legitimate diplomatic measures and mediation have failed to resolve the issue. Section II: Casus Belli: ius in bello When war is declared, certain principles must be upheld during its course, and certain improprieties must be most gravely avoided. •Malum in se - Atrocities committed not for the cause of warfare but instead with the intent for sadistic amusement* will result in judgement against the offenders by all parties. •Distinction - Distinction between combatants and noncombatants must be maintained. Innocents are not to be harmed. •Conduct - Soldiers are representatives of the nations from which they hail. If the soldiers of an army are exhibiting poor and unchivalrous conduct, their fatherland can only be assumed to be unfit to extend its influence. ((The purpose of this is to facilitate the staff’s aim, as described by Shiftnative, to discourage needless war, while creating an RP manner by which to determine whether or not wars are just or needless, preferable to creating purely OOC barriers against warclaims. In this system, warclaims would not be consensual but instead moderated by this set of rules and an enforcing party that need only ensure these rules are maintained by all sides, signed by everyone in the nation leader chat, more or less. Innocent settlements would not be victims of senseless aggression, while militant or imperialistic states could not hide from the consequences of their actions. Just humor me and look at this from a neutral perspective. The lion's share of everybody I talk to has said that the war rules are currently a disgrace. I know that we can do better. We cannot sit on this status quo and be afraid of changing the rules just because it might make people/RP types we don't like more happy and comfortable on the server. Let's take decisive action and make some changes here, for crying out loud. Feel free to suggest any changes, additions or criticism in your reply, but keep it civil and mature. Read the OP thoroughly before posting, I think you'll actually like what I am proposing. It's fair for all sides and I see no reason why we should not set something like this into the rules, and fast. 4.0 is here, it's time to get real and take initiative, OR we can crumble into nothing and lose a very large fraction of the playerbase. All credits to Aetosion for making this.))
  4. Establish Points These are things that every nation can agree with when it comes to raids/war. - Raids ruin roleplay of the capitals. You get drowned out by non-intelligible shouts and if they breach the city, dozens of soldiers run past you PvPing anyone in armor. It is chaotic, unrealistic, and a huge mess to deal with. - Realistically, the raids would not get close to the Capital. If you are familiar with MOBA’s (like LoL or Dota), you must kill the outlying turrets of the map before getting remotely close to the main “reactor”. - Without a specific system, there is no official progress of a war other than conquest/pillage warclaims. Proposed Between the two nations in question of warfare, there are the following: There must be 100 blocks apart from every rank. That means there must be 100 block distance from capital to major. There must be 100 block distance from major to minor. Major Fort: (1) A major fort is a second to last the final conquest. It is a large fort containing major fortifications.Traps are allowed. It is relatively near the capital, and would expected to be manned and armed to the teeth. To take a major fort, a warclaim would be required. If a major fort is taken, the Capitol is open to warclaim and raid. Minor Fort: (1-2) OPTIONAL These are smaller forts somewhat far away from the Capital, the Major fort being a sort of bridge between. These are expected to be manned and are the frontier of the battle. This expects to get constantly attacked, traps are not allowed. To take a minor fort, a warclaim is NOT required. The defending force must be at least 3/4ths the size of the attacking force if to officially take it. If you have a minor fort that isn’t manned whatsoever, it can be brought up and taken down. Only have minor forts that are regularly manned, not abandoned claimants of land. --- If a minor fort is taken: It cannot be taken for another 24 hours. If a minor fort is raided: It cannot be raided for another two hours. Minor forts are optional. If you don’t want them, you do not have to have them. You must take all minor forts to raid major forts. You must take the major fort to raid the capital. The major fort must be taken to warclaim the capital. All Capitals to be taken require a warclaim. Minor forts do not require a warclaim. To be able to take an enemy fort, all of your forts must be secure under your control. For example, you cannot warclaim the capital when the major forts are standing. You cannot warclaim a major fort when the minor forts are in enemy control. ^ Obviously things would be spaced out more, especially major fort distance between minor fort. But this is the breeze I’m hoping you’ll catch. Basically what I am trying to establish here is a system where there is progress and unless the war is being heavily won, capital roleplay is unaffected. Military RP is heightened because drills, watches, and the likes can take place in an active environment where it does not crowd popular roleplay centers. A war shouldn’t be up and over with one warclaim, wars are meant to be impactful things and not something you do on a complete whim. If a side is heavily winning, the losing side should have dread upon them. Fortifications should be built in advance for the impending siege, the streets howl with an emptiness… I am trying to establishing an environment where progress is felt and danger is as well. Going on, I will describe the Dead Zone. Dead Zone Other than forts and capitals, a major place of fighting is the Dead Zone. While roleplay is still required to initiate PvP, it is made very clear this is a place of warfare. It is the place where soldiers sally out for open field battles, it is the place where stragglers are caught and fights happen. All the place for open field battles takes place in the Dead Zone, and /not outside it/. (not mandatory) Consensual Warfare A point stressed was that of nations that do not want any war. Concerned rised when consensual warfare was enacted (and still is?) about how nations can pester other nations but hide under consensual warclaims. I want to keep consensual warfare for only nations that truly are peaceful. Neutral Nations may only hold their capital. They must not partake in any offensive battles, only defensive behind their walls. Casus Belli may be garnered against them to remove the consensual warfare protection. If they abide by this, raids are still on the table however warclaims have the option to be denied by the peaceful nation. If another nation has been receiving threats, insults, or aggression, they may gather these as “Casus Belli”. There must be 3-4 clear threats, insults, or aggressions that are verbal. Any physical attacks that aren’t defensive are automatic casus belli. If these are gathered (THROUGH ROLEPLAY), their consensual warfare protection is removed. Point of Entry Capitals and Major Forts are excluded from this because of siegecraft used in warclaims. This applies to minor forts. To prevent impenetrable forts, if your men have scouted and scouted your fortress for any weaknesses and there are none, that is automatically not allowed. There must be some way in to the minor fort, some way at all. This is to make sure that uber buttoned palaces are not created that there is no possible way inside. This may be controversial and can be debated upon further. I hope this wraps it up, folks! If we all can agree on this, ban reports will drastically decrease, we can all get along, and the playerbase will be happy. da forts be above ground above ground
  5. Character Name Oropher Deathsbane Nicknames: Oro, The Bat Druid Age: 21 Gender: Male Race: Dark Elf Status: Fine, physically...no, I'm serious. But he is not very well mentally.. Description Height: 2 Meters (6'8) Weight: Body Type: Skinny and lanky. He hasn't got much fat but he also does not have much muscle either. Eyes: His eyes were purple but due to magic one is golden and the other is blue Hair: Long white hair Skin: Light-ish grey. Markings/Tattoos: Five claw mark scars running down his right arm and ten running down his back. Health: Currently fine physically but his mind is a jumbly mess. Personality: He tends to be curious, but that hasn't ended very well in the past, yet he still is. He asks quite a lot of questions, seeking to expand his knowledge in everything. Oropher has an irrational fear of various things, going out of his way to try to avoid them altogether. Inventory: Some food, a blue-tinted scimitar named Windswept and various other assorted items. Further Details: Life Style Alignment*: Chaotic Good Deity*: The Aspects Religion: Druidism Alliance/Nation/Home The Druids, N/A, Le(a)nniel Job/Class: Druid Title(s): Bat Druid Profession(s): Uh...being a Druid. Special Skill(s): He's a good drawer and he is pretty intelligent. He can adapt quickly as well. He is willing to sit and listen, loving to gain knowledge of whatever. When presented with a task he thinks is possible he will tend not to give up. When presented with a task he thinks is impossible he will try and then give up. Flaw(s): It's easy to sneak up on him. He has a tendency not to recognise people who present danger or not flee as quickly as he should, which normally ends in him getting hurt. He also has an irrational fear of fireworks. He blindly protects those he cares about, not caring for his own sake. Magic* Current Status: A formidable foe. Arch-type: Druidism Sub-Type: Communion, Control of Nature, Blight Healing Rank: Weakness(es): Oropher's greatest weakness is being in an area with no plants and animals, for his Druidism cannot be used. Strength(s): When in his home, he is strong and has animals as friends. These animals can fight for him and he can use his Druidism to control plants and animals well. Current Spell(s): Oropher can speak with animals, control almost all plants decently and cure blight well. Weaponry Fighting Style: Swords, on his toes most of the time. Quick and avoiding strikes, really. Trained Weapon: Daggers, his fists and swords Favored Weapon: Swords Archery: No. Biography Parents: Isabella Deathsbane and Ouity Deathsbane. Siblings: Ilum'Abeth, Irrin'Pern, Elswyen, Maiku, Beren (Deceased), Fiona and Ruaonna (I may be forgetting some of them) Children: Allison Deathsbane Extended Family: Virella Deathsbane Pet(s): A missing dog named Lief and a bat named Isis. History Oropher was born in a troubled family, his parents obsessed with money. They constantly worked to gain more of it, day after day after day, ignoring Oropher and his older brother, Beren. Because of this they were free to roam and tended to climb trees, telling each others made up stories, Oropher sketching the stories. They were truly happy, having no cares and no worries. Their parents eventually decided to leave each other. They abandoned their home and left to start a new life as new people, leaving Beren and Oropher behind, leaving a note that said they were out on business. Beren and Oropher quickly had to live on the streets, shying away from people unless it was to get food. Food was the one thing they wanted, they knew they could not get anything else. One night, Oropher awoke to Beren shaking him, telling him something and running off. Oropher plunged back into darkness and slept once more. Awakening, Beren was no where to be found, anywhere. Oropher lived on the streets, slowly starving and barely managing to stay alive without Beren uintil another dark elf offered to help him. Oropher gladly accepted and was taken to the druidic grove where he was adopted by Isabella and Ouity. Oropher's life got better after that fateful day. He began to learn combat, learn to read and become a dedicant. He was back again without a care in the world, having new brothers and sisters. Meeting new people who were good to him, kind to him. He loved his life once more, perking up. His shyness and nervousness faded, but still remained with him. He would go out and have, with his brothers and sisters and friends. Oropher was unlucky, however. Wherever he seemed to go danger haunted him. He had so many wounds inflicted upon him. His eye was cut out, his throat bitten by an orc. His arm was broken and a Dread Knight attacked him, leaving a gash in his stomach. But worst of all was a day. A day where he was assaulted with fireworks, burning his body turning his hair to ash and blinding him. His irrational fear of fireworks was born that day. Almost half a year after that day Oropher was once again in the town square. A High Elf approached him, using him as a lab rat to test the Corruption that was seeping into Malinor. Although the Corruption did not hurt him, he did not like the feeling it made as it ate through his shoes. The high elf left before calling once more to Oropher and another child. They went over to him to examine a huge tentacle-like plant, swaying from side to side. After some time of examination the plant slammed down, skidding across Oropher. He thudded to the ground, moaning as the high elf began to cast a spell. The spell was interrupted, setting Oropher alight, burning away half of his face. He was lucky to get to a lake before dying. Oropher's life continued, however. He suffered but survived. He left Malinor to the Lion's Hearth Inn and continued his Dedicancy. As his life went on he was one day...healed. His eyes, were grown back, his ear? Returned. The horrible burns on his face had faded and his hair had been grown back, even. He was happy once more as he resumed that which made him happy. His life became better and this was something he truly reveled in. It wouldn't last for long, however, as he was kidnapped by Evark Evocress and tortured. Horribly. Although his torture was physically healed it affected him mentally. He became darker, one way to put it. He didn't mind killing people...he tried to kill Evark several times and had succeeded, even. His vendetta against Evark wouldn't last long, but it was something he would remember. Evark had caused him alot of pain, he wouldn't forget. But his life went into a routine, once more. Some good, some bad, but it was something he could enjoy. But something shook this up...or, someone to be precise. As Oropher was sitting in a seat one day, something horrible happened. His brother, Beren...his true, biological brother burst through the doors of the inn...deathly ill. Oropher barely got over to Beren and barely got to yell at him before he perished. This sent Oropher into a deep depression and broke him even more, mentally. But during this time of turmoil he did manage to complete his Grand Task...he did manage to overcome his Dedicancy and finally become a Druid. The vision he was presented with when he was attuned...gave him something no one else could. Closure. He had answers about Beren's death...he would still be a broken soul, but he had answers, at the very least. This made him...happier. It pulled him back to reality. Sometimes, he still phases out and stares off to the distance, but that staring no longer consumed his daily life. Artwork Forever a WIP, probably never to be completed. Bad formatting ahead. You have been warned. Character Name Yhl'Kirilenko Therkul Character Name Ilo
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