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Found 4 results

  1. - VOLUME ONE: The Dreamer's Reawakening - Fjarriagua Amendment: Ice Spike Buffet Part Null: THE KEBAB MAKER'S INSTRUMENT OLD LORE: NEW LORE: PURPOSE: Ice spikes are in truth a rather complicated ability that possesses many, many uses, unfortunately their current state of general vagueness and lack of proper redlines do have a tendency of giving rise to many issues when being used out in the field. This amendment seeks to explain and solidify these mechanics as much as it can. As well as change certain traits of the ability, such as the durability of Ice Spikes has been increased to that of stone as opposed to mundane ice, as the topic of "How dense is ice" is a always the question asked upon usage of this spell and usually ends with the other person entirely ignoring the spikes' lethality. Additionally the total range of the spikes has been increased to that of 2 meters, with 1 meter per emote. This was done since in the current lore you would need to spend 3 whole emotes to create a 1.5 meter long single barrier that can be knocked out with a single strike, this would finally allow for more defensive usages of the ability all the while not being impenetrable walls as they can still be destroyed with ease if wielding a blunt weapon. AFTERWORD With all that said, this should be the last of this batch of amendments for the time being! Expect no more of them being written by me for the forseeable future. CREDITS Writing by Agy (That's me!) Music by Evelyn Lark Art by Elin Manon Mechanics borrowed by Diogen's Fjarriagua Rewrite CHANGELOG 28/3/2024 - Clarified some details regarding the durability of Ice Spikes 30/3/2024 Very much dodged a bullet there. Personal error of mine in dearly misunderstanding the mechanics of the current Iteration of Ice Spikes to its finer details and functions. The amendment should better retain the currently accepted mechanics and the general nature of this ability; -Defensive/Offensive Spikes have been scrapped as a concept, being replaced with the current system of the lore so as to not overbloat it. - Proper explanations have been given out about the different uses of this spell that are already possible in the current lore. - Durability has been decreased so that any Voidal Fires can melt the spikes off in a single strike. - Due to the increased max length of the spell, the redline allowing witches to work together to grow the spikes together has been decided to be removed from this amendment. - Conclusion of VOLUME ONE -
  2. - VOLUME ONE: The Dreamer's Reawakening - Fjarriagua Amendment: Of Cursed Tricks and Tormented Treats Part One: CURSED TRICKS OLD LORE: NEW LORE: PURPOSE: Within the current lore of the CA, Frost Curses possess quite the immensely lackluster and hollow system and mechanics, curses only being something that can be used by someone that your witch has already beaten to an inch of their life, which the lore would usually have you eat them for that 2 week murderhobo quota or for any of the various murderhobo requiring mundane rituals. And with the exclusion of making individuals possible cannibals (If they already OOCly specifically wanted that) despite the fact that it's merely a meat-lovers type of curse and not a actual cannibal curse, all of the current curses are incapable and too scared to impose any actual notable effects that could actually lead to engaging RP for the cursed individual, thus making them virtually worthless and not even worth the effort, for both the witch and the accursed. With that said, this is for the most part copying over all the various curses from the most recent rewrite and as the feedback requested: Making them less overwhelmingly powerful, giving each and every single one of them redlines to properly explain their mechanics as best as I could, as well as giving Greater Hexes their own unique delivery system so that people have a chance to avoid being cursed by a witch 30 meters away from them. Although just to be clear, these are curses not poison attacks, their whole point is the inherent lack of 'physicality'. Part Two: TORMENTED TREATS OLD LORE: NEW LORE: PURPOSE: Tormented cooking on the other hand allowed for more actually impactful curses to be placed on individuals and the allowance for two ingredients per product allowed for some exceedingly fun combinations! Unfortunately, the limiting roster of curses made It rather hard to create anything other than "Cannibal with big teeth" or "Fake Fjarriagua", these new additions (Also from the rewrite) would do more than enough to allow for all sorts of opportunities and fun combinations for all Tormented Cooking enthusiasts! NOW: Regarding the given feedback to Tormented cooking within the rewrite, I disagree with both of them on a fundamental level. . . With all that said, I also went ahead and took the liberty of putting redlines on the different ingredients of tormented cooking as well and also as polishing the thing as a whole. On top of that I cleared up the lore in the beginning as to how the different ingredients are not present within the Tormented cooking itself. CREDITS Writing by Agy (That's me!) Showcased video by Reber Arts Art in order of appearance by: davidwyatt2013 and Gustaf Tenggren Mechanics borrowed by Diogen's Fjarriagua Rewrite CHANGELOG 6/3/2024 Did a big scan of the entire thing with a less melted brain, redlines have been updated and cleared up some mistakes. 8/3/2024 - I've cleaned up and or moved around some redlines to reduce redundancies and multiple instances of the same redline. - Additionally, as commented to ReveredOwl, Tormented cooking will no longer require the witch to murderhobo whole character. This is a purely flavourful and non-combative ability and should not be locked away from the CA's players for no good reason. 28/3/2024 -Made it easier for the effects of cracks to form within Curse of Cracks - Curse of rabidity has become more strict in demanding that a "target" of a feast is chosen as opposed to simply being an optional path to a "meat lovers" curse - Curse of Snowstorms has had its total field of view decreased from 9 meters to 8 in accordance to other similar spells/ability - Curse of Cryostasis has been changed to instead to disabling sprinting as opposed to its prior mismatching version. - Curse of Tranquility has become more strict in its mental effects and they may not be ignored as easily. - Curse of Shuddering has been demoted from Greater to Lesser Hex, as it was for the most part pretty useless combatively, with Curse of Silence being already able to deal with speech-based mages. As such it has been changed to pose no combative effects at all other than plain communication that should not affect them, since the point of the curse is to after all make people stop talking in general.
  3. ♫ ♪ ♬ Ice Witch: Chapter I As observed by G. B. Prudence “Dark and ice-wrought, she lurks in the shadows. Amok, the witch runs in secrecy and bewilderment.” This book is an introduction to the little information that is known by mortal kin regarding the ice witch, their many broods and classes of the Fjarriagua race. It is worth mentioning that, the knowledge classified in these pages comes about from long investigations, thus sourced from information that may be either slightly inaccurate or lacking few details. What is known of the Ice Witch? Stories talk of many legendary creatures, some more substantiated and realistic than others, mostly in the form of feminine figures and enticing allure. Fjarriagua are the same, though what we have not been able to discern in the past centuries is that, most of these mythical beings are but different manifestations of the ice witch in various cultures. Fjarriagua are ravenous creatures, often shifting in their way of doing and thinking depending on the will of one’s respective coven, who use their voices to compose magical songs with several purposes; such as manipulating ice or snow, or weaving dark curses. These complex beings can be differentiated in the following categories, or internally known as broods: SIREN Most Fjarriagua wind up in this brood given that it is the most common and universally known as the warrior archetype of the coven. Witches belonging to the Siren brood are configured by their respective crones to fulfill the simplest of tasks - hunting down the sons of men. Siren witches are taught mortal etiquette amongst other mortal knowledge, preparing them for socializing and divulging in public communities. For this reason, these ice witches utilize their illusory songs to heighten their alluring nature; one of an enthralling and notably luring maiden. Often, Sirens resort to love ballads and sweet canticles for prey, attracting them with the sound as if their minds were compelled to obey. Beneath this youthful and beautiful maiden, however, lies a true monstrosity. Whilst Sirens are known to be seductive and attractive, their true forms resemble absolute terror; a true eye sore. FROSTRENDER It is not a rare occurrence for a witch to be impractical in battle or hunting, thus their duty is to assist the coven in a different way. Whilst Frostrending witches do not involve themself with fighting, they often accompany hives of Sirens to solely harvest the leftovers of their hunting targets. Through the application of these harvested materials, mostly in the form of eyes, tongues, hair, severed fingers, and other bodily components. As further applications of tints, mixtures and even concoctions, Frostrenders are capable of mending the wounds of another ice witch. By activating the same ‘medicine’ they have applied with a humming and melancholic song. During trips into mortal civilizations, Fjarriagua of this brood have been known to shape themselves as any other botanist, alchemist, medic, or doctor; and while rare, these witches rejoice in the distribution of cursed foods. BANSHEE Rather exclusive when compared to the aforementioned broods, the Banshee is a type of witch that is rarely seen amidst mortal kin. This is due to the fact that witches of this brood are masterfully experienced in their craft, and they have unlocked the ability to resurrect fallen sisters by using vocal and throat techniques. For this reason, it is crucial that Banshees are kept away in the safe confines of their coven, so that their kin may live on forever. Fjarriagua of this brood rarely take on disguised forms, but when they do, some may perceive them as somber women, mostly widows. It is in their true frozen form that the symbolism of their name manifests; Banshees are characterized by the fact that their bodies are mostly monocolored with a face shielded by a mantle of frozen white hair, and mouth uncovered with elongated jaws. Legends say that when an ice witch dies in the battlefield, their assassin is visited by an envoy of the Banshee brood, at which they are taken away and utilized for the revival of the fallen witch. WISDOM This brood is practically extinct, given that witches from this line are not made and rather innately born with the gift of sight. Wisdoms are vastly cunning women and of great knowledge and great wisdom as their own name indicates, that glimpse into the past or future of the mortal plane by defiling and consuming slain men. By utilizing a tool dubbed as the Seiðr, witches of this brood may cut into the fallen bodies of prey hunted by Sirens, at which they extract multiple organs and prepare them in a ritual, later devouring them to gain visions in their mind. Whilst extremely rare, these Fjarriagua do venture into the mortal world more often than not, predicating their wisdom and deranged visions amidst civilizations as warnings. In these journeys, they often take the shape and form of fortune tellers, tarot readers, or otherwise mystical and wise women. CRONE Witches of this brood are far and between, given that one of these constitutes about a coven’s worth of ice witches. Crones are the matriarchs and maternal figures of any and every coven, forming and unifying the principles on which each respective coven is based upon (i.e; if a crone was a frostrender prior to her ascension, then she will be prone to condition her own daughters into becoming fellow frostrending witches). These Fjarriagua do not leave the confines of their beloved coven under any circumstances, to the obvious exemption of retrieving a lost daughter, saving another of their race, or apprehending a dangerous and significant threat. But when they do, crones take on the form of old hags, mostly hunched on the back and silent in their wake – a juxtaposition to their true self, which is considerably grotesque and ominous. Where did the Ice Witch come from? The Ice Witch’s Origins: Kriemhild, the First. Tales brew over the years, some more veridic than others, and thus the story of the ice witch lies far and between, buried deep underneath centuries’ worth of misinformation, lost to time and held unsung for generations. Witches themself, however, have known the truth to this very tale for as long as their covens and broods have perdured in the mortal plane. It is taught from elder to witchlet, told as a forgotten story of a long ago grandmother and revered the same way a noble character from canonist theology is, through faith and redemption of one’s self. This is to say, put in simple words, that ice witches refer to this mythical lecture of old as a primary source of devotion, and the very foundation to their inner culture. The story goes as follows… “Kriemhild, a peasant girl of an icy realm, of Skjoldier, was lamentably fated with one of the many men that heeded to her father’s public airing of her blossoming into a fledged woman. She was in disarray. It was inconceivable for the girl to accept the terms enforced by her father, daring to challenge the latter’s authority at the potential cost of losing her life and home. Yet, the father’s determination overpowered that of the girl’s own. Kriemhild’s future was sealed through an arranged union between her and the son of an old, renowned pirate from Skjoldier. Or so it was thought, given the assumption that the ceremony was to be held but mere days away from this announcement of marriage. Kriemhild spent day and night overworking her brain, her thinking, to somehow come up with a way to evade this predetermined, man-made fate. It did not take the girl long before she thought of a possible solution to this damned problem. On the eve of the day before her wedding, Kriemhild escaped. She evaded the watchful guard of men at the command of her own father, running to hide away at the banks of ice and snow from her native land. Whilst, on-the-spot, it was a rather genius idea, the girl soon began to realize the actual severity of her doings. Without shelter, food, or warmth, the girl wandered the vastless white. Her flesh was bitten by the cold, which formed crystals across the skin and numbed her senses. At this point, Kriemhild’s urges to flee a future that she did not consider her own were far too strong for logic to be applied to her actions. Cry after cry, the nigh frozen girl emanated pain and grief, mostly in retribution against her father and the future that he had tried to tyrannically cast upon her. Her noisy laments drew the attention of a pure being, a celestial entity of the divine, who took pity on the woman and her approaching death. Father Winter, it was, and Kriemhild’s angst only served as a corrupting influence for the god. In the act of salvaging the girl, Father Winter’s essence was tainted, becoming dark and frozen just the same; and in this mutation, the first witch was born.” In Modern Times: Witches of Almaris. Fjarriagua, without a doubt, continue to plague the mortal plane, hidden away inbetween peasants and nobility alike. These witches cast ill wish on the world and its sons from underneath the shadows, recurring to secrecy for self preservation and the plotting of primal queens in hopes of exerting absolute reign over the realm. The ice witch, whilst deranged and hateful, ensures the balance between life and death, protecting the existence of their livestock and toys of enslavement from the influence of Widukind. How is an Ice Witch confronted? Folklore of the Ice Witch: Superstitions and Charms. Whilst one’s fate is surely sealed in woe and agony in the presence of an ice witch, it is possible to prevent encounters with these ravenous creatures in the first place, using the following information. - IT IS WORTH NOTING THAT CRONES ARE BUT ASCENDED WITCHES OF THESE BROODS, HENCEFORTH THEY ARE NOT MENTIONED IN THIS SECTION. SIREN These luring witches can be driven away from one’s household by splashing the blood of a child across every door, window, songbox, and mirror of the home in question. In addition to this, one must store their clipped nails and hair, or bones, in jars, and extracted saliva or tears, or blood, in vials, outside of their home by the feet of every door and window. For this to have any effect, one must do it every year at least once on the Snow’s Maiden and the Deep Cold. FROSTRENDER The only way to overcome the effects of a Frostrender’s cursed foods is by procuring a specific tincture out of three herbs: saffvil, for the transformation of physical energy into soul protection, which leaves the consumer generally lethargic; blissfoil, to battle the same cold that is being inserted into the body and soul through the cursed food; and desert berry bush, so that the taste may be sweetened and tolerable. One must ingest this tincture once per year to maintain a constant immunity. BANSHEE Whilst Banshees do not normally hunt, it is often that they manifest in the homes of those mortals who dare send their fellow sisters to death. In this transaction, the Banshee offers the mortal two options: harvest of his body and soul, or a favor between the two. This favor consists in the poor mortal having to give up their firstborn children once the age of eight and ten is reached as a sacrifice for the witch. Wisdoms Given that these witches are practically extinct, there is little to no information regarding their weaknesses and/or any efficient methods to drive them away. However, it is rumored that their sight is obscured by the presence of places of worship, such as churches and otherwise canonist-based structures and/or utensils, which may lead them to avoid these locations. Author’s Note In tribute to A. B. Prudence and their fine work, this article has been styled similarly to Prudence’s own published book about Fjarriagua Culture, such being the main source of veridic and authenticated information about the ice witch. The contents found in this scripture have been researched for a few decades’ worth, serving as a compendium of knowledge gathered over the years. Whilst it is not confirmed whether this information is completely accurate, or true at all, every reader must bear in mind that ice witches do exist, whether in the forms and ways described here or not. Newer chapters will be coming so long as this initial piece of work has guaranteed itself enough of an audience or community. Following chapters will potentially cover further and detailed knowledge regarding the ice witch’s coven system, their lairs, etc.
  4. - VOLUME NULL: INTERMISSION - Sprite & Fjarriagua Addition: Seasoned Dealmakers Part One: A DEAL TO BIND DESTINY PACTING [Non-Combat] Whether out of gain, or out of sheer desperation after being exposed, the Fjarriagua may pact with those not of their kin, spreading a portion of their Mark directly onto a soul-bearing individual, where a bruise-like, frostbitten area forms on it. The pattern of that mark representing the Fjarriagua that one has pacted with and is fully customizable by the Witch. Some may inhibit the symbol of an eye for example, as if tattooed on their hand, although its ‘ink’ being frostbite, while others may merely have a bruise on their hand. PURPOSE: Presented here is a peculiar line from the "Mental State" section of the current lore of the Fjarriagua, something which is only spoken of once and never again repeated or showcased within the CA's abilities. Which is a bit of a shame as the creation of pacts and deals has been a staple of older variations of Fjarriagua lore but also 'Witches' in general. So once more carrying over this mechanic from the recently denied rewrite (Which the LT seemed to specifically have no issues with this ability, yippee!!!), added a few clarifications and redlines, general polish as well as the addition of a mechanic to enforce any agreed upon"rules" of the Pact other than just their objectives to allow for more complex and interesting deals. (Which again require OOC consent). Lastly in the matters of "Frost Curses" due to the fact that the Frost Curse amendment has yet to be reviewed by the looks of it, some details may get a bit muddy between the two, but otherwise I think it nevertheless has no issue in regards to that. (Yes, it's for both Greater and Lessers Curses, they do after all also need OOC consent) Part Two: THE NATURE OF THE DEAL An Innocent Bargain “It only takes a single fateful decision for one to lose everything and for another to gain everything” A wondrous artform honed and perfected by the Sprites over their long stay within the realm of the descendants, one that they have become all too popular and notorious as a result of. Using their unique abilities to forge a link between them and a willingly chosen individual, so that they may enter the ever mythical realm of bargaining, allowing the mischievous Sprite and a chosen and perhaps naive individual to form what is to become a deal between the both of them, a deal like no other. A Sprite’s bargain is never to be underestimated, for its powers and effects can alter the course of one’s future, but nevertheless its aim is to benefit both ends. Such as a simple one where, for example, an exchange of materials, knowledge and or specific objects, or for the completion of certain services to one another. These are but a few amongst a virtually endless list of various bargains that can be formed. The process of creating such a bargain is simple in nature; Requiring a Sprite and a chosen soul-bearing individual to willingly strike a bargain between the two of them - no matter how grand or simple in nature - concluding with the two engaging in a joined handshake, requiring 3 emotes to conclude the formation of the Bargain. During this, the person bargained with, may not pull away from the handshake, lest they interrupt it, thus canceling it and requiring the Sprite to reattempt once again from the start. During these 3 emotes, an odd plantlike ring will begin to grow upon the flesh of one of the fingers of both the Sprite and the bargained individual, harmlessly growing roots within it, being impossible to remove by most if not all means as it will always regrow itself back together, or simply grow in a different finger or part of the body. Its appearance, texture and colouration are custom-made to represent the Sprite behind this bargain. With the formation of the ring, It will begin to slowly yet steadily instill an obsession over the bargain made. What may be a gentle yet everconstant thinking of completing the bargain, can really quickly develop into an utter obsession, spiraling even into insanity should it take too long. This applies to any rules or boundaries of the agreed upon deal, creating a mental lock, making it impossible for them to ever will themselves to breaking the agreed upon rules of the Bargain. One that affects both the Sprite and the chosen individual. Should the worst come and one or both parties fail to meet the requirements of their agreed upon deal, the Sprite alone has the power to conclusively end the bargain in its entirety at any moment, although to a great detriment to whichever party was unable to complete the bargain. Causing their mental health to deteriorate to major depression and even bouts of hysteria for the span of [1] OOC Week. This means, should the Sprite be the one unable to complete their deal, while the one they bargained with completed their side of it, the Sprite may shatter that pact, causing It to drop into a horrible bout of depression Itself, while the person bargained with remains unaffected, due to completing their pact, now free from its chains. - An Innocent Bargain must be OOC consented between the Sprite’s Player and the Bargained’s Player. -Pacts can only ever be formed with soul-bearing individuals with organic bodies, this includes the various beastmen races and even more 'magical' entities such as the Undead and Nephelim, as well as fellow Sprites. - There exists no limitation in terms of complexity for these bargains and can be as specific, long-lived and impactful as the Sprite wishes them to be, as long as the bargained individual consents to OOCly. - Should they take too long to complete the bargain, whoever has not met their end of the deal begins to grow obsessive over the situation, gradually progressing into a state of utter insanity until completed. This affects the Sprite as well. - Any agreed upon rules or parameters of the bargain will manifest as a mental lock for both the Sprite and the Bargained individual, making them physically and mentally incapable of breaking the rules of the bargain until its conclusion. - The pact must not be of any sexual nor romantic nature. - Should one attempt to claw away at the ring to remove it, or alternatively completely severing the finger it was grown around, will result in the ring simply being regrown in another finger. - Should the bargained individual completely lack any hands/fingers or is wearing prosthetics, the ‘ring’ may in turn be grown around one’s body akin to a tattoo, the location being decided by the Sprite. - The ring causes no physical pain or discomfort upon the individual being purely visual in nature. - The ring is fully freeform in Its appearance and may include details such as small flowers or plants in general, although for more ‘intense’ creative choices such as over the top size or ‘vandalism’ of one’s appearance, OOC consent will be needed. - There is no limit to how many individuals a Sprite can enter a bargain with at any given moment. - While a Sprite is incapable of forming multiple bargains with the same person, they may decide to end a given bargain with the instant formation of a new one. This too, requires OOC consent. - The only way for the individual that agreed to the Bargained to ever be freed from it, is by the Sprite Itself or the completion of the bargain’s requirements. There exists no other method, physical or magical, not even slaying the Sprite Itself will work, with the exclusion of the event of the Sprite being PKed or indefinitely Shelved. PURPOSE: This is but ONE of the many, many mentions of Sprites being not only capable but actively encouraged to strike deals and bargain with people for all sorts of things. For something that is pretty much core to the identity of this CA as well as the concept of the 'Fey/Fae' in media in general, It is quite the extremely odd thing that they lack such a mechanic to begin with, as things stand the only 'proper' ability they have in place regarding "Bargain-Making" is in regards to being able to produce useful alchemy-based reagents for various potions, which is a bit too niche and rather simple in nature to ever act as a 'consistent' source of individuals one would wish to bargain with. This here additions feels like the easiest and most simple way to help out what is otherwise quite the deeply struggling CA and I am sure this could lead to all sorts of wonderful RP opportunities for them and ones that interacts with them. I wish them the best of luck! : > PURPOSE AKA; 'Why the double post?' The simple answer is that I wanted to give the Sprites a little bit of an amendment as well, they are after all a pretty one of the very few inherently magical CAs left in the server. And additionally "Pacting" was going to be added as an amendment in the second batch of these silly FW amendments of mine, so I decided to just post it pre-emptively for them. As for why they are both in the same post; they are pretty much a copy paste of each other in terms of mechanics. It would feel more weird if I posted them separately, if one gets accepted then of course and the other is also getting accepted. Lastly, as opposed to the boundless brainrot of the Fjarriagua that infests my brain-jar, my knowledge on Sprite and Druid lore in general is far more limited, so I unfortunately couldn't get all too unique and creative with the Sprite's capabilities and magical nature, although I would be happy for anyone to build upon this should it ever get accepted! CREDITS Writing by Agy (That's me!) Music by Jonah Senzel Art in order of appearance by: San'OK, [UNKNOWN] and Ida Rentoul Outhwaite Mechanics borrowed (With permission to also apply to Sprite lore) by Diogen's Fjarriagua Rewrite CHANGELOG 21/3/2024 I fixed that one typo..!
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