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Found 5 results

  1. - VOLUME ONE: The Dreamer's Reawakening - Fjarriagua Amendment: Sabbath of a Witch's Nightmare Part One: THE DARK TETHER OLD LORE: NEW LORE: PURPOSE: A lot of things to keep track of, so: - Made the Cooldown for Altar Creation be its own separate thing as well as only 5 OOC days long Most of an Altar's sabbaths are ESSENTIAL for the continued function of a coven and the CA as a whole, making it impossible to heal or revive any dead witches for a full week after the creation of an Altar, something which would imply that the Coven's previous one has been destroyed in most cases. would place the Fjarriagua in a very dangerous position that may risk the coven or the CA being wiped out in its entirety if unlucky. For the same reasons the cooldown for Altars is lowered to just 5 OOC days, given the fact that a Tier 1 Altar is beyond easy to destroy and could potentially doom the CA should it be the last one and are then forced to wait an entire week without healing or revivals, just to be able to create a new one. - Buffed the passive healing of the Altar into covering all non-fatal wounds as well as making Tier 1 Altars also capable of healing. Most of the reasons behind this will be explained within the changes for Sabbath of Healing, but in short, having it only heal papercuts is ridiculous. Additionally, forcing a Witch to wait for an Altar to reach Tier 2 to be able to heal ANY manner of wounds is a very very weird choice. - Altars can now be created in any region, no matter the climate I believe this will be following a lot of the same reasons from my previous amendment regarding 'Frozen Regions' and follows most of the same points in regards to force the same limitations upon Altars. The Fjarriagua are inherently magical creatures of ice and snow, they are not some odd yet natural fauna that live in already cold environments, rather they are the very heralds and embodiments of winter itself, created by the AENGUL of Winter itself, The Lord of The Deep Cold, they should very much act the part. The existence of Fjarriagua in a desert or a sunny beach IS uncanny, unnatural and weird and that’s precisely the point, because the Fjarriagua are uncanny, unnatural and weird themselves. As such, Altars can and should be boldly created even within areas of incessant heat, which as the very lore states; will turn the immediate area around it into one fit for the witches. - Fixed a typo about the required Witches needed for the creation of an Altar Nothing to add. Part Two: THE SABBATH OF RECLAMATION OLD LORE: NEW LORE: PURPOSE: Continuing on in regards to 'Climates', the Sabbath of Frost may now be also used within Tropical/Hot environments. Same way that Necromancers create undead wastelands of undeath, same way that Infernal Magics can create hellish wastelands of hell, same way that Mystics can create ghostly lands with a lot of ghosts or something. All these examples do not do anything other than allow for the expressive creation of lairs, as well as being “rather unnatural”, same way that having a frozen wasteland in a place where it would boggle all logic for such a thing to exist, is infact not a flaw but actively the point. Thus this should allow for Dessert regions to be affected as well by the ritual, if a PRO wishes to have a snowy wonderland/wasteland within their dessert tile, then It is absolutely their right. Part three: THE SABBATH OF THE VESSEL OLD LORE: NEW LORE: PURPOSE: The current healing system for Frost Witches is an absolute nightmare to deal with, even the LT Amendment that dropped around Autumn only tackled a singular issue of only Mothers being able to heal other witches, as they opted to ignore the core problem of the CA's healing. I want you to properly internalize what it takes to restore a single limb: 3 OOC days of at least four sessions, consisting of NINE well described, multiline emotes. It is quite literally more cost effective for the Fjarriagua to get Soft-PKed and be revived with all her limbs back instead of attempting to heal a single lost limb. I don’t believe there is much to be said. And ontop of all that, having the equivalent of a witch scraping her knee, force an entire other player that has a Fjarriagua CA to get online and patch them up is a terrible mechanic that makes nobody enjoy this CA without providing anything to excuse its existence, not to even mention how much it punishes even the slightest risk-taking for a Dark CA since it means that someone else will be forced to pay for any mistakes you make. The Sabbath is to be used for only the most extreme cases, such as losing ligaments, lesser organs and limbs, with the passive healing of the Altars taking care of everything else. Of which I’ve added feedback given for the same ritual by the LT from the most recent Fjarriagua Rewrite. I have also removed any Ritual cooldown from the Sabbath since, I doubt there exists a way in which one could "spam" loosing then regenerating their limbs. There's after all waiting period for the limbs to be completely regenerated, so I feel that's more than enough and It shouldn't take away from more urgent rituals such as reviving a Witch. Additionally, Frost Mothers are now fully capable of healing themselves on their own of any lost limbs and ligaments etc, It is a small boon but a CA as poor as theirs deserves a thousand times better and this is one small step towards that.. Part four: PROSTHETICS OLD LORE: NEW LORE: PURPOSE: This was some additional feedback given to the Sabbath of Healing within the rewrite, although I opted to place the redline within 'Physical Characteristics' as opposed to the Sabbath itself. CREDITS Writing by Agy (That's me!) Music by Airdorf Games Art by Charles Vess. CHANGELOG 28/3/2024 -Altar Creation Cooldown has been decreased to 5 OOC days instead of 7 OOC days, -Got rid of the specified exception on the Sabbath of Frost from said cooldown; Its requirement of needing PRO/ST consent forbids it from being used to grief or in general be abused, so there's no reason to bloat the mechanics with otherwise needless lines.
  2. Fjarriagua Amendment: A Winter Until the End of Time. Ice Conjuration and Manipulation Summary Old Lore: New Lore: Purpose: Ice Conjuration and Manipulation Mechanics and Redlines Old Lore: New Lore: Purpose: And because this is my amendment. Here is a bonus little amendments included as a treat. Swoon's Time Limit Old Lore: New Lore: Purpose: CREDITS Writing by Agy Mechanics and Ideas by Agy Map Pictures by Lotc Wiki Music by Unlimited Cotton Art by TetsuhiroWakabayashi Told to just go and make an amendment by sam33497 (thanks again!) Actually knowing how the Frost Witch lore and mechanics function by Diogen CHANGELOG 1/1/2024 10:26PM I forgot to spoiler some thingies.. 1/1/2024 10:49PM When the incomprehensible OG lore is incomprehensible; Redlines and mechanics were changed as funnily enough, my interpretation of each of the spells was somewhat different from how they actually function. The amendment now reflects that better. 8/1/2024 6:19PM After a small break, I wanted to polish the amendment as a whole with fresh eyes just to be sure I didn't miss anything (Which I did) I cleaned up much of the writing and redlines from little mistakes, as well as remaking the visual representation of the Amendment, now including Vortice! 14/1/2014 1:04AM ST Feedback Added.
  3. The Little Witch of Wrath Art Credit: @Heartesy Ooc PSA: Soft charming noises filled an old palace crippled in the decay and ash that was left of the voidal horror. The palace once filled with a beauty that held magic at its talons and shared the life that breathed in the sky. When it fell they rebuilt. They remade the functions and built a palace ment for a prince or two. Instead creatures that lurked below chased them away. It was burned to the ground.. Than frozen into a hell that was a lot colder than any mortal would like to stand. Moirai had not rested in almost fifty years, her eyes couldn't settle closed. She was unable to sleep, to rest.. to breathe.. The creature was left in her small dimly lit palace rooms to raise her vultures. To eternally kill, to eat, and to stay cold and frozen. She in fact couldn't die or live. The monster looked though she would turn to a statue, her eyes discolored one of her mother the Witch of the north, the creature who’d caused an eternal winter. The other eye of her father, the man her mother ate while the young child had watched. She was disgusted Pristine white hair and skin grayed over with her crossed lineage the creature looked frozen in time. there she’d stood a statue in her own baren kingdom. She would’ve stood there forever. had the voices gone dormant for so long that she could. “Tashnal Bhrun” The voice’s words would be a nail deranged and scraping at the ends of a chalkboard with a crisp whine. However to the frozen creature the words were a reminder of the choice she hadn't made. “TASHNAL BHRUN” The voice sounded louder banging against the steel ice caves of the monster’s mind “I am no longer the youngest.” The creature spoke to the voice; her tone was a careful anger storming in a field of snow. “I am in fact an ELDER” she hissed out her talons wrapping around a thin beam holding a iron cage up to the ceiling The room shuddered a silence had crept into the palace once more “You cannot run Bhrun” The voice sounded firm knowing and willful “I cannot or I will not?” She asked her tone, sliding into a more passive manner the discolored creature hunched over with frazzled white hair stood straighter, a shift taking over her form and leaving behind a beautiful elfess with skin that looked like smoke and eyes brighter than the ocean and skyline. The frazzled hair settled into unruly curls that wrapped around her arms and filled her face with definition. “Do not speak to me unless you intend to finish the conversation” she muttered while swinging her clawed hand towards an old wardrobe. “Serhiem has fallen Tashnal Bhrun, You are the princess of nothing” The little creature standing around 5’7 looked up as though the voice was not in her own head “I was never the princess of Serhiem. Ma’ wishes to see me follow her steps. I wish not to.” She sounded like a young teenager, defiant and wishing to prove something. “Tashnal Bhrun you grow hateful.” “I am not the youngest witch!” she protested flinging her hand and fishing out a set of robes that shared a blue and white coloration dancing freely at her form “Return.” the voice demanded its words impossibly loud dancing around Moirai’s head “I will not kill anymore, I am through with that. I will eat what is provided I will not murder I didn't choose this!” she hissed out stomping her foot on the ground letting out an irritated yell “I would rather STARVE then let mother win.” she screamed the halls of the palace shuttering slightly at the drastic yell “You’d live in denial than chase what you wish” “Think that as you will, we had an agreement” the woman mustered out a few scowles “Azunul” “I'm the selfish one now?” she asked cursing under the little air in the castle There was silence. Moirai's gaze closed and the wind was still, she had not consumed air in almost a decade. “Is she really dead.. the ome’ii?” asked the immortal creature “Kex” There was a long moment where nothing was said and the creature’s mind lay baren of voices. She spoke her words with a soft and careful attention “I wish to be more powerful than her, I will take her power.. I will take her people, I will become what she will fear.” the witch spoke her voice not faltering once “Then wake up” The witch’s nose wrinkled up as a small flurry of cold air brushed against the creaking palace snow began to trail down the water’s slowing into a frozen wasteland the charred tattoo’s along the creatures arms and legs glowing a white then blue the snow was coating the palace it must’ve been. “Al’ Tashnal Bhrun zu’ pzym” “Ulde” “Dektu” “Vorkuhz” The witch opened her eyes before her were the last remnants of the palace, looking as though they had been tarnished and destroyed for many many years. There was no snow, there was no ice, there was a barren world and a dangerous creature which had been let out into the open once more. The woman looked like a beautiful embodiment of death. She looked calm, as she took in a breath her glare pinned startlingly to a monster next to her, coiled in smoke and a dusty ash. The monster looked like a bird, a vulture’s shape with talons twice the size of a large one. The monster looked at the witch and the frozen creature looked back. “Ulde al’ pzymzol.” Moirai stated her eyes turning into a dim blue, the beautiful discoloration similar to a cat dissipated leaving behind no trace of the mortality she often pretended to have. Moirai had awoken, a terrible fate the world would share Ooc Translations: Ooc notes:
  4. Basics Name: Elorna Avern Lle'hileia Nicknames: Lle'hileia, El, Lorna Age: 198 (as of July 3'15) Gender: Female Race: Wood Elf Status: Good Villainies: 1a, 1b, 1c, 2a Description Height: 5'6 Weight: 110 lbs Body Type: Pear Eyes: Deep Blue Hair: Dark Red Skin: Tan Markings/Tattoos: A faded scar in the shape of an 'A' on her right cheek. Her pointed elven ears were cut and left rounded and scarred. Health: Good Personality: She would most identify with the ISFJ personality type. She tends to be friendly, but reserved, formal, and polite. Over time she has grown deeply suspicious of strangers, and her former trusting naivete has given way to extreme caution and near paranoia. She has strong maternal instincts, and is usually selfless. She tends to be clingy, sometimes overbearingly so, toward the people she loves or finds safe and familiar. Normally, she is a very gentle woman and does not want to see anyone come to harm, but has developed a more stern, strong-willed side over the years. Inventory: An opal pendant on a chain of braided vines, a diamond necklace on a chain of silver, and a variety of other such jewelry. A staff of living birch; at the top several leafy branch-like wooden tendrils grow, sometimes used for various things when Elorna needs them. Journals and books, a leather helmet/cap, a feather covered in blue runes, a music box, and a clock from a land where time stands still. Further Details: Hair is curly Life Style Alignment: Neutral Good Deity: The Aspects Religion: Druidism Alliance/Nation/Home: Nature, Laureh'lin, Lin'ame Job/Class: Heirophant of the Druidic Order, Iyat'ento (think vice president) of Laureh'lin. Titles: Dove Druid, Heirophant, Keeper, Iyat'ento Professions: Iyat'ento of Laureh'lin (Previously Keeper of Lin'ame and Okarir'ame of Haelun'or, Guide Druid, Leanniel Laurir and Conclave Adjudicator -> Steward on the Lower Council of Malinor ->Head Scribe on the Lower Council of Malinor -> Farmer.) Special Skills: Farming, sewing. Can talk to animals, control plants, and heal tainted land. Flaws: Can't cook, has no skill in healing, abandonment issues, overbearing/obsessive, clingy. Magic Arch-type: Druidism Sub-Type: Nature's Communion, Control of Nature, Blight Healing Abilities: She can easily communicate with and befriend any animal. She can influence the growth of trees and other plants, and even have them move around or form different shapes. She can bless individual plants or fields of crops to grow with exceptional health and bounty. She can cleanse patches of corruption or heal sick or damaged plants. Weaknesses: She can sense pain in the nature around her, which can be distracting, uncomfortable, or even tormenting in some cases. Her abilities are useless if there is no plant life nearby. She relies heavily on hand motions to portray how she wants plants to move, so if she's immobilized her control of her abilities are greatly hampered. Weaponry Fighting Style: Keep at a safe distance and control tree roots to trip, block, strike, or grab an opponent. If that doesn't work, shoot. Weapons: Tree roots, branches, vines, thorny rose bushes, or a bow and arrow. Armor: A chainmail shirt and open-faced iron helm, or leather cap. She rarely uses armor though. Archery: She's a decent shot, but not a master. Biography Parents: Mayilu Avern (mother, deceased), Viris Avern (father, missing) Siblings: None. Spouse: Phaedrus (link). Previously Avern'len San'taeleh (link) (deceased) Children: Gregory Baldwin (ward/adopted son). Lenniel'onn (son with Avern'len, born June 15th 2013). Miruel (daughter with Phaedrus, born November 14th 2014). Extended Family: http://www.familyecho.com/?p=IR7ID&c=k5a5lt2dgc&f=495287913265079130 Known in RP: Hera Acius (cousin) Pets: Leyu, sparrow (lost in Elysium). Autumn's Rain, horse ('died' in a server crash). Lenti, dove (died during the corruption of the Equinox Grove). Asul'narnir, horse. 'Ponybird', horse. Miral, phoenix. Fred, owl. Many different wolves, cats, birds, mice, and other animals. History Elorna's Journal: [link] Elorna has a kept a journal for a large portion of her life, starting when she was about 40 near the beginning of Anthos, though there are many gaps where she didn't write anything. The current journal is not included. These are her actual RP writings, which I think show better than anything I can write in a biography how she's developed as a character over the years. (Warning: it's long and there's a lot of sappy emotional rants. And keep in mind not to meta!) Biography (not up to date): Updated but short: Artwork Progression of Skins: Art of Elorna by Awesome People: Stupid Pics of Elorna I Made:
  5. ~*FROST WITCHES*~ The Fjarriauga (Fy - arr - e - aw - ga) Boots crunch over frozen leaves as you venture deep in the wintry woods. The trees extend like bony fingers into a blank sky. Clouds of vapor ghost up from your lips, vanishing into nothing. Each breath stings your lungs. It is so bitter - bitterly cold, as if air itself had claws and teeth. You hear a quiet voice disturb the stillness. “Help me…” The wind carries her words to your ear. For a moment, you wonder if what you heard was real. “Please, help me…” Your footsteps quicken toward the source of the voice, leading you into the heart of the woods. There! You see her. A frail, quaking figure amidst the foliage. “Help me!” she cries. You run to her side and then - then - The teeth flash quick as lightning. A spurt of blood - hot, steaming - and blackness. A darkness as cold and all-enveloping as the space between stars. You have fallen prey to the beast known only as the “Fjarriauga” - or Frost Witch. ~What is a Frost Witch?~ These are the Frost Witches, cunning beasts who now consume the flesh and blood of young, unwary men. The take the forms of lovely, young women and will lure in any man foolish enough to fall for the disguise. Fjarriauga are masters of disguise. Their skin is naturally grey and their eyes a glowing blue, but they can slip into a mortal skin as easily as changing clothes. Fjarriauga can control the ice and snow, though they are powerless in the heat. They are driven by an all-consuming desire to feast upon mortal flesh - especially the flesh of men. Their shapeshifting turns them into terrifying hunters capable of hiding anywhere. However, any hero who can see past the witch's disguise may earn a quick witted friend and a powerful ally. There are those that might seek out a Fjarriauga to gain the benefit of her knowledge. Fjarriauga are required to aid to anyone who spots them in disguise. They will perform a single favor for any mortal who catches them. The curse of the Fjarriauga is potent. Witch Mothers - the leaders of Fjarriauga covens - will place their curse on as many women as possible. To become a Witch, a curse woman must give into the despair that plagues her. Only then will the curse take over, giving her power and binding her to the Witch Mother who marked her. Each Frost Witch Coven is governed by a Witch Mother. With time, a Frost Witch may grow powerful enough to spread the curse and create her own Witch Coven. ~History~ The true origins of the Fjarriauga are shrouded in mystery. Even the Frost Witches themselves do not know the full truth. Only folklore - passed down orally from coven to coven - remains. Legends tell of a young bride named Kriemhild. Abandoned at the altar by her would-be husband, Kriemhild ran out into a howling blizzard and flung herself into the snow. A powerful ice elemental - known to some as Old Father Winter - took pity on the helpless creature. He leaned in and gave her the wedding kiss her heart so longed for. Immediately, her lips turned blue and her skin grew cold. The snowflakes bent to her will and, out of the ice, she formed a chariot finer than anything her husband could have given her. Kriemhild the Witch Mother spread the curse of the Frost Witch across the land. Any woman with deep despair in her heart may embrace the cold and find power, if she is marked by a Witch Mother. It is only the strength of their faith and will that many women avoid falling and becoming Frost Witches. Not every witch believes in the old stories. Indeed, many of them claim that the dwarf god Ondnarch created the curse. Others believe that the curse began with a powerful spirit or ice elemental. Some say that the curse was gift from the Creator - His punishment against cruel and lascivious men. Every Coven tells its own version of the story. The truth remains unknown. Frost Witches are old creatures - as old as the snow capped peaks and howling gale winds. They have existed since times immemorial. There is no written record of how the curse began, so its origins remain a mystery. The Fjarriauga originated in a land far away and long ago. It was a young sailor by the name of Brunhylde Volsung who first introduced the curse to our land. Brunhylde Volsung was a young woman serving aboard her father’s ship. Olaf the Old, a legendary sea raider, set down anchor near a Witch Mother’s cove one fateful day, intending to ask for her advice. The Witch Mother allowed Olaf and his men to dock peacefully...at a price. As payment for her scrying ability, the Witch Mother placed her curse on Brunhylde, knowing full well that Olaf would take her to a new land where she could grow and spread the curse. Olaf wrecked his ship in Asulon. Many of his men died, leaving only a precious few to find their way in the new land. Brunhylde was among the survivors. The trials of finding a new life in Asulon proved too great for her. She succumbed to the power of the Witch Mother’s curse and transformed into the first of Asulon’s Fjarriauga. Within mere months of transforming into a Frost Witch, Brunhylde had enough power to mark other women for witchdom. The curse inside her body compelled her to do so - seek broken hearted women and turn them into monsters like her. Seeing as it was the first, newly born coven in Asulon, it became known as the “Frostborn Coven”. Brunhylde and her daughters wreaked havoc on the land, killing and consuming scores of men. They terrorized the fledgling Oren Empire, becoming known as one of the greatest threats against humanity. Their reign could not last forever, though. Brunhylde died in battle against the Order of the White Rose. The captain of the White Rose slew her and presented her head to the Emperor of Oren as a trophy. Brunhylde’s many daughters grieved her passing and swore revenge. Without their Mother, however, they soon began to fragment into splinter covens. Her daughters became Witch Mothers in their own right. They traveled to new lands, infecting more witches and claiming more victims. They remain an insidious threat to this day - subtle, creeping creatures capable of seducing even the strongest of hearts. ~The Curse~ The Origin of the Curse is unknown. However, due to some details about the Curse, we can make some educated guesses about its origin. After some detective work, one could assume that the Curse is a work of a powerful unknown spirit or elemental. The Curse is a part of the Witch which cannot be removed once it takes affect. It is a part of her soul. The Curse can be defeated in its earliest stages, but it is irremovable once the woman has fully transformed. Only Witch Mothers are capable of cursing others. In order to curse someone, the Witch Mother must simply brush their finger against the back of the female’s neck. A small, blue splotch will appear, similar to a bruise. Cursed women will feel the initial effects within the first elven day. Any previous sadness or despair they felt would be amplified, and they would feel a cold, empty pain in their chest area. If a woman is strong of faith, she may resist the effects of the curse. If she does, the splotch will disappear. For those who succumb to the curse, over the course of a few elven days, their skin would grow cold. Fire and heat would become bothersome and painful, and they would be less sensitive to the cold. Their hair will fade, turning a pale white. Their eyes will change to a light blue, before emitting a blue-ish glow. Their skin will turn a grey-ish white, and become like ice. Their teeth would sharpen over time, and normal food would slowly begin to taste like rot or ash. They would crave raw flesh, and quickly develop a ravenous hunger. Most young witches, if not taken in quickly by their mothers and fed, will become feral. The curse does not have any affect on men. The curse cannot be removed under any circumstances. It is a taint upon the soul, a permanent mark on a witch's being. ~Biology~ Despite appearances, a Fjarriauga witch is no longer a member of whatever race she was prior to her transformation. The transformation does more than change the color of her skin and hair – it alters the entire makeup of her body. The most defining feature of a Fjarriauga is, of course, her cold skin. This is more than just having a low body temperature. The curse inhabiting her body projects a tactile magic that turns most liquids, including blood, salt water, and tears into an icy slush. Even innocuous body fluids, such as saliva, become frozen. The same goes for mucus. How their organs still function in spite of the “ice aura” is a matter of magic and is yet to be studied. They have learned to use this to their advantage, however. There are records of Fjarriauga spitting what basically amount to hail pellets. As such, Fjarriauga lack many of the bodily fluids that most normal women would have. They do not bleed. Instead, when struck hard or pierced, a Fjarriauga’s body would fragment like chunks of ice. A very old, battle-worn Frost Witch’s true body may be covered with small cracks much like scars. One way to tell a disguised Fjarriauga from a normal woman is to cut her. If the woman in question does not bleed, she may be a Fjarriauga in disguise. Fjarriauga, due to the strange “ice aura” of their bodies, are entirely sterile. Prolonged contact with a Fjarriauga’s body may lead to frostbite. Fjarriauga also do not age. The curse and “ice aura” essentially traps their bodies in cryogenic stasis. A Frost Witch’s true body will look more or less exactly how it did when she transformed. A Fjarriauga transformed as, say, a twelve year old will remain looking twelve for the rest of her life. Aside from the other changes, such as white or blue hair, grey skin, glowing blue eyes, and the occasional “crack” from battle, a Fjarriauga’s true form will look largely the same her entire life. ~Magic~ ~Ice Magic~ Ice magic is an innate ability of the Fjarriauga. Ice and snow bend to their will, forming whatever the caster is capable of creating. While the ability is innate, a newly-turned witch must be taught how to control her powers. A witch with no guidance from her Witch Mother might eventually learn through trial and error, but she would likely die long before she mastered it. Frost Witches are highly communal creatures and do not function well on their own. Frost Witch magic comes from the Curse inside of their bodies, rather than the Void. Unlike evocationists, Fjarriauga do not conjure elements from the Void. Similar to shamans, they manipulate pre-existing ice. They can freeze the moisture in the air in order to “conjure” ice. For obvious reasons, their magic is more effective and easier to use in cold and wet environments. Dry, hot environments, such as deserts, render the Witches helpless. Frost Witches cannot stand the heat. Fire spells death for them. Witches cannot stay in hot environments for long periods, or else they get sick and lose their powers. Their powers do not work instantly. Frost Witches need time and patience in order to conjure their ice. Depending on the environment, it might take a witch several minutes to conjure a ball of snow. They are, naturally, most powerful in cold, icy, and wet environments. Frost Witch magic is primarily touch-based. Frost Witches must be touching the material they intend to manipulate. Distance manipulation is possible, but it takes longer. For example, a witch could step on a frozen lake and cause it slowly crack beneath a foe. Notably, they cannot manipulate ice or snow conjured by a Water Evocationist. The Witch Mother, as the head of the coven, is noticeably stronger than her daughters. Her magic is faster and more powerful. She is the only member of the Coven who can curse others. Witch Mothers are notoriously territorial and highly protective of their daughters. It is very rare for a single coven to have two Witch Mothers. Because their ice is not conjured from the Void, it does not require concentration to keep it on this plane. Frost Witches only use ice that already exists in the normal world. Thus, it behaves just like normal ice and snow. Witches can use it as a weapon, a tool, or even a building material - just like regular ice. For example, Brunhylde and her daughters once built a massive tower made only of snow. The snow tower stood fast and only require minimal maintenance. With continual application of magic, Frost Witches can keep ice from melting in conditions it normally would. Some witches conjure shards of ice as weapons. These ice weapons are frozen and reinforced with magic, giving them a near iron-like durability. Without the Witch’s magic, however, these ice weapons will quickly melt into harmless water. Because the Fjarriauga's body is essentially flesh-turned-ice, she can also use snow to temporarily patch wounds. This fix is not permanent, however. ~Shapeshifting~ In order to hunt their prey effectively, the Fjarriauga must don magical disguises. Fjarriauga are highly renowned for their shapeshifting abilities. In days of yore, Fjarriauga were sometime employed as spies. Their disguises made them highly effective, both as undercover agents and cannibalistic hunters. Fjarriauga can change their hair color, eye color, skin color, voice, and body shape. They can easily morph into different appearances. They can even change their race - provided that the race is bipedal and humanoid. Because the Frost Witch's body is essentially made of ice, she can manipulate her own flesh much like the ice around her. Frost Witches do not learn how to shapeshift immediately. They have to be taught by their Witch Mother and/or the other members of their Coven. Usually, a witch can learn the basics of shapeshifting within the first few days of transformation. However, a solo witch may take weeks or months to learn how to shapeshift. Fjarriauga shapeshifting has some major limitations, though. Although they can alter their outer appearance, Fjarriauga cannot change their skeletons. Thus, they cannot make themselves physically larger or smaller. Depending on the Witch’s original size, she may not be able to impersonate unusually sized races such as dwarves, kha, halflings, or orcs. They also cannot disguise their teeth. The Fjarriauga have razor sharp, shark-like teeth. One of the quickest ways to identify a Frost Witch in disguise is to look at her teeth. Fjarriauga, while disguised, try not to smile too much. They often hide their mouths - either using their hands or physical barriers, like clothing. Due to their “ice aura”, Fjarriauga remain cold to the touch - even in disguise. Most Fjarriauga wear thick, heavy clothes in order to hide their body temperature. They will often wear gloves so they can touch people without worry. While disguised, a Frost Witch cannot use her ice powers. Using her ice powers will cause the disguise to fail, thus exposing the Witch’s true form. As a result, most witches will not switch out of their disguise unless they are forced. A witch’s true form is a carefully guarded secret, seen only by the members of her Coven. Excessive heat may cause a witch’s disguise to fail. A disguised witch cannot stay outside in the heat for too long. If exposed to high temperatures, a witch’s disguise will begin to “flicker” and ultimately vanish entirely. ~Favors~ A Fjarriauga’s greatest weakness - the favor. Due to their fragile nature, Fjarriauga have developed a unique survival mechanism. Any mortal who discovers a Fjarriauga in disguise is entitled to one free “favor.” The mortal may request anything from the Witch. The Witch is then compelled to fulfill the favor. The curse prevents her from breaking her word. The favor must not involve self-harm or sabotage. A Witch will never harm herself or her coven. The favor must not be sexual in nature. Circular favors (ie. a favor for more favors) are not allowed. The favor cannot be impossible. If the mortal breaks any of these “rules”, the favor is void and the Witch is released. Witches, being tricksters by nature, are not required to inform the mortal of these “rules.” ~How to RP as a Frost Witch~ Note: Not all Frost Witches are the same! They are individuals. This is just how the "typical" Frost Witch should act. Frost Witches are highly communal creatures. They live in Covens. Witches are extremely loyal to their Covens and they hate to be separated from the fellow Coven members. Although they are not blood-related, Witches will address their fellow Coven members as "Sisters" and their Witch Mother as "Mother." They will often mimic family relationships within the Coven. Witches treat their Witch Mother similar to an actual mother. The Witch Mother is expected to protect, teach, shelter, and feed her daughters. "Sisters" in the Coven similarly rely on each other for support and companionship. Coven sisters often form highly codependent relationships with one another. Solo witches often do not last long without their Mother and Sisters. A solo witch may devolve into a feral beast without the support of her Coven. While Witches are highly loyal and affectionate to each other, they treat outsiders with open hatred and disdain. Witch Mothers are highly territorial and protective of their daughters. It is unusual for two Mothers to share a single Coven. Due to the Witch Mothers' territorial tendencies, Covens may sometimes fight with one another for land. Anyone outside the Coven is considered "Other" and treated with suspicion. As a result, Covens are often highly insular and form their own unique intra-Coven cultures. Frost Witches many develop highly sociopathic tendencies. They treat mortal creatures either as tools, food, or disposable objects. A witch's strongest relationship is with her Coven and her Witch Mother. Extra-Coven relationships are considered highly unusual. Witches may accept non-Witch allies for a time, but these allies are considered useful tools and not "equals." A Witch may eat an ally after she is done with him. Romantic or sexual relationships are very difficult for Frost Witches due to their biology. Many Frost Witches identify as aromantic or asexual (meaning they don't feel romantic or sexual urges). Others may have brief sexual or romantic flings, then consume or otherwise dispose of their paramours. Many think Frost Witches are not capable of "true love." Some Covens have a strict "don't play with your food" policy. Lesbian Frost Witches may sometimes have relationships with other Witches. This is acceptable in most Coven cultures (if somewhat awkward since they call each other "Sister"). ~Strengths & Weaknesses~ Pros of Becoming a Frost Witch Ice and Snow based magic.Limited shapeshifting ability. (Limited to humanoid, female shapes) Cons of Becoming a Frost Witch Curse is attached to the soul. Cannot be removed under any circumstances. If a Frost Witch's soul is transferred to a different body, the new body will slowly turn into a Frost Witch. If transferred to a male body, the male body will die. The old body will have all the physiological changes of a Frost Witch (grey skin, white hair, glowing eyes) with none of the magic. BECOMING A FROST WITCH IS COMPLETELY PERMANENT. Irresistible compulsion to feed on raw flesh - especially men's flesh. Humanoid flesh, not animal flesh. Cooked flesh can be consumed, but it tastes ashy and dirty to witches.Extreme, debilitating weakness to heat and fire. A Frost Witch who is exposed to high heat over a long period of time will lose access to her powers and become weak and sickly. Because the curse feeds off despair, many witches suffer from mental issues such as depression, anxiety, and heightened, persistent. negative emotions.Inability to reproduce. Witches are sterile and reproduce via the Curse. Inability to have "normal" sexual relationships. Prolonged contact with a Frost Witch's body will result in frostbite and other complications.Frost Witches may develop sociopathic tendencies, viewing people as food or disposable tools. ----------------------------------------------------------------------------------------------------------------------------- OOC: Hello, I am Urara! The original creator of the Frost Witch lore. Some of the current Frosties (birdwhisperer and Meguzara) decided that the lore needed a revamp. The current lore had a lot of pieces which they felt were unnecessary. So it was time for a fresh coat of... uh, ice. And that's where I come in - your OG Frost Mama. So please enjoy the freshly revamped lore, all shiny and new for you lovely witches out there.
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