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Found 7 results

  1. “What’s done cannot be undone.” -Ser Peter Barbanov to Baron Britannus Vanir, following the successful Siege of Kraken’s Watch King Peter I of Haense entering triumphantly into the city of Riga, following the coup of Alexander ‘the Hamster’ Staunton. C. 1566, Karl Frederick “Courland has, for far too many years, remained a stain on the fabric of Humanity. They are the bane of our existence, since the time of our great King Peter, who formed the modern foundations of our Kingdom in the crucible of the Riga War. The Courlanders caused the downfall of our Imperium, and the death of His Imperial Majesty Philip. They gave assistance to that most treacherous House of Brawm, rebels and traitors to their Highlander kin. They have raided us, robbed us, attacked our citizens and Lords within our own walls, myself included. No, these grievous crimes must go unanswered no longer. Courland must pay, Your Majesty.” King Marius nodded, having been listening attentively to the words of his Chancellor, Lord Lucas. The gathered Lords looked amongst themselves, whispering quietly to their retainers and advisors. Archbishop Rory of Karlsburg, who had yet to join the conversation spoke up, “Aye, we must not forget how these same Courlanders slew the late Count Boris in cold blood, while on the way to prevent this current war. These brigands who have brought war to our peaceful capital, who have spilled the blood of good Haeseni, who have shielded themselves behind cowardice must finally meet their judgement. It is just before GOD.” A soldier bearing the tabard of the Royal Hansetic Army would enter the tent, bowing before the assembled nobility and officers. He’d hand the letter of Prince Otto Henry, leaving immediately after. Otto would open the letter, a smile forming on his countenance as he reads. “It appears the Farfolk of the Sultanate have blockaded the entirety of the island of Asul. Tobias and his men cannot sail to meet us on Tahn, truly a blessing from GOD for our defense of the Canon.” King Marius had kept his eyes fixated on the map laid out before him, his lords and generals continuing to deliberate over strategy. Finally, the young man stood, “We shall not waste any more time. Courland lies trapped on their island, while the old Imperial crownlands lay ripe for the taking. We shall join our allies in the Duchy of Mardon, and seize Courland’s holdings on his island.” He'd pause, looking up at the assembled men, “Curonia delenda est, gentlemen.” From within the tent, and all around the camp, men who had been listening to the conversation would shout and cheer in response. “Courland must fall!” ((credit to heff for the format)) WARCLAIM Tier Chosen (This cannot be changed after the first warclaim is held): 1 Type of battle: Skirmish Date And Time: March 18th, Saturday 3pm EST Side A: Kingdom of Hanseti-Ruska Side B: Kingdom of Courland Location and boundaries: Direct Area: https://gyazo.com/3a7f7c05ae4271d0c8b28bd4d0112e4e Surrounding area of battlefield for reference to location: https://gyazo.com/084b5e50d9db76ca89fe48e6b02925bf Terms of Victory Upon Victory For... Victory for the Attackers: All Courlandic forces are killed or flee the battlefield Victory for the Defenders: All Haensetic forces are killed or flee the battlefield REWARDS Offensive Victory: Haense may go on to siege a nearby location Defensive Victory: Courland may go on to siege a nearby location or can prevent Haense from skirmishing for 2 weeks Rules No status switching. All LoTC rules. No golden apples. No one day alts. TNT disabled. If the Kingdom of Courland does not attend the siege, then the warclaim will be automatically succeeded by the Kingdom of Hanseti-Ruska, and they may force the time and date of the next warclaim.
  2. King Marius sat at his table, surrounded by his privy council and generals. Before the young man laid a map of his Kingdom, stretching from the peaks of Carnatia to the coast of Vasiland. All eyes were fixated on one fortification: the castle of Houndsden, the single holding of the rebellious House of Brawm. Traitors, who had deserted their King and kinsmen during the Coalition War against the Holy Orenian Empire. Their very presence reminded those assembled of a dark time in their Kingdom’s history, a blemish that had to be removed. The King took one final glance at the map and the wooden miniatures set on it, finally turning towards his assembled lords and generals. “The House of Brawm is that of dogs, and now we must finally root out their kennel.” WARCLAIM Tier Chosen (This cannot be changed after the first warclaim is held): 1 Type of battle: Siege Date And Time: February 25th, 2017, 3 PM EST Side A: Kingdom of Hanseti-Ruska and Allies Side B: House Brawm Specifically those in this screenshot https://gyazo.com/54001f6019f6d784a9f153622c0836de Location and boundaries: Direct Area: Surrounding area of battlefield for reference to location: Terms of Victory Upon Victory For... Victory for the Attackers: All Brawm forces are killed or forced into an underground compound at which point, they would be considered unable to defend the keep. Victory for the Defenders: All Haensetic forces are killed or routed from the battle site. REWARDS Offensive Victory: The Houndsden region is ceded to the Kingdom. Defensive Victory: Houndsden may not be sieged for two weeks. A counter skirmish may occur. RULES - No status switching. - All LoTC Rules - No TNT -Only the addition of sensible defenses that are moderator approved may be added. - Items may not be removed, starting from the posting of this warclaim. - If the Brawms do not show then the region shall be automatically ceded to the Kingdom. -No Golden Apples - Rolling to capture leaders allowed - No alts or one day alts.
  3. The de Bois Brothers Present! + The de Bois Bounty Board + Bounty I Wanted: Griffin Threat level: Medium Description of beast(s): Large, winged, scary. Beware. Sharp claws, sharp teeth, sharp beak. Wings large. It is coated in gilded and browned feathers. Location: Kileen Rewards: (E.g. Minas or special item): A blade carved from the beast's bones itself.
  4. Dizah found herself in the Cloud Temple one night in Athera, not remembering much of how she got there. As she ascended from the lower levels, she saw this new world, one which she’d never seen before. She took a long gaze at the large map near the exit, deciding she would head to Cerulin. She took a quick look to her left, smiling as she saw for the first who would be one of her greatest friends from then out. She got his attention, introducing herself. He told her his name, Kolohe Finn. After a short talked, Dizah decided to sing. Leaning against the fence, she knew that Kolohe had begun to fancy her. He offered for her to meet his daughter, whom mysteriously disappeared one day, but she had to be on her way. She looked again for Cerulin, wondering aloud at its location. She heard a voice behind her, and she turned to see Artimec Camoryn, offering her an escort to the city. She smiled and accepted, and they were on their way with a parting wave to Kolohe. An elven week or so later, Dizah met Freya Connex, a young, aspiring performer. Dizah decided to take her on as a student, teaching her to play the flute, pan flute, and ocarina. She payed a few visits to the Druid’s Grove nearby, meeting a few of them and basking in the love of nature. One night, Dizah received word from a friend of hers that there was a women in a tavern on the Stone Road who sought companionship. Being a woman of either sex, Dizah went and met her, forming a relationship with one Kinra Calin. After spending much time with Kinra, Dizah began to slowly fall in love. She travelled to Petrus and sought a ringmaker, purchasing an intricate engagement band. She asked Kinra to meet her one morning, and there, she popped the question. Much to Dizah’s dismay, Kinra said no, stating that love doesn’t exist. Dizah was heartbroken, drinking herself into a stupor and sending for her old friend Kolohe. She told him of her plans to end her own life, to which Kolohe told her to travel, instead. And so, she went west, where she met a young fellow who roused her heart. She returned to the Cerulin area, meeting again with Kolohe to thank him. Weeks later, a warm night in the Sacred Lotus tavern, she sung a final aria of longing for her lost love. Afterwards, she was approached by a man named Oan Frondson, asking if she needed a place to stay. Being low on minas and without an actual home, Dizah accepted, travelling with him to his home in Sylverport. He offered her tea and a bath, and thus began the relationship that would make her forget her love for Kinra. Upon reaching Vailor, Oan and Dizah met up again, and consumated their love. Multiple times. Some time later, Dizah found herself feeling sick in the mornings and growing a tad fatter. She realized with some shock that she was pregnant. She kept this from her lover, fearing that they would not be able to properly raise the child. Eventually, Oan figured it out himself, though he also did not tell his love. Days later, Dizah came clean with Oan, telling him of her suspicions. He told her that he had suspected this as well, and she was relieved. They agreed to raise the child, and when her term was finished, she gave birth to Atin Oanson, the true light of her life. What an unfortunate time, though, for Dizah to feel the call of dryadism, and to follow it. She informed Oan and their good friend, Berilac Goldworthy, of her decision. To her surprise, Berilac was more unhappy than Oan. She became Katavasi, and bonded with a massive oak on the isle of Laureh’lin, far from her child. Yet, nearly every seed, she came to visit him, Atin eventually coming to recognize this leafy new matron as his mother, Katavasi was happy. She lived within her tree in peace. Nobody would bother her or her tree, and she sat in sweet solitude. Not long after she became a dryad, her tree began to fall ill. It withered and died, and Katavasi was sad. Her family and friends begging her to return, Katavasi cast away her Amber Seed, her connection to it slowly dying. Elven days later, she was completely separate from her tree, and the Amber Seed crumbled and turned to dust in the wind. She tried to lift herself from the endless sorrow, but its black, twisted hands kept her submerged in the depths of depression. She decided she would see her son one last time, to apologize and to tell him how much she loved him. Without informing anyone else, she made her way to the volcano to the south of Ker’nor.. Yet, as she sat on the lip of the fiery geyser of Ker'Nor isle, her thoughts fell back to these events. The heat against her face was tantalizing; a means to her end. But, when she thought of her almost-husband, and her son, and Kolohe, and Kinra, and Artimec, and everyone, she knew, beneath it all, she couldn't do this. She stepped to her feet, still telling herself that this was right. Peering down into the bubbling pond of hellfire, Dizah's leg seemed to resist moving forward. She let out a ragged sigh, quickly stepping away from the edge and climbing down the mountainside. She found again the canoe she'd used to come from her tree to the shores of this volcanic blot in the sea, setting off in the opposite direction to pay her dearest friend a visit. (( Sorry, you two. It was eating me up inside and I just can't get rid of Dizah yet.
  5. 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
  6. Around the realm of Oren, a rolling tide sweeps. It is one of agony, and pain. One of hatred, and fury. One of sorrow, and mourning. It is a tide of blood, and of steel. It is on the lips of every man, woman and child noble enough to call themselves "Human." It is a tide of vengeance. WARCLAIM Type of Battle: Conquest Time & Date: 5PM EST, Saturday, March 21st Attacking Forces: Kingdom of Oren Defending Forces: High Elves Location and Boundaries: The Silver City, it's immediate surroundings. Terms of Victory: Victory for attacking team: Defenders are killed or driven out of the battle area Victory for the defending team: attackers are killed or driven out of the battle area Rewards: If the attacking side wins, they shall immediately take over the region plot of the silver city, doing with it as they please If the defending side wins, the area will be non-warclaimable for such an extent of time as chosen by a non-affiliated GM Rules Server rules No team killing No fake statuses No returning to battle No meta-gaming Tnt enabled No one-day alts No underground fort modifications prior to this post. All additional fortifications must be on ground level or above. Starting now, no items may be moved from The Silver City and its adjoining structures.
  7. ------------------------------------------- BEARDMANCY ------------------------------------------- The ancient art of bending one's beard. Developed in Aegis originally, the ancient cult of beardmancers traveled across the continents, spreading the word of their glorious powers. Upon thy void thy will evoke pure manly testosterone, apply temporarily applying it to your already glorious beard, shaping it into potentially anything. Beardmancy has so many capabilities! It can be shaped, condensed into a hard form, entangle your opponents, or create a canopy for you to slumber in. Beardmancy Origins In late Aegis, 5 men who knew how to draw upon the void met up. For they were of manly dwarven and human descent, and their natural beards already grew like wild vines in the summer wind. For they only wanted to strengthen their powers in the art of growing beards, and so they evoked properties upon the void, and applied testosterone of the purest descent, and applied it to their glorious hair follicles, the beards rapidly growing! They then manipulated how it flowed and went, and the Council of the 5 Beardmancers were born! On they went, recruiting men glorious in the art of Beardmancy! The Beardic Cult was then born, traveling the ages, all the way to Anthos! They now reside in a cave, gathering their recruits to spread the word of Beardmancy once more. How does it... work..? Glad you asked! Beardmancy is a specialized type of enchantment of which rapidly produces/applies testosterone to your beard/facial area, however it can be applied anywhere else. Another saying is this it may be a subtype of enchanting, enchanting your beard to grow it faster. Or even Property Transfiguration, to change the properties of your beard for rapid growth. It's all up for debate. Remember, nothing is truly solid right now and lore can change. Tier 1 For thy Beardmancer is a lowly man in the arts, and can only grow his beard a few inches more! They cannot control the growth and will faint if they exceed 3 inches of growth each elven 3-4 days. Tier 2 Thy recruit has growneth in powerth, and can now grow his beardth to the limit of 1 foot! He canth only do small things like pick his teeth with thy beard, but any more would exhaust him to the point of histh slumberth. Tier 3 Thy Beardmancer has grownth even moreth in thy practice! He can conjure a small dagger of beard follicles, and can condense them into a solid object! He mayth grow his beard more, to 1 and a half feet! The beard's hair may move around, but very slowly. You can grow one another's beard, though very slightly. You cannot control it. Tier 4 Strong does the Beardmancer stand in thy practices! The Beardmancer can grow his beard rapidly, moving around the beard at a medium pace. Even warhammers can be formed from the beard at this point! Through deep meditation, a forest of beard may emerge around the Beardmancer. You can now grow one other's beard quicker and longer, however you cannot control it. Tier 5 Truely does this Beardmancer stand, glorious upon his foes of Iblees, Daemons, and Aenguls! For he possesses true power of the universe! The Beardmancer can grow a forest of beard on a whim, entangling his opponents with ease. The beard may groweth into a massive labyrinth and disappear upon disconnection from the void. The beardth mayeth even launch things, to bring glory upon thy Beardmancerth! Onlyth the most versed Beardmancers can achieve thy feat. Thy Beardmancer has grown the strongest, and shows his power for the worldth to seeth. Thy growing of one other's beard is now possible to control under very deep meditation, but only slightly. This is to avoid powergaming one other's beard. Red Lines: - One may not condense more beard than 50 meters in all directions, for it will kill thy user. - One may condense beard into sharp and hard substances, but it would never be truely solid or truely sharp. A bit more than blunt. - If the beardmancer's beard is cut, he loses all ability to bend beard. They can create an artificial beard, but their glory cannot be restored until they regrow it. - Bending one other's beard too much will be counted as powergaming, even Tier 5. Refrain from it. - RPing the stuff you can do in Tier 4 and 5 will exhaust you a lot, depending on what you do. I'm just giving examples, Beardmancy can do a lot of things. - Elves, Orcs, and Woman will have a hard time doing Beardmancy. It comes easier to Male Humans and Male Dwarves. Note: To those who seriously think this will not work, you know who you are, this magic is for /fun/. I do not learn magic to have an edge over people, which some do, I do it to have a good damn time. This is what RP is all about. There are LARPers in this world that others make fun of, call stupid, but they don't care. You know why? It's because they enjoy it. Judging should not be based on whether it is realistic and practical, more on which if it will bring fun and enjoyment to players, to which I really think it will. When I first heard about Beardmancy on TS, people jokin' about it, it was a fun thing. Now, I'm trying to bring it to life. As said by another I shalt not name, magic is so combat based right now it's sickening. Almost all forms of magic are used for just blasting someone. Where is the fun, whimsical magic? There is little. The way to combat super serious, not quite fun magic is whimsical magic. I admit, this has combat uses. Will it be primarily used for combat? No. Will it be taught as a combat magic? No. Is it intended for combat? No. Please hear me out, and support Beardmancy! Thanks for readin'.
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