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Found 108 results

  1. [ https://youtu.be/aY-CEFD8X1Q ] [ Art done by Gustav Dore ] Scholar Gazarond wandering through the deep forests of Axios. Discovered Pages of Gazarond’s Journal Entry One: “Lost! It was a mistake to wander so far off into this accursed wood alone. I should have swallowed my pride and asked Nordir if I could use his greenhouse to study alabaster leaf, then I wouldn’t be in this foolish mess; however, it is painfully ironic for me to have just stumbled upon the leaf… It is midday, I can tell, for the sweltering sun looms over my head in this small clearing. I better keep moving if I wish to make it out of here come nighttime.” Entry Two: “The forest grows darker as the sun is nearing the horizon. I still remain stuck in these woods with no sight of escape. My stomach growls, my legs ache terribly, and my robes are stained with dirt and sweat. It seems that I am going to have to set up camp for the night. Thankfully, I was wise enough to bring rations to hold me over for a day and I am well learned in starting a proper campfire. “I, however, won’t have the luxury of food on the morrow if I am still in this bloody forest. My water canteen is also beginning to run low, but I’ll have enough to last me a little while. What also worries me is the beasts that prowl these woods. A walking staff and a dagger will do me no good against a large beast such as a bear, or a pack of wolves. I just hope that I’ll either find my way out of here or that I am discovered by my colleagues before I am eaten. Surely, they’re wondering where I am now.” Entry Three: “I just about had a wink of sleep last night. The forest floor isn’t the most desirable places to rest, especially to one so accustomed to well-cushioned beds and soft pillows… and to a person who despises spiders. One crawled onto my neck and I shot up slapping myself and screaming in the night, definitely waking the whole forest. It was hard to get comfortable again after that, but not only because of the hideous spider. “I heard a rustling in the bushes not too far away from me and the skittering a handful of unknown creatures. The fire I had created hours before had diminished over time and the waning light of the moon was obscured by the canopy of the towering trees, so I could only see little. I brandished my staff and tried my best to look big and menacing, all while making a racket to scare off whatever animals they were. I assumed it was coyotes who are quite harmless when alone, but potentially deadly in larger packs against a single person like me. “Nothing else happened in the night, but I constantly refueled by fire to grant me sight and warmth until the sun began to rise. I saved some of my rations last night so that I could eat this morning, but I’m going to have to find some source of food if I’m not out of here today. I also can’t shake the feeling that I’m being watched…” Entry Four: “Circles. I am walking in circles now... I used my dagger to mark some of the trees and I’ve now just found them again! I would use the sun to help me with directions, but overcasting clouds obscure it-- and so do these damned trees! They’re massive and their branches spread wide so I cannot get a good view of the sky. It has been hours and my stomach rumbles again, nighttime is, once more, approaching. I believe I recall seeing some raspberries somewhere near here, they’ll help…” - “Damn it all! Damn. It. All. Some thieving rascal rummaged through my little camp as I was collecting more berries! Nothing except my dagger was taken from me, everything else was recklessly scattered about. I could have sworn I heard the little sh-it giggling as they scurried off through the brush. Damn him and this forest. I will be on watch for him tonight in case he returns to try and slit my throat in my sleep.” Entry Five: “I was paid a visit in the night, but not by the supposed thief. I must have dozed off against the tree I sat against for I was awoken by the babbling of coyotes encircling my little camp! I hastily picked up my staff and made a bunch of noises to scare them off, but I apparently wasn’t as menacing as I thought I was… “One of the little buggers came up behind me and nipped at my calf. It was enough to draw some blood, I felt, but what another did was worse; as I turned to swing at the one behind me, another came and actually managed to sink its teeth into my ankle which made me yelp out in pain. I kicked my leg free and began to fear for my life. Coyotes are harmless as ever when alone, but deadly when in numbers. But it was then that I heard a bunch of voices speaking an unknown language coming from the branches above. “The yapping of the coyotes halted and the little creatures dispersed, leaving me alone and baffled. I fell onto my arse when an incredibly small man dropped from the branches and into the small circle of light provided by my fire. He appeared like he was one of those halflings, but was much more small than one-- thinner too. “I was truly breathless when a handful of others dropped down before me, which was the last I remembered from that night. I must have fainted due to the event, and when I woke this morning… my ankle was completely healed and bandaged! In the dirt was drawing of an arrow pointing off in a direction east, which I followed and found myself outside of the woods by midday.” [ https://youtu.be/2llS87avh2w ] Gnomes of the Forest [Nogoths en’ tel’ Taure] [ Art done by Gustav Dore ] A handful of Forest Gnomes being discovered in an old woman's garden. Origins: Mothered by Cerridwen, the Forest Gnomes’ home is the Dayward Lands of the fabled Fae Realm-- though are now gradually being seen more throughout the realm of the descendents. They aren’t, however, birthed such as a descendent would be. Forest Gnomes carry no interest in sexual intercorse and are likely unaware of what it even is. A Forest Gnome is said to be birthed from the trunks of ancient trees in forests undisturbed by mortals. Little homes are often erected at the base of strong and healthy trees out of fungi, dirt, or even the roots. As the forest dweller’s numbers grow, they’ll begin building upwards, piecing together their own gnomish towns with pathways curling up and around the tall trunks and branches of trees. [To be completed further] Physical Description: The average height of a Forest Gnome is approximately one-foot, though some have grown to be nearly a foot and a half while others have stopped at around seven inches. Unlike the typical halfling, a Forest Gnome has a lean build in their younger years, but begin to put on weight as they age. Everything else about a Forest Gnome is much similar to that of the descendants, but their ears are pointed and lengthy like an elf’s; however, the length in proportion isn’t similar, but rather shorter. [To be completed further] Behavior: [To be completed further] Habitat: [To be completed further] Lifespan: [To be completed further] Language: [To be completed further] More to be added, if people are interested. My idea for Forest Gnomes is that they're protectors of the beautiful things in nature and do their best to keep up the natural balance of the land. I had gotten the idea of them back in the Fall, but never got around to completing it. I'm a bit interested to continue, though I wouldn't wish to write this all and learn that everyone dislikes it since I want it to be beneficial or interesting for the majority of the community or to perhaps create flavor for RP for both Druids and other characters. I don't know about having players immediately be able to create gnomish characters, I haven't put much thought into that part.
  2. Opinions from the Throne I The Elven Conundrum Issued and confirmed by his Majesty, Frederick I Pius, 8th of the Amber Cold, 1646. Greetings to the fair Human citizens of Marna, and Humans across Atlas, I, Frederick Pius, better known as “Mauer”, issue this document to the public in hopes of shedding light regarding the opinion of the Marnan Crown in this time of crisis. We humans are mortals, destined to live for an allocated period of time. A sliver in the lifespan of the other races. For a single elf, twelve human generations may pass before they too meet their maker in the nether. However, the short time allocated unto humanity as part of the curse of Iblees has had the reverse intended effect. Iblees hoped to corrupt humanity by making us mortal- an eternal punishment. Instead, this curse only made us stronger. It made our peoples active, aspiring and thirsting for greatness. As such, in the lifespan of one human, through their will, despite their lives being a mere sliver in time, the world could be changed forever for the good of humanity. History showed unto us the greatness of our third prophet, Godfrey, and his formation of Empire. We look to the deeds of Saint Peter, and how his order, alongside my ancestor, Horen the Black, sacked Malinor and brought humanity to the greatest power it had ever been. Thus, I must explain with absolute clarity, the graveness of the slight the Princess of the Dominion hath casted onto humanity. According to my wife, my dear queen Henrietta, her escort to the Elven coronation, and his Holiness himself, the elves seek an empire under the name of the Dominion. This empire would hold the factions of all elf-kin, and, reportedly, the elf Princess proclaimed the that the world was to be guided under the Aspects. This quest to spread Aspectism globally poses a major threat to Canonism and all the faithful upon Atlas. The Aspects, or spirits, as prescribed by the Exalted Owyn, are a paganic entity which elves falsely follow. Elves claim that they are real, and physical, which I’ve no doubt to be true. However, GOD too, is real. These aspects are not omnipotent, they are not omnipresent. They are deceivers, and should be treated akin to that of Iblees. And though the Dominion may permit the establishment of a Church, as stated by Prince Khaine, I trust in the words of his female diplomat moreso. The elves are guided by the aspects, and will never under any circumstance convert. This sickens me, for I am not only the Apostolic king, but also a direct descendent of Horen. The title of 'Emperor' is reserved for humanity and the heirs of the Prophets. Those who were not of Horen blood yet ruled over the empire of men did such only on the blessings of house Horen, as seen with Emperor Peter the Kaedreni being appointed by the spirit of the Prophet Godfrey. Empires that did not receive this blessing were crushed by those who shared the ideals of Horen. Let us not forget that before the Prophet Godfrey, the elves were the dominant faction on this plane. It was only humanity that had the metaphorical grapes to seize freedom from elfen-kin. Horen blood is divine, by right, and to even consider challenging the title of Empire before those of Horen and humanity is a slap in the face, if not a stab in the gut. Thus, I proclaim any attempt by the dominion to centralize and formulate a unified elven empire to be an immediate threat to the Canonist Faith, the Nations of Humanity, and, most importantly, Humans everywhere. Though they may act as pacifists today, once they grow confident, they will demand our conversion and territory tomorrow. If they seek peace, they MUST admonish their quest and rescind the goals of their Princess. To offset this centralization, I also call for an IMMEDIATE convening of the leaders of mankind to join blades in the formation of the COMMONWEALTH OF MAN. The time for a Human Empire has not come, nay, but unity in some capacity has. GOD wills it. God With Us, His Majesty, Frederick Pius of Marna, Apostolic King of Marna, Rhodesia and Waldenia, Duke of Senntisten and Defender of Rhodesia and the Faith, Brother of Saint Lucien
  3. The Oakhide Clan

    ~The Oakhide Clan~ ~History~ The History of the Oakhides is not a long one. Their lineage bears very little noble blood, and their names aren't set in stones depicting legends and myths of Paragons and the Brathmordakin. The Oakhides come from a time when Kal'Bogrin stood tall. A Grimaxe, of the name "Vulli" ventured out into the wilds to hunt. Within the wilds, he became lost. The trees and bramble became too familiar within his mind, and he began to traverse the woodlands in a circular fashion, before finally giving up. Whilst Vulli slept, an unnamed Treebeard woman had found the poor mountain dwarf, sitting in a puddle with his belongings scattered around. The Treebeard cared for him, and helped him travel the woods, until he was able to return home. The two had grown close, and after nine months, the Treebeard had given birth to the first Oakhide. The first Oakhide was named "Wrenn", and he grew up to be a strong hunter. He wore leather as hard as steel, fired a bow with the power of a Golem's arm, and was so close to Anbella's wilds that he could teach Druids more than they could ever dream of. Wrenn impressed the lady Anbella with his work, and his respect for the wilds, so she gave him something in return. She had blessed him, along with his blood, to have the endurance of the standing woods. Ever since, Wrenn found himself to be stronger. He felt little pain, and received no wounds. He was bitten by wolves, mauled by bears, even swarmed by toxic, foul fumes in the depths of dark marshes, yet he still stood. Though his life was a solitary one, for the most part, he settled down with a family. From this family came the Oakhide line, a people of strong Forest-Dwarf blood, each with the vigor and vitality of Yemekar's Stone ~The ways of the clan~ The dwarves of Clan Oakhide believe strongly in balance, honour, honesty and strength. They strive to be capable hunters, and warriors, to better protect the wilds from those whom deem it unworthy of attention. Due to the superior skills in leatherworking, most armor worn by an Oakhide is of leather and fur, with small amounts of chainmail for added protection. They also tend to use wooden round shields, or sometimes Pavise shields, if using certain formations. Their shields are of the strongest wood, some say blessed by Anbella's blood, carried by the Oakhides. It is often said that when an Oakhide is cut within his work, it means that Anbella had fated it, that her blood would adorn the wood and give it the strength of the Brathmordakin. Because of the terrain they usually choose to fight in, their tactics are less suited for strong military formations, rather guerilla warfare, close quarters fighting, and ambushes. This is the reason why they are also fond of archery. The bows of the Oakhides are extremely powerful for their size, though many find it difficult to pull them, as they may lack the naturally dense muscle of a dwarf. The Oakhide bows are short and recurve in fashion, though match the power of any Elven Longbow. Below, the common weapons and armor of Oakhides is displayed. Religion The Dwarves of Clan Oakhide follow the Brathmordakin, like most other dwarves. Their patron god is Anbella, Godess of nature, hearth and home. Though, due to the Oakhide's strong connection with nature, some choose to become druids, and worship the Aspects. The Aspects are seen as a valid worship within the clan, as they can sometimes be show as two halves of Anbella. ~The Joining Ritual~ To become a full-blooded Oakhide, there are a number of trials the beardling must go through. The first is a Pilgrimage to a shrine of Anbella. There, the beardling must sacrifice something dear to them, as to appease Anbella and show devotion. The second trial is to Hunt. The Beardling must kill, skin, and make use of their kills. They must kill a Direwolf, a Cave-Bear, and one other beast of their choice. (This beast may be a second of either the wolf or bear.) This third kill will determine how the third trial will occur. The Third trial is to craft a weapon from a bone from their third kill. Dependsing on the size of the bone, the weapon can be anything, as long as it is infact effective. The Fourth trial is the final trial, and it is a test of Endurance. The Beardling must duel an Elder or the Clan Father. Win or Lose, they will pass the trial, should they be deemed worthy by their opponent. ~OOC Application~ (ONLY FOREST DWARVES, OR DWARVES OF FOREST BLOOD MAY APPLY TO BECOME AN OAKHIDE.) Minecraft Name: Character name: Character age: Appearance: Quick Backstory:
  4. Federal Laws of the Elven Dominion Section I - Criminal Law Intentional bodily harm towards a citizen of the Dominion is prohibited, unless in self-defence with no other alternative. Range: Capital punishment, Whipping, Mutilation, Confiscation of Goods, Banishment. Theft, defined by the Dominion as the unlawful obtaining of any item not bought, traded for, or willingly given is strictly prohibited Range: Whipping, Mutilation, Public Service, Confiscation of Goods, Banishment, Fine. Public slander of nations and factions allied to Dominion will not be tolerated and will result in banishment. This includes posters, public speeches and other such crowd-riling acts. Casual conversation and private talks do not fall under this law. Range: Banishment, Confiscation of Goods, Public Service, Fine. Vandalism or other acts that result in the destruction, damaging or modification of any object or home against the will of the property’s rightful owner is strictly prohibited by Dominion Law. Range: Banishment, Confiscation of Goods, Public Service, Fine. Treason, betraying the Dominion, is strictly prohibited. Range: Capital Punishment, Banishment, Whipping. Interbreeding betwixt mali and non-mali is strictly and unequivocally banned in the Dominion Lands. Such acts both defy the laws of nature, and doom children to a life of two curses due entirely to the selfish actions of their parents. Offenders will be met with extreme prejudice. This law does not apply to the breeding between mali races. Range: Mutilation, Whipping, Banishment. Kidnapping, defined under Dominion Law as the asportation or confinement of a person against their will. Punishment for this crime will be determined by several factors, including the mental and physical state of such abducted persons, and the age of the person abducted. Range: Capital Punishment, Mutilation, Banishment, Fine. Sadistic and Sociopathic behaviour is strictly prohibited. While this goes without saying when dealing with fellow citizens, this law also extends to plant life and animals. The unnecessary torture of animals will be treated akin to the murder of an elf. Range: Capital Punishment, Banishment, Confiscation of Goods, Fine, Public Service. Desecration, tampering, destruction, or other disruptive activities in holy sites or areas is a serious offence. Range: Mutilation, Banishment, Confiscation of goods. Section II - Expectation of Citizen Conduct Underaged sex is strictly prohibited. No individual over the age of 50 years may partake in sexual intercourse with another individual under the age of 50 years unless such age gap is under 10 years. Range: Whipping, Fine, Banishment. No citizen is permitted to practice the dark arts. These include Shade magic, Necromancy, the magic of the frost witch, soul puppetry, and other such forms further expanded upon in section IV. Range: Capital Punishment, Whipping, Mutilation, Confiscation of Goods, Banishment. Ownership or sale of slaves of any race is forbidden. Constructs do not fall into this category. Range: Fine, Whipping, Confiscation of Goods, Banishment. No person’s identity may ever be hidden within the borders of Dominion and must be easily identifiable at all times. Hoods that obscure a clear view of the face are forbidden, and any form of the facial mask is strictly prohibited without a writ from the council. Range: Banishment, Confiscation of Goods, Fine. Public disruption, such as causing unnecessary actions or words that deteriorate public security. Harassment falls under this category Range: Capital punishment, Whipping, Mutilation, Public Service, Confiscation of Goods, Banishment, Fine. Section III - Housing, Property, and Labour Only full-blooded elves (Of any of the elven subraces) may own a home with Caras Eldar, however, exceptions can be made by the High Prince/Princess or District Leads. Range: Eviction, Confiscation of Goods, Restriction on Keys By owning a home you agree to contribute to society in times of prosperity and turmoil, failure to do so will result in confiscation of property. Range: Fine, Confiscation of Goods. By owning a business you agree to contribute to society in times of prosperity and turmoil. Range: Fine, Confiscation of Goods. If another mali wishes to stay together in an already occupied home, the owner and new occupant must notify the Guildmaster or Stewards. Range: Fine, Confiscation of Goods, Restriction on Keys. If there is a child in the household, he/she is not required to be registered until they reach the age of 30. Range: Fine, Confiscation of goods, Restriction on keys Undocumented changes to homes, such as expansions, are strictly prohibited. In order to make such changes, a mali must go through a steward to get approval. Range: Eviction, Confiscation of Goods. Expansions that are deemed too big are strictly prohibited and one should listen to a steward about how big an expansion can be. Ranged: Eviction, Confiscation of Goods Squatting is prohibited. IE Living in a home or makeshift home without Steward or Higher approval. Range: Eviction, Confiscation of Goods. Any buildings constructed or structures dug without approval is prohibited. Range: Eviction, Confiscation of Goods, Demolition. Section IV - Magical Law and Regulation The usage of any void magic in the Forest District is strictly prohibited without express permission from a Virarim officer. Range: Whipping, Fine, Banishment The practice of magic with malicious intent is prohibited and should only be used in self-defence. This law applies still to the Virarim. Those members of the order who do not use magic in a manner that does not contribute to the safety and sanctity of Caras Eldar will be held to an equal standard. Range: Whipping, Fine, Banishment. Excessive, unneeded, reckless, or careless use of any types of magic is strictly prohibited. Range: Fine, Banishment, Whipping. Use of any kind of mental magic is prohibited unless the person has permission to use it on such persons they will be using it on, or a writ approving such action from the council Range: Fine, Whipping. Usage of all Dark Arts, including but not limited to; Necromancy, Shade, Mysticism, Dark Shamanism, Fjarriauga, Blood Magic, Puppetry, Soulbound Golemancy, and Fi’hiiran’tanya is strictly prohibited. This law does not apply to Fi’hiiran’tanya when used by the Order of Silence. Range: Capital Punishment, Banishment. Section V - General Dominion Army Laws Insubordination against any superior officer(s). Range: Capital Punishment, Whipping, Mutilation, Confiscation of Goods, Banishment, Fine, Restriction on Keys Harming innocent civilians or other innocent parties Range: Capital Punishment, Whipping, Mutilation, Confiscation of Goods, Banishment, Fine, Restriction on Keys. Being intentionally abusive to visitors or citizens. Range: Whipping, Mutilation, Restriction on Keys. Provoking fights with malicious intent. Range: Capital Punishment, Whipping, Mutilation, Confiscation of Goods, Banishment, Fine, Restriction on Keys. These five pillars form the basis of all law in every existing and future client state of the Dominion. District laws may be added by the council of lords to suit the changing times, but such laws must be built on the foundation of these pillars. Failure to uphold the common law of the Dominion by her states, and the client districts of Caras Eldar will result in an internal inquiry to be presented to the Princely Council and the Court of Lords. The Hierarchy of Law State law shall be passed by the Court of Lords. All federal law must be approved by all the High Prince or Princess of the Elven Dominion. All laws must be approved by the High Princess and the Princely Council before being sent to the Court of Lords for Drafting. A key role in national dominion law is the role of the High Prince or Princess. Included now is their station as Grand Justicar of the Dominion. They serve as the supreme judge of any guilty party in high profile cases that may determine precedent for the state of the dominion. They also handle larger, interdistrict disputes, ensuring that the common law of the Dominion is upheld to the highest standard. While the High Prince or Princess serves as Grand Justicar, some cases do not need to be brought before them. In these such cases, or in times when the High Prince or Princess is not available, the case may be brought to a panel of 3 Justicars on the Court of Lords, appointed henceforth by the High Prince or Princess of the Dominion. Otherwise, all matters dealing with instances of unlawful activity will be settled by an officer of the Virarim on-site, that justice may be delivered swiftly to protect the sanctity of the Elven Dominion Determinant Factors of Punishment Given that cases of applicable law will determine largely on a case by case basis, the justicars or officers of the Virarim will be able to use a range of potential punishment as stated in the Codex. The Justicar will then consider certain "aggravating" or "mitigating" circumstances to determine where precisely in the prescribed spectrum that a particular offender’s punishment should fall. Common factors that can be considered by judges include: Whether the offender is a "first-time" or repeat offender. Whether the offender was an accessory (helping the main offender) or the main offender. Whether the offender committed the crime under great personal stress or duress: IE, being controlled by an outside force. Whether anyone was injured in the course of the crime committed, and whether the crime was committed in a manner that was unlikely to result in any persons being injured, Whether the offender was particularly cruel to a victim, or particularly destructive, vindictive, etc as determined by a Justicar. Victims of the case pleading for leniency for perpetrator Whether the offender is genuinely contrite or remorseful if offenders are highly unlikely to commit such crimes again Other instances described within laws. When meting judgement, the justicars shall always reiterate the factual sequence of events, and then lay charges according to the local laws of the province. If the crime was conducted outside the walls of a state, they shall be subjected to the victim’s home state law. If the mali offender and/or defendant does not reside in the Dominion, they shall be judged still under the laws and customs of the dominion for all intents and purposes, based on these such common federal laws. Punishment Types and Ranges Capital Punishment The most severe punishment of all, used in the most extreme cases. It. involves the execution of the guilty. This will effectively also banish said guilty from the Dominion should they live, with a permanent blacklist to all territories of the Dominion until lifted by order of the High Prince or Princess. Mutilations The act of desecrating the guilty’s body as result of their crimes. Includes maiming, branding, or simply scarring. A very severe punishment should be only considered if the offence was severe. Branding acts like whipping, a scar for public shaming. Whipping More of a public display of humiliation than a painful punishment, it’s traditionally a punishment in the military ranks but has since been a symbol of the deterrent from causing a public disturbance. Should only be issued if the offence was moderate. Confiscation of Goods or Other Property Used in such cases where persons have come into possession of goods in an unlawful way, or in such cases where a person has been evicted from their housing within Caras Eldar. Such confiscated property henceforth becomes the property of the government of the Dominion until such a time that the guilty wishes to appeal to the council for the return of the confiscated property. Even in this case, goods may not be returned without an official writ from the High Prince or Princess. Banishment Banishment comes into three groups, district, state, and national banishment. District banishment only applies to a single district or region within a state, where the offender is disallowed entry to that area. State banishment will label the guilty as a criminal but are free to live amongst the other states of the Dominion. Nation banishment means that the criminal is not free to live or visit any of the territories belonging to the Dominion. Usually only issued for a moderate-severe crime. Fine A mina fine, usually issued to petty offenders or improper use of magic in the halls of Caras Eldar. Fines should range from 100-1000 minas, depending on the severity of the crime committed. Magical offences and vandalism are by default a mina fine 300 minas. Eviction An eviction is classified as removal of a person or family from such person’s housing. This includes a removal of keys from such citizens. This means the person shall no longer own their home or be a resident, in addition to having their keys being revoked from the citizen doors. Public service Public service is not a recommended punishment, usually due to the uncooperative nature from both the carer and the participant. Setting tasks such as planting flowers, transcribing books, and other petty works of manual labour should be considered. Follow up on checking the criminal’s progress should be done regularly. Issued only for petty offences. “For there is but one essential justice which cements society, and one law which establishes this justice. This law is right reason, which is the true rule of all commandments and prohibitions. Whoever neglects this law, whether written or unwritten, is necessarily unjust and wicked.” Law is what binds society together, attaching itself to social expectancy as a line not to be crossed. But problems arise when everyone’s morality demands a different course of action, each time. Should a murderer be hanged by the guards? Should the victims be allowed to take vengeance for their losses? Should the murderer be tried to reform first, instead of immediate capital punishment? Everyone will have a different idea of what ought to be the correct consequences of transgression, therefore a uniformed response should first be established within the Dominion. Within this document is contained a draft of a Federal law to be enacted among the Dominion and its territories; how the law and courtroom will operate; and finally how punishments are meted out. Be it enacted these laws of the Dominion. Let it be henceforth known throughout the land, in all territories, cities, and districts, that law reigns supreme in the Dominion. - High Princess Awaiti Aureon, Henceforth Grand Justicar of the Dominion.
  5. MC Name: z3m0s Character's Name: Kalviin ‘Arakh Drakmar’ Ireheart Character's Age: Four-Hundred and Twenty-Two Character's Race: Ascended Mountain Dwarf Sky God What magic(s) will you be learning?: Cognatism Teacher's MC Name: Irongroot Teacher's RP Name: Yeulf Irongut Do you have a magic(s) you are dropping due to this app? If so, link it: Nub Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yub Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yub Have you applied for this magic on this character before, and had it denied? If so, link the app: Nub
  6. Culture of the Bradách People

    The Bradách The Bradách are akin to the real world Celts, with an emphasis on the Welsh and Irish, although imagined as a late medieval/renaissance version of themselves in a fantasy setting. Due to this, their arms and armour are akin to the rest of the world’s and their capability at building is also improved, yet it keeps to the Celtic Roundhouse and Hillfort design. They put a heavy emphasis on a man or woman’s capability to fight and the respect they place on their Gods. Their economy is basic, offering nothing in abundance and with little expertise in any particular field, but this is made up by raids and labour of slaves. The goal of the Bradách culture is to create a space for those who enjoy the Celtic culture and want to experience it in a medieval/ fantasy environment. It is suitable for the PVP and RP minded as despite RP being at our hearts, many of the Bradáchs also serve in the Bradách-glass, which is a mercenary band, comprising of the most skilled warriors, wielding claymores, javelins and sparth-axes, whilst wearing hauberk, steel helms and their Clan colours in tartan clothing. Lore The story of the Bradách peoples started with the Daelish and the Pryderi, when some of the members of each group decided to make their own group and govern themselves. This group grew over time, soon becoming it’s own stable fold of peoples. As this group advanced through history, it’s people integrated it’s ideas and beliefs, which transformed over time with each passing generation. Eventually, the Cadeyrn family became the largest amongst the fold and for the first time of it’s existence, the group elected a Cadeyrn named Bendigeidfran Cadeyrn as their leader, claiming legacy from the Pryderi. From this election and his seat as leader, he took to creating their own set of rules and traditions, such as dropping the common form of inheritance, being Primogeniture succession, and instead deciding each leader, who was then named Rí, through an election of all the peoples. Effectively being a democracy, although each election only happens upon the Rí’s death. He also established the pantheon of their Gods, calling it the Bradách Pantheon. With this pantheon, he elected a man named Myrddin to become the Derwydd Rí, leader of the also formed Derwydd, who were also inspired by the Pryderi Druii, who were responsible for sacrifices, Religious events and keeping sacred Groves off-bound to foreigners, although not because they might cause damage, but because it is believed the Gods live in these sacred sights and can injure or kill those that wander. It is because of Bendigeidfran the Bradách peoples can claim their unique culture and is remembered in stories and tales to this day, also considered the Protector God of Clan Cadeyrn. Years later, the Cadeyrn Clan kept it’s seat in power, consistently proving it’s favour for battle, skill in combat and cunning in leadership. To this day, Caratawc Cadeyrn is the leader of the Bradách and hold many of the traits that his Clan are known for. Language Siaradbrách (The Bradách language is based on real world Welsh, whilst using Irish more commonly in naming places or things) Hello: Shwmae, helo Bye: Hwyl Thanks: Diolch Yes: Ydw No: Na Common Traits: Blonde or Light Brown hair - Most commonly amongst the Bradách, they will have blonde or light brown hair, although some might have differing colours due to the mixed heritage of many Bradách. Tall - Many of the Bradách are taller than the average man, many reaching 6’1 or taller, very few ever becoming shorter than is normal for most humans Muscular - Having strong, athletic muscles is very common, some having larger, burly muscles and very few having a less muscular physique than a trained soldier would possess. This is both due to their genes and life with an emphasis on combat. Deep and Confident Voices - Many Bradách have deep voices, but due to society often scorning the weak or timid, as well as because they are capable at fighting, the Bradách will speak words without worry of the reaction and they are rarely brought to a whisper, even if to keep something quiet. Highlanders - Practically all Bradách are Highlanders, although any race is accepted into the Clan, who sometimes stay and continue to sire children. Elves, specifically Dark Elves, are appreciated amongst the Bradách due to their extended lifespans, yet human-like strength and skill at forging weaponry. Society: As is already mentioned, the Bradách are governed by a Rí that is elected by all the Bradách and any race or gender is accepted to become one. Once a Rí has been decided, he will command all the power in the Kingdom, like any other King, even over the Derwydd Rí, but many are not eager to do so, incase they upset the Gods. The Derwydd Rí is responsible for all the religious events and responsibilities in the realm, usually the one to conduct sacrifices and the first to throw the spear in battle. The Derwydd are chosen by the Rí, who help him or her do his religious activities, but can also host various religious events and will usually attend certain events as a symbol of the Gods’ presence. Finally, there is the Brádan, who is chosen by the Rí as his secondhand man, as well as who he desires to be the next Rí, should he be absent, for whatever reason it might be. If a Rí dies but the Brádan still lives, it is most common for the Brádan to be elected. There is no-body officially called nobles in society, although there are sometimes specific families held to high regard, as well as certain peoples respected highly due to their deeds and/or favour from the Gods. The last notable group in society is the Bardds, who write songs, poems and all sorts of entertainment about people or stories. Due to the fact that people’s favours of the Gods, ability in combat and general greatness is so important in society, particularly since it is responsible for making people Rí, the Bardds are a highly respected people in society and they would all find shelter and food from the vast majority within a Bradách society. Behaviour: In terms of behaviour, most Bradách act the same as others in society, particularly Highland folk, although their emphasis on their multiple Gods is very pious, but stranger yet, they are very tolerant of other deities, believing that other Gods exist, such as the Creator, but believe other Gods protect others and that the ones in the Bradách Pantheon are the only Gods that speak for them. Due to this, the Bradách show respect for other Gods as if they were their own, as giving little respect might result in being brought ill fortune, or even being smitten down by the foreign deity. This respect for foreign Gods is all the stronger when in the territory of any Gods’, such as in Canonist cities or the forests of Druids. In these places, it is not uncommon for the Bradách to sacrifice animals or peoples to the local God, even if that God doesn’t typically receive sacrifices. The Bradách are also very comfortable around the dead and death, considering it a natural thing and that inflicting it on others is not un-natural. Due to this, many Bradách will kill someone when the typical person would spare their life. Most commonly the Bradách will cut off a dead body’s head so that their soul can escape their body and if it was their enemy, keep the head as a trophy. Festivities: Gŵylygaeaf - A winter festival during The Deep Cold in which large amounts of sacrifices are made to the Gods, specifically Myrddin, as it is believed the Other World and our world are brought the closest, causing many to accidently wander into the Other World by mistake, typically when wandering too far into the wilderness. Also during this time, it is believed the dead are more likely to rise and attack who ever it sees, or join in with the festivities. Planhadau - A festival held during the month of First Seed in which the planting of the first crops is celebrated and to gain favour from the Goddess Belisama, a large man made from wood, thatch, rope and twigs is constructed, the limbs, body and head hollow and wide enough to contain humans and animals. This is called a Wickerman, or Gwenyn, and is set alight. It is hoped this sacrifice will bring fertility to the soil and keep the crops healthy. Rhyfelwyr - This is a festival held on The Grand Harvest to celebrate the crops harvested, but also to give luck and blessings to the Bradách warriors that head out for war and/or raids they will hold. When they return with slaves and their victims harvest, some of the crops is buried in a large pit and the sacrifices have their throats slit open over the fresh soil, thanking the Gods for giving the rewards of their raid. Clothing: The clothing of the Bradáchs is practically the same as many other nations, although their clothing is decorated in a tartan pattern, typically combining blue and green, but other clan colours are also used. Many wear linen tunics in the summer, or in warmer climates, whilst in the cold, wearing cotton tunics with a woolen cloak over the top, extending down to the waist. The cloak is split down the middle, so the wearer can fold on or both sides over their shoulders when needing to use their hands, or unpin their cloak from their shoulders to fight. Their also usually wear cotton trousers or their tunics instead or as well could extend down to the knees. On their feet, leather and waterproof boots or normal shoes are worn. The hole design of the Bradách clothes is meant to make travel easy and walking through muddy terrain or rivers easy to do as you can simply raise your tunic and keep your feet dry in the water proof boots. Architecture: The build style of the Bradách is based on the real world Britons, using Roundhouses as the main type of housing, and making Hillforts for defence. The capital city of the Bradáchs is a large Hillfort, the walls holding dirt behind making trebuchets very inefficient at breaking through the walls, whilst leaving large amounts of space on the inside for everything needed. Religion: The Bradáchs are a Pagan people, worshipping multiple Gods in the name of different things. If somebody wants the blessings or favour of a particular God, doing something impressive, such as showing no fear in and great skill in battle, or defeating an Orc in a wrestling match, then dedicating the victory to a God, or sacrificing an animal or human to a God will put you in their favour. There are also events and festivals held to honour the Gods. The list and name of the Gods are; Mormaer - Goddess of all the deities. Goddess of Sacrifice and Fortune Belatucadros - God of War, Hunting and the Weather Belisama - Goddess of the Sea, Agriculture and Peace Sirona - Goddess of Fertility, Health and Love Myrddin - God of Knowledge, Wisdom, Planning and Magic. Also the God of the Undead. (Each Clan has 1 God/dess that reflects their values); Cadeyrn’s God - Bendigeidfran - The Giant God of Kings, Resolve and Decisiveness. Military: The military of the Bradáchs is best described as warbands, in which the people will choose someone they trust and if that person has enough followers, they will head out in their warband and conduct raids. These warbands however all answer to the Rí, who himself may have a warband, and usually has the largest. The Rí can call the warbands into his own to create a Fyddin, or army. Since the Bradáchs do not have a standing army, nor professional one, each member is expected supply himself with arms and armour, but may be given what is necessary by somebody else. What is most typical amongst farmers to supply themselves with is gambeson, some owning iron helmets of varying kinds, although all must have at least a spear and roundshield. The seasoned warriors typical own a gambeson and hauberk (short or long sleeved), with a steel helmet. They arm themselves with a shield and spear, but some might choose an especially long spear, with the shield slung on their back, or perhaps using a sparth-axe, or Dane axe. The elite warriors, who are often the members of the Bradáchglass, wear long sleeved hauberks that reach the knees with steel helmets and leather or maille gloves. As weapons, their own a shield (Kite or round), and spear, but it is also very common for them to own a claymore and sparth axe, as well as sometimes even a sword of varying kinds. What is not necessary, but very common amongst all the warriors, except the Bradáchglass, is a bow. Some using longbows, such as the hunters or more dedicated soldiers. Cavalry isn’t too common, but when deployed, they are almost always skirmishing units, throwing javelins and harassing the enemy, or attacking straying opponents so that heavy infantry, such as the Bradáchglass can move in and mop them aside. Military Tactics - The Rí is expected to be a skilled military tactician as the Warriors are in return expected to risk their lives for sakes of glory, loot and path to the Other World. Army Composition - Typically, armies are comprised mostly of skilled warriors, due to the emphasis the Bradách place on combat, but some farmers and such do not have the time to train, although these make up for much less of the army. There are also the elite Bradáchglass, who make up for about a quarter of the army. Archers and slingers are usually taken up by the untrained farmers, but some skilled warriors might choose these weapons. The skilled typically choose the Longbow and get deep in the mix of battle, peeking through gaps and letting a powerful arrow loose into the enemy line, sometimes bursting open maille or dazing men struck in the helm. Cavalry makes up a very small number, also taken up by the skilled, but usually the richer ones, but the Bradáchglass sometimes put their retainers on horseback and arm them with a few javelins. Preparation for Battle - For the Bradách, there is as much emphasis put on the lead-up to battle as during it. Raiding parties will seat out to harass, kill and sabotage enemy scouts, firewood parties and whatnot. This is an area the Bradách are particularly skilled at, most especially in wooden terrain. They will also poison water supplies or gather in large numbers and feign the army’s advance by scaring birds into large sudden flights into the air, as well as blowing horns and beating drums as though to represent the horns blown before battle or drums beaten to keep order on the march. Also, the Bradách will take great expense scouting their terrain, as well as setting their Derwydd to read the skies for the coming weather. Using these, the Bradách will modify their plans to best suit them. Tactics During a Battle - When two armies have met, the skilled warriors will form a long, relatively thin line and charge, hurling their javelins when close enough and dependant on the enemy’s response, as well as other factors like terrain, who has the higher ground and such, they might continue the charge and slam into the enemy, the first row responsible for defending, the second for delivering blows with their spears. If a charge is not advantageous, they will suddenly stop and quickly form a shield wall, then sometimes making a slow advancing into spear range, or waiting for the enemy’s response, all the while remaining silent. During this stalemate, the slingers and bowmen will pear threw the gaps and periodically fire, as a means to goad their opponent into an attacking. During this time, the cavalry might begin flanking the enemy, hurling their javelins, but usually they have too many missile troops, or superior cavalry. If so, they will constantly try to provoke the cavalry into movement, outside of their missile troop’s range and then hurl their javelins when in range. This will repeat until they run out of javelins or the cavalry make an overly determined charge, in which the skirmishing cavalry will suddenly turn and attack their enemy back, the farmers with their spears running into the melee to finish the cavalry with their spears, which is almost invariably the case, due to the advantage spears offers against cavalry. Then, these men will either attack the enemy missile troops or flank the enemy infantry. The cavalry, if still alive, will do the same and use up any remaining javelins they might have. The Bradáchglass - Mercenary and Elite Band - The Bradáchglass are a unique and new addition to the group of warriors amongst the Bradách. These men are funded by the Rí, or sometimes themselves, so that they can afford their equipment, as well as the time they spend from their potential occupations to become elite and highly trained soldiers. These men are usually raiding and plundering, but the Rí may give them permission to seek or accept mercenary contracts from other Lords. Thanks to @Dewper and @OneGhoulyBoi for giving me permission to claim inheritance from both of their cultures. Here's a link to their cultures; Dewper's https://www.lordofthecraft.net/forums/topic/163587-daelish-culture/ GhoulyBoi's https://www.lordofthecraft.net/forums/topic/164652-culture-the-pryderi/
  7. The Temple Report, 1644

    THE FOLLOWING IS A REPORT ISSUED BY BROTHER ROBERT, 1644 To all humble men of GOD those who descend from Horen, I implore you to read upon this report with both curiosity and a critical mind. The Order of Saint Lucien, as entrusted with the sacred vow of defending the faith, ventured out immediately following the address issued by the Dominion Prince, Prince Khaine Csarathaire, in search of a potential ancient Horenic temple. As such, the Order of Saint Lucien took special care to document the findings of those dispatched and mark the location of the location of the temple for those who wish to venture there for themselves. Furthermore, careful sketches were drafted to document what was seen, albeit color is removed due to the charcoal utilized. Sketches One and Two: The Interior of the Ruined Temple From within the temple, pews can be seen, alongside arches scaling either side. Upon the floor and walls lie the colors of House Horen, albeit faint. The floor appears to be overgrown. The conclusion reached by the Order is that this ruined structure was once, indeed, a church of some sort, most likely devoted to the faith pre-Canonism. Sketch Three: The Ruined Ceiling From within the temple, if one were to look up, they could notice elaborate arches. Steep in nature, this appears to be architecture consistent with that seen in previous continents, such as Anthos or Asulon, an ancient construction technique indeed. The conclusion reached by the Order is that these series of arches once supported the roof of the temple, as per usual, but are in fact older as they utilize construction techniques of past continents. Sketches Four and Five: The Exterior of the Ruined Temple From outside the temple, it becomes clear that there were once multiple structures on the premises. There are many arches, which could either imply multiple roofs or decoration. Likewise, there is a separate building branching off from the main temple which leads the Order to believe that it either acted as the residency of the clergy, a local lord, or acted as a storage facility. A pond is present just before the entrance into what the Order believes to be the church, alongside a platform of sorts. If one were to take careful note of the bottom sketch, one may note that there is a stone lip surrounding the frame of the temple alongside a hole where glass fragments and a mighty window might have once rested. The conclusion reached by the Order is that this site was once a spiritual compound for those of the Horenic tribe as the colors Purple and Black remain quite prevalent. Sketch 6: The Oddity Perhaps the most puzzling find in the entire complex remained what appeared to be a pile of ash in the center of the platform within the pond. Leading up to the pile was a black substance, alongside skulls. Within the pile, the contents were purely gray and black, leading the Order to believe it was indeed Ash. Multiple theories were proposed, such as the site being taken over by cultist organization for the purpose of sacrificing. Another suggested that it was the ilk of the Harrenites or Norlanders for their belief in fire. The most plausible theory, in my mind, arose from the Grand-Master himself where he suggested that this pile was in fact the remnants of a funeral pyre. The Grand-Master, having been an officially adopted member of the Horen family, knows of a tradition in which the corpses of Horens are burned traditionally. Thus, the conclusion reached by the Order was that this pile of ash was once the the ritual site for a Horen pyre, serving as the entry way into the seven skies for those of old. Once more, I implore all to analyze the findings of the Order of Saint Lucien and issue alternative theories, corrections, or support for the theories issued by the Order of Saint Lucien. Deus Magnus, Prestor Robert "BOB" Rovin, Grand Prior of the Order of Saint Lucien and Humble Member of the Synod of the Church of Canon
  8. The Night Watch

    The Night Watch ~+~ Guardians and Santegians themselves, sirca 1639. The Nights Watch are a new, developing branch of the Vertillian forces, who's task reside in the capital of the Santegian Nation. Join today and accept respect. Join today and be toasted by many to come in the future. Join today and be gifted with the finest of armour and weapons. For those who are unable to defend themselves, but seek the safety of a welcoming home, thoughtful nobles of Santegia formed a militia and gave it a name: "Guardia de La Noche", which stands for "The Night Guard". Founders of the regiment are Prince Demetrios, Arch Chancellor of Santegia and Lady Ceona, the first Captain of the Force. Together they worked on the formation of a force that can work under the light of both the sun and the moon. A force that welcomes any living being. A force that protects a Sanctuary. That is the Night Guard. Members of the Night Guard are in charge of the protection of the City. They are tasked with guard duty, patrols, merchandise and personnel transportation, and combat. They are equipped with whatever equipment is best suited to the individual among three categories: Infantry, Cavalry and Archery. At the same time, they are public workers, tasked with assisting the citizens. They must know the structure of the city to give directions, locations and popular attractions. They have access everywhere except a few restricted areas so that they operate quickly and effectively. Hierarchy Guardia de La Noche, Guardia Noche for short, take their orders from the Lord Marshal and the Officers of the Vertllian Regiment. Additionally, they can take orders from the Judicial body to arrest criminals and deal out punishments after a trial. All members swear loyalty to the current leader of the Vertillian regiment. But there is still a hierarchy to be followed, for the better distribution of work and prevention of crime. The ranks are divided into three sections: Officers, Enlisted and Specialized Ranks. ~+~ Two officers of San Adrian guard force. Officers The officers are tasked with leading the men into battle, handling promotions, leading squads, monitoring progress making sure the Guard force operates effectively. There are two ranks: The Captain and the Sergeant. Captain (Currently Vanderlise V. Rothchild) The Captain is the leader of the Guard force, holding the final word in every situation, unless the High Command steps in. He is a capable leader, gives out the promotions and organizes task groups to handle missions. He is also responsible for the equipment of the military and must make sure supplies and provisions are always plenty. There is only one Captain. Sergeants The Sergeants are the Captain’s assistants. They are capable squad leaders, leading men to missions, suggest promotions, monitor the progress of members and hand out jobs. They are capable of ordering any member of the Guard force. The number of Sergeants is determined by the number of Guards. Enlisted The enlisted members are the normal Guards of the military. Their jobs per individual vary, but all are responsible for guard duty, patrols, accomplishing missions and defending the city. There are four ranks: Recruit, Footman, Man At Arms and Master At Arms. Master At Arms These Guards are the Veterans of the Order, men who have tasted the hardships of battle and time and have endured through it all. This rank is given to experienced members of the Guard Force who lack the necessary skills to become an Officer. However, in the absence of one, they are perfectly capable of assuming command over groups. Man At Arms These men are the skilled soldiers of the Force, always the first to charge into the fray. They have been in the force for many years, handling various tasks with the trust they have gained over their tenure. The Man At Arms is often the last rank a soldier can achieve in times of peace. Footman These guards form the Bulk of the Force. They handle the majority of work around the city from gate duty, to patrols, to handling directions. They have spend time in the Guard Force, but by no means are they experienced. Recruit This is the rank given to the newest members of the guard. They are young and inexperienced, so they need to be molded into shape quickly. Thus, they are treated slightly harsher than footmen, to quickly become accustomed to the life in the Guard. However, that is only temporary. ~+~ Guardia de Noche at the Night Join the Guardia de Noche, a soldier, an elf, an uruk, a kharajyr or a usual citizen of Santegia, every man is needed! OOC: Sign down below if you wish to join, or contact the current leaders, Vanderlise (Crushems) or Arthur ( BeingDepressed ). 1
  9. The Night Guard

    The Night Guard ~+~ Guardians and Santegians themselves, sirca 1639. The Nights Watch are a new, developing branch of the Vertillian forces, who's task reside in the capital of the Santegian Nation. Join today and accept respect. Join today and be toasted by many to come in the future. Join today and be gifted with the finest of armour and weapons. For those who are unable to defend themselves, but seek the safety of a welcoming home, thoughtful nobles of Santegia formed a militia and gave it a name: "Guardia de La Noche", which stands for "The Night Guard". Founders of the regiment are Prince Demetrios, Arch Chancellor of Santegia and Lady Ceona, the first Captain of the Force. Together they worked on the formation of a force that can work under the light of both the sun and the moon. A force that welcomes any living being. A force that protects a Sanctuary. That is the Night Guard. Members of the Night Guard are in charge of the protection of the City. They are tasked with guard duty, patrols, merchandise and personnel transportation, and combat. They are equipped with whatever equipment is best suited to the individual among three categories: Infantry, Cavalry and Archery. At the same time, they are public workers, tasked with assisting the citizens. They must know the structure of the city to give directions, locations and popular attractions. They have access everywhere except a few restricted areas so that they operate quickly and effectively. Hierarchy Guardia de La Noche, Guardia Noche for short, take their orders from the Lord Marshal and the Officers of the Vertllian Regiment. Additionally, they can take orders from the Judicial body to arrest criminals and deal out punishments after a trial. All members swear loyalty to the current leader of the Vertillian regiment. But there is still a hierarchy to be followed, for the better distribution of work and prevention of crime. The ranks are divided into three sections: Officers, Enlisted and Specialized Ranks. ~+~ Two officers of San Adrian guard force. Officers The officers are tasked with leading the men into battle, handling promotions, leading squads, monitoring progress making sure the Guard force operates effectively. There are two ranks: The Captain and the Sergeant. Captain (Currently Vanderlise V. Rothchild) The Captain is the leader of the Guard force, holding the final word in every situation, unless the High Command steps in. He is a capable leader, gives out the promotions and organizes task groups to handle missions. He is also responsible for the equipment of the military and must make sure supplies and provisions are always plenty. There is only one Captain. Sergeants The Sergeants are the Captain’s assistants. They are capable squad leaders, leading men to missions, suggest promotions, monitor the progress of members and hand out jobs. They are capable of ordering any member of the Guard force. The number of Sergeants is determined by the number of Guards. Enlisted The enlisted members are the normal Guards of the military. Their jobs per individual vary, but all are responsible for guard duty, patrols, accomplishing missions and defending the city. There are four ranks: Recruit, Footman, Man At Arms and Master At Arms. Master At Arms These Guards are the Veterans of the Order, men who have tasted the hardships of battle and time and have endured through it all. This rank is given to experienced members of the Guard Force who lack the necessary skills to become an Officer. However, in the absence of one, they are perfectly capable of assuming command over groups. Man At Arms These men are the skilled soldiers of the Force, always the first to charge into the fray. They have been in the force for many years, handling various tasks with the trust they have gained over their tenure. The Man At Arms is often the last rank a soldier can achieve in times of peace. Footman These guards form the Bulk of the Force. They handle the majority of work around the city from gate duty, to patrols, to handling directions. They have spend time in the Guard Force, but by no means are they experienced. Recruit This is the rank given to the newest members of the guard. They are young and inexperienced, so they need to be molded into shape quickly. Thus, they are treated slightly harsher than footmen, to quickly become accustomed to the life in the Guard. However, that is only temporary. ~+~ Guardia de Noche at the Night Join the Guardia de Noche, a soldier, an elf, an uruk, a kharajyr or a usual citizen of Santegia, every man is needed! OOC: Sign down below if you wish to join, or contact the current leaders, Vanderlise (Crushems) or Arthur ( BeingDepressed ). 1
  10. ^ This is as close as I could get ^ [TOX STOLE MY FUCKIN IDEA. . . So I stole like half of his application] Name of Artifact: Lordak Khazadmar Keovid Verok - (Magic Dwarf Want Fly) MC Name of person(s) currently in possession of Artifact: z3m0s RP Name of person(s) currently in possession of Artifact: Kalviin 'Arakh Drakmar' Ireheart MC Name of creator(s) of Artifact (N/A if not applicable): z3m0s RP Name of creator(s) of Artifact (N/A if not applicable): Kalviin 'Arakh Drakmar' Ireheart Effect(s) of Artifact: ( The once was a dwarf who wished to fly, who told this secret to a very bad guy He thought him his friend, then when he went to bed, the man pondered on what he had said To uphold his title he thought of a start, the bad man went and put up a MART. - @Tox <# ) While glancing up at the ever glorious floating dwarven city of Arcadia, a particularly useful dwarven mage thought to himself on the process involved in such an item that would allow him to float himself. Over many decades of serious injury attempting to make mechanical jetpack like creations with the use of air runes. One day after shattering his arm in one of his latest prototypes he had given up, slinging his arm into a brace and sitting down for dinner he'd pull a mug of ale up the table to himself with telekinesis, giving him the idea. Once his arm had healed he proceeded to dedicate his time to the idea of using telekinesis, he'd create various awkward prototypes that were vastly more successful than the air rune creations before landing on a comfortably enchanted cloak. When finally made suitably it would float well enough to hold his weight, controllable within each given direction with little more than the weight of something like a staff in hand, it would act as basically a glorified method of travelling on foot via magic, the enchant straining and dropping him on his face should he choose to try movements as intensive as combat. Falling would obviously strain the enchant, able to slightly cushion a fall were it at a lesser height, or drain and leave the wearer to face the full brunt of the fall at greater heights. This is more a gauge of when you'd break the enchant and fall the hell out 1-5 Blocks: Little impact upon the enchant, mild drain for straining weight 5-10 Blocks: If you're a dwarf or smaller you'll probably be okay, increased enchant drain, straining weight would drain all charge and possibly end in light injury 10-15+ Blocks: Ohh he need some milk! (Most likely bones broken and more depending on landing/height) All weight would drain the enchant attempting to keep the wearer airborne ...Yes mine floats on water as well. Red Lines of Artifact: -No fly. . . just float -Can only go one and a half blocks off the ground, nothing higher. It will stay level over the land (Including slopes.) -If dropped from a height, will act like a chicken fluttering its way slowly to the ground to safety but will burn the stored mana of the enchantment drastically, Follow the drop scale listed in the effects. -Can only hold the weight of one -Very minimal lifting would be possible while in use -Can only go as fast as a dwarf could run at maximum -Not usable in combat -Enchant would drain and slow until in need of recharge should the weight exceed roughly seventy kilograms (One-hundred and fifty pounds ish) -Were the user to be twenty or so kilograms over the maximum they would slip from the cloak, making it unusable for them. (Roughly forty-four pounds) Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): Intricate Telekinesis enchantments, the bending of the magic lore as this would break the redline of using something to float. Number of duplicates of this Artifact: I'm a Dwarf, we're not allowed to dupe anymore. Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?: Yes Have you applied for this Artifact before, and had it denied? If so, link the app: No
  11. The Stonemace Clan

    The Stonemace Clan History Axios The Clan dates all the way back to the lands of Axios, created by the first Clan Father of the Clan, Throri 'Warmheart' Stonemace, who was a previous Frostbeard. The Clan was forged after the Frostbeard clan left Urguan for the last time and creating their own Kingdom, by the name of the Kingdom of Kaz'Ulrah. However Throri left the Clan, staying with his kin in Urguan. A few months after Throri's return to Urguan, he formed the clan, first with the name of Oakmace but later renaming it to Stonemace, to fit with his Mountain Dwarf origins. The Clan started to grow and grow, however things started to go down hill as the Clan started to plunge into darkness. It started when Throri was challenged to a honour duel by his own son, Edel Frostbeard now named Edel Silvervein. At first it seems that Throri was winning the duel against his son, disarming him however his advantage did not last long when his son changed the tide of the duel by beating his face to a pulp. Whilst most of the Frostbeard's called for Throri's death Edel spared his father's life, leaving him with the shame of being defeated by a much younger Dwarf. A few weeks after his defeat, his son Edel called for a meeting with all the members of the Clan. Throri turned up to the meeting with Charles The Bald by his side, as soon as he entered the meeting place he noticed Edel, Kerwyr II and a couple of Frostbeards. However the meeting did not go well, with Edel claiming that he is the rightful leader of the clan as he defeated his father in battle, however no terms were placed so he called a vote which ended up with Edel winning, taking the members of the clan and later renaming it to Silvervein. Even with the backing of the Grand Legion, it was impossible to take his clan back, as Edel, later known as Edel 'The Illegitimate' by some Dwarves of Urguan, as he took the Clan to Kaz'Ulrah. After vanishing into the darkness for several years Throri returned into the light, reforming the Clan once again, bearing new armour, returning to Urguan. Notable Clan Members Throri 'Warmheart' Stonemace Founder of the Stonemace Clan, and first ever Stonemace Clan Father Clan Appearance Some Stonemace's have jet black hair and ice blue eyes, just like their cousins the Frostbeards, the Dwarves with this look come form the Frostmace bloodline, whilst some of the Stonemace's have hazelnut brown hair and green eyes, Dwarves that look like this in the Clan come from the Spikemace line. Most Stonemace's average around 4ft and a half feet tall, with a stocky and hardy build to endure the harsh climate whilst living up the mountains. Bloodlines The Frostmace line The Dwarven members of the Frostmace line are characterized by the pitch black hair and blue eyes which shows they are descended from the founder Throri 'Warmheart’ Stonemace, whom was a former Frostbeard. Their personalities tend to be more honourable and stern than other members of another bloodline. The Spikemace line The Dwarves of the Spikemace line are characterized by their brown or ginger hair and blue or green eyes. Their personalities tend to be more calm but ferocious warriors in battle. Personality: Stonemace's are ferocious and tough, they are known for their courage, bravery and their ability to protect the people who they love, their brothers in arms and also for their up most loyalty to the Grand Kingdom of Urguan Uniform The Stonemace’s uniform is made up of golden coloured steel armour, which depictions of ram heads upon the armour. They wear a animal pelt over their back but it all varies depending on the animal they killed. Trials The beardling must take up a journey to the mountains only surviving with the skills he/she was taught and nature itself, the beardling must live and survive in the mountains for a stone week, to truly become themselves and find who they are. The next trial is for the beardling to forge an axe or any weapon. After forging the weapon the beardling must bring the axe to the clan father to inspect, after the inspection of the weapon the last tasks can be completed. The final trial involves to hunt to kill a bear or a wolf. The beardling will trek up the mountain until the young dwarf finds the wild animal. If the beardling kills their prey they would skin it and use its fur pelt as a type of cape, this pelt would signify that they have completed their trials. Once the trials have been completed, the beardling must receive his mark from the Clan Father , the dwarf will the mark as a tattoo which is unique to the beardling/fully fledged member of the clan symbolizing his/her commitment to the clan. They then get given a clan nickname, such as Warmheart or The Valiant, that identifies themselves based on the clan father and elders decision. Clan Oath: I will never compromise the clan, Always help your clan members, Never question the acts of a superior, Always sacrifice your life for someone else's safety, Always respect and do the things your superiors tell you Clan Members Clan Father Throri 'Warmheart' Stonemace (Line: Frostmace) (TJB_Minecraft) Clan Mother Camilla Stonemace (Line: Frostmace) (Creamiest) Clan Elder [Vacant] Members Beardlings Floin Stonemace (Line: Frostmace) (TheAttacker42) Recruitment: MC Name: RP Name: Relation to the clan: Bloodline: Appearance: Profession Skype/Discord:
  12. PEACE AMONG THE FAITHFUL; 9th of the Amber Cold, 1640 Issued and confirmed by Grandmaster Robert “BOB” Rovin, Grand Master of the Order of Saint Lucien and Battle-Bishop of Metz on behalf of his Holiness, Everard IV. To all of good Canonist faith, I believe, with great piety in my heart, that this conflict has dwindled to a resolute conclusion. The Church of Canon, in conjunction with the Kingdom of Santegia, hath enacted peace between their people. Time and time again blood has been shed amongst our lands. In the West, the true enemies lay in the barbaric Norlandic pagans, whom have begun to crumble in defense. Truly, GOD guides our Crusade in these dark times as a beacon, for prior to its enactment, the World truly was engulfed in Iblees’ ilk. Ante Bellum, I traveled the world as part of my sacred duty as a Monk of the Canonist Faith. I hath seen the sin which pollutes the sod of this realm. I have stated such many a time, but it is imperative that I apply emphasis. I have seen Norlandic Red Priests worship red-hued trinkets, whilst desecrating sacred temples to GOD and his chosen Prophets. I have seen Norlandic fire-dancers butcher elderly, feeble men for the sake of a chuckle and for what lies within their cobweb laden pockets. I have seen Red-Faith priests encourage nudity within their lands, which pollute the minds of children and propagate lust. Most disgustingly, however, I have seen those of the Red Faith reject the exalted Horen, and spit upon the legacy of the prophets and that of GOD in favor of an actual fairy tale so that they may hold zero responsibilities morally. As Predicted, however, humanity is slowly, yet surely, returning to the embrace of our Creator as we, as a whole, have returned to a quest of piety rather than that of worldly greed. I had stated such in my private thesis to his Holiness, in which I argued that the reason humanity and its sons continue to be conquered, separated and fight one another is due to a desire for worldly titles rather than that of GOD’s grace. Thus, the path forward must be that which embraces pious values, and not a thirst for power like that of the red-faith worshiping sons. Thus, in accordance with his Holiness, I am prompted to offer solidified terms to the King of Santegia and his cohort should they desire peace, for it is ultimately virtuous before GOD to extend an olive branch of mercy to the faithful if they so desire. The terms are as follows: The Kingdom of Santegia The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall agree to pledge its fighters against the ilk of the Red Faith and other malicious heathens, which includes the state Norland and the Undead. The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall sanction the safe return of the clergy to its capital and future capitals. The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall renounce all condemnations against the Order of St. Lucien and the High Pontiff. The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall erect a new and mighty Cathedral within its capital, and potential future capitals. The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall permit the Order of Saint Lucien and fellow Crusaders to remain in Santegia uncontested for One Saint’s Month, with clear codes of conduct and guidelines, to ensure that the treaty is upheld and enforced. The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall permit the secession of faithful vassals who have lost faith in the Santegian government prior to this treaty, for one Saint’s day. As to not promote further chaos and anarchy in the region, however, those who decide to secede must be distributed equally (shall be decided further following the tallying of potential secessionists) between either Renatus, Haense or Marna to ensure that Norlandic roots do not spring up in said territories. Furthermore, if the Kingdom of Santegia can convince these vassals to return to their fold, such will not be challenged by the three aforementioned states should they decide to reunite with Santegia. The Order of Saint Lucien and the Church of Canon The Order of Saint Lucien, in order to show their will of good faith, shall agree to pledge their aid against the Norlandic attacks on the Capital and/or any settlements under the Kingdom of Santegia The Order of Saint Lucien, in order to show their will of good faith, shall submit a formal apology to House Palaiologos and House de Savin for the loss of the late Duke Demetrios Palaiologos. The Order of Saint Lucien, in order to show their will of good faith, swears to uphold the ‘Floral of Rights and Privileges’ of the Kingdom of Santegia, while operating within its borders. The Church of the Canon, in order to establish a reunification with the Kingdom of Santegia, shall revoke all condemnations on the Kingdom of Santegia and its King. Deus Magnus, His Holiness EVERARD IV, High Pontiff of the Church of the Canon, Archbishop of Fernandus, Visigia, Jorenus, Aleksandria, Lotharum, and Erochland, Prince-Bishop of Metz, St. Thomas, Savoy, Mont St. Humbert, Johannesburg, Esheveurd, Luciensport, Huss, and Dibley, Abbot of Laureh’lin, and Hariam, Bishop of Godfreo, Versace, Mardon, and Carace, Minister-General of the Humbertines, Successor of the High Priesthood of the Church, Keeper of the Canon, Missionary to Aeldin, High Servant to the Exalted's Testaments, Humble Servant of the Faithful and Vicar of God Brother Robert “Bob” Rovin, Grandmaster of the Poor Fellow Soldiers of Horen and Saint Lucien of Savoie, Bishop of Metz and humble member of the Canonist Synod His Majesty, Frederick Pius of Marna, Apostolic King of Marna, the Westerlands, Baron of Senntisten and Defender of Rhodesia and the Faith, Brother of Saint Lucien His Majesty, Canonius I Horen, King of Renatus His Majesty the King Otto II of Hanseti and Ruska, Grand Hetman of the Army, Prince of Dules, Lahy, Sorbesborg and Slesvik, Regent of Pruvia, Grand Duke of Vanderfell, Duke of Akovia, Krajia and Aldersburg, Margrave of Rothswald and Adria, Count of Karikhov, Baranya, Kavat, Karovia, Torun, and Kaunas, Viscount of Alamar, Baron of Vsenk, Valwyk, Rostig, Esenstadt and Kralta, Lord of the Westfolk, Protector of the Highlanders, etcetera. His Majesty, Leoiarizaltzu Salbatzaile de Savin, King of Santegia and Haria, Prince of Evreux, Duke of Savinia, Eastbourne, Eruthos and Cascadia, Marqués of Seville and Ponzan, Count of Veldin, Castell, Moncloa, Riga, Westmark, Wett and Eastmark, Lord of Biscay, Grand Knight of the Order of the Veldin, Sovereign of the Order of Eminence and the Order of the Golden Steed.
  13. IGN(s): AwakenMyLove Age: 19 Timezone: PST - Pacific Standard Time Discord: Final#1122 What map did you join during?: Anthos Do you have access to a microphone?: Of course. Average daily playing time?: A couple hours a day. Have you held any LotC staff position(s) before? If so, for how long?: Media Team: For however long it lasted for the first incarnation. I was also there when we had players developing their own media teams. Application Team Manager(1.5Y?): I was an AT Manager under the leadership of Tau, Fireheart, and Harrison, I think? Event Team Manager(8M): Freema and Arockstar were the leads. Global Moderator(2Y?): I don't remember who the leads were, I was too busy on getting **** done. Why do you want to join the GM Team?: I'm about to roast ya'll. When did it become okay for Lord of the Craft to become a toxic community? This isn't a case of a liberal seeking 'safe spaces'. This is common courtesy to improve the reputation of a server that has it's legacy being tarnished with it's recent generation(s) of players. Back when I was a Game Moderator (It was actually, 'Global Moderator' at the time) someone couldn't just blatantly troll roleplay, and openly say racial or homophobic slurs. They'd get promptly kicked or banned. Don't get me wrong; I get it. The internet is a culture, and often a hive-mind. Experiences that people receive from the internet are often brought onto Lord of the Craft. This shouldn't be the case. We used to have a standard to uphold, now we don't. Players should know to leave their baggage at the door when they come to this server. Or maybe I'm wrong and SpaceOfAids is starting to push his liberal agenda onto me. Remember #CancerIsntTheAnswer Really though. I'm a veteran when it comes to Game Moderation. I'd be a valuable asset to the current GM-Team. I witnessed, and participated in the transition from Vailor to Axios, so I know just how heavy things get when the server changes maps. My hands have been in the development of the ET, AT, and GM Handbooks. (whether or not those editions are still in use, I'm unsure) So when **** hits the fan from Axios to Atlas, you should count on me to be there to help get things moving again. Finally, I'll fill your diversity quota. I'm a Straight Black Male. Very few of us exist on this server thanks to the efforts of @fighting evil by moonlight aka Chihiros Have you applied for this position before and been denied? If so, link the application: I've never been denied. I'm just that good. Anything else you want to tell us?: Tythus LTD. is on my resume: Clearly, I have a good sense of humor.
  14. .~|The Hammer Bregolach|~. | The Sudden Flame | .~| The Anvil Oninthil |~. | Of Light Unceasing| A few final notes: These artifacts are intended to lend a more in-depth role-play facet to the process of Ascended Infusion, and as such there are some terms which may not be familiar to everyone who reads it. Our growing compendium of existing Ember and Lunar infusions may be found HERE, and the page regarding Braziers may be found HERE.
  15. I need this skin made. If anyone knows how to put a lot of detail in armor and can follow references well, around 2k $$$$$$$$$$$ big fat ones (lord of the craft minas) or more are in store for you. Here's references. Contact me on Discord via notxephos #1921. If you come at me with scams or weak ass pixels or Chinese quality import proposals, I will seriously **** you up. There will be no recovery.
  16. [✗] [Creature] The Shapeshifter

    The Shapeshifter Brief Description The ShapeShifter is a creature that has fully mastered the art of disguise, giving them the ability to transform into almost any being they so desire. While most descendant races can make faulty and flawed disguises of their fellow races, they are bound by their own limitations. However, these chaotic creatures are bound by very few limitations. The Shapeshifters enjoy bringing harm and deceit through means of all things, ranging from harmless tricks to malicious deeds. The Lore and the First Shapeshifter When the first Shapeshifter was created it was by an act of desperation and ended up being a complete accident. A wood elf by the name of Alyndar was a master illusionist and had successfully learned and taught many students Sensory Illusion. On a rather dark night he had been driven out of his chambers by a loud knocking at his front door. He had stepped down the stairs of his manor, and placed his glasses on his head. When he had answered the door a look of absolute fear had washed over his face as a group of four armed Orenian guards. Alyndar spoke in a tired and fearful tone as he gazed in shock at the guards “W-What is the meaning of this?!” He had lowered his gaze to their weapons that they had already unsheathed as if they knew things were going to turn ugly. The head guard looked to Alyndar confused as he did not expect such a man to be the one to answer the door. He had been told a few assumptions about the appearance of Alyndar, but what he saw was definitely not what he had expected. He spoke in a firm tone of voice “Ser, we be lookin’ for a mister Alyndar! A bounty has been put on his head by the nation of Oren and its high king! He was found a few years ago to be tampering with some dark magic and must be put to justice at once!” Alyndar instantly knew what they were talking about. He had been tampering with dark magic to further his illusions to make them more of a weapon than a means of escape. He had been working for years to complete his research and teach his colleagues of what he had learned, but it was much too late for that. A few Saint’s Days ago someone had caught wind of what he was up to,and they weren’t happy for him to be toying with this kind of magic. The woman responsible for witnessing his research went straight to the nearest guard and forced them to hunt and kill Alyndar. If it were not for his remote manor they would have possibly killed him already, but it seemed it was much too late for him to get away. Alyndar slammed the door shut and successfully locked it behind him. The sound of the guards banging and beating on the front door would quickly rattle through the manor as Alyndar rushed up the stairs to collect his personal belongings and research findings. He was a smart man and knew what this research would get him if it had leaked out to the Empire and their holy ways. Alyndar knew he didn’t have much time before the guards successfully broke down the door and began their search of the manor. He took down a painting to reveal a hidden door behind it. He runs out and through some tunnels, successfully getting away from the guards. After a bit of running he perched himself up atop a mountain to look and see if he was being followed. He saw nothing but his manor burning to the ground. He knew there was no going back and turned to the nearest cave in the mountain. He set all of his research materials down onto the ground of the cave and thought to himself if they believe him to be truly dead. After all no one had known about the secret exits in his manor but him and a couple of his students. He took a moment to think when he had an idea that would prove to be his downfall. He took all of his notes and took one last time to read over them before making a makeshift ritual sight for the procedure. He convinced himself that his research to become the perfect illusionist was complete and there would be no repercussions, but even he knew in the back of his head that this had a very high chance of going wrong and possible killing him. Though he would only repeat to himself “I have no choice. . . I have no choice. . . I have no choice. . .” over and over again those words rang through the interior walls of the cave as he carved the symbol of the Shapeshifter into his chest. The blood pouring down over him as he cursed himself. There was only silence for two whole days before he awoke. When he awoke he had found that his skin had turned a dark grey. The only color on his body were his green eyes, and his clothing. His wound from the rune he carved into his chest quickly scarred over. He let out a scream of fear for what he had done to himself. Alyndar sat in that cave all alone for a few days out of fear for what the outside world would think of him. All those days inside the cave he felt hungry, but when he went outside the cave to eat fruits and berries and to gather water it wasn’t enough to satiate his hunger. His newly formed body craved something more malicious. His instincts took over, and he went out to hunt for the flesh of a descendant. He had traveled through the woodlands before coming across a group of two travelers. Alyndar had complete control and knew what his newly made instincts were telling him, and he loved it. He only wanted to satiate his hunger for the time being. He stalks the two for a few hours, and waits for them to stop and rest. One of the travelers decided to take a break. The two humans had made the worst mistake of their soon to be ended lives, and split up. Alyndar followed the strongest looking one and ambushed him. Before the human could scream Alyndar used his new found strength in his true form to overpower the human traveler and jammed his dagger into the man’s skull, killing him instantly. Alyndar feasted on the man’s body and devoured him. He reveled in the thought of eating another man’s flesh. He wouldn’t be able to celebrate for long as in the distance he could hear the other human traveler calling for his companion to return. Quickly Alyndar looked for a way to escape before trying to disguise himself using his illusion magic he had known for so long. Though when he had transformed into the now dead traveler he had just devoured Alyndar felt something strange about the disguise. It was something that he had never felt before. He felt like he actually belonged in the man’s skin, and the disguise didn’t seem to falter in any way like it would for a normal illusionist. Alyndar thought of a malicious idea and called back out to the other traveler. His voice sounding just like the man that he had just murdered. He would quickly hide what little remained of the corpse before turning around to greet the traveler, and travel with him in his dead companion’s skin. The first Shapeshifter lived on and continued to do malicious acts onto the descendants, learn more about himself and his newly found powers, and even transform others into what he became. Abilities As you may have already guessed by their name, the Shapeshifters have the ability to change their form into almost anything they so desire. To start with something simple to explain: they can change into most animals they so choose as long as they wish, from a small innocent little bird to a ferocious and aggressive bear. Transforming into animals for the shifter is a rather easy feat that requires little strength. However, it will of course take time to do so! Transforming into another descendant race takes considerably more time and can be seen through easily if they do not take proper precautions to perfect the disguise! How they are able to transform into a descendant race is simple and easy to understand. The Shapeshifter must have some sort of D.N.A from the man or woman they so choose to impersonate, examples of D.N.A that can work is hair, spit, and pieces of flesh. Using D.N.A will not give the shapeshifter a perfect disguise, and if the Shifter decides to go this route they will likely be called out as a charlatan. Deciding to do this will not produce a perfect copy for the Shapeshifter and thus it will not have all the information and power needed to become perfect. In order to make said perfect copy the Shapeshifter must kill and start to consume the the body of the poor soul they want to make a permanent disguise out of (see redlines for limitations and requirements on making a player’s character your perfect disguise). Typically, making a perfect disguise is not ideal for a Shapeshifter to do as it can wield some unwanted effects. Choosing to make a descendent race into their perfect disguise will force the Shapeshifter to give up whatever perfect disguise they’ve held before as they can only hold one at a time. When the Shapeshifter transforms into whatever race they so choose they are not limited by the race, or even gender of said race. For example if a shifter used to be a dwarven male then he would still be able to change into for example a female Uruk with ease. This does not make the Shapeshifter gender less. They can still identify as male, female, or other.The physical strength of the creature the Shifter becomes is different and can vary from time to time depending on the size of the descendant race and that races age it transforms into, at least when disguised. They have incredible strength that's worth thrice that of the average human, however their strength will not change due to whatever they change into. For example if a Shapeshifter decided to transform itself into an Olog, it wouldn’t have the strength of said Olog, no matter if it was weaker or stronger. They retain the strength of which they had when they were a descendant until they go into “True Form”. The Masters These are the only other types of Shapeshifters known and their sole purpose is to loosely guide and create new Shapeshifters. These beings gain little to no new abilities due to their status. The only ability is easily being able to manipulate and control their lower Shapeshifter companions to a certain extent. Of course they aren’t able to take control of their each and every action, though they can persuade them quite easily to do their bidding. This isn’t used often however as most Shapeshifters automatically follow the Masters upon creation out of debt, or “gratitude”. Painting of a known Shapeshifter True Form The Shifters may be masters of disguise, but they are simply unable to stay disguised for a number of years without showing their true selves. Some feel it necessary to shed their disguise for some time in order to relax or enhance their fighting capabilities if something goes very wrong. Their true form would look to the mortal eyes how they would before they were transformed into a Shapeshifter. Their true form can give them many benefits but will also hinder them just as greatly. The benefits they gain are simple and non-arcane. They grow much stronger and faster. Their speed is too great to be caught by a human on foot, a horse is necessary. An alternate option would be to try to outsmart the Shapeshifter and lead them into a trap. Do not fret for there is a simple solution. In a Shapeshifter’s true from they are very much weaker to whatever hinders them. Traditionally, a Shapeshifter will never reveal their true form unless around someone they deeply trust, or unless they are in a highly dangerous situation and need a quick escape. For them to willingly show their true form to a mortal whom they feel will not betray them is a sign of immense trust and that they will protect whomever they reveal themselves to. Their appearance when they are in this form is interesting to say the least. Their soul will always remember what they had originally looked like and will reflect the look they once had when they were a part of the descendant races. The way they look will change. Their skin tone will have a gray scale look to it, and will look almost void of all color. Is some cases the Shapeshifter can be confused for a Dark Elf by someone not paying attention, a sure fire way to tell if the person in front of you is a regular Dark Elf or a Shapeshifter is to look at their ears. This may not work all the time due to the fact that some elves are transformed into Shapeshifters and will retain their signature ears. The only color they will have on them at all is their unnatural eye color which will be a brighter color than what it had used to be. Symbol that must be carved into a Descendent for them to become a ShapeShifter Appearance and How to Identify Even though the Shapeshifters are known as the masters of disguise there are still a few ways to identify them even in when they’re disguised. To identify a disguised shifter you must somehow feel their skin. You will know that they person in front of you is not who they say or look like. Their skin will feel fake, almost like someone has covered their entire body in makeup to cover up who they truly are. Another rather easy way to identify them is through their eyes. A shapeshifter’s eyes will begin to have a subtle glow to them after a while, though the Shapeshifters can suppress the shine they cannot make it fully go away or leave it all together. After waiting long enough and looking into a Shapeshifter’s eyes it will eventually reveal this light. No one knows what this light is and the only working theory to date is that's its just them taunting anyone to figure out what they are and try to slaughter them, however this is likely false due to the fact that most Shapeshifters don’t even realize it happens. Next is their true form and it's rather hard to actually not see what they are, follow the statements above that describe their true form for how to identify them in this form. The absolute hardest to spot and find is their brand. All Shapeshifters have one somewhere on their body, and it doesn’t fade and go away with time. No matter if the Shifter is disguised or not they will still have the brand of the Shifter in the same spot they had it in their true form. Finding said brand is a sure fire way to identify the shifter, even if it is the most difficult. As for their internal organs they do not seem to be functional though they will bleed, etc. Age is not a great defining factor as they can transform into beings of any age. Not only this but their bodies in their true form stop aging as well, meaning that someone who was around the age of 35 when they became a Shapeshifter would stay that age indefinitely in their true form. How They Are Created When a Descendant feels trapped, weak, and helpless, they may seek refuge with the Shapeshifters only to be tricked into changing into one of them. Though this may sound to some like a good thing, though the process of being made into a Shapeshifter is painful and irreversible. Most do not even feel any of the stated above and only want to further their own abilities and gain the powers the Shapeshifters hold. While they will be skeptical of whomever comes to them willingly wanting their power, they will put the Descendant through a grueling and dangerous trial that may result in the Descendant being caught and killed. The only shapeshifters able to create and accept new Descendants into their arms are the Masters. The way they are created is through a sort of necromancy magic that only masters or those taught would know, though outsiders knowing the magic to create them is very rare. This magic would be considered a feat and wouldn’t take up a slot because there is only in a sense one tier. A rune is carved into their body while the Master, or whomever knows the curse, curses them and changes them and makes them a Shapeshifter. The rune carved into them will never fully heal, and only a scare of the rune will remain for the entire lifespan of the Shapeshifter. A Shapeshifter’s Diet Yes, like almost all other creatures the Shapeshifter must feed on something to keep going. Unlike most other creatures however they aren’t exactly so picky on what they must eat to survive. Shapeshifters are strictly carnivores and are required to hunt, kill, and eat something about twice every 2 elven weeks. A Shapeshifter not feeding themselves properly will become starved and due to such will slowly start to become very weak. This weakened state will last for another elven week, and will become worse as the week progresses. Eventually the Shapeshifter will wither away into nothing and die from starvation. There are some however that decide to hunt the descendents and take them captive for food. A shapeshifter kidnapping and dining on a descendant isn’t a rare thing and they will usually do this due to their unusual craving for flesh. Most Shapeshifters, if asked, will tell you that the taste of flesh to them will taste like nothing they have ever tasted before. They are mostly unable to describe what it's like, but will tell you that it is divine. Weaknesses Gold and Aurum weapons. Clerical and Holy magics Heavy amounts of light- A lot of light seems to keep these creatures away. (Fire evocationists may be able to do some harm without even burning the Shapeshifter) Though even with their weakness to heavy amounts of light they will still walk freely among normal everyday people during the day. Red Lines Unless your created disguise is a “perfect replica” and you have all the things needed for so to happen you are REQUIRED to emote a flaw ever 3-4 roleplay emotes, this can be something as small as your eye color changing all of the sudden, a voice change, etc. or something on a larger scale. Note this effect is only needed to be done with Descendant races and not creatures. No Shifter can learn any type of holy or deity magic. Voidal magic, and Dark magic is acceptable however. Cannot usually give birth to children. If a shapeshifter does get pregnant she may not be able to transform into any creature or descendant lest it kill the child instantly. A shifter may not transform into any other creature that requires a creature application. For example frost witches, ghouls, liches, and dreadknights just to name a few.
  17. So, recently it struck me that Skeletons aren't actualy playable, only Darkstalkers, Liches and occasionaly some Skeleton bodies for a necromancer. It saddens me that one cannot be a simple, plain skeleton without being a super powerfull warrior or a 'wise' Wizard. Why can we not have weak skeletons playable by people? Some may deem it unnecessary (Probably butchered that word) with the amount of spooks we have roaming around but i don't. I think it would be a great addition to hand these feeble, fun creatures into the hand of players. Although they do need lore this is something i''m willing to write but i thought i'd make a post on it first to see the results. It's that spooky time of year!
  18. MC name: z3m0s Character's name: Kalviin Ireheart Character’s age: Three-Hundred and Thirty Character’s race: Sky-God Mountain Dwarf Link to your accepted MA: What magic do you desire to teach?: Runesmithing Summarize the Lore of this Magic: Runesmithing has always been shrouded in mystery and vagueness, it’s humble beginnings lost in time to those that so devotedly serve to learn and utilize it’s craft. The Runesmithing we understand today consists of the creation of symbols, markings or runes into various surfaces. The runes alone are but markings should they not be crafted with a bound set of tools given to a Runesmith via a secret binding ritual. The combination of the Runesmiths knowledge, the runes themselves, a desired surface and the bound tools, can reap a host of varying effects from manipulating elements in different manners, to more unique runes able to hold a memory safe within, or brand a thief foolish enough to attempt to steal the chosen item. Write up a lesson that your character would give to a student: Kalviin sat patiently, rested within a large golden gem encrusted throne within his private quarters deep within the mountains of Urguan. Twiddling a golden coin carefully between his fingers as he avoided the large orb like gems that adorned his fingers, he waited on a young beardling he had seen potential in at first sight, though as he lacked the sight of this beardling within his quarters, and his set time grew later and later, Kalviin began to doubt his gut feeling was up to scratch as usual. After many a moment later than they had intended to begin a lesson, a stocky young beardling loudly waddled into Kalviin’s exquisite quarters, slamming the door behind himself as he held a wide yellow toothed grin towards Kalviin’s direction. Kalviin stood quickly from his throne, downing a small set of steps to meet eyes with the beardling “Wipe the grin of your face beardling, and for Yemekar’s sake clean your teeth once an elven week would you. . . You’re incredibly late” he’d frown towards the beardling, an awkward amount of silence going by before the beardling perked up to speak “I- I’m deeply sorry Kalviin, some urgent business kept me from my lesson with you, it was not my intention to disrespect you” Kalviin shook his head slowly as he stared deep within the gray eyes of the beardling “There is no greater business to a Khazadmar than that of the ancient Dwarven art of Runesmithing, do you understand that child. . . Your play dates and petty barter compares none to the glory I have offered you here today, and you spit on the gods with your lateness and rubbish excuses.” The beardling sighed with wide eyes as Kalviin began to pace about with his back turned “I’m eager to start. . . I’ve brought my tools! I’m ready to evoke some fire. . . Or- something. Kalviin continued to shake his head, though he couldn’t help but keep a faint smile from his face as he turned back to face the beardling, the comment reminding him of himself in his younger days. So eager and naive “Nay child, you’ll not be using your tools for some time now, it is important I trust your ability in carving before you may lay your tools to stone for the crafting of runes. At your desk is a rune drawn on parchment and a stack of mock clay runes, carve the pattern until your hands bleed and you’ll be a raven’s feather closer to creating a real rune.” he’d grumble as he headed back to his throne “That’ll teach you for being late you bastard” he’d mumble to himself as he loudly plonked both feet up onto his desk, beginning to read various parchments as he waited for the beardling to pass out from sleep deprivation or blood loss. Do you have a Teacher App you are dropping due to this app? If so, link it: No Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Have you applied to teach this magic on this character before, and had it denied? If so, link the app: No
  19. [✗] "The Phantoms" Submission

    The Phantoms BY: captrivside The Phantoms (not a ghost) ancient protectors of life that in the recent years have returned. A Phantom's sworn duty is to protect the innocent no matter what. They have genetically been advanced a bit too do the job their senses are raised and their eyesight is a bit better. If a Phantom breaks their duty by killing or hurting someone the Prime Phantom will decide. If the die or will have their ability as a phantom ripped away from them either for life a certain period of time. A Prime Phantom is the leader of the Phantoms until he either dies or resigns. Or are kicked from the rank after the date of 200 years of being a Prime Phantom. If a Prime Phantom does not resign passed the date of 200 years of Prime leadership the phantoms will have to threaten them to resign or to kill them. The present Prime Taltic Van Hall formerly known as Teal’Ugluk is the first Phantom to be born for over hundreds of years. Before the people of Vailor moved to The Isles of Axois The Phantoms existed. They were different back then they did not protect they did the right thing in a large scale way. When They just learned language the Phantoms fought wars against what was and truly a threat to peace. They had no allies because their allies could have tried something bad and the Phantoms would of have to weaken them or kill them. They were lead by “Grand Empress Xyvire” she and her Phantoms eventually died off. With the rest of the original Axois races which composed of Oren, Orc, Elf, and Pale knights The Phantoms then had all races in their ranks. Xyvire became a powerful spirit and chose Taltic to be a Prime Phantom. But they did the right thing on a large scale just under that they sacrificed and brutally murdered many. This is a reason that they didn't make a come back for such a long time. To become a Phantom you either must have the blood or be enlisted by the oath. A phantom would look very dark and cultist like buts only too blend into the shadows. Rules YOU must not ever kill or hurt an innocent or you Prime will suspend you or kill you To be Phantom YOU must have the blood or have done the Oath Do not get aggravated because someone insulted you for being a Phantom DO NOT kill a fellow Phantom you will be killed When a Prime tells you what to do do it if it's against the rules tell some other Phantoms It is highly preferred that you wear your mask on duty
  20. Ethereal Knights “Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before.” A being trapped betweens realms, unable to move on yet not fully in the mortal realm these beings are drawn to collect their armor’s parts for eternity, spurred on by the desire of completion. The ones who created these beings, as a way to test their might. These necromancers attempted to seal souls into inanimate objects, much like that of a dread knight and his armor, though with only their own experiments to go by. Kidnapping descendants to use their souls they fueled their experiments. A unnamed Necromancer, about to start skinning the victim, an important part of the ritual needed to create an Ethereal Knight. Within these experiments it was discovered that the soul being used must have had a strong will, for if not it will break during the ritual to seal it to the chosen object, usually a suit of armor. To finish the seal, skin is carefully peeled from the body of the victim, tanned to last long, then runes are added to it. These specially made runes draw out the energy from whoever places the armor on, creating a symbiotic link between the armor and wearer. With the runed skin applied to the inside of the armor, the last of the ritual can take place. The remnants of the soul are forced to last within the armor, unable to speak save for when the armor is worn by a mortal being. The rest of the victim’s body is discarded, usually without proper burial, this causes the soul to wish for one, and gives it a secondary purpose in the half-life it was given. Unlike Dread knights and DarkStalkers, which would ultimately be the closest cousin the Ethereal knights would have, the Ethereal knights would not have been given a goal by its creator, rather it would be used as a tool by said Necromancer. Although it cannot use magic, and any magic it had once used in its life is lost in the ritual, it is given enhanced strength, exceeding that of a normal man. In return for acquiring enhanced strength, it uses its wearers energy, using the runes engraved in its skin lining to draw the life-force through its owners skin and power itself. If one were to focus on the Ethereal Knight’s mind-link, many would claim it as a light, differentiating in color, the stronger the light the more fed the Knight. A mind link is formed through this contact, at first having another mind inside of the owners own can be disastrous, which is the reason why the Ethereal knight seeks out ones who are strong of mind, for a weak willed being could be driven to insanity if exposed to the knights warped mind. As such exposure is to be limited, which may be the ultimate reason why its creators the necromancers separate its pieces in the first place, the more pieces used the greater the drain on the wearer, and the stronger the soul’s will grows. Often pieces are lost, traded, or otherwise forgotten in places around the world as its creators change locations. With the soul being separated into multiple pieces, it enters a deep sleep, until a passerby or treasure hunter dons it. Once on the runes would fuel the Ethereal to awaken from its slumber, at first its voice would sound like what it once had as a living being, but as the new owner wears the piece, the voice would slowly change, growing accustomed to its owners voice and mind its would soon sound like the owner. If said owner were to remove the piece, though they may need help in doing so from another being, for the runes would strengthen the bond between the flesh of the owners and the tanned skin from the Ethereal knight. With a mind of strong will, the Ethereal knight could tempt others to wear it, using the natural auras that flow from the runes inside it, this is one of the only ways it can tempt another to wear it, for the runes inside were meant to bring physical strength to the wearer. As such the wearer cannot use magic while wearing the armor, the link with the void will be weakened considerably and its wearer will find any use of magic a immense drain on their body. And as it is a being born from the darkest of magic, Aurum causes pain, whether they touch it or a blade made of it hits them, the wearer will find the trapped soul screaming in anguish. Holy and Fi magics are also dangerous to the Ethereal knight, both can blind and mute them for a time, rendering them into a comatose state, much like when they ‘sleep’, although even if their wearer were to try and use them, they would find that they would be unable to use the enhancements the armor brings. The only thing that can revive them from this state is for their owner to continuously wear them for a period of time, allowing for the runes to, albeit sluggishly, sap the energy needed to restore them fully. Along with not being able to touch aurum without feeling pain the armor cannot have aurum adornments. Aside from Aurum and slayer steel, the armor can be made of anything, though the stronger the material the harder the process is to bind the soul, iron plate is the preferred metal. The armor last considerably longer than a normal set, but without proper care it will begin to rust away. Due to the trauma sustained from the ritual, the Ethereal knight cannot remember the process in which it was turned, nor the place. Memories that had once kept it alive during the process diminish, only the strongest of emotions remain and even they are diluted. While worn the armor, through the mind link, can feel the emotions of its wearer, can feel his or hers heartbeat if they have one, and is susceptible to their demands and whims. In truth they are a tool with a consciousness, born to obey and lead to serve until they rust away or is thrown into flames hot enough to burn their rune-etched linings. ------------------------ Pros: -Gives the wearer enhanced strength, the amount of enhancement depends on how much energy the Ethereal absorbs. -With the mental link the soul can advise its wearer on multiple different topics, though as the soul ages it may lose whatever morality it has left. -It can see around itself, save for the parts of its owner that blocks its sight. It focuses on one spot at a time though it has a small fifth sense for its surroundings. (IE: hearing the wind whipping past an arrow as it flies or if a sword catches the glint of the sun) the more energy it takes the better it can focus on this fifth sense. -With the skin link between the owner and the Ethereal knight, it can sense when the owners body is at its limit. - it has a very obscure sense of where the other pieces of itself are, location names are lost to them and if the piece has not been fed for awhile it cannot see through it. -It can still live if a piece is completely destroyed, but will feel incomplete forever. -It has a mind of its own. Cons: -It cannot move on its own, it needs someone to carry it or wear it. -It cannot control the person that wears it, it can tempt them to put it on but other than that it cannot control the wearer. -It can drain the wearer to the point where they pass out, though will limit this so as not to harm its owner. -It is weak to blunt weapons, as such armor is. It is weak to Fi magic and Holy Magic to the point where it is left in a comatose state. Fire and lava can destroy it out right. If all the pieces are destroyed it is killed and the soul is released to return to the soul stream. -It can only give the wearer enhanced strength in the part of body in encompasses. (IE: Gauntlet would give the wearer strength in that arm) And only for the time it is worn. (Strength will only be twice that of the wearer. IE: Human male would be twice as strong as a Human male) -Wearing it for prolonged times can cause damage to the wearer. Bone fractures, torn ligaments and tendons are common injuries. -They can rust away into nothing, their metal needs to be taken care of regularly. -While it has its own consciousness, it can only remember vague emotions and names from its past life, it uses its owners emotions and heartbeat to stay relatively sane. -It has a terrible sense of direction. It relies on sensing its other pieces to confirm its own location, it can take weeks for it to realize a piece has been moved. -The wearer cannot use magic while wearing a piece. It simply wouldn’t form and would be a waste of energy. -If its owner is weak willed they can be driven insane/pass out by having such a tortured mind inside of their own. Strong-willed owners can also sometimes become weak just by having it on for too long, or become dependent on it entirely. -While it wishes for its discarded body to be given a proper burial, its ultimate goal is to have all of its pieces together in one place. It cannot sense it’s discarded body so it hopes to someday come across it. In order to check if the body is their they must touch it. -Necromancers enjoy collecting pieces for their collections, often they hunt them down and may even attack their current owners to try and get them. They are often given a nickname by their armor’s appearance, though it's the necromancers discretion if they wear the armor themselves, as it is usually used for manual labor. -While you can wield a sword while wearing them, the armor would rather be used for hand-to-hand combat. Using a sword in its gauntlet would be as if you held one between your teeth, doable but not comfortable. -Feeling pain, whether being from a hard blow to holding Aurum and even magic, the soul will cry out in pain in the mind link, this can cause the wearer to flinch or be stunned for a moment. Having someone scream inside your head is not the best thing to happen when you are in the midst of fighting. ------- In Character: Each Ethereal Knight will have different sets of armor, each set will be comprised of no less than seven pieces. I myself will be following the below image: Armor parts ------- (OOC: Please let me know if you have any questions)
  21. House Keint

    House Keint History House Keint was founded long ago, they lived in Johannesburg, the old capital of the Orenien Empire, When the tragedy happened, all of them where in Johannesburg execpt a few ones, who survived the tragedy and are now the last Keints alive. Ser Corvus 'The Brave' Keint, former Baron of Keintania, would receive lands by King Joseph Staunton for his loyalty, upon these lands is where Corvus would build the Fortress of Keintania, the lands where the Keint's still live on till this day. After completion of the fortress Corvus would swear the oath of fealty and become the vassal of the County of Hallowfell and Lord Merentel, the man whom he squired. During the time of the war between the Coalition and the Orenian Empire, House Keint would join Abdes De Savin in the fight to retake courland or as it was renamed then Evreux. Some time after the war was ended the Baron of Keintania at the time, Lord Corvus Keint would go missing, his half brother Ser Thomas 'The Lion' Tarsington-Keint would take over the role of Baron of Keintania and would later swear an oath of fealty to King Abdes De Savin of Santegia. House Holdings and Family Land: The Barony of Hallowfell is one of the Vassal lands within the Kingdom of Santegia. These lands lie behind the County of Hallowfell/Hallowfell Castle. Upon this land lies the Fortress of Keintania, the fort where the Keint's reside and stay in till this day. Current Patriarch: His lordship Thomas Tarsington-Keint, Baron of Keintania. House Relics: Lionsbane: House Keint's family sword, which Lord Thomas Tarsington-Keint had forged for the house. The sword is a bastard sword.The hilt of the sword is made out of Ash wood with thin layer of reddish coloured leather, wrapped around it for a more comfortable grip. The pommel of the sword, which is a growling lion's head, is made out of gold, with two rubies encrusted into the eyes to give it a more noble look. Current Members Lord Thomas 'The Lion' Tarsington-Keint, Baron of Keintania, Grandmaster of the Knights of Keintania (TJB_Minecraft) Eldrick Tarsington-Keint, Heir To The Barony of Keintania. (Hesto) Richard Keint, Brother to Lord Thomas Tarsington-Keint (Boogie_) Camilla Tarsington-Fearhaig (Themaster2003xxx) Ranch (ilovepotatoes_1( Numa II Tarsington-Keint (Alleypoopa) Edward Tarsington-Vertilla (Nuttellaboi) Ser Lope "The Black Lion" Tarsington-Keint (Mateolog)
  22. “Artist Depiction of the Daemon of War” Art Credit: Paizo Publishing Argos, The Iron-Clad Daemon of War, Wrath and Conquest Titles: The Iron-Clad, Avatar of Conflict, Father of Battle, The Forgotten General Alignment: Lawful Evil Sigil: Flaming Sword Sacred Animal: The Ram The Sword of the Divine Before there was Argos, there was Azazel; The Daemon of Glory, a proud yet honorable warrior. His first mentions were during the Wars of Creation against the Void, slaying horror after horror with the zeal and dedication that few could match. Always wanting to earn the respect of his divine peers and best his rivals, he was mostly disliked by his peers. Some due to his arrogance and self-centered nature, and others due to his war-loving tenancies. Azazel was ignorant of their criticisms, surrounding himself with his servants and followers who only shout praises to his name. During his many battles with the Voidal abominations, that was when he was most well-received, where even the Aenguls would speak well of his fighting skills. The praise of his peers continued to please the Warrior Daemon genuinely. His confidence seemingly unending and ever growing, his vibrant speeches to his flashy fighting moves to the splendor that was his decorated armor. However, as other war heroes rose from the war against the void, leading to him desperately trying to upstage any would be rivals. More and more did this campaigns would cost him soldiers and almost his plane of existence. Eventually, on one faithful battle, he was outmaneuvered and overwhelmed. Having to call upon the other Aenguldaemons who were fighting against the void for help, this deeply hurt his pride as the others came and took the glory of this great battle. Slowly returning to his realm; The Bastion Realm of Argus. The Warrior Daemon focused on rebuilding his host and keeping in contact with his cults. Asking of them for praise and battles dedicated to his name, finding the Descendants to be amusing but in the end, nothing but insects to the Daemon. When he first heard of the Arch-aengul’s project of the Soulstream, he decided to help by sending some of his servants to reclaim the souls of honorable warriors. However, in truth, he used it to recruit those willing, and those who worshipped him into his legions. Over the years, he would regain his confidence, yet a growing doubt would haunt him. When the wars became few, and his involvement in the politics of the divine began to fade, slowly The Warrior Daemon became bitter. Where once he dedicated himself entirely to the honorable cause of the defense of Creation, he would sell his blade to the Aenguldaemons that needed seasoned warriors. The only cost would be their acknowledgment and chances of glory. Finding work in slaying the occasional threat, and working through his agents on the mortal plane to earn the love and adoration of the descendants. Doing this for countless years until he received a summons from an unlikely patron, from the returned Arch-daemon; Iblees. The Hubris of Glory Their meeting was brief, the distraught Warrior Daemon filled with doubt was quick to be persuaded to join in the wars to come. Iblees using his pride and desire to become relevant once more against him. Although The Warrior Daemon held no ill-will towards the mortals, Azazel was promised glory and fame eternal, no longer forgotten. When the war between Iblees and creation had begun, Azazel arrived at the first war council, meeting with the other of his kin who joined on Iblees’ side. Roles were given out; The Warrior Daemon wanted to be on the frontlines, fighting in the vanguard where Azazel could find the glory he sought. However, to his dismay, he was ordered to provide Auxiliary. Despite his many attempts to refute, Iblees dismissed him, telling him that he was not truly loyal to the cause and that he should have been thankful to be even allowed to be on the winning side of history. The Arch-Daemon’s words stabbed at Azazel’s pride like a dagger. He complied and agreed, but would not be pleased with his new role. Armed with his mighty greatsword; Vanquisher, Azazel slew through ranks of Descendants with ease. The Host under his command would fill the gaps in the lines, moving quickly to provide support. Many a time did The Warrior Daemon attempted to prove his worth, to earn his place on the Vanguard, and every attempt left with hollow answers. Despite the treatment, he served as loyally as possible, for despite the growing ill-repute of Iblees. Azazel holds his honor in high regard, refusing to go against the contract that was signed. However, the final straw would be broken, for during the arrival of the Aenguldaemon host to defeat Iblees. The front-lines demolished, and aid was needed, Azazel and his mighty host would arrive quickly, to fill the lines and try to relieve the battered undead legions. Despite his valiant efforts, slowly and gradually his forces were pushed back. Until he was on the defensive, in a final plea to Iblees, he requested aid. Otherwise, he would be outnumbered and overwhelmed. Iblees had given nothing but silence, leaving Azazel to die. This betrayal, shattered the spirit of Azazel, for the first time, he staged a retreat. Survival and spite were driving him to break the contract. During this, a few of his former rivals would surround his battered host and attempt to ambush him. With strikes fueled by rage and the experience of a thousand battles, Azazel barely managed to slay his attackers. Mortally wounded from the action, his forces were scattered, and he returned to Argus. Reborn from Iron Upon his return to his prized realm, he discovered that the wounds inflicted upon him were inflicted upon his realm as well. Slowly regrouping with the remains of his Cult and his Daemonic Host, when he left his physical form. The essence of Azazel was wounded and left weakened, his realm stabilizing him and keeping him from death. For the years following the end of the war, Azazel muted himself from his former brethren. With every next year, his essence was worsening, and his mood grew dark. His desperation grew as he tried to find a way to reverse his condition. Finding no answers in the voidal arts, he would begin to delve into some of the darker magics for the answer. The Warrior Daemon was bent on one purpose; Vengeance. His grim situation drove him to a fit of depravity as he slowly sent out his cults to kidnap practitioners of the Dark Arts, before interrogating them on the knowledge of Necromancy and Blood Magic. After many long attempts, a ritual was devised, calling upon his Daemons and cultists to draw blood in their deity’s name. Carving runes into a set of Daemonic Steel armor, runes of power decorated the intimidating set of plate mail. Once the ritual was complete, The Immortal essence of Azazel infused inside the prison of metal. From the dark powers mixed with his divine nature, he was reborn into the Daemon of War; Argos The Iron-Clad. Current Day Although much of his Cult remain in secret, the only unifying features; being the adherence to Argos’ warrior code and them being warriors of prominence. Due to his steady growth, he had begun to gain the notice of other Aenguldaemons, while many would remain neutral or find distaste in his actions, Argos would remain ever distant, preferring to focus on the growth of his influence and power. It is not certain if the other Aenguldaemons remember any knowledge of his former name and crimes, all that is certain is that in any major war or conflict, the servants of Argos will be there. The Codes of the Iron-Clad Over the years of foundation since the revival of the cult of Azazel, The Cult of Argos maintains a strict adherence to a set of moral codes. Even amongst the highest of his holy mages dare not break the law, for upon doing so. Marked them for death within the order, to be quickly hunted down and taught the lesson of betraying the Daemon of War. The Sword is the Answer to any Injustice Poison is for the weak. Ambush is for the Cowardly. Our foes only deserve the Slaughter. Harm not the Child, for they could become strong. Do not fight the defenseless, for there is no glory. Conquer Yourself, Conquer Weakness. Surrender is Defeat, and Defeat is death. Goal Argos once devoted his existence to becoming the greatest warrior in all of the Creator’s creation. Wanting to have his tales of glory and battle to ring forever and be sung in halls both divine and mortal. However, with his return, his pride had been shattered and his driven nature put to his new goal. Argos wants to slowly rid the physical world of the weak and the cowardly, to replace it with battle-hardened soldiers sworn to his cause. Should he succeed, he shall take his new army, and right all wrongs with force, no more treachery, no abominations of the void, Argos will never be forgotten again. Realm: The Bastion Realm of Argus Formally the creation of Azazel, a sea of Fortresses and mountains. However after his fateful return, the sky was filled with ash, the tall and proud bastions were reduced to ruin, and the landscape destroyed. Yet under Argos, many of the rubble has been rebuilt, and from the central Citadel, a massive forge built. Rivers of Lava fill the shattered chasms of Argus, now used to fuel the endless War machine that the Iron-Clad is preparing. The fallen faithful of Argos find themselves brought to the war-torn realm, the vigors of youth returned to them, and slowly find themselves involved in one of the many roving warbands made of their fellow worshippers. Few cities exist in Argus, with the most prominent one being the City of Bellator. Built around Argos’ citadel and often the first to be provided with the new weapons made by the Daemonic Smiths. Bellator and the other Fortress Cities are under the iron-fisted rule of Self-made Warlords, former Champions of his cause which brought Martial law to the areas under their sway. To prevent any of them from stagnation, by the demands of their Daemonic master, the Fortress Cities host a series of Realm-wide War Games. Striking each other down, causing the losing Warlords to fall for stronger ones to rise again. Shortly after they succumb to their wounds, they would be restored to ‘life’ to fight once more in the following years. Great fighting pits are commonplace in these Fortress cities, used as entertainment and to train for the battles to come. The strongest of the Warlords are invited to join Argos and his Daemonic war council, as they prepare and plot for their grand crusade. “One of the many War-torn Ruins in Argus.” Art Credit: Matchack Manifestations Likely many Aenguldaemons, Argos rarely ever truly manifests upon the mortal plane, ever since the mortal wounds he suffered during the Great War with Iblees, he had been wary to ever return fully to the mortal plane. Instead, he shows a glimpse of his form through visions and illusions. He universally appears as a giant of a humanoid figure clad in darkened plate-mail. The only opening in his battle-scarred armor, being the visor, revealing only a burning pyre. His voice a metallic roar, speaking harshly and straight to the point, whenever his presence is nearby, all weapons and armor begin to stir and shake as if seeking to strike out against a hidden foe. (Modified skin) Original Skin Credit: Gleeshers Following “A devoted Cultist of Argos, coming down upon his foe with a frenzy.” (Ignore the gun) Art Credit: mynameisbryon Adjective: Argosi Warriors, Mercenaries, Barbarians, Those consumed by Violence, these are the men and women who are called to worship Argos. The Iron-Clad had slowly built from the ashes of Azazel’s cult, a growing legion of various warbands and followers. These factions are organized in such a way, that they are almost entirely indistinguishable to Mercenary Companies. The leaders of these Warbands are often Holy Mages of the Daemon, who use their soldiers and self as instruments of the Iron-Clad’s Will. Despite the seemingly organized nature of his worship, conflict and infighting are rampant, as multiple different cults would often challenge each other, to test their strength and to purge the undesirable weakness that could exist in their ranks. There is no prayer or official holy text. They venerate Argos through dedicating their battles in his name. Every wrong made right grants The Iron-Clad power, every fight a sermon in his name. While complete worship is not required to join these cults, their loyalty to the Codes of Argos and desire to further his goals is the only requirement. Within the numbers of Argosi Warbands, each of them slowly develop their own cultures. From minor changes to the usual religious uniform to extreme cases of cannibalistic rituals, believing that it would grant them the victim's strength. It is not uncommon for Dark Mages to find themselves serving such Warbands due to The Iron-Clad's neutrality of Dark Arts. This behavior causes some Cults to reinforce their mortal warriors with the undead. In the old days of Azazel, his faithful would garb themselves in bronze armor, decorated with feathers and trophies of the glories of past victories. However, in the current day, they clad themselves head to toe in darkened plate, taking the appearance of Argos himself. Those gifted with magic, take it a step further and create enchanted helms that produce an illusionary fiery visor and metallic voice so they can fully emulate their Master. Patrons Vindicta The Avenger; Patron of Ironic Justice “There is no shadow too dark. Her haze will find thee. Her justice will not be restrained, The Fires of justice will never be quenched." Art Credit: Aerenwyn The Patron of Ironic Justice arrives when a sincerely horrible injustice kills a descendant. She can see such hatred fills their heart in their last moments. They find in the darkness by an armored woman, her cold eyes filled with a calculating rage. She comes with an offer, to become an instrument of their justice, to the right the wrongs brought to them. The only price, being their eternal soul joining the cause of Argos. Should they accept the bargain, The Avenger restores them to life. However, the form they take is a monstrous being. Some believe that the Avenger was initially been a young and loving mother who had their lives destroyed before their eyes. After the death of her husband and child, her grief and hatred earned her the attention of Argos. Taking his offer for justice, she was given magical boons to turn her into a force of nature. Once she finished the deed, Argos came back to complete the transaction. He wanted a tool, a servant to spread his influence. Teaching her how to bestow the same ‘gifts’ to others, she roams near the edge of the Soulstream, looking upon the fresh deceased to grant her Master’s Justice, drawn to vengeful souls like a moth to light. Manifestations: The Eternal Legion The Legionnaires of Argos are a rare group of mortals granted boons by the Iron-Clad, often making up the elite or leading cults of Argos themselves. Acting as the closest thing resembling Holy Mages to Argos, they are combatants who draw upon their divine connection to empower their weapons and wreak vengeance upon the many foes to Argos. The magic they wield only used to improve their physical prowess as warriors and the connection, slowly destroying their bodies from the violent energies. (This will be greatly expanded upon in a separate lore post, however, should it be denied, the Argos lore will remain.) OOC Notes: Influenced by: -Ares from Greek Mythology -Gorum from Pathfinder’s Golorion Campaign Setting -Tempus from D&D’s Forgotten Realms Campaign Setting -Khorne from Warhammer Fantasy/40,000 I wrote this lore because I felt there was no Aenguldaemon dedicated to War, although there are multiple Aenguldaemons that are waging war and have war-like qualities. I wanted to write an Aenguldaemon for straight up war, for groups of warriors and mercenaries to worship. However, after taking advice from Aelesh, I expanded on the concept and added in Vengeance. Allowing a more concrete and ambitious goal for Argos to have. Also, I wanted to write an Aenguldaemon that creates ideas for events, such as groups of mercenary companies dedicated to him being hired to attack a settlement, an individual or group of people seeking protection and refuge from a vengeful being created by his Patron; Vindicta. Should an ET or other staff member have questions about how they would react in certain situations, or need help in developing an event line, I do not bite and would love to help anyone incorporate this Aenguldaemon in their events. As for players wanting to create cults of him, I plan on already doing that, and if you wish for any information or want to join, I’m always open to talking. Lore References: https://www.lordofthecraft.net/forums/topic/97770-the-aengudaemon-lore/ https://www.lordofthecraft.net/forums/topic/121438-iblees-daemon/ https://www.lordofthecraft.net/forums/topic/139713-the-planes-of-existence-world-lore/ Written by JordanXlord/LordCommander Lore Advice and Help from: @Master Sage Delaselva @The Fire Mind @Order's Disciple
  23. "Lady Cora," he said, "sometimes one has to do things which are unpalatable. When great issues are involved one can't toy with the situation in silk gloves. No. We are making history." -Mervyn Peake, Titus Groan Introduction to Kloning {Klone - based on Ancient Greek κλών (klṓn, “twig”) Twigs would be cut from trees and grown into identical trees or grafted onto other trees.} It was originally tested on rats and mice, and after much trial and error, was proven successful. It is possible in theory to klone any living thing- even including plants- but one must be warned that not all things will be able to survive the necessary extractions involved with the kloning process. Upon death, one will wake up in their Shell, to put it simply. A Shell is not ‘alive,’ nor does it have a soul. Duplication of the soul does not occur when the body is replicated in this way. A Shell will not perform basic functions of life such as respiration, maintaining internal environment, growth/repair, intake of nutrients, or excretion on its own. When removed from the chamber in which it is grown, it will begin to decay at the same rate as a normal body. By itself, a Shell is in a way, a corpse that was never lived in to begin with. A ‘Hermit Crab’ is a slang term used when referring to someone who swaps bodies relatively often, or in an ongoing cycle, like how a hermit crab swaps Shells. The Procedures The Original When creating a Shell of something, the body it is being made in the image of is called its Original. Because Shells can be produced using other Shells, “the Original” does not always refer to the body in which a person was born of their mother. That would be called the “True Original” to clarify. THE JELLY AND THE SLIVERS The Jelly is the alchemical concoction which keeps a Shell safe and prompts it to grow. A good portion of the Jelly will be recycled to build the body of the Shell itself with no waste product. It varies slightly in color, but is never vibrant, and is transparent but murky. It will be either a red, fatty off-white, pink, bruise-like violet, or something in between. It is smooth to the touch and difficult to wash off skin but not especially sticky in texture. At the proper temperature for use, it is a thick, slimy liquid, but when solidified, it behaves like Jell-O. It smells funky and meat-like, and tastes like raw flesh with an unsavory metallic aftertaste. The slivers are key, basic pieces of differing materials that make up a Shell’s body. In descendents, the most sound Slivers one can use are hair, skin, muscle, blood, and bone. But one can also use various organ tissues (such as liver) as well if removing bits of those organs will not be lethal. The masses of the slivers should be the same or the Shell will have problems in development. These will coalesce into a structure similar to a fetus, and from there will grow by accumulating mass using the jelly surrounding it as mentioned before. Slivers do not need to be enormous, but should be roughly proportionate to or larger than a raisin when dealing with something the size of a human or elf. Required Ingredients Everybody will require a different mixture of ingredients when creating their Shells’ Jelly. However, there are some important guidelines that you must follow. Here, we will use the mass of the Original as a unit of measurement, abbreviated MO. The base of the Jelly is actually made up of two components: +0.1 MO of blood (The amount of blood in your body) from the Original +2 MO of lard +0.005 MO of cerebrospinal fluid from the Original Blood is a very personalized alchemial base, lard is thick and highly caloric, and cerebrospinal fluid is created by the body to protect the brain and spinal cord. In cases where the subject does not have blood and/or spinal fluid, substitute with other vital fluids. (Some experimentation with others of its species may be required to determine how much is safe to remove at one time.) After the base has been created, begin adding reagents. Jelly requires reagents of all four elements, but primarily relies on air and water symbols. The ratio of elements and symbols differs based on the bone structure and other physical or even mental aspects that are unable to be changed naturally. (Bone structure, a mental disorder, race, a genetic disease, etcetera. Not fat, muscle, or opinions.) A relatively large amount of each reagent will be required, considering the volume of the base. Moderate to incredibly rare reagents are all that will suffice. The specifics of which reagents are used varies from subject to subject; one combination of reagents may work for one, but that does not necessarily mean it will work for another. There are two important ‘sets’ reagents in a Jelly recipe can be divided up into. The first set contains the essential symbols for accomplishing the general growth and functionality of the Shell. 2 Symbols of earth (protection, connection) 2 Symbols of fire (warmth, passion) 4 Symbols of water (nourishment, life, rebirth) 4 Symbols of air (movement, perception, precision) The second set contains symbols that vary from subject to subject. This will usually require specific reagents to be used as well. I haven’t listed specific reagents here though so that these examples can still be used as templates but will not be repeated for two characters by accident... I recommend using 4 to 6 extra symbols for these. Here are a few examples: Example 1: A stocky northerner with big bones and an inherited pain and cold tolerance. 2 more symbols of earth (endurance, hardiness) 2 more symbols of fire (pain, courage) 1 more symbol of water (ice or cold) Example 2: A dexterous and lanky elven lad. 3 more symbols of air (grace, fragility, quickness) 1 more symbol of water (clarity) Reagents should be ground to a very fine dust or smooth paste. Kloning the dead? Kloning cannot bring the dead back to life. If their soul has already departed to the soul stream, then it is too late for them. Shells can be generated from corpses if you wish, for some reason, to have more than one corpse of a person. The only thing is that the subject’s soul will not be pulled from the soul stream and deposited into it, and the Shell will not be part of any Shell Pool. (Shell Pools covered more in-depth later on.) Acquiring the Ingredients Many of the ingredients used in Kloning are siphoned from the Original, and if done without care, extractions can be fatal. One must know how much of each substance is safe to remove at a time, and how long they should wait before drawing more. I recommend you read through the links below to learn more about how to accurately roleplay symptoms of losing your precious vital fluids. Be careful when drawing blood from a major blood vessel. Profuse bleeding can easily lead to deadly hypovolemic shock. (About hemorrhages: https://www.quora.com/How-much-blood-can-a-human-lose-before-dying-of-hypovolemic-shock-blood-loss ) (The following cautionary advice applies to descendents only, due to the fact that different creatures are proportioned differently.) it is not recommended that you draw more than 10% of the subject’s blood at a time due to the risk of developing anemia. An average human male has 10-11 pints of blood, while an average human female has 9-10 pints of blood. You can use these mass to blood proportions to determine average amounts of blood in other descendent races. (About anemia: http://www.mayoclinic.org/diseases-conditions/anemia/symptoms-causes/dxc-20183157 ) The human brain produces only 500ML of cerebrospinal fluid each day. This fluid is constantly being reabsorbed, so that only 100-160ML is present at a time. Be very careful not to draw too much at a time, because a deficiency in the fluid can have a negative effect on the brain and lead to symptoms from headaches to paralysis. (About cerebrospinal fluid: https://en.wikipedia.org/wiki/Cerebrospinal_fluid and https://www.cedars-sinai.edu/Patients/Programs-and-Services/Neurosurgery/Centers-and-Programs/Cerebrospinal-Fluid-Leak/CSF-Leak-A-Curable-Cause-of-Headache.aspx ) “GROWING” AND CARING FOR A SHELL “Growth:” Speed and General Appearance Over Time Once you have gathered the proper Slivers and assembled a Jelly mixture, it’s time to combine the two. Completely fill a large jar or other sealable container with the Jelly so that airspace in the top of the capsule is minimized but not necessarily eliminated. Introduce the 5 slivers, making sure to place them close together toward the center. The environment should be dark or dimly lit, and the Jelly should constantly be kept within three degrees Fahrenheit of the Original’s internal body temperature. (98°F or 37°C in humans.) THE FIRST ELVEN WEEK: If conditions are satisfactory, the Slivers will begin to mesh together and form a lumpy blob. All slivers other than skin will group around the sliver of bone before being covered by the remaining sliver of skin. After the Slivers have fused, we finally refer to the single mass they have formed as the Shell. The Slivers’ initial reaction with the Jelly will be a slow one; taking up to an elven day to display any noticeable changes. If this fails to happen, quickly move the Slivers to a different mixture of Jelly. Development is gradual and slow enough that it isn’t apparent to the naked eye from one moment to the next. It would be like watching a plant sprout. During this first week, it is recommended that the recipe used to make the Jelly is recorded exactly, and only a small portion is created to test whether or not it will take to the Slivers. THE SECOND ELVEN WEEK: Over time, the blob of a Shell will increase in size, and take on the grotesque silhouette of an infant version the Original. Rough features begin to form, but no eyes, nostrils, toes, fingers, ears, sexual organs, teeth, or a tongue will have formed. A cord-like structure begins to sprout from the back of the neck. It will take roughly an elven week to reach this point after the Slivers have formed together. THE THIRD ELVEN WEEK: The Shell will begin to grow hair and fingernails, and continue to develop complex body parts like the eyes and fingers. If no mutations are visible by now, it is recommended that a larger quantity of the mixture of Jelly used for the Shell is prepared so that the Shell can be transferred into a more spacious environment. THE FOURTH AND FIFTH ELVEN WEEKS: The Shell begins to refine its digestive, respiratory, circulatory, and nervous systems, in that order. It continues to grow larger and larger, but it is still not prepared to receive a transferring soul (talked about in the Soul Transfer section in further depth) because its underdeveloped organ systems would cause immediate lethal complications if put into use, putting it on par with a Shell that was stabbed to ‘death.’ THE SIXTH TO EIGHTH ELVEN WEEKS: The Shell continues growing larger and refining its vital organ systems, and while still flawed it is technically ready for use. The brain, especially, is still in development, and the areas responsible for higher mental functions such as concentration, planning, judgment, emotional expression, inhibition, creativity, and long-term memory are not ready. (This is also talked about in the Soul Transfer section.) THE NINTH ELVEN WEEK AND ONWARDS: The Shell is now safe for use if its development went as according to plan. It will continue to grow, entering ‘puberty’ at a usual age and adapting to changes. In the long term, a Shell will grow and mature at the same speed its Original grew. It is also bound to a life span, more commonly referred to as its shelf life. It will become unusable and start to dissolve if left in the Jelly as soon as it reaches the age where the Original would have died of old age. Elves, 1000 years, Humans, 100-150 years, etc. Elven Shells + Dying Jelly While an elven Shell will last for the typical 1000 years, the Jelly will not. Jelly lasts for a very long time, but it does not last forever. 100-150 years from its creation, it will go bad and begin to decay. When this happens, it will begin to get lighter in color and more opaque. Eventually, it will begin to liquify any Shell inside of it, and condense into a dry, flaky crust on the inside of its container. To preserve an elven Shell that’ll last longer than its Jelly, the Jelly will need to be completely replaced with new Jelly of the same exact recipe each time it begins to go bad. Are Shells in Any Way Different From the Original? You will notice as time passes that any features of the Original that were not influenced by genes will not appear in the form. This includes scars, belly buttons, callouses, missing body parts, tattoos, other modifications, etc. Shells are built based on the genetic makeup of the Original, and not the soul. This lack of basis on the soul is also why it is possible for a Shell to develop deformities and mutations. The difference between a deformed Shell and a mutated Shell is that the deformed Shell is still genetically identical to the original. A mutated Shell is not. (More on deformities and mutations will be included in the Botched Shells section and the Soul Transfer section.) There is only one non-genetic structure that will form, however. A mysterious, eerie, root-like network will sprout from the back of the neck, and stick to the inner wall of the capsule the Shell is being “grown” in. It seems to serve a similar function to the roots of a plant; idly absorbing surrounding Jelly to be recycled into the mass of the Shell with no waste product. It takes on a ghostly white tint instead of the skin color of the Shell, as it does not have any blood vessels or bones. However, it does has nerve endings throughout it that are linked to the Shell’s lifeless brain. It isn’t clear whether this is even a part of the Shell, or if it is a part of the Jelly, or if it is a third part all of its own. If a major section of it is cut off or strangled, it will cost the Shell valuable time developing until it forms a new cord or is relieved from pressure. Tampering with the roots does NOT expand a Shell’s shelf life. Monitoring a “Growing” Shell There are a few procedures you should follow when monitoring a Shell’s “growth.” It’s important to know as soon as possible if something is going wrong. One should perform routine inspections on a developing Shell. A few things to note when conducting an inspection are as follows: SKIN QUALITY - It is normal for the body to appear paler than usual, as it shouldn’t be exposed to too much sunlight. Watch out for the appearance of dryness, flaking, cracking, appearance of albinism, visibility of muscles, splotches, lumps, sagging, tightness, and anything else unnatural like that. NAILS - Toenails and Fingernails should lengthen at a normal rate. Make sure the Shell isn’t being poked by its nails where the skin might be punctured from repeated scratching. If nails grow too fast, and take on an unnatural color or appear breakable, be warned. HAIR - Hair should also lengthen at a normal rate. Make sure coils of hair do not strangle the root network. Watch out for unusual hair color, unusual hair loss, unusual receding of the hairline, appearance of dryness, and thinning. EYES - Eyes should be open, but appear restful, as if gazing off into space. Watch out for pinpoint pupils, cataracts, redness, unusual eye color, heterochromia, bugging out, and rolling back into the skull. However, it is usual for them to appear sunken. LIPS - Watch out for puffiness and cracking. It is usual for the lips to appear purplish or blue, but a healthy red is optimal. THE ROOTS - Again, make sure they are not being strangled. You may have to move parts of it around to keep it from tangling around itself. Avoid cutting it, but if you must, be careful not to cut off too much. They will usually be squishy like a water balloon; make sure they do not flatten easily or feel empty. When opening the capsule to tend to any unusual things you may see, be careful not to leave the Jelly exposed to the air for too long, and make absolute sure your tools are clean. This can easily be ensured by building tools for manipulation into the interior of its capsule. Leave any things you remove from the Shell in the Jelly at your own discretion. It is recommended to leave behind clipped hair and nails, though, as they will dissolve within an elven day and be recycled. If an eye, ear, or some other structure that doesn’t regenerate normally in members of the Originals race, do not worry. The wound will be sealed over in under an elven day, and blood expelled from the wound will be dissolved and recycled. Some structures will grow back in time, but anything larger than the forearm will not regenerate. Removing these parts in increments is not an option. BOTCHED SHELLS Not every Shell will turn out perfect, and sometimes whether or not one even ends up usable seems to be hit or miss. However, it really isn’t. The conditions a growing Shell must be kept in and the ingredients used to encourage its growth are more specific than researchers had speculated. It is easy to ruin a Shell though, and the topic deserves its own section. If you’re not careful, you’re at risk for botching a Shell at any time in its creation. Make sure to keep equipment and environment sterile any time the slivers, the jelly, or the growing Shell are going to be handled. Dirt, dust, hair, sweat, flakes of skin, and other contaminants, even in small quantities, can throw off your results. Botching Before Growth Once you have assembled your Jelly and gathered your Slivers properly, and you’re sure no contaminants have come in contact with your work, there is still a chance that the Jelly won’t take, and the body will not form. This can be attributed to a number of factors: +Dust/dirt/foreign blood/pollen/lint/etc contamination +Distancing between Slivers (If too far apart, they will not coalesce) +Excessive exposure to sounds exceeding 120 decibels +Intense light +Overexposure to air (Keep in an airtight capsule) +Rough handling and constant movement +Sudden increase or decrease in atmospheric pressure +Unsatisfactory conditions of cold or heat +Strong magical presences nearby, such as a voidal rift or an archon in transcended form If no change is observed within one elven day, you can be sure that the Slivers are being impeded from forming together, or that they have been permanently shocked out of reacting with the Jelly. Be careful not to wait this long though, as some of the Slivers will begin to decay normally if not in the process of growing! If this occurs, they will no longer be usable. If your Slivers are simply being impeded from forming together, quickly remedy poor conditions they may be under, and consider swifter correction by exposing them to the opposite of what had been a problem. (Ex: Exposing Slivers impeded by heat to the cold.) If your Slivers have been permanently shocked out of reacting with the Jelly, you will have to swap out the Slivers. If this happens, you will probably know what went wrong, because it would have had to be very major. (Ex: Dropping down a flight of stairs, rolling down a hill, freezing/boiling, or leaving open to air for a month.) Botching During Growth Do not congratulate yourself too soon after your Slivers form into the Shell. While a Shell will not stop accumulating mass if exposed to the factors mentioned above, they now risk deformity and mutation. Different contaminants and unsatisfactory conditions will cause different effects on the developing Shell. These are mistakes. They will either be neutral or detrimental; never solely helpful. (This will come up again in the Soul Transfer section.) Mutations Mutations encompass all previously known (irl) genetic disorders and can range from slightly differing hair color to horrifically scarring tumors, extra or missing limbs, cancer, and issues with formation of the brain that can cause severe psychological disorders. They can occur randomly in newly forming Shells and must be rolled for. First, roll a D6. If a 6 is rolled, your Shell will have a mutation. Second, roll a D100 to determine the severity of the mutation. Roll results 1-50 will produce a benign mutation. 51-100 will not. To help an appropriate mutation be decided on from each result, here are some example kinds of mutations to give you a feel for what kinds of mutations can come from a certain roll. 1-10 - Extremely minor mutations such as a SLIGHT change in eye color, hair color, hair thickness, and skin color. No differences in bone structure, ear shape, nose shape, etc. 11-20 - More noticeable versions of the mutations from 1-10. Freckles may be gained, eyelashes may be lighter or darker. 21-30 - Extremely noticeable versions of the mutations from 1-10. Albinism not included in the possibilities for change in skin color. 31-40 - Minor differences in bone structure, ear shape, eye shape, nose shape, the way fat is carried, etc. 41-50 - More noticeable versions of the mutations from 31-40. 51-60 - Relatively small non-deadly mutations such as albinism, blindness, color-blindness, deafness, lack of smell, and very minor mental disorders. 61-70 - More serious yet still non-deadly mutations such as moderate mental disorders, marfans syndrome, osteoperosis. 71-80 - “Less aggressive” deadly genetic diseases and mental disorders such as sickle cell anemia.. 81-90 - Serious malformations and terminal genetic diseases such as cancer, progeria, heart disease, conjoined legs, etc. 91-100 - Extremely serious and over-the-top mutations. Extreme coverage in tumors and/or cancerous lumps, grotesque malformation especially in the facial region and torso, progeria, etc. Deformities Missing External Structures - External structures like limbs, digits, ears and noses fail to form early on This deformity is linked to insufficiency in two or more slivers. Sealed Shut - Orifices fail to form early in development. For example, the eyelids are sealed shut over the eyes and eyelashes don’t form, and the mouth and nostrils are also sealed shut. This deformity is linked to excessiveness in the sliver of skin. Pellucid Skin - The skin of Shells with this deformity is reduced to a thin, semi-transparent membrane. This causes the Shell’s blood vessels and other innards to be visible, while being susceptible to skin damage and infection. Melanin is not necessarily absent from pellucid-skinned Shells, but the skin lacks color and is so thin that it will not be able to protect itself from the sun, causing it to burn easily. Because the skin is so insubstantial, hair loss is also common, and callouses cannot form. This deformity is linked to insufficiency of the sliver of skin. “Skin-tight” Skin - This deformity causes a Shell’s skin to grow too slowly to keep up with the rest of the body, resulting in angry stretch-marks and even tears and gashes. This skin is the equivalent of skinny jeans so tight the wearer is fearful of ripping them when sitting down. Any cuts inflicted upon the body will cause the skin to burst apart a little further due to the release of tension, which can prove to be very harmful and dangerous. This deformity is also linked to insufficiency of the sliver of skin. Parched Skin - The skin fails to produce oils, and the pores are tiny due to the lack of oil flow. The lack of natural oils also prevents the skin from holding water effectively. This results in extremely dry skin that is delicate and prone to damage. Dead skin cells can build up and cause congestion, because there is no oil to push them out. This deformity is linked to dust contamination of the Jelly during development. Absolute Baldness - Hair and nails made of a protein called keratin. In Shells with this deformity, keratin will fail to form. This results in weak, flaky nails and a complete lack of hair, including eyelashes, eyebrows, and body hair. (Alopecia universalis.) Note that eyelashes and eyebrows keep dust out of one’s eyes. This deformity is linked to absence or accidental exclusion (placing a sliver too far from the rest, causing it to be excluded during initial formation) of the sliver of hair. Lack of Nails - A varied version of the perfect baldness deformity; the body will only fail to produce keratin around the fingertip and toe area, resulting in a complete lack of fingernails and toenails. Hair remains normal. This deformity is linked to insufficiency of the sliver of hair. Small Pupil - Light intake is restricted, and the eyes will perform best in strong sunlight and optical flares are suppressed. Vision is also very crisp, due to a lack of light refraction. However, the pupil cannot adjust to see very well in the dark. When the light goes out and the sun goes down, you’re essentially blind. This deformity is linked to overexposure to bright light in early stages of development. Enlarged Pupil - Light intake is so great that sunglasses are almost always necessary. Optical flares are very over-pronounced, and sunlight is painful. However, vision at night is very good, even on the darkest of nights. Shells with this deformity are prone to developing nearsightedness, farsightedness, and/or astigmatism. This deformity is linked to extreme absence of light in early stages of development. Clawed Hands - Fingernails grow extremely thick to the point where the distal bones are displaced downwards, compromising fingertip dexterity. The nail still retains the normal growth speed, and will grow blunted, but there is nothing preventing the nails to from being sharpened into points. This deformity is linked excessive use of earth reagents representing tenacity in the Jelly. Nemerta Rooting - The roots of the Shell seem extremely eager to grow, resulting in the umbilical web continuing to grow even outside of the Jelly. Massive complexes grow indefinitely like hair, but are painful to trim due to the nerve wirings running through them. This mutant root will continue to make attempts at sustaining the Shell, meaning that there may be an advantage to allowing this freakish complex to grow. This deformity is linked excessive use of earth reagents representing resilience in the Jelly. Glistening Skin - The skin produces oils and moisture at an extreme rate. This causes to skin to constantly maintain a wet, oily coating akin to the mucus membrane of a fish. Individuals living in a glistening Shell risk severe dehydration if they do not consume enough fluid. “At my most badass I make people want to take a shower.” This deformity is linked to excessive use of water reagents representing nourishment in the Jelly. Hyper-Melanin - The skin and hair is coal black, with a slightly bluish tint. Extreme resistance to sunburn but no notable resistance to skin cancer. Absent Melanin - Classic extreme albinism. Extremely pale skin, snow white hair, and red or light blue irises. Be very careful when going outside in the daytime, even on cloudy days. Luciferase Nodules - Hard nodules form in the flesh around the fingers, toes, and spine containing isolated luciferase enzymes. These enzymes produce bioluminescence, resulting in glowing spots and patterns in the flesh. These enzymes aren't always active, but they are triggered by symptoms of anxiety, fear, lying, and panic. The color of the glow produced ranges from green to indigo, appearing to come from within, underneath the skin. This deformity is linked to overexposure to salty, humid air, thus it is less common than other deformities. Osteogenesis imperfecta: Brittleness - The bones of the Shell lack a critical collagen bond, which results in fragile bone structure due to lacking density. The risk of fracturing bones is high, especially as the Shell ages. This deformity is linked to insufficiency in the sliver of bone. Osteogenesis Imperfecta: Density - The bones form unusually dense and constrict the marrow. This means the Shell will have a more sturdy and heavy skeletal structure, but will have difficulty replenishing blood, as the marrow is responsible for creating new blood cells. The body will bleed at a slower rate, but will suffer difficulty in repairing wounds due to lack of blood flow. This does not mean the body will not recover, but wounds will have a more difficult time clotting and sealing themselves off, and lost blood that would have taken days to replenish in a normal body could instead take months. The lack of rapid blood replenishment also means that the body may take longer to fight infection. Osteogenesis Imperfecta: Stunting - The growth of the bones is stunted, resulting in dwarfism. The adult height of the Shell will range from between ½ and ¾ of the Original’s adult height, depending on the onset of the deformity’s development. Osteogenesis Imperfecta: Gigantism - Growth of the bones is amplified, resulting in the formation of bigger bones. The adult height of the Shell will range from between 1 ⅓ and 1 ½ the original adult’s height, depending on the onset of the deformity’s development. Webbed Digits - The natural skin membrane between fingers and toes may extend to the first knuckle, creating an amphibian-esque web structure. THE SOUL TRANSFER The Shell Pool & The Prioritized Shell No matter how many Shells you have, the soul can and will only inhabit and grant consciousness and ‘life’ (growth, respiration, and other behaviors of life) to one of them at a time. This one shell will be referred to as the Prioritized Shell until the soul changes its home upon death or transfer. Unlike a normal descendent’s soul, the soul of somebody with one or more spare, usable Shells will not be swept into the soul stream upon death. If one of the available bodies were to die, or the currently inhabited body were to die, the soul does not perceive it as death, rather it perceives it as injury. The soul doesn't admit death because from its perspective death did not occur. Then, of its own accord it moves to inhabit one of the already existing bodies because it perceives those as a part of its self. The Soul cannot distinguish between the Original and the Shell unless the Shell is severely mutated. Each of the Shells pull on the Soul all of the time, just a little bit, because the whole is naturally trying to reach an equilibrium and spread the soul out evenly amongst its physically separated parts. However, this can't happen because the Shell Pool isn't actually strong enough to tear the soul apart. Because of these two points, the Shell Pool is created; the theoretical space between all of its available Shells where the soul goes before randomly selecting a new Prioritized Shell. This is not a literal location or space and cannot be visited/pinpointed/etc. (Numbering your character’s Shells however you wish, typically by order of their creation, /roll D<total Shells minus the one the soul just left> to decide upon the new Prioritized Shell.) The soul will constantly resist the pull of the soul stream and instead be pulled to the Shells until all clone bodies are dead and uninhabitable. Each Shell available to a Soul at one time makes up that Soul’s Shell Pool. There are a few reasons why some Shells may not meet requirements to be included. -The Shell has exceeded racial lifespan -The Shell is under 5 years old (more on this later) -The Shell has been left outside of Jelly long enough to be affected by rigor mortis -The Shell suffered a fatal injury and was never adequately repaired -The Shell is not accurate enough to the genetic makeup of the Shell that was just left (This can be affected by serious mutation, or the fact that the Shell in question was based off of somebody else’s Original or Shells.) A representational animated graphic of what happens upon death to the soul of a normal descendent vs. the soul of someone with 3 spare Shells in their Shell Pool: The “Juliet” Potion (Named after the scene in famous playwright Shilliam Wakespeare’s Romeo and Juliet, in which Juliet fakes her death to escape with Romeo by drinking a potion that causes her to appear dead.) This potion is an odd and potent brew comprised primarily of earth reagents. It has a dark, inky plum hue-- appearing, like blood, lighter when spread thin on a surface-- and tastes like a sour berry with the burning sensation like alcohol. While not technically lethal, the body will quickly enter a deathlike state for several hours (30 minutes irl time) upon drinking it. It takes effect quickly, starting with a strong burning sensation in your chest, blacked out vision and lightheadedness, gradually worsening for half a minute or so. The heart will stop, consciousness will be lost, and all bodily functions will cease until the potion wears off. It is unclear what happens during the hours it is in effect, but after that time is up, someone with a Shell Pool will awaken in the body of one of the other Shells in their pool just as if they had died. A normal person who ingests the potion will awaken after that time with a great shock as their heart begins pumping again and their senses return one by one. Recipe Base - Aqua Vitae 1 Symbol of air (lightweight) 2 Symbols of fire (disorder, overwhelming) 2 Symbols of water (rebirth, tranquility) 4 Symbols of earth (death, immobility, patience) Night Sap The Priority Hierarchy Not all Shells are created equal-- mutated or underdeveloped Shell aren’t as significant within the soul pool as a ‘normal’ Shell would be. A mutated or underdeveloped Shell will never be prioritized over a ‘normal’ Shell if one is available in a soul’s Shell pool. In the same way, an underdeveloped Shell will never be prioritized over a mutated Shell if one is available in a soul’s Shell pool. Simply, a Shell lower down in the ‘Priority Hierarchy’ (presented below) will never be prioritized by the Soul during death/transfer over one that is higher up. Deformity will not affect a Shell’s priority. 1. ‘Normal’ Shells 2. Slightly mutated Shells 3. Heavily mutated Shells 4. Underdeveloped Shells 5. Mutated Underdeveloped Shells A transfer into an underdeveloped Shell should be avoided because filtering your memories and knowledge through the underdeveloped, lacking brain of such a Shell will cause permanent memory loss. Unlike with an underdeveloped Shell, transferring into a mutated Shell will not cause memory loss unless its mutation would directly affect the brain in a way that would inhibit memory. However, there will be a shift in the priority hierarchy of the Shell Pool. Once the soul has transferred into a mutated Shell, the soul no longer recognizes it as a mutant. Instead, it is seen as the new example of ‘normal,’ and those that were normal previously are seen as the mutants, being genetically different from what would then become the Prioritized Shell. Mortally wounded/critically damaged Shells, Shells belonging to someone else entirely, Shells under 5 years of age, and any other Shell with complications (excluding the surrounding environment) preventing it from being able to support life for more than a few short moments are basically ‘dead’ and cannot be transferred into even if it is the very last Shell left in a Shell Pool. Some damaged Shells may be repaired and used again afterward. Unordinary Souls All unordinary souls, such as corrupted, displaced, ascendeds' souls, archon souls, soul shadows, etc. are all either unable to have a Shell Pool, or in the case of corrupted souls, unable to use their Shell Pools. When a soul is corrupted, a Shell Pool becomes useless because the Shells are unable to take in the unusual soul. Even new Shells created after the corruption of the soul will behave that way. If the soul becomes unordinary for some external reason while involved in a Shell Pool, its Pool will simply become unusable, and the person may feel an ambiguous sense of loss. The body it resided in at the time the soul became unordinary will be the permanent body. The PK Clause When all of the Shells in a soul’s Shell Pool are destroyed or exhaust their shelf life, Juliet potions will work as it would for a regular person. But if death occurs, the soul is finally surrendered to the soul stream upon death, resulting in a permakill. The Cloud Temple monks will not revive a person who avoided death when it was their time and toyed with their soul through kloning. Suicide permakill rules also apply-- but only in the case of a suicide filled with grief and a true longing for peace in death. A soul will rip itself out of its Shell Pool with the power of its will to leave forever and flow into the soul stream. A suicide without that same kind of desire does not propel the soul with enough force to leave its Shell Pool. The only exception would be the scenario at the beginning of this paragraph. OOC GUIDELINES Roleplay Requirements A further alchemy TA will be required to teach someone else how to create Shells, of course. A further alchemy TA will be required to create a Shell of somebody else because the process is so involved with the subject. A further alchemy SA will be required to create Shells or to get someone to make a Shell for you. This cannot be self-taught because the process is too complicated for the experiments to be reproduced exactly without guidance. OOC consent is required to klone someone else's character. A Step-By-Step-ish RP Guide The first step of Kloning is preparation! This includes building airtight vats where the Jelly will be put. 1. Begin drawing blood and storing it in containers, making sure it doesn’t go bad. The first time around, you’ll need to collect more blood than will eventually be used for the Shell’s official creation, to give room for testing. This will cause anemia if rushed. Cerebrospinal fluid drawing should also begin. (Information in the ‘Acquiring the Ingredients’ section.) Gather reagents and pig lard, being sure to collect a little bit extra of these as well. 2. Only after all of your materials for Jelly are gathered should the Slivers be taken. 3. Each person will need their own unique mixture of Jelly, even identical twins, but the possibilities for that mixture can be greatly narrowed down by following the skeletal build of the person’s body. (Muscles, fat, and other things like that that can change shouldn’t be accounted for.) Once a person’s Jelly mixture has been found, it won’t change. -- If it’s the first time someone or something is being Kloned, test the Slivers in different mixtures of Jelly in small jars, writing down the exact recipe for each. 4. Roll a d4 for each jar of Jelly. The first to roll a 4/4 will succeed. (If this is the second+ time the person is being Kloned, a roll is unnecessary, as their Jelly recipe has already been discovered. The first Shell will always be the hardest to make.) The Slivers will coalesce into a lovely little meatball with skin, and you should start reproducing the recipe you recorded for the Jelly used in that jar on a larger scale and moving the newly formed Shell into a larger tank. This can be done gradually, so long as the Shell never gets too big for its tank and risks strangulation by its roots. The first transfer into a Shell can be made through the usage of a Juliet potion or will happen on its own via death. When this happens, your character will forget consuming the potion or how they died as usual but will be able to infer that something happened to result in their awakening in the new Shell. 1. Senses will begin to awaken one by one, starting with a touch, a tingling sensation in the roots making contact with the contained and the jelly and maybe each other. Next will come the taste of the jelly surrounding the body and within its orifices. Shortly after, scent, then hearing, a ringing in the ears as the brain continues its activation. Finally, sight returns, introducing a straining pain in the eyes as they are used for the first time. 2. All muscles in the body, unless somehow exercised (through electric shock therapy, maybe..?) during development, will all be extremely weak. It may be impossible to push oneself out of one’s own container, and it is not recommended to have the container dump itself out as the Jelly should not be wasted. Have someone on standby who will not be phased by your nudity or horrible stench to help. 3. Leaving the container is all around a painful and strange experience. Most notably, the Roots will be torn or cut away, as they are even more painful to separate from the inner surface of the capsule while the body is conscious. They contain lots of powerful nerve endings, so some subjects may even faint from the pain if prolonged for more than a few seconds. 4. A cognat will be temporarily disconnected from their Horror during a transfer. For the connection to the Horror to be reestablished, the cognat must meditate. For the first elven week of its return, the abilities will be practically useless as the minds go through recalibration, though there is no violent mind trial. 5. The first time a Shell emerges from its Jelly, all voids that would have been inhabited by air will be filled with Jelly. Oddly, it is impossible to drown in one’s own Jelly although the weight inside one’s lungs from it will be very uncomfortable and create an illusion of suffocation. Although it isn’t exactly harmful, the body will still try to rid itself of the stuff by vomiting and coughing violently. Occasionally, a seizure can occur at random with first time transfer. ----- If it isn’t the first time the Shell is emerging from the Jelly, there isn’t a risk of seizure, but some Jelly will still have seeped into the body which will be expelled. 6. When there is a chance, the stub from the removed Roots, likely bleeding slightly, should be capped off to prevent them from growing back if the Shell is returned to the Jelly for preservation in disuse. However, this will not have any effect in hindering that if the Shell is afflicted with nemerta rooting. Adjusting to a new Shell takes about two elven weeks. The muscles of never-before used Shells are very weak in the beginning, but will eventually strengthen with use. When not in use for long periods of time though, there is a high risk for a decrease in muscle mass. 1. During the first elven week of a new Shell’s usage, the muscles must be allowed to gain mass, and thus, voidal magic should be used frugally. During the first two elven days, the muscles will be too weak to crawl or to sit up on one’s own. By the third elven day these can be accomplished, and one can move onto standing with a cane or walker. This will be very difficult at first, but by the end of that first elven week, the cane should no longer be necessary. The person will still struggle with physical labor and activities like running, swimming, climbing, etc. for a while afterward. The minimum time (total) for returning to normal is two elven weeks, with enough protein and exercise. 2. It should also be noted that Shells cannot produce gametes, and are permanently infertile by consequence. Only the True Original may be fertile unless it already has complications. RED LINES: -Kloning cannot be used to bring back the dead. -A Shell cannot have any mutation or deformation that is solely helpful. -You cannot have anything but a regular ‘grey’ soul while having a Shell Pool. -A soul transfer will not be successful before your Shell is at least 5 years old. Memory loss and other mentioned mental trauma will still occur until the Shell is 9 years old. -If all of your Shells are destroyed and you die, it’s a perma-kill. -Jelly expires 100-150 years after creation. -You cannot inhabit someone else’s Shell (unless you have some way of husking it with dark magic, but that isn’t the same.) -The alchemest does not directly manipulate the soul, rather they just abuse an anomaly to cause the transfers. -Permakill rules apply as specified in the PK Clause section. A First-Hand Account At first, all that could be produced from the first rudimentary Kloning experiments were tiny, horrific abominations. Barely recognizable to their ratty Originals, which could be accurately viewed as victims, although the removal of rats from ships to use served the same function as a rat-hunting cat would. One cold winter in the early 1600’s, two alchemists created the first perfect Shell of an animal, a grey rat named Polly. After that first triumph, they thought that the worst of the studies was behind them; that the countless days of picking swiftly and delicately through the untouched interiors of the filthy critters over and over again would give way to a groundbreaking success. However, much of that success was in actuality a result of spectacular luck, as mysterious variables that had not been accounted for had miraculously aligned auspiciously for the development of Polly’s Shell. Giant, leathery mitts pluck me squirming and lashing out in protest from my wire box. They hold me at arm’s length as if trying to distance their owner from the sounds of my clear and obvious distress as I did not want to be carried back to the flat, iron tower; the place I was sometimes taken by the mitts.. just sometimes.. but I could sense their intentions somehow. It is the worst place a person can go. Over a vast checkered canyon the giant’s heavy boots carried its body- and myself- to the room that kept the tower; a bleak, metallic platform lipped at the edges to prevent fluids from leaking onto the floors- fluids like red water. The giant’s eyes were set forwards, not looking down at me as I writhed and yelled, but with sinister intention at the door of the tower’s room. I tried to look past him, back where he’d taken me from, as we got closer to it. The gleaming eyes of my fellows winked back at me with little emotion and as we passed through the door they were replaced by hundreds of jars on shelves that lined the towering walls.. Jars containing a thick sludge, and some of them were filled with other people.. But they never moved, and grotesque roots erupted from their necks and blocked them partially from view. Nobody knows if they’re dead, or sleeping, or are part of an elaborate farming scheme.. But I hate them. When people go missing, rumors start to spread that that’s where they ended up… in one of those jars, so the giants-- there are more than one-- can keep them as trophies. For a moment I had been distracted, but then I felt my back and my feet touching the cold iron tower and I lost control, lashing out again and baring my teeth in fright. I hear another giant jump somewhere outside of my field of vision. It says something in the garbled, hostile tongue of the giants, and I know from its voice that it’s the small one that was usually around.. Always somewhere in the room with its awful eye watching… I’m held down and offered a pungent liquid, but as I struggle away from it the scent changes. It smells so wonderful and sweet- but it was a familiar smell that often led to waking up with mysterious scars and portions of my fur shaved off, but a drop had already fallen into my mouth and I could somehow no longer reject the substance. My senses slipped away into a soothing nothingness. But something was wrong.. Something was terribly wrong, I felt, and the darkness that had comforted me only moments before suddenly suffocated me. The taste of flesh rose in my mouth, as if trying to strangle me from within, and I thought it must be my own. Suddenly, a giant’s mitts pluck me out of the thick sludge, but there is no room for air yet in my lungs. A terrible ringing pain shoots down my spine as a tension pulls at the back of my neck like something had been lodged there that was being torn out. I still couldn’t see what was going on through the foul slime coating my eyes although I tried to blink it away. As I cough and retch to rid my system of the stuff, I can begin to see my surroundings just a little.. I’m on the shelf with the jars.. They’re taking me out of one? Then, who am I? I have some memories, yes, but memories are not solid evidence that something was. I see the iron tower across the room. I see someone else there that looks familiar, but I can’t quite make out her face… No… I know who she is. CREDITS Vezzin - Lore writer and artist Dunstan - Co-writer with immense knowledge of alchemy The Pink Lion - Help with ideas, ooc networking, and proofing for inaccuracy The Fire Mind - Help with ideas, ooc networking, and proofing for inaccuracy Tox - Help with ideas and proofing for inaccuracy Beordan - Help with ideas and proofing for inaccuracy SpodoKaiba - Help with ideas + peer editor Whiplash - Peer editor
  24. [Addition] Replicants

    Tier Five: Replicant “The final stage; perfection.” _________________________________________________________________________ Legends tell of a final and nigh unattainable form of homunculus- the Replicant- which is born of a rare and paradoxical conjunction of alchemy and holy magic. Building upon the soul shadow within higher tier homunculi, a divine magic user is able to form the facsimile of a soul template from soul essence- effectively granting the homunculus the ability to experience true sentience. As most Holy Orders denigrate and hunt homunculi as a general rule, to find a willing participant for such a creation is almost impossible. While other methods may be possible, one must obtain raw, pure soul matter and have the means to bestow it upon the Doppelganger to achieve the evolution to Replicant. A homunculus gifted in such a fashion will bear the same wealth of feeling and purpose as a mortal man- for, in practice, he has been given that which all other homunculi lack- a mortal soul. The Replicant would be capable of feeling higher emotions- love, empathy, friendship- and would appear almost entirely indiscernible from the mortals around them both in physical and emotional presence. They will retain the personality which they developed in their time as a Doppelganger, as well as any memories, skills, and emotions. Due to the nature of the soul material used, their soul is fresh, and unhindered by the curses that normal Descendants bear. This allows them to live significantly longer than any of their predecessors, with the true extent of their lifespans yet unknown. The possession of a soul also allows the owner a connection to the void. Due to the unnatural state of their being, Replicants do not possess the full range of magics that a normal mortal would. They are unable to learn any diety magic whatsoever. (3 Slots) Any attempt to modify or change the fragile soul of a Replicant will cause the soul to fracture and fade. Replicants are unable to possess a new fully formed soul, and thus if one were to try and make use of the patchwork version they did have, the soul would simply be lost, and the Replicant would return to their previous Doppelganger form, retaining any scars or maims acquired along the way. Despite the addition of a soul into their body, the ability for it to function normally has long since past. Their internal organs remain in stasis, and they have no blood. They continue to lack the necessity for air, food, and sleep, however they gain the ability to go into a trance like meditative state to rest and dream. This meditation is required for the Replicant to regain lost energy and mana, and to prevent fatigue. A Replicant should go into this trance for at least four hours a day to fully rest their body. Their previous replacement of blood remains, and depends on their symbol. Death is again similar to that of a Doppelganger. Once a Replicant has received a mortal amount of wounds, their body will begin to break down. Particle by particle, their form disperses, leaving only their internal symbol. Unlike Doppelgangers, though, a soul is present. This will cause their body to be reformed as other mortals do, within the Cloud Temple, and not the Abyss. This also means they retain scars upon death, as their bodies did not rebuild themselves in the same fashion as before. In the same sense, any lost limbs or body parts will remain lost to them permanently. While a mortal would be able to seek out a potion of regeneration, Replicants do not possess the blood necessary to create the concoction, and thus are unable to make use of this feat of alchemy. Similarly, healing potions and poisons do not affect Replicants. It is said that the only potion that can affect a Replicant is the potion of unmaking, the brew that kills homunculi. It is important to remember that things like acidic substances still hurt Replicants however. The regeneration that the Doppelganger possesses is completely lost to a Replicant. They will now begin to heal at the same rate as a mortal being, with broken bones needed to be set and deep cuts needing to be stitched. This is due to the presence of a soul, and their closer link with mortality. As well, they will experience normal, physical pain much more vibrantly. A blow or cut that was easily shrugged off before is now felt in full. A Replicant is far from the berserker fighting style of their previous form. With the use of magics, they will also find themselves fatigued due to exerting their mana pool, something all beings with a soul must endure. However, due to the nature of their body, voidal poisoning does not affect their muscle mass or strength as it would a mortal. They will also now experience fatigue in normal, melee combat instances. They will have a hard time adjusting to this change at first, but as with any soldier or athlete, they can eventually learn to utilize their stamina throughout a fight. Their bodies are still of unnatural construction, thus they remain vulnerable to aurum weaponry and most holy magics. The single exception to this rule is the magic of the Ascended, Aeriel’s followers. Due to the nature of their new found soul, being pure and untainted, Ascended magic will not harm a Replicant in any way. They remain weak to their opposing symbol. The most important thing to remember about a Replicant's soul is that it is extremely fragile. One might imagine a this patchwork soul as a glass object which has been carefully and meticulously pieced back together. The slightest bump will send it crumbling again, and the object itself is far from useful. Replicants will never have a full grasp on magic, their connection to the Void is barely stable and difficult to maintain. They can in no way whatsoever alter their soul, not for magic or any kind of transformation. They risk themselves to gain the soul and sacrifice much to maintain it. Acquiring a soul is far from becoming perfect. If a Doppelganger does manage to receive a soul, they are trading off certain aspects. The soul is difficult to acquire and easy to lose, and should never be viewed as some small thing. _________________________________________________________________________ Must be created from a living Doppelganger Retains the strength and speed of a Doppelganger, as well as their memories, personality, and skills. Retains the racial buffs from when they were a Doppelganger (necrolyte). No blood. Instead, they will excrete whatever liquid/solid they are formed from. Gain the full emotional range of mortals. Possess the ability to form a moral compass. Extreme length of life. Lifespan extends tenfold. Having acquired a soul, they are now able to practice magic and possess a mana pool. However, they are unable to learn any diety magics. (3 slots; 1 T5, 1 T4, 1 T3) No limit on feats or artificery. Weak to holy magic (excluding Ascended), aurum weapons, and their opposing symbol. Healing is done at the speed of a mortal. Scars are retained permanently. Loss of limb or other body parts is permanent. (Regen potions do NOT work on them due to the nature of the potion’s required ingredients.) Connection to the Void for extended periods of time is difficult. Replicants must go into a meditative state for at least 4 hours a day to regain energy and mana. Replicants become fatigued after excessive exertion of the body. Cannot be transformed into anything else (lich, shade, etc) that would change or affect their fragile soul. Attempting to do this will result in the fracturing of the soul, and subsequent loss of it, reverting the Replicant back into Doppelganger form. _________________________________________________________________________ Thanks go to Fid for helping me start this lore and PurpleCola for helping me finish it. Revision History: 9/7 - Lore Posted
  25. [✗] The awakening of Fox

    I'm Fox I am a 20 year old wood elf I prefer not to be seen most of the time and I like to use bows I'm not so good with magic but I can still use earth and water magic I will try my hardest to protect all wood Elfs I don't know where I came from I was abandon as a kid I lived in the woods for years and traveled from woods to woods for a long time now my quest is to find my mom and dad or at least find out where I came from.