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Found 85 results

  1. KBR

    A New Moon.

    Burbur’Lur sat in his blargh, contemplating the decisions he had made, if bringing the Shrogos to see Luara was truly the right idea. When a feminine voice whispered to him from the darkness behind his chair, in the old, almost forgotten language of the Old Blah “Farseer, you ask yourself the wrong questions, what ulterior motives could I have other than strengthening myself, as well as Aztran’s strength?” the shaman did not reply to her voice, knowing she had come here for something, as most spirits did, why else would they come to him? “You perplex me Burbur’Lur, adopted son of Fizzldank’Jakka, student of Phaedrus’Yar. But yes, I wish for the Shrogos to be given another test of devotion. Outside of this cave, in the Valley of Enrohk, you will find the most perfect of stones, imbue it with enough of my power to last a day. So long as the dedicated of Clan Shrogo make the trek to provide the ‘moon’ with the energy it needs to shine another day, it will live on, and grow more powerful. Tell them that one day it will grow into a moon, perhaps as big as a boulder that even an olog would struggle to lift.” Burbur sighed, daring to utter the words “And what will we, the Uruk, receive in return for this obvious ploy for power?” to which she replied “That the light of my moon shall shine upon you, whenever you wish, for as long as that moon survives.” and with that, wind whipped throughout the moon, putting out the sole torch that lit the dank cave. Burbur rose off of his throne, grumbling to himself as he collected his cane, the Staff of Votar, adorned with the trophies of many hunts, capped off with the head of a mighty wolf, before heading outside into the cool air of the desert at night. Below him in the valley where a legendary battle was fought, hundreds of orcs buried below the sands, sat a perfectly round white rock, with only a few dents in the side resembling craters, it practically reflected the light of the moon back at Burbur’s glistening eyes. He moved down, collecting the rock and moving off towards Luara’s shrine within the borders of the Orcish Goi. It was there where he called out to Luara, acting as a bridge between the spiritual, and mortal realms, bestowing the gift of Luara onto the rock, with the terms Luara had requested of him. Curiously the rock did not only begin to glow, but stay floating wherever it was left, though it functioned as little more than a lamp, the shaman smiled, knowing that it would make the Shrogo clan happy, and give them a test of their dedication. With that in mind he headed back to his little hole in the wall with a yawn, going to get some rest, the sun already rising over the seemingly endless expanses of the desert, as Aztran’s light took over once more.
  2. theldryn

    [RP] A bird arrives with a note.

    A group of birds was sent out to all the above average size settlements stating the following: This is a request to all evocation teachers in the land of atlas, no matter where you are. Hello, I am Telmarill I am a mountain dwarf in search for a evocation teacher. I don't know how long I've searched for one and all the places I've been. Currently I'm residing in belvitz where they don't have a mage at hand, I would like to become that mage. Hopefully there is anybody out there willing to teach me evocation. I don't care what type of evocation. Hopefully there are teachers bold enough to step up and send be a bird back, or come look for me in belvitz. -Telmarill
  3. -=- Dryads -=- Lore Revision Written by ExoticRoleplay -=- Origins -=- Dryads are an ancient species of arboreal creatures who have resided within nature for as long as time has been recorded. Once upon a time, they were considered to be entities of legend, capable of great magical power. Though as their population waxes and wanes in sync with some unknown cycle of the natural world, more and more have come to emerge from the wilds, allowing themselves to be known to those who they deem worthy. Others may choose to permanently reside within their forested homes, far away from the watchful eye of the Descendents. They are aloof, and detached from modern society, acting as watchful guardians over the places they consider to be a piece of their natural domain. -=- The Blossoming -=- No true consensus has ever been reached about how Dryads have been made in present day, or even thousands of years ago. Many believe it is a process that comes naturally embedded within the minds of female Wood Elves, and others of more religious belief may interpret it as a blessing granted by the Earth-Mother Cerridwen. The prior is more commonly believed, but both concepts revolve around an innate connection to nature. The process of becoming a Dryad may begin at the age of five, or eight-hundred. Some women may never feel it at all. To some it can be interpreted as a faint desire to abandon the life they have, to live among the trees as was intended for their people- Away from the strife of war and oppressive governments. For an unfortunate few others, it can be a sort of dream-like geas, where they are mindlessly driven from their homes and into the wilderness, functioning upon their instinct alone to guide them to freedom. It is because of this that young children, or even mothers may one day disappear, never to be seen from again by their family. After leaving home, the prospective Dryad will travel far into the wilds, going beyond the sight of any man-made construction and immersing herself completely within the canopies of the surrounding forests, or rolling hills and mesas. During this process it is very common for the woman to abandon her clothing and personal effects, donning herself in paints, ichors, and plants derived from the soils and plants of her surroundings- After which, she will fall into a comatose state, in which they will wander… Before laying down among the roots of a tree or bush which they are compatible with. There they will remain, their bodies soon overtaken and disappearing beneath the twisted roots, as if being embraced by the earth itself. After being absorbed within the roots of the tree, a thick, magically-infused sap will leech outward and layer over their body, solidifying near instantaneously into a ‘pod’ of solid amber. Here they will be sustained, requiring no form of food or water as they are essentially placed into stasis. This is the first step of a transformation, one which may take anywhere from a week, to a year to complete. The tree during this process will be indiscernible from any other, aside from a difference in vibrancy. Additionally, once this happens, the branches and roots of the tree will refuse to do so much as budge by the hand of a Druid, as the natural bond between them forfeits instead to the Dryad. -=- Dryad Physiology -=- Once emerging from their ‘stasis’, the Dryad may not even appear to be the same person that they once were in the form of their Descendent selves. Their body and soul will have now become one with nature, leading them to develop (ironically) unnatural traits that are similar to those of the plant they bound themselves with, adhering even to the seasons. These changes may be subtle, or they may be defining of the Dryad as a whole. Their skin may become textured or colored similarly to the bark of their tree, with rough patches along the spine and the outsides of their limbs. Or, skin that is fibrous and green. Many Dryads will choose to remain wearing clothing- Though there are some ‘purists’ who will choose to make clothing out of sections of their plant that they manage to harvest- Or those that choose not to wear clothing at all, if their natural biology conceals enough to make them appear modest. For example, a Dryad which binds themselves to a sapling, unless they are a child, may become three to four feet tall. If one binds themselves to a berry or fruit tree, they may sprout flowers that become those respective fruits. Their spit may become sap, and they may cry nectar- And they may even be host to the same insects as their tree, like butterflies. On another hand, they can always embody other natural aspects, such as sprouting antlers or horns of wood, and deer-like legs comprised of flexible wood and bark. Dryads truly are a versatile race of people, though it all depends on the nature of what plants they bind themselves to. In addition to the physical alterations that they receive from their transformation, Dryads will also change mentally. In doing so, they may become more aloof and carefree. In fact, almost every Dryad is impartial and pacifistic- Unless it comes to protecting their lands, of course. There are some Dryads who will be entirely untrusting of any person other than members of their own race, and will hide their distaste for the other races behind a facade of airheadedness, to make themselves seem less of a threat… Then again, there are some Dryads who are just as dimwitted as any normal person. So they do truly vary. A Dryad will instinctively know how to return to her tree, as her soul is tethered to it. She feels as it feels- The changes in the soil, such as drought. When the tree is struck by an axe, it will feel similarly to being stabbed to the Dryad, regardless of how far she may be from it. If the plant is destroyed, then it shall wither away rapidly- Leaving the seed permanently buried beneath the earth until the Dryad is able to retrieve it once again. Additionally, fellow Dryads will consider one another as blood-siblings, more so than their real siblings. -0- Bonsai Dryads -o- There are only three known circumstances in which a Dryad will be reborn as what has been affectionately referred two as a ‘bonsai’. Named after the Farlander tradition of pruning a plant’s roots and branches to prevent growth, these Dryads tend most often to be connected to host plants which they purposely stunt the growth of. Pruning one’s plant is considered to be a horrifically painful process, as the Dryad feels all of what their plant feels- So it would essentially equate to feeling as if one’s own fingers were being severed with each clip of their roots. The only way to go through this process purposely without inflicting pain is for one to either reshape the roots using their own control over the plant, or to explicitly ask it not to take in nutrients- Thus, causing it to remain in a smaller state. This is most often considered a selfish process, as it does not allow the plant to truly grow. The only exception to this, is if one was a child prior to transformation, or a fully-grown Dryad binds themselves to an immature plant- Causing them to revert into a smaller form of about 3’-4’. Bonsai Dryads are viewed by other Dryads as the sort of ‘beloved little sisters’, but to others they can be seen as a nuisance, due to their immaturity and rambunctious nature. As the plant ages, so will the Dryad, going through the natural cycle of their life before coming fully grown. This can only be reverted if they reattune to a smaller plant. -=- Connection to Nature -=- There is a countless number of plants that Dryads can originate from, though typically it is limited to those which can be classified as trees or bushes. Sometimes they may be as mundane as a juniper bush, or as massive as a redwood tree. Though it is usually always something that grows at least to the height of over three feet, not length (like vines). There may be circumstances in which a Dryad may link to a tree of magical nature, which creates a breed all of its own. This is typically not the case however, as the bond is only compatible with natural plants, unless they are formed with some sort of Druidic magic. The abilities of a Dryad are similar to those of a Druid, however they are focused with the intent of communicating and coexisting within nature, rather than restoring it. When in range of their tree or plant, they are able to commune with it- And control it, in a way similar to the Druids, gaining the ability to bend its branches and roots as if they were extensions of themselves. In this regard, it is better to think of their bonded plant as another, sentient person. As anything that it is ‘made’ to do, by proxy, will be through asking permission to do so- Like how some Dryads may request their trees to dig out a section beneath their roots for living space. They can not do anything that is physically unreasonable though, such as turning massive branches ninety degrees- As this will obviously harm almost any tree. However, they can increase the rate in which the blooming of fruits and flowers on their plant happens, though it requires an almost meditative focus. In fact, this is how many Dryads tend to sustain their diet- Though, they still do retain normal dietary preferences aside from this. When a Dryad is killed, they may be subject to simply ‘regrowing’ at the base of their plant, with a lack of memory of what occurred leading up to their death, as one expects. They may also do such a thing known as ‘Melding’, in which they sink through the surface of their tree where allowed, and remain hidden away. -=- The Amber Seed -=- After completing their transformation, the amber which surrounded the Dryad during the process of their change soaks back into the surrounding soil, save for a singular piece which can only be seen from beneath the roots of the tree- Embedded in the underside of the trunk similarly to the mouth of an octopus, amid the tendril-like roots. This ovular piece of amber is typically the size of a large apple- And incredibly dense. It is lost upon anybody what its true intention is- As they are coveted by the Dryads. Not even the close relatives of the former Elf would be allowed near it, without facing some sort of forcible removal from the area. It isn’t even entirely certain what the object is to the Dryad themselves. Referred to as an Amber Seed by those who are unassociated to the Dryads, this hefty, glowing gem is usually centered with decorative markings, or filled with mixtures of sprigs, seeds, or fruits. It will refuse to leave where it lies by the hand of anybody other than the Dryad which owns it- And is indestructible by any normal means. There is only two circumstances in which the Seed will require moving, and those are when a Dryad unattunes themselves from nature, or when the Dryad much relocate to a safer region, in the case of natural disaster or any form of colonization of the region, if she can not fight it off herself. When a Dryad removes the Seed from her tree, it will begin to wither and die. Though in the case of relocation, this is more-so a momentary goodbye, as within her hands she holds the only thing that can restore her bond to nature. A Dryad may travel several days or weeks before settling on a perfect location- During which she will be inseparable from her Seed, literally and metaphorically. It will remain embedded into the center of their breast, unable to be removed unless one were to kill them. At which point, it would simply crumble into a mundane, glass-like dust along with the rest of her body- Causing her to awaken among the wilds once again, with no memory of what had occurred. At the end of her travels, the Dryad may find a place to plant her Seed once more, at which point her beloved plant will begin to sprout once again. Unlike the countless years beforehand which it took to grow, a tree or bush may regrow to its original size in a matter of a month- Much to the shock of the surrounding wildlife. There does however exist an exception to this. In the circumstance that a Dryad is unable to find a suitable placement for her Seed, she may embed it among the roots of another plant along with herself, going through another cycle of rebirth in which she adopts the features of her new host. At some point, the Dryad’s original plant may grow too old, at which point it will begin to die- Regardless of the intervention of magic or healing. At which point the Dryad will have to find another plant. -=- Reversion to Elfism -=- There may be a point in which the Dryad can no longer maintain their connection to their tree- by their own choice or otherwise. When this occurs, the Dryad can retrieve their Amber Seed. After a couple of weeks of not having replanted their seed, the Dryad’s features will begin to be stripped from them. Each morning they wake up, they will find more sections of their bark-like skin having been replaced with flesh. Leaves may become hair once again, and after a certain point- Their Seed will finally release itself from the chest of the Dryad, glowing dim. By now, the plant they had been bound previously will have disintegrated to nothingness. Each day that passes however, they will grow fonder of their tree, and desire be around it- An instinct that would require being ignored if one were to truly wish to release themselves from the responsibilities of being a Dryad- Which isn’t common, but may happen if one truly desires to return to their former lives- Which they typically hold no obligation to do. The Amber Seed at this point will have been considered to be inactive. Many former Dryads choose to wear it as an adornment, or hide it away in a chest- As they feel an undying fondness to have it around them or in their hands, as one would treat a child. After a certain point the Seed will reawaken, glowing as brightly as it once did. Only then can it be replanted for the Dryad to resume their bond, unless they genuinely repent to the Aspects beforehand. The realm is a place of strife however. And surprisingly, an inability to replant is actually the least likely reason that many Dryads are disconnected from nature. Just like any other mortal race, Dryads are capable of contracting curses and parasites- Though they can not become undead. If a Dryad happens to be touched by a Fjarriauga Mother, or a Shade Father, the respective curses will root themselves in the body and soul of the Dryad just as any other person. Their bodies will react much more violently to the corruption however, and they may become physically ill, more than what is predicted for the process of transformation. If one were to become a Shade, their tree will begin to rot and turn black- Similarly to the parts of their body which once embodied their tree. If one becomes a Frost Witch, their tree will begin to freeze over, as if going through a black winter. The leaves gracing their tree will fall, and their skin will become brittle. If the normal processes for curing are not sought out, they will eventually succumb and become these cursed entities. They will lose their attunement to nature- And in doing so, their soul will feel shattered, as if a piece of them had been irrevocably torn away, their Amber Seed will simply dissolve into ash. -=- Redlines -=- -0- The Transformation Process -o- -0- Dryad Appearance and Physiology -o- -0- Dryad Mentality -o-
  4. josefwho02


    [!] A notice would be posted to a few boards around the realm *NOT THE EMPIRE* “Hello my friends, I have been an avid reader on the realm of the void for some time now and i have been inquiring as to a teacher for years now. I finally decided to make this notice... please if you are interested send a bird to Cailben of the kadarsi. Thank you for reading.” ((Josefwho02 in game or Cmdr Killscream#5823 on discord. Thanks for reading my post))
  5. The Soulbound Servants: Didacts of the Forest Holy Ghosts of Druids An elven druid returns as a Soulbound Servant, watching over the forest with a careful eye. It is a well known truth among druii and those that study the aspects or their faith, that devout druids who die ascend to the realm of the fae, to serve out their days as Soulbound Servants. In the realm of fae, these spirits of passed druids are revered by all as wise men and oracles. Creatures of the fae flock from every corner of the realm to hear their words of wisdom. In the realm of fae, they are considered demigods, chosen of the aspects themselves. (The Fae Realm). In death, these sages reflect the souls of what they were in life. For those that sought the taste of battle in defense of the balance, they may find themselves as a spirit of fury, blessing those of the Twilight Bound. A gentler druid, a healer perhaps, may find themselves as a mending spirit of the Dayward Way. All these such spirits are revered amongst the fae creatures of the world. The servants can take the form of an incorporeal spirit, the physical body they had in life, or even as a reflection of their own spirit animal. Respected and revered by all races of the fae as the chosen vessels of the Aspects themselves, the Soulbound enjoy their afterlife by serving as wise men and priests. The most dimwitted of rock-creatures to the most cunning of Imps will travel across the entire Fae for the chance to meet one of the Soulbound and receive words of wisdom. Like all fae creatures, they possess the ability to traverse over one of the many thin threads that hold our realms together, through a fae ring. For one that may find themselves facing one of these spirits, they can expect only unbridled wisdom, for they gaze upon a fragment of the fae realm itself. However, while they were able to become corporeal in the Eternal Forest, their journey to the mortal realm has diminished their strength, and they hold but a fraction of the power they hold in the Fae Realm. A soulbound servant, in the mortal realm, is little more than a spirit of the fae. They cannot touch or interact with the world. They will never again feel the embrace of a loved one, nor the wind on their cheek. They are dead, lost to the world. Incorporeal beings that merely exist as a passer of knowledge, a wielder of the torch of druidic power. Even when their connection to the Eternal Forest is strongest, standing within the fae ring, they are unable to lay a finger on the world of the living. One may ask, why would a soulbound servant return to the mortal fold? What other reason than the one they hold in the realm of the fae. They serve as ancient teachers, passing on the wisdom of their many years. It is the primary mission of all Soulbound Servants to pass down their own knowledge of the balance, and to guide the druids of the world towards a heightened understanding of what their duty is, and how they might attain it. They serve as powerful guides to all that follow the path of the aspects. To dedicants, they serve to inform and teach. To Druii, they seek to offer their different perspective on the world and how it may function. And above all, to Archdruii, they serve as powerful advisers in the face of great adversity. But they are just that. Guides, advisers, wise-men. Vessels of knowledge. Due to the distance from the realm of the fae, and their diminished power, they are unable to use the gifts that they had throughout their lives as druii, but they still retain their ancient knowledge of the arts. To fulfill their mission, these spirits are able to pass on their understanding of the gifts into the druii of the world in several ways, detailed a bit later. In addition to this, the servants have access to a few smaller tricks from their time in the fae realm that they would use in pursuit of guiding dedicants, druids, and archdruii alike, without impacting the world on a physical level. Blessings of the Aspects Gifts From the Eternal Forest A druid completes a task with the oversight of the Soulbound Servant Soulbound Servants tend not to intervene in worldly affairs, beyond their task of guiding others, and serving the balance. Without the ability to hold a sword, or travel far beyond their fae rings, they take up a more guiding role, using their abilities to teach, rather than lead. Their time spent in the realm of the fae shows now though, and Soulbound Servants find that they have a few lesser abilities that they didn’t have before. These can be very straining for the spirit to perform, and only one may be used per day, that they might serve the spirit in guiding others. Greensight Soulbound Servants mimic many of the abilities of regular ghosts, being able to use their own version of Horrorchill called Greensight. With this ability, Soulbound Servants have the ability to reach out to attuned minds, and are able to incur visions of the past, things that the servant themselves have seen, or even things that the subject has seen. Through this, they can evoke calming memories, or through their own memories, lessons of the past. These visions can be as vivid or as vague as the spirit wills it. This ability, unlike horrorchill, only works on a willing subject who knows they are being affected. This only affects attuned druids, and those affected by fae rings. Oversight Similar to the talking host ability that usual ghosts have, soulbound servants are able to bind themselves to a druid for as long as they wish, seeing what they see, hearing what they hear, allowing them into their thoughts. However, this must be entirely willed on the part of the druid and the servant. During this time, the druid is marked with a fae rune upon their forehead, showing that they are a vessel of the spirit. This lasts until the subject no longer wills it, or the spirit decides to leave the body. If the host is killed while the servant is inside of the body, that spirit demanifests as they gather themselves again. In addition to these two abilities, Soulbound Servants can do several abilities like their ghostly cousins. Soulbound Servants may shift between visibility and invisibility at will, disappearing or appearing in a flash of their fae energy. Soulbound Servants can interact with the environment in limited ways, such as opening doors, or nudging objects. (In the same way that ghosts do.) Soulbound Servants may float (In the same way that ghosts do) Soulbound Servants give off a glow that reflects their fae energy. Soulbound Servants can change their appearance in a limited way, such as gaining fae attributes, or taking on the form of their spirit animal Due to their distance from the realm of the Fae, they cannot fully return to their physical form. However, when in the Eternal Forest, they can regain such a form. Instead of decaying life around them, and feeding on it, Soulbound Servants serve as a conduit of fae energy, and many may find the world around them blooming to life as the world is touched by the mystical energies of the Eternal Forest. Soulbound Servants do NOT have telekinesis, unlike their ghostly cousins. Guides and Redlines Soulbound Servants must have been at least a T5 in Control and Communion before their death to be brought back. Soulbound Servants require a CA to be played. Soulbound servants are the spirits of druids that return to the mortal realm to continue their duties as druids. In order to be brought back from the realm of the fae at first, the spirit must be guided back by a druid using transcendence. They cannot be forced back if they do not want to come back. If a druid already knows the Transcendence feat, they can bring themselves back. Soulbound Servants can appear as a manifestation of their former selves, or as a reflection of their spirit animal Soulbound Servants can interact with the environment in limited ways, such as opening doors, or nudging objects. (In the same way that ghosts do.) Soulbound Servants can no longer perform control, blight healing, or herblore, shapeshifting, unattunement, attunement, or powersharing. Soulbound Servants can no longer teach unattunement, attunement, or shapeshifting. Soulbound Servants can still teach druidism, including control, communion, blight healing, and herblore if they have a TA A servant doesn’t need to eat, sleep, or breathe; they may survive indefinitely without damage Golden Weaponry affects the spirits as a normal weapon would to a person, and cannot use any of their abilities on gold. To banish a servant to the Eternal Forest, one can summon a cleric, shaman, Fi’ user, or alterationist to perform an exorcism. This demanifests the ghost, but is not a Perma-kill on the Soulbound Servant. It is not necessarily possible to "kill" a Soulbound Servant, but they can be forced them into the Eternal Forest. This causes the Ghost to demanifest for 30 minutes, akin to death for other Descendants, and leave the area to go to the Eternal Forest for a prolonged amount of time. OOC Note: What I really tried to change with this rendition of the lore was the “how” one becomes such a thing, and the abilities. I really tried to trim down the lore piece from Shade lore levels of length to a nice, easily read piece. Short, sweet, simple. I’ve turned it into a lore addition, as a way to extend the ghost lore into other aspects of the server. I’ve translated a lot of the “horror” of the abilities into more Fae abilities. I wanted to create a way for druids to return as ghosts without relinquishing their connection to the Emerald Forest. So, druidic ghosts!
  6. TheDragonsRoost

    [✗] [Deity] Zarelek, the Empty Lord

    Zarelek... Time to wake up... Zarelek had been scrying for hours on the boy with his Ethyrian Star, watching over him from his throne room in his ever-decaying castle within the Realm of Oblivion, a vast realm of nothingness and structures built of the Oblivion Energy that is constantly generated. He had no idea of how long time had passed since time meant very little in the Realm of Oblivion. To the many, it was a hellish plane of existence, meant for those who were too powerful for their own magic and consumed by their own feelings of guilt and bound by shackles forged from their dying ethereal light. Zarelek ruled over this Realm as a god, but he craved something infinitely more precious than this realm of his own. He craved the presence of others. He wished to teach others of his knowledge than rather have people wage war on each other. He was one of the only gods of Dark Magic that did not crave absolute power or the attention of rituals done in his name, but rather to crave the attention of others and teach them of magic that would benefit themselves as well as others. Sadly, he did not believe that his powers of Oblivion or Shadow could be used by those who had the mindset of balance. Calm before the storm. Darkness before light and light before darkness. After a thousand years of being bound to the Realm of Oblivion and feeling the power of Oblivion Magic course through his veins, he felt like his unending stasis of decay had not let up since he left the mortal world when the denizens of Atlas had left the continent to all of the other continents. This did not mean he didn't keep a close eye on the people he sought to teach his powerful yet ferocious magic to. Using his knowledge of Shadow Magic, he created the first Shadows which were his eyes in the mortal realm. Unseen and virtually undetected, these Shadows were able to take root everywhere, even in places that Descendants would consider too dangerous to sustain life. They were not creatures of undead origins, but only Zarelek understood what the Shadows were made of. The Shadows were also immortal or gave the semblance of immortality as they could not be seen by mortal eyes. He was, in the literal sense, old and decrepit with nothing to live for. He did not have any children of his own before or after his confinement, yet he also wished to give his power meaning. Zarelek observed the many people of Atlas, searching for those he considered worthy of his knowledge of the Dark Arts. These people, he believed, possessed an aura unlike any other. Prismatic color with near-infinite potential for any magic and when he found one, he kept an eye on that person to see how they use their potential. However, this aura was exceedingly rare to find in all of Atlas. Zarelek spent countless years searching for someone with the perfect aura to teach his magic to, utilizing his network of Shadows to spy on the many people as they went about their daily lives. This changed when he observed a high elven man doing some kind of calcuations, seeking knowledge to crack the calculations and access power beyond the Voidal, Deity, and Dark magics. Zarelek noticed his aura shining with a prismatic aura and he had a charming nature to him, which made Zarelek think that he could divert the high elf's calcuations to his own benefit. It took many years in the mortal realm for Zarelek to make up his mind and decide he would offer up the man a deal to which he would benefit greatly while also giving the man what he wished. More or less. Upon his final decision, Zarelek sent a Shadow to suppress the high elf's magical potential and granting the boy irrevocable denial to nearly all magic, save for those that Zarelek would teach him. He found himself a student, but the man would not know it until his calcuations were complete that he had been noticed by a dark deity of magic unseen in millennia... ~(+)==(+)~ Deity Information Name: Zarelek, the Empty Lord Age: Unknown Race: Divine Entity Alignment: Chaotic Neutral (1000 years ago; Artwork not by me) (Present time; Artwork not by me) ~(+)==(+)~ Abilities Zarelek has many abilities due to his masterful skills in Oblivion and Shadow Magics including changing one's identity, hiding in plain sight, and enhancing one's own spellwork. He teaches such knowledge to the most elite of his students or disciples and even teaches his most powerful students to become creatures that constantly draw upon the powers of Oblivion itself to fuel their magic and their very existence. Such creatures are not Shadows, but they represent the caster in the most darkest of lights and can even hear Zarelek speaking to them directly as if he was right next to them. He has the power to possess one of his disciples at a time to help augment their magic in their time of greatest need, which is helpful against foes that are too powerful for the caster alone to handle. However, he does not possess the power to possess those attuned to other magics other than the magics he himself possesses. Zarelek has deep respect for those who practice magic of nature itself and does not interfere with matters of the druidic or shamanistic type, though he allows all races and all genders to be taught his magic, but however he possesses the ability to corrupt soul trees with his powers of Oblivion Magic and even destroy them if he so wished. Not all of his abilities are known to all people, even those he teaches his magic to. [EDIT: In the Extended Lore, the redlines for the deity abilities are listed.] ~(+)==(+)~ The Laws of Oblivion Completely aware of the advantages that his magic would produce for those who learn his magic, Zarelek wrote down an Edict of Oblivion that all those who learn or wish to learn Oblivion Magic will adhere to lest they risk to lose Zarelek's favor and risk losing their connection to him and succumb to the wild power of Oblivion Magic, dying from the damage it would cause. (OOC: These laws apply to the Oblivion Magic submission that I will write if this deity is accepted. These laws will be enforced by the Magic Lore team or the Lore Team in general and anyone caught breaking these rules can lose their magic after 1 OOC week. They can avoid this by adhering to the rules for 1 OOC week and they may regain their power.) Thou shall not kill innocents with the use of Oblivion Magic. Keep thy word of honor. Do not perform rituals in Zarelek's name. Do not reveal your brethren to those of authorative power. Thou shall keep eternal silence of the Shadow Network save to share information with Shadow Mages or fellow Oblivion Mages. Do not reveal thyself to those who are not worthy. Thou shall not practice other Dark Magic while wielding the powers of Oblivion, save for Shadow Magic. Thy shall not adhere to the usage of Deity Magic of the holy kind, save for Druidism or Shamanism. Oblivion Magic shall not be abused to grant one true immortality from death. Thou shall be able to learn Voidal Magics, but thou are not allowed to use Oblivion Magic to enhance thy spellwork. ~(+)==(+)~ The Laws of Shadow Aware of how dangerous and intoxicating Shadow Magic is to those not used to such power, Zarelek wrote up another Edict, one of Shadow, so that those who wish to learn Shadow Magic or learn Shadow Magic must adhere to lest they wish to lose their ability to deceive and conceal. Being incredibly wise, Zarelek hates those who abuse such power and if they broke his rules, they would lose his favor and risk losing their powers forever and letting themselves succumb to their own deceits which would become known to all who were influenced by the mage. (OOC: These laws apply to the Shadow Magic submission that Melkor will submit if this deity is accepted. These laws will also be enforced by the Lore Team and anyone caught breaking these rules can lose their magic by the end of 1 OOC week. They can avoid this punishment if they adhere to the rules of this deity for 1 OOC week and they may regain their power. However, all deceits or acts of betrayal that the mage created in roleplay will degrade over time and all those who felt the mage's power will start to see the trickery that the mage in question had done if they lose their power completely. This can be avoided if the mage has regained their power by adhering to the rules.) [EDIT: These rules are null and void due to the first amendment within the Extended Lore. This was done as a request from Melkor.] Thou shall not kill Oblivion Mages. Do not betray your fellow Shadow Mages or Oblivion Mages. Thou may perform rituals in Zarelek's name. Do not break thy word of honor to those who wield Oblivion Magic or Shadow Magic. Thou shall keep eternal silence of the Shadow Network save to share information with Oblivion Mages or Shadow Mages. Thou shall not reveal their magic to those unworthy. Thy cannot practice other Dark Magics save for Oblivion Magic. Thou shall adhere to not using Deity Magic of the holy kind save for Druidism or Shamanism. Shadow Magic cannot grant thyself true immortality from death. Thyself shall be able to learn Voidal Magics, but thou is not allowed to use Shadow Magic to enhance thy spellwork. ~(+)==(+)~ Extended Lore Below ~(+)==(+)~ Zarelek sighed within his Realm of Oblivion, wondering on how everything turned out this way. Being bound to this unyielding, ever-decaying, black nothingness that Zarelek had the unfortunate luck of being bound to. Over a thousand years ago, he had been able to interact with the mortal races freely and without consequence, allowing him the chance to meet and possibly even be friends with the mortals who lived out their lives daily. He had been able to sate his craving for attention that long ago, but then something happened that forced him into exile into this realm that was created to specifically bind all who abused their power due to their overwhelming feelings of guilt and sorrow. Zarelek did not know who or what created this Realm as they remained hidden from his Ethyrian Star when he last tried it. He believed that this was his punishment for what happened a long time ago. During the War of Gods. ~(+)==(+)~ The war lasted eons. Between the forces of the Daemons that Iblees led against the Aenguls that the Creator had lead into battle, Zarelek was not on either side, choosing to remain neutral. Before he had begun his penace within the Realm of Oblivion, he lived in peace within the town of Dunshire. He loved being around the little halflings who enjoyed their relative peace from the War of Gods that raged on outside of the city’s gates and even enjoyed being in their festivals and silly games. Being a god himself, he did not have the ability to truly be a part of the mortal realm and had even considered giving up his godhood to enjoy a mortal life with the halflings he enjoyed being with so much. Though this was not to be towards the end of the War of Gods. Zarelek had been found by the Daemonic forces of Iblees. They desperately wanted his help in defeating the Aengulic forces of the Creator as they heard of his power over the forces of Oblivion, his natural magic. Shades, necromancers, wraiths, and all manner of dark creature came into the city in waves, killing all who stood in their way of Zarelek. Naturally, the halflings banded together in an attempt to hold back the forces of Iblees and giving Zarelek time to flee, but their attempt was short lived. The halflings screamed out in pain as women, men and children were slaughtered by the forces of Iblees and their desperate need for Zarelek’s help in the war effort. However, a select group of halflings survived. The surviving halflings did not know how or why that they had survived, but Zarelek did know. He saved them from the massacre of the daemon forces who were after him and his powers of Oblivion Magic and this infuriated Zarelek to the point where he broke his promise of neutrality in the war and sided only with himself, using his powers of Oblivion to drive back the daemons from Dunshire and even corrupt their souls to the point where Iblees could not even revive them from the blackened pit of Hell. “You wanted me and you got me. You got me pissed!” Zarelek screamed out as he pulled out his wand made of elderwood with a core of a stem of an unknown plant. He ignited his wand, which glew a dark purple as his eyes glew purple as well, signaling that he was channeling his powers in spellwork that the daemon forces were not at all prepared to fight against. He began to speak in a deep guttural tone of authority as if he was embodying the power of Oblivion itself within him. “You wanted my help and you slaughtered innocents this day! I’ll never join Iblees or the Creator’s forces in this war! Die, you pieces of Dark filth!” Within the town of Dunshire, Zarelek had begun to use his powers in the most deadly way possible against the forces of Iblees. He was going to make sure that they never existed from that point onward, even if it meant he’d pay for it later on. He began to cast spell after spell towards the forces of Iblees to the extent that he would run out of magical energy at times and wait some time to regain his power. During these instances of low power, the forces of Iblees would come back and tear apart Dunshire in the feeble attempt to collect Zarelek for Iblees. This happened for a few years until they forced his hand and captured a halfling, one of the very distant ancestors of the Applefoot clan whose name was lost to Time and who was vital for their formation. Zarelek heard of this and went to rescue the halfling, leaving the town defenseless against any other attack. This would prove to be the nail in the coffin for Zarelek because once he arrived at Iblees’ camp, he was tricked. There was no halfling to rescue, but a mere illusion by one of Iblees’ own in a gamble to see if Zarelek would come running to them. The gamble worked in their favor and Zarelek came running to a trap that Iblees himself organized. Before anything else happened, Zarelek felt himself become energized with Oblivion Energy. Even for a god, he felt someone watching his every move and before too long, he knew what he had to do. Zarelek was bound by one of Iblees’ generals and forced to his feet to face judgement by Iblees himself. Apparently, Zarelek had killed one of Iblees’ favorite generals and one that was vital to Iblees’ campaign against the Aenguls of the Creator, which meant that the War was soon to end. Zarelek smiled once he knew what he did against Iblees to force him to resort to mere trickery. “Master Iblees, we have the Oblivion Mage.” one of Iblees’ commanders said as they entered into the room where Iblees was standing in. To Zarelek, he’d suspect the fallen Aengul to be grossly daemonic, but for Zarelek, he was impressed slightly with the sight of the Aengul in front of him. He didn’t look heavenly like the Creator’s own Aenguls, but he did know of Iblees’ heavenly origin before his fall from grace. In fact, all the lesser known deities knew of the Fall, but Zarelek was there to witness it. Another story for another time. “Bring him in,” Zarelek heard Iblees say to his commander, who then had him thrown into the room. Zarelek was attuned to the forces of Oblivion, but he could tell the murderous psychopathic aengul he now faced. The Father of all Shades, Iblees himself, was close to Zarelek himself and if Zarelek could forcibly regenerate himself, the blast of Oblivion Magic would be enough to brutally injure the fallen Aengul and his forces so that he can make his escape. However, Iblees seemed to have other plans for Zarelek. “You killed my general, Zarelek the Wise,” Iblees said to Zarelek, sounding utterly pissed. Zarelek smiled even if he was not injured himself. “Your people killed innocents. Seemed only fair that I slay your generals as well as demolish your forces as retribution.” Zarelek replied, seemingly happy that he caused Iblees pain. “What’s stopping me from taking out the big bad Iblees himself for the Creator? I could easily use my magic to tear your camp apart, leaving you all dead.” “You cannot kill me, mage. You bluff on how powerful your magic truly is when all it is good for is what Voidal powers can do. Stale and unoriginal.” Iblees said, grabbing Zarelek’s throat and choking him out. “You aren’t a god but a mere toy of Fate. Of your own power.” This forced Zarelek to play his hand too early. Zarelek, though bound, made the rope that bound him decay at over a thousand years a second and forced himself to regenerate by Oblivion Magic. Now, Zarelek knew the consequences of regenerating forcefully as it could make his state of decay worsen over time as well as not be as effective as it would be if Zarelek was dying himself, but he had no choice. He began to glow a violent purple with the various enchantments to protect himself from the Reaper and before Iblees could stop him, he exploded like a supernova, emitting purple light that seemed to attract the attention of the wizard and the Aengul forces. Zarelek screamed out in pure agony as he regenerated and forcing a lot of brutal injuries onto Iblees and his nearby squadrons, thereby weakening them a bit to give the Aenguls a true fighting chance. Iblees, however, knew only one spell that could save his army from the magic that Zarelek had power over. The banishing spell. Iblees, in the middle of Zarelek’s regeneration, casted the banishing curse upon Zarelek to happen within the year of Iblees’ defeat by the hands of the wizard and the aengul forces. When the spell was casted, Zarelek’s regeneration was finished and Zarelek laid unconscious, having to wait for the day he’d awaken... ~(+)==(+)~ Zarelek woke up a few days later, back in the town of Dunshire. He had a splitting headache and felt like he was extremely woozy after the forceful regeneration he had suffered. He began to get up when the wizard came in with two archaenguls behind him. “Seems like I have the pleasure of meeting Zarelek himself,” the wizard said as he noticed Zarelek sitting up in what appeared to be a Dunshire medical room. “Regeneration by Oblivion Magic. Nasty form of resurrection.” “Yeah, it is. Dangerous if you’re not already dying.” Zarelek replied to the wizard. The wizard smiled a little before he spoke up, sounding sad. “Well, it seems that Iblees has cursed you, Zarelek. He put a banishing curse upon you, but I have enough power to shorten it to at least a few millennia if you want.” Zarelek thought about it for a moment and he nodded to the wizard, who worked his magic to shorten the banishing curse by a few millennia. After a few moments, Zarelek felt at ease with the wizard and said simply “Thank you.” After that, Zarelek faded away from the mortal realm, his banishing curse taking hold. A few millennia later, he worked out a way to give himself some time in the mortal realm before the curse took hold once more, the chains of Oblivion dragging him back into the desolate wasteland of nothingness where all Oblivion Energy is generated. Well, you know the rest... ~(+)==(+)~ Redlines Zarelek may have powerful magic at his disposal, but even he is not all-powerful. This deity has weaknesses as well that any Holy Mage can do as well as a Voidal Mage of a high enough caliber. These same weaknesses translate to his followers of Shadow and Oblivion, which makes them susceptible to these kinds of magical power. However, Oblivion Mages do not have the same curse that Zarelek himself has, being dragged into Oblivion itself. (OOC: I will provide the redlines for this deity and Oblivion Magic whereas Melkor will provide the redlines for Shadow Magic) ~(+)==(+)~ Amendments Now, the original lore of Zarelek was left with some holes in it, which was made to allow for adaptability. In this part of the extended lore, I will write some amendments to the deity Zarelek that were left unanswered or need to be fixed. Zarelek’s Laws of Shadow are null and void. These tenets were made in place ahead of the full written Shadow Magic lore that Melkor has yet to write and has requested me to remove these tenets so that he can work with the freedom it provides. I will, however, write up another set of tenets with Melkor’s input for this deity. Shadows (Zarelek’s feeble attempt at creating life) are Oblivion-enhanced creatures that feed off the infinite Oblivion Energy that his Realm provides. These creatures are animals that have been heavily affected by the presence of the Rifts and have grown to obey Zarelek and any of those who are bound to his power. In the extended lore, I have made mention of Rifts. Rifts are small tears in the mortal realm that delve into the inhospitable Realm of Oblivion and only allow objects, Shadows, or those imbued with Oblivion Magic to enter. All other people are excluded. They also affect the environment and offer new herbs and plants that can either kill or heal people. Oblivion Magic is both a Creative and Destructive magic. I was talking to Quavinir in voice chat when he asked me about Oblivion Magic and what it is, which made me a little annoyed. However, the criticism was received and I’ll point out what it can do. Oblivion Magic can be used to heal those inflicted with soul damage, physical injury, and mental injury while it can also be used to take away someone’s life completely or even give them a true death. However, this only applies to kinetic Oblivion Energy. Raw, untapped, potential Oblivion Energy can outright kill anyone that is not protected from the magic, making the Realm of Oblivion an instant death (PK kind). The Realm of Oblivion is desolate with very little true life to exist. The energy that the Realm provides can make any Oblivion Mage truly godlike, but the only true god is Zarelek the Empty Lord within the Realm of Oblivion. Of course, it can be a place to visit if you have the powerful Oblivion enchantments and a Rift to access it. If you do not have protection, you will have to PK your character upon entering. These enchantments last indefinitely while within the Realm of Oblivion and starvation is not possible or thirst. This does not protect you against any injury you may sustain. While within the Realm of Oblivion, there are some kind of herb that is exceedingly rare to find. This herb has magical properties of healing (crushed) or killing (not crushed) the person who takes it in. This herb can only be applied into drinks and represent the alchemical symbol for Earth. It is called the Herb of Oblivion. -Redline: This herb can only be found in the Realm of Oblivion and is a lore item. Can only be acquired with a trowel and cleansed by water blessed with holy magic or druidism. Telepathic communication between Shadows and Zarelek exist as a unique form of Possession where the Shadows are an external form of Zarelek, allowing for Zarelek to receive near-instant communication from his Shadow network, even across the dimensions. This connection cannot be severed, even with his “death.” Regeneration for an Oblivion Mage is exceedingly difficult to perform, even if they are near-death. It can be forced by the caster themselves to regenerate themselves, but no one can force a regeneration to occur onto another Oblivion Mage save for Zarelek himself. It allows for a loophole in the death rules as they can regenerate on the spot of their deaths before going to the nearest Horcrux without losing thirty minutes of their memory. Redline: Regeneration is a Tier 5 ability due to how it loops around the death rules. It also takes one Horcrux per Regeneration and cannot refund that Horcrux. Maximum of Regenerations is ten. Horcruxes (yes like from Harry Potter) are inanimate or animate objects that have a piece of the Mage’s soul within them. These objects can be anything, save for Oblivion-enhanced or Oblivion-enchanted items. However, these items are exceedingly dangerous and nearly indestructible. Redline: Only ten horcruxes can be made at a time. If a Horcrux is destroyed by magical means (Voidal Fire, etc.), that piece is refunded to the caster to make another Horcrux. However, if the user attempts to Regenerate, the nearest Horcrux is used up and cannot refund the soul piece. Any magic user of this deity is prone to sickness by digesting Gold or being burned by Tier five voidal fire. No Holy Magic can cleanse the user of the magic of Oblivion or any magic that this deity is tied to. This includes Ascended and other such Holy Magics. Monk Magic has no effect on those who are tied to this deity. Zarelek has a deep affinity to teaching those he considers worthy of being taught Oblivion Magic. This excludes Shades, Necromancers, Frost Witches, and Mystics. He allows some Holy Magic users like Clerics and Paladins to be taught, but it would take longer for them to learn the magic. Voidal Magic users are also allowed to be taught magic tied to this deity. No one knows why he has such an affinity. ~(+)==(+)~ Rifts Rifts are cracks in the fabric of Reality where magic from the Realm of Oblivion seeps through and infects the area around it with Oblivion Energy. These Rifts affect the area surrounding it by killing off the natural flora around it and infect the animals around it with Oblivion Poisoning, a gruesome plague that can only be cured with Oblivion Magic (Tier 3) or with a cleansing ritual by a Holy Mage (Tier 5). These Rifts cannot be closed by any magic other than Oblivion Magic (Tier 4) and they allow travel between the Mortal Realms to the Realm of Oblivion and back again. ~(+)==(+)~ Credits Original Author: TheDragonsRoost Contributors: Melkor__, Farryn, Quavinir, FlamboyantRage (Clarification on Scrying tools), Fitermon (Ethyrian Star), Farryn
  7. thaddeus11

    The Academy of Khronheim

    The Academy of Khronheim ~Founded in 1648~ The Academy of Khronheim has been founded in order to grow the knowledge of the people of Atlas. While the academy will mainly focus on the arcane of the world, among other magics, we will also focus on other matters of knowledge, such as architecture, religion, and history. For the first time as well, the academy will be headed by the Ironguts, who will bring with them all the knowledge the clan has gathered of the arcane in their expansive history with it. The academy can be found in the city of Khronheim. ~~~~~~~~~~~~~~~~ CURRENT List of Subjects Taught at the Academy Fire Evocation Water Evocation Conjuration Illusion Defense Against the Dark Arts Alchemy War Tatics The Ranks of the Academy Grand Master The Grand Master is the highest rank one can achieve, being voted in by the consul of Masters. Leading the academy in all respects, the grand master is considered to have the final world on all matters. Also, while holding the rank of Grand Master, this scholar is also one of the several Masters. Master The Master is the second highest rank one can achieve. To gain this rank, a scholar must be committed fully to learning, and be considered the academy’s highest authority on one the taught subjects. Because of this, there are several Masters at any time; The Masters of each respective subject. Each of these scholars are granted a position on the consul of the academy. Adept The third highest rank one can achieve, the adept is one of the many at the academy who have finished their apprenticeship, and can now pursue the study of a subject on their own. This is also the rank in which a scholar can begin to teach their talents here at the academy. Apprentice The first official rank of the academy, this is where a scholar has been accepted by an Adept and has officially began their journey into the world of knowledge. They will prove themselves through a couple of stone months before they move onto the title of Adept. Initiate The Initiate has been granted access to the academy, however, they have not been accepted by an Adept yet. The Initiate will wait until they have been assigned someone to teach them. Current Members Grand Master (Vacant) Master's Dorin Iorngut Kardel Irongut Adept's Dimlin Irongut Carsandra Ivydale Garoll Earl Dael'ran Bael Tunnelsmasher Dwalin Irongut Apprenice's Initiate's Hogarth Irongut Arak Robyn Vulnear Mercai Hollowbound Marradak Weatherby Lionheart Gunther Tiberius Iron Enzo Bianchi The Rules of the Academy As far as rules go for the Academy, they are pretty loose. However, that does not mean there aren’t any. #1: Follow your higher ups orders. This rule is pretty simple. Your higher ups are your higher ups for a reason, they more than likely know what they’re talking about! If they tell you to do something, and you do not listen, then you may be suspended for insubordination. #2: No harming others at the academy unless specifically given permission to do so otherwise by a Master or the Grand Master, any use of physical or magical violence towards another will result in suspension or expulsion. #3: No use of the dark arts while the study of the dark arts is highly encouraged, they are NEVER to be used. To do so will result in immediate expulsion, and all ties with the practitioner will be cut. Applications Initiate Application MC name: Character Name: Discord (Optional): Race: Age: Do you know any magic currently?: Which subject do you plan to learn?: Do you swear to abide by the rules of the academy?: Adept Application MC name: Character Name: Discord (Optional): Race: Age: What subjects do you know?: Are you able to teach?: Do you swear to abide by the rules of the academy?: We are currently accepting only those who are able to teach their subjects. This includes ALL forms of arcane magic, as well as any forms of scholarly study. If a subject that is not ordinarily taught is offered, we will contact you immediately to discuss the details.
  8. MoonsWolf_

    [✗] Faoladh [Creature]

    The Faoladh ~History~ After the war of Elcihi'thilln, the leader of the Silver City turned to a researcher named Aelthos, who changed Lomal (the leader) into a snow elf. What the young Aelthos did not know was that one of those people that volunteered to be turned had a young wife who was left in the cold to wait for her beloved who had left for war. After a time of him not coming back, she packed her things and took to the snowy woods, forgetting her cloak behind her. And just like that, a snow storm wiped her farther and farther away from any civilization, while her and her undiscovered child tracked through the wind. She had not know of the child resting within her, but and only though it stress, and so, when she found a cave underneath a fallen tree, the elf women soon died. Not much time later, a Fjarrugiauga found her amongst the snarled roots, her final breath long gone, but even still, the Frost Mother cried out to the God of Winter, Wyvrun, and somehow, the message got through. Wyvrun, also known as Old Father Winter, had a soft spot for females and abandonment, and so, he told the Frost Mother to go out and find the nearest dead animal. An so, as she was told, the Frost Mother went. The Frost Mother came back with the carcass of a newly felled female Ker Wolf who had died of old age not to far from the Elf, and dropped it near the body, the two laying side by side, wolf and elf. Old Father Winter then looked inside the Young Wife, and found the babe, who was dining slowly, but not yet dead, and so He took the child from the womb and placed it's spirit into the wolf. The legends are not all completely sure of what exactly happened to make the next day possible, but they say that the next evening, a white and red pup stepped out of the cave, completely healthy and already 1 month old, and another female Ker wolf came to the pup and cried it off. And so, the first Faoladh was made. . The Faoladh race are considered a gift from the God Wyvrun, but many consider it a curse because from the point you are turned and from then on you are bound to your pack, and there is no way to reverse the transformation, unless through death. The Faoladhs have a bad side as well, they are known for their combat skills and ruthless mentality, but it get worse. On Eclipse Moon nights a Faoladhs Packs will be forced to go out on The Hunt, where their bodies become more of a werewolf shape, more humanoid, and they are forced to go to their nearest town and kill as many people as possible. This form is known as Bazerk. This is why most people hate the Faoladh Packs, although many fear them so much they offer them gift as way to ward them off, although it doesn’t help at all and most of the time gets them killed. The Clipse Moon Night is not the only time that a Faoladh become more of a werewolf form, i happens when they are overly angry or iritated. A Faoladh in human or other form is not a terrible sight, but it is not beautiful either. A Faoladh in human or elf form has a dull around it, any beauty it once had or happiness does not show in the persons "aura", and therefor they are a rather normal sight, although one can I identify them by their inability to speak. In wolf form, a Foaladh gains all of the things it lost in human form back. It is graceful and strong, beautiful and hard to resist. There are some legends that a young Faoladh female enticed a young man to come to her without anything but her looks, she then killed him and brought the hart back to her Alpha as a gift. But do do not be fooled, and human or elf that steps into a Faoladhs Pack/Den site will find their end quickly, no matter the person or time. Faoladhs go Bazerk more often than not given that they get irritated quickly and are ruthless. Many a men have tried and failed to hunt these creatures down, the hunting parties growing thinner and thinner. The Faoladh have had a long lasting hatred for the Fjarriauga, or Frost Witches, given that they are rivals in territory in the North. Although the Frost Mother from the first Faoladh did help her, the dependents soon forgot this when a young Frost Witch killed a litter of puppies. A litter of pups is a sacred blessing to the Faoladh, considering the infertility of the Faoladh is much like the elf's curse. For a human turned Faoladh a litter is celebrated but not as much as a litter from an elf turned would be. The rules for the Faoladh's are simple, although they are different for each Pack, the unanimous one are listed bellow: -No hurting or treasonous acts against the Alpha -If the Alpha has pups, they are to be protected above all else -When hunting, consider your Pack mates and remember your station -Never try to mate with an already mated male or female The territories of the Packs are operated by the climate and geography, and much of the time, they do not feel they need to expand, but as with the Leathnu Te, it has been known to occur before.There are many small packs scattered across the land, the Faoladh having split from any larger pack to form their own, although many do not make it. The other small territories have the same hierarchy system but the only exception is if there is a bigger problem going on in a Pack, one of the Season Leaders will come down to the part of their territory they are letting them have and solve the issue. Although you follow one of the Seasonal packs, your loyalty is to your own Pack. But if in any case it comes down to the life of one of the Seasonal Packs or your own Pack, you are expected to choose the Seasonal. If otherwise, your are named a traitor. Anything between the two Seasonal territories is the Nomadic Lands, this is where if a young Faoladh chooses to go off on its own, this is where you head. No one owns his territory. There should always be a sliver of Nomadic Land. The hierarchy of the Pack has one leader for each of them, and two Betas to protect and serve the Alpha. The Tiers of the system are listed bellow: Highest ranking: Alpha- runs Pack and makes sure all other Pack mates are in line. Do not challenge. Second Highest: Betas- there are two Betas, usually both women, they protect the Alpha from any attack that she does not see. They also are the go between the rest of the Pack and the Alpha Alpha Apprentice: Dara- the Dara is a young female Faoladh Trodai who will one day become Alpha, unless a challenge occurs. Middle: Trodai- the warriors of the Pack, they make up the rest of the Pack. Middle low: Baegnach- the warriors in training. Low: Pups- self explanatory. Protect at all costs Pups are the joy bringers of any Pack and if you are born a Faoladh, you are considered "High Born" and even higher born are the elf pure bloods. There is no difference between Faoladhs turned by death or born, although the pain process is different. Pack Mothers are the Women Faoladh's that have recently given birth to a litter of pups or are nursing in the den. The mating system for the Faoladhs is no different then the Ker Wolves. Once mated, you are mated for life, unless your mate dies or given that Faoladhs are also Humaoid, if your partner cheats, so pick well. Alphas of the Faoladh are known to be ruthless and kind, it depends on the leader, but all Alphas need to keep the peace and justice of the Pack, making them the executors of traitors or Leaders of Rituals. Leaders are chosen either by another Pack Mate challenging them to a fight to the death, a Dara being assigned the position when the Alpha deems them ready or by old age, in which one of the Beta's are chosen (this is rare given that Faoladhs have a very long lifespan, humans extending to 300, elves even longer then their previous enlargements). The changing of a human or other race to a Faoladh is a painful process consisting of a month of migrants and bones breaking and realigning. The stages of the process are listed bellow: The first three days) headaches begin to occur, causing hallucinations and screaming. The next five days) bones begin to crack, your spinal cord shifting to become more lenient. The next 7 days) fur begins to slowly sprout from the skin, fingernails lengthening and the skin on your body becoming paper thin. The next 12 days) The bones that had been broken begin to realign, causing another bout of excruciating pain while long canines grown in the mouth. The last 4 days) the final piece is the actual transformation into the wolf form, which is known to be the worst part, as it all happens at once. The following transformations are easier, but still painful, which is why some people prefer to stay in one form. The main drawback of being a Faoladh is that if you get any sickness, you are susceptible to becoming a wolf forever, any therefor never change back again. It is taken as a serious problem and the Pack take as much care as they can. The Packs have a system for traitors which is followed out at all costs: -If a Faoladh gives away their pack or Alpha, they will meet out rightful justice - If a Faoladh kills or harms any pack mate, they will meet out rightful justice - (The sentence they are given will be carried out by the Alpha, and so the things they do are not all considered death worthy.) Many Faoladhs go Bazerk, which is when a Faoladh decides to remain in wolf form but has such a hate for humans that they go into the Bazerk Wild form, which looks like a werewolf from American ledgers. Bazerks roam the countyside and kill off animals and any humans they can get their claws on. They sometimes join forces and wipe out towns, but it is rare given that they are so driven to kill that they often kill their own kind. It is incredibly easy to become Bazerk, and once fully Bazerk, you are forced to leave the Pack for the greater good, which causes problems with the human life around the territory. The only way to become a Faoladh is to either die, and to have a Faoladh find you within an hour of death, as to not let the decomposition process go too far, or to have the Alpha or Beta of a Pack mark you. There are four Alpha's, one for each pack: The Summer Pack Habitat: lives between Warhawkes-Krugmar Diet: Carnivore and/or Man eater Size: Ranging anywhere from 4-7 ft tall. Color Varieties: Ranging between a brown-to a golden white. Skill set: -The Summer Pack is known for it's potions and it's magic, they are rarely fighting with another clan as they are the peace makers and have given up much of their land to other small packs because of this. It is still to be seen if they will ever help in battle. -The most laid-back of the Four Packs -Avoids conflict with humans/other races at all costs The First Leader of the Summer Packs: The First Leader of the Summer Pack was known as Aofie. Aofie was a young Druid girl when she was turned by the Founding Faoladh. Having lived in the heat her whole life, Aofie left the Winter Pack to journey out, seeking a warmer pack.At this time there were another three packs that no long are here. Spring, Winter and Fall, and so her first bet was to get to the Spring Pack, but she did not make it before she fell in love in the Nomad Territory, which was not claimed by any pack yet. She stay their with her beloved until he died of old age, being a human. She was left with a litter of pups witch she delivered the next Summer, and was forced to settle down. Soon, more and more Faoladh's started flocking to the Nomad territory and she had to take control of the Faoladhs, and so she made the Summer Pack. The Winter Pack Habitat: Form the edges of the Pack to the Northern Coast (Haense-Rivia) Diet: Carnivore and/or Man eater Size: Ranging from 4-7 ft tall. Color Varieties: The Winter Pack has wolves that range from white to black, with any tint to their fur. Skill set: The Winter Pack has very little known about them, being the most secretive. The only skill set we do know of is that they are amazing in battle, but also the most brutal Pack. -Vicious to outsiders -Hate humans -Spend much of their time in Wolf form -Most difficult to conceive given the cold climate The First Leader of the Winter Pack: The founding Faoladh was the leader of the Winter Pack, en which you can read above ↑ -------------Red Lines----------- -You cannot play as a Faoladh unless turned by an Alpha or died with a Faoladh in your company or finding you. -You can only use your Packs specific magic (if it has one) if you are taught by one of the people first -If caught turning you must give the person whatever they want, unless they ask for your life or something to do with your Pack -You cannot assume you were just born into a Pack, you can either be born and your parent died a Nomad or find a Pack Mother and be born from her. -There are no rules restraining the Bazerk side, although it would be helpful if you didn’t go around killing everyone -this magical creature is open to any previous race, although if you were a frost witch turned Faoladh that’s no a thing.
  9. TheDragonsRoost

    Magic of the Oblivion

    There is the Void, an endless and boundless pit of nothingness that takes as much as it gives. This is the origin place of all voidal magic on Atlas. However, there may be something far more darker and more dangerous than the Void. It is called Oblivion and it affects the body and the mind in far more deadlier ways than voidal magic. Casters of the oblivion school are able to counter the effects of the voidal magics by taking the effects of the voidal magics and putting it on themselves, granting the voidal magic user more strength, however once the oblivion mage dies (even once), that strength instantly disappears and cannot ever be recovered, leaving both the oblivion mage and the voidal mage without strength. This leaves the oblivion mage with very little time before the forces of nature begin to recoil onto the mage, creating Oblivion Recoil. There is no way to counter the effects of Oblivion Recoil at all, no matter how advanced you are in the school. These same casters can mess with the natural world, spreading plagues and fracturing a small area around them. The way that fracturing works is that the caster has to spend some of their own mana to create cracks all around them in a small area and sustain at the same time as an opposite effect happens called Counter-fracture where the natural world is fighting back with a lot of forceful tension to correct the fracture that the mage generates. Fracturing is meant to act as a barrier around the mage, shielding the user from magical attacks alone for a short duration of time or after some damage has been sustained, whichever comes first. Regardless of whichever happens, the Recoil effect is given to the oblivion mage. However, there are very great dangers to the oblivion mage alone as it means the person is no longer affected mentally by the void, but by the soul-destroying forces within Oblivion itself. By taking the energy from Oblivion to cast the spell that the mage casts, they are slowly affected over time by the energy of Oblivion itself. The energy (or mana) of Oblivion means that it siphons all types of strength that the user has, no matter how powerful or strong-willed they are. It varies from caster to caster on the effects on mental instability due to the Oblivion energy, but it ends the same way with an irreversible death. Many masters of Oblivion sought out a way to counter all the negative effects of the corrosive energy within them, but as Oblivion is a near-omnipotent unnatural force, it cannot be countered. Many have also sought to gain true immortality from this unnatural force, but no one has found a way to do so before they succumbed to the mental breakdown and full-body disruption of Oblivion magic. Perhaps with the study and practice of the art, one may gain a resistance or even a tolerance to the power?
  10. Tox

    The Enchantry

    -Established 1577- The Enchantry, a guild of scholarly individuals highly advanced in the arts of the arcane brought together with the single purpose to unify for advancement and betterment of voidal magic and its exploits privately. Let it be from its general use and applications to bettering the public view on magic the Enchantry will always be sure to keep magic used and appreciated. First Established in 1577 in Axios, a group of mages joined together to form a small covenant which slowly grew to a greater size and soon greater purpose. The guild now branches outwards to the world opening its arms for public services. Enchantments for coin or to help rid of problematic issues revolving around magic. Having a personal court mage in place to help advise one's nation of magical issues or to help teach potential new mages with very limited class space reserved for those who are personally invited. Guild Traditions The Enchantry Pendant Your fingerprint in the Enchantry - A mage's personal key and identifier in the vast world symbolizing their affiliation with the Enchantry. Commonly seen as a green gemstone with silver around it. These necklaces are bound to the user and acts as their key - if ever taken off a members person it will no longer work. Different colors symbolize different ranks. Black Stone - Associate Dull Green Stone - Acolyte Bright Green Stone - Magus Purple Stone - Keeper of Books Gold Stone - Keeper of Ways Red Stone - Seeker of Knowledge Blue Stone - The Enchanter and his Council The Enchanters Grimoire: Every member of the Enchantry upon joining is issued a personal Grimoire. These Grimoires are entirely for personal use and logging through the entire back section of the Grimoires have been enchanted. Anything written in these portions will transfer after a day to a master copy Grimoire - Allowing for the collection of knowledge (Follows the death rule - if killed the knowledge is stripped from your grimoire up to the point you would remember before death.) Each Grimoire is bound to the member with intricate magics meaning if they were ever stolen or misplaced they no longer function and appear to be blank - a new copy can be forged by its owner retaining the previous knowledge. The Enchanters Implement: Every member of the Enchantry upon joining is issued a personal implement for casting and are advised to use them as much as possible. These can come in the form of many objects ranging from wands and staves, orbs or even their own grimoire. Implements are meant to be entirely personalized and may be enchanted to further enhance capabilities. One mage may not have the same looking implement in the guild - each implement being logged with a name. Specialization Classification: Every member of the Enchantry upon Joining is issued a personal classification on the type of mage they are depending on what arcane magics they currently possess and which one they declare is a main focus of study. If they do not currently possess magic or lack said magic its based on their declaration of study. The Alterationist - One who mainly uses utility based alteration magic to change the world around them. The Battlemage - One who traditionally focuses on destruction based magic such as elemental and forceful arcane. The Conjurationist - One who focuses on Conjuration, learning how life around them works and how to conjure such especially as elementals. The Illusionist - One who focuses on Mainly illusive type magics such as Mental Magic or Sensory Illusion, Deceiving the world around them. Evarir'yallrn's Class: The Enchantry holds a tradition to help the world better current mages and create more traditionally helpful mages as opposed to selfishness and independency that magic has grown to have. To help press a better formality of magic the roll of Evarir'yallrn was created - and thus - Classes. Each class is up to three individuals to 6 max and are titled independently from each other - belonging to the Evarir'yallrn who hosts such. Classes can last between one single class to multiple depending on the planner of the Evarir'yallrn hosting such. Attendees of these classes must be personally invited by the Evarir'yallrn or assigned by The Enchanter himself.  Internal Ranking Hierarchy The guild structure is an important aspect, dictating those with weight and authority. The Enchanter - The Ailer'evarir Leader of the Enchantry Circle of the Enchanter - The Heial'ailer Selected Leaders of the Guild to council the First Enchanter Title Ranks: Seeker of Knowledge - The Uhierir'maehr Dedicated defender of the guild and the world around them. Often sent out into the world to serve as court magi or to learn for the guild. Keeper of Ways - The Evarir'yallrn Dedicated Teacher of the Enchantry to help guide new mages. Keys to the ways of teaching those how to control and respect magic. Keeper of Books - The Evarir'indor Assistant of the the Enchanter to help with Administrative purposes and help serve the guild and the Circle of the Enchanter. Main Ranks: Magus - The Talaileran Established Member of the Guild Trial Magus - The Enaer'saneyral New Member of the Guild - Two year trial period. Inductees must be at least a Journeyman on the Magus Scale. Acolyte - The Taeluir A Student or Assistant with-in the Guild Magus Scale The Enchantry recognizes all mages, in which they will be given a title for their mastery of the arcane. These are Enchantry standard scale and may be used where ever, on any mage to describe their ability. Your position on this scale will not give any weigh to the Enchantry internal Hierarchy. This scale only measures arts, not feats. Apprentice: 1 or more Arcane art, not mastered. (No T5 magics) Journeyman: 1 Arcane arts mastered. (1 T5 Magic) Evoker: 2 Arcane arts mastered. (2 T5 Magics) Sorcerer/Wizard: 3 Arcane arts mastered. (3 T5 Magics) Master Mage: 4 Arcane arts mastered. (4 T5 Magics) Arch-Mage: 5 Arcane arts mastered. (5 T5 magics) OOC Note: Anything posted on this subforum will act as mail to the Enchantry through Forum RP, please be sure to @Tox. With that said please do not comment on this subforum unless sending any official lettering (Requests to join / Inquiries). Thanks.
  11. Thallassos Or Ketomancy The Songs of Sea Beasts “Come, ye wild things and the waves that come with ye-- Come, sea and swell, salt and brine, o tumultuous storm-- Come crash upon shores and let your children crawl forth-- The tide is high and the voice of Nerea calls to you!” -The Hymn of Okanus, translated from Ancient Crataein In an age long past and a land long forgotten by time, the vastness of the primordial world was ruled by the King of the Oceans and his people. They came to conquer the sea by the will of the depthless Fathoms themselves, for the sea is deep and dark and strange things dwell within. Before the great kingdoms of Man, the stalwart groves of the Elves, the bottomless riches of the Dwarves and the mighty reign of the Orcs, the Mother of the Sea and her children ruled. Her name was Dresdrasil: she was an Old One, an elder Goddess of yore. It is said that Dresdrasil first came from the sky. Her children and worshippers murmur that she once sat among the thrones that the Lords of Ruin, Knowledge, Companionship, and other burning mortal desires reign the world from but grew dissatisfied with simply looking down on the earth. Life was her charge, and the sea her cradle, but to be so far from one’s heart is a draining thing, Goddess or mortal alike, so the Mother of the Sea let herself fall from the skies and plunge into its waters. It was there that she settled herself at the very bottom of the Depths, making the unfathomable blackness of the deep her home and the birthplace of her children: Cephos, the King of the Ocean and a mighty many-limbed conqueror: Kavous, the Warlord of the Ocean’s armies and a hard-shelled warrior himself: Thetis, the Siren Princess, a beautiful yet deceitful creature: and the youngest, Nerea, the Sea Witch whom this story is about. Nerea was born under different circumstances than the rest. Her mother took a mortal form and wandered the shores for some time until she grew enamored with one of Malin’s very first folk. From their brief but impassioned love was born Nerea, a physical union of the land and the sea-- bearing the grace and form of a land-treader from the waist-upward but her family’s affinity for the ocean’s depths beneath that. Nerea’s demigodhood granted her a natural inclination towards magickal arts her mother was capable of, but without the boundless power. Scorned by her siblings for her dirtied heritage and abnormal appearance, she took to her studies and practiced the sorceries of the sea in isolation, only occasionally surfacing to gather audiences of mortal seafarers for her eldritch experimentation. Through years of careful research and practice she learned of the nature of flesh and the powers it bears: lifeforce, the brick and mortar of organic life. The Sea was brimming with its own life. Nerea’s mother had populated it with innumerable schools of fish and aquatic creatures, and they dwelled within a perpetual and natural cycle just as the hairy beasts upon the shore did. She came to realize the two were not so different, and saw this in the next fishing boat she dragged to her trench. Flesh could be shaped, and while she may not have her mother’s gift for making it anew, she could certainly change it. So her brood grew: twisted unisons of the earth and the sea, just as she was. All were welcome within her family, though not many were given a choice. She cared for each and every one as if they were her own children, however, and with enough time spent with her in the darkness of her watery abyss they came to love her in turn. Eventually their numbers grew large enough for Nerea to turn her sights to the coasts, and they marched until they came ashore at what is the present-day Blackwald. An army, amassed of a tangle of tentacles, claws, and gnashing jaws came crashing into a small fishing village built upon the base of the morass there, and the swamp was soaked with blood in a matter of hours. The few survivors were taken captive and brought to Nerea herself, who subjected them to her brightest innovation yet: from the lifeforce latent in her own flesh and blood, and a piece of coral from the reef that sheltered her home, she fashioned the very first Pelagia, a membraneous, pulsating organism vaguely resembling a bestial heart adorned with wriggling cilia and protruding coral. The village’s last surviving warrior had his beating heart wrenched from his chest and the cavity filled, flesh sutured shut by Nerea’s seawater. Within hours the parasite had bonded with his body and he was breathing once more, albeit an entirely changed person. The first being a glowing success, Nerea then had the rest of the survivors brought under her sway, one by one, until the first generation of the Thallassians were born, ready to sing their mother’s songs. “Splish splash, the great waves crash They grab you tight and pull you down Splish splash, the deep teeth nash A lord fit for the ocean’s crown” -Old Crataein children’s rhyme Thallassos-- the Art of Ketomancy Nerea’s school of magick is known to her and its practicers as Thallassos, and considered a sacred gift among them and the Ancient Crataeins whose history is chronicled elsewhere. To the common scholar of things magickal and eldritch, Thallassos might be more simply called Ketomancy, or the magick of sea beasts: deriving from the Crataein prefix Keto-. Brine The fundamental capabilities of Thallassos are all accomplished through the use of an ichorous seawater-like substance known as Brine. Brine is produced by the Pelagia within the caster, which feeds off of the lifeforce found within flesh of all kinds though much prefers the lifeforce flowing within the mage’s blood because for ease of access and its abundance. Brine is similar to warm seawater aside from a somewhat palpable density akin to lukewarm, loose gelatin and a vibrant glow running through it whose color can range from teal to shades of blue and blue-green. It is released from the host’s body through through holes and wounds in the flesh that give access to their veins, or orally-- though vomiting the substance is a weary and uncomfortable thing. The first bit of Brine must be produced from the body, though it is capable of reproducing and creating more of itself by feeding upon fresh flesh and blood outside of the body and growing. Naturally, the more lifeforce within a body is devoured, the larger the mass of Brine is allowed to grow. The Pelagia is capable of producing 5 gallons of Brine from the blood’s lifeforce before the fatigue becomes debilitating. This is enough to use for most rituals, curses, and basic combat skills; the lifeforce of an animal’s (or a mortal’s) corpse is recommended for maximum combative effectiveness, however. Brine is manipulated and maneuvered through a variety of songs called Hymns that are given power by the Pelagia within them, sung in a long-dead language called Crataein. The Thallassian’s vocal chords are transformed by it, allowing the caster to expend mana in order to weave eldritch song. This being said, Brine is at its most powerful when allowed into a body of water: it is capable of acclimating the water temporarily and turning it into a massive font from which to draw forth more Brine. Of course, the larger the body of water, the more can be pulled from it, and the longer it takes to be acclimated. Small sources (ponds, small sections of rivers) are affected in about a minute, medium sources (smaller lakes and larger sections of rivers) take about 5 minutes, and the largest sources (big lakes) take about ten minutes. Patches of oceans and seas, however, are almost immediately acclimated because they are ancient things: Dresdrasil’s descendants have lived and died for millenia within them and they are the place a Thallassian feels most at home. Thallassians, their Brine, and the accompanying Hymns are capable of a broad variety of abilities, most easily reduced to: - Manifestation. The Brine still truly originates from the sea, and can emulate phantasmal limbs and body parts of sea creatures. Acclimated water is a useful source for this. - Sea-calling. Aquatic animals and even the darker beasts of the ocean can be communed with and controlled quite like a Druid does with most plants and animals. The Thallassian’s Philios is found and bound to them with this. - Cursing. Brine can be forcefully ingested into beings of flesh in order to afflict them with a variety of ailments, like constant choking upon seawater. - Mending. Flesh can be sutured shut with Brine. - Anagennos. Commonly seen as ‘flesh-smithing’, Anagennos is capable of temporarily (and sometimes permanently) twisting limbs and body parts into marine shapes. As applies with Manifestation, the limits are only the caster’s creativity and how accurate to aquatic life the mutation is. The most experienced are able to shape and create sea-horrors called Ektromas. Brine Red Lines -Brine must emerge from a wound in the caster’s body first, no matter how little of it is created. You cannot use blood, a corpse, or acclimated water as a starting source. -Physical damage does not interrupt casting and manipulation of Brine. The Pelagia must be damaged. -Brine must remain within a proximity of 20 feet of the caster before it turns back into seawater. Thusly it can be contained and carried, but must be held nearby. -The amount of additional Brine created when it devours flesh is directly proportional to the flesh devoured. A small animal = 3 gallons. A medium animal = 5 gallons. A mortal corpse = 10 gallons. A large mortal corpse = 13 gallons. A large animal = 15 gallons. Manifestation “The sea is ripe for battle.” Hymn: Polemus, a rough, tumultuous melody. The caster’s Brine can be shaped into a variety of forums by this hymn, all in tune with the spirit of the ocean. Most common and utilitarian are the kraken’s limbs: long, prehensile tentacles which are effective at a variety of sizes and skill levels, and alone or in numbers. The most inexperienced of Thallassians are only capable of creating a tendril a meter in height and a tree branch in width, while the most practiced can shape tentacles the size of large trees-- provided they have the necessary Brine to do so. The amount of tentacles or other moving limbs and shapes they can concentrate on manipulating directly correlates to their tier. One, two, three, and so on. The shapes also must be made in emulation of a sea creature-- if it dwells in the ocean, then the Thallassian can imitate it with a manifestation. While the shapes created can never be entirely solid, a density similar to living flesh can be accomplished for brief periods of time to maximize the blunt force impact of the caster’s manifested limbs. -There isn’t much of a limit upon the size of a manifestation, aside from the necessity for more Brine to make it. The strict limits are their number. One for Tier 1 casters, two for Tier 2 casters, and so on. -A limb cannot be made solid enough to grapple a person for longer than thirty seconds. Anything beyond that will become rapidly depleting upon the caster’s stamina and their ability to sustain the manifestation. -If it’s a sea creature and your character is likely to have encountered it, your manifestation can mimic it. Entire animals cannot be created and controlled, only limbs/parts. Sea-Calling “Sing so loudly that even the deepest of things hear your song.” Hymn: Kano, an alluring and inviting melody. In line with their affinity for the sea and the things that dwell within it, a Thallassian is capable of a feat known as Sea-calling. It is mostly used to commune with and direct fish and other aquatic life, though it is capable of speaking to much greater things and is a key ritual in a Thallassian’s learning. Kano is a hymn that when sung draws the attention of nearby marine animals and brings them close to the source. Once brought, they can be questioned and spoken with. ((To be roleplayed by LT/Knowledgeable ET.)) Beyond simple communion with fish, however, is the bond a Thallassian makes with their Philios. The Philios is a large, unique sea beast directly tied to the Thallassian, for it is born of the heart that Nerea takes from them when their Pelagia is planted within their body which she sings apocrypha to before casting it to the waves. At the first tier, the creature is small, and as the Thallassian’s powers grow so does their Philios. Each is entirely different from the other and their shape and the sea creature they resemble is somewhat affected by the Thallassian themselves. A warrior may have a crab-like Philios, or one more inclined towards destruction may have something resembling a great kraken. The Philios is summonable at any coastal area so long as there is seawater, as it follows the intrinsic bond it has with its owner and stays as close as it can-- so long as it is still within the ocean. The Philios is able to be communed with like any other fish, though it is much more intelligent-- nearing a Descendant, even if it is naive like a child is at first. They are also capable of aiding the Thallassian in combat, which regular fish and creatures are not. -Sea-calling cannot be used to metagame information, so you cannot roleplay the creature you are speaking to. You must contact a member of the LT or an ET who knows the lore to roleplay as it. -Even if one is speaking to something like a shark, it cannot be directed into combat- only the Philios can. -The Philios gets no larger than a large minibus, size varying with form (within reason). Cursing “Drown, wretch.” Hymn: Katra, a haunting and frightening melody. A Thallassian is able to place a debilitating curse (these type of songs are known specifically as Katra) upon any who ingest their Brine-- voluntarily, accidentally, or even forcefully. The more Brine swallowed, the more severe the curse’s effects are upon the afflicted individual. There are three possible Katras, each one learned at tiers 1, 3, and 5, and each the same melody-- though with different words. Myxa- A person cursed with Myxa will find their body producing an irregular and discomforting amount of mucus from the skin’s pores with the telltale reek of low tide. Severity doesn’t vary much, aside from the amount of slime produced by the curse. Pnigomai- One afflicted with this Katra will find themselves periodically choking on an overwhelming amount of seawater to the point where drowning is a hazard if not attended to properly. Severity ranges from hourly bouts of suffocation to seawater flooding the lungs nonstop. Physoma- The final Katra learned by a Thallassian, and the most devastating upon another. Once Physoma is induced upon the body, it begins a gradual degeneration into rotting seaweed. It begins with the extremities and consumes the heart and brain last. The afflicted doesn’t feel much pain, the nerves being numbed and vanishing as they are transformed. The curse’s speed is increased by the amount of Brine swallowed before the Thallassian curses them. All Katras fade after either killing the afflicted or enough time passes. The Thallassian is able to prematurely withdraw the curse from the afflicted, resulting in a possible tool for interrogation, blackmail, or other reasons for torture. The magic of Tahariae’s clerics is capable of expunging them from a body, and Aeriel’s Ascended are able to take the curse upon themselves for the remainder of its duration. -A curse expires after the character it inhabits dies, the caster or its Pelagia dies, the caster withdraws it, it is healed away, or 2 OOC days pass. -The severity of a curse that can be applied reaches its maximum after 3 gallons of brine or the rough equivalency has been swallowed. Mending “The ocean is brimming with resplendent life, old and new.” Hymn: Epoulos, a soothing and gentle melody. Brine does have minor healing capabilities when applied to wounds in the flesh. With concentration and intent of the caster, and the right song, both flesh and muscle can be sutured shut gradually. While it is incapable of replacing material like bone and organs, gashes, rending, and rips in the body are easily sewn and restored by expending the lifeforce within the Brine used to heal the wound. The healing isn’t a terribly long process, and can be accomplished in a matter of half a minute, give or take more depending on the severity of the wound. -Limbs cannot be sewn back on. -Broken bones cannot be mended. -Missing body parts cannot be replaced. Anagennos “The Drowned Lady welcomes all to her family.” Hymn: Poiesis, a complex and tonally varying melody. The last hymn and the most difficult to execute of all a Thallassian’s repertoire, the ritual of Anagennos involves the shifting and creation of new flesh with Brine and a song to direct it. It is a closely-guarded secret taught only to the most trusted and experienced of Thallassians by Nerea, and reserved usually for executing her will. It makes the caster capable of inserting their Brine into a concentrated portion of a body, theirs or another’s, and then shaping it in a similar manner as their Manifestations and the hymn of Polemus. Similarly, they can only transform flesh in mimicry of aquatic life: cephalopod tentacles, crustacean claws, fins, teeth, and anything else imaginable. Gills can even be given to breathe underwater. These mutations are agonizing and permanently scarring if not executed properly, often resulting in flesh sloughing away and the need for amputation. They are also temporary and the affected body parts return to normal in about an Elven Day’s time through another bout of painful twisting. The initial warping occurs over a several-minute hymn from the caster. Despite the above, there is a single method of making Anagennos permanent in a body, and that is the creation of an Ektroma. They are akin to Nerea’s first children, the unfortunate sailors she dragged into the ocean and shaped at her will: an eldritch union of land and sea, mortal and monster, and a part of the Drowned Lady’s ‘family’. The ritual requires two Thallassians with knowledge of Anagennos, the presence of Nerea herself, and the unfortunate (or fortunate, if one accepts such a grisly fate) mortal who will be brought into the ocean’s fold. The mortal is bathed in the united Brine of both Thallassians while they sing the hymn until they drown within it and their body is consumed entirely, the Brine becoming saturated with their lifeforce. Nerea then draws their malleable soul from the pool and warps it to a new form of her choosing. The shapes she chooses for her new children are stitchings of aquatic creatures and Descendants: an elf with the legs of a squid and the spines of a venomous fish, or perhaps a human with the claws and shell of a crab and the jaws of a shark. Her dark mind and the imagination within it is the only boundary, and she often chooses mixtures she will see as assets. Once she has made her choice, she plants the soul within a heart of coral and submerges it in the pool of Brine where the Thallassians shape it into flesh to match the newly-fastened soul. The creature emerges with hazy memory of its past life and a new affinity for the ocean and its ‘mother’, ready to be sent into the world. However, Nerea and her followers are capable of using a body and soul ‘mulched’ this way to summon an Ektroma Colossa, a towering beast of the sea and one of Nerea’s oldest children. This requires the aid of an additional Thallassian present to break down the body, and then all three must partake with Nerea in a sea-calling to beckon forth the leviathan from the ancient depths of the world. -Anagennos mutations last only for 1 day OOC, or until the character is killed. -Mutated mortals and Ektroma are weak to both Ascended and Cleric magic. -A player’s OOC consent is required to make them into an Ektroma, whether they are willing or unwilling ICly. They must also create a creature app-- the underlying race for an Ektroma is ‘Necrolyte’. -An Ektroma Colossa can only be played by an ET/LT and its actions must be approved by whoever is in present control of Nerea. Amendment (As approved by the LT): Being and Roleplaying a Thallassian This section is mostly OOC information relating to proper emoting and roleplay. -All Hymns necessitate one emote’s time before their effects start to take hold. The wound can be opened in the caster’s body and the Hymn started in the same emote, but a Manifestation/Calling/Curse/Mending cannot begin in that emote. -Specify the name of the Hymn you are channeling in your emote. While this shouldn’t be IC information to anyone who hasn’t learned Thallassos, it is still necessary for legitimizing your roleplay and making sure you aren’t powergaming or metagaming by making it clear what spell you are preparing. -Manifestations require two full emotes to form themselves, regardless of their size or shape-- this is to reflect the corresponding and growing prowess of the Thallassian making them. -The density of a manifestation must be specified when it is created or when it changes. -While it is unreasonable to stay entirely mathematically accurate when it comes to the gallon sizes of Brine specified in the redlines, they must be adhered to within reasons, and are moreso ‘guidelines’. You can’t create a massive manifestation without the aid of a large amount of flesh and blood or a large body of water, etc. -Brine takes one emote to consume a small animal whole, two to consume a medium animal or a person’s corpse, and three to consume a large animal or a large corpse. The flesh and blood is dissolved and devoured quite like acid does to organic matter. -The Pelagia protrudes slightly as a bump in the flesh where the heart normally is, and does emit light in heartbeat-like pulsations. The color of the light matches the caster’s chosen Brine color. -The Pelagia and the vocal cords are the sources of the Thallassian’s power-- if either are damaged beyond use their magic no longer has a source. Their magic will not continue posthumously, for as soon as the caster dies or the Pelagia is destroyed the Brine loses all magical capability and becomes simple seawater upon the spot. -Thallassians are weak to Clerical magic, seeing as the organic intrusion of the Pelagia in their body makes them an impurity. -Being a Thallassian does not weaken your body, aside from the staminal drain of expending your mana for the hymns. One can wear armor and wield weaponry normally. -Your Philios’ shape is mostly up to you and your teacher: get creative with it as it grows and takes shape. When summoning it to a coast, after the Hymn emote, a Philios takes 3 emotes to arrive. -If things get confusing when combat roleplaying as your Philios, kindly request an ET/LT roleplay it for you if you’d like, and direct them to your MA if necessary for proof. -Don’t use your sea-calling to metagame information from fish and water creatures. The ET/LT playing them should do their best to avoid this, but don’t take advantage of them. -Don’t powergame your experience and capabilities beyond your tier. If you ever need to check in on what tier you should be at, speak with your teacher. -Don’t hinge your manifestations and mutations upon bizarre loopholes within animalia. The general rule to abide by is ‘if it lives in a sea or the ocean and people are able to encounter it, you can mimic it’. If you’re ever unsure about the legitimacy of your manifestation, ask your teacher. -Don’t roleplay an Ektroma without a CA. -There is no going back from becoming an Ektroma.
  12. ~~~~~~~~~~~~~~~~~~~~~~~~~ Fourth Generation Necromancy ~~~~~~~~~~~~~~~~~~~~~~~~ The seeping cold can be kept no longer, the tendons twitch and the most foul rises, that which lurks in the shadows lurks no longer, that which was fallen now arises. An art practiced through the ages, advances further, from the Wraiths of Yore, to the Primeval of Man, to what it is in the here and now. Necromancy is one of the most prominent dark arts in history, as it has such a large influence on the realms, from why the corpses linger past death, to why blight seeps out of strange black structures and plagues the land, it all boils and burns down to Necromancy. The Creation of a Necromancer Akin to the old ages of necromancers, a necromancer learns to wield lifeforce through the works of a reverse tether. A T5 Necromancer lays a tether onto the to-be necromancer’s soul, forcing an abundance of lifeforce into the student. This gives them a feeling for how to handle lifeforce, now permitting for the student to study the ambiguous substance. Lifeforce; the key of life itself Lifeforce, a magical force that is tethered to the restrictions of a living entity and allows such entity to operate with flourish and life, the lack of which results in the inevitable, death. A necromancer has the ability to weave and unbind lifeforce from it’s tethered form and manipulate it to their will, with certain flora and fauna harboring different amounts of the substance. Lifeforce is present in everything animate, from the trees, the bees, descendants, with even the deceased still containing traces of such. It is invisible, intangible until a necromancer wields it in whatever form and color they choose. Redlines Lifeforce isn’t mana Lifeforce is only present in things living, or once living. Things like rocks and glass do not contain the substance. Only necromancers are able to wield lifeforce itself, with mystics being the only exception in terms of ectoplasm. The Necrotic Curse; The Physiology of a Necromancer A necromancer’s body is that of a voidal mage with further adverse effects, the armor they can wear is limited to a chestpiece and leathers as their skin pales and can peel. Though a Draining Ritual may strengthen them over the span of a week, any excess lifeforce boils over resulting back to their standard form. Swords such as longswords become Rapiers at most, axes become cumbersome however daggers and shorter blades are still able and fit for use. The weakened necromancer is still able to wield such things as bone armor and weapons, albeit they are rather frail and light. Redlines Necromancers can only be as strong as a voidal mage, with the ability to wield smaller swords and daggers. Anything heavier than leathers are too dragging for the mage to wear. Bone armor and weapons are weak, only being able to sustain a couple hits before crumbling to dust. The Beckoning of Animation; False Resurrection By fueling a fallen corpse with lifeforce, a necromancer is able to reanimate the dead, a soul forced into the undead. This forceful, imperfect placement of a soul into the corpse is the reason behind its simplicity, its lack of memories and personality. Their eyes glow the color of their master’s aura as they receive their command by their master’s voice. The command a necromancer gives must be reasonable for the brainless undead, with voicings such as “kill him,” or “tie her down,” being easy for the undead. More complicated commands like “Go to Holm, find Robert, and send me a letter,” will be near impossible for the undead. Reanimations are only strong if they are within 15 blocks of their master, after that they begin to weaken to a point of frailty. A necromancer can raise the fallen through touch, voice, or somatics. Those risen by touch require 1 emote if they’re smaller than a descendant, 2 if they are a descendant, and 3 if they are larger. If the necromancer wishes to raise a body by either speech or movement it requires 2 emotes for smaller creatures, 3 for descendants, and 4 for larger creatures. The dead must be within speaking range for it to be risen from afar. Using the necromancer’s own lifeforce, they are capable of raising a certain amount of undead per tier at one time. Tier 1: 1 descendant or 2 small creatures Tier 2: 2 descendants or 4 small creatures Tier 3: 3 descendants, 6 small creatures, or 1 large creature Tier 4: 4 descendants, 8 small creatures, or 1 large creature Tier 5: 5 descendants, 10 small creatures, or 1 large creature The numbers are interchangeable,( i.e. A tier 2 necromancer can have 1 human sized reanimation and 2 smaller creatures raised at the same time.) Massive creatures like dragons require 2 Tier 3 or higher necromancers to fuel. Redlines Reanimation is imperfect resurrection, explaining the undead’s intelligence and personality - the soul haphazardly forced into the corpse. If a necromancer raises more undead than their tier can handle, their previous risen will fall. Smaller creatures range from halflings to insects, while large creatures range from ologs to a whale sized creature. An individual necromancer cannot raise a massive creature like a dragon by themself. Other schools of magic cannot be used while reanimating. The Necrotic Drain Tethering is the second weapon in the necromancer’s arsenal, directly tapping into their victim’s soul to either steal, or give lifeforce. The necromancer can either do this by touch, or even from afar. A touch drain requires for the necromancer to, surprisingly, touch their target. Once tapped into their victim’s supply of lifeforce, they can begin to drain; with small creatures requiring 3 emotes to fully kill, descendants requiring 4, and large creatures requiring 5. This requires for the necromancer to keep ahold of their target throughout the process. Tether drain, as opposed to touch drain, requires only sight and distance to cast. If the necromancer is within 10 blocks of their victim, and within sight, they can start their drain. Small creatures require 7 emotes to fully drain, descendants require 8, and large creatures 9. The amount of lifeforce in an individual relates directly to the amount of strength present, this being said if a necromancer is halfway through a drain, their victim would be at half strength. Draining also causes more and more pain as it goes on, becoming near unbearable as it rears its end. Redlines If a necromancer is using touch drain, but is pushed away, they can resume with tether drain, therefor taking on the appropriate amount of emotes remaining for tether drain. Once halfway through draining, the target is at half their strength. Tether drain requires the user to stay within 10 blocks, and must remain in sight. Other schools of magics cannot be used while using drain. Wastes of the Abyss The abyss is the absence of lifeforce. There is no lifeforce, it is a constant vacuum that sucks away at the very stuff of life until all that’s left is death, destruction, and decay. This is a useful tool for those wishing to protect and keep safe the secrets of the most vile and dark necromantic arts. The living cannot enter these realms, for their soul is still closely affixed to their bodies, their form being eaten away. Those blessed with unlife, however, do not suffer from such a fate. Due to the fact that those who are undead do not contain the soul within their bodies, the vacuum of the abyss is hard pressed to actually reach their soul to siphon away its precious fluids. However the fleshy, feeble bodies of the living carry their soul within their form, allowing it to be susceptible to the Abyssal vacuum. To create such a barren, dismal wasteland is no easy task. The veins of quintessence are numerous within every living entity of our world. They are summarily tied shut, the relatively small flow of the plants and surrounding fauna singed away until there is nothing left. The trees slowly become unable to sustain themselves, the livestock cannot feed from the ground, and decay and death begins to seep through the region. Cascading waves of mist perpetuate in the vicinity of the Necromancer, snuffing out all hope for life. Those living who are unfortunate enough to step into such a waste immediately begin to feel physiological changes. Those susceptible may find it hard to move, or horrid pains shoot through their bodies. It starts off as a small twinge of discomfort, slowly encroaching into the victim’s form until they suffer some form of decay. Their death brings quick decomposition, the body fading into dust only moments after their demise. Fortunately for those fleshy beings who notice the threat that such a power poses, there are methods for its removal from the land. Druids, whose deity grants them dominion over the land and animals, are equipped with the techniques necessary to remove this blight from lands they deem fit (if unopposed by the dead, of course). Redlines Casting taint requires a T3 necromancer Minimum of 5 emotes to cast Requires region owner permission (barring that you’re not casting in freebuild) Taint starts at 10 blocks, then continues to spread by 10 each IRL week. Druid blight healing is able to remove abyssal taint. Curses and Afflictions A curse is a product of an alteration in a soul, awoken in a living body outside the dark origins of the necromancer’s own signature, allowing for curses to be engineered in others rather than put upon one’s self through playing dead. A potent tool, cursing requires a great deal of lifeforce and will exhaust any well experienced necromancer and thus cannot be learned until tier 3. Curses may include blindness, deafness, madness -- paranoia, hallucinations, illusions of grandeur -- impotence, or lethargy in usual cases, often altering the life of the cursed for two years (two IRL weeks) unless the curse is aided by another necromancer, extending the duration by two more years. Whole lineages can be cursed in such a way where multiple people are cursed at once and children they bear befall the same fate; a group of five necromancers can come together to conduct a ritual to gift the lifeforce of four to one who may engineer the curse. MArts may be applied to for more creative curses. A curse is set on an individual much like an affliction, though its purposes are more specifically destructive. The Necromancer pools lifeforce within his hand and must maintain contact with the victim (Contact must be made but it is possible through clothing/armor) for at least 2 emotes in order to instill the curse. Curses differ from afflictions in their diversity, causing a mystical blindness, impotence, it may instill an urge to throw oneself off high places, or attack human children. Rather than cause disease-like growths, it can make one's glands swell and give them a half-bloated, malformed head. Holy healing is able to remove curses. Afflictions deal with the spread of disease and rot, its purpose much more straightforward as a source of malignant tumors and necrosis. If a target is bound or restrained, a necromancer can in a similar fashion to a curse, twist and turn a victim’s lifeforce into a source of torture. Allowing for disease-like qualities in either items or victims,creating lepers and cripples alike. Taking four emotes to place onto a target item or bound victim, a chosen disease can begin to spread. This disease can last for two elven weeks, unless aided by another necromancer, which adds another two weeks. This maxes out at two elven months, with the disease able to be cured by two holy practitioners, or four necromancers. The main affliction used is one of spreading necrosis, with appendages slowly blackening, and skin beginning to rot over those plagued. MArts can be made for new afflictions, and can be taught to other necromancers. Holy healing is able to remove afflictions. Redlines Afflictions and curses can be removed by holy healing. Curses naturally last 2 IRL weeks, unless aided by other necromancers, each able to add 2 weeks, capping at 2 months. Afflictions can be spread between individuals by touch only, unless otherwise specified in an MArt. Both curses and afflictions require OOC consent if it is to be set as a permanent ailment to the victim. Vivication Ripping a soul from its plane and placing it into a cadaver is painful process - for the risen. With secrets of the grave hidden behind the drags of mortality, a necromancer is able to reawaken a soul for questioning. As the soul literally begins to rip itself from the body, longing to return to its plane, a necromancer is only given a short amount of time. Questioning the undead, the necromancer is able to ask the fallen 3 questions at maximum, asking anymore causes the questioned to fall silent, their soul now escaped. Those being questioned scream in agony, either telling the truth or lying, whatever ceases their pain faster. Redlines The necromancer can ask a maximum of 3 questions. Those being questioned only remember memories up to their death. Those being questioned are not required to tell the truth, nor do they have to lie. Flesh Contortion and animation; Fleshsmithing A contorting hunk of flesh and gore, flesh is weaved to form muscles and body fat, whatever bulks is sewn with paled or bony digits, lifeforce imbued into the muscle and flesh of this… Abomination, life is given, although what sort of life is it? A Necromancer can use their lifeforce deposits to comprise together flesh and bone, working on anything able to harbor a soul. The artist is able to force their way through, pulling shut wounds and gaps, melding a nervous system into the body, implanting and transplanting. It matters not from what, the arms of bears are weaved into humanoids, even weapons can be melded beneath the flesh to form sharp appendages that operate by muscles, a truly horrific art to come across... The larger the creation, the longer it takes and the more corpses required, a Necromancer takes great practice in creating such foulsome creatures, an amalgamation of flesh. The abomination is then sewn up by lifeforce, creating grotesque scar tissue, or simply with a sewing kit. The method does not matter to the Necromancer, for in the end the product is all the same. Redlines Abominations are an extension of reanimation, either containing multiple souls, or a single soul. These souls are imperfectly placed into the abomination, causing for rot and lack of intelligence. Abominations cannot be stronger than a Dreadknight. Abominations can wear patched of armor, but cannot wear full suits. Weapons can be attached to the abominations, as well as plant life if the artist wishes for such. The Necrotic Forge A place of imbuement, Necromancers weave curses and imbue tools with lifeforce, their powers twisting bones together and attaching them to handles, creating foul, crude and dangerous weapons. A Necromancer can make an object with a desired curse, spell or Necromancy related imbuement (Such as life-draining, agony curses etc). Necromancers are able to bonesmith, using their lifeforce to warp and mend their creations. Cauterization Similar to bonesmithing and fleshsmithing, a necromancer is able to mend bone and muscle alike. Used as a grotesque healing method, those patched up by cauterization display wounds similar to medieval medical practice. Macabre scar tissue and sewn blistering skin is woven shut by the powers of lifeforce, bending fat and organ tissue to clamp shut wounds. This causes great pain in those being healed, and if practiced for too long, will cause those being healed to faint. Necromancers are even able to cauterize their own wounds, still pertaining the effect of broken glass stabbing their skin. Redlines Cauterization is able to get the job done, yet creates disgusting wounds and massive points of pain. Cauterization can reattach limbs, given that the severed limb is kept intact and reattached within 1 day of its severing. Necromancers are able to cauterize fleshsmithed limbs onto themselves if they happen to lose a limb, yet the extension is weak, unable to support more than 10 pounds if an arm, and will create a limp if it’s a leg. Death’s Call; The Side Effects of Necromancy The Omen Animals often associated with death (such as crows, rats, rabid dogs, etc.) feel a preternatural urge to associate themselves with those who master death. Wherever there is a necromancer, rodents or other creatures of similar omens will be close by. The Whispering Cadavers Those who deal in the art of undeath, or are similarly affected in such a way by its twisted design, might find themselves hearing… things. In a quiet room, or an otherwise quiet location, the whispers of the dead are not far off from those who’ve been graced with the necrotic touch. Perhaps the thoughts of a maiden who took her life, or perhaps the agonizing screams of a dying man whisper into their ear, should they decide to listen close enough. Soulless Shifting The imprint left upon the physical form by the soul of those who have recently died are especially susceptible to the presence of the unliving and their necromantic commanders. This is particularly the case in an area of death, where the desperate dead are instinctively drawn to the possibility of living yet again. Fresh corpses in graveyards, or in areas of highly concentrated dead, twist and contort. Their bodies move and rock, trying to get themselves to face the necromancer or their undead companions. It is a harrowing and frightening experience for those who aren’t as knowledgeable on such a subject. The Risen Be it fallen warriors or masters of the arcane, those risen now display the powers they did in life, if not heightened. Those gifted with the blessing of sentient unlife retain some of the features they once did in their life, vaguely. They may retain parts of their rotting skin, permanently frozen in a state of mid decay. Those fortunate enough to be reanimated after almost full decomposition will be comprised entirely of bone. One of the many boons is the absence of pain and fatigue. Even the weakest mage will be able to run indefinitely, the physical fatigue of his previous form now vanished. The cost is great: servitude to their creator. For their essence is placed within a vessel, their livelihood now under the control of the weaver that had created them. While this protects Risen from permanent death, it does not protect them against temporary death. Those who come into contact with the Risen’s primary weakness, holy magic, will feel a burning sensation, the magic being one of the few things that the unliving can feel in its entirety. This is, also, extended to Aurum (as it is considered a holy material). For those who do not have aurum nor holy magics, a simple crushing of their skull will suffice. In fact, the only way to disable the Risen and force them to reform at their vessel is to crush their skull. Once a Risen’s skull is crushed, their form breaks apart, ripping at the seams. Flesh tears, bones fall, and they eventually disappear in a cloud of black haze. Fortunately, their dark contract grants them the capability of reforming at their vessel safe and sound. However, if a Risen’s vessel is destroyed, they become vulnerable. Upon their next death, they get sent back to the land of the dead, unable to return for some time. The Risen The Risen Magi, Cataris The gifts of undeath are most advantageous for those who, in their previous lives, studied the arcane arts. Their dulled senses allow them to cast with few disruptions, for not even the touch of a cold steel blade will cause any sensation that may disrupt them from casting. Unlike their living counterparts, Risen Magi do not die when their mana pool is emptied, the physical effects of voidal poisoning are no longer apparent. Though this isn’t to say that their weakening in life is no longer applicable. They are still significantly weaker than their Knight counterparts, the weakening of the flesh still plaguing them even after death. However, much like in life, they are not chained to the specific magics they learned. They are more than capable of learning new magics, making them a useful, dynamic tool for their weaver counterparts. The Risen Knights, Voras Knights gifted relife through their master necromancer are now slaves to the whim of their weaver. Harboring strength of an orc, the either rotting or skeletal undead now does not tire. With the gifts of undeath, the knight is now granted swiftness and strength with their decayed bodies as lifeforce wafts through their bones. Even when armored the knight is slightly faster than an armored descendant, albeit they still harbor weaknesses. Blunt objects and weaponry can damage the risen, breaking and crushing bones alike. In terms of defense, the knight’s bones are only slightly stronger than descendants. Although a well swung sword will break through unarmored bone, such a strike would prove futile against an armored risen knight. Redlines Under no circumstances may any undead being learn any form of holy magic. All sentient undead require a CA and consent from the individual becoming the undead. If an undead’s vessel (phylactery) is destroyed and they are subsequently killed, they must wait three months before a necromancer can repeat the process and bring them back. Risen cannot learn necromancy, however, if they knew necromancy before they were given their Liturgy, they are allowed to use necromancy in their unlife. The Lich The epitome of necromancy, the lich is a once powerful necromancer or undead who has undergone the rites of passage to free themself from the manacles of the physical realm. The first pair of liches were capable necromancers who, upon their death, had their souls carted off to Ebrietaes to spend eternity rotting away in the soul stream. However, their resolve and mental fortitude allowed for their soul to thrive in the chaotic, hectic environment. Slowly, they began to eat the souls of the lesser beings trapped their with them, their influence and power within the realm growing. After two years, their souls became bloated, their hunger for power and authority in their past lives empowered them to strive for something greater. Aye, for their scheming and conniving urged them to find a way to break the physical barrier between the land of the living and the land of the dead, a difficult task for even the strongest of souls within the region. However, they managed to do it. As their power within Ebrietaes grew, they began to poke and prod at the barrier, tearing holes and bleeding through into the material world. This was their legacy, and upon returning to the mortal realm, their power was noted amongst the scores of the necromantic covens. They hold the knowledge to become such a creature, a gatekeeper, if you will. Their methods of exiting Ebrietaes have been perfected, allowing them (should they so wish) to transfer that information into anyone they deem fit. Due to their strength and connection with Ebrietaes, they function differently from the other undead. Their strength is comparable to the strongest human, and if, in life, they had magical prowess, that comes to the fray. Despite the fact that, due to their soul still being encased in Ebrietaes, they are unable to learn any new magics, their ability to wield their arcane prowess and a blade in hand more than makes up for it. Their mastery over life and death has granted them the privilege of understanding the fundamental concepts of life in a very in-depth way. They can sense the ebb and flow of the life from the world, and use this knowledge to find (for lack of a better term) shortcuts. Their knowledge allows them to utilize mana and quintessence in a much more efficient manner, so although their mana pool never grows, they can still cast large and complex magics with relative ease. They do not tire, they seldom feel, and they have many techniques to evade detection and blend in with whatever community they see fit. Cloak of Death Liches, due to their strange existence ever jumping between the land of the living and the soul stream, are capable of hiding themselves within plain sight. Their skeletal form is lumbering and powerful, but they are capable of reverting back to a form similar to the one they had in life. However, this requires a great deal of lifeforce and concentration, weakening them significantly and preventing them from effectively fighting or using any form of magic. While switching to a form with skin is quite complex, requiring time and energy (making them vulnerable), the transition back to their proper form is a simple one: the concentration of their lifeforce around their fleshy form to quite literally erode it away into nothing. Physiology Liches are predominantly bone unless hiding themselves. While their superior strength and magical prowess is a plentiful boon, they are still susceptible to the potential death of all undead: a quick blow to the head resulting in their skull smashing. Or, if they are in their fleshier form, simply killing them like a normal descendant would do. Upon their death, they dematerialize, their soul going back to Ebrietaes and once more breaking its bonds, reforming at a place of special interest to the Lich themselves (usually where their ritual of creation took place). Redlines The process for hiding themselves and taking on a more human form is at minimum 3 emotes. These are rare, powerful creatures and no more than 5 or 6 should exist at any given time. While their strength is comparable to a very, very strong human, they’re not at the same level as say, an orc or an olog. Liturgies; The Dark Descent File twists and turns of dark sorcery which a capable Necromancer is able to utilize in order to create various undead. To begin any form of ritual, one must first consecrate the ground on which the ritual is being performed. This is done via the necromancer leading the ritual excreting lifeforce in the area that the ritual is taking place. Any and all drawings are done with a special chalk material imbued with lifeforce. The drawings are complex, and require an in-depth knowledge of the ritual being performed. This means that a necromancer cannot simply learn the ritual via watching another perform it, they themselves must have access to the knowledge necessary for the creation of the drawings. Liturgy of Reanimation This Liturgy is responsible for the creation of Risen. The process is complex. Specific, concentric circles upon consecrated ground must be drawn, followed by a specific sequence of words above them, written in Dark Script. Belongings of the individual, specifically items of sentimental value, are placed next to the remains of the individual. The corpse is placed within the series of circles, outlined by a series of three squares with a specific ratio (this is hidden purposely to prevent metagaming). Two sacrifices are placed within either corner of the room, wherein two separate necromancers must execute them via a cut through their throat. At this point, the necromancer leading the ritual will recite a specific phrase, all three necromancers present pumping their life force into the ritual drawings in order to assist the corpse’s soul in exiting the land of the dead. Once the soul has entered the body, the corpse rejects the soul, and pushes it into the nearest item the soul can recognize (i.e. the items of sentimental value). The soul, at first, will try to escape into the surrounding room. However, the drawings made prior to the ritual, combined with the excess of life force, prevents the soul from escaping. The soul then rushes into one of the objects to prevent itself from dissipating and returning to the realm of the dead. This completes the process, the soul now linked to the corpse and stored safely within its vessel. Liturgy of Transformation This is the most closely guarded secret of the Liches themselves: the Liturgy allowing those who have been deemed strong enough to ascend into Lichdom. It is not an easy process, and due to its complexity and prerequisites, the rite is seldom performed and few Liches will ever walk the land of mortal men. It is started by finding an area with access to the sky and grass. It is important that their body be moved to an open area to allow for their souls to more easily find their bodies upon re entry. The area is then surrounded by stone pillars, encircling the stone altar where the body is placed. The body and the altar are consecrated, and the grass within the circle is partially drained, leaving special symbology within. The person undergoing the Liturgy must then sit upon the altar and clear their mind, strengthening their resolve to do such a heinous deed. They use an aurum knife to cut vertical lines down their arms, and they lean back onto the altar, allowing their blood to pool beneath them as they bleed to death. Once this is done, five necromancers must regularly tend to the body; keeping it fresh, chanting sacred words, and ensuring the safety of the body are all paramount to ensuring the Liturgy is successful. Their soul must rest for two years (two IRL weeks) in the soul stream, growing in strength and prowess before being allowed to once more return to their bodies. If any part of the process is mishandled, the individual undergoing the rite will not return, stuck forever in Ebrietaes to rot. Before any of this complicated process can even begin, the recipient is usually trained beforehand. Training can include a myriad of exercises, all aimed at strengthening their soul and resolve. Torture is one of the primary tools utilized for weeding out those unable to complete the task, as any potential recipient will voluntary undergo torture in order to strengthen themselves. Those who quit, or those who die in the process, will not again be considered for such a boon. Conclusions, Notes, Clarifications, and Thanks
  13. Picking up the Hammer The Revival of the Angathgul as the Naakh’Ilzgul History The Spirits’ Hand - Shamanic Order “The Spirits Touch all” - The Uruk Buubztik of Lur, Late Vailor times And so I, Shagarath, pick up the hammer and smite it upon the anvil to revive the Angathgul, now named Naakh’Ilzgul: The Spirits’ Hand. For we Spiritual servants are the ruling hand upon this Mortal realm. It is WE that abide their will and WE that execute their demands. For too long the Spiritual faith hath been cast aside, Spirits mocked and forsaken. Now is the time for all descendant souls of Atlas to have the opportunity to show devotion. All that already follow and all that are intrigued are welcome. Let no ignorance on the topics of Spirituality or Shamanism stand to create unnecessary conflict. Let the spirits be praised by all, for they Touch All, not just the sons and daughters of Krug. This is how I preach to you, denizens of the mortal realm. A speaker from the spirits. These are my teachings for all who agree to follow. “Afar Ilzgul, Lup Ilzgul!” “Praise the Spirits, Fear the Spirits!” Mission Preservation The Shamanic and Spiritual faith has long been a tight organisation; a clique if you will. Now the time has come for all to prosper and spread the faith. If shown to be loyal and to have proven their devotion to the Spirits, all descendant life should be able to take part in worshipping and serving the Spirits. Balance All still know the horrors, that brought down the Realm of Vailor, and the Shamanic council knows well that such should be prevented at all cost. The blind ambition of a single shaman brought forth the end of a Realm, and the destruction of a Spirit. The Spiritual Realms were out of balance, for no Spirit should become powerful enough to access the Realm of Mortals. Therefore, we task ourselves with maintaining the balance that has been restored with Orgon’s destruction. Assist Furthermore, the council and members shall occupy themselves and devote their time to aiding all in need of their guidance, council, or help. Among these services are: the contacting of Ancestors, the creation of curses, che aid in elemental matter (Such as moving boulders from paths), the creation of Spirit imbued items, and bestowing blessings. Purge Lastly we shall fight and condemn all that is unholy, undead, or unnatural. Those who play with lifeforce, create abominations that are from beyond this Realm, or access and use the void in a manner that is self serving and harmful to both the Realm and Others shall be purged. The order wishes to clean the Realm of such filth. Inclusion As said numerous times, any descendant that is motivated, loyal and devoted enough shall be tested and accepted. Shaman Elder has the ability to accept a new member and thus it is advised to find out these individuals and speak with them. - To join the Naakh’Ilzgul is not to bound one’s soul for life. It is merely to pact themselves with like minded souls to better serve the greater good of Spirituality. - To join one must be Spiritually attuned or be willing to follow the Spiritual path. This entails that the person lives by the ways of The Spirits and wishes to serve and please them. - Upon joining one is not guaranteed to be gifted the shamanic arts. - A joined member shall live by the rules of those that lead the order and both agree and enforce their stance as listed below. - Members shall respect the alliances that are and were made. - Acting against the interest of the Naakh’Ilzgul shall result in banishment or punishments. Stance of the Naakh’Ilzgul The Naakh promotes peace among Descendants and the spread of the spiritual faith among them. The Naakh answers to the Spirits, and Spirits alone. Mortal leaders of nations and land are not acknowledged to have power over them. They are left be if they form no obstruction. The Naakh recognizes other beings of Aengelic nature, and those that follow them. They are left be if they form no obstruction. The Naakh condems that which is unnatural and undead, and shall act to purge such. The Naakh condems that which falls under the taboo of Dark Shamanism, and shall act to purge such. The Naakh condems those that access the abnormality that is the void in a self serving and harmful manner towards the Realm and the Descendants, and shall act to purge such. The Naakh recognizes and respects the Aspects and their followers as separate entities that act alongside Freygoth and work in Unison. The Naakh supports the Temple of the Ancestors and the Dark Elven religion within Velunor of the Dominion, for their ancestors and ours live alongside one another. An attached note: This message to any remaining Raguk uruks that wander the Realm: come see us should you wish to speak with your ancestor Kharak’Raguk, or to be granted your red-skin birthright of forging bloodsteel. In the early days of Angathgul, there was an alliance between the Raguks and Shamans. We would wish for this alliance to live once more. [ooc: Hedgehug#2111 for anonymous letters]
  14. Thaumaturgic Amplificare The Thaumaturgic Amplificare also shortened to “Arcane Amp” or “Magic Engine” is a piece of Arcane Technology designed to amplify a Mage's abilities to a large degree, enabling them to perform feats that are beyond the capabilities of regular Mages. How the device works: Functioning almost like a giant stave that Mages usually use, the Thaumaturgic Aplificare differs in that it casts an amplified version of the spell through its many rings. It does this through having several focused rings that differ in size as they reach along. The device has two focus crystals in the middle of two of the rings. One of these crystals is in the middle of the first ring which the spell will pass through and thus become more focused, it would then pass through the other rings to the last crystal allowing the device to fire off an accurate shot. Instead the rings are lined with a Ruibrium paste, finely painted on the inside of each of the rings that are designed to empower the spell and focus it at the same time as it passes through amplifying the power of the spell casted making the end result akin to the power of a traditional siege weapon. The difference being the device allows its user to fire a more focused and accurate shot than a siege weapon, but one of the drawbacks is that it does require a mage to operate. The device itself is mainly designed for evocationists to use of almost all varieties, though Air and Earth Evocation may break the device outright in using it. When a mage uses this device, they must be sure not to funnel overly powerful spells into it. If such an act is done, the amplified spell would utterly destroy the device, harming those around it as well. How the device is made: One of these devices must be constructed carefully, the materials involved are fragile enough that it could break if not made properly causing the engineer building the device to start over. The device itself can be constructed either on a structure that has enough space for it, or it can be constructed on top a sturdy wagon (Note it would add significant weight to it) for a more mobile version to be transported to Sieges. Note it is hand crafted and put together in a properly equipped workshop, although repairs to damages can be made on the field or outside of a workshop the actual device requires to be assembled in one. The device is large no matter what, there is no real way of making it smaller to get the same power or amplification of power. The specifics include making round rings and attaching it to a system where the size of each ring goes from largest to smallest. Once all the parts are fitted together it must either be fitted to a stationary platform or on top of a cart. Once fitted to a stationary platform it cannot be moved off and will have a limited field of view, while on the cart it offers limited mobility at the sacrifice of lacking significant protection and being more vulnerable to damage. Lastly there are two focus crystals on the device, one which is situated in the first ring and one that is situated in the last ring to allow a focused and accurate amplified spell to be fired off at the target the device is aimed at. Uses of the device: The primary use of the device is for purposes of war (namely, to be used in siege warfare, where it can be very useful in supporting either a defensive or offensive party with its artillery fire powered by magic). Having Arcane Evocation cast through the device it could send a spell strong enough to dislodge stone in even the strongest structures, much like an accurate trebuchet. Via the use of Fire Evocation, the operator of this device would find it incredibly effective against infantry. A wide spout of fire could be made to roast the enemy, or a focused beam could be directed towards castle-bound assailants, to soften them up. As with normal fire evocation, the magical flame dissipates after the spell is stopped.There is, however, a risk that comes with using Fire Evocation, as high demanding spells will cause the Ruibrium paste to diminish more quickly. Of course, uncontrolled spells also hold the potential to damage or destroy the device. Lastly, it could be used with Water and Earth Evocation, with the former having the possibility to be used as a high pressured hose of sorts or launching large blocks of ice at enemies from a besieged or siege standpoint. With Earth Evocation, a large and solid piece of Earth could be thrown at the enemy much like with traditional siege weaponry, although if misfired it could lead to damaging or destroying the device in the process if not handled correctly. Drawbacks and Flaws: One of the main drawbacks in the design is that it requires Ruibrium Pasting around each of the rings to empower the spells, the Ruibrium in question would have to be processed as unprocessed Ruibrium would likely cause the device to combust as soon as a spell passed through just one of the rings. Another is that the Siege tool isn’t very portable, for single-handed-combat applications, it wouldn’t fair too well, considering it’s a large siege tool. The engine requires a lot of time to use, meaning you’ll have to make multiple emotes to focus, then send the spell into the engine, have the spell pass through the lenses, and then fire onto the target. (Five to six emotes) This is by no means a one shot kill siege weapon. It will take multiple shots to fully decimate a castle wall. But if focused on a person/group of people, It’s probably going to down them. The engine itself is a fragile device, it could easily be damaged beyond the point of usage for the duration of a battle if hit by a hostile siege weapon. It could also be damaged by misfired spells or overcharged spells that have passed through the crystal. ( Rolls for firing, 10 or above for a perfect strike, 9 to 6 for a miss-aimed strike, 5 or below for misfire and damage to the engine.) Fire, water, electrical,and arcane evo work best with the engine. Using earth or air have chances of damaging the Amplificare. Air would fling the device backward, and earth can possibly crush the device. However, if both evocations were successfully used (You’d need a 15 or above) Air would act as super-powered pressurized cannon, and earth would let loose a massive stone evocated object that could inflict a lot of damage. When the Amplificare fails/gets destroyed: If the device gets damaged beyond repair, it can produce a small explosion, damaging anything around it. Putting its crew out of action through death or severe injury. (Note added the Crew out of action in late, I always meant for this to be in, seems I forgot to put it in) (( OOC Note: I thought I'd try my hand at Arcane Engineering, I thought this would be a pretty nice idea to make a device for Mages to use in Siege Warfare without having something that isn't too overpowered or that would provide a ridiculous advantage. I don't intend for this device to just appear should this lore be accepted and fully plan to develop the device in roleplay with the help of several characters. )) Authors: TauFirewarrior: Concept, main body of writing HugoTheChamp/Mephistophelian: Proof reading and edits Bokratz: Various additions and edits
  15. Maidens of the Oak... History ~ - Over the years, there have been stories of beautiful, maidens- lovely with shining violet eyes... Their gaze capable of leading a man to their death. It all came from the discovery of the bodies of men, laying in circles in the forest. These people's lives were taken from them, their souls literally breathed out of them... and the very eyes that they used to gaze at the ladies, were gone. The stories originated from summers past, a girl who ran from her home, a broken one. She was in despair.. It is remembered that the girl was blessed with her child, but her father saw it as something disgraceful. The Baby has been conceived out of wedlock, and he wouldn't have it. The girl, whose name was known as Farrenla, ran deep into the dark forest where she became filled with sadness. She had lost her mother,years before- who was cursed with the gift of the frost- and had never seen her again. Her sadness was heard by Aeriel, and the Archaengul took pity on the poor soul. Aeriel appeared to Farrenla, and took her hand. Aeriel gave her a gift... an enchanted oak dagger. This dagger would hold the power of the souls who have died. It would give the wielder immortality... but everything comes at a price. To gain the power of the oak, Farrenla would need to take her life. She would be reborn as a servant to Aerial, to take the souls of Lost Mortals and kill them- and pass them to the Archaengul. Farrenla would stay in this endless cycle for years, taking the souls of the lost- entering villages and kingdoms- She left a trail of bodies; This was all out of sadness. she was alone.. so she would use the blessed dagger Aeriel gave her and she would bestow the gift upon other maidens. When Aeriel heard news of this, she became furious and appeared to the maidens. She cursed them to a life alone, bound by the forest, unable to leave it or the world would see their true souls, corrupted by their malicious deeds. The dagger was destroyed, and the curse of the maidens would stop. The Archengul did leave them one gift, for she was a benevolent being. They would be able to transfer the curse singing the Oak Lullaby... Over the ages, their stories were forgotten... but yet, if you wonder far enough into the forest.. you can still hear the Maidens' songs.. * Note : the sung is used to lure people to their deaths, but the song can be used to transfer the curse to women if the Maidens of the Oak desire so. Thy lost soul comes to us, o' soul.. We shall wait, across the pond Until we meet again.. O' young soul, comes to us- Thy can be free again.. Biology ~ - The Maidens of the Oak are known to be beautiful, seductive, and cunning. They lure people with their lovely voice to gain their souls, and their lifespan. They normally look like maidens of all races, and all complexions- Their eyes are always a striking, mystical violet. Under the shade of the trees, they appear this way- Beautiful and intriguing -, but because of the Oaken curse... if they dare leave their wooden threshold, they would appear as dark, vile beings.. Their violet eyes now glowing.. and their teeth would appear to be sharpened.. Their bones would be pushed up, looking very lanky and bony. They would take the appearance of their vile past... murderers and hags. The skin of the Maidens of the Oak is always cold, like their hearts. Because of the Oaken curse, any male child that a Maiden would conceive, would be deformed and stillborn. Any female child would be taken by Aeriel, never to be seen by their mother. All maidens have the power of the oak- If they cast a spell together, as a Clan.. they can save the female child, and she can grow into a maiden like them. They can also take away power from a maiden as a punishment, or even kill them. Life ~ - They live in settlements in dense forests, ruled by the maiden who has taken the most souls from the people around them. She is known as the Oak Maiden. She would be in power until a maiden more powerful came and took power; But this wasn't a peaceful transition.. The former leader would be killed. If any maiden defies Aeriel's room, the clan as a whole would have to take her power, of maybe even kill her (depending on the severity of the act).
  16. Wolf Druid Ouity

    The Second Tome

    I- Blessing When a Druid is attuned, he is partially made new. Just as the blade of the scythe is made sharp, or the grime is wiped from the head of a spade, so too are the aberrations of civilization wiped from the soul of the Druid. However, rust still adorns these newly furbished tools. When the Druid steps from the attunement pool, his mind still festers with the refuse of civilization. For a Druid to truly flourish, he must take it upon himself to wipe away all that civilization has left him with, to scour the rust from his own steel and to make himself truly new. In his dedicancy, he is taught the methods by which this might be done, but only through his own action can he truly be a servant of the Aspects. A Druid might “serve” for decades, even centuries without realizing their corruption. It is these that deserve our pity, for they do not understand their sins against the Aspects. II- Piety A Druid’s first and only duty is to the Aspects, for the Aspects are the impetus by which we receive our blessings. It is vital that every Druid understands the relationship between Nature and the Aspects -- important that he understands that there is none, for to speak of one is to speak of the other. The Aspects are the only deities whose existence stems from the mortal realm; for where in the Nether or the Seven Skies does a tree grow, or a bird fly? Here in our realm do the Aspects originate, as herds of deer, packs of wolves, and every blade of grass beneath their feet. Theirs is a greatness beyond the scope of even other divinities, for the vast presence of the Aspects blankets the entire realm of man, beast, and their own great plane of the Eternal Forest. III- Service A true and righteous Druid is measured by his service to nature, for nature is the true identity of the Aspects. To serve nature is to serve the Aspects. To go against one is to go against the other. When a Druid fulfills his obligation to both, he upholds the balance. Meditation, prayer, and academic study of Nature all have their place in a Druid’s life. Indeed, a Druid must understand that which he serves or he will be lead asunder by his own mortal impulses. A Druid must not, however, allow his meditations to detract from his duties to the realm. It is these duties-- maintaining balance and serving the Aspects-- to which every Druid must be put to task. Some generations before have scorned their duties, choosing the safety of tame groves over the wild beyond our gates. It is these Druids who have come closer than any others to reaping the destruction of the Order, these peaceful few who have lead us closer to our end than even the most bloodthirsty of our kind. IV- Intent A Druid is tested in two parts- by his intentions and by his actions. A poor Druid might intend to serve the Aspects or the balance of nature itself, but in his actions compromise one, the other, or both. In contrast, a Druid might attempt the inverse, and where they may intend to cause harm, they instead bring balance. While we often speak of nature and balance interchangeably, here it must be noted that one can be affected negatively by the other. For example, a wild and unwise Druid might think to use his gifts constantly to build up a brave and untamable wild. While this indisputably “helps” nature, it disrupts the balance, for a rampant nature is just as bad as a repressed nature. A garden choked with weeds will not bear good fruit, and it must be remembered that great feats of Druidism bear their own “unnatural” connotations. A Druid must exercise a steady hand in his use of his gifts, and never use them outside a situation in which the Aspects’ will is being done. It is in this way, with careful measure and a clear focus on the Aspects' will that all Druids must exercise the might of Nature. V- Justice Society instills in its young a desire to do good and to battle its inverse, evil. This is the foundation upon which civilization was built millennia ago, and which continues to support every Descendant empire. From the Elves in their tranquil forests, to the Dwarves in their harsh mountains, the battle of good and evil dominates the hearts of man. Even the Aenguls and Daemons on high have followed this tarnished philosophy, to the end of great destruction in our own realm. This, Brothers and Sisters, is the true nature of our struggle as Druids. This foundation is a rotten one -- one where balance cannot truly be achieved. Always, great swings will occur. Evil will rise, wreaking havoc on the world, only to be trumped by good. Populations rise, cities grow, and the festering sprawl of brick and mortar spreads across the land. Good, evil, these are poisonous seeds that the Descendants reap to their destruction. It is this struggle of good and evil, not magic, that lead to the Great War, and thus, to the first Druid. The true Druid, the one who rises above even his own brothers, is the one who discards utterly all Descendant constructs that weigh down his shoulders leaving only, truly, himself. Wolf Druid Ouity Deathsbane Heirophant The Atlas Grove 9th of the First Seed, 1650
  17. Username Xarkly Age 19 Timezone GMT Discord Conor#8203 What map did you join during? Axios Access to a microphone Yes Average daily playing time 2 - 4 Hours Previous Staff Experience Event Team - March 2017 to September 2017 Game Team - April 2017 to September 2017 Game Team Manager - May/June 2017 to September 2017 Event Team Manager - August 2017 to September 2017 War Team Leader - Summer 2017 Why do you want to join the GM Team? I originally came to Lord of the Craft after my old RPing home on Runescape dipped into irreparable inactivity, and in the process I discovered somewhere where I could really enjoy roleplay in an environment like no other. Needless to say, I fell in love when I first joined, and despite the server's flaws that have become apparent over time, I still love it. I've only really been an active participant on the server since October last year, but in this last year and a month I've had an absolutely great time on this server. I'm applying now for the same reason I applied last time, back in March; I want to give something back to this server, and I want to help give newcomers the same feeling I experienced the first time I began roleplaying here. Additionally, I have an innate respect for the GM Team and the work that they do. I spent a lot of 2017 on the Team, since passing my trial in May and being promoted to Manager by June, so sufficed to say I have a dedicated history with the GM Team and, even during my hiatus this Autumn, I continued to check in to see how things were doing. It's true that I can be critical of some policies or decisions, as if evident by my post on the last GM Update Log, but that's because I want to see the Team continuously thrive and improve -- which is another reason why I'm applying. Finally, I'd like to be able to contribute to the development and implementation of new systems and rules on the new map. Previous Applications N/A Additional Information Should've kept the song question this application is horrifically boring without it
  18. A Red Priest invokes the All Father’s purifying flame to oust the abomination The Father’s Gift Preamble Lore OOC / Not Known Rply RP Lore Mechanics of the Father’s Gift PRAYERS AND PRAYER EFFECTS Guidelines and Redlines A Message to the Lore Team (LT)
  19. 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.
  20. HurferDurfer1

    [Denied] [Actor] HurferDurfer

    Current Username: HurferDurfer Discord(‘You got it’ does not suffice): HurferDurfer Timezone(s) you mainly play: CST What group/nation do you consider to be your main? Oren i guess Have you held a staff position before? No Do you currently hold a staff position? No Do you plan on applying for other staff positions? No Have you ever been banned before? If so, how long ago and what reason? Two days ago for trolling in ooc. What style of events do you feel you enjoy creating? (Low Fantasy, High Fantasy, Quests, Dungeons, etc.) Honestly all kinds, id be more then glad to play some scummy bandit causing trouble, or some terrible beast lurking in the woods or lurking in ruins, really I feel as though i can serve in any situation where im needed. List three factors you feel play a part in a quality event and expand upon them. I always enjoyed the wild ridiculous kinds, like one where we fought immortal regenerating chickens, or the airship one where we attacked sky pirates. Repeatable events are also neat. so you get a wide variety of people in the world out and about, being able to enjoy the event. A sense of danger, that maybe not everyone in your party will make, maybe someone gets trapped and you have to leave them, maybe someone dying, characters development should always be something to strive for in an event. Which member(s) of the team would you attempt to emulate and why? Why would i try to be like someone else, this is about bringing people enjoyment in a way that is unique to me, I dont want to emulate some other dude. Provide three event scenarios, in total, of the style(s) you listed above: Event 1: Scene, a bustling coastal village, a band of intrepid adventurers wander down a sandy beach strand when some strange craft appears further down, the group makes their way to the vessel to see several goblins scurrying about, seemingly in the process of fixing the contraption, upon seeing your group, they all squeal in relief, rushing over and talking in a hurried manner. "You need to help us! We need to go back and get the Cap'n!" they'd all talk over themselves, tugging on you and your companions trying to take you to the strange enclosed construct. Curious you'd go along, following the goblins into a hatch, you ask how does this contraption work and they would tell you its a submersible, able to drift in the depths of the ocean. As the party settles in and the submarine of sorts sets off, the goblins tell you their strange tale. "We was floatin along like normal, scourin the briney bottom for sunken wrecks, seeing if we could find some chest of mina or summat, when the cap found an underwater cave! He ordered us so of course we went, and to our surprise we were able to find a pocket of air in there! dry caverns under the sea if you can believe! The Cap, being the curious sort he is disembarked, wantin to wander the cavern , we stayed at this here boat of sorts, but something wasnt right. We heard the Cap screamin a long way off and well uh, we arnt the bravest sort so we lit outta there fast, but you are gonna help us get him back right!" The group, being enterprising heroes of course agree to help, the submarine eventually making it to the aforementioned cave. Disembarking they see signs of a struggle, scuffs on the cave floor, blood splatters leading further in. The group wanders in search of the wayward captain when the come across a pair of men battering each other, identical in every way you would like be confused. As one spots your group he screams and points at the other "Help me! He's a skin changin freak!" the other man , growls out, flinging Captain 1 off, "Dont listen to that one, he's trying to escape this cave!". You're group is tasked with choosing who to believe and who to kill, choosing the right one, you and the party wound the the creature, it flees into the caves and you split off to find it. Using the lack of cohesion the skin changer changes into one of your group members, and tries to lie and manipulate the members of the party, again you are tasked with who to believe and who not to, the risk being in you dont want to hurt your party members, but want to stop the creature from getting to the submersible and escaping to the world above. Event 2: You are approached by a hooded thief sort of man, asking if you have heard the recent rumors of a ruin being found nearby, he'd then ask if you and a party of others would like to investigate these ruins, maybe steal some baubles before anyone else can get to them. You acquire a group, the prospecting thief then leads you to the ruins. The party enters the ruins, the place would seem benign at first, they proceed steadily into the ruins, encountering minor traps, small pit falls, tripwires, parkouring, requiring the group to keep aware of their surroundings and problem solve to avoid unwanted risks. As the group makes it to the rumored treasure trove, the sly thief having tailed at the back of the party during this venture would then offer to take the lead, taking point as they enter the treasure room, which contains only a few items of note, he'd deftly ****** the few items and bolt for a doorway in the rear of the room, laughing at the party left behind , setting in motion a series of traps resulting in the crumbling of the ruins, flooding rooms, collapsing ceilings, the party being spurred to flee as fast as they can or be buried alive, upon reaching the exit and getting free of the ruins, they'd encounter the thief outside, snared by a trap he himself set off in his haste, leaving the the group with the moral dilemma of killing him in retribution, or taking the items he took and leaving him to his devices. Event 3: A wizards tower appears on the outskirts to your local town, a board posted out front invites any and all to come inside at there own risk. Assembling a party you would enter the tower, amazed by the scale you are greeted with a maze, wandering around you would her growls and gurgles throughout the maze, you are not alone it seems. With nary a warning you are beset by the Mad Wizards minions being made up of PvE waves of mobs. Fight your way through or fall by the wayside, passing through twisted rooms, furniture on the ceiling, solve puzzles, a room with several doors, all but one leading to ruin likely involving redstone. During this the Wizard waits at the apex of the tower, throwing echoing taunts spurring you on, maniac laughter, they'd come across rooms where specific skills are needed to move on, perhaps a wall of roots blocks a path needing a druid to handle it, you may come across a sentry you'd need to fool with sensory illusion, or mayhaps you'll need an expert archer to shoot a button in an inaccessible place. The idea being it will take people from different walks of RP life to get through the towers challenges, have members of separate groups interact and work together that wouldn't usually RP together. As you approach the tower top to confront the Wizard, the Wizard would close off the entry behind the group , commencing a fight after light hearted banter, preforming various mageries the group may be hard pressed to win, though having worked together as a cohesive unit they could use the surrounding to their advantage, The Druid may have some nearby potted plants grow and entangle, the archer may bring down a chandelier from above, so on and so forth, upon defeating the wizard the body would burst in a colorful display, leaving the adventurers to take whatever objects were left behind, and making for what they think is the exit, upon taking it they would appear outside at the base of the tower. The tower itself disappearing behind them, going on to reappear elsewhere in the world to be replayed by other characters. Why do you wish to become an ET Actor Member? I want to step up to the plate, try to make people enjoy some quality rp, want to help move other events along and help out if others need more than one actor. I want to try and help with the bounty board, I want people to have a sense that the world is full of all sorts of creatures going bump in the woods. What strengths would you bring to the team? Charisma , Knowledge, Creativity What are your weaknesses? I throw mad shade at people sometimes, say mean things. How much time could you give to this position in the foreseeable future? A few hours a day during the week, more on the weekend. is that thr right format for YOU NOW SKYLEZ
  21. “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
  22. BrandNewKitten

    <>*<> The Celestial Order <>*<>

    “ Ever blessed shall those be that follow the light. Join me, those Arcanists born from my blessing, to guide others down the path and to rebirth our world in light. “ The Celestial Order seeks to bathe the realm in the blessed light of the Arcane Mage’s gift and act as patrons of magic to the realm. The Order seeks prosperity for all regardless of their national affiliation, their mundane worth or their godly practices. There is no monarch within the void but rather a collective seeking its infinite potential for the betterment of all instead of a few. The Order maintains the stance that this potential must be used to support the light rather than allow its abyssal darkness to leak corruption upon the realm. The majority of time spent by those in the Order will be dedicated to identifying key locations of interest before conducting delves or assisting other factions in their own process should they be called upon. ~ * ~ * ~ * ~ * ~ * ~ “ Like the cosmos above, each of us exists as a singularity of light in the expanse of the abyss. " Those dedicated Arcanists who heed my call may find Their way to the Celestial Hall to join with their fellow Magi in the quest for Celestial Light. - Arcane Mage I.E. The Arcane Mage The leader of the Celestial Order, the creator of Arcanism and the Shepherd of the Celestial Light. The Arcane Mage dictates the pursuit of the guild as well as the development of campaigns involving the Order. Also referred to as the Caretaker of the Celestials. The Aeons The Aeons represent those Celestials of extremely high caliber and are held in the highest regard for their devotion to the Celestial Light. The Grand Magus & The Oracle The Grand Magus, whether plural or singular, are tasked with assigning projects within the Order and thus operate closely with the Arcane Mage to ensure the Order retains relevance throughout the realm. The Oracle leads the Grand Magus acting as a liaison between the Arcane Mage and the rest of the Order in his absence. The Magus The general assembly of Arcanists within the Order who are tasked with the discovery of anomalies within the realm as well as acting patrons to the various settlements the descendents have chosen to inhabit. The Acolytes Those newly accepted into the Order. Until they are proven to be of worth to the guild they are tasked with the duty of spreading the Order’s name as well as seeking out prospective members among other various tasks assigned to each individual. The Erudites Those still unlearned. Until they have become proficient those few selected to be trained by a teacher within the Order are done so before they may become Acolytes. They hold no duties within the Order nor are permitted free entrance. The Associates Those allies to the Order that are either non-magi, are not Arcanists or operate outside the context of the Order. “ We are beacons in the abyssal dark. " The Celestial Edict serves as the pillars of a Arcanist’s life. Honor, militance, scholarship, loyalty, balance, the void and the light, seven principles which define the path that each Arcanist follows. Through these, each Arcanist stands apart from other mages, more righteous and devoted to the void and its proper usage. The Edict of Honor The Arcanist wields the arcane with honor and righteousness. To repudiate the amorality of the void and its boons. They shall protect the innocent and aid the needy. Holding true to all their oaths and vows. To uphold their morality in service of creating a better world. To display a high level of respect to both allies and fellow magi. The Edict of Militance The Arcanist must begrudge the use of voidal violence. Yet wield it confidently when their ferocity is just. To deny the powermonger and the upstart. Risking their lives in devotion to their honored arcane probity. To lend aid to our allies in there time of need against unholy corruption. The Edict of Scholarship The Arcanist will go beyond militance and devote themselves to scholarship. Expanding knowledge upon the void and other pursuits. To serve as learned authorities upon various expertise. The Edict of Loyalty The Arcanist gives their life to their Order and its cause. Serving the Arcane Mage dutifully and rightfully. Never shall they harm their brothers and sisters of the Celestial Order. To safeguard the knowledge held within the Order against the greedy. To avoid associations that seek to harm the Order, And to protect its name against those who do it injustice. The Edict of Balance The Arcanist is bestowed with a noble duty. For the noble understand the plague of the tipping scale. That the pendulum swings in either direction, And what is dark may be illuminated For the order preserves this balance. The Edict of the Void The Arcanist shall become a master of voidal practice. To preach its every value and encourage its use within the Order. Indoctrinate others into the path of connection with the arcane. And decry the use of darker arts and their repugnant power. For we are of the void, enlightened by its endless offerings. The Edict of Celestial Light The Arcanist shall hold the light of the void in the highest regard. Those Celestials born from this blessed light as sacred, And seek to be a beacon of light in the Arcane Mage’s image. To be a bastion for the realm and assist in illuminating the dark. OOC: Some important threads: The magic itself: Celestialism Celestialism Addition Opening statement for the Order Current Celestials Guide on how to RP your own Celestial Canon Guide to Arcanism & Celestialism
  23. The Expedition of a Lifetime ~ In sight of future travels the Orc’s spirits uplifted, Through the training his father’s face was gifted. Indulging further in comfort and green, council and revelations are to be foreseen. The loss of a father took a drastic toll, For the life of him the murderers stole. Once lost as an orphan indulging in war, Through great trials he felt as a man and less torn. As the Ages of Axios dragged on for what seemed like days, Left the Orc approaching a new phase. In many battles and trials shall his voice roar, Mortal days will leave us what’s left in store. ~ Inside the Den of the Citadel, the hours of the night caused a silence to swallow the air as only a fire crackle could be heard of the burning pot before Falum. As the Thunderkrug lifted into the air from under the pot while food roasted, a chilling sensation touched the Shaman’s skin creating a dense high that penetrated the air and anyone surrounding. Though, isolation is was Falum seeked to conduct such a ritual as he experienced time and time again with Shagarath. He held the Staff of his father before him creating the Tether between the Realms, and slowly through his chanting and meditation found himself in the lands of Stargûsh’Stroh. A familiar Lur Wolf appeared before the Shaman and guided him through the vast forest while a faint feeling washes over him as if he were a cub again chasing Lur Wolves. Before long, a darkened figure lingered in a small grove of the forest almost as if he was expecting Falum. “It is good to see you, Father. I know it hasn’t been long since I last seen you, but to be able to visit you myself is a whole other experience.” the Shaman entered the Grove as the Lur Wolf disappeared into the thickets. “It seems Shagarath has taught you well, Falum. It fills me with great pride that my son is capable of performing such rituals.” The Ashen Orc’s form extends forward meeting his Son with a headbutt As the two created a small campfire, the two sat and enjoyed one another’s company though they might have been separated by Realms. The visit brings great relief to Falum’s mind as they spoke for what seemed like an eternity. “Son, you have lived a long and good life. Better than I could have ever imagined to happen for you since I left the Mortal Realm. You are truly an Orc of great honor as your father was.” Vorgo’Yar leans over the campfire admiring the reputation his son made for himself “Father, my time is not over yet of that Realm. I will strive forward in making my name worthy of a place alongside you in Stargush’Stroh. Now that you’ve found your rest here, I wish for you to continue watching over me and my endeavours. I will make you proud, Vorgo.” Falum visual projects great determination and confidence of himself. After speaking further, Falum finds it time to return back to the Mortal Realm and say his farewell to his father. He embraces Vorgo one more time before casting himself back using the Staff to pull himself back into his Mortal body. A small fire grows in Falum’s eyes as he slowly pulls himself from the seat and sets off towards his blarg, ready to rest off the adventure he made into the Spirit Realm.
  24. Sagwort


    Arithmancy The Poetry of Number Lore by Sagwort Credit to Toxzero & Phil for commentary “Mathematics are most necessary in magic, for everything which is done through natural virtue is governed by number, weight, and measure. By mathematics one can produce without any natural virtue, operations which seem natural, statues and figures which move and speak. Pythagoras said that numbers have more reality than natural things, hence the superiority of mathematical magic to natural magic.” -Cornelius Agrippa STOP, READ THIS Forward Arithmancy, the distilled beauty of man’s knowledge of reality. Like the poet composes inspiring verses and prose within the age old rules of rhythm and linguistics, so too does the arithmancer bend the will of nature utilizing the very fabric of its being, that is, the wonders of ratios, numbers, and their relation. While the voidal magi might spend their days observing and recording natural phenomenon in hopes of reproducing it through their nixian magic, the arithmancers busy themselves within some fetid study pouring over charts and equations, distilling the abstract essence of these same natural phenomenon through language and number. In this way, arithmancy is inherently “rational” in its execution while normal voidal magics are empirical. While arithmancy is not technically a distinct magical discipline within its own right, it is a form of magical study, a curiosity for magi and scholars alike. However, arithmancy’s focus on mathematics, pattern identification and symbology links it more closely to alchemy and glyph enchanting than the traditional voidal magic. Concept art from FFXIV arcanist class, which is where this magic was inspired Arithmancy, as a field of study, is a composition of three distinct skill sets which are: gematria, metrica, and formulae writing. Together, these makes up the breadth of arithmancy, all of them required to effectively practice this abstruse magic. The Governing Laws The entirety of arithmancy is built upon two laws: the law of names, and the law of abstract reality. They are described herein. Law of Names The law of names suggests that since all magi have a connection to the void through thought, so too does language, as language is but a translation of thought. Just as the magi might use their own mind to weave spells of the void, language may be utilized by arithmancers in a similar fashion. Of course, being a translation, much of the original thought loses its potency upon utterance so the magi must use arithmancy to strengthen this power of language. Law of Abstract Reality The law of abstract reality states that reality, finding origin in the void, is nothing more than organized and materialized chaos that is the void. This is, to mortal minds, represented through relation, number, measure, space, etc… Giving order to discord. These two laws are used in tandem by the arithmancers. Words have power, and mathematics is the ordering of voidal chaos, thus, by ascribing mathematics to language one is able to bolster these inherent laws of reality and manipulate it to some degree. This is the discipline of arithmancy, manipulating language and mathematics to alter and reorder. These methods are described through Gematria, the assigning of value to words and Metrica, the study of ratio and numerical relations and their meaning to language. Gematria While more commonly known as numerology, Gematria is one of the three primary disciplines of arithmancy and is the study of assigning linguistic meaning and symbolism to numbers. Study of gematria provides arithmancers with foundational knowledge in performing their magic. The Mather’s Table Perhaps the most widely utilized tool of the artihmancer is the Mather’s Table which is is the table of single digit numbers and the letters which they represent. Using this table words or entire phrases may be assigned numeric value. For instance, the letters used in the word fire are 6, 9, 9, and 5. These values can be added together to produce 29. 2 and 9 can then be added together to produce 11. 1 and 1 can be added together to produce 2. This single digit value is the vibrational value of the word fire. This value reveals a certain hidden nature of the word which is what defines the practice of numerology or gematria. There is a more “disputed” practice among arithmancers to attempt to predict future events utilizing this technique and the names of people or certain dates. For instance, the name Billy Bob has the values 2 + 9 + 3 + 3 + 7 + 2 + 6 + 2 = 34. 3 + 4 = 7. Thus, the vibrational value of Billy Bob is 7. Or, the date 2/13/1619 is added to produce 2 + 1 + 3 +1 + 6 + 1 + 9 = 23, 2 + 3 = 5. The vibrational value of the 13th of the Amber Cold, 1619 is 5. These vibrational values can, theoretically, be used to provide insight into a particular person, family, or date. Granted, whether or not vibrational values can be used in divination is up for debate. Metrica Metrica, or arcane geometry, is the fine science of ratios and proportions. While a great deal of useful magic can be produced using basic gematria, by applying metrica more complex and specific magic formulae can be produced, which will be elaborated on later. One of the most integral concepts in metrica is the prime numbers: 2, 3, 5, 7, 11, 13, 17, etc... A visualization of prime numbers While any word can be summed to produce any number, in order to have any amount of significant power the word must initially sum to produce a prime number. For instance, fire is 6 + 9 + 9 + 5 = 29. This is a prime number and, thus, the word fire has strong voidal ties. We shall call these prime number words, words of power, in that, prime numbers are only divisible by themselves and the number one which makes them the “fundamental values” of arithmancy. Notice that when summing words, only use vibrational values, that is, never sum values with more than one digit. When producing magical formulae only words of power may be used. This makes producing magical formulae exceedingly tedious and the need to construct lexicons of words of power to easily be pulled from is useful. In this way, spells are not created but discovered. Another fundamental property in metrica is the vibrational sequences or a sequence of numbers which all sum to the same vibrational value. Any number within a vibrational sequence can also represent its vibrational value in a magic square. This allows arithmancer to utilize larger and larger squares for more powerful formulae. This will be explained next. A Brief Lexicon of Words of Power Activating Words These words of power are used in formulae to determine “how” the magic takes place. Summon - 23 Induce - 29 Disperse - 41 Hurl - 23 Ward - 29 Ignite - 37 Energy Descriptor Words These words of power are used in formulae to determine “what” magic takes place. Fire - 29 Aqua - 13 Ice - 17 Wind - 23 Stone - 19 Sand - 11 Burn - 19 Light - 29 Bugs - 13 Avoirdupois - 59 Addle - 17 Weariness - 41 Force - 29 Aegis - 23 Modifier Words These words are used to modify descriptor words. Evocation - 41 Illusory - 41 Orb - 17 Aegis - 23 Shard - 23 Magic Squares The magic square is founded on basic arithmetic concepts where the numbers in any direction on the square add up to the same number. More complex square are considered to produce more powerful formulae. There exists five practiced magical squares, though there is theoretically infinite. The value each row adds up to is known as the magic constant. Generally speaking, the larger the square the more powerful the spell. For this reason, arithmancers use vibrational sequences so they can represent vibrational values as larger numbers and, thus, use larger squares. Essentially each square is a “tier” in magic totalling in five, the progression of use of quite similar to normal magic tier progression, except less subjective. Tier 1 Magic Square All numbers add up to 45, each row adds up to 15 Tier 2 Magic Square All numbers add up to 136, each row adds up to 34 Tier 3 Magic Square All numbers add up to 325, each row adds up to 65 Tier 4 Magic Square All numbers add up to 666, each row adds up to 111 Tier 5 Magic Square All numbers add up to 1225, each row adds up to 175 Magical Formulae Creating magical formulae is the cornerstone technique in practical arithmancy which utilizes all the above techniques. The process can be broken into 4 steps: An arithmancer produces a magical formulae 1. Describing intent At this point, the arithmancer must decide what they want their formulae to depict and produce. For example, we wish to produce a magic formula that will protect against fire evocation. Thus, the arithmancer must determine the most efficient way to produce such instruction clearly and without any potential misinterpretation, exact language is crucial. Remember, only words of power can be used when describing intent. For instance, to produce a magical formula to ward against fire evocations one would use the words of power ward fire evocation. 2. Reducing intent to numeric cipher Once the intent has been clearly described it must then be reduced into its numeric cipher. Note that one should refer to individual letters and their respective vibrational values when reducing. If one were to use the vibrational values or one of the sums of a word in the phrase and then drew the formula, it would be impossible to interpret. First, all vowels are removed from the intent: WRD FR VCTN This becomes the numerical cipher 5-9-4 6-9 4-3-2-5 Stumped by a particularly difficult formula 3. Select magic square Now, the arithmancer must select a magic square to produce the formula upon. The larger the numbers used in the formula the more powerful the formula. Thus, advanced arithmancers use vibrational sequences to increase the values in their formula which then requires the use of larger squares. Notice that words cannot start and/or end on a number which is repeated anywhere else in the cipher. Assuming our arithmancer has full knowledge of all magical squares, he will maximise their spell power by first changing all numbers to their largest possible form. 41-45-49 42-45 49-48-47-41 Then, he will change any repeated numbers at the start or end of words to a lower value within its respective vibrational sequence. 41-45-49 42-36 40-48-47-32 This is the most powerful form of the given magic cipher. 4. Drawing the formula The most intriguing part of magical formulae is the actual drawing of them upon the magic square. Each word is drawn individually, each number connected by a straight line. Each word starts with an open circle (o) and ends with a short perpendicular line (⟂) or arrow. Note that in order for a number to be considered part of the word it must have a point, circle, or sharp curve. A straight line passing through a number does not include the number it passes through. If the line does happen to move straight through a number but that number should be included in the word, it is marked with a bump in the line over the appropriate number. To indicate two of the same number in a row the line is made with with two bumps in it. All good arithmancers carry a compass to measure angles for their formulae If the end of a line and the start of another line are on the same number, a triangle is placed there. Thus, the words ward, fire and evocation respectively using the above cipher is: When layered atop each other they produce the full formula. Example Formulae Induce Weariness | NDC WRNSS | 5-4-3 5-9-5-1-1 | 41-49-48 32-45-23-46-37 Would produce an illusory fatigue to the wearer Ward Fire Evocation | WRD FR VCTN | 5-9-4 6-9 4-3-2-5 Protects wearer/object against fire evocation Ward Aqua/Ice Evocation | WRD Q/C VCTN | 5-9-4 8/3 4-3-2-5 Protects wearer/object against water/ice evocation Ward Stone Evocation | WRD STN VCTN | 5-9-4 1-2-5 4-3-2-5 Protects wearer/object against earth evocation Ward Wind Evocation | WRD WND VCTN | 5-9-4 5-5-4 4-3-2-5 Protects wearer/object against air evocation Induce Burn | NDC BURN | 5-4-3 2-3-9-5 Causes wearer to feel burning sensation, or any who touch object feel burning sensation Ignite | GNT | 7-5-2 Formulae ignites spontaneously Induce Avoirdupois | NDC VRDPS | 5-4-3 4-9-4-7-1 Causes object to feel heavier Summon Light | SMMN LGHT | 1-4-4-5 3-8-7-2 | 46-49-49-41 48-44-43-47 Causes object to glow Summon Aegis Orb | SMMN GS RB | 1-4-4-5 7-1 9-2 Summons a spherical arcanic shield around wearer Summon Aegis Barricade | SMMN GS BRRCD | 1-4-4-5 7-1 2-9-9-3-4 Summons an arcanic shield wall before the wearer On Roleplaying an Arithmancer Arithmancy is, of course, not for everyone and, I believe, would require a very distinct sort of playstyle that goes beyond spell slinging. One might be turned off by the amount of independent work required to perform arithmancy. In fact, the very act of being an arithmancer forces the player to produce a character willing to live a quiet scholarly life pouring of charts, formulas, magic squares, tables, etc… Women can be arithmancers too! One visual goal of the arithmancer image was to produce a magi that, may not, be entirely grounded in reality or even practicality even though an arithmancer might consider themselves above a far more practical and… even “powerful” voidal magi due to arithmancy’s “logical purity”. It is a magic for high society scholars, professors, and academics. Imagine walking around, always with a hefty tome at your character’s side containing all myriad of charts, graphs, formulae, drawings, and, of course, a lexicon of words of power. IDK, maybe he just activated one of his formulae and is now using it
  25. What is your Minecraft Account Name?: NailmasterSpiffy How long have you played on LotC?: 4-5 years now. How many hours per day/week are you available?: I'm generally available all day unless I say otherwise. Will usually responded to PMs quickly if not immediately, assuming I'm not asleep. Have you read and do you thoroughly understand Magic Lore?: No doubt. What Magic Lore do you hold the most experience with?: Voidal, Dark and creature magic. Write about a magic-related topic that you find interesting (e.g. How mental barriers work): The concept of certain magics being used in tandem with one another or affecting each other is an interesting one. It's a topic that can open up many different avenues in terms of the magical word, but also a fairly controversial one. Throughout the years the stance on this sort of thing has changed repeatedly in multiple ways, though few magics do grant definitive answers. Give a Summary of any Staff/Lead positions you’ve held on any Minecraft Server in the past: I've been on the MAT and ET, holding both positions for at least a year minus the breaks. I also held the position of ET and GM on a short lived (2 months max) server that shall not be named, so make of that what you will. You can probably guess what it was. Do you have a Skype account? (You may post it here, or choose to keep it private until you are asked for it. Note; Skype is required to communicate with the team and unless you have an account and the program it you will be incapable of joining the team): You have it. Have you ever receive a Magical Blacklist, if so, please link it: No.