Jump to content

Search the Community

Showing results for tags 'magic'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Lore
    • Guides
  • Aevos
    • Human Realms & Culture
    • Elven Realms & Culture
    • Dwarven Realms & Culture
    • Orcish Realms & Culture
    • Other Realms
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

  1. Guardians of Yemekar's Balance: Understanding the Domains of the Brathmordakin and the duty of dwed within them. By Khazaefron, Seer of Hefrumm This is a public work on the domains of the Brathmordakin, their associated magics and beings, and what the role of the dwed is among them. This is a matter that has been shown to be little understood by some individuals in our larger dwedmar communities and must be addressed with urgency, as it is core to our duties to the Brathmordakin. This text is written from the paradigm of the Seers of Hefrumm and our understanding of the faith through generations of lived forest dwed experience and knowledge of the Brathmordakin. As members of the community of the forest dwed we welcome differences in viewpoints as this enables those that seek deeper knowledge to find it and develop it. THIS SAID, if you are not a forest dwed and these writings speak to you, welcome. Ongrahad smiles upon you. Synopsis/Introduction In our understanding of the faith relating to Yemekar's forge and the Brathmordakin, the cosmos finds its genesis, where primordial chaos (Olkodran) yields to divine creation (Yemekar). From the taming of Olkodran emerges Yemekar's forge, infusing the realms created through this forge with magic and diverse entities. The Brathmordakin, arbiters of balance, assert dominion over these energies, confronting malevolent forces like Khorvad, whose corruption breeds dark magics and a form of corruptive chaos that are antithetical to creation. As stewards of Yemekar's Balance, dwedmar bear the duty of upholding creation and the Brathmordakin's domains, framing engagements within their divine context to resist corruption and preserve cosmic harmony. Olkodran and Vuur'Dor “When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos.” These are the words on the smithing of creation by Yemekar written and then rewritten by the likes of Norli Starbreaker. Reading this one can misread and believe that where voidal magic comes from is Vuur’Dor. But that is not correct, Vuur’Dor is the void in the sense of the emptiness, all things that are not the primordial forces. Olkodran is the voidal chaos, the primordial chaos that Yemekar had to tame to make his forge, and where all magic comes from. It is because of this that magic is linked to all aspects of creation. It is said in the same texts that souls that are not bided upon are tossed into Vuur’Dor, back into the emptiness. It is then that Yemekar reclaims the soul and returns it into his forge [the reformed Olkodran] to recycle it into a new being. This is the only logical thing to do, Yemekar is the perfect smith, no smith would waste material when it can be reused. It is also possible that in the time that it takes for Yemekar to take the soul to be recycled into the forge that entities like Khorvad could claim them in the Vuur’Dor explaining the existence of demonic creatures, beings that are not undead, but instead seem to have been reforged beings that have been turned into a mockery of Yemekar’s creation. The Brathmordakin and the Transpiration of Yemekar’s Forge After the creation of the great forge of Yemekar out of the primordial chaos of Olkodran enabling balance in the cosmos Yemekar set forth to the creation of the realms. When the world was first forged out of the great forge, the energies of the Olkodran transpired through creation ,this is what led to the appearance of some specific types of magic and entities like the aengul, daenmons, spirits, and many more, they are manifestations of the Olkodran that have passed through the forge changed in essence. They are like the water within a ceramic base that transpires the same water outside of it. This water is purer than what it was before but it must not be taken for granted that it is clean. This event of transpiration in creation is what led to the necessity for the creation of the Brathmordakin. With the creation of the Brathmordakin, all the beings and magics that transpired into Yemekar’s creation became part of a dominion which could be placed under the influence of said Brathmordakin, or confronted if the entity that transpired through creation became malevolent towards Yemekar’s creation itself, as was the case with Iblees[who was corrupted first Ibliss or Khorvad, that is something that won't be discussed here. The corruption of one of the Brathmordakin in the form of Khorvad explains the existence of dark magics and why they are so corrosive to creation itself. While voidal magic affects negatively parts of Yemekar’s creation like natural energies like fae magic, dark magic has a destructive effect on all things that touch it and leaves a scar on creation itself. In essence, while voidal magic is chaotic energy from the Olkodran that has transpired from the forge (the most unchanged of magics) and is able to be used by those that can use it responsibly, dark magic is chaotic magic that has transpired from the forge as well but has also been filtered through the Khorvad making it essentially toxic to creation. It is possible that before Khorvad was corrupted by his own ambition that the dark magics we know today were in turn not corrupted. Khorvad’s corruption of the realms also seems to be linked to the corruption of magics, with new dark magics appearing in the realms and new corrupted creatures appearing in the lands that we settle. The Brathmordakin and the contestation of their domains by Khorvad When it comes to other Brathmordakin we see their domains and oversight more clearly with the Anbella, Belka, and Ongrahad. With Anbella we see that she has control and dominion over the beings of nature and the magics related to it. We see that the aspects and fae magic fall in line with the morality of Anbella and ensures that the non-dwed of Yemekar’s creation fall in line of Yemekar’s balance, ensuring they do not fall to corruption. With Belka we see the same thing with beings like Wyrvun that fall under her domain, here too Wyrvun is used as a being that exists that non-dwed like the snow elves look at for guidance and keeps them within the broad lines of Yemekar’s creation. With Ongrahad we see that he oversees the tradition of mages ensuring that they do not use the chaotic void to disrupt the balance. These three cases serve as examples but many more can be found. With these three cases we can also find what happens when Khorvad is able to contest the dominion of the Brathmordakin and the impact that has on the magics and on the material creation of Yemekar. These three cases have also been under different levels of contestation: With Anbella we have experienced the September Prince, a corruption of Anbella’s domain through Khorvad’s attempt at claiming it. We saw then that the powers of nature were at war with each other between the good nature overseen by Anbella, and the evil nature overseen by Khorvad. These manifested themselves in the physical world with the druids and uncorrupted fae beings that did not side with the september prince knowingly or not remaining in Anbella’s embrace and by proxy Yemekar’s plan, and those that became corrupted and sided with the September Prince a physical representation of Khorvad’s attempt to gain dominion over Anbella’s domain. With Belka we have the ancient example of the corruption of Wyrvun. Wyrwun was a being venerated by many mountain dwellers and worshiped by some like the Frostbeards and the snow elves. His corruption was also an example of Khorvad encroaching into the dominion of Belka and very nearly succeeding. If it were not for the purification of Wyrvun by the hands of Paragon Igor Ireheart it is possible that Belka would have lost part of her realm. This is a pivotal point that shows the dwed purpose and what keeping the balance means. We as dwed have the power to bring back the balance lost, and to keep the realms in line with the BRathmordakin. Having other beings worship the Brathmordakin is irrelevant as their role is to be in balance with them. It is we the dwed that must know how to worship, as it is our purpose to keep these realms in balance with Yemekar. Failure to do so will bring the doom of creation, not just chaos as it was in the primordial times, but an antithesis to Yemekar’s work, Khorvadic destruction. With Ongrahad we have seen the contestation to his domain through the blood runes and the corruption of the traditional dwed arts. These were exemplified during the reign of the Ironborn. The corruption of a part of the dwed population allowed for the arts of the dwed to be turned to be used by Khorvad. This contestation is ancient and needs to be tackled as there is things that have been normalized in the past that are clear corruptions of Khorvad that have been passed through the generations as normal. This is the case with the binding of souls into golems against their will. Enslavement is against the dwed ethos, something we have been against from the beginning of time, and something that the Ironborn practiced due to their links to Khorvad. The forceful placement of a soul into a golem is akin to the enslavement of an individual and is very likely something that has been passed from the time of the Ironborn without society noticing it due to the lack of transparency for most of our history when it came to this magic. We as the dwed have passed laws that made this practice illegal and this is also a way we keep Yemekar’s Balance and ensure Khorvad does not corrupt the domain of Ongrahad. What this means for the dwed and the beings we protect when it comes to our stance on magic We the dwed are the protectors of Yemekar’s Balance, it matters not our clan, or our subrace, we are all charged with the protection of this balance. This is a fact that we have known since Urguan walked the earth. We also know that all dwed are not made the same, clan and subracial differences exist in the physician and cultural level, this must not be a coincidence and must be part of Yemekar’s design for the dwed. We are at the end of the day the wardens of Yemekar’s creation and of the domains of the Brathmordakin that keep balance in said creation. This means that the use of the magics and connections to the beings of these realms and understanding of them is not just moral but also a duty of the dwed. WE MUST participate in these, BUT we must always do so in the framing of the Brathmordakin not like the other descendants. Failing to frame our works in these realms and with these beings through the Brathmordakin can lead those that are walking these paths to be susceptible to the corruptive powers of Khorvad. We however must not fear Khorvad, as we are the ones that were created to combat threats such as him, we cannot let the beings in these domains exist without the dwed as they do not understand Yemekar and the Brathmordakin and without us they will be blind. Concluding remarks As Seers we are the torch of knowledge and spirituality for our people. We can show them paths to take but at the end of the day it is their choice the path that they take, Belka’s roads are not the same for all. We accept that. We also welcome criticism, building on, and contestation of our work, theories, analysis, and observations among our fellow members as that is what makes the Seers what we are. Additional Sources of information [OOC: SOME OF THESE SOURCES CANNOT BE ACCESSED BY NON-SEERS]: The 'Birth' of Yemekar and the creation of The Forge: According to the Dverga eron da Kirkja Rhun The Essence Trinity Thryhaefron; The Silver Tree and dwed Cosmology [III] : Planes of Khorvad Thryhaefron; The Silver Tree and dwed Cosmology [II] : Planes of Civilization Thryhaefron; The Silver Tree and dwed Cosmology : Tribunal Planes Proverb of the Soul
  2. What does Magic of any kind, or its many (usually morally dubious) power sources smell like? Of course, from what I understand substances like liquid Mana/Lifeforce allow for them to be made physical and tangible, does this mean that they have a taste and or smell? What about the taint of the void? Does ice conjured by a Voidal Mage smell any different by the one wielded and imbued by the magic of a Frost Witch? What about flames? Whether it be of Malflame or Dragonfire, or the Holy Light of Paladins and or Templars. Would a flower be any different to the sense after a Druid has tampered with it? Yes, I woke up like an hour ago. Yes, I am aware of the risk I place upon myself of the consequences of such a controversial post. But nontheless, another will one day ask the same question irp and we will all look like fools when we are without answer, the truth must be revealed! On a more serious note, while an emphasis is put on 'smelling', the rest of the senses are equally interesting. Answering that for example a Demi-Djiinn's magic brings about a certain taste akin to that of the mashed potatoes that your grandparent used to make when you were young...Certainly would change one's view on the magic itself. It's also really good for writing if we are being honest, having your character's own organs be roasted by dragonfire, would be a somewhat visceral experience and I do think discussing what the other senses would pick up other than merely the pain caused by it would always be really freaking interesting. And small show of hands, this entire post is inspired by 'In Stars and Time' which I came around all the way back on December and has probably become one of my favorite stories in recent years. Within It's story whenever a certain magic took effect, a heavy smell of Burnt Sugar was noticed by the protagonist, growing all and more denser, potent and terrible as the story progressed, which I personally found really interesting and unique! Certainly made it feel more personal and memorable of an experience for me personally.. (Good game, go play it, but only after you respond to the post!!)
  3. A Promise to Akezo 20th of Sun's Smile, SA 167 These pages strongly smell of cactus green with a faint hint of sage and nutmeg. Today was a pretty important day for me, as I finally got to meet another great spirit: Akezo, the immortal spirit of healing and vitality. I always wanted to meet him, as I always tended to her shrine in the old Krugmar, and prayed to him many times in my medical career. Hera, my current teacher in the shamanic art of Farseeing, brought me in her realm through a spiritwalk, though it was a bit different than what I usually experienced from my more frequent spirit walks through the Stargush'stroh; The smoke that Hera conjured was warmer, and way calmer than the dead cold cyan mist I'm used to, and instead of being pulled down or feeling as if falling, i felt a pulling upwards. It was very refreshing, as I always wandered what it would feel like to fly, or levitate. I Woke up in a huge hall, surrounded by quartz pillars and marble arches above them. It was pretty dark, but fortunately the place seemed filled with a faint blue light, letting me see a throne at the end of the hall. Sat on the throne I finally saw her: a huge winged serppent with shiny diamond scales, her eyes pierced the darkness with their icy blue shim, and it was like they were looking through my very soul. Akezo firstly thought Hera brought there just another soul in need of purging, but i tried to erase her doubt by reeting her in Old Blah with: "Lup Akezo, za kulat zrii trafat lat". I studied it for a few years, but it wasn't easy to remember all the words, especially when time was not in my favour. She seemed to have liked it, and so we both started speaking in Old Blah (at least I did some good practice with a native speaker). She told me not many uruks came to his realm, but a lot of desendants did just to get rid of their curses: a shame I thought, our land has always been inflicted with great wounds, but there are not many that have the will or kindness to heal them, instead of making them deeper. She then asked me if I was to pact with her, and I accepted. She asked me who I was, what I wanted from her and what I was willing to give. I waanted the power to heal my people of every harm that could come to them, and in truth, I was willing to give everything for that chance but that would not be a wise answer to give to any spirit, so as an equivalent exange, I offered my worship, my medical skill at the service of others and, in the future, to be the teacher of many other medics to come. Then I woke up, with the command from Akezo to build a shrine for her, and a renewed hope that our horde would be more safe, thanks to her power. Lup Akezo!
  4. A good way to keep track of your magical knowledge! Alright, so, last week we (@_Grey_W0lf_ and myself) have posted a spreadsheet, which focuses on the topic of alchemical knowledge and a way to track what you have mastered on your personas! Now- We have promised last week that we are also reworking a old document, which @_Grey_W0lf_ created in the past, which focuses on all the magical forms, spells and feats. And it is finally done! I've reworked the old document and updated it with a new format, checked all of the lore pieces, split some stuff up to make it easier to track and much more! So here it is! An excellent way to keep track of all your Magical Knowledge, the spells you have mastered and even the Feats you have obtained! https://docs.google.com/spreadsheets/d/1nUEZKO3dnFZ1V8zrwnCFQr9sBFGfyFWeZNBNMeSaAQQ/edit?usp=sharing If we are missing anything or did a mistake, feel free to message @_Grey_W0lf_ and myself (Please add both of us to the message) on the Forums or on Discord! Changelog 02.09.2023 - Adjusted Mysticism Section - Thanks to @TheWhiteWolf
  5. “The Ways to Learn Magic and Possible Changes to Seeking Masters.” By: Eldorain (sethsj) The Summarized Lore Behind Hoktmat Politics and Magic from my Point-of view: The sorcerous hierarchy in Hohkmat provides an intricate roadmap for individuals navigating the magical society. The journey begins with the determination of one's sorcerous path, emphasizing the significance of a powerful retinue in achieving a position of influence. The retinue, composed of attendants such as Sanfi, Familiars & Exotics, and Aspirants, plays a crucial role in showcasing one's power and authority. Attendants serve diverse functions, from mercenaries to exotic creatures, contributing to a mage's overall influence. The progression through sorcerer ranks, including Novice, Journeyman, and Adept, reflects an individual's proficiency in magical arts. Apprenticeship is highlighted as a pivotal step, where aspirants align themselves with a mage to eventually become heirs to a magical lineage. The system of magical true lineage underscores the importance of the apprentice-Master bond, akin to a blood relation in other societies. The text also introduces the Masters of the Arcane, including Masters and Sages, overseen by the Council of Masters, which adds a layer of recognition for those who have reached the pinnacle of magical mastery. The forum delves into special orders, introducing Viziers and Lord/Lady Magisters as mages with exceptional magical prowess and political influence. The highest authority, the Grand Magister, leads Hohkmat and is judged not only by individual magical power but also by their ability to unify magi, promote talent, and handle magical threats to society. The text concludes by emphasizing the importance of retinues, political acumen, and magical proficiency for those aspiring to challenge existing leaders or claim significant positions within the magical hierarchy. Overall, the guide provides a comprehensive understanding of the intricacies of magical progression and political dynamics in Hohkmat. The Summary of the Great Paradox, Political Power, and Aristocracy. The City-States of Hohkmat emerge as a fascinating realm with a rich magical tapestry and a distinct societal structure. Guided by the Three Mysteries—The Great Paradox, The Eternal Pursuit, and The Sorcerer's Path—Hohkmat's sorcerers navigate a complex world where magic, power, and the pursuit of knowledge intertwine. The Great Paradox encapsulates the dual nature of sorcery, emphasizing the balance between chaos and control, while The Eternal Pursuit delves into the acquisition and acknowledgment of power, shaping a society where the meek may rise and the content may fall. The Sorcerous Path, the mystery of the future, empowers individuals to ascend from slaves to kings through magical mastery. In the governance of the City-States, a Feudal Mageocratic Oligarchy takes shape. Lord-Magisters, the most powerful sorcerers, lead noble Mage-Lords in fealty to the Grand Magister, who wields absolute authority over the realm. The Ziggurats, majestic structures housing the central government, symbolize the core of power. The Grand Magister, titled Sorcerer-King, holds sway over the Chamber of Stars, a bureaucratic force executing the nation's will. The dynamic Lord-Magisters, with their power bases and magical prowess, constitute the Chamber of Lord-Magisters. In this aristocracy, apprenticeship and magical lineage play a pivotal role, distinguishing noble houses and shaping succession. The autonomy granted to Lord-Magisters is balanced by their allegiance to the Grand Magister, whose charisma and coordination skills are crucial for effective governance. The intricate dance between power, politics, and magical mastery defines the unique and captivating world of the City-States of Hohkmat. The New Added Idea to Learn Magic: The City-States of Hohkmat unfold as a captivating realm where sorcery, societal hierarchies, and magical mysteries shape the landscape. The Three Mysteries—The Great Paradox, The Eternal Pursuit, and The Sorcerer's Path—guide sorcerers in navigating the delicate balance of chaos and control, pursuit of power, and the empowering journey from apprentice to mastery. A Feudal Mageocratic Oligarchy, led by the Grand Magister and the Chamber of Stars, governs the City-States, with Lord-Magisters holding significant autonomy. For aspiring mages, the path to magical mastery is intricate and challenging. Masters, the seasoned sorcerers, are selective in accepting apprentices, and those seeking to learn magic often find themselves struggling to secure a mentor. The tradition of apprenticeship, viewed as a sacred bond akin to blood relations, creates a barrier for newcomers. Self-taught individuals can only progress to a certain rank without formal acceptance into a magical house. To prove their worth, aspiring mages must independently master magical arts and showcase their skills during yearly exams, a crucial event where they demonstrate their learning to potential Masters. The struggle for acceptance into a magical house is marked by the need for self-motivation and rigorous training. Those who manage to reach a certain proficiency independently face the challenge of convincing a Master of their capabilities. The yearly exams become a make-or-break moment, where aspirants lay bare their magical prowess and understanding of the Three Mysteries. Only by impressing a Master can they hope to be accepted into a noble house, joining the ranks of Lord-Magisters in the City-States of Hohkmat. This rigorous system ensures that only the most dedicated and skilled individuals ascend the ranks of magical society, contributing to the dynamic and competitive nature of Hohkmat's magical hierarchy. “I serviet, I erit officii.” (OOC) In Hohkmat, if you're itching to be a magic whiz, you grab these cool elemental magic books from the library or cough up some coin at the city "tax" place, where a city shop could be setup. Now, the tricky part is deciding which magic house you want to roll with. To impress these magical folks, you've gotta take exams every week(OOC) or a whole year (IRP). Showcasing your fire, air, earth, and water magic chops is the deal. But hold up—getting into a cool magic house isn't just about flexing your magical muscles. Nope, it's all in the hands of the big shots, the Masters. They're the ones who decide if you're in or out. It's not just about being a magical hotshot; you've gotta prove you get the whole void thing and how Hohkmat and everything around it works. So, buckle up, grab your magic books, and get ready for a wild ride into the mystical world of Hohkmat! Book examples: 1. Book of Flames - A Guide to Pyromancy - Learn the art of Fire Evocation, the most common and accessible elemental magic. This comprehensive guide introduces the basics of controlling and summoning flames. From lighting torches to wielding destructive fireballs, this book is a must-read for budding sorcerers seeking to harness the power of Pyromancy. Master the flames and ignite your magical journey! 2. Whispers of the Winds - The Secrets of Aeromancy - Explore the mysteries of Air Evocation with this guide to Aeromancy. Delve into the realm of wind manipulation, levitation, and the subtle art of controlling the air around you. While the difficulty level is uncertain, the book provides insights into the potential and challenges of mastering this element. Unleash the power of the winds and soar to new heights! 3. Earth's Embrace - A Geomancer's Handbook - Geomancy, the art of Earth Evocation, is a rare and challenging discipline. In this handbook, discover the secrets of shaping and manipulating the very ground beneath your feet. Unearth the complexities of Geomancy, from creating barriers to manipulating terrain. Aspiring Geomancers, prepare to delve into the depths of earth magic! 4. Aquatic Whispers - Journey into Hydromancy - Dive into the depths of Water Evocation with this guide to Hydromancy. While the risk of drowning looms, this book explores the delicate art of controlling water. From summoning rain to shaping water currents, the mysteries of Hydromancy are revealed. Approach with caution, but master this art, and you'll hold the power of the oceans in your hands!
  6. [!] Letters are dispatched via bird in mass to all within Hohkmat How primitive it is to scar a follower of the void to decipher superiority We are above such barbarism. The one whose mind speaks with the wisdom of the people should lead them Where do we find ourselves if we allow our system to favor warmongers and thugs? We get uncultured swine, the likes of which the void should never be trusted with. What we want is a just unification of the Void's people, a one mind that serves to better itself as an entity for the good of the void and its people, rather than this short sighted bickering the likes of which we should only expect from animals. We can be better than this, we are better than this. I ask of you the people, would do you not embrace the Void wholeheartedly? Do you not believe it is the key to our salvation? Were we to put our faith in the Void, trusting those beside us to stand with us against the dark. Then would we truly know greatness, then would we truly know prosperity. I ask that you do not allow yourself to be misled by the bickering of lessers Do not allow the darkness within you Stand united against this barbarism Favor the book before the sword It is together we can form an unbreakable brotherhood It is only together that we might glimpse at greatness. Excellence without Compromise Lord Magister and Servant to the People [!] Sometime later a group gathers to discuss as word travels (Feel free to react and comment below as well as consider this letter common knowledge)
  7. People of Aevos, farmers and philosophers alike, I come before you as a humble servant, with the void as my tool. I write this message today in hopes that it finds you well, in order to ask for your patience. I am a very busy man and I have been for many centuries now, but it is my dedication and commitment to my craft and people that continue to beckon me forth to havens of knowledge such as Hohkmat, despite my lack of presence in many cases. It is my intention to nurture a small sect of our reality within my own district, to that of a beacon of light for all who would wish their reality malleable. . . To all that would wish to sculpt the realm in their image. A place where creativity seeps from the very walls of the establishment, the inspiration so real it bursts forth into reality in the form of magical flora and fauna. This is the reality I wish to procure within my district, but it is not possible without your assistance. No matter the strength of any singular mage, it is unity that creates true greatness, standing side by side with someone like minded and trusting, knowing if the worst were to occur, they would be by your side standing with you against the dark. This is the strength I require from you all, this is the environment I wish to nurture. . . But I can only do it with your help. Assist me in ushering in this age of greatness with the void as our tool and your names shall be written in the history books, immortalized forever as those who walked the path uncharted, leading the way for future generations to flourish, enriched by our accomplishments. Allow me time and I shall give you greatness Lord Magister of Hohkmat and Eternal Servant to the Realm
  8. This is a serious post!!!! So here im making an application for the army of milkman. Who is milkman? you may ask. in short hes the fallen druid and a dwarf who wants to kill all of the elves and mages on the continent beacuse he was betrayed by them when he was lied to about "lactomancy"and wasted all of his live for it the idea is simple the army will try to assasinate the king of Hanseti-Ruska for the place of the Milkman to make a great army for killing all of the elves and mages. The elves and mages are the essence of evil and they are responible for the death of many so The Great Milkman Will kill them for the properity and the good of the Society! All of the people who will join me will get high ranked jobs in the new Milko-Hansa-Ruska kingdom like generals or Royals in the Palace. Lets make Aevos Great again! If you want to join Message me
  9. THIS IS A SERIOUS POST!!! So First. The people that are joking about my name will be also exterminated if they will not apologize and be loyal to the army of the Milko-Hanseti-Ruska Empire that will form. I will make some things more clear for the Milkman Loyalists and thats some of them: 1 The Place of meeting will be in the desert near krugmar. 2 There shouldnt be a lot of killing during the assasination of the King Of Hanseti-Ruska if it isnt needed. 3 The Country will be secular so if you belive any god you will be fine. 4 The elves and mages who will be loyal to the Country will be saved but they will used as a "Forced Soldiers". 5 The People can also become "The Recruiters" who will spread the word about the army of milkman If any Ruler of an Kingdom/Other Countries Wants to support the Milkmans army Message me At the Later hours The Power will go to My right hand Why Should i attack Hanseti-Ruska and not any other Country? You may ask yourself And the anwser is easy: Beacuse When i We to exterminate elves we need a power for it And the Best option for getting that power will be Hanseti-Ruska. When i will die The power of the country will be taken by The AbraxasReaper and There will be a Statue of me with my Grave at the legs of my statue (The satatue will be in capital) When i will take power In the 3 days People who want to emmigrate can do so! Lets make Aevos Great Again!
  10. My character always wanted to help nature it he lived in a forest for most of his live in a forest so he wanted to to do something good using the magic. His father (a highlander) wanted to use magic but it never succeeded so bamdun wanting to make his father proud in the afterlife he decited to be teached by the masters of druidism. 1 anyone can teach but elves 2 im a dwarf. My name is Bamdun Hammerworthy
  11. Welcome to elLuthien'thill Step into the world of ElLuthien'Thill, the mystical silver boutique where enchantments and mischief meet! Our shop is dedicated to providing our customers with unique and magical artifacts that will elevate their spell-casting game to new heights. Our custom enchantments are crafted with care and tailored to fit your needs, whether you're a seasoned wizard or a beginner seeking to explore the world of magic. With a wide selection of spell components, powerful amulets, and mysterious talismans, you're sure to find something that speaks to your inner sorcerer. Our knowledgeable staff is always on hand to help you find the perfect item, and we pride ourselves on our commitment to quality and customer satisfaction. We believe that everyone deserves a little more enchantment and mischief in their lives, and we're here to help make that happen! So don't wait, come visit us today and let us help you unlock your full potential! Because let's be real, who doesn't want a little more enchantment and mischief in their life? ElLuthien'Thill, where magic meets mayhem! Additional Services We are pleased to offer additional magical services upon request, subject to confirmation by our store manager. These services go beyond enchantments and can be tailored to meet the unique needs of our clients. Please feel free to inquire about these services and we will do our best to accommodate your request. Are you a future employee? If you're interested in the position, please submit your curriculum vitae to our store manager for consideration. Successful candidates will receive a notification via bird, inviting them to participate in an interview. We appreciate your interest in joining our team and look forward to reviewing your application. Collaborations? If you are interested in exploring a potential collaboration agreement with us, please contact the owner, Usamea, directly to discuss further. Our collaboration agreements are based on a commission payment structure, with payment terms determined on a per-collaboration basis. We welcome the opportunity to work together and look forward to hearing from you. Locations: Commonwealth of the Petra, City of Vallagne Clermont Court MORE TBA
  12. Good day fellow role-players, I wanted to address the fundamental flaws of Blade dancing, from the point of view of someone who has attempted many iterations of this lore piece, and its place as a bad lore piece. For those interested this is the passage I will be responding too; This comes from the following article; Now, with that out of the way. I do agree with a lot of this. Blade dancing is an extremely challenging lore piece to balance mechanically as you might struggle to balance weight, weapon mobility, and adequate weakness' for the caster so that they are not so far ahead in using weaponry at range that there is no reason to bother fighting martially. However a line out of this explanation made me realize something extremely important; "While again, a super cool and thematic idea". This line does well to outline the appeal, and reason people want blade dancing at all; it is a cool thematic way to combat opponents. And so I present my reasoning as to why I don't think the idea is fundamentally bad, my solution to the presented problems, and why this piece does not belong in this explanation topic. The goal of blade dancing as a lore piece doesn't necessarily need to put all of the issues that have been laid out into consideration. For example, if Blade Dancing was mechanically identical to LoTC's archery combat, simply reskinned with channeling flying swords instead of knocking arrows and drawing a bow, then they will be no stronger then an archer. We can justify this extremely easy within lore too. I will go through each concern, treating Blade Dancing as a reskinned bow and arrow combat: "What stops the user from not only manipulating blades, but having one of their own?" Alright, instead of knocking the arrow, and a drawing or aiming emote (Emote 1 and 2) we state that player must channel magic into the weapon for 2 emotes before the final, attack emote. The player cannot use another weapon simultaneously because they're too busy holding their hands out focusing on making the flying weapon attack to actually use another blade of their own. "Can they move just fine?" Yes, you can do this with a bow so I don't see why you could not in this instance. You can move up to 4 blocks, and then use a major action to progress channeling the flying-sword-attack, Just like how under the Honor Default combat rules you can move as well as take a major action such as notching an arrow, or drawing the bow. "Are they still strong?" On the cast emote, the strength of the attack is equal to the damage an arrow would have dealt to the target player. You can justify this as a strain caused by using magic at a distance affecting the strength of the flying-weapons swing. This solution would also fix the weight issue; it doesn't matter what weight the weapon is if every weapon deals the same amount of damage towards their opponent. By treating all melee weapons as a mechanically equal weapon, we allow archetypes (Like a rogue using flying knives vs dark knight using a flying greatsword) without their being any power difference between the two choices. "What cost is there to their lore?" If, mechanically speaking, the lore piece is identical to a bow and arrow, there doesn't need to be a cost. Because remember; the hypothetical piece we're making here is simply a reskinned bow and arrow. In exchange for the range these attacks offer us, we have to take longer to make our attack. "How long can they keep it up?" With a bow and arrow you must re-notch and re-draw your arrow each shot, so for Blade Dancing we will say that after the flying sword have swung majestically across the bare chest of the well-oiled barbarian you're fighting; the sword returns to the caster floating in front of them to be re-channeled for a next attack. Again, this is basically a magic-bow-and-arrow. You will be able to use it just as frequently. "What stops them from just stabbing people in the back with undodgeable strikes constantly?" I understand why so many people see this as an issue but it has such an easy solution. The weapon returns to its caster if it ever leaves the casters line of sight. Or even falls out of the air entirely, either works. One might argue that other players will just stand in front of the casters target to break line of sight- and sure. They should become the new target. If this was a bow and arrow they'd get shot instead. And, just a like a bow and arrow, you can utilize things like cover to break a casters line of sight and avoid getting hit. I truly believe that blade dancing's place as a fundamentally flawed concept is only true if you overthink the concepts possible mechanics. And I know this all too well as someone who fell into the same trap. The concept, if made as a reskinned version of the bow and arrows combat mechanics, could exist as a feat that has no further spells. That only exists to give players that unique aesthetic they are looking for. Unfortunately though, now that it is labelled a fundamentally flawed lore piece no one is going to want to try. As in the lore teams own words; "we strongly, strongly suggest not writing these pieces else you wish for a swift denial."
  13. Arcane Sculpting Whereas the magi of yore once conjured domes to defend cities, and harnessed pure beams of arcane energy to smite their foes, such potent arts have been lost to the annals of time, whisked away from the world at the fickle whim of the void. Nonetheless, attempts to recover such an art has been the aspiration of many magi since then, seeking once more to harness the esoteric force known as Arcanism to fuel their profound machinations. Such was the work of a small congregation of magi in the realm of Almaris, who in their desire to reattain the great works of Rivel, brought forth an art similar to that which had been lost. This, Arcane Sculpting, was the sculpting of mana to form objects of pure evoked energy, allowing mages to employ the art of "Arcanism" in their artificery’s. Explanation Arcane Sculpting is the process of altering and sculpting liquid mana to create a solid in which can be used to shape into a variety of things. This process enables the magi to form all manner of art, furniture, and even tools and weaponry by means of artificery. Arcane Sculpting requires a valid Transfiguration MA. Arcane Sculpting can be self-taught upon reaching T5 in Transfiguration. While sometimes contending with the likes of the more strenuous abilities to learn within Transfiguration, it doesn’t overreach similar study times to firmly grasp the ability to Sculpt the Arcane. One needs only a firm grasp upon the many concepts of transfiguration before first learning it, enabling one to teach themselves at T5 Transfiguration over the span of at least one IRL week, though likely over the course of multiple lessons. The process can at first be exhausting, though it may become more familiar over time, the ceilings of creation limitless. Altering and Sculpting Liquid Mana The process of altering Liquid Mana is a rather simple but tedious one for that of an experienced Alterationist, able to be done alone, with the aid of a greater source of mana (Obelisk, Tear, etc), or within a group for a greater outcome. Concentration is essential for this process, for should one's attention falter, it would sour the mana, using too much of its resource without completing the transition leaving it almost entirely useless. Its basics consist of utilizing Liquid Mana, whether conjured by the user or procured at an earlier time to fortify its state from a liquid to a solid via the Alter Density spell. Once the solidifying process has begun it is now ready for it to be molded to take the form of the casters will. This process often results in the Arcane Sculpture taking the color of the caster or lead casters’ aura, some finding the sculpture even pulsed this color. As the mana is woven into a solid form, the mage may begin to shape it as they wish, binding it as either Soft or Hard Sculpted Mana as expanded upon below. Soft Sculpting Soft-Sculpted Mana is generally much more malleable and translucent, ideal for basic enchantments or shapes, such as a vase, a hovering light, a musical instrument, or other artistic and aesthetic objects. In most cases It has the general consistency and durability of regular glass, and thus, may be shattered with relative ease, making it less than ideal for combat weight bearing objects. Soft-sculpted mana can appear with fine detail, though any visible “sharp” points would not do much to cause damage even if it was deliberately used to do such, at most only scraping against the skin, resulting in breaking itself. Finally, the process of altering soft Mana can also be elongated to create a liquid form much like its original appearance, capable of being utilized similarly in artistic and aesthetic objects, manipulated to appear thicker or more translucent alike it’s more solid counterpart, though it’s fragility similarly affects it’s inability to be used in any way to cause harm, resulting in it dissipating similarly to were it not first bound upon forming. Soft Sculpting Redlines RP Example [1] Algrimmor’s eyes lit ablaze with blue voidal light as he began to channel forth his ability. [2] The old dwarf waved a marred hand over the bottle of liquid mana, pulling it forth from its rest into action as he weaved and sculpted it into its destiny, the rough shape of a dagger forming before he then focused upon solidifying the Mana in place. [3] With the shape now formed, the surface of the mana bubbled and rippled as it was solidified, soon hardening into what would appear to be a vaguely translucent glass dagger of blue hues, unsuitable for combat, though perhaps a fitting letter opener. Hard Sculpting Hard-Sculpted Mana requires much more effort to perform, and requires multiple mages in a ritual, depending on the size of the project. Mana in this form can be made to take on the texture and durability of steel, making it ideal for Tools and weaponry, along with larger structures. Being as durable as regular steel, hard-sculpted mana can be as heavy as steel too. It is oftentimes less translucent than soft-Sculpted mana, though does glow slightly brighter as well. However, to bind this type of mana to the material world would necessitate greater aids, such as mage-gold or Arcanium, to effectively hold it. These applications of sculpted mana will require ST approval in order to be valid, with objects like swords requiring signing, and larger structures requiring ST approval or potentially an accepted MArt application. Unique Effect The reasoning one might wish to fashion a Hard-Sculpted Mana piece over an Arcanium piece would be the additional utility available to the user through the added purity of a piece pure of mana over what is effectively an alloy in Arcanium. That utility being the added ability to enchant additional lesser enchantments onto the piece alongside the regular single enchantment one would be capable of putting on any item. While an Arcanium enchantment can contain a maximum of one T5 enchantment within itself, the Hard-Sculpted piece would allow for an additional two lesser enchantments, often used for greater utility to suit the creator's needs as opposed to requiring additional items to fill such needs. Hard Sculpting Redlines RP Example [1] Balgrimmor took center stage at the altar, glancing amongst his peers as they prepared for the coming ritual, their eyes upon the item at the center of the altar, a large Arcanium hilt. As each member of the ritual honed their connection, they each began to funnel forth their energies for the main magi to utilize. [2] Beginning to work away, the magi central to the ritual called forth a strong flow of liquid mana, twisting and weaving the excess at their disposal, molding it vaguely into the shape of a blade that originated at the Arcanium hilt. [3] Fatigue began to set in amongst the group as the ritual further heightened, the ghostly blade solidifying slowly with great ripples and bursts of energy, its form hardening and solidifying both to the hilt and to reality itself. [4] Winding down now as the remainder of the gathered energies solidified the blade, those present felt the great weight of their efforts pull at their muscles, a taxing but worthwhile process as they now gazed upon the Arcane Sculpted Blade. General Redlines Purpose and Citations Questions Do you think it is necessary or would enhance RP to add a rolling system similar to Arcanium to this method? Or do you think the requirement of Arcanium as a potential precursor is sufficient? Off the back of the last question, should hard-sculpted items exclusively require Arcanium to have a rolling system included in the process alongside at least a day of exhaustion? Or do you think it should be left open for lesser magi to utilize magegold? Right now despite having example emotes, there isn’t a required number of emotes listed anywhere, do you think there should be? Or in the spirit of free form RP, should it be kept intentionally vague? Although only Lesser Enchantments and almost entirely non-combative in use, do you think two extra on hard sculpted items is too excessive?
  14. In the beggining... Magic was among the greatest things to happen to orc, human, dwarf, and elf kind alike. No matter if it was simple housemagery or casting great snowstorms as a snow witch. Magic has always been used as a source of power to protect not only oneself but all those in need around them. Of course with power it is only natural to have greed. The wish for more is always there... no matter what you believe or what feelings you act on greed is impossible to be fully immune to. Of course danger arises from mages who wish to seek greed as a whole. Dynamancy is founded in the belief that greed is natural, but acting on it is of evil intent. Because of this dynamancers swear to risk life and limb to rid the world of all those granted power that use it for evil and terror. But Of course no system is perfect... good intent can always shift to that of evil. We call these the Dakenmancers, Dynamancers who have lost their way seeking more power than was already provided. To refuse the destruction of evil but to embrace it. As a Dynamancer it is a responsibility... Dakenmancer are not only to be destroyed they are to be prevented. If a teacher of Dynamancy creates a Dakenmancer they are to kill their student before destroying their own life as well. This is to keep balance... even if it is quite unfair at times... Mechanics Shortened Physics: Dynamancy is the redirection of any energy using mana. Dynamancers turn potential energy into kinetic creating energy waves of any kind at will using just mana. Dynamancer: A Practitioner of Dynamancy. A Person who has committed their power to the destruction of evil and to uphold fairness. Dakenmancer: A Practitioner of dynamancy and other unholy arts (Magical or not) A Dakenmancer is committed only to their own will. Dynamancy: The term used for mages who use mana to redirect energy. Whether it be electricity or heat all electricity from a natural source (IE any energy that has been created via nonmagic means) DYNAMANCY TAKES 3 SPELL SLOTS How To CRP Dynamancy Dynamancy gives a user the ability to manipulate existing fire and create lightning, this is done via using Mana to redirect and amplify energy and wavelengths, including sound, fire, friction, and electricity. Electricity being the main part of Dynamancy Ill explain first. Activation of a spell with electricity drains a lot of mana, making the user tired and sluggish if not used right.(Roll) You also need to emote once to activate a spell. Activation also takes 5 seconds. When charging a spell for electric Variation of dynamancy the longer you emote and hold the spell the more effective via range, damage, burns, etc. for every 2 seconds it increases 1 block in the range starting at 2 blocks. (tier level applies.) The focus needs to be exact with electric dynamancy, if you roll a d20 under 5 it will backfire, and depending how long you charged the spell can decide energy. If you held the spell for 5 or less seconds you will get minor burns if you held the spell for 10 seconds or less you will get second-degree burns if you hold a spell for longer than that you will get third-degree burns., if you roll 7 or less the spell will not work. If attacking physically or in a stressful situation, focus will be harder, so anything under 7 (d20) will cause a spell to cease function. Release takes 1 - 2 emotes depending the spell and how long you charged it. If charged for 5+ seconds it will take 2 emotes. If the spell is more powerful or is made for destructive combat it will also take 2 emotes. Fire Variation of Dynamancy and how to CRP it. Fire Dynamancy can only be used when near a fire source, including torches, campfires, lanterns, and fire blocks yet not near lava. Activation of a fire spell will cost less mana and will also take only one emote. It is easier to charge fire spells, as charging every 2 seconds will increase range by 3 blocks maxing out at 10. Less focus is required with fire, but rolling under a 5 (d20) will burn you severely, minimum burns can be second-degree. If you charge a fire spell to the maximum and it backfires you will need immediate medical care or it could be fatal. Releasing a fire spell takes 1 emote. Remember you can only manipulate fire from a fire source so fire whips and swords from torches and little fireballs from lanterns. Remember to also roll for accuracy! Sound CRP Sound CRP is not meant for combat, you can make a grouchy noise but other than that this will not help you in combat. It takes 1 emote to cast a sound spell. Focus is required when trying to make yourself louder or your voice sound better. So being distracted or attacked will make this variation impossible. The release takes no emote but costs small amounts of mana to cast and continue to keep it going. See Mana training to improve time. can last up to 5 minutes (each tier is +1 minute. maxing out at 10 minutes before a recast is needed) Medical CRP Activation takes 1 emote and 2 mana points. Charge begins to burn through mana depending on how long you keep up the spell, see mana training. Focus is required and any major interruption(examples being screaming, loud banging, bells, earthquake, etc.) will render the spell no longer working and can even harm a patient more, (roll d20, if less than 10 from a major interruption the spell will harm the patient.) The release takes 2 emotes and a roll to make sure the spell does not backfire, this is because of the ability to restart the heart of a comrade. More On Spells And Their Potential! Spell Potential Spell potential is not super limited, a spell can only be so effective yet depending the casting style of the user and what they decide to do as well as how experienced they are a dynamancer can do just about whatever they want with energy as long as it follows range. With the amplification of energy you have a lot of options so long as the are not made to Powergame. or cancel out another's action. | | \/ Range Lightning spells max out at 12 blocks. Fire spells max out at 10 blocks and you need to be near a fire source or be holding a lantern, torch, etc. Sound-related spells can reach 20 blocks. It takes 1 emote for lightning spells to be active and another emote for them to be cast. If you are injured in a fatal way your range becomes halfed as your mana control will be harder to control when you are bleeding out. Mana Training A Dynamancer must be good at controlling mana. All Dynamancers have to undergo 1 saints week of training before they can cast spells. New Dynamancers will require more mana to cast spells as they have less control over their mana. For a dynamancer to train mana they have to sit at a candle and try to focus mana to their hands to heat their fingertips. Then snap and light the candle. Upon doing so they attempt to make the fire larger and smaller without making it go out. Mastery of this will take a saints week. Casting spells can also train mana. Physical Affects All Dynamancers undergo physical changes the more they do Dynamancy. Often veins become more visible along the body making it appear like there are blue and purple vines spreading under the skin. This is the least noticeable at the beginning of Dynamancy but more practice makes it more noticeable. If the Dynamancer is a practitioner of other magic arts it is also less noticeable. (Dakenmancers, or dynamancers who practice voidal or other anti-cannonist arts will not have this affect at all.) Required When Learning Dynamancy is unable to be learned by the unintelligent or easily distracted. Though some certain creatures with low intelligence can become mages often this is nearly impossible for those trying to learn dynamancy with below-average intelligence. This is because the direction of mana needs to be on a course perfect with that of what you are trying to do otherwise a spell will backfire. Immense training is needed before you can attempt any kind of teaching or general use outside of small spells like mana training spells and sound spells. (To train actual spells you need to have mastered Dynamancy Fully) Medical Variation of Dynamancy Some practitioners of Dynamancy can restart a heart (3 emotes and a 2 blocks range) while some simply warm or cool down a patient with a fever. Some will even use electricity to seal a cut wound or remove an infected area of skin. (other player must roll a d10 for pain levels) It is recommended to learn medical tactics before studying this form of dynamancy. Redlines Rolling a 5 or under on a d20 will cause a spell to backfire causing damage, and you will be temporarily unable to use Dynamancy. If attacking with physical strength dynamancy you use becomes weaker, as you have less focus on redirecting the energy with your mana. When casting a spell you become vulnerable and unable to fight back until the spell is finished, depending the amount of emotes needed to cast a spell. Dynamancers can not use fire or lightning spells in water, the fire will certainly go out on any torch or lantern you are using, and lightning will shock you. On top of that it is impossible as when trying to swim you can not focus enough to direct mana anyway. Dynamancy is weaker and costs more mana when bleeding excessively. Unable to use fire spells when raining Cannot wear metallic armor when casting a spell as they can disrupt focus due to how heavy they are and can conduct electricity killing the mage. When bleeding profusely (bleeding out fatally) spells will be impossible to cast. A Dynamancer can NOT access voltages that are lethal unless a spell of their own backfires. Lightning blade and whip can cause serious lashes and burns but can not remove limbs fully. It can burn the skin and nerves mostly off but there will be enough there in the end to hold together the limbs. Base Spells Lightning Spells: Lightning Arc The User creates a large bolt of lightning that can travel around the users body. It appears to be a rope made of energy and can be grabbed and used as a whip. When a person is whipped it can leave minor burns and lashes around the area whipped. As the user moves their hands an arc of lightning will grow in length around them. Looking like a stream of fireflies they surround the user in a spiraling motion. This spiral grows in size until it covers the user or the user grabs the large arc now fully spread around their body. Thundering Touch By touching your opponent and sending electricity into their body you can cause their muscles to spasm making them unable to use weapons for 1 emote. This will also render the arm used to cast the spell useless for 2 emotes. Upon touch the opponent begins to flinch uncontrollably and shake as if having a seizure. Their chest puffs in and out as their arms flail, they fall to the ground still shivering from the horrifying experience. Their hands shaking not from the electricity, but fear. The caster is also stunned for 1 emote as electricity just flew through their body. Doing this spell on the head of an individual will make it more likely to backfire. You must roll a NAT 20 for it to be effective at all. Anything less will backfire and cause you to be stunned. Electric Channel You can use this spell to form shapes and detailed sculptures of lightning. Uses more mana depending size and detail. A Dynamancer pulls electricity from the air as it shoots into a ball, then it begins to shift into a sort of square. It begins to spin in the dynamancers hand over and over again. Finally, the dynamancer begins to shape a bird and sends it off, an electric bird flying into the sky. Electric Blade Experienced Dynamancers can create a blade made fully of lightning while newer dynamancers may channel electricity into a sword made of conductive metal. As a dynamancer holds the handle of a shattered sword lightning begins to gather around where a blade should be. The lightning grows and shrinks as if the sword was breathing, finally taking a perfect shape of a sword. Appearing finish the hilt seems dark compared to the blue glow of the lightning sword. Electric Redirect If a dynamancer shoots a lightning bolt, or if any surge of energy is directed to a dynamancer you can redirect it into the sky, (costs massive mana and can only be used once per resting period unless it is a small jolt from like a bit of redstone etc.) As a lightning bolt shoots to a dynamancer he quickly makes a circular motion with his arms redirecting the electricity to the sky, like a huge slingshot. As it flings into the air the lightning suddenly cracks sending down little sparks of mana. Fire Spells (Fire Source Needed, note you can strike the ground with electricity on a flammable substance to start a fire but it will cost an emote.) Flaming Blade Using a torch a dynamancer can create a sword out of fire. Depending the size of the sword depends the mana cost. Must be holding a torch. Can cause 2nd - 3rd degree burns. as a dynamancer holds a torch a spiral begins from the small flame at the end. Forming a great sword of fire in the caster's hands. His body and surroundings showered in light as sparks fly from the engulfed blade. Flaming Whip Using a torch a dynamancer can manipulate the fire to work as a sort of whip. causes 2nd degree burns. A dynamancer lifts his hand holding a torch, then slamming it down to his waist. Upon doing so the flame grows into what appears to be a rope of fire. The whip is twirled effortlessly seeming to have no weight at all. Fire Flies Using a lantern or nearby fire source a dynamancer can create small balls of fire (6 inches in width and height) and shoot them at an enemy or use it to light something. can cause 2nd - 3rd degree burns. as a dynamancer smashes a glass lantern to the floor it engulfs the grass in flames. The dynamancer Flicks his fingers pushing energy from the fire into little spheres, creating fireballs. Using these small groups of fireballs he shoots them at his opponent. Flaming Fist A Dynamancer can channel fire to spread across their limbs which can be used in hand to hand combat to burn the enemy with their punches. It can be put out easily with water. If something draws all focus of the dynamancer away from his spell he will lose control and burn anything the fire was near, including body parts. 3rd degree burns. The fist of the dynamancer engulfs in flames spreading up his body like a coating of flaming armor. It showers the dynamancer in heat as it grows and shrinks on his body. Sound Spells Music Tamper Using the energy in wavelengths a dynamancer can edit the way something sounds (IE singing or an instrument) based on their imagination. Vocal Amplification A Dynamancer can amplify how loud a sound is, yet not to a harmful level. A dynamancer screams making an ear wrenching echo in the cave nearby. Medical Spells Electric Blade A Dynamancer can make a 1 - 4 inch blade of lightning from their fingertips. This can cut into skin to potential remove an arrow or something of the sort. (Conscious patients must roll pain level with a d10) A jolt of lightning comes down the arm through the veins of a dynamancer, eventually piercing through his fingers like little surgical blade or lightning. Electric Pulse A Dynamancer can send electricity to the heart of a patient to restart the heart. If done too many times the heart can become fried and can potentially backfire on the caster. (Roll d20) A dynamancer places both hands on his dying friend, upon doing so he presses energy into the heart, causing a jolt through his comrade's body. Upon doing so he begins to breathe once more shaking from adrenaline. Melting Touch A Dynamancer can focus heat energy to their fingertips in order to melt skin of a patient back together. As a dynamancer pulls an arrow from his leg he pull energy from the air making his fingertips a red hot. As he stroked his wound the skin melted together causing the bleeding to stop, yet he was still a limp. Thermal Spells Candle Ignition By focusing heat to a candle wick you can light a candle by touching it. As a dynamancer looks to a candle he flicks directing the friction from his fingers into the candle wick setting it alight. Rise and Low Using energy from a candle or torch you can make a flame grow higher or smaller. As the dynamancer rose his hands and lowered them around the nearby lit candle, the flame would grow higher and lower. Freezing touch by redirecting thermal energy out of your hands you can freeze water or grass upon touch, making it nice for a hot summer day to cool off your drink. Can not be used to harm an opponent. Can not be used to walk on water, the ice is only 1 inch thick. As a dynamancer placed a finger in his warm water fractals of ice began to spread around the edges of the cup making the water ice cold once more for his enjoyment! Remember, Dynamancy is flexible. It is made for a user to come up with their own spells, as long as it is in regulation and you do NOT POWER GAME. Tiers Tier 1 A New student, or a tier one dynamancer, can create heat and cool things down, as well as some static electricity along their hands. Nothing more than a shock from rubbing your clothes and then touching someone. They can also light a candle by snapping and touching the wick. Lasts 3 OOC Weeks Tier 2 A tier two dynamancer can bend fire and create electric bolts that can go up to 4 blocks. The fire can be at most from a torch creating a kind of dagger or from a lantern to make a little fake bird or some other kind of little animal to animate and fit in their palm. They can now use sound magic to half effectiveness needing to roll to make sure it does what they want. This can go to the maximum 20 blocks already. They are also able to use the full range of medical dynamancy. Lasts 2 OOC month Tier 3 A Tier 3 dynamancer can create fireballs and swords up to 2 feet in length using a torch or lantern. Their Lightning spells can also reach up to 8 blocks now. By this stage, the veins in their arms are becoming more noticeable. Lasts 2 OOC months Tier 4 A tier 4 dynamancer can now bend fire and electricity to their will, making arcs and all kinds of attacks within a 12-block radius. They can now use fire spells up to 8 blocks away. They can also create whips of fire using torches, up to 4 feet long. (four blocks) The veins in their arms are even more noticeable. Lasts 2 OOC Months Tier 5 By this stage, you have mastered dynamancy. You can spread lightning and fire across your body and not be harmed in any way so long as you are controlling it with mana. If you do not have perfect mana control you will be burned while training to set your hands or other parts of your body ablaze or have lightning spread across those areas. (Roll a d20 9 and below means fail and you are burned, 10 means it has no effect, and 11+ means it works.) (You also still need a torch or fire nearby to cast fire spells even still. Including coating your body with it.)
  15. Shortened Physics: Dynamancy is the redirection of any energy using mana. Dynamancers turn potential energy into kinetic creating energy waves of any kind at will using just mana. Dynamancer: A Practitioner of Dynamancy. Dynamancy: The term used for mages who use mana to redirect energy. Whether it be electricity or heat all electricity from a natural source (IE any energy that has been created via nonmagic means) DYNAMANCY TAKES 3 SPELL SLOTS How To CRP Dynamancy Dynamancy gives a user the ability to manipulate existing fire and create lightning, this is done via using Mana to redirect and amplify energy and wavelengths, including sound, fire, friction, and electricity. Electricity being the main part of Dynamancy Ill explain first. Activation of a spell with electricity drains a lot of mana, making the user tired and sluggish if not used right.(Roll) You also need to emote once to activate a spell. Activation also takes 5 seconds. When charging a spell for electric Variation of dynamansy the longer you emote and hold the spell the more effective via range, damage, burns, etc. for every 2 seconds it increases 1 block in the range starting at 2 blocks. (tier level applies.) The focus needs to be exact with electric dynamancy, if you roll a d20 under 5 it will backfire, and depending how long you charged the spell can decide energy. If you held the spell for 5 or less seconds you will get minor burns if you held the spell for 10 seconds or less you will get second-degree burns if you hold a spell for longer than that you will get third-degree burns., if you roll 7 or less the spell will not work. If attacking physically or in a stressful situation, focus will be harder, so anything under 7 (d20) will cause a spell to cease function. Release takes 1 - 2 emotes depending the spell and how long you charged it. If charged for 5+ seconds it will take 2 emotes. If the spell is more powerful or is made for destructive combat it will also take 2 emotes. Fire Variation of Dynamancy and how to CRP it. Fire Dynamancy can only be used when near a fire source, including torches, campfires, lanterns, and fire blocks yet not near lava. Activation of a fire spell will cost less mana and will also take only one emote. It is easier to charge fire spells, as charging every 2 seconds will increase range by 3 blocks maxing out at 10. Less focus is required with fire, but rolling under a 5 (d20) will burn you severely, minimum burns can be second-degree. If you charge a fire spell to the maximum and it backfires you will need immediate medical care or it could be fatal. Releasing a fire spell takes 1 emote. Remember you can only manipulate fire from a fire source so fire whips and swords from torches and little fireballs from lanterns. Remember to also roll for accuracy! Sound CRP Sound CRP is not meant for combat, you can make a grouchy noise but other than that this will not help you in combat. It takes 1 emote to cast a sound spell. Focus is required when trying to make yourself louder or your voice sound better. So being distracted or attacked will make this variation impossible. The release takes no emote but costs small amounts of mana to cast and continue to keep it going. See Mana training to improve time. can last up to 5 minutes (each tier is +1 minute. maxing out at 10 minutes before a recast is needed) Medical CRP Activation takes 1 emote and 2 mana points. Charge begins to burn through mana depending on how long you keep up the spell, see mana training. Focus is required and any major interruption(examples being screaming, loud banging, bells, earthquake, etc.) will render the spell no longer working and can even harm a patient more, (roll d20, if less than 10 from a major interruption the spell will harm the patient.) The release takes 2 emotes and a roll to make sure the spell does not backfire, this is because of the ability to restart a heart. Spell Potential Spell potential is not super limited, a spell can only be so effective yet depending the casting style of the user and what they decide to do as well as how experienced they are a dynamancer can do just about whatever they want with energy as long as it follows range. With the amplification of energy you have a lot of options just remember the range. | | \/ Range Lightning spells max out at 12 blocks. Fire spells max out at 10 blocks and you need to be near a fire source or be holding a lantern, torch, etc. Sound-related spells can reach 20 blocks. It takes 1 emote for lightning spells to be active and another emote for them to be cast. Mana Training A Dynamancer must be good at controlling mana. All Dynamancers have to undergo 1 saints week of training before they can cast spells. New Dynamancers will require more mana to cast spells as they have less control over their mana. For a dynamancer to train mana they have to sit at a candle and try to focus mana to their hands to heat their fingertips. Then snap and light the candle. Upon doing so they attempt to make the fire larger and smaller without making it go out. Mastery of this will take a saints week. Casting spells can also train mana. Physical Affects All Dynamancers undergo physical changes the more they do Dynamancy. Often veins become more visible along the body making it appear like there are blue and purple vines spreading under the skin. This is the least noticeable at the beginning of Dynamancy but more practice makes it more noticeable. If the Dynamancer is a practitioner of other magic arts it is also less noticeable. Required When Learning Dynamancy is unable to be learned by the unintelligent or easily distracted. Though some certain creatures with low intelligence can become mages often this is nearly impossible for those trying to learn dynamancy with below-average intelligence. This is because the direction of mana needs to be on a course perfect with that of what you are trying to do otherwise a spell will backfire. Immense training is needed before you can attempt any kind of teaching or general use outside of small spells like mana training spells and sound spells. (To train actual spells you need to have mastered Dynamancy Fully) Medical Variation of Dynamancy Some practitioners of Dynamancy can restart a heart (3 emotes and a 2 blocks range) while some simply warm or cool down a patient with a fever. Some will even use electricity to seal a cut wound or remove an infected area of skin. (other player must roll a d10 for pain levels) Redlines Rolling a 5 or under on a d20 will cause a spell to backfire causing damage, and you will be temporarily unable to use Dynamancy. If attacking with physical strength dynamancy you use becomes weaker, as you have less focus on redirecting the energy with your mana. When casting a spell you become vulnerable and unable to fight back until the spell is finished, depending the amount of emotes needed to cast a spell. Dynamancers can not use fire or lightning spells in water, the fire will certainly go out on any torch or lantern you are using, and lightning will shock you. On top of that it is impossible as when trying to swim you can not focus enough to direct mana anyway. Dynamancy is weaker and costs more mana when bleeding excessively. Unable to use fire spells when raining Cannot wear metallic armor when casting a spell as they can disrupt focus due to how heavy they are and can conduct electricity killing the mage. When bleeding profusely (bleeding out fatally) spells will be impossible to cast. Base Spells Lightning Spells: Lightning Arc The User creates a large bolt of lightning that can travel around the users body. It appears to be a rope made of energy and can be grabbed and used as a whip. When a person is whipped it can leave minor burns and lashes around the area whipped. As the user moves their hands an arc of lightning will grow in length around them. Looking like a stream of fireflies they surround the user in a spiraling motion. This spiral grows in size until it covers the user or the user grabs the large arc now fully spread around their body. Thundering Touch By touching your opponent and sending electricity into their body you can cause their muscles to spasm making them unable to use weapons for 2 emotes. This will also render the arm used to cast the spell useless for 3 emotes. Upon touch the opponent begins to flinch uncontrollably and shake as if having a seizure. Their chest puffs in and out as their arms flail, they fall to the ground still shivering from the horrifying experience. Their hands shaking not from the electricity, but fear. Electric Channel You can use this spell to form shapes and detailed sculptures of lightning. Uses more mana depending size and detail. A Dynamancer pulls electricity from the air as it shoots into a ball, then it begins to shift into a sort of square. It begins to spin in the dynamancers hand over and over again. Finally, the dynamancer begins to shape a bird and sends it off, an electric bird flying into the sky. Electric Blade Experienced Dynamancers can create a blade made fully of lightning while newer dynamancers may channel electricity into a sword made of conductive metal. As a dynamancer holds the handle of a shattered sword lightning begins to gather around where a blade should be. The lightning grows and shrinks as if the sword was breathing, finally taking a perfect shape of a sword. Appearing finish the hilt seems dark compared to the blue glow of the lightning sword. Electric Redirect If a dynamancer shoots a lightning bolt, or if any surge of energy is directed to a dynamancer you can redirect it into the sky, (costs massive mana and can only be used once per resting period unless it is a small jolt from like a bit of redstone etc.) As a lightning bolt shoots to a dynamancer he quickly makes a circular motion with his arms redirecting the electricity to the sky, like a huge slingshot. As it flings into the air the lightning suddenly cracks sending down little sparks of mana. Fire Spells (Fire Source Needed, note you can strike the ground with electricity on a flammable substance to start a fire but it will cost an emote.) Flaming Blade Using a torch a dynamancer can create a sword out of fire. Depending the size of the sword depends the mana cost. Must be holding a torch. Can cause 2nd - 3rd degree burns. as a dynamancer holds a torch a spiral begins from the small flame at the end. Forming a great sword of fire in the caster's hands. His body and surroundings showered in light as sparks fly from the engulfed blade. Flaming Whip Using a torch a dynamancer can manipulate the fire to work as a sort of whip. causes 2nd degree burns. A dynamancer lifts his hand holding a torch, then slamming it down to his waist. Upon doing so the flame grows into what appears to be a rope of fire. The whip is twirled effortlessly seeming to have no weight at all. Fire Flies Using a lantern or nearby fire source a dynamancer can create small balls of fire (6 inches in width and height) and shoot them at an enemy or use it to light something. can cause 2nd - 3rd degree burns. as a dynamancer smashes a glass lantern to the floor it engulfs the grass in flames. The dynamancer Flicks his fingers pushing energy from the fire into little spheres, creating fireballs. Using these small groups of fireballs he shoots them at his opponent. Flaming Fist A Dynamancer can channel fire to spread across their limbs which can be used in hand to hand combat to burn the enemy with their punches. It can be put out easily with water. If something draws all focus of the dynamancer away from his spell he will lose control and burn anything the fire was near, including body parts. 3rd degree burns. The fist of the dynamancer engulfs in flames spreading up his body like a coating of flaming armor. It showers the dynamancer in heat as it grows and shrinks on his body. Sound Spells Music Tamper Using the energy in wavelengths a dynamancer can edit the way something sounds (IE singing or an instrument) based on their imagination. Vocal Amplification A Dynamancer can amplify how loud a sound is, yet not to a harmful level. A dynamancer screams making an ear wrenching echo in the cave nearby. Medical Spells Electric Blade A Dynamancer can make a 1 - 4 inch blade of lightning from their fingertips. This can cut into skin to potential remove an arrow or something of the sort. (Conscious patients must roll pain level with a d10) A jolt of lightning comes down the arm through the veins of a dynamancer, eventually piercing through his fingers like little surgical blade or lightning. Electric Pulse A Dynamancer can send electricity to the heart of a patient to restart the heart. If done too many times the heart can become fried and can potentially backfire on the caster. (Roll d20) A dynamancer places both hands on his dying friend, upon doing so he presses energy into the heart, causing a jolt through his comrade's body. Upon doing so he begins to breathe once more shaking from adrenaline. Melting Touch A Dynamancer can focus heat energy to their fingertips in order to melt skin of a patient back together. As a dynamancer pulls an arrow from his leg he pull energy from the air making his fingertips a red hot. As he stroked his wound the skin melted together causing the bleeding to stop, yet he was still a limp. Thermal Spells Candle Ignition By focusing heat to a candle wick you can light a candle by touching it. As a dynamancer looks to a candle he flicks directing the friction from his fingers into the candle wick setting it alight. Rise and Low Using energy from a candle or torch you can make a flame grow higher or smaller. As the dynamancer rose his hands and lowered them around the nearby lit candle, the flame would grow higher and lower. Freezing touch by redirecting thermal energy out of your hands you can freeze water or grass upon touch, making it nice for a hot summer day to cool off your drink. Can not be used to harm an opponent. Can not be used to walk on water, the ice is only 1 inch thick. As a dynamancer placed a finger in his warm water fractals of ice began to spread around the edges of the cup making the water ice cold once more for his enjoyement! Remember, Dynamancy is flexible. It is made for a user to come up with their own spells, as long as it is in regulation and you do NOT POWER GAME. Tiers Tier 1 A New student, or a tier one dynamancer, can create heat and cool things down, as well as some static electricity along their hands. Nothing more than a shock from rubbing your clothes and then touching someone. They can also light a candle by snapping and touching the wick. Lasts 1 OOC Week Tier 2 A tier two dynamancer can bend fire and create electric bolts that can go up to 4 blocks. The fire can be at most from a torch creating a kind of dagger or from a lantern to make a little fake bird or some other kind of little animal to animate and fit in their palm. They can now use sound magic to half effectiveness needing to roll to make sure it does what they want. This can go to the maximum 20 blocks already. They are also able to use the full range of medical dynamancy. Lasts 2 OOC weeks Tier 3 A Tier 3 dynamancer can create fireballs and swords up to 2 feet in length using a torch or lantern. Their Lightning spells can also reach up to 8 blocks now. By this stage, the veins in their arms are becoming more noticeable. Lasts 2 OOC weeks Tier 4 A tier 4 dynamancer can now bend fire and electricity to their will, making arcs and all kinds of attacks within a 12-block radius. They can now use fire spells up to 8 blocks away. They can also create whips of fire using torches, up to 4 feet long. (four blocks) The veins in their arms are even more noticeable. Lasts 3 OOC weeks Tier 5 By this stage, you have mastered dynamancy. You can spread lightning and fire across your body and not be harmed in any way so long as you are controlling it with mana. If you do not have perfect mana control you will be burned while training to set your hands or other parts of your body ablaze or have lightning spread across those areas. (Roll a d20 9 and below means fail and you are burned, 10 means it has no effect, and 11+ means it works.) (You also still need a torch or fire nearby to cast fire spells even still. Including coating your body with it.)
  16. _______________________________________________________________________ _______________________________________________________________________ It was a draining exploration, a lone soul seeking to find himself through the thick and thin of the troubles that grounded him. In the end, he did not find what he was looking for, instead found only the tree that left him bitter and alone. Forcing a remembrance of not the good times, but rather the bad. A plume of flame being the only thing left from the venture. And a bitter elf. The day was hot and humid, the rays of sunshining beaming down upon the Silver State of Haelun’or, the city of Asul’hileia. It was when the times were saturated and abundant with trials of just about anyone, one for a petty argument, another for aggravated assault. Yet an elf, freshly victim to one such trial only for standing up for the justice he believed necessary to better the city. Stripped of his role as government official, his family turning their backs upon him in his time of need. On a bench, he sat tightening his boots with a grim look scouring over his visage. Left to rapid scrutiny by other citizens and ex-family alike, he felt at a loss and filled with melancholy and a dour gait in his move set. Outside, the humid city did he set foot to journey to a long, almost forgotten place. Dressed in a dusty, old set of blue robes and a traveling tunic of red that did not at all quite fit together, yet worn still they were. Not a person batted an eye at his lack of position in the city, finding his way out the gates that were never open did he walk towards the nearest harbor, that being the ruins from a recent undead dragon attack, being Cloudbreaker. Yet he did not care to search the ruins as other bandits and rats might, he only sought a boat, which ultimately he did find. A boat for one, large enough for the cool breeze and the deep blue sea. The wood groaned at the weight of the elf stepping upon the dusted surface, beaten yet still sea-worthy. He fastened a few ropes, raised the anchor and soon was set off, angled to the Northeast of Almaris. The sea was rough, waves high enough to topple the boat at any moment, yet by some outside factor did it stay erect. The wind billowed, pushing the sail forth which in turn propelled the rigid boat the elf rode upon. Days had passed, the nights calming the waters enough for the elf to sleep, if only for an hour or two. The food that sustained him only being dried jerky and hardtack that was swelled with sea spray. In the midst of night did the pessimistic high elf attempt to catch a few winks of sleep, yet the waters were not calm for that he was in the middle of the ocean. They were calm because he was close to his destination, a guttural, grinding sound having cried out as the bottom of the ship scraped against stone and sand alike where he beached. The Elf had been startled awake by the horrific, scratchy sound. Quick, was he to raise the sails and drop the anchor so that the boat would not float away, though it was unlikely it would ride the seas anymore. Upon the edge of the boat did he press a boot, leaning forth to look out at the greenery he found himself upon, a nod of approval showed as he recognized it almost immediately, though perhaps a bit overgrown if anything. It appeared to be the Silver Isles, home to the ruins of Karinah’siol. “Ah.. My home, gone and ruined..” A grumble sounded from the scornful elf, a robust sigh huffed out as he made his way through the overgrown brush. The coos and skittering of the local wildlife appeased him, atleast for a moment, bugs having done well to bite at his form as any tropical isle might house. Yet it was still familiar to him, nostalgic in a way, like a mother tucking in a child after serving them a warm cup of milk to aid in the process. The nostalgia shattered though when the high, silver walls were shown to him. They stood tall but were addled with holes, chunks having been worn out of them due to lack of upkeep. Crumbles of marble littered the outside, many an entrance littered at the base where no doubt that nothing good lived within. His resolve strengthened, as once again, that was not his goal. Instead, it was for something else, so his boots scraped upon gravel roads as he ushered himself forth towards the city ruins. Charred ruins of buildings such as the tavern or the soldier headquarters, the Sillumir, littered either side of the street. Such being the goal of the previous ruler in an attempt to leave the city unlivable in case of outsiders taking over. A sneer, distasteful as the sight was, covered the face of the else as he trekked through the ruins, up an old set of stairs with holes or crumbles. The gates that separated the esteemed ‘thill of the older land from the lesser' were raised. Perhaps a symbol of the integration of the old city's inhabitants joining the lesser in the horrid atmosphere of Almaris, rather than in secluded isolation on the Silver Isles. Or it was simply but a gate that no longer had a purpose, condemned to rotting and gathering rust whilst idle bandits or ruin-explorers wandered through. Such thoughts filled the mali’aheral’s head as he passed through, though soon to come to a stop as he saw what he came for. His old home, where he spent most of his time. Sweat from the trek stuck to the neck of the ‘aheral as he was quick to enter the home, still standing tall and regal as can be, yet worn with time and intruders. The windows had busted in, the sills of such were littered with shattered glass, the door having been taken off at the hinges and simply missing. And so he had no door to open when he entered to find many books, unlegilbe strewn about the floors, the carpet having been ripped and torn, notes scrawled onto the wall via dagger or blade. None of which held any coherent meaning except for perhaps a love feud or otherwise between two distinct lovers. Again, he passes by, leaving it to rest, to not overturn the dusty items that did remain. Instead, the high elf made his way to the room in which most of his time had been spent, studying, conducting experiments, or otherwise. Apart from a broken mirror or a bed with a missing mattress. The only tell-tale signs of it ever even existing were the feathers that had flown from it after it had likely been shredded. And in a bout of rage, but also with purpose did he lift his boot and slam it into the floor, the loosened nails quick to unstick and sling the board up to reveal a hovel to hide items in. Quick, did he calm himself, even as the memories of the past haunted his mind. The times of strife with those who sought only his blood, and for no other reason that he would not join them. The times of sorrow when he felt at a loss on how to continue his works, the times of when he had an overly heated debate that left him ostracized and outcast, as he was now. A deep breath to calm, and another. The heated memories quickly flow away, though oh-so eager to stay. The tired, sleepless azure eyes cast themselves down into the hovel, relieved to find the sack was still there. Took to his knees as he knelt down to reach for the sack and pull it out. The tie that held it closed was withered and easily snapped away at what little force he applied. His hand fished within to open it proper so that he might get a better look. A few trinkets and memorabilia populated the sack, a few of his first letters to his initial, yet ex-beloved, and a sack of minae. “There you are…” He let out a sigh of relief as a folded yet crumpled piece of paper was pulled from the sack. The Elf flicked it open to reveal the image it held. And it was no art piece, instead it was but a simple crayon-like drawing of a stick man that wore something that appeared to be either blue robes or otherwise, and a smaller, shorter figure that wore something lilac, appearing to be a dress of sorts. The two stick figures held hands, and so the elf's fingers tightened on the piece of paper, wrinkling it ever so slightly. A somber feeling weighed down on the elf’s shoulders, a sense of regret at what could have been but never will be. Time had gone on and there was no way to change that which occurs. Time travel does not exist. In a brisk movement, the folded paper tucked away into his pocket and the sack tied with a new string. As there was just one more place to visit in mind. A scuffling of boots kicked up a bit of dust as he made way out of the house and up the ruined street, a tree or two having fallen to block his path but was easily overcome by climbing over. Up a slight incline did he find himself walking, as the Silver Isles were a mountainous set. The travel was quick to wind his voidal poisoned physique, but with frequent breaks did the high elf make it up the path that led to a simple bench at the base of a tree, old yet still showing off intricate carvings. With age, moss and rust had taken root, saddling upon the aged piece of fine metalwork. This spot gave an overview of not only the ruined city but the rest of the isle, where a small Hyspian town has since been built off in the distance. He set himself upon the bench, an eerie feeling at the empty space that weighed heavy next to him. A sorrowful silence plagued his surroundings save for a few croaks from crickets or the like as it was perhaps four hours before the roosters crow. With the lights that were still lit within the ruins and the torches from the Hyspian town, the scenery of the island still held life though nothing like before. The silence offered him too much time to himself, a flicker here.. A flutter there. He felt eyes upon him, yet he knew none were there. But there were, for it was his memories and his thoughts that plagued him, a simple shadow cast over his form, yet incorporeal. The elf shifted forward and buried his head in calloused hands to let out a small sob, only when he knew he was fully alone, and that there were no peering eyes to take such a scene and gossip upon it. There was no reason behind it, except that the sobbing soon turned to wailing and a fit of rage was to be had. A blade was snatched from its rigid sheathe, and aimed with a quick slice did the ponytail that held back golden, blonde locks get cut away only to fall to the grassy park that he populated. The elf flung the blade once the hair had been cut, and off the edge of the raised cliff did it clatter against stone, scraping upon its descent as he rose to his feet. The ilk of his rage had yet to subside, and so his eyes burned bright a mist of an azure, similar to the color of his eyes shimmering around his hands and otherwise, the aura of such pulsated with power. A guttural sound grew from his throat as tendrils of the aura collected in a ball. The bench had since been tilted over and a few meters had been given from himself to the base of the tree where so many memories had been gathered. The ball of aura flashed and was quickly replaced with a ball of blue flame that grew hotter and hotter, taking in all of the oxygen it could get to swell and grow. And grow it did, though no specific form did it take, as soon as the ball of dark blue flame form, did it blast out in the form of a flamethrower. Firstly pointed up towards the leaves to set them alight all the way down to the base, quick to char the outer layer of the tree and thoroughly set it up in flames. A crackling of flame stayed as the magi’s anger subsided, the residual effects of the evocation left upon the tree, likely to be a beacon in the dark of night upon the island as he let out a cool, silvery sigh. His hands stuck themselves into the pocket of his worn coat to ensure the folded piece of parchment was still there. A turn of his heel, did the high elven mage depart from the scene of a burning tree, still as bitter and lost as can be. For there was no finding himself in the past, as he could only be himself in the present, as bitter and cruel as the one in the present might be. There had been little to be gained from the daunting venture to the ruins except for a piece lost to him and faded memories to haunt him, but an echo of the good times and the bad. ________________________________________________________________ _________________________________________________________________
  17. So I have had an interesting magic idea which grants the ability to redirect and amplify energy using mana. Obviously this new form of magic will be relatively controlled like say learning a small static shock in the first saints week to a fully coating your arm in electricity. This is not meant to be a voidal type of magic but more so a self reliant kind of magic using physical and potential energy and converting it into a little ball of lightning which can give you a shock and maybe a little burn. This magic could also potentially be used in a medical way by restarting a heart or something along those lines with risk of harming the patient (a d20 roll most likely) before i write anything about this magic i wanted to see what everyone else thought about it first and if this is a good idea or already potentially available via a different method or smt.
  18. The Aditean Pantheon An artistic mock-up of a lesser deity pantheon What is the Aditean Pantheon? The Aditean Pantheon are a collection of six lesser-spirits revered as deities by Aditeans, followers of the Pantheon’s chief goddess Aditea who is known as the crystal Queen of Justice. Each of these spirits are merely aspects of already-existing Greater Immoral spirits, not independent deities in themselves. In the Aditean belief, these lesser spirits reflect the teachings of their religion (shown below) and organize around Aditea for the purposes of cohesion and emphasis. However, each of these deities has their own agendas and abilities as well. The Aditean religion also recognizes this, and therefore reveres each deity on their own merit, but still emphasizes the role of Aditea as the overall matriarch of their faith. Aditeanism, or the worship of the Aditean pantheon, is currently a nomadic religion with little formal structure. The Aditeans put great emphasis on personal intuition and enlightenment over formalized dogmas or rituals. Notwithstanding the emphasis on personal revelation, Aditeanism is currently led by a spiritual leader called Adis Penweather, who goes by the title “Crystar Prophet." The Crystar Prophet is exclusively responsible for communicating the will of Aditea and the rest of the pantheon to its followers, while ultimately leading them towards connection with the pantheon and Creation as a whole. Who Are The Aditean Pantheon? Below are descriptions of the six members of the Aditean pantheon. Aditea, Queen of Justice - Lesser aspect of Velkumezt Aditea is the chief of the Aditean pantheon (bearing the title of “Queen”) and represents the ideal of justice. She specifically represents Velkumzet’s emphasis on law, bringing forth justice upon the wicked alike through divine judgments. The Aditeans venerate Aditea as the Queen of the pantheon; whenever a prayer or request is made to any other pantheon member, Aditea is necessarily included. Aditea is called the “crystal queen” for a few reasons. Justice is fundamentally a spiritual concept for the Aditeans. If one’s being is unjust, they are out of tune not simply with Earthly laws, but with divine law. If one is not in tune with Creation’s law, he rebels against reality and becomes a destructive force. Before justice can be obtained, one must seek enlightenment. Crystals, with their numerous natural and reflective properties, help one see hidden things a bit clearer. For this reason, Aditea’s crystalline depiction is said to help the devout perfect themselves on the path towards enlightenment. Aditea is said to manifest in the form of a humanoid made from quartz and other crystals, holding crystal scales in one hand and a mighty crystalline longsword in the other. Aditea is also said to bring justice to evil-doers and protection to the innocent. Exceptionally clear-sighted and even-handed, Aditea is depicted in Aditean myths as a benevolent, kind, yet stern matriarch who demands the best from all those around her - spirit and faithful alike. She is worshiped by rubbing together quartz (or any other crystal) and meditating on her likeness and principles. She can also be connected through meditation, prayer, or bathing in waters blessed by the Crystar Prophet or his underlings. Okal - Patron of Occult Studies - Lesser Aspect of Theruz For the Aditeans, enlightenment is rarely found without an encounter with magic. Magic is viewed as one of the many tools provided by the Pantheon to both study and preserve Creation - both cardinal aims of the Aditean faith. For this purpose, Aditeans petition Okal, the patron deity of occult studies, to aid them in their studies of the arcane arts. Okal is often depicted in Aditean stories as taking the form of a man with a long robe, wearing crystal headband and pointing towards the sky to symbolize enlightenment. He is presented as an intelligent man, teeming with a profound curiosity and a keen awareness of even the most difficult of subject matter. He is worshiped by burning an incense before a book of prayers or spells bearing his name. Dromond - Patron of Physical Fortitude - Lesser Aspect of Leyd The Aditean emphasis on rational enlightenment and mental fortitude does not come at the expense of a strong physical constitution. The Aditeans petition Dromond, their patron deity of strength, to aid them in strengthening their physical bodies, minds, and spirits throughout life. Dromond is depicted as a muscular man with a fist made of fire and two feet with the force to crush the strongest adversary. In Aditean myths, he is depicted as a sometimes hot-headed, but chivalrous man who is willing to defend the weakest amongst him. He can be worshiped by doing mental or physical exercises while invoking his name. Such activities are numerous and up to the creativity of the faithful: physical exercises such as jousting, archery practice, building structures, and so forth. Mental exercises such as reading, word-games, and so forth. Twia - Patron of Joy Amid Conflict - Lesser Aspect of Ublulhar All descendants require hope to steel the will against an internal foe. By calling upon the name of Twia, Aditeans renew their spirits with confidence in their personal journeys. For Aditeans, Twia’s influence is essential in maintaining equilibrium with their emotional states. Too much distress or sadness can overrun any Descendant; the warmth of Twia holds despair at bay. Twia can inspire momentary confidence or long-term hope for a distant goal. In Aditean myths, Twia is depicted as a young lady holding a flower in her hand, radiating divine warmth that manifests as yellow circles flowing off her being. Her very presence is said to cause an otherworldly joy to sweep over all in her presence. She is also seen as a happy-go-lucky woman who never accepts the odds. She can be worshiped by petitioning her and asking her to partition her grace upon the faithful. Pinfin - Lady of Moonlight on Dark Nights - Lesser Aspect of Luara The Moon is one of the grandest wonders of creation. In the darkened night, when dark spawn and other malefactors roam, the moon is the only source of light available. For this reason, the Aditeans pay homage to Pinfin, the lady of the Moon. She is depicted as a woman dressed in purplish-blue robes, her eyes like giant, luminescent moons. She is called upon during especially dark nights for protection, illumination, and balance in the heart of the faithful. She is not written about much in Aditean mythos given her very specific focus. Haldrin - Radiant Lady of Sunlight - Lesser of Aztran Every descendent feels the power of sunlight beaming upon them; even the most frigid of dark spawn cannot escape the sun’s enduring authority. The Aditeans venerate the occurrence of sunlight by acknowledging Haldrin, Radiant Lady of Sunlight. Haldrin, like Pinfin, both play minor roles in the Aditean faith. Haldrin is seen as a symbolic representation of illumination, similar to Pinfin, although Haldrin is called upon for more dire situations. She is depicted as a lady of radiant sunlight in a flowing yellow dress with hair like the sun’s rays. She can be called upon at any time by meditating near a heat source. What do Aditeans Believe? Aditeanism, unlike most religions, does not emphasize a strict dogma. Personal experience and intuition plays a huge part in the faithful Aditean’s relationship with Aditea and the pantheon. Aditeanism does emphasize a baseline of principles, however, which inform the faithful’s personal conduct and their perspective of the world. These principles are only starting points. The faithful are encouraged to use their dynamic potential as Descendants to apply Aditean precepts to every walk of life - innovate them, if need be. The only requirement is to stay true to a few basic narratives. 1. Creation is built on logos (order), and is discernible to most people. Even if this particular thought is unknown to someone, many conduct themselves according to logos. All arts in the world, magical or mundane, are governed by inescapable laws. The very notion of existence itself is governed by inescapable realities: everything grows and perishes. Descendants are finite beings who much operate within Creation’s limits. To go against these principles, as so many do through the perverse arts or other means, is to abuse creation. 2. Justice is the preservation of the logos of creation. Injustice is the abuse of creation. When injustice arises, an Aditean is charged to correct it if possible. If not, exhort Aditea for intercession. Order is not a rigid system or dogma; it is a prerequisite for all life. Order encourages creativity and dynamism, it does not stifle it. The orderly must grow in their knowledge lest they lose sight of Creation and, consequently, forsake order. 3. Enlightenment (knowledge of Creation) is essential to an Aditean. Without order, there is no justice. Without justice, there is chaos, decay, and destruction. An Aditean can only get to justice by first achieving enlightenment. As such, the magical and esoteric arts are encouraged, so long as they do not derive from Creation abuse (no dark arts of any sort). The void, contrary to many other faiths, is seen as a vast well of potential gifted to descendants by creation, not a corrupting force in the world. 4. Creation’s subjects, such as the innocent, demand the protection of all just men. Aditeans seek to protect the innocent whenever and wherever they can, provided they can do so with no great risk of danger to themselves. 5. The Aditean pantheon are spiritual models for Aditeans to reflect. They are not vindictive or vengeful deities that seek total compliance; rather, they are guides that seek to help descendants reach their full potential - within the confines of order. 6. Order without justice is tyranny; justice without order is incoherent chaos. Order is the foundation of justice, but justice is a higher principle than order. Put in other terms: order is the means of obtaining justice. 7. The prophets and priests of the faith are only guides. It is believed they are highly attuned to the Pantheon, yet they are still growing themselves. Intuition and personal relationship with the Gods is the pathway to living a just life. 8. Converting others to the faith is encouraged, but it must happen within the bounds of justice. Any attempt to convert by force is shunned and will result in immediate “trial” before the Crysar Prophet. Practices Aditeans are encouraged to study texts of all sorts as part of their faith to Aditea and the pantheon. There is no single “text” for the Aditean faith. Rather, stories are passed down through oral tradition and the notes and meditations of earlier priests/prophets of the faith. Aditeans routinely pray, fast, perform good deeds, and evangelize the messages of the Pantheon to newcomers. The number of meditations and rituals are numerous and normally specific to particular deities. Generally, however, Aditeans sit near a figurine or a symbol of the chosen deity and reflect upon it in silence. It is believed that the Gods hear the innermost reflections of one’s heart, so in essence they are holding a silent conversation with the Pantheon. Crystals, torches, staves, and other items can be used to enhance one’s worshiping experience. Aditeans have “temple” where a priest/prophet will deliver sermons, impart wisdom upon the faithful, and answer questions en masse. “Temple” can be unorthodox, however; ranging from diverse topics such as the esoteric arts, the nature of reality, the role of religion in man’s thinking, to more theological topics like the role of justice in faith, the desires of the pantheon, and so forth. Temple reflects the constant Aditean push towards enlightenment, rather than lowly indoctrination or dogma. Other than temple, the only other formal gathering observed by Aditeans is “court.” Court, playing on Aditeanism’s themes of justice, law, and order, is called for one of two purposes: A. a violator of justice is caught by an Aditean faithful in the course of their life, and brought captive to an Aditean settlement. B. An Aditean violates one of the tenets of the faith by going against justice. This “court” is overseen by the Crystar Prophet and only him, to limit the amount of political bias present in the process. The Crystar Prophet engages in an inquisitive process throughout the entire session. Should he decide the accused violated the divine Law in accordance with the Aditean faith, he will issue a proper punishment. Death or execution are reserved for the worst of the worst; those who corrupt Creation with dark magics, or who murder innocents, and so forth. Most punishments are relatively minor or rehabilitative, rather than destructive. Conversion Converting to Aditeanism is remarkably easy. A willing convert must seek our a priest or the Crystar Prophet and swear a simple oath before him: I will be a just and enlightened being, in service to the preservation of Creation’s law of justice, and a servant of it’s patron Aditea. May my actions conform forever to my words.” After uttering that phrase, a priest or the Crystar Prophet will bless the convert before Aditea and thus officially initiate them into the faith. Join the Aditean faith today! Wield the crystal sword of justice and pursue enlightenment for the betterment of our world!
  19. Hi! Strange request, I know. BUT I am looking for a necromancer/dark arts caster to organize a plot/roleplay to curse my character so I can continue to write/roleplay him the way I originally intended. After talking to one of the story and lore team, I now know that the initial written plan won't work. So the next best thing, I need a necromancer to curse me. I'm happy to go over character details and plot here in PMs, whatever you need. Thanks! Edit: Thanks for the offers of help and friendly chatter! My original vision isn't entirely feasible within the lore of LOTC, which is totally fine. So I'm gonna talk to some peeps and see what we can do and see where it goes.
  20. MAGICAL SOCIETY OF ALMARIS, For years I have been in search of someone who has mastered the arts of the voidal constructs, beings of artificial. I have been searching for someone who is capable of teaching such arts to a humble magi. I’ve had keen interest in that field since the day I picked up transfiguration decades ago, and that interest did nothing but keep on growing. If my letters are delivered to anyone considering such, I ask you to send a bird to the Mages Guild in order for me to receive such. I am sure there are many questions for which I will be more than happy to offer my insights to, but in the name of some anonymity I would like to keep this letter as private as possible. If you happen to know someone who might be proficient in the arts, I ask you forward them this message and if you are a master in the field, I ask you consider contacting me at your earliest opportunity so we may arrange an interview. Signed, Usamea An’asul ARCANUS ET RELIQUUM
  21. The problem with building shrines by hand is that it’s a lot harder when you haven’t eaten in a few days. That, Ayche thought to himself as he stepped back from the final shrine, and it’s a lot harder when you don’t have proper tools. Numerous tools and weapons were piled to the side. A warhammer, twisted longsword, a spear, broken crossbow bolts. Anything and everything that he’d stored with Translocation, any item of potential use that had been kept in his Void Pocket. Not that chipping away at stone with crossbow bolts or a sword had helped, really. It’d been an act of desperation and grief, at some point during day two. It’d been nearly three days since he was saved from certain death. Three days since the others hadn’t been. He stared at the stones marking his friends’ lives one last time, and turned to leave the valley. — It had been intended as a scouting mission. A quick trip to explore the Hollow and gather information that could help cleanse the land. They hadn’t expected the dwarves to charge into the epicenter of the entire Hollow. They hadn’t expected the ground to crumble beneath them as they stood on the edge of the crater to shout warnings, leaving them trapped as well. It wasn’t long before large, beating wings were visible through the clouds, and the chanting, featureless silhouettes appeared behind pillars of glassy mana. Their voices echoed through the hollow in a distorted, incomprehensible language. Ayche had realized then, with a sinking feeling, that they were all going to die. The figures grew closer and closer, expanding without expanding and shrinking the world around them. An unshakeable feeling of scrutiny filled his mind, as if eternity itself were looking him in the eye and trying to decide if he was worth the effort. The figures eventually spoke, a single word somehow comprehensible by Descendant minds. “̷̛̙͓̝̜̱̯̩̜̺̈́̈́̃͊͊̔̔̄̄L̶̳̖̥̍̚é̸̡̨̛͈̤̤͔͎̬̗̠͈̈͗̐̃̉́̀̕͠ä̴̢̛̤́̽͋̂̕͜v̵̙̭̲͎̮͇̼͈̫͍͕̋̏̚e̷̗̐͂̈̒͆̐͊͋͘̕͠͠ͅ.̸̡̡̛̪̗͕͈̙̮̠͖̳̬̻̜͛͑̎̿͛̌͛̃͜”̶̦̯͍̟̀̐̈́͜ ̷̧͓͈̗͈̗̺͇͉̦̤̝̃͆͋̓͆̓͗̔͆͗͛̏́̍̕ͅ The Ireheart - Balor, maybe? He hadn’t had the chance to learn names - replied with a single word. “No.” The Stormheart, Kronk, had a different response. He stared the horrors in their eyes - well, where their eyes should have been - and spoke. “Maybeh oi will leaveh, oi tink yer mum es seein' someoneh elseh at taeh moment anehways!” The grey-haired Archmage Scholarch kept staring, fascinated. “Perhaps it is they who seek to leave. Horrors… perhaps are not at comfort within this realm. It is anathema.” Eliza had always been too much of a scholar for her own good. Ayche positioned himself next to his old friend. “Elves, ye gonna shoot 'em or keep givin' us poems?” Another Ireheart called. Some name with a G, Ayche thought idly. Mystery’s grandson shouted to the Horrors. “Do you want us to leave, or do you want to leave?” “Why don’t we just start leaving and find out?” Ayche called. He grabbed the Archmage and turned around, dragging her behind him. There was a spot to the south where the crater’s walls were less steep. It was their only chance. Odysseus was next to react. “Llir, we should leave now. I don’t see them giving us another chance.” The other ‘ker sprinted up the rough landscape, scrambling for the top of the crater. It was already too late. The heavens shook and the ground trembled as lightning crackled around the glowing maws of the three-headed winged monstrosity above them. Then, like falling hammers from angry gods, three glowing pillars of voidal lightning slammed down onto the party, landing with deafening explosions and blinding those near. If the circumstances had been different, Ayche might have stopped to watch properly. He hadn’t thought it was possible anymore - but in the Hollow, anything was possible. It’d been so many centuries since he had last been able to throw lightning of his own. Ruina and Beranabus were launched like ants before a tornado. Balor wasn’t so lucky - his left arm was incinerated instantly, and the entire group around him were thrown onto the ground. Ayche and Eliza narrowly avoided the worst of a strike, but were sent tumbling deeper into the crater. He pulled the frail Archmage to himself as they fell, shielding her with his own body. It was, he thought, convenient timing that he’d been able to negate his voidal poisoning not many years before. His armor blunted the worst of the fall. Ruina, who’d had the same ritual performed, was also wearing armor. She pulled herself to her feet, though Beranabus was nowhere in sight. There wasn’t time to worry. Ruina could protect Beranabus. Ayche’s job was protecting the Archmage Scholarch. He dragged her to her feet. “Eliza, are you-” “The towers…” she muttered, barely coherent and gaze distant. “Mode of travel, perhaps… Betwixt realms.” Not the time for hypothesizing, Ayche thought, but he hadn’t the breath to voice it. The Uialben disappeared with a flash. He’d tried to cast a minor teleport, further up the edge of the crater to escape, but never arrived. He disappeared and was simply gone without a trace. As Ayche dragged Eliza along, he caught sight of Ruina’s armor. A small measure of relief filled him. The other Scion was half-pulling, half-carrying Beranabus along. “I said this was a bad idea,” Ayche muttered as they went. His old friend didn’t respond; she was still staring at their surroundings, utterly entranced. No doubt her ancient mind was working through magical theories and explanations for what they’d seen. Another blast of lightning sent Ruina and Beranabus flying, and this time, the two landed not far from a dozen of those shadowy silhouettes. It wasn’t long before they were dragged away. It was clear they weren’t getting out by climbing the sides of the crater. Shadowy horrors had surrounded the edge. “We’re out of options,” Ayche stated bluntly, and his eyes flared with a pale, nearly-white blue light. The ring on his hand - a focus he’d needed to wear ever since the ritual that had returned his strength - lit up in unison. His aura extended over the Archmage beside him as he prepared a group teleport, shrouding them both in pale blue. Air had the same idea, somewhere up the crater walls. The other mage cast his own shifting spell and promptly disappeared. For a moment, Ayche thought that Air simply wouldn't reappear, much like the Uialben. That probably would have been kinder. His gut churned as he saw where Air had landed. The other translocationist had reappeared inside a solid object, one of the nearby crystals. It'd filled all of the empty space in his friend’s body instantly. A gruesome, sickening death. There wasn’t time to mourn. Ayche met Eliza’s eyes. Finally, she seemed to have some measure of coherency again. The spell was nearly ready, and there was an unspoken question in his eyes. Do we try, like he did? Is it worth the risk? Her gaze was as steady as he’d ever seen it. Better to try than to give up, her eyes seemed to say. As the shifting spell neared completion, Eliza cast a stone wall to hold off the advancing horrors. But the spell, like all the others, grew wildly out of control. It trapped her within her own spell, a prison of quartz. Odysseus reached out for Ayche, perhaps hoping that he could be taken along too - And then the world went white. There hadn’t been time. Ayche reappeared alone nearly five hundred feet in the air, above the crater and the battle below. And in the split second before he started falling to his death, his life flashed before his eyes. He saw his first magic lessons in Anthos at the docks of Abresi, over four hundred years ago. He’d chosen lightning evocation as his first art, taught by Gauldrim Irongut. He still remembered the proud smile on the old Dwed’s face, the first time he’d been able to call a bolt of lightning from the sky. He saw his journey through the Fringe, then Thales. His life with the potato farmers. His first trip on a sailing ship. His first ship of his own. His shipping company. His fight against the Devourer on the open ocean. Athera, Vailor, Axios, Atlas, Arcas. He’d fought a thousand battles in a thousand places, evaded the law as a thief and a thug and a pirate - then centuries later, stood with the Crimson Edict and their goal of justice and unity. He still remembered when he and Eliza had both been novice magi, when the ancient Archmage Scholarch had yet to master even a single magic. Even then, she’d always had an air of dignity and self-assurance and poise. The images flashed faster and faster as he fell. A field of wheat, an endless sea. A city shrouded by trees. A battlefield covered in bodies, lightning coiled in his hand. A wave of falling arrows. A kiss on a snowy mountaintop. A feast in a stone hall, a funeral in an icy city. The swearing of an oath in a cavern beneath a keep. A wedding in that same keep. A shimmering portal. A broken mask. A thousand journeys. A thousand adventures. Enough for a dozen lifetimes. It seemed he’d never make it to a thousand and one. What must have been five seconds felt like an eternity, and in his final moments, Ayche found peace as he fell. He’d lived more than he’d ever had any right to, after all. He closed his eyes. And then a bolt of voidal lightning, one that far surpassed that first strike he’d called from the heavens all those centuries ago, struck him as he fell. The world went white once more. When he opened his eyes again, it was quiet, cool, and sunny. He’d landed on a floating white platform, high above a lake. A gentle breeze swept across his skin. He was on his back. Alive and untouched, but for a lightning-scar along his spine. He did nothing but stare upward for several minutes, and then the enormity of everyone he’d lost hit him all at once. And something inside him shattered. — He’d spent hours that first day simply sitting on the platform, unmoving. By the time he’d managed to pull himself together enough to find a way down, he’d decided. He would not leave until he’d made a shrine to each of his fallen friends. He would not use magic. This was something he had to do by hand, no matter how long it took.
  22. This is very much just a place to discuss what kind of cool things you'd like to see on the server one day, not that deep so don't get angry with each other. If I mention something that already exists, then my bad. Nations A Persian/Arabic-themed Nation. (Savoy is cool, but not it.) More nations that have a different or exotic creature as their primary population. Magic Systems Pirate Magic or just nautical themed magic. Story-telling magic or a historian type magic. Less void-based magic developments, more soul-based magic developments. More protection-based magic being available to be taught rather most magic teachers only teaching offense/healing magic. Slayer magic that is about killing creatures and exploiting weaknesses that uses alchemy to create items to help with the 'hunt'. A dark magic that can be self-taught with books in old ruins. (If housemagery is the DnD prestidigitation cantrip, then a self-taught magic that does the thaumaturgy cantrip would be so cool.) More dark magic, generally. Aura lore rewrite to allow for use of auras besides just aesthetic uses. Like a magic that forms your aura into your 'shadow' and then your shadow manipulates the world around you would be so cool like Peter Pan's shadow. That's all I've been thinking about and I just wanted a place to put my thoughts. What are some things you folks want? :D
  23. Amura sits at her desk, taking out a quill and paper. The Chancellor of Magic, begins her first..and hopefully, last order. She begins to write By Order of The Chancellor of Magic, Lady Amura Amberace 14th of Sun Smile, Year 72 of the Second Age I, Lady Amura Amberace, Appointed Chancellor of Magic of Elysium hereby summon the creation of a council of mages to take place of the government department of magic. While the legacy and history of the chancellor's of magics is noted and honored, it has been tradition that one person over see all magic for the entire kingdom; tradition however cannot be used to prevent progress. It is my vision and goal to create an era for mages to be free in their craft with a common understanding among all branches, be it druid, shamans, voidal etc. To have one person over see every branch of magic, to try to control chaos that is inherit in the craft is noble yet foolish. To entrust myself with this matter at my age and experience, is even more foolish and wreck-less and is not the spirit I wish upon the kingdom. The Council Of Mages shall be appointed by the Crown at their discretion. It is my wish that the Council is not appointed by any one person, but a collective agree upon it. I shall have no say in the choosing. I relinquish the office of Chancellor of Magic, for I feel a collective is more powerful than any one person can be. If we must have peace, it must also be from within. As far as I am concern, there is no Chancellor of Magic to proceed me, this is a new start. A council of mages of all types, united for the better. The concept that a voidal mage making laws for druids or any other types of mages is counter-productive. With this being my first, and last act as Chancellor, it shall also be noted I choose to keep my seat on the Patrician Council, serving as head of House Amberace and honoring the kingdom as they see fit.
  24. Good day to everyone. I have a question of sorts. Well, it’s also intended to generally get a gauge of the server’s community and opinion, and to perhaps open a discussion. I'm mostly just speaking my mind. Please keep matters calm and civil, since some things discussed may be contentious. I also would like to apologize well in advance, for I have a very good feeling that this will be very tangential as opposed to being a well-structured essay. The subject is regarding the nature of the Techlock. See, I'm new, I'm not some community veteran or old-guard who can sway the lore team, or events or outcomes of certain civil wars… but I've hardly played, so I wouldn't really know about that. The thing is, I very much want to. But to explain the matter, I will have to share a little about myself. I love and am obsessed with bits of technology in fantasy settings. Steampunk, retrofuturism, magitech, science-fantasy worlds, these have always fascinated me since I was a kid. Movies like Atlantis, Treasure planet, and others sparked my imagination, games like the old Neverwinter Nights, Ultima, and others occasionally presented small amounts of technology in their setting, and it fascinated me. Wanting to be an engineer IRL, it really helps transport me to another world, time, and place where things only in the most distant theory are possible. Ever since the start of fantasy, there's always been room to mix these things together here and there, settings and worlds like Spelljammer, Eberron, Magic The Gathering(Just look at anything involving Urza), so many of Hayao Miyazaki’s masterful films, I could provide examples for days. The truth is, science and technology have the capacity to conjure wonders unimaginable prior into real being in our universe today, and it’s hard to imagine this not being so elsewhere. This can be the example portion of this whole post, delving further into where I’m coming from, and just simply explaining what I like and enjoy. I’ve read Jules Verne, and played games like Bioshock, Thief 2: The Metal Age, The Dishonored Series, The Bioshock Series, Divinity: Dragon Commander, Path of Exile, Myst, Iron Harvest, Morrowind(And the rest of the Scrolls games), the Vaporum series, and more. I love playing an Artificer in D&D ever campaign that I possibly can. Hell, I loved the Legend of Korra, which I know wasn't exactly popular as a continuation of ATLA. You get the idea, you get the picture, I absolutely adore this sort of thing, and seek it out in media. I’m a massive uber-nerd for this sort of thing. Technology and magic mirror each other in many ways. Of course, many world-building troubles and complications might arise from this, how do magic and technology exist? Where do they compete and where are they compatible? You have to treat technology as a sort of magic system in many respects, so some of Brandon Sanderson’s thoughts apply, generally, it has the power to greatly affect the feel and themes of a world. An industrial revolution is an incredibly transformative event, after all. In a day and age where Netflix’s Arcane tops charts, Magic The Gathering is creating planes and card blocks like the new Kamigawa and New Capenna, The Legend of Zelda features ancient Shieka magitech as a core part of its worldbuilding, and science-fantasy elements become less niche and work their way bit by bit into the spotlight and mainstream, I want to ask. Why does Lord of The Craft have to imitate Tolkien ad nauseam until the end of time(or at least the server, presumably), and even disregard the surprising technologies that actually did exist during the medieval period and throughout history (I’ve taken a History of Science and Technology class, I can debate this if you really want). Who exactly mandates that it has to be limited to one kind of RP, one kind of world, one kind of story, one kind of context, one time-period, doesn’t it ever get old? This is where the rant ends. I really just wanted to toss these ideas out there, because I've wanted to get it off my chest. Part of me is playing devil's advocate here, I want to know what people think. I’m being disingenuous. I know a bit more than I’ve let on, despite my hours on the server probably being 2 at most. The other thing about technology compared to magic, is that, while similarly arcane in its complexity and required knowledge, is that it leaves a more permanent artifact, sure spell tomes can exist, but technology(and artifacts in general) is very much a matter where, once its out, it can be difficult to put the cat back in the bag. When something is invented, the factions in power seek that power, people study, learn, teach, and perpetuate that knowledge. And even if all the skilled craftsmen and engineers who worked on these things have vanished, then their works can still be unearthed, and potentially reverse-engineered(if enough of them is left to do so with). The other relevant property, is that technology is built upon learned principles generally fundamental to reality, and methods and discoveries can be reapplied in different contexts, and improved in efficiency- realistically, the tech train doesn't easily stop moving once it has been started- someone will usually think of all sorts of uses for things which already exist, and try all sorts of wacky stuff. In truth, all fantasy worlds, regardless of tech-level, do have a certain techlock of their own- to prevent a runaway effect and maintain a particular vibe, to prevent a Kaladesh from becoming an Neon Dynasty, so to speak(I understand they are different planes obviously, they were just examples of tech style). Some, like Divinity, opt for a magical unexplained reset that just simply wipes all of the technology, and presumably all of the knowledge, tools, memories, possibly people, and drive to replicate it, or even think to replicate it. This is terrible writing, but I do understand why it’s done. Many settings relegate their technology to little pockets, advanced ancient lost and dead races and civilizations, whose incredible works simply cannot be understood, they are simply too vexing and arcane, and perhaps nobody quite bothers… for some reason, or an isolated and mysterious island of tinker gnomes. The Dwemer’s secrets lie guarded away in buried ruins, defended by magimechanical automata that pose great threat to all but the most skilled and capable, or armies and legions. Only a few characters understand their works, like Sotha Sil(and a significant amount of that understanding likely came about post-’ascension’ via the heart of Lorkhan), and sparingly few scholars, artificers, and alchemists who appear only at special occasion. Regardless, I digress yet again. This isn't about The Elder Scrolls. Now, onto how any of this at all relates to Lord of The Craft, beyond trying to turn it into something that it’s not. I’ve read about the past, about things like Smoggers and Thanium devices, the list seems to go on- devices that were once accepted, and once existed prior to the establishment of the (current?) Techlock. I won't lie, I adore the sound of that stuff. It looks to me like you guys tried it. From what I can tell, there was such significant tech-creep that the techlock became absolutely necessary to keep it in check. It simply must be discussed how technology relates to RP itself. It is obvious to me how balancing, CRP, and fun for everyone can be… potentially negatively impacted by simply letting these ideas run free and wild. It’s clearly a problem if one nation is the Fire Nation, and has such a technological advantage that its screwing over others, and forcing people to advance to compete whether they like it or not, it’s obviously a problem when the people managing sieges and battles now have to deal with one side rolling out steam-tanks or some nonsense. I suppose it's also a problem if someone's 'so unique and special of a character' that went through the bureaucratic nightmare of endless applications and back-and-forth with staff/loreteam to have throwable vials of horrible alchemical concoctions and chemical weapons, or a repeating crossbow that only requires like, 1 or 2 emotes to spam-fire, and regular soldiers and guardsmen with sword and shield have to deal with the BS of fighting that. I understand these things. I also know that tinkering and technology aren’t entirely crippled today either, it’s just very carefully and cautiously selected and limited. I know automatons and animati still exist, that special magic items and creations exist in circulation here and there, things like mechanical arms which can spray pressurized water, and that a long-forgotten, ancient buried thanium bomb might still detonate causing a massive disaster from time to time, that Urguan’s navy consists of steam-powered paddleboat ironclads. I know these things, and I’m sure there’s still a place and room for me, and things that I can explore. I’m not the kind of roleplayer who wants to invent or bring about technology for powergaming or to crush my competition with the power of “SCIENCE!!!”, and I genuinely care about the experience of others. I just personally love the flavor of fantasy tech, and writing these things. I don’t want to ruin things for anybody. But of course, this sort of thing is still what I tend towards, it’s the sort of thing that Iove and get the most enjoyment out of. And I understand you can tell me to go somewhere else, but, this is the biggest RP server in existence at the moment. I don’t know of a server more my style that exists anymore. My first character is a Dwarf, and I plan to go through the trials necessary to work my way up the ranks of Clan Irongrinder. I want to make interestingly and creatively written and flavored- and well-balanced- magic items, and sell them, introduce them to the world. But I have read a few past forum debates about this very topic, and they were not without vitriol. After this long-winded wall of text, the real question I want to ask is this: Am I welcome here? And also, to be entirely earnest, to a lesser extent, the secondary question is: Will the current state of the techlock ever change? Will there be exceptions for me to enjoy? Will things like smoggers ever exist again? Cannons at the very least? Or did I just miss out on all the cool tech before it got banned forever? Did I just arrive here too late?
  25. Cognatism https://www.youtube.com/watch?v=vzNcSvKCOyA With the initial connection to the void, scholars were unaware of the untapped potential within the abyss. The only knowledge given was that it is a replacement for substitute power. Unbeknownst to the scholars, the discovery created a pathway to our realm from the void. Each connection pinged the void and the entities within, announcing the mortal realm to those residing in the abyssal void. Discovering that the breach was simple, per new connection grew the intrigue to the horrors, drawing them close. A barrier, however, prevented them from accessing our world. Both worlds separate by a veil neither understood, only able to pass meek connections to either side. Mortality used the void for power, the horrors for consumption. After centuries of waiting, the breeches widened within the void, small voidal pockets filling space within their realm emerged and with this - a pathway. Both worlds, unknowing of each other, finally found an opportunity to meet, the horrors of figuring out ways to aperture the veil could cause a destructive mess, scarring the landscape. Void rifts, explosions, and destruction ensued in both realms. The horrors trying to cross the veil led to explosions that defaced each realm's land. Scholars studying the rifts and void explosions were able to decipher the strange occurrences, this only prompted a further study in the void that ended in two minds meeting. — Evo’lur Tartarus, Cognant. Magic Explanation Cognatism is a symbiosis between twin minds bound at the veil of the void. The connection serves as a tether between two minds fighting for dominance and control over the other, locked between a mortal mind and that of a voidal horror. The binding communion between the two entities is an agreement of protection for an exchange of knowledge. The horror using the mage voidal pocket forms a protective ring defending against outsider attacks, syphoning the host's mana to keep the barrier up. The lesser horror seeks a new host if the reserve of mana and connection isn't grand enough, putting the host in a prismal loop trial. Cognatism is a feat, it can be learned alongside all other voidal rituals. Cognatism can be learned by players with/without magic. Just be aware it takes an initial voidal connection to draw in the horror, described in 'Expanding Ritual'. If you're character/race/magic/alchemical being doesn't allow for this, you cannot become a cognant. To learn Cognatism one must find an applicable teacher or horror stone. You do not get ‘smarter’ for having the twin mind, just access to tools that aid in seeking knowledge. The Horror The void is a split consciousness of many residing horrors seeking consumption and essence to grow in a hierarchical status amongst lesser, greater, supreme and behemoth horrors within; ascending only through the consumption of essence from other horrors may cause one rise within the standing, following the philosophy/culture of Darwinian on the principle of survival of the fittest. The voidal horrors often seem to form into packs, led by pack leaders of greater to behemoth horror standing, allowing greater intellectual control of the horde to seek further essence to grow and command within the void. Ascension is through consuming weaker ‘superiors’ when the opportunity arises, allowing lesser to become greater or greater to superior standing in the horde of horrors. The evolutionary standing of voidal horrors amongst this hierarchy is dim to lesser horrors, offering nothing but a plaything or food to the horrors above them in constant strife and antagonising nature. Seeking a pass to escape and even protection, they seek the aid of rifts accessing their domain to flee through, or even that of magi to house them. Nevertheless, the outside look on their primitive nature prevails even in this state to consume, grow and evolve. Cognatism focuses on those voidal horrors, opening up a barrier of protection along the veil between the void and the mortal world, forming a psychic link between the two providing a protective barrier within the void pocket of the magi to encapsulate the lesser horror free from consumption long as the connection remains untampered. The Prismal Loop The connection between the two minds is an imbalance of a power struggle between two sides, where if faltered, can subdue either party from a grander force applied to the other mind. It is possible that through no fault of the Cognat, the Horror may issue a test of strength on the connection and the strength of the consciousness it shares a mental home with. Should one fail to push the Horror back, the void beast will stick your mind into a Prismal Loop. The focus will spin round and round, disabling the Cognat from reaching consciousness once more. The Loop forces them into a Comatose state, wherein the Horror will administer a series of tests for the Cognat to achieve. Moving the Cognat deep into the mindscape they create, they must battle the demons of the past and self to defeat and conquer each stage. Once all trials are complete, the Loop will break, and the Cognat will be free. Should such falter, the Cognat will succumb to the mental debilitations threefold as the horror debates to leave you. They are seeking a more extraordinary mind for protection. This occurs if the Horror does not believe that your connection is strong enough to protect it. The Loop can occur more than once. The tests are not easy, not in the slightest. They are hard, and can and will result in damage. The Loop forces the Cognat into a coma, where they must complete trials of the mind in order to get through. This adds some flare to the roleplay, though grants no additional abilities. Whilst in the Loop, the body must still be sustained. Food and water are still required. If wounded inside of the Loop, the Cognat will suffer phantom pain on the body as if it occurred. Accumulating a large sum of phantom pain will fail the trials. Failure of the trials means the horror can leave your mind, breaking the tether. These trials are difficult and will push the Cognat to their limits but will always be within the Cognats ability after the first connection trials. If the Cognat survives, they may still believe they are inside of the Loop even after they have awoken. Mental Effects The voidal horror cohousing within the mind of the Cognat brings an assortment of conditions brought to the single mind they bound to, yours. A Cognat bound by the first connection will suffer from minor debilitations, and the longer one has bound increases to the point, it'll become part of the host's personality. The debilitations can come and go through; some will always be present within the mind at any given time. The horrors’ personality is governed by a teacher or ST melding with your own character. Taking aspects, greed, growth, hunger, ascension, ext. This effect occurs over the duration of the horror being bound. Intrusive thoughts come far more frequently, of the horror's personality. Self-illusions, the mind of the horror might overwhelm the host sending false images across the landscape or area you’re within. Paranoia, a presence is always felt watching you that you can never escape. Despite knowing it is the horror. Sleep paralysis, the horror will wake you from slumber occasionally as it feels threatened by the barrier weakening due to lack of focus. Frequent nightmares, given by the voidal horror to keep you awake of its own experiences. Obsession, when the voidal horror has a set agenda that is right in front of you to get, it’ll attempt to force you to achieve and get it at any cost. Memory Consumption, the voidal horror will actively consume memories which you hold no attachment towards, and root itself further within. The Twin Mind Sharing one’s mind with any consciousness but your own isn’t unheard of, though without a doubt life-altering. Taking in a second mind inhibits you to a tirade of mental debilitations that fatigues the mind, weighing you down without the twin mind speaking to you. The voidal horror paired will send intrusive and controlling thoughts to inhibit your actions, sway mood swings, self-illusions or enact paranoia in the act to weaken the mind for takeover, having no affiliation or opinion on the world around, the horror rather running on its primal urge for ascension. With gaining the third mind, the tri-mind, from either void stalker feat, or another sentience, will amplify the mental debilitations. Although the Cognat and the mind of the horror are linked, the horror wouldn’t share any information given to it back to the Cognatunless learned while bound with the host and imperative on the horror to do so. The exchange of information between the twin minds can only be done if it is imperative to the horror to do so and learnt while bound to the host. You may learn any of the voidal ritual feats, (voidstalker, artificer, scion, eminence). Limited to one, as specified in the respected lore. Losing the Twin Mind/Cognatism, you’ll still suffer from all the mental debilitations if you pass the connection prismal loop (2 IRL Weeks of MA acceptance). The twin mind may not be “tamed” or “befriended”. It is an unbiased entity out for its own survival. The Twin Mind may be purged by a paladin, or cleansed upon a spirit-walk by a shaman. Gaining the Tri-Mind+ doubles exponentionally the mental debilitations, plus the debilitations of the other lore. Teaching https://i.pinimg.com/564x/70/a5/9d/70a59db7195662b7b58b01a3e4fd4efd.jpg Teaching within Cognatism is probably the most strenuous feat in the void archetype; it isn't about learning spells but instead building a symbiosis between two entities. The actual teaching aspect of Cognatism only allows easier access for a student to work on developing this symbiosis, subduing the horror within until the student can take its full strength. The voidal horror is extremely captious when its consciousness is brought from the void into another's mind — often rejecting the new host out of little faults they have unless subdued by the teacher. After the horror has successfully moved into the mind, Prismal Loop trials can begin. The trials are demanding on both the new host and horror, separating their connection to cast any magic until ALL trials are completed. Prismal Loop trials can be incredibly imaginative to the horror or incredibly simple; the trials are here to test the will and drive of the host to form the symbiosis between the two entities. These trials are not without risk. The horror can easily manipulate the host if seen weak and consume the host's memories if the trial is accepted. The teacher must caution the student and make sure they're aware of these risks; otherwise, the student might lose themself to the horror during this stage of connection. The initial connection of the student's mind to the horror is something that doesn't cause pain or torment to the individual, yet a sense of surrealness. While the horror subdued, it won't lash out or probe the mind until the trials have begun. Without the subduction of the teacher on the horror, it can lead to disastrous mental affecting damages to the new host before leaving if not forcefully forced to remain. The Prismal Loop trials on beginning cognatism last for two IRL weeks, the trials happening periodically through this period and dictated by the teacher/ST. While within the two IRL weeks of obtaining, once connected to a horror you’ll be unable to cast any archetype of magic. While connected, all mental debilitations will constantly barrage the host, until full symbiosis is achieved. Failing prismal loop trials considerably will lose you access to Cognatism, dictated by teacher/ST during the period of connection. (2 IRL weeks). Aka - you lose the magic. You can attempt to link to a new horror after two IRL weeks of failing the prismal loop trials. Practising Cognatism https://i.pinimg.com/564x/e0/15/8f/e0158fb401fe4867f5bccddb6e90b97b.jpg The practice of cognatism once passed the Prismal Loop trials after connection can finally begin. The voidal horror begins to dig its roots through your mind, from either empty or occupied space taking over memories feasting on them if needed. The mind would take some personality of the horror unto the person, only amplifying the further tiers you progress through the feat. The horror bestows the feats amongst the host occurs periodically as the beast roots itself deeper into the mind. It shares consciousness by amplifying its grasp for survival and sharing a deep root of knowledge with the host. Voidal Commune (Passive/Non-combat) An endless abyss and the mortal world, the twin mind connection rests in between to commune. While the connection between horror and cognant exists, all information gathered through any senses is collected and stored within the mind of the horror, for them to share back to the cognant if desired. The host cannot do the same, only hearing whispers of intangible moonspeech screeches through the void. The voidal horror is able to translate moonspeech into the common tongue and vice-versa only if the horror wills it. The only exception is a power superior to the horror commanding it to do so. Redlines: This is a passive ability, active once the initial prismal loop trials have been passed. The ability is always active. The horror will not always respond or answer questions, queries or have a casual conversation with the cognant. They’re not your friend. The horror will not teach you moonspeech, the horror will not translate moonspeech for you unless forced by a superior horror. To draw out information stored and gathered from bound, you need to use the ability ‘Notes’ listed below. Infusion (Passive/Non-combat) The link between the twin minds equalises a pool of mana shared between them, the reserve is unusable or able to be directly drawn from by both parties. When a time of need, be for the horror to create a barrier to protect itself from creatures in the void or the cognant drained of all mana, an infusion will commence taking the reserve mana to prevent Thaumburn. When either the horror or cognant is suffering from Thaumburn, exhausting all mana an infusion will instantly commence from the reserve mana collected. The reserve mana is unable to be used for spells, nor does it revitalize the expended pool of mana, purely all it does is prevent Thaumburn for a single-use per IRL week. Redlines: Prevents Thaumburn, one IRL week cooldown. If a mage uses all of their mana, the infusion will save them from death/pass out, recovering faster so they may “walk it off”. Doesn’t refill/refresh your mana to cast further spells. Notes (Non-combat) The mind is a fickle thing, forgoing memory, knowledge lost or minor details left unable to be recollected or traced. The Voidal Commune link can be brought forth by drawing stored information collected by the horror back into the mind of the cognant, able to reminisce the forgotten parts of the mind. While the Voidal Commune link is active, any information gathered/collected by the cognant is stored by the horror, able to be drawn forth and brought back into the mind of the host. Information lost from short-term memory or degradation can be brought back if desired. Emotes: Connection to the horror -> Discuss information to be brought back -> Information sent to cognant. Redlines: The information gathered/collected can only be brought back from when you learned it post horror connection. Anything lost prior to the connection cannot be returned. The information gathered/collected happens passively and is stored within the mind space of the horror to be recollected by the cognant if desired. If your character died in any capacity the information of that death is lost unable to be brought back, following guidelines of death rules on the server. Memoir (Non-combat) Amassing knowledge is something both cognant and horror do best though with some information, it is best to forgo. The wonders of the world or attained memories are something that can harm the overall individual and by will, the cognant may ask the horror to consume these discoveries. While done so without much affliction done to the cognant, they will feel part of them taken as what was consumed cannot come back. Communing with the horror, you may request anything gathered from past events within memory to be consumed. The information of whatever the memory was is lost by the cognant and only known to the horror. Emotes: Connection to the horror -> Discuss information to be consumed -> Consumed memory. Redlines: The information consumed is lost by the cognant, unable to be obtained except through the spell ‘Notes’. The information lost, cannot be sparked back in memory from another party speaking about it. The horror can be deceitful. If a memory contained a prominent/non-prominent figure/item it may consume all information in other memories on that same item. This is consensual, unable to be forced. Scrambling (Passive/Combat) The twin minds are a link bound through the relationship of the horror and host, forming an interconnecting bond that aids in the prevention of interference of outside sources of magic. If one mind is taken hostage from an ability, both are afflicted for better or worse upon the cognant and horror. Both an ability that can be used to detriment the cognant or be beneficial. Detriments with the affliction on the mind afflict both causing both minds to be affected by the spell that may cause amplification on ‘mental debilitations’ listed above. Beneficial would be if someone attempts to search or implant images within one mind finding two instead, potentially not afflicting the cognant but the horror instead. Redlines: Spells that afflict the mind with disorientation, sounds, afflictions affect both cognant and horror. This may double the effects of ‘mental debilitations’ listed above in ‘mental effects’. Illusions/spells that target a sole mind on the cognant will have a chance to fail, doing such unannounced to the horror instead. This can be done through a simple “/roll 1d2” or puzzle. Broadcast illusions work normally. Self-Illusion (Non-combat) Varying abilities cast by the horror cannot be articulated down through the link between the twin minds, so much so deciphering objects are pushed to a near mundane level of power to the cognant. Only able to cast illusions the cognant sees themself in a limited capacity to calculations that aid in the feat of discovery. The mechanics of this ability are as follows; the cognant may only procure illusions which they see themselves limited to; 3D Models. A full, and complete three-dimensional model of an object can be constructed. Calculations. Creating a visualization of operations in front of you, like drawing lines/functions on a chalkboard. This, however, will only aid someone who is able to work out calculations normally, as the connection does not increase your intelligence. Another use of this is the ability to project a visual aid such as a ruler to measure an object. Data Projection. A complete projection of data is shown to the user through a visual rendition of a table. This can include numbers and other information regarding the object, such as weight, height and contents should the cognat already know them. Horror Projection. The cognant is able to work with the horror and able to project an illusionary form of themselves or another being to be seen by the cognant. The illusion can move independently but requires active focus to maintain. Alongside self-illusions, if one possesses voidal illusion (sensory illusion), they may be able to see their own illusions. This is optional and to be able to do all the above self-illusion spells you must follow the emote guidelines. Emotes: Connection to the horror -> Charge -> Self-Illusion. Redlines: Self-illusions can only be seen by the cognant. If two cognants are together they cannot see each others illusions. This spell doesn’t increase the user’s intelligence. The spell is similar to if you had a chalkboard writing notes, just now to yourself. Horror Projection is like an assistant to point things out you might’ve missed, although may not provide further help in discovery. Inducement (Combative) The twin mind isn’t without fault and an overwhelming sense of emotions will flood the minds of both, pulling and twisting actions of the horror and cognant alike. When time of complete focus is necessary however to prevent the constant pulls of temptation, inducement can be called upon. Inducement is called on when the cognant feels the need for intense focus and aid themselves without being pressured by the horror or mental debilitations pulling them down. Focusing on a singular emotion the cognant may induce it on the mind pushing all others to the side temporarily. Emotes: Connection to the horror -> Charge -> Inducement. Redlines: Is only to be self-cast. The exception to this is within the ‘expanding ritual’. Once cast, inducement will last until the encounter is over or the cognant breaks focus. Casting the inducement spell temporarily subsides all emotions but the one is chosen and mental debilitations. Once the encounter is over/focus is broken the mental debilitations will come back onto the cognant twice fold for the next thirty RP minutes. Focus can be broken by a forced void connection disruption. Expanding Ritual (Non-combat) A ritual between three, the cognant, the horror and the apprentice to expand one mind through coupling/circling. The cognant pulls mana to feed to the horror, asking it to reach into the mind of the apprentice opening a rift within to the void without a voidal connection made. The mana fed to the horror is used to draw near a lesser horror calling them to the void pocket of the pupil, once one has successfully been drawn in - teaching may begin sending the student through the prismal loop. Emotes: Connection to the horror -> Feed Mana-> Open apprentice to the void -> Call Horror -> Prismal Loop. Redlines: Inducement can be done on the apprentice to lessen the abruption of the void/horror. This is the ritual to call forth a lesser voidal horror, thus creating a cognant. The horror creates a voidal connection, not the teacher during the ritual. A voidal connection is not required to practice Cognatism after however. After the ritual, follows all guidelines/redlines of ‘Teaching’. Cannot be forced. Enchanting Cognatism enchantments have been undefined for the most part, while bringing the feat back I wish to put some limitations and allow only selected spells to be used to prevent abuse/loopholes. This list may expand/retract some spells in the future to be used or further clarified if needed. Overall Enchantment Redlines: Any enchantment made follows the restrictions on combat/non-combat of its given spell. A ‘note’ enchantment cannot be used in combat as per the spell. This can be amended by the creation of a MArt. Possible Enchantments: Notes. Enchanting an item with notes, allows it to work similarly to a ‘voice recorder’. Able to take in information given to it through mana-transfer into the item or vocal command. Notes may be applied to any other voidal enchantment, and do not require MArt to be applied to an already existing one, unlike other enchantments. Memoir. Able to take information from one mind if they draw mana onto the object. The object can then return the information if siphoning the mana back out through the same process. You may only take/return information from the person collected. The information given requires RP consent. If destroyed, the information is lost. Self-Illusion. All self-illusions can be enchanted with the specifications given to them. You may ‘save’ information on the enchantment if the spell ‘Notes’ is attached. Self-illusion may only be enchanted alongside ‘Notes’ on the same object. Cannot enchant ‘Horror Projection’. Inducement. All inducement enchantments will focus on one emotion bound to it when held/on users body. Multiple emotions cannot be induced even if one has multiple enchantments. Once the enchantment breaks, they’ll suffer heightened emotions of the other emotions for thirty RP minutes. Expanding Ritual. The enchantment known as the ‘horror stone’ will follow all rules/redlines of the spell. If a player willingly connects to the horror stone, they need to contact the Story Team to continue. This is effectively self-teaching. Without a teacher, the initial prismal loop will be extremely strenuous and will most likely fail. Depending on the ST handling the ticket. Single-Use. If you fail the trials you cannot try again with the same stone. Tier Development: T1: - After successful Prismal Loop Trials (2 IRL weeks) - Voidal Commune - Scrambling. T2: - Four IRL weeks to get to T2. Including Prismal Loop trials. - Infusion. - Notes. - Self-Illusions, except horror projection. T3: - Two IRL Weeks from T2. - Self-Illusions, full list. - Inducement. - Memoir. - Expanding Ritual. Purpose: The purpose of bringing back Cognatism isn’t to take over from voidstalker lore, rather be its own rendition of old Cognatism while following current standards of roleplay. Similarities between the two lore pieces do exist, though as voidstalking is more subservitude and cognatism written here is co-existence there is a big difference between the two. I wanted to further address why the list of abilities is mostly self-rp reliant, simply as I didn’t want to cross over the power which other more intensive magics bring, as taking example from voidstalking. That magic breaks the soul and gives access to ‘voidal feats’ previously unobtainable, cognatism forms a connection through the mind so the feats will be lesser. I hope to of created enough differentiation between the two for it to be considered its own piece of lore as I didn’t want to overlap anything between the two lore pieces. Citations: https://www.lordofthecraft.net/forums/topic/152537-✓-magic-cognatism-rewrite/ https://www.lordofthecraft.net/forums/topic/158898-✗-additioncognatism-the-mind-of-a-horror/ https://www.lordofthecraft.net/forums/topic/197734-✓-voidal-feat-voidstalking/ Credits: Ttwesten / Jenny_Bobbs - Main Writer/Ideas/Conception. Booklight12 - Ideas. Z3m0s - Ideas. Kalehart - Ideas. CephalonAir - Ideas/Edits. ImStuckInHell- Edits. TojoTime - Edits. TwistChunky - Edits. Zarsies - Voidal Horror Help. The intention of Distribution: If the feat is accepted, I will be in discussion with ST members on selected members of the community not aligned with each other to help spread out the magic and not have it gatekept. If you’re interested please reach out to me on discord: E__V__O#0001
×
×
  • Create New...