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Found 78 results

  1. Hello, I have made a LOTC character already. Played the server for a while and then i got really inactive as i had many personal issues. I have no idea what i did with the email i used, i forgot about my name of the character or the username for the forums. So i made a new one. I will be more active this time. And i was wandering if it was possible to make a new character? And if so, what would I do with my old one? or with my old account?
  2. VOTE SIGUINE FOR A BETTER TOMORROW INTRO People of Haense, I’d first like to thank Aedan Capulei for his endorsement. Haense is a proud nation of Highlanders, one which has persisted through its harshest times. Only to come out stronger in the end. It is this fighting spirit that lives within all of us. One that I fear has been forgotten in recent years. I’ve seen division begin to grow within Haense itself, Houses fighting not with swords and men, but with words and intrigue. The growing disconnect between those who claim to rule for the people, and the people they rule has been made obvious. Now is the time to push for change and call for unity among the people. With elections drawing near, I will outline my stance on issues and policies that I shall push through the Senate. I claim to be the voice of the people, and I do not speak honeyed words. I spoke to several leading members of the populists to plan and establish policies that shall benefit Haense if I am elected to office. PLATFORM HIGHLANDER SPIRIT I. If elected to the Imperial Senate, I will strive to keep Haense as it is; a Highlander state that administers its own affairs, protected in the warm embrace of the Empire. II. In order to protect Hansetic Sovereignty we must also strengthen our own military. We cannot rely Imperials to defend Haense, instead we should be promoting growth within our ranks. Something we haven’t seen since Lord Barclay was removed as Marshal. I swear to resist any attempt to centralize into an Imperial army, sons of Haense Promote growth, and ensure resources are given to the Brotherhood of Saint Karl III. Restoration of Nobility within Haense. In recent years, many of the noble houses within Haense have gone overlooked. Those who have worked to earn their positions and help Haense are ignored. While those who simply have the friends are granted positions and lands denied to others. Promote growth of Nobility within Haense. Ensure those who have earned their titles through merit and hardwork are not overlooked. Prevent corrupt and unfair advantages given to a select few who are favored simply because of their name or friends rather than merit. THE CANAL DEBATE: I. If elected to the Imperial Senate I shall finally end the bureaucratic gridlock blocking the completion of the canal. I will endorse a bill with a simple plan to fix the issue: Have experts reevaluate the usefulness of the Canal and the possibility of our enemies using it against us. Based on the conclusions, the Canal will either be finished or filled in with Imperial aid. LAW REFORMS I. Under current Orenian law, guilty by association gets the same punishment as guilty. I would put forth a bill to reform this law. Those who are associates of a crime can not be charged on the same level of those who committed the crime. Prevent those with only minor offenses, from being punished by the full wait of the law. II. Under current Orenian law, any crime committed within a vassal state can be claimed by Imperial courts. This is a violation of Haense’s sovereignty, which must be protected. Any crime committed within a vassals borders will be dealt with by said vassals courts. Imperial Courts are denied the ability to make a ruling on the case. Imperials can only claim cases that cross vassal borders, and involve two or more parties from different vassals.. By Bones and Barrows, Siguine var Ruthern
  3. [!] The Free State of Sutica’s citizens would wake up one morning to a sight most peculiar. Copies of the same missive had been spread around the streets of the city, so much so that the ground beneath these piles were barely visible; parchments were still raining down from the skies fluttering peacefully onto the streets. If one were to examine a missive, it would read: My fellow Sutican citizens, this time around I come to you in the form of a missive. Most of you know my name well. I am Dael’ran Morgaine, and I am a citizen of Sutica just like you. Time and time again, I am reminded by the people of Arcas for one thing- the fact that our city is a laughing stock. But why? Is it our neutrality, our lack of guards, or perhaps the wildness of our city? The problem, in my point of view, is the government and- yes, our very own Codex. I walk the streets in your shoes, and you walk in mine. We walk the very same streets, and we see the very same sights. I see our brothers and sisters arguing with each other over petty matters and scrambling to see who is the first one to make their eyes glow as they prepare to fight with their respective magics. I see our very own guards abusing the vagueness of the Sutican Codex to get away with what they want. I see people being harassed by raiders, our people hiding underground as our neighbors are put through traumatic experiences.. and what has our government done to fix this problem? Certainly nothing that produces any lasting Change. That, my friends, is the problem with Sutica. It changes, but it does not really change. The current condition of our ‘Free’ State is an unfair ruling dealt by those of a higher power. I mainly point to the Trade Princess. If you have not seen me before, know that I am very open about my view on our city. I usually stand upon a high point and speak to you all below and share to you my speeches, and my words, not my fists. I have conducted non-violent protests, or ‘riots’ as some may call them, however the people that were hurt were not by my hand or intentions. I have once even had my life endangered by the few guards of our city, given the royal grant by our very own Trade Princess to do so, when all I was doing was simply stating one of my speeches. I have had many items thrown at me, and have been knocked down from my stand multiple times, but have never once decided to not get back up. That is because I believe Sutica is better than this, and I would like to help take it there. Citizens of Sutica, help me become your new Trade Prince, and I promise to promote something that Sutica fails to apply: Change. I implore all of you to ponder something; just how has Sutica changed over the past few years? We are still the laughing stock of other nations, and one could easily presume there are still horrid dark mages in our midst, and our number of guardsman have only increased slightly. Yet, do they even do anything? Perhaps, but do they cause more problems than fix them? The answer is yes. I previously mentioned how I conducted a peaceful protest. It was against our very own Captain of the guard- Hearth, and his horrible tendencies to abuse the Codex. He only persecutes who he sees fit- that is, assuming he persecutes anyone at all. He only takes action when he feels like it, when it is amusing to him and only him. An example of this would be when a certain mage came to me and immediately began to cast his magic onto me, choking me until I was about to pass out in order to push a message to me, rather than talk things out. This being because I accused of his student of being a dark mage. Hearth refused to persecute this man because he was not in any of his concern. He did not have anything to gain from it. Should someone of this stature be in our government? Help me become Trade Prince, and I will make sure that only the responsible and utmost professional persons are allowed into our councils. After all, these are people who promote Change. If I were to become Trade Prince, I would also make it so that we would have a proper guard system- and bring along with it the competence to keep our brothers and sisters safe- not leave them in fear of everything around them. If Sutica continues the way it is, we will always be under fear of opening our gates, waiting for the next hungry bandit to steal our valuables. Our government claims for us to be a ‘Free’ State, as you may have heard, but I believe that to be false. After all, I still am unable to be granted an audience with the Trade Princess for a simple conversation. Make me your Trade Prince, and Sutica will no longer be a dread-ridden state that switches leadership, yet fails to provide any real profit from the actions of their government. Make me your Trade Prince, and I will swear to you that Sutica can be the nation I know it can be. And when people speak about us, it will no longer be of how we are a blemish that should be wiped off the Arcas map, but they will be speaking of our greatness. Fair judgement shall fall onto those who deserve it, rather than the passing glance be gifted to a dark mage and an outrageous punishment be dealt upon the practically innocent. I shall rewrite the Sutican Codex, making it so the vagueness of it can no longer be abused by those who look upon the rest of us like inconveniences, rather than people they should be protecting. I’m certainly aware of the doubts some of you may have to me, thinking that something like this is not possible. But if you would like to inspire change, know that others will stand by you, as will I. Therefore I tell you, make me your Trade Prince, and Sutica shall finally Change.
  4. So for the past few days my twitter feed has been getting spammed with these Groyper frog-posters or whatever they’re called and they’ve sworn allegiance to a kid named Nick Fuentes and now Ben Shapiro insulted him or something After some research I didn’t find much on the guy and don’t understand why people like him, can someone help me? Why are these groypers saying he’s starting a movement? It can’t be a movement I’ve never heard of it until yesterday
  5. There was a poet known only as “The Mad Poet.” He lived a hermit life where his only friend had died years before the disappearance. Last seen he was with Ryia Von Savoia-Dalivous' on his way to Helena when he disappeared. He had willed everything to her, as he knew not many other acquaintances. When he disappeared Ryia looked for a bit but found no trace. It was as if this masked poet of an unknown name had disappeared. His home had seen no use in the years, in fact, it seemed abandoned until he willed it to Ryia, where the first layer of dust finally rose. He has a memorial for all those who want to pay their respects, far from any other places in the wildlands. It is said that the gifts put there disappear, this could be a thief or the mad poet back from the dead. The coordinates of his memorial are -2312 / 41 / -388. What does the memorial service, one might ask? Well, The Mad Poet is said to have a long history, once a soldier, a jester, a spy, and many other things, countless deeds, most bad of course.
  6. 13oy

    boleyns skins!

    HEY. This is kind-of an IC shop functioning as an OOC way for me to earn Minae! To make things easier for me, I’ll send you to this link! If you’re interested, fill it out! Here’s my PMC. And, here are my skins. Prices are listed below the skins. 1 - the red duchess (or peasant) 2 - dusana jastrow, the artist and tailor. (personal skin!) PRICES! and other stuff ! Full Skin – 200 mina Outfit – 100 mina Head – 50 mina Skins/Races I will do. Human Elfs (all) Orcs (all(?)) Dwarves (all) pls dont repost my skins/steal them/give them away without telling me first! if you dont get it within one week after your skin should be finished/your wait, dm me on discord! (☾ ᴀᴀʀᴏɴ ⋆#6524) depending on the waitlist, you may not get your skin for some time (sorry!) current wait list! TrendE Vermy Sarissaa n/a n/a
  7. Hello. I have not played this server in a very long time, and have therefor become extremely inactive on both the Minecraft server and the forums. Because of this I am going to create a new forums account and therefor a new character; because I wish to become more active but also want a fresh start. My Minecraft username is Bubbleeeee so you can take away my white list or whatever you need to do until I have submitted a new role play character application. Thank You for your time, and if possible my new forums account will be mentioned on the comments of this post! 🙂
  8. Hello And Welcome! After countless hours of building, I bring you, this masterpiece! -+- Who are you? Great question! I am a designer and new build squad member to lord of the craft. I have been building for almost 6 years now and still manage to keep motivation to chug forward. Having built only a few things on the server, chances are you haven't gotten a chance to see my work. Nevertheless that is changing and hopefully you’ll be seeing more and more of it. -+---+---+---+- What are you selling? I am selling a Castle design that fits in a 50x50 Tier 1 Charter claim. Some features notable to the design: -Extra large 3 ½ floor main living quarters for the primary residents -Guard barracks (can suit other needs like a guest house or multiple housing units) -An underground area suited for multiple possibilities Additions that are less notable: -Horse stable -Water well -Multiple castle wall walkways -Military training dummies -Two watchtowers -Two terraces -Three oak trees -+---+---+- Pricing I’m asking 75$ via PayPal or another service if need be. After the payment I can deliver the world save file to you. After you can build the product in you’re charter plot. I’d recommend using some form of automatic structure creation mod to complete the build. I can give the exact blocks needed per level if need be. -+---+---+- Picture Link https://docs.google.com/document/d/1m_yIAKLxAxd-t8a6MSIgbn9Xpt1eco5wKq5ZZGZv6oc/edit?usp=sharing Please Message me on my discord for any inquiries
  9. The Big Dogs are Back “A slaughter of fools…” comments Ralf Brawm to his father Geordie as he witnesses the carnage. The roads were devoid of life; the fear of death overpowering the Orenians’ duty to protect their land. The men of Ruswick were to blame for this, as they had been slaughtering the Orenian thralls in an operation, dubbed “Eland”, keeping the roads safe for their citizens. Hadrian Labdacus, the young son of Austin Labdacus, had noticed much activity within the capital of Helena, and had taken notice of the large amount of soldiers gathering. Under his father’s absence, he had began a ruthless campaign into the Imperial Heartlands. He quickly notified the men of Ruswick, and so the houses convened: Brawm, Labdacus, and Ruk. As the men gathered at the end of the bridge leading into Helena, a lone Ruk approached the rabid Orenians and began taunting them, japing of wingless dragons writhing in the dirt beneath his boots. For the great Ruk man knew that the underdeveloped Orenians would grow angry from the relentless insults and charge out to meet the Rusmen in combat. As expected, the Orenians sallied out in rage and surrounded the young Ruk. Geordie and Bron called upon their men and charged the serfs who had been harassing the young Ruk man under the guise of an empire. The great Rusmen under the command of Geordie Brawm and his son Ralf, confronting the Orenian dogs The men of Ruswick were outnumbered over two to one. They clashed arms in a stalemate on the bridge of Helena, taking potshots at each other. Amidst the fierce engagement, the wingless Emperor was knocked into the surrounding water by a squire of House Labdacus, drowning in the moat meant to protect his city. The squire buried his sword into a soldier’s neck, after he cut another’s hand off and split a third’s skull open. Geordie roared his orders across the bridge and roads, his colossal build standing out in the crowds of Rusmen. During a tactical retreat, Bron and Hadrian Labdacus were cut off from Geordie’s retinue as a result of an Orenian flank. In their escape, they led several foolish Orenians toward the moat, and they suffered the same fate as their Emperor: being brutally cut down in the murky waters of the unkempt Orenian moat. With some room to breathe, Geordie’s forces managed to push the Orenian thralls back towards their capital, claiming several lives in the process. The boy Emperor drowned in his moat. With time to spare, Bron and Hadrian made their way back. In a previous skirmish with Oren, Geordie and Bron had marked down the location of a bridge to be used as a choke point to funnel the crowds of Orenians. This was the time to use it, they decided. Seeing the Orenians getting anxious and overzealous, the men of Ruswick led them towards the bridge, slowly allowing them to gain ground. To any other foe this might seem quite obvious, but as mentioned before, the brain of the average Orenian thrall is not fully developed - around the 10th percentile of all Descendants, including Orcs and Ologs. Once at the bridge, the Rusmen set up a strong line of defence across the bridge and the Orenians charged it in futility, over and over, only to be swiftly pushed back and defeated - first by Geordie’s ferocious charge who, with his steel, cruelly cut down numerous Orenians, followed by volleys of arrows by Bron and his men. Soon to be followed by a swift slaughter by the Ruswick reserves, Bron charged in, finishing off many wounded Orenian dogs. Carnage ensued, and the weak Orenian retinue, their Emperor and all, was quickly dissolved by the company of Rhusmen. A hundred or so corpses sat on the Red King’s Road, decomposing. A lone Orenian survived the slaughter, allowed to leave by the Rusmen to spread tales of their bravery and to recruit others in their fight against the Orenian “men”. Bron Labdacus, the Red King, post-victory.
  10. Hail Andrik III Long live this valiant king This fourfold devil Of three talents: Of drinking, fighting And womanising. Of drinking, fighting And womanising. To hell with wars, Grudges and partisanship! Like our fathers Let us sing as true friends, Clink the glasses, The roses and the lilies. Clink the glasses, The roses and the lilies Let us sing the refrain That we will sing in a thousand years: May God maintain His descendants in peace Until we take the moon With our teeth. Until we take the moon With our teeth. Long live Haense! Long live king Andrik! To Reza we dance Singing as they sing to the east Long live Haense! Long live king Andrik! Long live Haense! Long live king Andrik! Charle de Valence
  11. One of our first meetings, back when the ship was called the Salty Salmon instead of the Spicy Shrimp! Fighting the Kraken with the Salty Salmon crew! The Swamp Coalition rallying on the Spicy Shrimp ship! The Spicy Shrimp crew at the battle with the swamp creatures! Setting sail! The declaration of the Spicy Empire! A very important meeting about the fate of the crew! Finding ghosts! Discussing the “Fountain of Eternal Elderness” Arriving at Korvassa! Feel free to put any screenshots of yours in the comments below!
  12. Just a short video showcase of Nakamachi Village I made. Enjoy!
  13. Tale of Tongues Tamriel, a land plagued by strife and war since the fall of the Septim dynasty. The Empire forged by Tiber Septim, which ruled all of Tamriel now lay weakened and divided. The Mede dynasty had risen to power roughly 200 years ago after the death of Martin Septim during the oblivion crisis. They maintained order within the Empire for decades until the Aldmeri Dominion invaded starting the Great War. While both sides suffered greatly in the war, with the Dominions whole army in Cyrodil wiped out and the Empires legions nearly drained. Emperor Titus Mede II agreed to peace, and signed the controversial white gold concordat. Outlawing the worship of Talos in the Empire and ceding parts of Hammerfell to the Dominion. Hammerfell refused to accept the terms effectively breaking off from the Empire and driving out the Dominion on their own. Now Ulfric Stormcloak has risen in rebellion against the Empire in Skyrim. He challenged the High King to a duel and used the power of the voice to kill the High King. Now half of Skyrim calls Ulfric a murderer and traitor. Early in the rebellion Ulfirc was captured and brought to Helgen for execution but a dragon quickly interfered saving the Jarls life. With the reemergence of dragons and rumors of another Dragonborn walking Tamriel, the world lay open for opportunity. Playable factions: The Empire(taken) Kingdom of DaggerFall Kingdom of Wayrest Kingdom of Orsinium (Includes strongholds) (Taken) Morrowind Great House of Dres Great House of Redoran Great House of Telvanni Stormcloak Rebellion Tribes of Black Marsh Hammerfell Clan of the Forebears (Taken) Clan of the Crowned (Taken) Aldmeri Dominion Kingdom of Valenwood (taken) Elsweyr Kingdom of Pelletine Kingdom of Anequina Rules This will be a freeform Forum Roleplay. Which means you’ll be free to do as you wish without having to worry about AP. However is must be within the realm of reason the Mods will moderate what you are doing if its seen as unfair or unrealistic. Also, while you can change the events and decisions of the factions you play as you can’t do something that goes against their beliefs. For example the Stormcloaks teaming up with the Elves to fight the Empire. Emperor of the Empire will be playable, the Empire itself is divided and in the middle of a rebellion it won’t be overpowered. But the Aldmeri Dominion itself will be off limits, however the Kingdom of Valenwood and its allies in Elsweyr are playable. Overall when in doubt speak to a mod. APPLICATION Factions name: Discord: Brief history of your faction:
  14. The Mho Moth people Where did these things even come from? One day you’re fine the next you’re having to beat moth people off of street lights with a bloody broom. Racial abilities Pretty Lights: Your small brain can not grasp the concept of lights being a thing. The radioactive energy sends you into a daze, infatuated with bright objects. You are unable to stop coming closer to them unless the light damages you in some way. Wings...I guess: You have wings! Be even better if they worked. These mutated creatures wings lack the strength needed to lift them off the ground. And feel like a soft slap to the face should one find themselves getting smacked by a wing. Antennae: A Mho’s antennae is a feathery structure, made up of fine hairs. The hairs are smell receptors that detect molecules arriving from meters away. As in ten meters from you. You have slightly better smell than a human. Do you feel proud? Docile: Your brain lacks the reptilian instinct required to act clearly in violent situations. And will only attack creatures when attacked back. Due to the nature of your brain, you fight like a fish flopping about. Like a child throwing a tantrum. Yup. You’re a moth. Four arms: You have four arms. That’s cool. These arms move like most arms with bones move. Good for work. Culture Mho worship light. As in light sources, camp fires. Balls of energy, lighting storms. Any source of light is seen as a diety by the Mho. Who find themselves unable to resist coming towards bright lights and offering worship. Mho can only reproduce with other Mho. Mho can be FTB’d. If you do, you should feel ashamed of yourself. Written by both LoreApprovedTrap and Archipelego
  15. As of late, my friend and I have been scouting for someone to play her character's child; a half elf born to Aleksandra (High Elf) and Faust (Human). The child, Lucina Ruze Oxenstierna, is eight years old with a speech problem from the mother's side, and a fear of birds caused by the sudden arrival of a letter whilst her grandmother, Nenar Terin, took care of her. Certain things that will be trouble to pronounce include the following: 1. Letters she can’t pronounce: V, N, H, T, Z 2. Sounds she can’t pronounce K, Z, , -er, -ir, (This doesnt have to be followed in uniform manner, but must be kept into consideration throughout the character's early years) Extra details include: °The character has an extensive liking to water °She has been educated to read and write °And is aware of how to utilize sign language. Lastly, there is no need to worry about a skin - as one has already been created. ! If you wish to make any changes to the skin please discuss it with Gamma Rose#0258 ! For further information, or if you have an interest for the character, please contact either me (Blue Budgie#9655). Or my friend, the mother of the character (Gamma Rose#0258) Thank you!
  16. Revenants, the Assassins of Ichor Lore A newly discovered ritual using the forbidden Dark Arts of Blood Magic, Mysticism, Naztherak, and/or Dark Shamanism has awoken a new breed of creatures; a new form of rebirth. By using Blood Magic and various runes to symbolize life and to create a new physical husk, Mysticism to handle and anchor a Ghost into this mortal coil, and Dark Shamanism and Naztherak for their work with the spirit Kor and power of corrupted souls they can place a Ghost back into a physical form. Revenants are a twisted and demented recreation of their former selves. Although they hold great resemblance to their old selves and retain the memories of their lives before, they are twisted and horrific. These creatures are brought back with a vengeance and are weapons to the sorcerers that made them. These creatures, although possessing a sense of freewill, are brought back with a purpose - the haunting image of a feared figure or a loved one returning to physical form with the purpose of bloodshed. These creatures have a blackish and grey muted corpse like appearance with various cracks covering their skins that glow red with genus, specifically in the places that they suffered physical harm in their living time. Their hair is always black and wisp like with its movements like plumes of smoke and their voices appear like shattered and distorted mirrors of their old sound - changing in tones and oftentimes speaking entirely in Al’ahrn-Durngo. When these creatures are inflicted with physical damage they will simply have their grey skin flaking away into the air with a soft red mist following into seemingly nothing. Due to the nature of their creation, a haunting image of the dead, these creatures find themselves unable to hide their face either due to vanity or the means to strike fear into the hearts of those who dare go against them. Physiology Revenants are beings, forged from blood and bound to the soul. Their bodies are forged from pure blood magic and their souls bound by a mystic. While there is a connection between their bodies and soul, it is much more loose than one would be with a normal descendant. This allows them to have a higher pain tolerance, so while they still feel some pain, they do not feel as much and they are able to continue performing their action without much hindrance. They can lose limbs, ligaments, and legs and will not stop until their objective is completed unless they receive a fatal blow to the head, their heart is destroyed, or they are decapitated. While a revenant can lose limbs and arms without caring much, this still affects their ability to fight or move effectively. Say they lost a leg, they would continue to do their work, but would probably stumble and could only move on one leg, severely hindering their speed and effectiveness in combat. Along with this, Revenants possess the strength of a human male at peak physical condition, allowing them to wield a majority of weapons fairly well. REDLINES Revenants may lose limbs and ligaments without much care and can take a hit much better than most descendants can, as they are essentially a ghost within a forced husk. While Revenants can wield most weapons without much care, this does not mean they are masters in using that weapon, they are only able to lift and wield their weaponry at the level they had prior to life or if taught. Any form of headshot or heart shot would be a kill for the Revenant, meaning they can take damage to most of their bodies with little to no drawbacks besides the obvious ones like losing a limb. Abilities Revenants, although suffering the loss of their abilities they had in life, are no walk in the park for those who may encounter them. Much like a Rogue Blood Mage, these creatures have increased agility, dexterity, balance, and reflexes. Alongside this these creatures are granted with a form of “immortality” in the sense that they will never again parish from old age or disease. Marrow: Iron Revenants have the ability similar to Beserker Blood Mages which allows them to forge weapons from genus. However, unlike a Beserker, a Revenant has the ability to simply forge these weapons within their hands from the genus already flowing within them, the genus used to create them. The weapons can vary depending on the Revenant, but can be anything from a simple sword to an arrow which may be launched. The difference from the Iron Marrow to its original is that these creatures cannot forge large masses such as shields or armor with their genus. The only requirement is that the craft must have a sharp point or edge. REDLINES: A Revenant may not create shields, walls, or any physical obstacle using this ability, only edged weapons and projectiles. Launches projectiles may not fly further than five blocks without the assistance of other magic. Projectiles and weapons varying in size may cost different amounts of genus. For example; forming a simple projectile or arrow from genus would take half a unit while creating a sword or axe would take up a full one. Projectiles cannot be formed larger than one foot in length and six inches in diameter. Weapons can be up to three feet in length maximum. All projectiles take up to three emotes, one to draw genus, one to form, and one to fire. Projectiles may rotate around the player for up to two extra emotes before requiring them to fire or disintegrate. They cannot deflect attacks when they are being held onto and disintegrate once they fire past five blocks or pierce their target successfully. All weapons take up three as well, one to draw genus, two to form and have the same hardness as ferrum. They disintegrate once they are dropped or are no longer within the hands of the Revenant. Marrow: Sanguine Sigh The Sanguine Sigh is a taxing and costly ability used often times in desperate measures by the Revenants to finish off their opponents. The Sanguine Sigh allows for the Revenant to create a red haze of genus in the air out from their form in all directions which causes anyone inside this mist have a red glaze causing them only to see in shades of red, but the fog itself is not impenetrable. When inside the fog anyone who is not the Revenant that cast the spell will begin to hear their heart beating violently and loudly in their chest - causing them to lose the sense of sound to anything else around them, but of course leaving the mist would stop this illusion and return those affected back to their normal hearing. REDLINES: The mist may be breathed three blocks away from the Revenant, and having a radius of five blocks. Anyone who enters the fog would hear the sound of their heart pumping in their ear and the only way to deafen it is to either leave the fog or anyone with a rune of silence. Anyone in the mist also gets an anxious feeling and can put them on edge, as well as give a slight boost of adrenaline. The mist may be blown away with enough time and effort. When inside the fog, your vision is glazed over with a sort of red tint. This ability requires three units of genus to perform. REDLINES There must be one of each mage type in the ritual, one person cannot count for two of the four required Dark Arts. There must be a Blood Mage, a Mystic who knows both Handling and Anchoring, a Naztherak, and/or a Dark Shaman. Revenants can ONLY be made from Poltergeists with accepted CAs. Revenants cannot veil their faces in any fashion. Revenants do not need to carry totems to use their Rogue-like enhanced abilities, but must have the necessary amount of genus required. Revenants cannot learn any other forms of magic but may wield enchanted weapons as long as it is not holy. Revenants are able to be bound by any methods from the four Dark Arts used to create them, allowing for Revenants to be stolen (this does not require consent from the Revenant nor the original creators) The ritual to create Revenants must be taught specifically in roleplay. Revenants are affected by any magic or weaponry that are meant to harm undead or unnatural creatures. Revenants lose all abilities they had prior to becoming a Revenant, including those of being a Ghost and any magics they had prior to death (if any). Revenant Marrows cannot be learned by normal Blood Mages. Revenant cannot be recreated after death, it is one and done. Revenants get six units of genus to perform abilities with, but cannot have their genus collected after death. Upon death the Revenants would flake away into the air in a torrent of flakes of grey and faint red mist, only their soul remaining unless destroyed by holy magic or a shaman. Every 48 hours they can regenerate back to the six units of genus they usually have. Final Notes The purpose of this Blood Magic addition is to bring together different communities for the sake of ritualistic RP that Blood Magic was commonly known for, but however seems to be lacking in as of late. This also offers fun storylines for Ghosts and those who knew the Ghost characters in life, but does not give the same feel as a Lich or other undead creature as these would not be the types of creatures you would play on a day to day basis, similar to inferis or other Dart Art CAs, and would simply be brought back for storyline purposes - the haunting image of your loved one coming back with a vengeance. Please try your best to leave some sort of constructive criticism so that I may use it as feedback to see how the community feels about this specific lore piece and how I should take it moving forward. All opinions and comments are valid and I appreciate all feedback. -Luv Lore and Concept by: Luv Co-Author: pundimonium Suggestions by: Deer__, Jlyoko, HeeroZero, and Starfelt
  17. The Sleetfells Darkens Sometime during the month of The Deep Cold, the day was cloudy in the Sleetfells, although, infront of a cave just a bit away from the Yatl Wastelands was a ‘ker, the place seemed to be filled with flourishing nature, color flowers along the paths that lead up to the cave, the dark elf seeming to have plenty of supplies out filled with many things, banners, wood, stone. It seemed that he was hoping to get some work done, perhaps hoping to revive the small settlement known as Elmagara’myan. Many of hours later, It would appear that the surface of the cavern was filled with stalls and plenty of red banners above them, although clouds would suddenly roll into the Sleetfells, the sky darkening as a sudden cold fills the area, the sun completely disappearing, the ‘ker looking up at the sky, in an instant it seems that snow would pour down, he’d blink in awe before taking what he can, although wouldn’t be much as he’d rush back into the cave, settling himself as a few more hours would pass, peeking out of the cave only to see mounds of snow, covering all the progress he’s made, everything.. covered with snow, the man thinking in his head “Well.. ****” (OOC info)
  18. Welcome to Jelly’s Skin Shop! DISCORD: kris#4102 Guide for Commissioning me Give me very specific details for your character so I may properly put them into a skin. If you have reference pictures/past skins/drawings, that’s even better! Send me as much media as you can get. If your character is a creature that has lore, please find that lore for me and link it to me. It serves more purpose than you think. Your skin will be completed in the span of 1 week-3 weeks. Please be patient. If it seems like I have forgotten your commission then please message me if I have not updated you. If your skin has alot of add-ons, after you describe what you are wanting, I will tell you negotiable price, if you think it is too high, let me know. Each skin will cost around the range of 800-1500 minas but will rarely get very high. The skins will be linked for you in Discord. I will not post them on PMC due to the fact that the content I created for you, you now own. And posting it will give people the opportunity to steal the skin I have made for you. Examples
  19. “Deep in the earth my love is lying, and I must weep alone.” Edgar Allen Poe Of all ways Jane thought her life would go, this was the last outcome she expected. Pregnant with a child. Though she swore to never tell another soul whom the father of this child was, she wouldn’t have to worry about who knew and who didn’t, all she cared about was the fact that she could start over now. Jane had lived a short, albeit exciting life. In her early years, Jane grew up with her father and her older brother Gawain. Abused for most of her childhood, Jane ran away from home after the disappearance of her brother. She stole to survive for a few years until a kind woman took her in and gave her a place to call home. She called this woman “Auntie” though her real name was Elaine Morley. Jane later took on the moniker “Catelyn” to further divide herself from her biological father. After Elaine fell sick, Jane became a thief once more to pay for her “auntie”’s treatment. She was chased out of her home by Elaine’s children who had come to sweet talk their mother into giving them inheritance when she passed away from her illness. After losing her only real home, she went back to thieving and took the one item her aunt ever gave her, a grey and black circlet that represented the House Morley colors. After having it stolen, she ransacked the people who took it from her, escaping into the wilderness until she heard the news of the group’s disband. She came out of her hiding to go to Helena, where she met the woman who gave her a second chance at life, Nicoletta Varoche, and the man who she had loved until her last dying breath. Nicoletta took “Catelyn” in as her handmaiden and gave her a place to stay in exchange for her help. Catelyn was eventually reunited with her brother, Gawain, after hearing news of a Barony called Frosthold ruled by a Gawain Harkness. Thrilled to see her brother again, she went to Frosthold and finally found her long-lost siblings. Things were going spectacularly well, until Cat’s dear friend, Nicoletta passed away, causing her to become angry at the world. Though, when things settled. Catelyn couldn’t find fault with the world for quite some time before reality struck her, she was pregnant with a child and swore to never tell another soul who the father was. Catelyn was distraught, not only pregnant with a bastard, but also losing all chances of anything ever blooming between her and the man she loved. As her pregnancy progressed, she began to feel at peace. The idea of starting anew was one that she welcomed. She’d be able to provide the child in her womb with a life she was never fortunate enough to experience. She would tell the child stories of her adventures and how much she adored them and how no matter what lead up to the birth of that child, she regretted none of it. However, she would only have the opportunity to say a few words to her daughter. 15th of The Grand Harvest, 1727 Elaine Emma Harkness was born, hours before the dawn of the next day. At the age of 22, Jane Catelyn Isabella Harkness died after complications with childbirth. Though the doctors had originally believed her injuries to be non-lethal, she passed after a few hours with her daughter. Knowing within her heart of hearts that she was passing away, she kissed her daughter’s forehead in the privacy of her hospital bed, and told her how much she wished she could’ve given her a better life than she had. How she was sorry she wouldn’t be around to watch her grow up, and how she wished that one day she could meet her father and be accepted by him, no matter how long it would take for that day to come. “Elaine, you were a surprise I never saw coming, but you were the best mistake I have ever made. Even as I lay here, knowing I will fade, I can just look at you and I know everything will be ok. I don’t want to leave you in this world all alone, without a mother or a father to raise you, but I’m afraid I can’t stay for much longer.” Catelyn said to her newborn. She kissed her forehead once more, before the nurses came and took Elaine away. “I love you, Elaine, I hope you can find your father and tell him that I’m sorry I couldn’t stick around either. Tell him that I love him too.” Those were the last words that Jane had ever spoken, before the internal bleeding had taken her life. Though Catelyn had passed, she knew that she’d finally find peace in the seven skies, with her dearest friend, Nicoletta Varoche Alstion.
  20. The Wild Man as he first appeared to the Descendants on Axios, during the early 1600s. The Wild Man let out a puff of the stale subterranean air. All to be felt by him were the little gusts from his breathing, and the thrum of his own heart. He rumbled and rose to pace the width of the cavern. Its space was painted, decorated even, but empty. Only himself and his child remained to make use of these rocky chambers. Thrum. There would be another hunt tonight. His burdens he left at the mouth of the cave: The skull of his daughter; The club carved with stories; The necklace to lost kin. Thrum. He would have no more need for these encumbering things. Into the jungles, the forests, the plains, and the deserts he would go. Surely he would find a creature capable of besting him. Surely he would be struck down. He would reunite with his lost people, and need no longer to paint the stories of his kinsmen dying, time and time again. Thrum. Before the Wild Man, the path laid open. He spilled the last volumes of Wildling history onto the bonfire’s fading flames, and trudged onwards. Thrum. When the sun climbed out from beneath the horizon, there was nothing more to be seen of the patriarch. Into the wilderness he’d gone once more, and there he’d meet his long-sought fate. Thrum.
  21. 🎀 The Diary of Amalie Landes 🎀 This post will contain her diary entries as they are written. Amalie’s diary is an in-character item which she keeps privately hidden. The purpose of sharing her entries on the forums is solely to keep anyone up to date on her life (oocly) should they be interested. Also, this is a better way for me to document the progress she makes as her character develops over time.
  22. Mactroth! Cresonian Ducal Theatre Mactroth - A man and his wife work together to take over a throne that doesn’t belong to them, but what will be their end all fates in this tragic production? Audition to join the cast now! ((Co-ords to Cresonia: x: -1354, y: 60, z: 529)) Lady Jasmin Nasrid, governess of the Ducal Cresonian Theatre, has currently opened auditions, taking place on [[Saturday, 6th June, 5pm EST, 10pm GMT]] Sign up below Roles to audition for: Mactroth (Human) Lady Mactroth (Human) King Duncard (Human) Banqaul (Human) Fishmongerer (Any) Fleana (Human Child) Three Witches (Any race)
  23. Defy

    Forum Signatures

    It’s been a long time since we’ve had any community graphics released. So, rather than throwing away my rough drafts for the new forum badges, I’ve decided to offer these banners up to the community for you all to use however you see fit. I’ll add a link to the source file as well, in case anyone would like to modify it for their own purposes. Similar banners have been created before, however, at the time of writing this post the thread that had previously contained them has been redacted. However, credit to @Korvic for the original idea. To download a set of banners, simply click on the image.
  24. The Athalian people are modest individuals who have flourished throughout the years with their teachings based on naturalism and preservation of the natural balance within the ecosystem. They represent not as much strength but instead presenting to others the creative and gentle way of life they have refined upon the tidal cliffs for themselves. As such most of Athalia’s buildings and structures are created with the usage of plants and other natural materials, causing the citizens to carefully maintain the vegetation to further allow the growth of the city and flora itself. The process of conserving such a unique culture is not something easily obtained, the people of Athalia are known to avoid conflict at any cost, as an alternative, they bring new citizens to their safe harbor with their innovations for peace. History The Athalian people have a deep-rooted history alongside with other cultures and religions, unlike many settlements, the cultural dispersion of Athalia is a rather leveled out one with a majority of elves and humans dwelling within the settlement but also a fair amount of orcs and other races having influenced the lifestyle within the kingdom. There have been many unique laws set into effect which prevent racism between the races and individuals inside the settlement, as such the relaxed ambiance of the city attracts more people to its wondrous existence. Granting all of this, the people of Athalian have been around for many realms though only now they have decided to become familiar with their neighboring settlements, while the objective of nonaggression that they strived to acquire would only be something they obtained presently. During the beginning of these ancient realms, various geographical environments allowed civilizations to form and utilize the area, one being a militarized group made mostly of humans and the other being an advanced architectural group of elven ancestors. These two settlements gathered their strong hatred for each other due to a dispute between borders and natural materials that became scarce in certain areas of the lands. After some time of conflict and bloodshed, the elven settlement presented a treaty that would allow them to share the given land and all peace may be restored. The humans had a different approach when attempting to deal with the situation; sneaking into the elven settlement and slaughtering few members. While this would have provoked the elven people, they only continued to show kindness and peace until a formal treaty was given and looked over once more. After the conflict had passed and the treaty was agreed upon, only then did both settlements and cultures unite and completed the balance they both sought out. Peace is more than the absence of war, people learned that after the troubles had ended that to live with love is the only way to achieve true peace. When they began these teachings of guiding your actions by a love that is not tainted with self-serving motives and does not cause harm to the balance, you will find the paradise your soul craves. These words enlightened the people of both settlements as the unity showed true tolerance to people unlike them. This idea of neutrality is what brought peace to Athalia, currently allowing them to form alliances with their neighboring settlers and different cultures, religion, and race. The current period of Arcas is one of pure conflict and war between the races, something that would be known throughout the rest of history as did the other wars. The mainlands of Arcas continued to pose more dangerous each moment, bandits taking their chances to ransack people moving along the road, armies of each nation attacking anyone who seems to be an enemy, natural disasters, and so much more. With the Isles of Korvassa growing and becoming much more advanced, people began to seek safety and somewhere of peace away from the wartorn mainlands. Those people formed the new city of Athalia, hailing near the coastal lining of the isles and surrounded by its magnificent vegetation. Religion Originating from their druidic and elvish influence the state religion of Athalia is Aspectism, yet, most other religious forms are accepted within the kingdom. As such people can freely worship most religions and be part of the kingdom without having any trouble with the laws of Athalia or other citizens. Excluded from such rules are religions which are overly aggressive towards other forms of beliefs or which break the balance itself, such as Necromantic beliefs in demonology and worshipping of dark beings. Due to the strong influence of Aspectism many rituals, often those tied to nature and the seasons, are practiced within the walls of Athalia, often resulting in colorful and rather entertaining festivals. Military and Warfare Known as the Silverwood Guards the military force of Athalia is known to be lead by a singular leader, which is often being assisted by a council of other fighters. The leader and council members can be of any gender, as all members of the guard force can be, allowing both men and women to partake in the defense of Athalia. Often wearing silver-colored armor each individual is also known to hold a leather-version of their armor to act within the deserted lands to the north without being cooked alive. Normally guards are being trained in swordsmanship, yet, over the years the focus changed to a more refined usage of spears and tridents to carry out their work, which is often said to originate from their location near the sea and the easier usage of such in their daily work near the waters. Often said weaponry is made out of Ferrum, yet, Aurum weapons are also known to be used by the guard force. However, while Athalia may hold a guard force of their own they are barely found in battles against other kingdoms and nations, due to their alliances with said nations. Most commonly their alliances are created to maintain peace and order on the Isles of Korvassa, allowing the settlements on the isles to flourish and grow. Politics Currently, the kingdom of Athalia is ruled by a monarchy and a formed council of ministers that conduct different aspects of the settlement. Each of the Ministers directs their own Ministry which work on their assignments. The function of the Athalian government is based on trust and agreement, while meetings are held almost every few elven weeks. The Ministry Of Magical Affairs often is in charge of the documentation and granting of permits for casting legal magic. They have been trained in various ways to be able to counter and capture any criminal and or rogue mages that wish to bring harm down to the kingdom. They are to accept only trusted individuals that do not have any criminal record or other foreign issues that could cause problems for the ministry. The Ministry Of Internal Affairs is in charge of the stewartry and enforcing taxes upon the citizens and owners of homes, shops, et cetera. They are usually seen helping newcomers gain citizenship and homes within the kingdom, while they collect taxes and make sure that no one avoids paying. The Ministry Of Militaristic and Defensive Affairs documents new recruits for the Silverwood Guards and keeps the kingdom's defenses intact. The Minster tends to do more paperwork as the lower ranks conduct more training regiments, et cetera. The ministry was formed at the beginning of the formation of the settlement as it was to protect the monarch and citizens from harm's way and or any conflict that was presented to Athalia. The Ministry Of Diplomatic Affairs is one of the most important aspects of the kingdom, used to form alliances between different nations and settlements while keeping good ties with them. The recruitment of different diplomats with good foreign affairs and skills when staying within different kingdoms to bring Athalia’s necessities first. The Ministry Of Healthcare and Welfare has been created to keep good health conditions throughout the kingdom and to give out legal medical permits to whoever wishes to use their medical knowledge for assisting the kingdom in times of needs. The Ministry Of Educational Affairs was created to allow young citizens to study and learn about the world outside of Athalia, as such the Ministry is holding school classes for interested people, teaching them about religions, magic, history and even different languages. Marriage and Divorce Unlike most nations or states, marriages and divorces are a lot easier to get through, mostly due to the simple fact that any minister is allowed to divorce a couple. Yet, marriages still need to be approved by the spiritual leader of Athalia, while any priest is allowed to perform them, making it fairly easy to get married or divorced. At the same time, same-sex-relationships and poly-relationships are also allowed within Athalia, meaning that a person can have multiple partners, living in a form of family. They aren’t allowed to marry, yet, are seen equally to married couples, creating the feeling of safety within everyone. Infrastructure Athalia’s architecture is mostly influenced by the naturalism and elven aspects of their culture, as most buildings maintain the thick vegetation of flora that spreads throughout the kingdom. Most of the buildings don’t cause harm to the natural terrain and geography of Athalia but actually utilizes it in order to create a unique ecosystem between the citizens and nature itself. They have refined and formed various designs for the structures of the city, while also being adaptable enough to construct their city upon the tidal cliffs of the northern end of Korvassa. Vines and leaves often intertwine with the stone patterns of their roads and foundations of the buildings, natural streams of water flowing down the hillsides as to aid the watering of the nearby land, allowing new flora to grow and to bloom. While the city is closely tied to nature, ancient forests of thick and old trees are scattered across the lands outside of the walls, allowing the natural ecosystem to flourish as intended. Economy The economy of Athalia is based around numerous trade agreements with other nations and settlements which reside within neighboring lands. The kingdom of Athalia usually trades natural materials such as spices, herbs, and medicines of varying rarity. Athalian merchants are often found within nations and settlements which are allied to Athalia and don’t pose a threat to the individuals, such as Sutica, Urugan, and a few others. While Athalia is known for these herbal and natural based materials and products for trade, there was often insufficient earnings to be made, causing the people of Athalia to adapt. Through the creation of new wares and new products to sell, thanks to the integration of new cultures and citizens into Athalia itself, the economy is flourishing once again. Magic Magic is well-known within Athalia and is most often seen as something respectable and something one needs to work for to obtain it. As such, most forms of magic are legalized and allowed to be used within the walls of Athalia, including voidal forms, deific forms, and forms which don’t fall under the Dark Arts. While this is the case, Druidism is the most prominent one and is often seen as the most liked and preferred form of magic within the lands of Athalia, either due to the fact that nature is constantly surrounding a person, as it is part of the city itself, or due to the fertile soil that the citizens walk upon. However, while magic is popular and mostly legalized, the Dark Arts are still seen as dangerous and impure, forbidding such mages the entry to the city as a whole.
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