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Found 25 results

  1. Forgive me if youve seen this before but I havent ever known it to be suggested. How about a plugin or a mod that allows people to seal small letters? Like you know how in movies and TV where people write on a tiny strip of paper and seal it with wax? The most important part about that concept is that once it dries, the wax serves as a 1 time tamper-seal; an indication that the letter hasnt been read before. How would this improve rp? Obviously, the assurance of opening a letter knowing that its contents have not been read yet is a very valuable thing, especially the higher in importance the conversation is. Unlike the possible metagaming that goes on when people are handed (irply closed/sealed) letters to hand-deliver... having the note be physically unreadable until it is opened ensures that tampered letters are aknowledged immediately, and are known to be compromised. If a letter is delivered in-tact with the seal unbroken, the recipient and the sender can be assured that the middle-messenger is a trustworthy and responsible agent.... or at least a patient one. In addition, I can see many opportunities for small items and decorations that compliment rp. Like an artisan crafted seal press, engraved with varying coats of arms or other symbols, small golden nuggets with intricate descriptions that allow you to irply seal letters would add cool personalized emote to an otherwise boring process. Also, maybe some red (or any color) dye can be used for wax. This too would give people a reason to really do more rp in their offices. Many government officials and landlords have big studies and empty tables that are never used. But say, you needed ink and a gold nugget in order to create one of these secure messages, people have more reason to regularly check on the stationary supplies of their offices, and consistently use rooms that otherwise go ignored. How would this be implemented or executed? Honestly, I am not a coder or mod programmer so I dont know, but if any of you would like to give it a shot, perhaps it would be a fun project. How would it work (theoretically)? Basically, It would be like making a cake. Similar to how you take a bucket (non-consumed during craft) and some edible products (consumed during craft), combining them makes a cake that is at first in a state of wholeness with no pieces taken out. Then, when you right click, it changes to a cake with pieces taken out. The seal thing would be similar, You might write a note (paper item), and then put that into your crafting square with the seal press (gold nugget item) and dye (any color). When you join all of those things, OR maybe have them in your hotbar and run a command like '/notes waxseal', it would take that written letter, and when hovered, over, it would give you the message "This letter is sealed. Type /notes breakseal to remove the seal and read the letter". (the player would recieve the sealed letter which is still just a paper item, and then the golden nugget back, but the dye/wax would be consumed during craft). Some process like this or with the basic principles shown. Im aware the exact items may not be compatible with the feasible code, but the core concept of encrypting something in 1 place, and then having to perform an action to de-crypt it in another place is something I think is really cool and should at least try to be put into lotc. Wax Seal Skeptics: Lomiei, dumbass, what about aviaries? Lomiei: **** aviaries Again, if this has been suggested and shot down before, feel free to ignore this. But I think itd be a nice lil thing. -love, lomiei
  2. Felyx F. Colborn, a Voice for Reform! Simple contemporary oil painting of Felyx F Colborn Introduction Felyx, born in the Second age 64, did not come into the world in a noble household. He worked for everything he has gotten so far, and will continue to serve his Kongzem to the best of his ability. The combined efforts of House Colborn now mean that Felyx is granted a unique position to let his voice be heard. As a child, he worked to start the St. Carolus University which still exists today, has participated in medic lectures, climbed to the rank of Armsman and Officer Cadet by now in the BSK Haeseni Army, and is an avid Adventurer and Poet to the Royal Family. Felyx made many friends during his time, be it commonfolk and nobility alike, and has expanded his horizons by carefully listening to minorities such as Orcs and Elves in Hanseti-Ruska. This has given Felyx the confidence he needs to run for Alderman on this day. Aspirations and Pledges I, Felyx Francys Colborn, do so pledge to honour our community of evolving peoples in-tune with their conservative roots by working with the Duma to issue reforms that benefit the Kongzem in the long-term. I will be your elected dreamer of a brighter future for Haense and, with the know-how and tools I have amassed so far, vow to work hard to listen carefully to anyone who would give me feedback or advice, and implement reforms that I deem necessary for the prosperity of Haense to Krusae Zwy Kongzem! More specifically, I, Felyx will pledge to work on Seven primary points: Promote Crown-endorsed reforms to stimulate political interest of the People of Hanseti-Ruska. Introduce non-politically aligned Commonfolk Societies for greater multi-social representation in our Motherland. Stand for greater Diplomatic cooperation, including a Worker’s Exchange Programme between allied nations to foster more open-minded generations who are willing to accept the diversity of Hanseti-Ruska and Almaris as a whole. Promote theological debates led by the Church across various beliefs, using a novel, proposed technique, coined: “Deep Listening”. Work to integrate the aforementioned “Deep Listening” into the Duma, which will hopefully bridge divides between opposite opinions to reach compromises. Introduce a Koeng or Koenas Royal Jubilee, in coordination with the BSK, every 5 years to celebrate the efforts of the Crown. Introduce a “World Pilgrimage” with the consent of the Church, in order to become aware of different and opposing cultures and beliefs, to reinforce Godan’s virtues and learn to live harmoniously with others despite opposing views. These are just a chunk of ideas I have deemed worthy to put to paper. Being a soldier of the BSK, I find it important that we can avoid War as much as possible. However, peacetime is never a reason to stop training and drilling diligently. I will take my discipline and dedication from the Army when pursuing my goals within the Duma. With great Passion Felyx Francys Colborn stands by his values, and hopes to work alongside Duma members with his Aspirations, by the pleasure of the Electorates of Hanseti-Ruska!
  3. I'm planning on making a megathread for the board, dice, and card games of LotC, and wanted to include fun historical games such as Xiangqi and Backgammon with resources to play them with others online while roleplaying. To help justify their existences, I was going to attach some supplementary in-world information to the games, little things like, "It's common belief that Xiangqi originated in the Jade State of Yong Ping as a variation of the traditional game of Chess." While I was flipping through the forum/wiki looking for similar posts, I found two unique LotC games and some lore for Chess. I noticed on the lore pages for Chess and Cretzer Craps, people made it clear that Chess/Craps probably didn't need its own lore. Would something like this be better posted in a roleplay, lore submission, or other subforum? While you're here, are there any games you'd like to see resources for, for playing online with others in RP?
  4. Disclaimer: This is a legend from Navajo culture (native folklore), this suggestion is not meant to disrespect anyone affiliated with this culture.IntroductionOne which name may not be spoken in the open, the Skinwalker is a vicious creature, believed to be a witch, who takes disguise to live in the natures of Almaris, often sighted within the woods of the Eastern region. It's believed that the creature is born from the existence of a mage who isn't able to deal with the responsibility of gaining access to the void. This cryptid has the ability to shapeshift into any animal. From a far distance, their false appearance would be rather convincing, though once approached it's features would not be as accurate. Examples of these inconsistencies often are backwards joints, taking stance on their hind legs and having carnivorous attributes such as eyes on the front of their face like a predator would have. Why I mention the fact that it's carnivorous is due to the fact that most often it is seen in the shape of a 'deer', though this can vary. EncountersWhen you've entered their sight, be aware that you'll be in great danger. They'll spot you, only for them to stare without motion. As their prey, it is your job to break eye-contact and slowly depart. If one would run away out of fear, the cryptid would start it's hunting process and kill their prey. It's hard to truly confirm their existence due to the fact that once they're sighted, the person who've unfortunately encountered this beast is prohibited from speaking of this situation. If one dares to speak their name, or mention their sighting of one, the witch will be triggered into hunting you down.
  5. So, recently it struck me that Skeletons aren't actualy playable, only Darkstalkers, Liches and occasionaly some Skeleton bodies for a necromancer. It saddens me that one cannot be a simple, plain skeleton without being a super powerfull warrior or a 'wise' Wizard. Why can we not have weak skeletons playable by people? Some may deem it unnecessary (Probably butchered that word) with the amount of spooks we have roaming around but i don't. I think it would be a great addition to hand these feeble, fun creatures into the hand of players. Although they do need lore this is something i''m willing to write but i thought i'd make a post on it first to see the results. It's that spooky time of year!
  6. Imagine seeing someone's actual hands move with their own personal hand gestures as well as their head move with every real life nod or shake. This has personally been on my mind for a few days, but also wondered if other players have thought about the idea of playing VR Minecraft on a roleplay server, the kind of inspiration, immersion, and the type of experience it could possibly bring. There are videos that show that it's possible to have both VR players and normal Minecraft players on the same server (x) (It seems the guy recording isn’t using a vr, but his friends are), and a video that show what it's like to play in the Minecraft VR experience (x) (Showing OMGCraft covering it). Personally, this looks like a lot of fun, but also on the videos it shows how hard it is to PVP whilst in VR, but also talks about how fun it is to use bows and such. The only problem is that there are threads on Hypixel that regard being banned from the server by watchdog for having a 'hacked client'. (x) This is one of the main problems found on the search listings. Also if it's allowed by staff's permission, I'm willing to help test. Oculus releasing VR Minecraft (August 15, 2016) but most install a mod that’s called “Vivecraft” Foot note thoughts: Say if I joined RIGHT NOW in Vivecraft- Would I be able to see what others type in the chat? https://www.vivecraft.org/faq/ says in order for normal players to see vr players in VR, they require the vivecraft server plugin.. Will there possibly be VR support someday? Is it impossible? Will this effect TPS? Say if I got banned for testing, Can I request to get unbanned by staff?
  7. i personally want 1.13 and for the devs to focus enhancing 1.13 rather than update to 1.14 with a bad chunkloading, the new blocks are cool but it doesnt replace the chunk loading, we cant move from point a to point b it takes literally too much time for travelling, maybe we can go back to 1.13 with an older save if world corruption is a concern but we cant stay in 1.14 its ruining the traveling of the map
  8. THE SER “Man is the cruelest animal.” ― Friedrich Nietzsche Lore/Origins Long before the Ser were born, the dragons ruled the lands. These giant beasts flew across the night sky in search of prey, with no mercy. Yet, these beasts were one with nature, and when Horen, the first King Of Man, gained power, the dragons fell into ruin. Before their demise, however, two new creatures were created. Nephilim were the first, the Dragon People. These were the creatures men saw in dragons, yet not what they were. And then the Serpens, also known as The Ser. These creatures looked more like snakes then dragons, where what the dragons really were. The Nephilim were created to punish men, and The Ser was made to let Dragons live on. They lived in peace, away from all men, orcs, and dwarves. A handful of Mali’ame found their way to the Ser, and were, in general, not eaten. Many people have claimed to have seen these beings, as they reach 6’ in height. All sightings have been seen as myths, however. After thousands of years of living in peace and away from modern society, the Dwarves tunneled their way into the Ser’Tarra tunnels. A massacre ensued, leaving many Ser and Dwarves dead. The remaining Ser’Tarra fled, and rallied their siblings, and thus, the Ser were introduced into the modern world. The Ser despised the Dwarves, Humans, and Orcs for disrupting nature, and that the dwarves were the worst. A similar race in the Fae realm, called the Elekhei (https://www.lordofthecraft.net/forums/topic/194526-ca-race-lore-elekhei/?tab=comments All credit to her for the Elekhei) was also being evolved at the time. Many believe that the Elekhei are related to the Ser, but it is not certain. Appearance The Ser range in many different looks, some looking like Cobras, and others like Common Garter Snakes. Depending on the subrace, they would have different tints to their scales. The Ser’Tarra would be brown, the Ser’Aquis blue, and Ser’Ven black. They often have jewels attached to their tales, with one joule per year alive. This is a sign of glory, as many Ser died in the first years of their introduction into the modern world. If you were to insult a Ser’s looks, the Ser will attack, with the intention of making you as ugly as you said they were. Unhealthy Ser are smaller, weaker and overall worse. The tail of a Ser can be from 4’ to 6’, depending on the Ser. Many despide the Ser due to their looks, as a common fear of people revolve around snakes. Diet The Ser mainly only eat meat. Their favorite food being fish, rats, mice, pork, and steaks. All raw, of course. According to them, fire ruins the world. A healthy Ser will be 6’ tall and giant. An unhealthy one being slim and small, around 4’. Children are around 3’ healthy, and 2’ unhealthy. The unhealthy will die young, at 300 years old instead of 500 years old. If they were to eat anything but meat, they will have a reaction. Their scales would turn deep gray and start to fall off, leaving bare skin behind. This, to the Ser, is very painful and would kill them if not treated. They will not eat meat from Humans, Elves, Dwarves or etc. This, to them, is a sign of disgust, and rarely, can cause Dragon Rot. Disease The Ser don’t suffer from normal disease, yet they do suffer the same diseases, and some new ones, as the dragons. -Scale Wilting. Their scales will fall off, living pink or red skin in their wake. These patches will start to break up in hives, and sting to the slightest touch. -Claw Rot. Their claws will slowly shrink, leaving nubs behind. In time, if not treated, the claws will disappear and never grow back. Having no claws is a common sign of weakness to the Ser, and many will be disgraced for the rest of their lives. -Dragon Rot. The entire body will start to shrivel, making the Ser weak. Its caused by malnutrition mainly, though rarely Ser get it by feasting on Humans, Dwarves, Elves, and Etc. This disease makes the Ser VERY weak, and can die from the slightest cut. If the Ser where to do nothing about their sickness, they could die within a year. -Fire Glaze. When a Ser is burned, they can rarely get Fire Glaze. This disease will make the Ser very weak and unable to sit upright. Over a course of one week, the Ser will get temporary bad vision, bad hearing, and bad overall senses. In addition, they will have a constant headache and hives/welts. The Ser can also suffer from The Cold, yet it hardly affects them. Language The Ser speak in a weird tongue, consisting of mostly hissing sounds. They cannot write well, and often the writing looks like a child’s first attempt. Religion The Devourer - Primal god of the Ser The Religion of the Ser, peoples of the snake...from other races’s view on the practice their ways seem alien & strange-yet detailed & of interest. The Ser worship a giant snake, its humongous & strikes fear for all who dwell-its scales are said to be made from Descendant Skin-under the scales, the flames of Hell, if you stand near it you could smell its burning insides as its charcoal clusters around you, wherever it goes comes destruction, however-due to this it doesn't move that often, its constantly in sleep unless the end times comence-which is believed by the Ser. The Ser were touched by this giant snake, seeing it as their god, constantly doing its bidding through worship, they call him SEL’ANK, or the DEVOURER in common...reasoning being they believe at the end of time-the snake shall come out from its resting-awakened from times of troubles, and through this itll slither through the worlds, eating everything in its sight until there is no more signs of life, this is the end story for the Ser-However, the Ser believe they could resist this end event through practicing worship of this demon...this form of worship is done through the removal 0f skin on the snake’s tail, this being with a knife or any form of blade-once done they take the skin & burn it...of course as the Ser are similar to snakes they could regenerate said skin. In the Ser’s mindset their god is the creator of the ser, along with the first snake to ever exist. Rites of Ancient The Ser follow a very strict code, and when they come of age, (100) they will receive the Rites of Ancient. These writes, which can only be found in a single thousand year old book, must be read in the birthplace of the Ser, no matter how far it is. The rites consist of an oath, a pledge to nature, and deep magic. A council member is present at each, and if not, the rites will not happen. If the rites are not done by age 110 years old, the Ser will start to suffer from a curse, The Dragons Curse. This curse makes the Ser lose vision, smell, and senses. The Ser will suffer constant pain and then, in time, turn into a fern. Once the curse starts, there is no stopping it. The Rites go as followed. A 100 year old Ser walks into his/her birthplace, accompanied by their parents. (If alive) Ser being given the rites will say, “I, (Name) give myself to the Aaumin, pledge myself to naturz, and join the Ser in the togetherness of life.” At this point, a Ser elder will accept or deny the rites. If the Ser is denied, they must wait one more year before retrying. If/When rites are accepted a Ser Council member will enter the birthplace, and say the following in Ancient Serpenian “Quis sponzet az natursam izvenzes zias eozam sna auza mazorez, nusquaz ezze tusbaza.” Thus, the rites are complete. Culture The Ser have a strict code of honor, and if broken, the punishment is often death. The Ser, over 5,000 years ago devoted themselves to nature, and if a Ser were to dishonor nature, the Ser will no longer be worth anything to other Ser. The different Ser races have different opinions, however they all come down to the same principals. (I’ve decided that if the Ser are accepted, the different species should be able to make their own culture norms, as I think races should be as up to the player as possible. -Asteodia) Mating The Ser choose one mate, and stick with them for life. If a Ser were to break a bond by cheating, breaking up, etc. The two Ser will be unable to mate again, or have a love interest. They will feel no love for any other Ser ever again. If a Ser breaks a bond with another, the Ser in question will be put on trial, as this ruins the life of the other Ser. The punishment is often life in prison. Over the span of their 500 years, the Ser finds a mate at around 200, any younger will most likely not work out. Government The Ser have a unique government system. In the idea of a hierarchy, there is the Leader of a Ser City, a council consisting of 5, Royalty (The Ser Leader’s or Council’s Family) Guardians, whose job it is to keep the peace with nature and other beings, the common police, business owners/artisans, and then the common people. The roles go as followed: Ruker– Makes the final decision, advised by the council. Keeps the city in check, hires new council members and fires old ones. Oversees the Army, Business, Economy and just overall runs the city. Council of 5 – The council holds meetings with the people. The council listens to the concerns of the common Ser, and then take part in a private meeting in which the Council comes to a conclusion. Most decisions are made by the Council, yet the very big ones by the Serpans Ruler. Royalty – These Ser are family of the Ruler or council, they are normal people except they get honorable treatment. Guardians – These are hand picked Ser who pledge themselves to nature, the Ruler, and dragons. They protect nature, oversee the most dangerous tasks, etc. Common Police – These officials will take care of the majority of problems. The giant problems will go to the Guardians. Business Owners/Artisans – These are normal Ser who simply own a business or possess are useful skill, the Ser officials host more meeting for them than the common folk. Common Ser – These Ser make up the Majority of the population, just being normal, everyday folk. Titles are given by the council, and the Ser apply for them. Arts The Ser build in a very Elvish style, often with dragons and snakes engraved in all the buildings or items. Some examples of Ser what buildings look like are seen below: Ser’Ven Ser’Aquis Ser’Tarra ITEMS
  9. THE FROSTBEARD FIGHTIN’ FISH OR OTHERWISE KNOWN AS THE “FIGHTY FISH” AND “MAC FACE FISH” The very vicious fish in water Overview The “Frostbeard Fightin’ Fish”, or otherwise known as the “Fighty Fish” or “Mac Face Fish”, is a brackish fish originating from deep within Kal’Tarak’s inner cavern in Atlas, where small populations of the fish lived in aquifers and large pools of water. While not a dominant species in the cave’s grand ecosystem, it has proven to be a very hardy fish when introduced to other cavernous ecosystems, much of which can be attributed to it’s highly aggressive and territorial nature that ensures their populations survive. True to their name, the Fighty Fish will attack anything that enters their wide and ever expanding territory, and larger creatures are no exception to this. Despite their incredibly aggressive nature, Mac Face Fish attacks are rarely fatal to those unfortunate enough to suffer from them. Unfortunately for the fish, they are delicious when roasted, making them a delicacy for those who are willing to risk the pain involved in fishing and handling them. The name, Frostbeard Fightin’ Fish, of course, originates from their discovery within Kal’Tarak, along with their aggressive nature. Fighty Fish is simply a much easier way to say it. It has been named the Mac Face Fish by the villagers of Nottingham (a village on the edge of Garrond’s Vale) due to the face of the fish being similar to a man named Mac. The Trip to Arcas A dwarf guards his caravan, containing breeding pairs of Frostbeard Fightin’ Fish When Kaz’Ulrah fell, the survivors of the siege of Kal’Tarak fled Garrond’s Vale to live elsewhere, such as Sutica and Agnarum. Some missed the taste of the Fighty Fish, among many other delicacies specific to the region (see: Dogoth Crab and Garrond Goat), and either paid the villagers of Nottingham to fish it for them, or fished it themselves in order to start fish farms of the delicious fish. However, when descendants were forced to travel through the cold, southern wastes, few thought to bring the Mac Face Fish, let alone a breeding pair. Fortunately for all, the one dwarf did: Gardalf Frostbeard. 16XX, account of the Atlas migration The journey so far has been long and perilous. I, along with many others, have escaped the growing frost with the aid of the Vael. But the journey had not been without it’s own hardship. My Frostbeard brethren, that I have been fortunate enough to reunite with, are almost at their wit’s end. I myself have lost count of the days and year. In truth, our journey is perilous, and I know not when we shall leave this frozen wasteland. Just yesterday, I had awoken from my cot to find an elven child trying to steal my Fighty Fish. To my knowledge there are no others that had brought breeding pairs with them, and so I flew into a fit of rage and nearly beat the poor boy to death. But as a man of the Brathmordakin, I stopped myself and showed him mercy. He scampered off soon thereafter. I am disgusted with myself. I do not know for how long my sanity will last. Gardalf Frostbeard was an expert fisherman, who himself was taught his skills by Wilson McGrath. He was a connoisseur of fish, and despite many of the Fightin’ Fish stock dying, just enough survived to breed on the other side of the great ice wall. He would travel with the Frostbeards in Arcas, eventually joining the Underkingdom of Urguan when Argnos Frostbeard made the decision to bring the clan into the kingdom. Our story does not end there, however. 16XX, account of a certain incident Was bringing my stuff from the caravan and I tripped. I was holding a barrel of the fish with big teeth and they fell into the river. The fishies swam away, and Vithar yelled at me. My bad. With the Fightin’ Fish released upon the Under-Realm’s ecosystem, their population would gradually grow as an invasive species. While their populations is not as large as it once was in Kal’Tarak, they can occasionally be found and fished within Urguan’s deep cave system. Fish Facts The fish, after being roasted over a fire They are brackish fish (a mix of saltwater and freshwater). They will die in saltwater, but can survive (not thrive) in freshwater. They are carnivorous fish. They will derive no nutrients from plants. Thus, it is common for Fighty Fish to begin eating each other. At most, and very rarely, will a Mac Face Fish be 2 feet (60cm for freedom haters). They are typically around 1 foot, but much of their growth is dependent on how much one can eat. They typically have a lifespan of 10 years. The fish has many bones protruding from its body along the nostril, gill cover, pectoral fin, and lateral line (see picture in beginning), along with having very jagged teeth. Appearance wise (see picture again) it is easier to imagine it as a very bony piranha. They will constantly jump out of the water, as a way to intimidate predators. While they typically live in breeding pairs, Fighty Fish can and will form schools in the right conditions: a large body of water, and a large enough population. Due to their aggressive nature, they can often be found eating one another. Representation in game A barrel of Frostbeard Fighting Fish violently jumping and thrashing in the water A salmon is used to represent the fish as an item. In game, it can be represented through arrows being pushed up by a bubble column. This is done through soul sand below the water, creating a bubble column that pushes towards the surface. Shoot arrows into the water, and they will bounce up and down. It is like shooting fishes into a barrel. Clever, no? Redlines This has nothing to do with it, but I thought it looked really cool and I wanted to share They can be farmed, but they are too aggressive to be made into pets. While dangerous, they are rarely fatal, as two or so will be unable to do more than give cuts and wounds that barely puncture the flesh. They will be painful, however. A school of the fish may be fatal, but the existence of one is extremely rare. (see fish facts for conditions) A player can not roleplay for a fish without the other involved players consent. This is to ensure that no traps are made where someone is dropped into a pool of Fightin’ Fish. But that would be cool, like a mafia movie, yeah. EX: Player 1 tells Player 2 that a Mac Face Fish bites their leg Credits Special thanks to @Twodiks for noticing a lore-related mistake I made Fish - https://www.deviantart.com/piotr490/art/Demon-Piranha-144574519 Dwarf Caravan - https://caravanstudio.com/2015/05/04/the-expedition/#popup-content Cooked fish - https://www.istockphoto.com/vector/fried-fish-on-stick-vector-illustration-isolated-gm1174464694-326657758 Unrelated - https://www.muddycolors.com/ And to you, the reader 🙂 +1 and comment
  10. “The Elves are the longest lived of all races, some living well over a thousand years.” -Lord of the Craft Wiki: Elves The Elves of the world within Lord of the Craft are distinct and different to the other races, possesing near immortal life. Due to this extensive life they possess, they are able to learn a great deal more than the other races. Currently, the lore describes that the ”Elves mature more quickly than the shorter lived races, reaching the fullness of puperty in about two decades.” However, this does not make since. How can a race have a much longer lifespan, but mature/age quicker than the other races? Though some players enjoy the simpleness to this system of aging for the Elves, it may be more immersive for the players if the elves aged differently compaired to the other races. The proposed system is quite simple and involves the smallest amount of math. Here’s how one determines the age of an elf in human years Each elven year is equivlent to 3 human years. Sweet and simple as stated. So, while a human child is now 9, your elf is only as mature, physically and mentally as a 3 year old. To visualize this concept, I have made a column chart. As shown by the graph, at 15 in human years, they are as mature as a 5 year old child, while at 30 human years, they are only equivlent in maturity as a 10 year old. Numbers are infinite, meaning it is impossible for every unit of age to be placed onto this graph. However, that is quickly remedied with the skill of math. Say your elf is 150....all one must do is divide by 3. 150/3=50 So your elf is 50 in elven years. The formula to find your Elves age and maturity in human years is as follows. Elf Age / 3 = True Elf Age This system truely only matters up until 100 human years, as humans cannot mature mentally past their death. Elves would be fully mature, both mentally and physically, at the age of 75 in human years and would not need any further development. However, elves are immortal, meaning their bodies are not able to be corrupted by normal age, though they may mature, they cannot grow old. Some might argue that this system is much to complicated for the game and would be better to be simple, however, this gives some color to lore. Due to the slower aging of elves, it could cause friction between elves and men, explaining the scarcity of cities with both Men and Elves. A human has a very difficult time to befriend an elf due to the different speed of aging. And when there are no friends, enemies begin to form. So, due to this, playing an elf child would be extremly long. Just as rules prevent human children to be played until 5 years old, rules could be sent for elves. For example, players could not play elves until they are 15 in human years (5 in elf years) or possibly even 30 in human years (10 in elf years). As stated, this is but a suggestion. Leave your own suggestions in the comments, as I do believe that there should be a different aging system for the elves.
  11. Although it would be incredible; I’d just like to say now that I’m NOT expecting this to be accepted. I just had the idea not too long ago and wanted to share it. Basically a throng of lunatics led by Mr. Beautiful completely take over the city of Helena. The guards are imprisoned; criminals are set free. The gates are shut; no one comes in and no one gets out. The town will be in a state of unqualified pandemonium; everyone is on their own. Trapped in this engirdled mobocracy swayed by a psychopathic begetter who will be sitting in his chair; laughing his ass off until somebody stops him. Discord me if you’d like to hear more.
  12. Hello there! It seems like I’ve been posting an awful lot recently, however this debate is strictly ooc ONLY and in my discord a lot of guys were concerned over this issue, so if you wish to participate I am more than willing to answer questions and debate in the comments down below. The “techlock project” is a project where people are trying to find balanced tools to use within LoTC which has the same technology as the times it is based in. For example, firearms is the most recent topic that has been put up for debate. As shown below, the votes have been flooding in and it seems like the mass majority do not care for guns within LoTC. Personally, I feel guns do not have a place in LoTC. My reasons for this are as follows, please feel free to agree or disagree with backed-up points down below! Banditry/Raids: I feel as if LoTC for many years has been a hub for those who wish to participate in bandit roleplay (as far as my experiences have gone). If you are to bandit someone on the road, you can either rob them or fight them, depending on how they respond to your actions. If guns were introduced to LoTC, I feel like banditting people on the road would become far too easy, using hostages and holding people at gun-point is far more effective than crossbows. This will lead to an imbalance in the bandit-victim success rate, heavily favouring those who are committing crimes. Additionally, Cities will have a large advantage too. The current raid rules state that you must ONLY raid with three or less people, which means it is already difficult to pull off with success. With the addition of guns, it will become near-impossible, with the guards being able to default CRP and hold your party at gunpoint for as long as they wish, possibly increasing the rate of meta rallies coming and slowing down the roleplay that could be happening if they were all using less advanced technology. Larger scale fights: How can we moderate the use of guns in larger scale fights? Currently in LoTC there is a 10+ PvP default rule, however if you were to fight with 9 or less people it would become increasingly difficult to moderate the use of guns within the fights. Would we need to load the guns and use multiple emotes like we do with crossbows? Or can people just have loaded guns all the time, preparing for combat if needed. I feel this will increase the amount of modreqs that go up, leading to more power-gaming, toxicity, and just an overall poor roleplay experience for those involved. The “dodge” mechanic: How does one use this mechanic if there are bullets flying towards your head? For a long time, you are able to /roll or crp dodging attacks, with a larger disadvantage if you lose your roll or the mod/people involved deems your dodge unrealistic. Just like an Olog charging into a human, you would be instantly killed and out of the crp if you were to encounter someone with a firearm, which I feel ruins the whole combat experience entirely and can lead to poor quality roleplay. Now I have expressed my final points, I would like to invite everyone who wishes to get involved to comment below and I’ll respond to you all. Troll/Toxic comments will just be ignored. Thanks, Swifty
  13. Korna-Lin Tree Reference Minecraft Korna-Lin Tree (VERY MUCH WIP) Material Name and Description (Raw form) The Korna-Lin tree unlike most natural flora contains a unique, illuminescent sap that often forms bubbles upon its branches. Once a Konra-Lin tree reaches full maturity these excess bubbles of sap will fall gently to the forest floor as new bubbles will slowly begin to grow. These illuminescent bubbles of sap are often buoyant, and if not harvested may simply float away. Though its wood may be useless in harvest, due to the large veins of sap within, the tree has another purpose for its Wonk inhabitants. These tree’s would appear rather tall, with a twisted trunk. The leaves grow upon many layers, with vines slowly descending upon its branches the older it becomes. In some settlements Traditional wonks, and on occasion reformed wonks have also long since incorporated the Korna-Lin within the construction of their everyday homes. Upon the creation of a Tuma-Tuma (A mud hut) Wonks will often plant a Korna-Lin upon its peak. Over time and with great care the tree will eventually overgrow the Tuma-Tuma itself. Within the center of a Tuma-Tuma or at least somewhere notable within the home can be found a large pool of water that the wonk’s themselves work actively to maintain. This pool of water feeds the Korna-Lin, and in return the Korna-Lin purifies this water in order for the Wonk’s to scatter their eggs. This pool also works as an easy to access place for the wonks to hydrate themselves. This symbiotic relationship between Wonk’s and Korna-Lin Tree’s benefits both species, and has become a stable of wonk life. Applications (Raw Form) These tree’s somehow produce a purifying effect upon the waters that surround them. Scholars believe this has something to do with the Konra-Lins unique sap, that may work as an organic filter, that quality controls the waters upon which the unharvested sap floats upon. Because of this unique trait, Wonks often scatter their eggs around the Korna-Lins tree’s base. Red Lines (Raw Form) The Illuminescent sap even when processed will not glow any brighter than a flickering candle. In its raw farm this sap will glow slightly brighter than a simple camp fire, however by no means can this be used to blind, or negatively effect someone. The Sap cannot be suddenly placed on an ocean to purify its waters, these tree’s only purify the direct space around them due to the sheer amount of sap being naturally released by the tree. The tree may not be any larger than your typical oak. usually these tree’s stand anywhere between 20-30 feet before maturing, after the maturing process begins they will reach a typical height of 60-70 feet. These tree’s can grow no taller than 140 feet. If these tree’s grow too tall due the veins of sap flowing through the wood the tree would simply fall apart due to sheer mass. Harvesting Method When harvesting the sap you must wait till the tree is ripe, and the excess bubbles of sap simply float to the ground. These hardened and well ages bubbles of sap may then be taken to a smith, melted down at a low temperature, before being cast into sheets. The tree will drop these naturally but only once or twice a year. Attempting to remove the bubbles prematurely will cause them to burst, and in doing so will released a poisonous gas from within the bubble. This gas will often leave the victim struggling for air, induce vomiting, disorientation, and make the victim extremely light headed. The gas is not fatal, but attempting this too many times may result in a lower form of brain damage. The item in MC that represents these sap bubbles is a honey bottles, and glowstone powder which both come from the tree. Cooked Sap (Honey bottles) will to add to a tea, or brew. This sap can be melted fully into sheets. These sheets can create sap windows (honey blocks). When dealing with raw unrefined sap (Glowstone Dust) represents the Illuminescent sap that hasn’t been melted into sheets. Once the sap has been cast into sheets it looses its glow. (Glowstone powder) represents jewelry made from this raw sap. This unrefined sap still retains its glow. Harvesting Red Lines The sap bubbles that falls naturally from the tree is what may be harvested. This is in the form of honey bottles, and glowstone dust. There are rules in order to using this sap. For a starter the tree’s will only produce this excess sap every so often, maybe even once or twice a year. Taking the sap directly from the tree would render it to shatter and be useless. Only the hardened, dropped excess sap is study enough for harvesting. Material Name and Description (Refined Form) (OPTIONAL) Honey Bottles: Korna-Lin Heated Sap Desc: “This harvested sap from a Korna-Lin Tree has a rather pleasant smell. Upon adding it to a warm brew, the consumer will find their mind at ease as the relaxing texture takes over.” Honey Blocks: Korna-Lin Sap Sheets Desc: “These sheets of hardened Korna-Lin Sap are quite brittle, as if silver glass they must be handled with care. Upon inspecting the sheets one would find that they are rather transparent, and make a perfect window.” Glowstone Dust: Korna-Lin Sap Desc: “This unrefined sap may be used in order to create jewelry, It is highly sought after, and glows dimly in the darkness.” Applications (Refined Form) (OPTIONAL) Traditional Wonks often gather this excess sap, melting it into long, often flat sheets. The now dried sheets of sap are then used to create windows. My carving into the raw, harvested sap one can easily create jewelry, and a whole assortment of decorative items, used by both traditional and reformed Wonks for the aforementioned beauty purposes. If one was to heat the gathered sap at a mildly warm temperature they will be left with a runny, gooey substance that can easily be added to a tea, or warm brew. This sap is extremely relaxing once consumed, and has no negative effects. Red Lines (Refined Form) (OPTIONAL) This sap when hardened into sheets cannot create a blade. At the most at the very far extreme it could be used for arrows. The sap is just too brittle and would easily shatter under and meaningful impact. The sap if raw and carved into jewelry will not glow any brighter than a flickering candle. It must be handled with extreme care, forging the raw sap will cause it to lose its signature glow. When it comes to consumption the sap will not hide the taste of a poison. It simply relaxed the mind, and in taste is just a little sweet. Refining Technique (OPTIONAL) Honey Bottles: Korna-Lin Heated Sap: It is commonly known that stirring Korna-Lin sap in a pot of boiling water will cause it to slowly liquefy into a creamy substance. If over heated, or heated to quickly the sap will quickly turn into a pure liquid and cannot be consumed. Honey Blocks: Korna-Lin Sap Sheets: If Korna-Lin sap is heated quickly in a forge, upon fully liquefying it may be poured into a cast. Once cooled the Sheets of Korna-Lin Sap may be used for windows, or in the creation of art. This sap has no other practical use. Glowstone Dust: Korna-Lin Sap: With a steady hand, and great patience this glowing raw sap may be used to create jewelry. This sap may not be forged into ingots, and cannot endure extreme heat otherwise it will simply turn into a Sheet. Once heated this raw sap will quickly begin to lose its nutral glow if left unchecked. Refining Red Lines (OPTIONAL) When making jewelry the sap is often quite delicate, and cannot be forged into any form of ingot. It can however be carved, but only if great care is taken. The tree may also not be used to make houses. It’s wood is too brittle for construction, and its sap will never be hard enough to create an effective blade. This sap is about as hard as untreated, thin glass once processed Repeat (OPTIONAL) Honey Bottles: Korna-Lin Heated Sap Desc: “This harvested sap from a Korna-Lin Tree has a rather pleasant smell. Upon adding it to a warm brew, the consumer will find their mind at ease as the relaxing texture takes over.” Honey Blocks: Korna-Lin Sap Sheets Desc: “These sheets of hardened Korna-Lin Sap are quite brittle, as if silver glass they must be handled with care. Upon inspecting the sheets one would find that they are rather transparent, and make a perfect window.” Glowstone Dust: Korna-Lin Sap Desc: “This unrefined sap may be used in order to create jewelry, It is highly sought after, and glows dimly in the darkness.” Purpose (OOC) My intent is simple. With wonks starting to create their own buildings, cities, and culture I wish to simply provide a meaningful, good spirited flora that will create positive RP, and may encourage wonks to start using this to help with their professions, and traditional building. I think it would be rather interesting if the wonks villages and cities had such a signature item within them, and would be a great way for the community to have more unique interactions with the wonks. Currently wonks do the following few things. 1: Go to water and moisturize. 2: Screetch at people. 3: Do basically what anyone else does. In my eyes there aren’t many tools in which wonks can use to sell their own natural resources, or create their own cultural RP. They basically do what any other average joe would do with the exception of skreetching and sitting in hot springs all day. Some have even gone into drug dealing because they is literally nothing else unique they can do. My goal with this tree is to incorporate it into an already being built settlement and upon the map itself. I want to full heatedly give the wonks unique things to do. They are such an amazing race, written by such talented writers. They are a blank slate, with only a few fundamental rules to help guide them. With the creation of this species of tree it may very well increase the positive roleplay. I have already been told by a good portion of the wonk player base that there isn’t much to do. They often just walk to different water pools, and wait for RP to happen. They want something unique. This will at least provide that without being a determent the already established wonk culture. After all I think it would be extremely fun if wonks had their own special jewelry that hey they could teach a jewelry to know! Anyone can use this tree, and in hindsight it might very well help establish in character relationships. After all the purpose of the world itself it to help create roleplay. If lore team wishes to make any changes I am more than open to that. This is my first time suggesting lore for the server, and I am bound to have made mistakes.
  14. I'm new to roleplay and am looking for a little help in creating my character for the application. I'm a little lost on where to find information and where to start with my character, I have no idea what I want her back story to be- where she's from and all that. I know her name is Muya and she's a wood elf. I tried going through the lore but it's a little difficult knowing what cities are being used currently and what lore to include in my backstory as it's hard to know when everything happened and what year the role play is currently in. I'd appreciate any and all kind of help so please, either reply to me here or my Discord is Kytux1103 #3061 Thank you in advance.
  15. When This knife comprised of any kind of pie, pumpkin, strawberry, cake, egg, poop, urin, wood, silver, gold, live ferrets, live bears, live owls, live cats, live bats, a bat, a bear, a cat, or even a blueberry pie, touches a living thing, then that thing will be consumed by the pie and turn the pie into a pie shortsword, then a pie sword, then a pie longsword, then a pie greatsword, then a pie. all with the same properies, except for the pie, which is just a normal cow pie. (pile of cow poop)
  16. The cake sword is a cake that when used to attack someone will kill the person being attacked by turning them into a cake (you cannot loot the person for all their items turn into cake) and the attacker must have a glove on or they will turn into cake. The role to survive the cake sword is role a 17+ out of 20. The cake sword is able to, is it has consumed 100 people (and there is moderator approval) turn a 10 by 10 area into cake.
  17. Note: I’m aware that ghosts are already a playable CA race, but I’m offering a rewrite to their currently outdated lore and tried to give as much detail as possible to every part of it to avoid confusion and give people a better idea on how to RP as one. And no, it’s not a complete rewrite, and more of a cleanup/fix to their lore, where a lot of parts have been heavily edited, some parts added and other parts nerfed to make ghosts more balanced, and so on. Through the lands of Arcas, there are incorporeal beings that haunt locations or people. While most of the time they are translucent, some take colored glows of blue and red, while others simply appear like remains of their former living selves, except in shades of gray. They are called Ghosts, mostly unable to directly interact with the world around them, keeping the same personality as they’ve had in their past life, each one seeking to continue living their lives in this new world of theirs. It all depends on whether or not they’re willing to accept themselves as one of those new creatures, or falling into a pit of darkness for being what they currently are now, those miserable creatures will eventually have to choose a side. What Ghosts Are There are several different stages of ghost, all of which “evolve” from a base ghost. All ghosts are copied images of souls of dead characters left behind to wander the mortal plain. Ghosts are most often created when a person dies unnaturally or dies without being baptized into a religion. Either way, for whatever reason, a mirror image of their soul is left behind. Some ghosts may find comfort and move on eventually while others never will. Some ghosts choose not to move on, preferring to stay on the mortal plane. Even though they are mirror images of a soul, they are still individuals with individual consciousnesses. Can they be PKed? Nope, ghosts definitely cannot get PKed unless consent is given, just like the other creatures. They demanifest when ‘killed’, and eventually drift back to their haunt Also, another way to get rid of a ghost would be to wrap the item they have possessed in gold, and as long as the gold hasn’t been removed, the ghost will be stuck inside. Note that when this is done, it’s essentially captive RP, so it will be following the rules of when someone is taken captive, and with enough time the ghost can get out of the object unless they decide to stay. As usual, they lose the memories of how they demanifested and the events leading to that due to having to follow the rules. Evolution of Ghosts Level 1 - Haunt A haunt is depicted as a black and white ghost with blank, white eyes, no pupils or irises to be seen. And during that time, they don’t realize they are dead, so the ghost continues to ‘live’ as if nothing happened in the first place, going back to their daily tasks, trying to talk to people they usually talk to and essentially trying to implement themselves back into the normal mortal world. Though, due to their nature, the are unable to be seen or sensed during that time, and in turn end up being ignored by mortals. They exist in a sort of delusional haze that is half reality and half constructed of their memories. For example, even though a haunt can’t physically interact with the world, such as lifting objects and so on, an ex-soldier ghost might believe they are still one, and that they actually are holding weapons and interacting with the world at that. Though, in time, haunts may begin to break through those delusions that they’re believing and see more the real one, if things they encounter don’t fit in with the delusion. For example, if we go back to the ex-soldier, he’d be totally ignored during training hours and be left alone with no partner, and end up making him feel confused and upset, and begin manifesting in a way mortals can sense, such as noises, sounds and visible entities. They may manifest as strange sounds, voices, or visible entities. Often, they will try to interact with the people they sense around them. However, since the Haunts still believe they are alive, it is difficult to speak to them. They will often speak in delusional and deeply confused ways. Their voices are often distorted and vague. They will often refuse to accept the idea that they are dead. They will interpret most new information within the framework of their delusion. For instance, the soldier will believe that no one likes him anymore and feel more of an outcast, instead that he’s just dead and no one can sense him anymore. During that time, Haunts begin to manifest their powers, but in a really slow and weak way. They may create sounds, or appear visible from time to time, though that’s about all they can do so far, due to them not being aware of their death, and the sounds or visible entities they manifest as are mainly accidental, not something the ghost actually thinks about doing, due to them being unaware of themselves being actually a ghost and instead just a mortal. Because of their weak to nonexistent powers, a Haunt’s ghostly aura has no effects, as it hasn’t manifested yet. If a haunt manages to realize that they are dead through stable proof that can’t be countered in any way, the haunt will then move on to the next phase. Level 2 - Revenant Now, this is when the ghost is actually aware of themselves and their current state, and the time where their powers actually begin to manifest, existing as a spirit within the mortal realm. By now, their irises and pupils are visible, though keeping the white/black colours, and all shades in between. Due to their nature as a ghost, and now that their delusions are finally broken, they’ll finally realize that they actually can’t feel touch, or smell anything at that. What made the haunts believe was the smell of pie their mother just cooked in the morning for a wonderful breakfast can’t be smelled anymore now that they don’t have any delusions to help them re-create the smell in their mind every morning. Besides that, they also aren’t able to taste anything, obviously. That pie is definitely a no-no for them, only thing they can do from now on is watch other people eat it instead. A newly awakened Revenant will have trouble remembering people’s faces, which sometimes leads to them mistaking people that they meet for someone they had a connection with before they died. And because of all of that, many Revenants may fall into depression or feel miserable due to the lack of those sensations, along with not being able to directly interact with the world on a physical level, such as being able to grab a piece of pie and lift it up. As their powers begin to manifest, a ghost will begin to do the usual ghostly thing, such as shifting between invisible and invisible, shapeshifting, shrieking, making noises such as of a creature or basic instruments and so on, and even floating. However, these powers are extremely difficult to master and may take some years as a Revenant to fully master. Though, as a revenant, their powers are naturally weaker than the next stage of ghosts, as they are still manifesting them, and in turn will be harder for them to use those powers. For example, a spectre who could easily fade in and out of visibility, for a mere revenant it would take longer to do. As for the ghostly aura, as soon as the Revenant’s powers begin to manifest, so will it too, the aura itself being completely dependant on the ghost’s power. Its effects include sadness, itchiness and a chilly sensation at first, but the longer a mortal sticks around the ghost, the stronger the effects become up to a point completely dependant to the ghost’s powers, as sadness could eventually turn into depression and back luck, chill into a freezing sensation and so on. Naturally, a ghost can feed that aura’s powers to strengthen it, or even decrease the aura’s powers, but both of those actions result in the ghost having to sacrifice their own ectoplasm over time for this. A revenant, obviously, still can’t interact with the physical world the same way a mortal can, but they have different way to do things. For example, they can now begin to use telekinesis, up to Tier 3, where a revenant will begin to be able to lift a small object with some effort after enough training. Make sure to check the Telekinesis guide for help about how to use Telekinesis, since there is no difference between a mortal using that and a ghost, besides the fact that a ghost’s eyes don’t change colour and instead when they want to use telekinesis, they instead focus on the object, and it begins shaking in the first emote, then can begin floating in the second emote. As expected, every mortal has the laws of physics deeply ingrained in their minds, and so a newly awakened Revenant will have no access to ghostly powers and will still react to things as if it were a physical entity, even if they cannot touch or be touched by anything, which is why a revenant can’t shapeshift or begin floating unless they stop following those laws, which is hard to do, and takes a lot of time. Now, once a revenant has manifested their powers, gave everything enough time to be a typical ghost, now comes up for the next part; Level 3. Ghosts in Level 3 are divided between Spectres and Poltergeists, where the former is blue-coloured, latter being red, each with their own differences that will be mentioned later. If a revenant accepts themselves for who they have become now, they will be moving on to become a Spectre, and if not, and instead react to it in a horrible way such as with a lot of anger and/or hate, they end up turning into Poltergeists. Level 3 - Spectres and Poltergeists If the Revenant reacts negatively to their death and cannot be calmed down, they may turn into a Poltergeist. Poltergeists are ghosts consumed by anger and hate. They can be identified by their strong red color, ashy appearance, or completely black eyes. Poltergeists have mastered the ability to force their will onto physical people and objects. They will often throw things, destroy objects, scratch or harm people, or wail or make frightening noises, and are also able to physically touch flesh, living things, such as being able to grab someone, pull them around, choke the living essence out of people and so on. Due to their nature, Poltergeists are more drawn to the chaotic sides, and usually begin to haunt people, terrorize them with their powers and cause chaos all around. Though, that isn’t the case for all Poltergeists since ghosts retain the same personality they had from their past life, and instead be just more leaning towards the chaotic side from their nature. A Poltergeist doesn’t always have to be terrorizing people. If the Revenant can be calmed or gracefully accepts their new deceased state, they may become a spectre. Spectres are identified by their luminous blue color. Spectres are benevolent or at least neutral ghosts and are mostly harmless. They’ve mastered the ability to float, turn visible or invisible, and change appearance, but they typically do not use these abilities to frighten or disturb anyone. Spectres are less of the harmful side of ghosts, and more of the trickster type, or so to say, and can still be malevolent or playful. They definitely still can haunt and terrorize people like a Poltergeist would be more inclined to in order to feed from people’s emotions, which is no unfamiliar thing to them, but can also draw out different emotions, such as happiness, or even sadness and depression without having to drag out the fear. Where a Poltergeist will for example terrorize someone, traumatize them for life and feed out of the strong emotions they get out of, a Spectre can do the same, bar being able to physically touch the mortal, but can also use their powers for comedic value. Ever heard of a ghostly penguin with halfling feet that can breakdance? Ghosts don't have to fit neatly in either box, though. Whether they are poltergeists or spectres, are still individuals and will retain their living personalities even into their third evolution. Because the core of a poltergeist is anger and the core of a spectre is peace, the two level 3 ghost types often find each other repellent and try to avoid contact with each other if possible. They do not usually fight one another - simply avoid each other. However, this is not a hard and fast rule. Because ghosts are still all individuals, sometimes individual poltergeists and spectres may not hate each other, and can even interact with each other. For example, a deceased mother and daughter, the mother ending up being a spectre and the daughter a poltergeist, and while still retaining their same personalities and memories from their past life, nothing’s stopping them from still loving each other like they did back then as a family, even due to their differences as ghosts. Ghost's Characteristics Ghosts of all colors have a strong aversion to both bright light and magegold. If a house is afflicted by an unwanted ghost, the spirit can be driven out with either of those objects. Most ghosts, however, are fairly harmless. Since they can be chased out by magegold or light, it is often not worth it to call upon a holy being or shaman. The ascended, for example, have been known to deal with the undead, and can be very capable of dealing with them if a ghost is powerful enough to need one. Though, they could always be dealt with by just any person, as long as they have the gold to protect themselves and to drive them away. Ghosts aren’t killers, so driving them away is definitely possible without having to worry too much. Haunts and Spectres are often not actively malicious. Revenants can be malicious, but not always. Poltergeists are usually the ones that require exorcism, as they are the most actively malicious and actively perform harmful deeds. Most ghosts stick to a single place or person when they haunt. Most ghosts will haunt the places and people they remember from their lives before they died. Sometimes, a ghost will haunt an object and move where the object moves. A lot of ghosts do not usually congregate in groups and don't typically have government systems, even though that is completely possible due to ghosts being able to retain their past life’s personality. While ghosts can interact with one another, they are mostly inclined to be solitary. When they do congregate in groups, it is usually because something awful has happened. Ghosts are usually created when people die violently or unnaturally. If a large number of people die at once, under certain circumstances, they may form up into an Apparition. In which case, they become extremely dangerous. However, this occurs under specific and unusual circumstances and does not always happen. The garden variety ghost can be an annoyance, especially if malevolent, but they are usually solitary and usually easy enough to vanquish. Since they are often attached to specific people, places, or objects, a simple solution to a ghost problem may be just to move away from the place/thing/person the ghost is haunting. Ghost Powers How Gold and Aurum work on Ghosts Ghost Red Lines: -They cannot learn any type of magic besides their own ghostly magic and Telekinesis, which comes naturally and grows up to T3 at most. -Ghosts cannot RP what they mechanically can’t do. Emoting your ghost phasing through a door then getting the owner to unlock it for you is not a possibility. -Ghosts cannot physically interact with the world the same way a mortal does. Only a Poltergeist is able to move objects around and grab living things without the need to use telekinesis. -It takes ingame years for a ghost to move on from Revenant to Level 3, they will have to manifest their powers and either accept themselves as a ghost or react with anger. -Haunts do not have access to ghost powers besides visibility/invisibility and noises, and even those are accidental and not thought about consciously. Anything beyond that is a no-no since they aren’t aware of their death. -They cannot pass through gold barriers, unless they have possessed something that protects them from it on the way through. -A spectre cannot move objects and grab living beings physically like a poltergeist can, and instead have access to 1 emote invisibility, which every other type of ghost can not. -A spectre cannot turn into a poltergeist, or vice-versa. Once a decision has been made, the ghost cannot change anymore and will require you to make a whole new ghost if you’d like to have one of the other type. Purpose: Same purpose as current ghosts, but this rewrite is mainly because their lore is pretty outdated and was back when holy beings and shamans were plentiful, and people were more equipped to dealing with ghosts. Hopefully this will change that and make it fit more with what is currently going on. Citation:
  18. Dear players, Moderators, Admins, and all other teams. Recently, there has been talk of shelving the creatures called Striga, the vampire equivalent in LOTC. I object to this shelving for several reasons which will be listed. Already, many creatures have been “nuked”. And a lot of these creatures were creatures of evil. The biggest problem that we have now is banditing which becomes boring after constantly being downed on the road by bandits. Bandits themselves irp are not bad, yet everyone is resorting to banditing now. If we had more of these creatures such as Striga, it would add more color to the rp. When I first joined LOTC, I was a character by the name of Alkheim Guillén. After a week of RPing, I discovered an undead sect. This itself was extremely exciting to me. I had discovered creatures who practiced dark arts and I had my character strive to battle them. It inspire different much thought and a lot of rp. Rather than just fleeing like bandits had done, they took a stand as undead and fought. It added so much to the rp we had and just was so fun. If we keep these creatures in, the rp will be even better for the community, especially the new players. These evil creatures truly add something into the lore of LOTC. It offers creatures, played by players, that have no mortal morals. They are inhuman humanoids that groups can band together to fight. It does not divide us like normal human and elven evil does. For when someone decides for their character to turn evil, they still allows some goodness in the character, but monsters leave that all behind and truly add something evil to fight against in LOTC. Look what the Vaeyl order did in Atlas. Because of them, all the nations of Atlas fought together to exterminate them, bringing such enjoyable rp into the whole of Atlas. Another objection is that, these creatures are just fun to play anyways. To be the tyrannical Vampire with not even a smidge of goodness who does not fight for money, but just for pure power, or revenge, is fun sometimes, IRP that is. Turning people to your minions is also enjoyable. Instilling fear in the nations of the RP land can be awesome for both the player and the nations. These are only some of the cons of shelving a lot of monsters. And I know why it is done. Chaotic creatures are often played by chaotic people, meaning disorganization and rule breaking. But with revision, proper revision, it can be done properly and still be enjoyable. I beseech the Players day LOTC to join me in securing the monsters of Arcas to exist as playable races, not creatures of history that has passed. PS. +1 this if you like it. Plus, with every shelving of a creature just allows more and more creatures to be erased from LOTC
  19. Would you guys be interested in gladiatorial kind of combat or perhaps full-blown tournaments, if I were to host it?
  20. -=- Dryads -=- Lore Revision Written by ExoticRoleplay -=- Origins -=- Dryads are an ancient species of arboreal creatures who have resided within nature for as long as time has been recorded. Once upon a time, they were considered to be entities of legend, capable of great magical power. Though as their population waxes and wanes in sync with some unknown cycle of the natural world, more and more have come to emerge from the wilds, allowing themselves to be known to those who they deem worthy. Others may choose to permanently reside within their forested homes, far away from the watchful eye of the Descendents. They are aloof, and detached from modern society, acting as watchful guardians over the places they consider to be a piece of their natural domain. -=- The Blossoming -=- No true consensus has ever been reached about how Dryads have been made in present day, or even thousands of years ago. Many believe it is a process that comes naturally embedded within the minds of female Wood Elves, and others of more religious belief may interpret it as a blessing granted by the Earth-Mother Cerridwen. The prior is more commonly believed, but both concepts revolve around an innate connection to nature. The process of becoming a Dryad may begin at the age of five, or eight-hundred. Some women may never feel it at all. To some it can be interpreted as a faint desire to abandon the life they have, to live among the trees as was intended for their people- Away from the strife of war and oppressive governments. For an unfortunate few others, it can be a sort of dream-like geas, where they are mindlessly driven from their homes and into the wilderness, functioning upon their instinct alone to guide them to freedom. It is because of this that young children, or even mothers may one day disappear, never to be seen from again by their family. After leaving home, the prospective Dryad will travel far into the wilds, going beyond the sight of any man-made construction and immersing herself completely within the canopies of the surrounding forests, or rolling hills and mesas. During this process it is very common for the woman to abandon her clothing and personal effects, donning herself in paints, ichors, and plants derived from the soils and plants of her surroundings- After which, she will fall into a comatose state, in which they will wander… Before laying down among the roots of a tree or bush which they are compatible with. There they will remain, their bodies soon overtaken and disappearing beneath the twisted roots, as if being embraced by the earth itself. After being absorbed within the roots of the tree, a thick, magically-infused sap will leech outward and layer over their body, solidifying near instantaneously into a ‘pod’ of solid amber. Here they will be sustained, requiring no form of food or water as they are essentially placed into stasis. This is the first step of a transformation, one which may take anywhere from a week, to a year to complete. The tree during this process will be indiscernible from any other, aside from a difference in vibrancy. Additionally, once this happens, the branches and roots of the tree will refuse to do so much as budge by the hand of a Druid, as the natural bond between them forfeits instead to the Dryad. -=- Dryad Physiology -=- Once emerging from their ‘stasis’, the Dryad may not even appear to be the same person that they once were in the form of their Descendent selves. Their body and soul will have now become one with nature, leading them to develop (ironically) unnatural traits that are similar to those of the plant they bound themselves with, adhering even to the seasons. These changes may be subtle, or they may be defining of the Dryad as a whole. Their skin may become textured or colored similarly to the bark of their tree, with rough patches along the spine and the outsides of their limbs. Or, skin that is fibrous and green. Many Dryads will choose to remain wearing clothing- Though there are some ‘purists’ who will choose to make clothing out of sections of their plant that they manage to harvest- Or those that choose not to wear clothing at all, if their natural biology conceals enough to make them appear modest. For example, a Dryad which binds themselves to a sapling, unless they are a child, may become three to four feet tall. If one binds themselves to a berry or fruit tree, they may sprout flowers that become those respective fruits. Their spit may become sap, and they may cry nectar- And they may even be host to the same insects as their tree, like butterflies. On another hand, they can always embody other natural aspects, such as sprouting antlers or horns of wood, and deer-like legs comprised of flexible wood and bark. Dryads truly are a versatile race of people, though it all depends on the nature of what plants they bind themselves to. In addition to the physical alterations that they receive from their transformation, Dryads will also change mentally. In doing so, they may become more aloof and carefree. In fact, almost every Dryad is impartial and pacifistic- Unless it comes to protecting their lands, of course. There are some Dryads who will be entirely untrusting of any person other than members of their own race, and will hide their distaste for the other races behind a facade of airheadedness, to make themselves seem less of a threat… Then again, there are some Dryads who are just as dimwitted as any normal person. So they do truly vary. A Dryad will instinctively know how to return to her tree, as her soul is tethered to it. She feels as it feels- The changes in the soil, such as drought. When the tree is struck by an axe, it will feel similarly to being stabbed to the Dryad, regardless of how far she may be from it. If the plant is destroyed, then it shall wither away rapidly- Leaving the seed permanently buried beneath the earth until the Dryad is able to retrieve it once again. Additionally, fellow Dryads will consider one another as blood-siblings, more so than their real siblings. -0- Bonsai Dryads -o- There are only three known circumstances in which a Dryad will be reborn as what has been affectionately referred two as a ‘bonsai’. Named after the Farlander tradition of pruning a plant’s roots and branches to prevent growth, these Dryads tend most often to be connected to host plants which they purposely stunt the growth of. Pruning one’s plant is considered to be a horrifically painful process, as the Dryad feels all of what their plant feels- So it would essentially equate to feeling as if one’s own fingers were being severed with each clip of their roots. The only way to go through this process purposely without inflicting pain is for one to either reshape the roots using their own control over the plant, or to explicitly ask it not to take in nutrients- Thus, causing it to remain in a smaller state. This is most often considered a selfish process, as it does not allow the plant to truly grow. The only exception to this, is if one was a child prior to transformation, or a fully-grown Dryad binds themselves to an immature plant- Causing them to revert into a smaller form of about 3’-4’. Bonsai Dryads are viewed by other Dryads as the sort of ‘beloved little sisters’, but to others they can be seen as a nuisance, due to their immaturity and rambunctious nature. As the plant ages, so will the Dryad, going through the natural cycle of their life before coming fully grown. This can only be reverted if they reattune to a smaller plant. -=- Connection to Nature -=- There is a countless number of plants that Dryads can originate from, though typically it is limited to those which can be classified as trees or bushes. Sometimes they may be as mundane as a juniper bush, or as massive as a redwood tree. Though it is usually always something that grows at least to the height of over three feet, not length (like vines). There may be circumstances in which a Dryad may link to a tree of magical nature, which creates a breed all of its own. This is typically not the case however, as the bond is only compatible with natural plants, unless they are formed with some sort of Druidic magic. The abilities of a Dryad are similar to those of a Druid, however they are focused with the intent of communicating and coexisting within nature, rather than restoring it. When in range of their tree or plant, they are able to commune with it- And control it, in a way similar to the Druids, gaining the ability to bend its branches and roots as if they were extensions of themselves. In this regard, it is better to think of their bonded plant as another, sentient person. As anything that it is ‘made’ to do, by proxy, will be through asking permission to do so- Like how some Dryads may request their trees to dig out a section beneath their roots for living space. They can not do anything that is physically unreasonable though, such as turning massive branches ninety degrees- As this will obviously harm almost any tree. However, they can increase the rate in which the blooming of fruits and flowers on their plant happens, though it requires an almost meditative focus. In fact, this is how many Dryads tend to sustain their diet- Though, they still do retain normal dietary preferences aside from this. When a Dryad is killed, they may be subject to simply ‘regrowing’ at the base of their plant, with a lack of memory of what occurred leading up to their death, as one expects. They may also do such a thing known as ‘Melding’, in which they sink through the surface of their tree where allowed, and remain hidden away. -=- The Amber Seed -=- After completing their transformation, the amber which surrounded the Dryad during the process of their change soaks back into the surrounding soil, save for a singular piece which can only be seen from beneath the roots of the tree- Embedded in the underside of the trunk similarly to the mouth of an octopus, amid the tendril-like roots. This ovular piece of amber is typically the size of a large apple- And incredibly dense. It is lost upon anybody what its true intention is- As they are coveted by the Dryads. Not even the close relatives of the former Elf would be allowed near it, without facing some sort of forcible removal from the area. It isn’t even entirely certain what the object is to the Dryad themselves. Referred to as an Amber Seed by those who are unassociated to the Dryads, this hefty, glowing gem is usually centered with decorative markings, or filled with mixtures of sprigs, seeds, or fruits. It will refuse to leave where it lies by the hand of anybody other than the Dryad which owns it- And is indestructible by any normal means. There is only two circumstances in which the Seed will require moving, and those are when a Dryad unattunes themselves from nature, or when the Dryad much relocate to a safer region, in the case of natural disaster or any form of colonization of the region, if she can not fight it off herself. When a Dryad removes the Seed from her tree, it will begin to wither and die. Though in the case of relocation, this is more-so a momentary goodbye, as within her hands she holds the only thing that can restore her bond to nature. A Dryad may travel several days or weeks before settling on a perfect location- During which she will be inseparable from her Seed, literally and metaphorically. It will remain embedded into the center of their breast, unable to be removed unless one were to kill them. At which point, it would simply crumble into a mundane, glass-like dust along with the rest of her body- Causing her to awaken among the wilds once again, with no memory of what had occurred. At the end of her travels, the Dryad may find a place to plant her Seed once more, at which point her beloved plant will begin to sprout once again. Unlike the countless years beforehand which it took to grow, a tree or bush may regrow to its original size in a matter of a month- Much to the shock of the surrounding wildlife. There does however exist an exception to this. In the circumstance that a Dryad is unable to find a suitable placement for her Seed, she may embed it among the roots of another plant along with herself, going through another cycle of rebirth in which she adopts the features of her new host. At some point, the Dryad’s original plant may grow too old, at which point it will begin to die- Regardless of the intervention of magic or healing. At which point the Dryad will have to find another plant. -=- Reversion to Elfism -=- There may be a point in which the Dryad can no longer maintain their connection to their tree- by their own choice or otherwise. When this occurs, the Dryad can retrieve their Amber Seed. After a couple of weeks of not having replanted their seed, the Dryad’s features will begin to be stripped from them. Each morning they wake up, they will find more sections of their bark-like skin having been replaced with flesh. Leaves may become hair once again, and after a certain point- Their Seed will finally release itself from the chest of the Dryad, glowing dim. By now, the plant they had been bound previously will have disintegrated to nothingness. Each day that passes however, they will grow fonder of their tree, and desire be around it- An instinct that would require being ignored if one were to truly wish to release themselves from the responsibilities of being a Dryad- Which isn’t common, but may happen if one truly desires to return to their former lives- Which they typically hold no obligation to do. The Amber Seed at this point will have been considered to be inactive. Many former Dryads choose to wear it as an adornment, or hide it away in a chest- As they feel an undying fondness to have it around them or in their hands, as one would treat a child. After a certain point the Seed will reawaken, glowing as brightly as it once did. Only then can it be replanted for the Dryad to resume their bond, unless they genuinely repent to the Aspects beforehand. The realm is a place of strife however. And surprisingly, an inability to replant is actually the least likely reason that many Dryads are disconnected from nature. Just like any other mortal race, Dryads are capable of contracting curses and parasites- Though they can not become undead. If a Dryad happens to be touched by a Fjarriauga Mother, or a Shade Father, the respective curses will root themselves in the body and soul of the Dryad just as any other person. Their bodies will react much more violently to the corruption however, and they may become physically ill, more than what is predicted for the process of transformation. If one were to become a Shade, their tree will begin to rot and turn black- Similarly to the parts of their body which once embodied their tree. If one becomes a Frost Witch, their tree will begin to freeze over, as if going through a black winter. The leaves gracing their tree will fall, and their skin will become brittle. If the normal processes for curing are not sought out, they will eventually succumb and become these cursed entities. They will lose their attunement to nature- And in doing so, their soul will feel shattered, as if a piece of them had been irrevocably torn away, their Amber Seed will simply dissolve into ash. -=- Redlines -=- -0- The Transformation Process -o- -0- Dryad Appearance and Physiology -o- -0- Dryad Mentality -o-
  21. Zarelek... Time to wake up... Zarelek had been scrying for hours on the boy with his Ethyrian Star, watching over him from his throne room in his ever-decaying castle within the Realm of Oblivion, a vast realm of nothingness and structures built of the Oblivion Energy that is constantly generated. He had no idea of how long time had passed since time meant very little in the Realm of Oblivion. To the many, it was a hellish plane of existence, meant for those who were too powerful for their own magic and consumed by their own feelings of guilt and bound by shackles forged from their dying ethereal light. Zarelek ruled over this Realm as a god, but he craved something infinitely more precious than this realm of his own. He craved the presence of others. He wished to teach others of his knowledge than rather have people wage war on each other. He was one of the only gods of Dark Magic that did not crave absolute power or the attention of rituals done in his name, but rather to crave the attention of others and teach them of magic that would benefit themselves as well as others. Sadly, he did not believe that his powers of Oblivion or Shadow could be used by those who had the mindset of balance. Calm before the storm. Darkness before light and light before darkness. After a thousand years of being bound to the Realm of Oblivion and feeling the power of Oblivion Magic course through his veins, he felt like his unending stasis of decay had not let up since he left the mortal world when the denizens of Atlas had left the continent to all of the other continents. This did not mean he didn't keep a close eye on the people he sought to teach his powerful yet ferocious magic to. Using his knowledge of Shadow Magic, he created the first Shadows which were his eyes in the mortal realm. Unseen and virtually undetected, these Shadows were able to take root everywhere, even in places that Descendants would consider too dangerous to sustain life. They were not creatures of undead origins, but only Zarelek understood what the Shadows were made of. The Shadows were also immortal or gave the semblance of immortality as they could not be seen by mortal eyes. He was, in the literal sense, old and decrepit with nothing to live for. He did not have any children of his own before or after his confinement, yet he also wished to give his power meaning. Zarelek observed the many people of Atlas, searching for those he considered worthy of his knowledge of the Dark Arts. These people, he believed, possessed an aura unlike any other. Prismatic color with near-infinite potential for any magic and when he found one, he kept an eye on that person to see how they use their potential. However, this aura was exceedingly rare to find in all of Atlas. Zarelek spent countless years searching for someone with the perfect aura to teach his magic to, utilizing his network of Shadows to spy on the many people as they went about their daily lives. This changed when he observed a high elven man doing some kind of calcuations, seeking knowledge to crack the calculations and access power beyond the Voidal, Deity, and Dark magics. Zarelek noticed his aura shining with a prismatic aura and he had a charming nature to him, which made Zarelek think that he could divert the high elf's calcuations to his own benefit. It took many years in the mortal realm for Zarelek to make up his mind and decide he would offer up the man a deal to which he would benefit greatly while also giving the man what he wished. More or less. Upon his final decision, Zarelek sent a Shadow to suppress the high elf's magical potential and granting the boy irrevocable denial to nearly all magic, save for those that Zarelek would teach him. He found himself a student, but the man would not know it until his calcuations were complete that he had been noticed by a dark deity of magic unseen in millennia... ~(+)==(+)~ Deity Information Name: Zarelek, the Empty Lord Age: Unknown Race: Divine Entity Alignment: Chaotic Neutral (1000 years ago; Artwork not by me) (Present time; Artwork not by me) ~(+)==(+)~ Abilities Zarelek has many abilities due to his masterful skills in Oblivion and Shadow Magics including changing one's identity, hiding in plain sight, and enhancing one's own spellwork. He teaches such knowledge to the most elite of his students or disciples and even teaches his most powerful students to become creatures that constantly draw upon the powers of Oblivion itself to fuel their magic and their very existence. Such creatures are not Shadows, but they represent the caster in the most darkest of lights and can even hear Zarelek speaking to them directly as if he was right next to them. He has the power to possess one of his disciples at a time to help augment their magic in their time of greatest need, which is helpful against foes that are too powerful for the caster alone to handle. However, he does not possess the power to possess those attuned to other magics other than the magics he himself possesses. Zarelek has deep respect for those who practice magic of nature itself and does not interfere with matters of the druidic or shamanistic type, though he allows all races and all genders to be taught his magic, but however he possesses the ability to corrupt soul trees with his powers of Oblivion Magic and even destroy them if he so wished. Not all of his abilities are known to all people, even those he teaches his magic to. [EDIT: In the Extended Lore, the redlines for the deity abilities are listed.] ~(+)==(+)~ The Laws of Oblivion Completely aware of the advantages that his magic would produce for those who learn his magic, Zarelek wrote down an Edict of Oblivion that all those who learn or wish to learn Oblivion Magic will adhere to lest they risk to lose Zarelek's favor and risk losing their connection to him and succumb to the wild power of Oblivion Magic, dying from the damage it would cause. (OOC: These laws apply to the Oblivion Magic submission that I will write if this deity is accepted. These laws will be enforced by the Magic Lore team or the Lore Team in general and anyone caught breaking these rules can lose their magic after 1 OOC week. They can avoid this by adhering to the rules for 1 OOC week and they may regain their power.) Thou shall not kill innocents with the use of Oblivion Magic. Keep thy word of honor. Do not perform rituals in Zarelek's name. Do not reveal your brethren to those of authorative power. Thou shall keep eternal silence of the Shadow Network save to share information with Shadow Mages or fellow Oblivion Mages. Do not reveal thyself to those who are not worthy. Thou shall not practice other Dark Magic while wielding the powers of Oblivion, save for Shadow Magic. Thy shall not adhere to the usage of Deity Magic of the holy kind, save for Druidism or Shamanism. Oblivion Magic shall not be abused to grant one true immortality from death. Thou shall be able to learn Voidal Magics, but thou are not allowed to use Oblivion Magic to enhance thy spellwork. ~(+)==(+)~ The Laws of Shadow Aware of how dangerous and intoxicating Shadow Magic is to those not used to such power, Zarelek wrote up another Edict, one of Shadow, so that those who wish to learn Shadow Magic or learn Shadow Magic must adhere to lest they wish to lose their ability to deceive and conceal. Being incredibly wise, Zarelek hates those who abuse such power and if they broke his rules, they would lose his favor and risk losing their powers forever and letting themselves succumb to their own deceits which would become known to all who were influenced by the mage. (OOC: These laws apply to the Shadow Magic submission that Melkor will submit if this deity is accepted. These laws will also be enforced by the Lore Team and anyone caught breaking these rules can lose their magic by the end of 1 OOC week. They can avoid this punishment if they adhere to the rules of this deity for 1 OOC week and they may regain their power. However, all deceits or acts of betrayal that the mage created in roleplay will degrade over time and all those who felt the mage's power will start to see the trickery that the mage in question had done if they lose their power completely. This can be avoided if the mage has regained their power by adhering to the rules.) [EDIT: These rules are null and void due to the first amendment within the Extended Lore. This was done as a request from Melkor.] Thou shall not kill Oblivion Mages. Do not betray your fellow Shadow Mages or Oblivion Mages. Thou may perform rituals in Zarelek's name. Do not break thy word of honor to those who wield Oblivion Magic or Shadow Magic. Thou shall keep eternal silence of the Shadow Network save to share information with Oblivion Mages or Shadow Mages. Thou shall not reveal their magic to those unworthy. Thy cannot practice other Dark Magics save for Oblivion Magic. Thou shall adhere to not using Deity Magic of the holy kind save for Druidism or Shamanism. Shadow Magic cannot grant thyself true immortality from death. Thyself shall be able to learn Voidal Magics, but thou is not allowed to use Shadow Magic to enhance thy spellwork. ~(+)==(+)~ Extended Lore Below ~(+)==(+)~ Zarelek sighed within his Realm of Oblivion, wondering on how everything turned out this way. Being bound to this unyielding, ever-decaying, black nothingness that Zarelek had the unfortunate luck of being bound to. Over a thousand years ago, he had been able to interact with the mortal races freely and without consequence, allowing him the chance to meet and possibly even be friends with the mortals who lived out their lives daily. He had been able to sate his craving for attention that long ago, but then something happened that forced him into exile into this realm that was created to specifically bind all who abused their power due to their overwhelming feelings of guilt and sorrow. Zarelek did not know who or what created this Realm as they remained hidden from his Ethyrian Star when he last tried it. He believed that this was his punishment for what happened a long time ago. During the War of Gods. ~(+)==(+)~ The war lasted eons. Between the forces of the Daemons that Iblees led against the Aenguls that the Creator had lead into battle, Zarelek was not on either side, choosing to remain neutral. Before he had begun his penace within the Realm of Oblivion, he lived in peace within the town of Dunshire. He loved being around the little halflings who enjoyed their relative peace from the War of Gods that raged on outside of the city’s gates and even enjoyed being in their festivals and silly games. Being a god himself, he did not have the ability to truly be a part of the mortal realm and had even considered giving up his godhood to enjoy a mortal life with the halflings he enjoyed being with so much. Though this was not to be towards the end of the War of Gods. Zarelek had been found by the Daemonic forces of Iblees. They desperately wanted his help in defeating the Aengulic forces of the Creator as they heard of his power over the forces of Oblivion, his natural magic. Shades, necromancers, wraiths, and all manner of dark creature came into the city in waves, killing all who stood in their way of Zarelek. Naturally, the halflings banded together in an attempt to hold back the forces of Iblees and giving Zarelek time to flee, but their attempt was short lived. The halflings screamed out in pain as women, men and children were slaughtered by the forces of Iblees and their desperate need for Zarelek’s help in the war effort. However, a select group of halflings survived. The surviving halflings did not know how or why that they had survived, but Zarelek did know. He saved them from the massacre of the daemon forces who were after him and his powers of Oblivion Magic and this infuriated Zarelek to the point where he broke his promise of neutrality in the war and sided only with himself, using his powers of Oblivion to drive back the daemons from Dunshire and even corrupt their souls to the point where Iblees could not even revive them from the blackened pit of Hell. “You wanted me and you got me. You got me pissed!” Zarelek screamed out as he pulled out his wand made of elderwood with a core of a stem of an unknown plant. He ignited his wand, which glew a dark purple as his eyes glew purple as well, signaling that he was channeling his powers in spellwork that the daemon forces were not at all prepared to fight against. He began to speak in a deep guttural tone of authority as if he was embodying the power of Oblivion itself within him. “You wanted my help and you slaughtered innocents this day! I’ll never join Iblees or the Creator’s forces in this war! Die, you pieces of Dark filth!” Within the town of Dunshire, Zarelek had begun to use his powers in the most deadly way possible against the forces of Iblees. He was going to make sure that they never existed from that point onward, even if it meant he’d pay for it later on. He began to cast spell after spell towards the forces of Iblees to the extent that he would run out of magical energy at times and wait some time to regain his power. During these instances of low power, the forces of Iblees would come back and tear apart Dunshire in the feeble attempt to collect Zarelek for Iblees. This happened for a few years until they forced his hand and captured a halfling, one of the very distant ancestors of the Applefoot clan whose name was lost to Time and who was vital for their formation. Zarelek heard of this and went to rescue the halfling, leaving the town defenseless against any other attack. This would prove to be the nail in the coffin for Zarelek because once he arrived at Iblees’ camp, he was tricked. There was no halfling to rescue, but a mere illusion by one of Iblees’ own in a gamble to see if Zarelek would come running to them. The gamble worked in their favor and Zarelek came running to a trap that Iblees himself organized. Before anything else happened, Zarelek felt himself become energized with Oblivion Energy. Even for a god, he felt someone watching his every move and before too long, he knew what he had to do. Zarelek was bound by one of Iblees’ generals and forced to his feet to face judgement by Iblees himself. Apparently, Zarelek had killed one of Iblees’ favorite generals and one that was vital to Iblees’ campaign against the Aenguls of the Creator, which meant that the War was soon to end. Zarelek smiled once he knew what he did against Iblees to force him to resort to mere trickery. “Master Iblees, we have the Oblivion Mage.” one of Iblees’ commanders said as they entered into the room where Iblees was standing in. To Zarelek, he’d suspect the fallen Aengul to be grossly daemonic, but for Zarelek, he was impressed slightly with the sight of the Aengul in front of him. He didn’t look heavenly like the Creator’s own Aenguls, but he did know of Iblees’ heavenly origin before his fall from grace. In fact, all the lesser known deities knew of the Fall, but Zarelek was there to witness it. Another story for another time. “Bring him in,” Zarelek heard Iblees say to his commander, who then had him thrown into the room. Zarelek was attuned to the forces of Oblivion, but he could tell the murderous psychopathic aengul he now faced. The Father of all Shades, Iblees himself, was close to Zarelek himself and if Zarelek could forcibly regenerate himself, the blast of Oblivion Magic would be enough to brutally injure the fallen Aengul and his forces so that he can make his escape. However, Iblees seemed to have other plans for Zarelek. “You killed my general, Zarelek the Wise,” Iblees said to Zarelek, sounding utterly pissed. Zarelek smiled even if he was not injured himself. “Your people killed innocents. Seemed only fair that I slay your generals as well as demolish your forces as retribution.” Zarelek replied, seemingly happy that he caused Iblees pain. “What’s stopping me from taking out the big bad Iblees himself for the Creator? I could easily use my magic to tear your camp apart, leaving you all dead.” “You cannot kill me, mage. You bluff on how powerful your magic truly is when all it is good for is what Voidal powers can do. Stale and unoriginal.” Iblees said, grabbing Zarelek’s throat and choking him out. “You aren’t a god but a mere toy of Fate. Of your own power.” This forced Zarelek to play his hand too early. Zarelek, though bound, made the rope that bound him decay at over a thousand years a second and forced himself to regenerate by Oblivion Magic. Now, Zarelek knew the consequences of regenerating forcefully as it could make his state of decay worsen over time as well as not be as effective as it would be if Zarelek was dying himself, but he had no choice. He began to glow a violent purple with the various enchantments to protect himself from the Reaper and before Iblees could stop him, he exploded like a supernova, emitting purple light that seemed to attract the attention of the wizard and the Aengul forces. Zarelek screamed out in pure agony as he regenerated and forcing a lot of brutal injuries onto Iblees and his nearby squadrons, thereby weakening them a bit to give the Aenguls a true fighting chance. Iblees, however, knew only one spell that could save his army from the magic that Zarelek had power over. The banishing spell. Iblees, in the middle of Zarelek’s regeneration, casted the banishing curse upon Zarelek to happen within the year of Iblees’ defeat by the hands of the wizard and the aengul forces. When the spell was casted, Zarelek’s regeneration was finished and Zarelek laid unconscious, having to wait for the day he’d awaken... ~(+)==(+)~ Zarelek woke up a few days later, back in the town of Dunshire. He had a splitting headache and felt like he was extremely woozy after the forceful regeneration he had suffered. He began to get up when the wizard came in with two archaenguls behind him. “Seems like I have the pleasure of meeting Zarelek himself,” the wizard said as he noticed Zarelek sitting up in what appeared to be a Dunshire medical room. “Regeneration by Oblivion Magic. Nasty form of resurrection.” “Yeah, it is. Dangerous if you’re not already dying.” Zarelek replied to the wizard. The wizard smiled a little before he spoke up, sounding sad. “Well, it seems that Iblees has cursed you, Zarelek. He put a banishing curse upon you, but I have enough power to shorten it to at least a few millennia if you want.” Zarelek thought about it for a moment and he nodded to the wizard, who worked his magic to shorten the banishing curse by a few millennia. After a few moments, Zarelek felt at ease with the wizard and said simply “Thank you.” After that, Zarelek faded away from the mortal realm, his banishing curse taking hold. A few millennia later, he worked out a way to give himself some time in the mortal realm before the curse took hold once more, the chains of Oblivion dragging him back into the desolate wasteland of nothingness where all Oblivion Energy is generated. Well, you know the rest... ~(+)==(+)~ Redlines Zarelek may have powerful magic at his disposal, but even he is not all-powerful. This deity has weaknesses as well that any Holy Mage can do as well as a Voidal Mage of a high enough caliber. These same weaknesses translate to his followers of Shadow and Oblivion, which makes them susceptible to these kinds of magical power. However, Oblivion Mages do not have the same curse that Zarelek himself has, being dragged into Oblivion itself. (OOC: I will provide the redlines for this deity and Oblivion Magic whereas Melkor will provide the redlines for Shadow Magic) ~(+)==(+)~ Amendments Now, the original lore of Zarelek was left with some holes in it, which was made to allow for adaptability. In this part of the extended lore, I will write some amendments to the deity Zarelek that were left unanswered or need to be fixed. Zarelek’s Laws of Shadow are null and void. These tenets were made in place ahead of the full written Shadow Magic lore that Melkor has yet to write and has requested me to remove these tenets so that he can work with the freedom it provides. I will, however, write up another set of tenets with Melkor’s input for this deity. Shadows (Zarelek’s feeble attempt at creating life) are Oblivion-enhanced creatures that feed off the infinite Oblivion Energy that his Realm provides. These creatures are animals that have been heavily affected by the presence of the Rifts and have grown to obey Zarelek and any of those who are bound to his power. In the extended lore, I have made mention of Rifts. Rifts are small tears in the mortal realm that delve into the inhospitable Realm of Oblivion and only allow objects, Shadows, or those imbued with Oblivion Magic to enter. All other people are excluded. They also affect the environment and offer new herbs and plants that can either kill or heal people. Oblivion Magic is both a Creative and Destructive magic. I was talking to Quavinir in voice chat when he asked me about Oblivion Magic and what it is, which made me a little annoyed. However, the criticism was received and I’ll point out what it can do. Oblivion Magic can be used to heal those inflicted with soul damage, physical injury, and mental injury while it can also be used to take away someone’s life completely or even give them a true death. However, this only applies to kinetic Oblivion Energy. Raw, untapped, potential Oblivion Energy can outright kill anyone that is not protected from the magic, making the Realm of Oblivion an instant death (PK kind). The Realm of Oblivion is desolate with very little true life to exist. The energy that the Realm provides can make any Oblivion Mage truly godlike, but the only true god is Zarelek the Empty Lord within the Realm of Oblivion. Of course, it can be a place to visit if you have the powerful Oblivion enchantments and a Rift to access it. If you do not have protection, you will have to PK your character upon entering. These enchantments last indefinitely while within the Realm of Oblivion and starvation is not possible or thirst. This does not protect you against any injury you may sustain. While within the Realm of Oblivion, there are some kind of herb that is exceedingly rare to find. This herb has magical properties of healing (crushed) or killing (not crushed) the person who takes it in. This herb can only be applied into drinks and represent the alchemical symbol for Earth. It is called the Herb of Oblivion. -Redline: This herb can only be found in the Realm of Oblivion and is a lore item. Can only be acquired with a trowel and cleansed by water blessed with holy magic or druidism. Telepathic communication between Shadows and Zarelek exist as a unique form of Possession where the Shadows are an external form of Zarelek, allowing for Zarelek to receive near-instant communication from his Shadow network, even across the dimensions. This connection cannot be severed, even with his “death.” Regeneration for an Oblivion Mage is exceedingly difficult to perform, even if they are near-death. It can be forced by the caster themselves to regenerate themselves, but no one can force a regeneration to occur onto another Oblivion Mage save for Zarelek himself. It allows for a loophole in the death rules as they can regenerate on the spot of their deaths before going to the nearest Horcrux without losing thirty minutes of their memory. Redline: Regeneration is a Tier 5 ability due to how it loops around the death rules. It also takes one Horcrux per Regeneration and cannot refund that Horcrux. Maximum of Regenerations is ten. Horcruxes (yes like from Harry Potter) are inanimate or animate objects that have a piece of the Mage’s soul within them. These objects can be anything, save for Oblivion-enhanced or Oblivion-enchanted items. However, these items are exceedingly dangerous and nearly indestructible. Redline: Only ten horcruxes can be made at a time. If a Horcrux is destroyed by magical means (Voidal Fire, etc.), that piece is refunded to the caster to make another Horcrux. However, if the user attempts to Regenerate, the nearest Horcrux is used up and cannot refund the soul piece. Any magic user of this deity is prone to sickness by digesting Gold or being burned by Tier five voidal fire. No Holy Magic can cleanse the user of the magic of Oblivion or any magic that this deity is tied to. This includes Ascended and other such Holy Magics. Monk Magic has no effect on those who are tied to this deity. Zarelek has a deep affinity to teaching those he considers worthy of being taught Oblivion Magic. This excludes Shades, Necromancers, Frost Witches, and Mystics. He allows some Holy Magic users like Clerics and Paladins to be taught, but it would take longer for them to learn the magic. Voidal Magic users are also allowed to be taught magic tied to this deity. No one knows why he has such an affinity. ~(+)==(+)~ Rifts Rifts are cracks in the fabric of Reality where magic from the Realm of Oblivion seeps through and infects the area around it with Oblivion Energy. These Rifts affect the area surrounding it by killing off the natural flora around it and infect the animals around it with Oblivion Poisoning, a gruesome plague that can only be cured with Oblivion Magic (Tier 3) or with a cleansing ritual by a Holy Mage (Tier 5). These Rifts cannot be closed by any magic other than Oblivion Magic (Tier 4) and they allow travel between the Mortal Realms to the Realm of Oblivion and back again. ~(+)==(+)~ Credits Original Author: TheDragonsRoost Contributors: Melkor__, Farryn, Quavinir, FlamboyantRage (Clarification on Scrying tools), Fitermon (Ethyrian Star), Farryn
  22. Ferals Even a man who is pure in heart and says his prayers by night, may become a wolf when the wolfbane blooms and the autumn moon is bright A legendary beast of uncontrollable hunger and primal rage, the ferals of the night are often never truly seen by descendants, whether in the mountain valleys of the dwarves or in the vast forests of the elves, many will only hear the howl of the wolf in the night. The Legend The story goes that a long time ago, a group of hunters known for their hunting of canines and other dangerous sport became lost in the woods. One faithful night these experienced hunters fell deep within the old woods. The old trees blocking the cover of starlight as darkness engulfed them, as their torches lit dimly they tried to navigate their way through the woods but it was no use for they continued to go even deeper within the forest. As the night grew long and the fear gnawing at their minds, they settled within a cave but whether through fear or by caution they decided to not venture in too deep. As the men slowly became paranoid and as the lit fires now faded, a pair of orange eyes softly glowed from within the further reaches of the cave. As the men readied there bows, aiming at the pair of eyes, the night became clear and the clouds scattered allowing the moon to shine white light into the cave, it revealed many wolves ready to pounce the hunters, the moon shone a large wolf who howled in the night, as the blood curdling howl reached the ears of the bowman they dropped weapons, yelling in pain as they began to transform, their clothes ripping as the grew taller, there teeth sharper like a wolf, and there eyes now changing into an orange color mirroring the large wolf. As they fully transformed, the large wolf revealed itself from out of the shadows. For it was none other than the great spirit himself, Morea…. Prince of the wolves and demigod of the wild. For their endless pursuits in killing the wildlife of the old wood, the mani cursed the men forever more turning into a beast in the night, every night,to kill the descendants who have so unrightfully murdered. And so they did. Forever cursed to roam the nights hungry for flesh, and a desire to kill. Types of Werewolves Lashers Speedy and nimble, Omegas are less brute force but more cunning, their claws are sharper allowing for more swift yet weaker attacks, their limbs are more accustomed to moving on all fours rather than on two feet. Brutes The beta ferals are more brute force than their omega counterparts, walking on two legs rather than on all fours, these ferals are slower yet more tanky and heavy hitting. The strongest and oldest of the Beta’s can even fling (small) tree trunks and sometimes (tho at the cost of alot of energy) small boulders. Alpha Stronger, faster, smarter and much more bigger, Alpha’s are the most dangerous not because of their strength or experience but also their cunning and smarts. They and only they are allowed to do the ritual that allows for more ferals, and so they are also the rarest of the types. Weakness Silver and Gold Silver and Gold are often used to kill, wound or injure ferals. Though no one knows why. A few deep cuts from a slayer steel axe is enough to injure or break a bone from the feral. Transformation process During the transformation between descendant to Feral, the cursed are vulnerable to attacks, silver and gold can be used to kill them or regular weapons. Holy magic The magic of holy men and women can harm the beasts, however depending on the tier and its effectiveness, the feral may not be harmed at all. Tier 1 and 2 will only scare it or the feral can shrug it off. Tier 3-4 can injure it, or even break a few things Tier 5 should be able to kill the beast Daylight Due to them being hunters in the night, Ferals can be blinded by the sun and even in some cases if the feral has just recently been cursed may even die. This means that newly made Ferals must only transform in the night. While more experienced ones will need time to adjust to daylight. Strength Strength : The Feral shows strength much like a wolf or canine, muscle structure and tendons become strengthened to better allow clawing and brutal thrashing. Their jaw like strength is able to snap a bone should they latch onto an unpadded or unarmored piece of flesh. However, their teeth are unable to bite through any sort of metal but can dent the metal to latch onto the material. Their claws are able to cause deep cuts in flesh but not metal or metal plate. Agility : Very much like their canine companions, the speed of a Feral is often compared to a deer or hound. The pad on the bottom of their feet allow them to traverse over tough landscapes. Due to their hind legs binding, they are able to walk much like a horse on all fours. Smell : A feral can smell blood or scents from a great distance away. (20 Blocks). Due to the size of their snouts, a Feral is able to connect a scent with a substance or creature which improves their hunting capabilities for whatever prey they’re seeking to hunt. Vision : Due to the ocular growth of the Feral, their pupils grow much larger, which in turn allows them to see the world more clearly. They’re able to see quick movements and sometimes even heartbeats if it is rapid enough. Feralization Alpha’s are the only ones who can create new werewolves, to feralize a person the alpha in question must give their blood to the victim and must not hesitate otherwise they risk killing the person. Once the victim has drunken, consumed or blood gets injected it will then have to be activated by the howl of the alpha who is feralizing the person. Once done the alpha’s blood will activate inside the person triggering a transformation. For the first week prior to transformation, the newly made feral will be weak and unable to walk during the day whilst in feral mode. As the stone week progresses the cursed will gradually get to full feral strength. After that week they will be a fully fledged feral. This process or ritual is only known to a few, including Alpha’s Deferalization To be cured of the curse, the victim must seek a cleric, paladin or a arch druid, they then must go through a painful two stone days worth of curing, during this process the person must be cloaked from the night, and not harm animals only eating veggies. But be warned, if they havent found a cure before two real life weeks prior to the curse they will forever be changed, cursed to roam the lands in night till death… Other Stuff/Redlines Must be seen by a LT member or ET member during the process, Must plop an application No using weaponry or magic during feral form Rp accordingly, no powah gaming -Once an alpha is handed over it is required that both the previous alpha and new alpha contact a lore team member (the same one preferably) and inform them. -The new alpha is to make a feat application, in which the previous alpha must confirm and the previous alpha's feat application is moved to denied. -If the previous alpha is refusing to confirm, then a witness can put forth evidence in the form of screenshots of the roleplay. -There is a limit of four alphas, gender is irrelevant. -ALL RACES CAN BE FERALIZED
  23. Maidens of the Oak... History ~ - Over the years, there have been stories of beautiful, maidens- lovely with shining violet eyes... Their gaze capable of leading a man to their death. It all came from the discovery of the bodies of men, laying in circles in the forest. These people's lives were taken from them, their souls literally breathed out of them... and the very eyes that they used to gaze at the ladies, were gone. The stories originated from summers past, a girl who ran from her home, a broken one. She was in despair.. It is remembered that the girl was blessed with her child, but her father saw it as something disgraceful. The Baby has been conceived out of wedlock, and he wouldn't have it. The girl, whose name was known as Farrenla, ran deep into the dark forest where she became filled with sadness. She had lost her mother,years before- who was cursed with the gift of the frost- and had never seen her again. Her sadness was heard by Aeriel, and the Archaengul took pity on the poor soul. Aeriel appeared to Farrenla, and took her hand. Aeriel gave her a gift... an enchanted oak dagger. This dagger would hold the power of the souls who have died. It would give the wielder immortality... but everything comes at a price. To gain the power of the oak, Farrenla would need to take her life. She would be reborn as a servant to Aerial, to take the souls of Lost Mortals and kill them- and pass them to the Archaengul. Farrenla would stay in this endless cycle for years, taking the souls of the lost- entering villages and kingdoms- She left a trail of bodies; This was all out of sadness. she was alone.. so she would use the blessed dagger Aeriel gave her and she would bestow the gift upon other maidens. When Aeriel heard news of this, she became furious and appeared to the maidens. She cursed them to a life alone, bound by the forest, unable to leave it or the world would see their true souls, corrupted by their malicious deeds. The dagger was destroyed, and the curse of the maidens would stop. The Archengul did leave them one gift, for she was a benevolent being. They would be able to transfer the curse singing the Oak Lullaby... Over the ages, their stories were forgotten... but yet, if you wonder far enough into the forest.. you can still hear the Maidens' songs.. * Note : the sung is used to lure people to their deaths, but the song can be used to transfer the curse to women if the Maidens of the Oak desire so. Thy lost soul comes to us, o' soul.. We shall wait, across the pond Until we meet again.. O' young soul, comes to us- Thy can be free again.. Biology ~ - The Maidens of the Oak are known to be beautiful, seductive, and cunning. They lure people with their lovely voice to gain their souls, and their lifespan. They normally look like maidens of all races, and all complexions- Their eyes are always a striking, mystical violet. Under the shade of the trees, they appear this way- Beautiful and intriguing -, but because of the Oaken curse... if they dare leave their wooden threshold, they would appear as dark, vile beings.. Their violet eyes now glowing.. and their teeth would appear to be sharpened.. Their bones would be pushed up, looking very lanky and bony. They would take the appearance of their vile past... murderers and hags. The skin of the Maidens of the Oak is always cold, like their hearts. Because of the Oaken curse, any male child that a Maiden would conceive, would be deformed and stillborn. Any female child would be taken by Aeriel, never to be seen by their mother. All maidens have the power of the oak- If they cast a spell together, as a Clan.. they can save the female child, and she can grow into a maiden like them. They can also take away power from a maiden as a punishment, or even kill them. Life ~ - They live in settlements in dense forests, ruled by the maiden who has taken the most souls from the people around them. She is known as the Oak Maiden. She would be in power until a maiden more powerful came and took power; But this wasn't a peaceful transition.. The former leader would be killed. If any maiden defies Aeriel's room, the clan as a whole would have to take her power, of maybe even kill her (depending on the severity of the act).
  24. It has come once more, Cornivore is opening his shop once more for the players who want cheap, and amazing art. Each piece you want made, will only cost you a small amount of minas, ranging from 25-100 minas, depending on what Cornivore will draw. If you would like to get one made, all you have to do is comment down below, or send me a Personal Message on Discord or the Forums. Thank you, I will give you some Examples to allow you to view the masterpieces.
  25. The Shapeshifter Brief Description The ShapeShifter is a creature that has fully mastered the art of disguise, giving them the ability to transform into almost any being they so desire. While most descendant races can make faulty and flawed disguises of their fellow races, they are bound by their own limitations. However, these chaotic creatures are bound by very few limitations. The Shapeshifters enjoy bringing harm and deceit through means of all things, ranging from harmless tricks to malicious deeds. The Lore and the First Shapeshifter When the first Shapeshifter was created it was by an act of desperation and ended up being a complete accident. A wood elf by the name of Alyndar was a master illusionist and had successfully learned and taught many students Sensory Illusion. On a rather dark night he had been driven out of his chambers by a loud knocking at his front door. He had stepped down the stairs of his manor, and placed his glasses on his head. When he had answered the door a look of absolute fear had washed over his face as a group of four armed Orenian guards. Alyndar spoke in a tired and fearful tone as he gazed in shock at the guards “W-What is the meaning of this?!” He had lowered his gaze to their weapons that they had already unsheathed as if they knew things were going to turn ugly. The head guard looked to Alyndar confused as he did not expect such a man to be the one to answer the door. He had been told a few assumptions about the appearance of Alyndar, but what he saw was definitely not what he had expected. He spoke in a firm tone of voice “Ser, we be lookin’ for a mister Alyndar! A bounty has been put on his head by the nation of Oren and its high king! He was found a few years ago to be tampering with some dark magic and must be put to justice at once!” Alyndar instantly knew what they were talking about. He had been tampering with dark magic to further his illusions to make them more of a weapon than a means of escape. He had been working for years to complete his research and teach his colleagues of what he had learned, but it was much too late for that. A few Saint’s Days ago someone had caught wind of what he was up to,and they weren’t happy for him to be toying with this kind of magic. The woman responsible for witnessing his research went straight to the nearest guard and forced them to hunt and kill Alyndar. If it were not for his remote manor they would have possibly killed him already, but it seemed it was much too late for him to get away. Alyndar slammed the door shut and successfully locked it behind him. The sound of the guards banging and beating on the front door would quickly rattle through the manor as Alyndar rushed up the stairs to collect his personal belongings and research findings. He was a smart man and knew what this research would get him if it had leaked out to the Empire and their holy ways. Alyndar knew he didn’t have much time before the guards successfully broke down the door and began their search of the manor. He took down a painting to reveal a hidden door behind it. He runs out and through some tunnels, successfully getting away from the guards. After a bit of running he perched himself up atop a mountain to look and see if he was being followed. He saw nothing but his manor burning to the ground. He knew there was no going back and turned to the nearest cave in the mountain. He set all of his research materials down onto the ground of the cave and thought to himself if they believe him to be truly dead. After all no one had known about the secret exits in his manor but him and a couple of his students. He took a moment to think when he had an idea that would prove to be his downfall. He took all of his notes and took one last time to read over them before making a makeshift ritual sight for the procedure. He convinced himself that his research to become the perfect illusionist was complete and there would be no repercussions, but even he knew in the back of his head that this had a very high chance of going wrong and possible killing him. Though he would only repeat to himself “I have no choice. . . I have no choice. . . I have no choice. . .” over and over again those words rang through the interior walls of the cave as he carved the symbol of the Shapeshifter into his chest. The blood pouring down over him as he cursed himself. There was only silence for two whole days before he awoke. When he awoke he had found that his skin had turned a dark grey. The only color on his body were his green eyes, and his clothing. His wound from the rune he carved into his chest quickly scarred over. He let out a scream of fear for what he had done to himself. Alyndar sat in that cave all alone for a few days out of fear for what the outside world would think of him. All those days inside the cave he felt hungry, but when he went outside the cave to eat fruits and berries and to gather water it wasn’t enough to satiate his hunger. His newly formed body craved something more malicious. His instincts took over, and he went out to hunt for the flesh of a descendant. He had traveled through the woodlands before coming across a group of two travelers. Alyndar had complete control and knew what his newly made instincts were telling him, and he loved it. He only wanted to satiate his hunger for the time being. He stalks the two for a few hours, and waits for them to stop and rest. One of the travelers decided to take a break. The two humans had made the worst mistake of their soon to be ended lives, and split up. Alyndar followed the strongest looking one and ambushed him. Before the human could scream Alyndar used his new found strength in his true form to overpower the human traveler and jammed his dagger into the man’s skull, killing him instantly. Alyndar feasted on the man’s body and devoured him. He reveled in the thought of eating another man’s flesh. He wouldn’t be able to celebrate for long as in the distance he could hear the other human traveler calling for his companion to return. Quickly Alyndar looked for a way to escape before trying to disguise himself using his illusion magic he had known for so long. Though when he had transformed into the now dead traveler he had just devoured Alyndar felt something strange about the disguise. It was something that he had never felt before. He felt like he actually belonged in the man’s skin, and the disguise didn’t seem to falter in any way like it would for a normal illusionist. Alyndar thought of a malicious idea and called back out to the other traveler. His voice sounding just like the man that he had just murdered. He would quickly hide what little remained of the corpse before turning around to greet the traveler, and travel with him in his dead companion’s skin. The first Shapeshifter lived on and continued to do malicious acts onto the descendants, learn more about himself and his newly found powers, and even transform others into what he became. Abilities As you may have already guessed by their name, the Shapeshifters have the ability to change their form into almost anything they so desire. To start with something simple to explain: they can change into most animals they so choose as long as they wish, from a small innocent little bird to a ferocious and aggressive bear. Transforming into animals for the shifter is a rather easy feat that requires little strength. However, it will of course take time to do so! Transforming into another descendant race takes considerably more time and can be seen through easily if they do not take proper precautions to perfect the disguise! How they are able to transform into a descendant race is simple and easy to understand. The Shapeshifter must have some sort of D.N.A from the man or woman they so choose to impersonate, examples of D.N.A that can work is hair, spit, and pieces of flesh. Using D.N.A will not give the shapeshifter a perfect disguise, and if the Shifter decides to go this route they will likely be called out as a charlatan. Deciding to do this will not produce a perfect copy for the Shapeshifter and thus it will not have all the information and power needed to become perfect. In order to make said perfect copy the Shapeshifter must kill and start to consume the the body of the poor soul they want to make a permanent disguise out of (see redlines for limitations and requirements on making a player’s character your perfect disguise). Typically, making a perfect disguise is not ideal for a Shapeshifter to do as it can wield some unwanted effects. Choosing to make a descendent race into their perfect disguise will force the Shapeshifter to give up whatever perfect disguise they’ve held before as they can only hold one at a time. When the Shapeshifter transforms into whatever race they so choose they are not limited by the race, or even gender of said race. For example if a shifter used to be a dwarven male then he would still be able to change into for example a female Uruk with ease. This does not make the Shapeshifter gender less. They can still identify as male, female, or other.The physical strength of the creature the Shifter becomes is different and can vary from time to time depending on the size of the descendant race and that races age it transforms into, at least when disguised. They have incredible strength that's worth thrice that of the average human, however their strength will not change due to whatever they change into. For example if a Shapeshifter decided to transform itself into an Olog, it wouldn’t have the strength of said Olog, no matter if it was weaker or stronger. They retain the strength of which they had when they were a descendant until they go into “True Form”. The Masters These are the only other types of Shapeshifters known and their sole purpose is to loosely guide and create new Shapeshifters. These beings gain little to no new abilities due to their status. The only ability is easily being able to manipulate and control their lower Shapeshifter companions to a certain extent. Of course they aren’t able to take control of their each and every action, though they can persuade them quite easily to do their bidding. This isn’t used often however as most Shapeshifters automatically follow the Masters upon creation out of debt, or “gratitude”. Painting of a known Shapeshifter True Form The Shifters may be masters of disguise, but they are simply unable to stay disguised for a number of years without showing their true selves. Some feel it necessary to shed their disguise for some time in order to relax or enhance their fighting capabilities if something goes very wrong. Their true form would look to the mortal eyes how they would before they were transformed into a Shapeshifter. Their true form can give them many benefits but will also hinder them just as greatly. The benefits they gain are simple and non-arcane. They grow much stronger and faster. Their speed is too great to be caught by a human on foot, a horse is necessary. An alternate option would be to try to outsmart the Shapeshifter and lead them into a trap. Do not fret for there is a simple solution. In a Shapeshifter’s true from they are very much weaker to whatever hinders them. Traditionally, a Shapeshifter will never reveal their true form unless around someone they deeply trust, or unless they are in a highly dangerous situation and need a quick escape. For them to willingly show their true form to a mortal whom they feel will not betray them is a sign of immense trust and that they will protect whomever they reveal themselves to. Their appearance when they are in this form is interesting to say the least. Their soul will always remember what they had originally looked like and will reflect the look they once had when they were a part of the descendant races. The way they look will change. Their skin tone will have a gray scale look to it, and will look almost void of all color. Is some cases the Shapeshifter can be confused for a Dark Elf by someone not paying attention, a sure fire way to tell if the person in front of you is a regular Dark Elf or a Shapeshifter is to look at their ears. This may not work all the time due to the fact that some elves are transformed into Shapeshifters and will retain their signature ears. The only color they will have on them at all is their unnatural eye color which will be a brighter color than what it had used to be. Symbol that must be carved into a Descendent for them to become a ShapeShifter Appearance and How to Identify Even though the Shapeshifters are known as the masters of disguise there are still a few ways to identify them even in when they’re disguised. To identify a disguised shifter you must somehow feel their skin. You will know that they person in front of you is not who they say or look like. Their skin will feel fake, almost like someone has covered their entire body in makeup to cover up who they truly are. Another rather easy way to identify them is through their eyes. A shapeshifter’s eyes will begin to have a subtle glow to them after a while, though the Shapeshifters can suppress the shine they cannot make it fully go away or leave it all together. After waiting long enough and looking into a Shapeshifter’s eyes it will eventually reveal this light. No one knows what this light is and the only working theory to date is that's its just them taunting anyone to figure out what they are and try to slaughter them, however this is likely false due to the fact that most Shapeshifters don’t even realize it happens. Next is their true form and it's rather hard to actually not see what they are, follow the statements above that describe their true form for how to identify them in this form. The absolute hardest to spot and find is their brand. All Shapeshifters have one somewhere on their body, and it doesn’t fade and go away with time. No matter if the Shifter is disguised or not they will still have the brand of the Shifter in the same spot they had it in their true form. Finding said brand is a sure fire way to identify the shifter, even if it is the most difficult. As for their internal organs they do not seem to be functional though they will bleed, etc. Age is not a great defining factor as they can transform into beings of any age. Not only this but their bodies in their true form stop aging as well, meaning that someone who was around the age of 35 when they became a Shapeshifter would stay that age indefinitely in their true form. How They Are Created When a Descendant feels trapped, weak, and helpless, they may seek refuge with the Shapeshifters only to be tricked into changing into one of them. Though this may sound to some like a good thing, though the process of being made into a Shapeshifter is painful and irreversible. Most do not even feel any of the stated above and only want to further their own abilities and gain the powers the Shapeshifters hold. While they will be skeptical of whomever comes to them willingly wanting their power, they will put the Descendant through a grueling and dangerous trial that may result in the Descendant being caught and killed. The only shapeshifters able to create and accept new Descendants into their arms are the Masters. The way they are created is through a sort of necromancy magic that only masters or those taught would know, though outsiders knowing the magic to create them is very rare. This magic would be considered a feat and wouldn’t take up a slot because there is only in a sense one tier. A rune is carved into their body while the Master, or whomever knows the curse, curses them and changes them and makes them a Shapeshifter. The rune carved into them will never fully heal, and only a scare of the rune will remain for the entire lifespan of the Shapeshifter. A Shapeshifter’s Diet Yes, like almost all other creatures the Shapeshifter must feed on something to keep going. Unlike most other creatures however they aren’t exactly so picky on what they must eat to survive. Shapeshifters are strictly carnivores and are required to hunt, kill, and eat something about twice every 2 elven weeks. A Shapeshifter not feeding themselves properly will become starved and due to such will slowly start to become very weak. This weakened state will last for another elven week, and will become worse as the week progresses. Eventually the Shapeshifter will wither away into nothing and die from starvation. There are some however that decide to hunt the descendents and take them captive for food. A shapeshifter kidnapping and dining on a descendant isn’t a rare thing and they will usually do this due to their unusual craving for flesh. Most Shapeshifters, if asked, will tell you that the taste of flesh to them will taste like nothing they have ever tasted before. They are mostly unable to describe what it's like, but will tell you that it is divine. Weaknesses Gold and Aurum weapons. Clerical and Holy magics Heavy amounts of light- A lot of light seems to keep these creatures away. (Fire evocationists may be able to do some harm without even burning the Shapeshifter) Though even with their weakness to heavy amounts of light they will still walk freely among normal everyday people during the day. Red Lines Unless your created disguise is a “perfect replica” and you have all the things needed for so to happen you are REQUIRED to emote a flaw ever 3-4 roleplay emotes, this can be something as small as your eye color changing all of the sudden, a voice change, etc. or something on a larger scale. Note this effect is only needed to be done with Descendant races and not creatures. No Shifter can learn any type of holy or deity magic. Voidal magic, and Dark magic is acceptable however. Cannot usually give birth to children. If a shapeshifter does get pregnant she may not be able to transform into any creature or descendant lest it kill the child instantly. A shifter may not transform into any other creature that requires a creature application. For example frost witches, ghouls, liches, and dreadknights just to name a few.
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