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Found 9 results

  1. The Dwarven Family Tree ((Need to add/edit someone on the family tree? contact me through the forums or through discord at Fimlin#8087))
  2. [LORE AMENDMENT/ADDITION] MALCHEDIAEL'S RADIANT TEMPLARS PATCH PHASE 1 OVERALL PURPOSE Howdy; I play a T5 Templar and It's been a month since the Twice Ordained Templar addition was provided official ST feedback. Though I did not collaborate on that initial proposal, I took it upon myself to attempt an amendment/addition myself that didn't drastically modify the lore. Instead, I sought to build upon what was already present while buffing pre-existing spells in a way that I perceive are necessary. The concepts provided may be rough around the edges, but I can only get so far linking a google doc around - I want to get the ball rolling. I welcome feedback from the community, the LT and from fellow Templars in the replies to this thread. This post may be considered unethical due to my lack of communication with other Templars, but I wish to express that I am currently UNAWARE of any other attempt at a rewrite. I also kept the format in line with the original lore piece. AMENDMENT: [T1] Emboldened & Disheartened > Emboldened and Brash - T1 OLD NEW A newly blessed Templar has within his mind a newly ingrained sense of courage; often they find it difficult to turn from a challenge laid out before them, be it a duel or battle to come. This is not to say the Templar is foolish and will rush blindly into battle but instead find themselves yearning for that which will give them glory. When a Templar decides to turn their back upon a challenge, they would begin to feel a deep sensation of failure and would be compelled to undertake a quest to redeem themselves. A second passive effect takes hold of a newly ordained Templar. When a Templar is wronged, their ire would be amplified several-fold toward those who have wronged their spirit. It is for this reason that when an enemy attempts to invoke fear or cowardice in a Templar through sorcery, the spell instead spurs great fury within their spirit. Redlines - - Templars maintain the ability to feel fear; this passive ability is simply an inherent urge to take challenges head on. - Templars that refuse challenges laid before them would begin to feel as if they were failures until redeemed; this may be RP’d to the discretion of the Templar. - Spells, Curses or Hexes that invoke a sense of fear do not affect a Templar, and instead cause them to become furious. - The Fury spawned by this ability is incapable of enhancing a Templar’s strength. AMENDMENT: [T2] Fervent Flare > Burst Body - Tier 2 OLD NEW A Templar is able to expel from their being a glorious flash of light which blinds any who may gaze upon them in a ten meter radius. Though this display of radiance can only manifest twice per combat scenario, it’s utility lies not in the blinding of foes, but in shattering the veil of cowardly and deceitful foes. Entities which rely upon their invisibility are forced to manifest truly when exposed to the light. Mechanics: Burst Body takes two emotes to cast: one emote is for a Templar to brace their body while focusing on their courage, the second emote is to release their stored light. When bracing their body, the Templar themself would begin to radiate a bright aura which would act as a warning for those around them. The light expulses outwards in a ten meter radius and will blind any who gaze upon them for the duration of two emotes: victims will be entirely blinded for the first emote and will then be partially blinded for the second emote as their vision starts to recover. Entities that are invisible would be forced to manifest, while dark hazes such as Deadbreath would be cleared within the affected area for a duration of five emotes. Redlines - - The Templar must close their eyes to avoid being blinded when they release their stored light. - The Burst’s radius, at maximum, extends ten meters from where the Templar is currently standing. - The Burst’s blinding effects are only momentary, lasting seven narrative seconds when exposed. When affected by the flare, all hearing is muffled to an extent. - Seers and blind individuals are unaffected by Burst's blinding effects. - Entities that are invisible within the radius will be rendered visible to the naked eye. - Hazes originating from dark magics, such as Deadbreath, would be cleared as a result of this spell for the duration of five emotes. This does not apply to Smoke Whispers or Voidal obscurants. - Burst Body will not affect Voidal Illusions. - Burst Body cannot be used to check for Ghosts unless there is an objective reason to be suspicious. AMENDMENT: [T2] Bound Armament > Bound Armanent - T3 OLD NEW A Templar’s weapon will take on a radiant glow as it gains the darkspawn purging effects of Aurum. Though the affected weapon is incapable of trapping souls, entities and monstrosities weak to Aurum will find that it is capable of inflicting the same searing and debilitating effects of the blessed metal. In addition, a Templar may recall this weapon to their hand should it be in their sights a total of two times per combat scenario. A weapon fixed within the flesh of man, beast or being can be wrenched out with some difficulty. Mechanics: When a Templar first draws their weapon, it becomes “Bound” and will adopt the darkspawn harming properties of Aurum. The spell to recall the weapon requires two emotes to cast: the first emote places attention upon the weapon as it slowly begins to tug towards the Templar; the second emote is to pull the weapon back into the Templar’s hand. Should the weapon be lodged into a surface or an enemy's body, the spell will take an additional emote to dislodge it. Redlines - - The Bound weapon is defined as the first weapon the Templar draws. - The Bound Weapon is indicated by its bright glow, but is incapable of illuminating rooms or dark areas. - The Bound weapon holds the properties of Aurum bar its weight and soul-trapping capability. This is applicable to ST approved materials. - The Recall has a range of 6 meters (blocks). - The Bound Weapon, when recalled, cannot be pulled from another’s grasp. - The Bound Weapon, when recalled, cannot slip through iron bars, cracks in doors, or other similar small gaps in blocks. - The Bound Weapon, when recalled, must be within line of sight. If something or someone attempts to block the path of the weapon following a successful cast, the weapon will arc around them as it is in motion and being pulled back into the Templar's hand. AMENDMENT: [T4] Vigorous Blow > Vigorous Blow - T4 OLD NEW Divine energy infuses itself with the Templar’s weapon up to twice per combat scenario, allowing for Additional force to be imparted onto the next blow dealt by the weapon. Mechanics: This spell takes three emotes to cast: the first emote is to concentrate on the courage within a Templar; the second emote is to summon Malchediael’s light and to infuse the Templar’s weapon, and the last emote is to ready and/or strike with the weapon. This blow is granted enhanced strength comparable to the force of an Arbalest, albeit lacking its properties. The infused light will not linger forever; should two emotes pass without the Templar striking at a target with their infused weapon, the light will dissipate. Redlines - - Vigorous Blow’s strength is comparable to that of an Arbalest’s strength; this does NOT grant the Templar themself additional muscle or power. Additionally, Vigorous Blow's power will not stack upon other strong blows. For example, a Tawkin enhanced Orc with an overclocked Animii Arm will deal the same damage as a weak elven Templar. - Vigorous Blow can be deflected through adequate parrying or blocking at the defender’s risk of damaging their weapon. - Vigorous Blow is incapable of cutting through plate armor with a sword or other bladed weapon. - Vigorous Blow is capable of penetrating or heavily denting plate armor with capable weapons, i.e. Polehammers, Maces, Warpicks, Half-Sword thrusts, etc. - Vigorous Blow only affects a Templar’s fists if they are wearing gauntlets. - Armor can and will afford some degree of protection against a blow from a weapon enchanted by this spell. - Vigorous Blow will dissipate 2 emotes following a successful cast provided a Templar does not engage a target. Though brief speech emotes will not count towards this, it is implied that one should not engage in full blown conversation. ADDITION: Bulwark - T3 A Templar who expects a devastating blow to be sent their way may prepare themselves to intercept and negate the concussiveness an enemy's attack twice per combat scenario. Used primarily against foes of superior strength, the Templar would dig their heels into the earth and allow their imbued shield to absorb and dissipate the brunt of the damage. The infused light will not linger forever; should two emotes pass without the Templar blocking an attack with their infused armament, the light will dissipate. Mechanics: This spell takes two emotes to cast: the first emote has a Templar focusing upon an assailant while drawing upon their inner courage; the second emote requires a Templar to imbue their shield with Malchediael’s light and brace for impact. After this, a Templar may block an attack and negate its concussive effects. The infused light will not linger forever; should two emotes pass without the Templar blocking an attack with their infused armament, the light will dissipate. Redlines - - Bulwark is capable of negating the concussive effects of heavy attacks. This includes attacks which possess the strength of Ologs, Golems, Etc. - Bulwark is capable of being bypassed by the effects of magical spells, only their concussion would be negated. - Bulwark is capable of blocking the concussive force of blasting potions if a Templar’s shield is directed towards it. - Bulwark cannot be cast if a Templar is in motion. A Templar must brace themselves in order to block, and cannot casually brush off attacks. A Templar may counter attack afterwards, however. - Bulwark can be imbued to the length of a Longsword or Polearm haft but will be incapable of dispersing the concussion from alchemy and magic. This enables a Templar without a shield to block a powerful incoming melee attack or swipe. - Bulwark cannot be used to block collapsing structures. - Bulwark inhibits movement by half once charged. ADDITION: Trophy - T4 A Templar who has slain a great foe may sever the dark creature’s head and imbue it with Malchaediel’s light. This act would not only preserve the decapitated trophy for the Templar’s collection, but it may also be used to strike fear into the heart of its fellow beast. When displayed to a creature of the same ilk, it will be stunned temporarily once per combat scenario. Mechanics: After a Templar delivers the final blow upon an enemy Dark CA with their bound weapon, they will discover that there is a two narrative minute grace period whereby the corpse will not disintegrate or vanish. A Templar may then sever the head of their fallen foe and imbue it with their latent power in order to preserve it and give it the second additive effect. It is noted that this imbuement will cause the head to warp and become base-like, becoming unidentifiable as any specific individual. This imbuement requires three emotes to cast: the first emote is to focus on your inner courage; the second emote is to generate a holy light about the Templar’s hands; the third emote is to imbue the light into the creature’s severed head. When hoisted and displayed before a fellow Dark CA of the same type within an eight meter radius, the entity would become stunned and immobilized for the duration of one total emote. The effect of the trophy requires two emotes to use its stun effect: the first emote is to remove the trophy from a Templar’s bag or hip; the second emote is to raise it into the air, aimed at the desired target. Redlines - - A Templar must acquire ST approval for the Trophy to be considered valid. This requires screenshots containing the decapitation and imbuement. - A Templar may only carry one Trophy on them at any given time. - A Templar must deliver the final blow with their bound weapon in order to imbue their trophy. This will keep the corpse from vanishing for two narrative minutes. - A Trophy can only be harvested from a true form monstrous CA (not disguised). - Trophy's secondary stun effect can only be used by the Templar that made the trophy. In the item description it should state that it was "Templar's Name's" trophy. - Trophy can only be used to stun an individual once per combat scenario. A victim must directly look towards the Templar for the stun to take effect. It cannot be used on multiple targets. - Seers and blind individuals are unaffected by Trophy's stunning effects. - Dark CAs currently affected include: Nephilim, Siliti, Frost Witches, Werebeasts, Inferni + Naztherak and Undead [Dark-Stalkers/Liches]. Ghosts, Eidolas, Spectral entities and other constructs cannot be made into a Trophy. This ability will add any Dark CA accepted in the future, to the ST’s discretion. - Trophy will not affect disguised CAs. ADDITION: The Blessed Banners of Malchediael's Chosen When a Templar has mastered their abilities, they will find it possible to project to the world the boons they have worked towards. A Templar’s banner, crafted by the Templar themself, is a testament to their courage and a reflection of the Templar’s personality. Marked by the Radiant Star of Malchediael, these Banners may be imbued with a plethora of abilities that would further the Templar’s drive towards glory. May these mobile monuments serve as a point of rally for those who would oppose wickedness, and a mark of death for those who embrace it. Mechanics: Once a Templar reaches Tier 5 in the Magic, they may fashion themselves a banner to represent their warrior spirit. Once fashioned, a Templar will permanently imbue it with Malchediael’s light for the provision of a final ability of the Templar’s choice. Prior to imbuement, the Banner’s material must be marked [smeared/soaked] with the blood of an enemy that the Templar had acquired the final blow upon. The enchantments available to a Templar are provided further. The process of imbuing these banners requires 5 emotes: the first has a Templar seizing the haft of their banner as they focus upon the divine blessing of courage; the second emote requires a Templar to draw upon their blessing as a holy light manifests from their body; the third emote has a Templar transfer the holy light from their body into the banner; the fourth has a Templar verbally proclaim the purpose of their banner in a litany of their choice; the fifth and final emote sees the Templar raising the banner into the air as it swells with a radiant glow before calming. Redlines - - A Blessed Banner must be first marked in the blood of an enemy the Templar has acquired the final blow upon. This can be done via soaking, smearing, etc. The method of choice is to the discretion of the Templar. - A Blessed Banner can be any shape provided it is noticeably visible. It cannot be hidden and must be presented on the back of a Templar or carried in one of their hands. - A Blessed Banner’s size cannot exceed that of a standard mechanical Minecraft banner. - A Blessed Banner must be represented by a Minecraft banner and in some way include the “Flower Charge” design . The coloring, background, etc. is up to the taste of the Templar. - A Blessed Banner must acquire ST approval after being crafted in order to be considered valid. - A Templar may only reap the benefits of their own Blessed Banner. - A Templar may only create and wield one Blessed Banner. - A Templar can change their ability after a 1 OOC week cooldown; this will require the imbuing process to begin anew and a fresh marking of a foe’s blood. ADDITION: Blessed Banner: Indomitable Banner - T5 The Indomitable Banner is wielded by Templars who seek to inspire and lead other souls against the forces of darkness. Once per combat scenario, uncorrupted beings within a 5 meter radius of the Indomitable Banner will find themselves becoming immune to fear imposed by sorcery, and will also discover themselves emboldened to meet challenges head on for a period of time. Mechanics: This ability requires two emotes to prepare: the first emote is to raise the banner into the air; the second emote is to recite a litany of the Templar’s choice regarding courage and opposition to evil. Upon activation, the Indomitable Banner would radiate a glorious aura and provide the ability of “Bold & Brash”, to all descendants within a [3-5] meter radius provided they are not a Dark CA. This would cause those affected to become enraged by fear magic and more likely to engage in courageous deeds. This effect lasts a total of ten emotes. Redlines - - All Redlines pertaining to “Bold & Brash” apply. - All Redlines pertaining to “Blessed Banners” apply. - The Indomitable Banner only affects Descendants. - The Indomitable Banner may be placed down following activation to secure a particular area with the effect. - Dark CAs currently unaffected include: Nephilim, Siliti, Frost Witches, Werebeasts, Inferni + Naztherak and Undead [Dark-Stalkers/Liches], Ghosts and Spectral entities. This ability will add any Dark CA accepted in the future, to the ST’s discretion. - Once an individual has left the radius of the banner, the effects of “Bold & Brash” would become null. ADDITION: Blessed Banner: Valiant Banner - T5 This Blessed Banner is often used by solo Templars who seek to enhance their combative prowess. The Valiant Banner simply provides an extra charge onto each of the Templar’s learned abilities once per combat scenario. This added bank of ammunition enables a Templar to remain proficient in any given fight for a longer duration. Mechanics: This ability requires two emotes to prepare: the first emote is to raise the Valiant Banner into the air; the second emote is to recite a litany of the Templar’s choice regarding wrath towards their enemies. Upon activation, the Templar will be granted an additional charge for each one of their spells throughout the remainder of the combat encounter. Redlines - - All Redlines pertaining to “Blessed Banners” apply. - The Valiant Banner will not remedy the fatigue experienced by a Templar and will only enable them to use each of their abilities an additional time. - The Valiant Banner’s effect does not apply to “Second Chance”. ADDITION: Blessed Banner: Radiant Banner - T5 The Radiant Banner adorns those Templars who seek to delve the darkest and most wretched of depths while paving way for themselves or their comrades. The Radiant Banner will illuminate a glorious light in a five meter radius that vanquishes dark hazes once per combat scenario. Mechanics: This ability requires two emotes to prepare: the first emote is to raise the Radiant Banner into the air; the second emote is to recite a litany of the Templar’s choice regarding the expulsion of darkness with light. Upon activation, the Radiant Banner will begin to shine brightly as it illuminates an area within a five meter radius. This light is capable of clearing Dead Breath and other dark hazes, akin to “Burst Body”, but is unable to blind opponents. This effect lasts a total of ten emotes. Redlines - - All Redlines pertaining to “Blessed Banners” apply. - The Radiant Banner’s effects will last only for a total of ten emotes. - The Radiant Banner cannot be used to blind other people. - The Radiant Banner, if being used to test for blood magic runes, necessitates that the Templar have reasonable suspicion. If an empowered rune is discovered on accident via a dungeon delve or because someone with an enchanted item is in your party, that is fine. ADDITION: Malchediael’s Brazen Bonfires All mortal warriors need to rest eventually . The clashing of steel and the pursuit of quests may drive a Templar’s ambitions, but the Brazen Bonfire created by a master Templar enables them to recuperate and prepare for the battles to come. Once within the warm embrace of these imbued pyres, a Templar would begin to feel their minor wounds mending and their pain render into numbness. Too would dark entities think twice about approaching the flame, for they would begin to feel anxious and uneasy by the presence of the holy warmth, thus debilitating them. Though an imbued Bonfire will extinguish itself upon a Templar’s departure from the area, three Templars may combine their efforts in order to create a permanent flame at a location of their choice. Mechanics: A Bonfire is created when a Templar imbues the light of Malchediael into a roaring flame. A Templar, prior to imbuement, must first mark the ground with a depiction of a Radiant Star. This imbuement five emotes to perform in addition to being T5: the first emote is to prepare the pyre with fuel, the second emote is to ignite the flame, the third emote to focus on the inner blessing of Malchediael; the fourth emote is to manifest a light about the Templar’s hand; the fifth emote is to imbue the flame with the light. When three Templars imbue a pyre in synchronous fashion, the pyre will become permanent and will not extinguish itself after a Templar vacates the radius. When a Templar sits within the five meter radius of the Bonfire, their minor wounds would begin to close, scar and become painless. Dark CAs within this radius would become afflicted with an overwhelming anxious sensation that would cause them to become uneased; this raises the emote count of their spells by a single count. A Bonfire, both standard and permanent, may be disrupted through three continued emotes of physical disruption. Redlines - - A Templar must be T5 in order to create a Bonfire. - A Bonfire requires an initial radiant star marking and pyre to imbue. This cannot be made while engaged in combat. - A Bonfire will not heal a Templar’s wounds if they are engaged in combat. - A Bonfire will not mend broken bones or heal internal injuries. A Bonfire is capable of easing bruises as well as mending minor cuts and non-critical stab wounds. - A Bonfire will extinguish itself should the casting Templar leave the five meter radius. This does not apply to a Permanent Bonfire. - A Bonfire will extinguish itself if disrupted by three attacks during a single encounter. - Permanent Bonfires must acquire ST and RO approval in order to be considered valid. They are indicated by a visible ST Approved sign. They will must be 3x3 in area. - Dark CAs will feel uneasy around Bonfires but will still be able to destroy and sit around them. This uneasiness cannot be used as a means to detect Dark CAs, and could be written off as simply a fear of fire or something else on their mind. - Dark CAs currently unaffected include: Nephilim, Siliti, Frost Witches, Werebeasts, Inferni + Naztherak and Undead [Dark-Stalkers/Liches], Ghosts and Spectral entities. CREDITS @Bhasedfor the initial lore. @DrHopefor the Twice Ordained Proposal and Banner Concept. JOEL BIDEN for the Trophy Concept. Valannor, __Heathen, Wowj, Shady, Venstreni, Bonito_, Titanium430 for Critique and Feedback. CHANGELOG - Brazen Bonfire soothing burns > easing bruises. - Clarified that Trophy's stun ability can only be used by the Templar that made the trophy. - Clarified that constructs [Eidolas/Golems/Automatons/etc.] cannot be used as a trophy. - Added the provision that Templars must acquire the final blow with their bound weapon for Trophy to be valid. This will provide a 2 narrative minute grace period whereby the Templar can do their business. - Burst Body now only temporarily dispels Deadbreath for [5] emotes. - Burst Body clarified to NOT affect voidal illusions. - Bound Armament's recall range has been reduced from 15 meters to 6 meters. - Bound Armament's recall has been clarified to arc around someone ONLY AFTER it is in motion. - Vigorous Blow clarified to NOT STACK with other power-enhancers. - Trophy now only affects victims in an 8 meter radius. Further, it was clarified that they must directly look upon the Templar/Trophy. - Trophies now become unidentifiable as any single person. - All Blessed Banners have been given a 1 use per combat scenario.
  3. LORE PROPOSITION - TINFOIL ARMOR A Harian Tinfoil Warrior, Circa 1600 In a world where magic runs rampant alongside the growth of an ever present aura of paranoia, it is of the utmost importance to defend oneself against mind probing huns. Innocent men and women are becoming deceived by such vile magicians, leading them to believe that they are the opposite gender if not already resulting from their pineapple illatian pastries. Tales of such illusory and probing have spread far and wide, and thus the demand for magic resistant armor is high. As a result, smiths across the land, most notably Haskill of the Freeman’s forge, have taken to pressing melted tin to a papyrus thin state so that it may be molded with ease. With this invention, denizens across the lands may sleep in peace- and in tin, to ensure that their internal viscera is not morphed to that of a bestial creature. Tin foil equipment will allow the user to deflect magical influence and attacks without flaw depending on its crumpled state. Akin to sound proofing, the more crevices and bumps a piece of tin armor holds the more resistant to magic it is. For example, a smooth sheet of tin would be useless to magic whereas its crumpled counterpart would be impervious. Despite its extreme defense to magic, it's delicate and thin state makes it quite useless against any other form of attack. To provide balance to magic users, quite literally anything (bar magic) can destroy this armor. Arrows can pierce it, fingers can poke it, and more importantly, one could rip it by simply walking. Despite its detriments, however, tinfoil armor remains the go-to headwear for those fearing illusionists. Waldenian Soundproofing, circa 1364 To craft Tinfoil Armor, one must gather tin through roleplay means, melt it, and then press it into its thin state. Once this is accomplished, one must then carefully craft it through roleplay means. Should you roll anything less than a twenty in its careful construction, the armor will be torn. Once in combat, should the armor be damaged or torn, the exposed area would then become vulnerable to magical attacks once more. Mechanically speaking, it may be possible to statgen base chainmail to have hugely negative defensive debuffs (practically none) with its durability also being modified to be destroyed within two hits. Furthermore, due to its light nature, if a mechanical armor set were to be created it would hold no speed debuffs. The way one would determine whether someone was wearing tinfoil armor or not is purely dependent on their skin, which should look something along the lines of: Should this lore be accepted, I believe it will add an additional level of role-play not yet seen on any medieval fantasy server. This document is purely science based, and now that the current year is 1600, a time in which pirates roam, the need for tinfoil equipment is necessary. However, should this lore not be accepted, I truly believe people will still craft such equipment through roleplay means even if it woiuld not provide the additional magical protection as they would hold the belief that it truly does. I have kept this short and sweet, like an innocent child, for I believe I've nailed my points across rather effectively. For those who are too lazy to read, I shall summarize in a tl;dr. Tin Foil Armor should be magic resistant depending on its crumpled state (coating your armor in tin will not do anything unless it is pure tin!). Tinfoil headgear should prevent illusion magic and mind probing from affecting the wearer. To craft a single piece of armor, or the tinfoil itself, smiths must roll a perfect 20/20 in role-play to provide validity to the tin foil's stability. Tin Foil armor has no durability nor defensive buffs to ranged or melee.
  4. Character Name Archibald Hariman Avery Vallero Basic Information Nicknames: Archembalt, Archie, Arch, Archembalt the Azure, Moor Age: 24 Gender: Male Race: Human, Southeron Status: "Alive" and well. Description Height: 5'8" Weight: 142 lbs Body Type: Medium frame, athletic thin. Eyes: Hazel, but steadily becoming paler as time progresses. Hair: Jet black, short dreadlocks. Skin: Caramel complexion. It is also becoming steadily, yet unnoticeably, paler. Markings/Tattoos: His bare forearms and hands sport unsightly scars which shape themselves akin to a lightning strike, though they are gloved for the most part. Health: Fine enough. He is not the healthiest he could be, but he exerts effort in an attempt to keep himself in a decent enough shape. Personality: Crafty, fluctuates between being purposefully rude and friendly at times, hedonistic, narcissistic . . . Inventory: Nondescript carbarum-tipped spear, iron-studded leather tunic underneath his robes, and glass vials (some are filled, some are not). Occasionally, he might be carrying sheets of paper that are commonly tucked away within his robes or pack. Further Details: Compulsive liar, and a hypocrite. Life Style Alignment: Chaotic Neutral Deity: Creator Religion: ??? Alliance/Nation/Home: ??? Job/Class: Spellsword Title(s): N/A Profession(s): ??? Special Skill(s): ??? Flaw(s): Prone to underestimating the intelligence of his enemy and overestimating his own, which has resulted in him landing in trouble many, many times. Magic Current Status: Dark Mage Arch-type: Mysticism Sub-Type: N/A Rank: N/A Weakness(es): Aurum, Fi' magic, Xan paladin magic, and Tah clerical magic Strength(s): ??? Current Spell(s): ??? Weaponry Fighting Style: Prefers a spear, mace staff, or quarter staff. His style is stiff, and lacks elegance or creativity as of now. Trained Weapon: Quarter staff. Favored Weapon: Archery: Biography Parents: Siblings: Children: Extended Family: Pet(s): History Artwork
  5. Friend or Evil Cultist? Orcs & Elves surround the Standing Inn as word of cultists being in the general area catch their attention. When they arrive the gates are shut and the shouting and bickering can be heard for a long ways along the road. The Orcs roar as their requests for the cultists go unheard, while the Elves sigh deeply at the arrogance of the Standing Inn staff. In a fit of bloodlust the Orcs bash open the wooden gate, civilians rush out of the Inn in every direction leaving the place desolate aside from the few Orcs and Elves. Their eyes turn to the two doors to the bar and quickly rush over to it, kicking it open as fast as they possibly can. Their efforts are all in vain as August a member of the Inn's staff barricade the door with indestructible pumpkins and hay bales. The crew grunt in irritation and thus turn their gaze to August, demanding that the cultist they harbour be handed over to one of the two Nations. After much arguing the conclusion is as stale as the very event itself; negative. Orcs threaten to smear their brain chunks across the wall for working along side Iblees by protecting a Cultist and assuming they have authority over matters regarding the Betrayer and how Undead & Cultists should be handled. Elves scoff and pace back and forth, shooting glares at the workers and threatening to have the Elven leader himself, the great and mighty saviour of the elven people; Phaedrus, to get involved in the situation. A few of the crew remain on standby at the Inn to try and strike a deal, while others begin sending birds out to their respective nations and slowly spread the word of the Standing Inn's treachery. Whether they be Human, Elf, Dwarf or Orc the rumour spreads and the information is clear-cut and in their face. A small band of various races gather their torches and pitchforks and form a mob, heading towards the Standing Inn and shouting along the main road for all to join them. Do you join them, friend? Type: Pillage Date/Time: TBD Manpower: Angry Mob vs. Standing Inn/Deathsbane Clan Location and Boundaries: Standing Inn and the surrounding area in a 100 block radius. Results: If Attackers win: All LWC removed for 30 minutes If Defenders win: Successfully defeat the mob and cannot be warclaimed by attackers for x months Rules: No hacking No returning to battle No placing blocks by either side No abusing statuses
  6. CASUS BELLI Ius Gentium: The Law of Nations ((All credits to Aetosion for making this.)) Section I: Casus belli: ius ad bellum The following constitute justifications for launching a concerted act of warfare on another nation or settlement. International: •Borders - Geopolitical or military encroachment upon sovereign territory (i.e. The claiming of land by a state within the borders of another) •Reconquest - To return to ownership of the aggressor land she previously held (i.e. The reclamation of land formerly held by a state now held by another) •Property - Significant theft or otherwise deprivation of property by another state (e.g. The theft of great quantities of a commodity or product like iron or gold) •Self-defense - In defense of a confirmed military attack from another state, or in an instance of situational necessity where no other recourse is available (i.e. A response to a significant armed attack or attacks by another state) •Cultural - To defend significant cultural entities or practices from persecution of another state (e.g. A response to serious defamation of religious artifacts dear to a nation by another nation’s government, or the undue persecution of nationals within another state) Intranational: •Independence - To declare independence from a regime incompatible with the citizenry (i.e. As a response to a state oppressing its citizens with unjust laws, undue persecution, or significant administrative impropriety, the secession or separation of one body from a nation) •Deposition - To depose a regime incompatible with the citizenry (i.e. As a response to a state oppressing its citizens with unjust laws, undue persecution, or significant administrative impropriety, the removal of the monarch and administrative body or the accompanying body of laws or both to be replaced by a new governing body or structure or both) •Just law - To fight a war within the provisions established by cultural, common-law, doctrinal, or legal rules within a state. (e.g. The use of arms to enforce the observance of national succession laws) Section I.II: Limitations on Warfare •Proportionality - The violence of the war of the aggressor state should be commensurate to the offenses of the other belligerent, and there must exist a positive proportionality between expected gains of the war and evils resultant of it. •Right Intention - War should only be declared for a right intention, the correcting of suffered wrongs, and not for the express gain of the aggressor. •As Last Resort - War should only be initiated in ultima ratio, as a last resort when legitimate diplomatic measures and mediation have failed to resolve the issue. Section II: Casus Belli: ius in bello When war is declared, certain principles must be upheld during its course, and certain improprieties must be most gravely avoided. •Malum in se - Atrocities committed not for the cause of warfare but instead with the intent for sadistic amusement* will result in judgement against the offenders by all parties. •Distinction - Distinction between combatants and noncombatants must be maintained. Innocents are not to be harmed. •Conduct - Soldiers are representatives of the nations from which they hail. If the soldiers of an army are exhibiting poor and unchivalrous conduct, their fatherland can only be assumed to be unfit to extend its influence. ((The purpose of this is to facilitate the staff’s aim, as described by Shiftnative, to discourage needless war, while creating an RP manner by which to determine whether or not wars are just or needless, preferable to creating purely OOC barriers against warclaims. In this system, warclaims would not be consensual but instead moderated by this set of rules and an enforcing party that need only ensure these rules are maintained by all sides, signed by everyone in the nation leader chat, more or less. Innocent settlements would not be victims of senseless aggression, while militant or imperialistic states could not hide from the consequences of their actions. Just humor me and look at this from a neutral perspective. The lion's share of everybody I talk to has said that the war rules are currently a disgrace. I know that we can do better. We cannot sit on this status quo and be afraid of changing the rules just because it might make people/RP types we don't like more happy and comfortable on the server. Let's take decisive action and make some changes here, for crying out loud. Feel free to suggest any changes, additions or criticism in your reply, but keep it civil and mature. Read the OP thoroughly before posting, I think you'll actually like what I am proposing. It's fair for all sides and I see no reason why we should not set something like this into the rules, and fast. 4.0 is here, it's time to get real and take initiative, OR we can crumble into nothing and lose a very large fraction of the playerbase. All credits to Aetosion for making this.))
  7. Recruitment Does thou seek the path of the righteous man? Does thou want to be a man of the woods? Think to yourself, are you skilled with a bow? Can you track and can you hunt? Do you want to be a simple man with a good life? Do you match these things? Well if you do. The Alrasian Rangers need you! Ranks! ~Commander~ Overall leader of the corps, listens only to the King and Knight. | ~Captain~ Second in command of the corps listens to the Commander, trains the new recruits. Has the right to initiate new rangers and brief them on there jobs. | ~Sergeant~ The respected members of the corps whom have proved themselves to the captain's and the commander, very rarely given. | ~Ranger~ The standard rank within the ranger corps, initiated and has taken the oath. | ~Apprentice~ The un-oathed and un-initiated. Lowest rank within the corps Application process: (OOC) Mc-Name: How long have you been on the server? Skype/ts3? (RP) Name: Age: Gender: Past military experience?:
  8. I petition we remove OOC interactions on the forums entirely or minimize them. Kill the infamous idea section and replace it with a suggestion box (besides lore), the "Your View" and "Feedback" section, lock all news posts so no argument happens. Remove statuses and privatize ban reports. Make the admin's word be final, get rid of this cocky ass idea that any player can change the server by arguing pointlessly on the forums. We should have a forum so that bans can be resolved, apps finished, and RP done in a place where it is easy to access. We have a forum which is just a massive ground for bitching endlessly and shitting on other people's RP. This is a goddamn role-play server, I don't understand why we're bogged down by an ocean of micropolitical drivel. Edit uno: I'm not really talking about off-topic per se, because that's friendly and fully OOC. But hostile OOC just bleeds onto the server and makes things unfun. (I can make this slightly more tame if you'd like, pls tell if offended)
  9. - ( Disclaimer - While I do not credit myself with the original creation of the Draug, I do call the version present in this lore a variation, and I do stress that. The version I have created has been idealized to comply with existing server lore and mechanics, as well as entreating each occurrence of a Draug on the server with some degree of individuality and fun. ) - The Draug By far, one of the most feared creatures in the known world is known as the the Draug. While circumstances surrounding their few recorded appearances are similar, for the most part, the creatures themselves harbor painfully few similarities to one another. So, the question remains, what is a Draug? A Draug is a creature born from the heat and brutality of warfare that feels no pain, has insatiable bloodlust, offers no mercy and feels no remorse. Their volatile belligerence is not to say they are dim-witted by any means, for they are actually the opposite; a Draug, any measure of size or shape, is utterly brilliant. In their brilliance and strength, they are almost grandiose. A Draug has only ever been recorded to form in a battle, and more so particularly in a bloody one. Their essence appears as a cloud of embers, which often are spotted flying against the wind or in ways uncharacteristic to embers. Upon finding a place of suitable size and opposition, the Draug begins to form. Armor of fallen soldiers (sometimes with their wearer still inside), wooden beams, fortifications, and pieces of breastwork all seem to come alive as they fly towards the center of this amalgamous entity, forming legs first and working their way up, eventually standing anywhere between eight and nearing fifteen feet tall (More powerful Draugs are able to hold more objects in place, and therefore become taller and heavier). In our eyes this process seems random and sloppy, but the Draug carefully assesses each and every item going into and onto its body, and places it just where it wants it. This leaves very few gaps in its armor, and oftentimes it is made of stone or fiery wood, making direct combat with this beast very difficult, if possible at all. After their rather drawn out formation, they waste no time before charging into the fray. They often bear shields or banners from either side of a conflict, which catches many unsuspecting or untested soldiers off guard, thinking the fiery demon is charging towards the enemy, as they get the end of the Draug’s weapon. In open combat, the creature will often sustain damages and need repairs. It does this quickly and easily, filling the gaps with remnants of the carnage it has created almost instantaneously. Let it be said that with the advent of a Draug, the only sure tactic to prolong your own life, is to turn and run; Draugs cannot truly be killed, and their endless slaughtering is only halted when they run out of enemies to kill. It is then that they usually release their essence, and their form crumbles to a heap. Draug Behavior and Origins Rather unpredictable by nature, but enhanced by their vast intellect, it is very hard to guess what a Draug will do. Their formation in a battle should be taken as a bad omen, as it takes them a great deal of strength to form, and a few years to gain the strength to form in the first place. Some older and larger Draugs will fight in a very reserved manner, picking sizable targets from the crowd, while smaller and younger Draugs enter the fray. On the topic of their age, they do, in fact, become wiser and more skilled tacticians after every incursion, but do not age as mortals. The trend typically follows that a younger Draug will be smaller and weaker. While the origins of the Draug are not completely known to us, we do know they are native to Anthos, and in all of our time here, we have only ever observed four Draugs. Their names are as follows: Rudibus, Demoval, Ur and Castillon. Castillon Castillon, the name conjures dark memories for scholars well acquainted with his history. He, the more belligerent of the four known Draugs , is perhaps the most unique as well. The first and only Draug to ever name himself, in common tongue, no less. He stood at sixteen feet, carried a tower shield taken from the hull of a small boat, and a bastard sword almost as long as he was tall. After two sweeps of a battlefield for survivors, he simply turned north and walked off into the woods. He walked for days until he arrived at the ruins of Fort Greywyn, and then further still into the gateway to the north. The scouts that followed him dared not go close enough to hear the conversation, but saw him clearly raise his sword to strike the gate, but for one single moment in all of recorded history, as a Harbinger appeared and spoke to him, he lowered his sword. After many minutes of a one sided conversation, Castillon planted his sword and shield in the snow and allowed his form to fall into a heap of charred wood and iron. As the fires on the timbers he had claimed were snuffed out, the embers floated up from the heap and behind the wall, with the Harbinger following closely behind. Castillon has never been seen since that day.
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