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Found 8 results

  1. Event Planners, MC Names: EbonsquireEvent Type: RP | ExplorationYour Timezone: EST -5, Midwest (Indiana)Affected Groups: It's open. Any group may come, though 6-8 people is the recommended amount.Event Location: Northwestern Coast of Asul Summation: The Helderenberg is a mighty vessel, built from burly, dark wood and strong ferrum nails. Love and sweat was put into this ship whose course was set for Balanak Peak, an island some ways away past Axios in the middle of the eastern ocean. The living quarters were of adequate quality, fitted with a desk for each crew member and relatively comfortable bedspreads. A good twenty rooms in all did the ship have just for the main crew. But they were nothing as grand as the captains quarters! A king-sized bed, a desk with enough area on the top for doing some heavy duty paperwork, a great view of the ocean, and other such amenities befitting a nobleman. But, oddly enough, there were twenty-six members on this ship, and not twenty-one. And twenty-six rooms. in total. Unfortunately, the Helderenberg managed to go completely off course and collided with the sun-scorched sands of northern Asul instead, that once wondrous ship becoming a capsized mess along the beaches. Well, not really. In fact, it managed to remain relatively intact after impact, tough as the damn thing was. But nothing stirred. And there were twenty-six rooms on the Helderenberg. And now there were five members, who similarly did not stir. Concept Images/Screenshots: What help do you require from the ET Actors or Builders?: I'll need help building the ship -- it shouldn't be too large or too small. Should have 4 larger quarters 20 small quarters, a storage room, and a captains quarters along with a few others for the crew at least. Will also need actors, which can be a combination of non-ET players and ET.
  2. Phrases and Idioms Phrases and idioms are something that can improve your dialogue, and make your character's way of speaking much more immersive. We may not even notice it when we use them in our speech in the real world, but this is Athera and we barely use any, so instead I got this idea of creating a small thread of phrases, sayings, slang and idioms. This could basically be our 'urban dictionary' to add to the spoken common of our LotC universe.. The purpose is for these phrases to be commonly used, if they aren't already, known by anyone. Added Elven and Adunian phrases too. Shoutout to Sporadic & Chikaea for them List in the spoiler: What the hell In use: "What in the Nether is that man doing?" Same as for Christ's sake or Heaven's sake, you get the idea. In use: "For Creator's sake, Jonas, what are you trying to achieve with that?" "Get out of Petrus, for Horen's sake, this isn't a place for bandits like you! Ginger, redhead In use: John gestures towards the redheaded mali sitting in back of the room. "Who's the elrow in the back?" Easterner In use: "The slanties have begun whaling in the Waldenian waters, or so I hear.." Crazy, insane In use: Jess glanced past her shoulder towards a hooded man, her face turning slightly pale as she whispered to her friend; "That man.. I've seen him before.. I swear he's touched by Ikuras.." Acting like you own the city when you don't In use: "What is that mali'aheral hattering for in Petrus? This is Petrus for Creator's sake!" Being ridiculously arrogant, narcissistic In use: "The maer went full-aheral yesterday in his speech.." Acting superior to others In use: "Why would he start white-rosing like that? It's not like he's any better than us!" Busting his balls, acting massively stupid and hot headed. In use: "Did you see James after that stranger kissed his wife? Man.. he was really Ologing it..." You're asking for trouble In use: "Excuse me, where can I find the Iblees cultists?" "You're giving gunpowder to a dwarf lad, and it's not worth it." Used to describe a young mali that has lived less than a century, or one acting in an immature and rash manner. ​In use: "Do not mind Celestrea, she is still living her human years." Have hope, cheer up ​In use: "It's no use worrying about it now, the sun will grow." He said to the mourning widow, along with a gentle pat on her head. Life goes on ​In use: "How could he leave me like this?" She sobbed quietly "I'm sorry Lana, but the wind travels and travels again. There're plenty of other guys." To make a fool out of yourself ​In use: "For Horen's sake Jeremy, you need to stop acting the fish in the court!" He told his misbehaving son. 'Good luck' or perhaps 'well said' ​In use: "I'm going to see the casino, Hoyt!" "A mina to you, my friend!" Hoyt chuckled, as he waved to his friend in farewell. Tell the truth ​In use: When the pigs fly, something that most certainly won't happen ​In use: "I think Oren will re-unite peacefully now.." "Oren? Hah! Yeah by the orc calendar!" To be exhausted ​In use: Jawnes slumps down a chair: "Can we not today, I'm a horse by the ninth mile.." The straw that broke the camel's back, the final limit of capacity including patience. ​In use: "This medicine cabinet is perfect as is, another vial would be the gem that overflowed the dwarven vault.." Said the maid after re-arranging everything in the cabinet. To force an idea on someone ​In use: I don't care ​In use: "Did you hear? The Mages Guild has a new archmage!" "I'm sure surprised.." Speak of the devil ​In use: "The guardsmen of this town are a joke, I mean-" He paused suddenly, lowering his tone. "..when you speak of the birds.." He whispers, glancing at the guardsman who walked past with an obvious drunken swagger in his steps.
  3. The Wraiths “They were once Men. Men, blinded by the want for power; lusting after dark forces to escape the curse of old age. They were Lords, once, though blind ones. Greedy as Dwarves, violent as Orcs though lacking the nigh-eternal patience of one of Malin’s brood. Human Lords with a dark cause, willing to strip themselves of the moral boundaries that Oren’s nobility would cling close to. They dabbed in dark things in the First Age; disregarding the tarrying of the mortal races and their wars with a disgruntled Daemon. They dabbled and they studied. They practiced dark things in dark places; they tricked death and bent it’s will in their hands, though they did not regard an important lesson: If the weak court death, they find it. With an intricate series of strange and unexpected events, the Lords that that had shattered the shackles of humanity to chase after the Art of Blackened Mists had warped themselves beyond mortality; reaching heights that only Gods could, but at the same time, condemning themselves to an unending, torturous fate that had been prolonged purely because of the greed, hatred and fear that had amplified tenfold by their rituals. Their screams declared their ascension.” -An excerpt from the Dark Omnibus, written by “Prophet” Maliran. Wraiths, or commonly named Shadowmen, Dark Walkers, Death Knights or Necrolytes in the Dark Omnibus, are the product of high-tier Necromancers. It is not something a Necromancer can make, but turn into -- much like a mage can become a Lich, they sell their mortality away to attain invulnerability and higher magical prowess. However, a Wraith is not exactly focused on the advancement of one’s magical capabilities and there are other advantages that follow a Necromancer’s turn into a Wraith in-hand with the mass of weaknesses. Maliran had described them as such; “Shadows within robes, holding the strength of an Orc and the black, arcanic bane of life at their disposal; darkness incarnate within tattered black cloth, only warded by brilliant light or raging flame.” There are but small descriptions within the Dark Omnibus alongside these words, for there are but rumors and disambiguated rumors of Wraiths dwelling the First Age, let alone the second and third. The Wraiths, for nearly three ages, have been but whispers upon the wind; the antagonists of children’s stories and legends to follow without any viable source or proof of their existence. Little is known of their origin. Even the Dark Omnibus, the insane scribblings and notes of a madman who had delved too deep into dark things, holds but vague mentions of what they actually are, let alone how they were devised. Simple stories of Lords and their mental deterioration upon becoming a band of Necromancers tells a hint of how they are created, but never how they came to be, nor what ritual coaxed them into the Plane of the Living. There are accounts of age-old sightings of these abominations trapped within the tomes of old; locked away in libraries after being dragged through five lands or settled within the charred ruins of the ancestral plane long-passed since it’s downfall. Origins and Lore “We were patrolling the roads. The sky was dark from the coming dusk; the Captain of the Al’Khazar Watch was reluctant in the decision to send men out on patrols so late, but our constant monitoring was vital. If the Dark Ones from the Northern Wastes did not banter us with their magic, then their minions to the South assaulted our gates and cut travelers down without hesitation. With little men to spare to the North to fight alongside the Ascended, an abundance could patrol the opposite side of the city; though with the dangers of the Dark Night, it was commonly known never to patrol at night. Strange things dwell the forests and shadowed corners of the land. There were six of us. We trailed along the King’s Road as per command and saw little besides the common groaning corpse and skeletal archer; but not a single robe-clad Heretic in sight, no distant cracks of dry lightning, not the roaring light of fire summoned of Hell. In such times these occurrences were expected, especially in the night. But the Undead did not dwell these hours tonight. It was as if something scared them away; the will of their dark god could not coax them onto these roads. We saw a distant mob, though not of the living sort. This was not a problem -- our force was split into two groups with one wielding bows and the other plate and blade. Disposing these ten-some creatures in the nearby woodland wouldn’t be much of a hassle if the trees did not cast such an overbearing shadow that seemed to suck the very light from the land as the sun left the sky. We approached the mob, and promptly dealt with them; my comrade, Ser Miranus, had managed to top my count of two kills with three. Gods be damned, I owed him a drink that day, and I mourn that he never got it in the end. The fight had delved us deep into the forest. It was dark, but bearable, and the archers had little trouble assisting us from afar with their arrows. Once the battle subsided, the corpses were promptly piled up and then set alit to both purge the taint they hold and to send them to the Seven Skies, where they would be relieved of the burden of undeath. But something had changed in the area. I could not put my finger on it, but I knew the others noticed it as well. The blazing carcass-fire only reached so far, so the only comfort that was offered was the musk of charred flesh and heat. It was… cold. It was suddenly so, so cold. The fire could not warm us. We did not know what gripped the winds with the chill that felt as if sent from death’s maw, and the fact there laid no breeze in the forsaken forest in the first place had made my men and I on edge and tense. We expected more corpses and their robe-clad leaders alongside them, but we could not gaze through the darkness that surrounded the dying oaks of the forest. We were unsettled, cold, paranoid, and the most prominent: scared. We feared what coaxed such paralyzing cold to cascade upon us. My squadron and I were frozen as we strained to hear something, anything, that dwelt the distant oak-bound land. Our ears caught the distant beat of hooves. One would think our hearts would be warmed -- we were out too long and went too deep, the captain surely set out with a sizable force to find us. But we were not warm, even beside the blazing flames. The chill only intensified; the beating of hooves were accompanied by pained and strained groans of the risen dead. I rallied my men together with haste and assigned their places and prepared for the Necromancers of the North that we thought neared. The Necromancers did not arrive. A sudden cry, inhumane and belonging to no normal mortal pierced the air and rattled our eardrums. The groans of the forsaken dead rose in volume, as if they endured an unrelenting agony from the shriek their master expelled. Both the frigid chill and fear ascended within my group’s numbers, but we stood steadfast and ready. What came our way would face the justice of the Creator; Horen guided our blades and blessed our hearts, but it was becoming rapidly obvious this would not protect against the aberration that neared. As if the moonlight broke through the foliage right as the chill neared it’s height, we gazed upon a black-clad figure clearly, it’s torn robe appearing as if hewn from the very shadows that made up the forest with but a void dwelling beneath the hood that hid it’s being. It rode a steed of rotting muscle and yellowed bone and it wielded a blade of dark iron and malice-bound design. There appeared to be two dozen walking-corpses in the distance; all rushing after but six armed men around a fire fueled by fallen undead. The sight of the strange being had struck us frozen, but Ser Miranus had shouted furiously to shatter the paralyzation that we endured; we hold steadfast as archers pelted the ravenous undead. Whilst the dark figure lingered the shadows, away from the blazing, bright fire, we fought and fought. We three men only remained, with the only other sword-bearer alongside Miranus and I wounded and unconscious from the undead forces and exhaustion. The light was rapidly diminishing now that it’s fuel was being reduced to blackened skeletons. The chill heightened as if the flames’ lacking had amplified the wretched black-clad shadowman’s power. It hopped from it’s steed, blade in it’s grasp as it strode over. I was so weak - my legs could not carry me away. The chill was too strong and locked my muscles up and fear had blanked my might. It was as if I gazed into the eyes of death as the tall, shadow-bound creature neared; I remember it raising it’s blade before there was a sudden struggle, hazed before my eyes. My dear comrade had saved my life by warding the creature off with a blade caught aflame with what fire still dwelt the nearby corpse-pile. I heard the clashing of steel before a thud and groan. Another shriek sounded, and as if my fear granted me clarity, I saw a horrifying sight: my comrade, my dear brother Miranus was being drained of a mist of void-black shade, paling rapidly as if the strange shadowman had pulled the life from his very being. My comrade, my brother, fell into the dirt as paled and disfigured as the corpses that surrounded us before the dark being assumed itself back upon it’s steed, and then promptly strode off. It spared not a glance toward my direction. I ran so hard from the Forest of the Damned that I was rendered unconscious upon reaching Al’Khazar, said the Captain. I bumbled and spoke in ramblings, said the Captain, as if I had seen a Ghost. I was still cold. It wore no Eye of Rage; it bore no staff of Mages’ Gold. It was not a corpse in a robe, it was no walking skeleton. It was malice and spite tucked within the frigid confines of a cloak weaved of shadows, no-doubt made up of the mists it drew from my sword-brother. It led the dead without the banner of the Red Daemon in-tow of it’s cold grasp.” -The first sighting of a Wraith; written by an unknown Al’Khazar guard. Their name spans back to the First Age, when there laid life within the ancestral land and when a war of light and darkness slowly deteriorated and land and drained the plane of life. There had been two sides the coin; two choices a man can make. You could join Iblees and follow his destructive path against spiteful Necromancers bound by a forsaken curse or fight against it against White-Wizards. However… others had found another side. As said in legends locked away in the Dark Omnibus, there was a band of human lords with hearts as black as the void and minds as dark as the night sky; greedy as dwarves, violent as Orcs and without the patience of an Elf. They were spiteful, and their spite had led them to learn the Dark Arts; Necromancy, what rogue-Magi and the followers of the Fallen One had commonly adopted into their arsenal to use against the forces of good. But these Lords held little regard for the conflicts of higher-beings and the toys they used such for. The Lords counted up to five in number, holding as much spite and selfish desire for immortality as the next. They dabbled in dark things in the darker corners of the earth, the years passing in droves as they worked tirelessly to form a ritual that would exact them the ability to defy age. The Creator did not answer their prayers, Aerial did not see them worthy to align with the ever-living Ascended and Iblees would have them thrown into raging hellfire for their demandful audacity for such gifts that he stole the human race from. Taking things into their own hands would be necessary, and in due time, they unlocked … dark things. Evil things meant not for mortal hands; an unbound and forgotten thread of the inner-machinations of the Creator’s works. A manipulation overlooked by the Aenguls and Daemons; a mistake turned awry, having been awoken by men of malicious ways and bent to their will. They discovered rebirth through death. The Five Lords knew what they were doing when they vowed to all follow this path, they knew the dangers that were at-hand, but they could not bear the consequences of life. They knew, past their anger deteriorating mental state, that even if Iblees was defeated, their people made safe and the land cleansed free of the taint that the Fallen One had spread, that they would still have to taste the bitterness of mortality. Whether by the sword or the slow decay of time, they would die. They disregarded their humanity for darker gifts, but they did not realize what they really traded themselves for. Through a ritual unknown even by the deepest dabbler of the Dark-Arts, they were stripped of skin, flesh and bone; they became what they raised - beings made up of dark mists that hold such strength that they were allowed to don robes and wield blades alongside their putrid magics. They became ever-rageful, seeking more power despite not being able to garner any past the skill they hold in the dark craft. They had been distorted into half-incorporeal beings, like ghosts with the strength of mortal men. They held no strand of their sanity in life, but once they all had gradually turned into these forsaken Wraiths, there was a clarity that dwelt their broken, angry minds: They cannot escape this. They once had families. They were Lords for a reason; they were noble once. People approved of them, they ascended to their political positions on behalf of the honor the people of Oren, and their fair King, had seen in them. They were happy before, and it was not a higher-being that twisted them into evil men, but fear. A human could only last so long, and now condemned to this life shrouded in darkness and despair, they would watch as the land they once followed so closely, and all of it’s inhabitants, dwindled away in place of strangers. Their family lines and loved ones withered away without their presence. They watched, and their despair only heightened. They watched as everyone died, and knew that there would be no comfort for them, no comfort to ease the pain of their passing. The Five Lords came to undeath; the very image of the power of those who ascended to a higher state of being, in glory, undimmed before the very breaking of the world. They were immortal, they held ever-lasting power because of themselves, not others -- but they, the good Five Lords once loved by many, had to linger on, in darkness and in doubt, as night falls into winter that comes without a star, as summers pass with unrelenting heat with skies as blue as the ocean; as the seasons pass them by endlessly as if days and hours. In the Plane of the Living the Five Dead Lords would dwell, bound to their grief and anger; under the fading, blackening skies, until the lands are changed and the long years of the four races’ longevity are utterly spent. They faded in time behind the ever-changing canvas of the world, still dwelling amongst the living, but only coming forth to strike innocents down in futile effort to relieve themselves of the agonizing grief. The secret of their turning was forgotten as the Five Lords dwelt farther and farther away from each other until their numbers were gradually slimmed; Clerics and wielders of Holy Light having found them alone and purged them from existence. There laid only one Lord left in the latter times of the First Age, present as the ancestral land broke before his very eyes. He lived longer than any human would ever had, but in turn, would be cursed with an ever-lasting anger and urge to purge the weak and living from the masses in effort to dispel his grief. He was trapped within a broken Aegis after the Four Races had fled to another land; finally knowing the mistake he had made. There he walked endlessly; yearning not for power, but for a release from this curse that could no-longer be shattered now that everyone had fled to another realm. He walked upon a dead land forever-more, a Wraith gripped with agonizing emotion without anything to release it upon. Never would the Last Lord see his loved ones, for death is something he and his four comrades had surpassed; unable to be reached now that death itself had been imbedded into his soul. Advantages and Disadvantages of a Wraith A Wraith has a very selective set of strengths and weaknesses, with the latter being more broad; to become a being that had been tethered to a life of undeath, having forced time to pause on his or her lifetime distorts the turned and grants them a good bunch of weaknesses but also some strengths. These advantages and disadvantages shall be listed below: Strengths: *Immortality. Necromancers who had learnt of the ritual and surpassed it’s requirements are tethered to a strange, sudden pause in time; mortals would cease to age on behalf of their obvious, corporeal-body-dispersing changes. They are reduced to beings of strange, blackened mists and robes, and thus, the disadvantages a flesh-bound body would have are disregarded: they cannot sustain wounds, time does not affect them and the most prominent of all being the fact that their souls are not handled by the Monks after death. Wraiths re-form after a time much like a Druid bound to a soul-tree does; though such time would be prolonged. *Strength. The Wraiths, after being warped into half-corporeal beings, are not bound to the weaknesses of a mortal coil. Using their Dark-Arts does not drain them as much as it had before and they are capable of wielding blades alongside any magic they use. Armor is a possibilty to be worn by a Wraith, but it would be difficult to keep it held up and the Wraith itself would endure a sudden lack of ability to cast any magic except their draining abilities. They are not capable of wearing full, battle-field oriented plate-armor and lighter plate would be the extent of their strength. Wielding a sword would be the most they could muster after that; this weakness is why Wraiths stick to robes to keep close to the power they were blessed with. *Physical defenses. A Wraith is not so easily cut down; alongside it’s offensive strengths is the defense against what mortals would most-often die from. Poisons do not affect them and regularly-forged weaponry does not work very well against them. Large heights are known to damage their corporeal bodies, but not kill them. They cannot drown since they do not breathe. *Fluidity in the Dark-Arts. A Wraith still retains their magical abilities and most-prominently the dark magic that made them what they were. It is most-common to find a Wraith who only wields Necromancy in terms of magical abilities, however, any magic they learned in their past lives is still known and can be wielded in their undeath. The ability to learn other dark magic is also present, though unlikely on behalf of their opinion toward mortals; the ability to learn Shade magic is a prime example of this, though Shade-bound wraiths have never existed thus far. *Reign of the Dead. Because a Wraith is an Undead creature, Undead-oriented creatures are more than likely to simply ignore a Wraith's presence than to actually attack them as if they were living beings. A Wraith can still provoke Undead, however, and can still be attacked. However, because of their fluidity in Necromancy, they are capable of raising the dead and controlling them; especially since a Wraith is supposed to be near mastery (or above) in Necromancy when it's turned. Weaknesses: *Weakness against sunlight. A Wraith despises the sun and light in general; as both undead creatures and incorporeal beings, they fail to operate magically whilst in the open sunlight. Their magical abilities decline rapidly whilst in the light of day and the only the strength to wield their weapons remain; draining is still an ability able to be utilized by a Wraith whilst it is showered by light. It is more likely for a Wraith to be defeated whilst doused in sunlight than in darker places; this forces Wraiths to either seek homage in underground lairs or to build ones that block out the sun completely on the inside. This is one of the prime reasons they don dark cloaks. *Weakness against fire. Much like sunlight, Wraiths are fearful of flames. Flames are able to scorch their black cloaks easily and the blinding light fire gives off frightens them; this make fire-mages one of their many enemies. A fire-mage is more prone to kill a Wraith than a small group of armed men. *Ever-lasting emotional discomfort. Wraiths are very emotionally-distorted creatures; their rebirth is so mildly strange and unsettling that the Necromancer turning into one of them is rendered mentally broken and unable to act like they ever were in their past lives. Long-lived Wraiths often attempt to try to draw their old lives back in; surrounding themselves in what reminded them the most of their mortal lives, like trinkets given by a loved one or pictures. This is futile, however, as their ever-lasting anger prevents them from ever acting normal ever again. Becoming a Wraith is no laughing matter as the individual being turned would be mentally scarred for the rest of their ever-lasting, sinister existence. *Weakness against gold. Gold with it's odd battery-like behavior against life-force can harm a Wraith. Unlike iron/steel weaponry, Gold is capable of killing a Wraith, and scaring it off, as much as a regular blade would to a regular mortal. Any form of gold can frighten or weaken a Wraith, with golden swords/weaponry being able to actually de-manifest a Wraith. *Clerical magic is as prone to defeat a Wraith as easily as fire can. Shaman, however, have little affect on them; Wraiths can be assumed spiritual creatures, though they are actually just undead with a half-corporeal form. Druids are also capable of killing a Wraith; since a Wraith is made up of tainted, necromantic energies, a blight-healer is capable of purging one -- if it can be held down long enough. *A Wraith can be weakened by an alterationist or fi'hiiran'acaele'sair, though it is unlikely for them to actually kill one; similar to Shamans in this. *A Wraith requires life-force to operate. Much like a risen minion of a Necromancer requires a constant flow of life-force to walk, a Wraith requires doses of life-force from time-to-time; failing to drain life-force from a living source and fuel the Wraith will gradually weaken it until it is either too weak to actual mobilize or de-manifest and disperse to another location to regenerate and draw life from the environment to properly fuel the Wraith back into “life.” *Ethereal Rending. One of the more unsettling weaknesses of a Wraith would be the strange, mirrored versions of wounds they, as half-corporeal beings, sustain. If they are struck with a golden blade, it is more than likely than a Wraith would be inflicted with an Ethereal Rend; whilst sustaining such a strange "wound" of sorts, the wound would gradually drain the Wraith of the life-force it is made up of; as if it was mimicking blood draining from a wound. Should a Wraith be inflicted with numerous rends, then it will de-manifest from a lack of life-force to keep it up and running. Only golden weaponry can inflict Ethereal Rends upon Wraiths and the Wraith must garner a steady supply of life-force to seal it's incorporeal wounds soon after sustaining one should the Wraith wish to continue living. There are other smaller, detailed disadvantages that are too obvious to be listed here -- prime examples being that a Wraith cannot breed since it’s undead and lost the ability to fornicate after their body was destroy in place of a half-corporeal one. One must also note that these weaknesses must be discovered in-character; you cannot look at a Wraith and just know it’s an undead creature without properly experiencing it’s wrath first or learning of it through the victims of one. The Creation of Wraiths The creation of the Wraiths were discovered by the Five Lords (The Lords of Black as they called themselves) within the ancient era of Aegis' history. Not only did it involve their dark magic, but it had followed along hand-in-hand with a special relic that had been discovered by the Five whilst they descended into madness. It was discovered by the first Wraith and the oldest of the Five that it would be impossible to create one of these abominations without it. It was suspected by the Lords that the relic was but a misplaced, enchanted bauble; a trinket malformed by their manipulated magics in such an abhorrent fashion that it allowed them to "ascend" themselves to a higher being with the assistance of one of the Five that had specialized in utilizing this relic and turning others into Wraiths. Creating a Wraith is an act that changes lives, and thus, the creator must change his own life in turn. This bauble was not what they expected a first. After the five lords were created by the hand of the First, whom of which learnt the way of creating Wraiths and him alone, they hid the relic away with the suspicion what they had used to turn themselves into the horrid abominations they currently were was the creation of some malignant deity. Not being religious men, the Five Lords of Black kept the relic locked up and hidden for centuries while they terrorized Aegis in secret, only the be discovered ages later on the five land inhabited by the masses... --- The process of creating a Wraith is a difficult and painful one, and as the history states, it requires the "maker" of Wraiths to change himself before taking the initiative to take in willing (and skilled) Necromancers in to ascend to a higher state of being. For reasons obscured and assumed for god-willing purposes, the strange relic that had been passed down through the centuries (along with the book of notes created by the First Lord of Black) had been known only to "allow" five Lords to exist. Perhaps, despite the creation of Wraiths being a strange slip-up and manipulation in how life-force operates, the relic simply is put under too much stress because of these rituals and dimensional-fabric-harming acts that must be done in order to create a Wraith. It had been stated in the First Lord's book of secrets that the relic seemed to simply lock up and shut down; the odd, eerie glow that permeated from it's swirling center cut off and darkened. With the Five Lords of Black having perished long ago and in another plane, the relic had re-activated and it's strange magical mechanisms had been unlocked. To create a Wraith, one of the five who had been chosen to take up such a mantle must endure weeks of study. It is then that, after affirming their understanding in how the relic was theorized to operate by the First Lord of Black, that they endure a ritual that warps the Necromancer at-hand into a Wraith. Only this first Wraith alone would be able to create more because of how the relic works. After the second had been created, there must be a branch-effort to create more; to create Wraiths puts stress on the relic and more power must be siphoned into it's core in order to keep it stable. It acts as a pattern. Once the second Wraith is made, they both must make effort to make a third and they must both agree willingly to do so and actively partake in the ritual whilst it transpires. The same repeats for the fourth Wraith's creation with all three of them required to assist the first to warp another Wraith into existence. Upon following this pattern up until the fifth Wraith, the relic will lock down and de-stabilize itself as it had centuries before until the five new Wraiths would perish. Only one Wraith can create the others and the secret and technique in doing so, with all it's complicated intricacies, are pass down unto another Wraith once the first either suspects it's coming demise or simply wishes to relieve itself of the duty. Clarifying Points There are several specific notes to be made here to clarify specific details concerning a Wraith’s weaknesses and strengths. Firstly, it’s relation to spiritual beings shall be spoken of: The best way to described a Wraith is a manipulation of the natural order of things as Necromancy commonly dabbles in. They are not beings made up of mana, they are beings made up of life-force -- the ritual that the Necromancer invoked to turn themselves into a Wraith involved solely their magic. Since Necromancy is not mana-based, this removes the possibility of a fi'hiiran'acaele'sair being able to actually kill one instead of weaken one. Bolstering this, Shamans are also not very capable of de-manifesting a Wraith with their spiritual abilities. An Elementalist is more prone to defeat a Wraith with it’s powers than the sway in spirits it has at it’s disposal. Again: a Wraith is not a completely spectral being. To put it in another way, consider a Wraith a soul adopted into a body made up of dark mists instead of flesh and bones. A Shaman is as capable of killing a Wraith with spiritual abilities than killing a Dread-Knight with them. Gold affects a Wraith because Wraiths are undead; with gold being the bane of most death-oriented creatures, Wraiths are able to be harmed by gold or gold weaponry. The only reason that gold weaponry is more prone to defeat a Wraith over regular weaponry is because a Wraith does not keep it’s old body and depends on the one they adopted through the ritual, thus removing the possibility of wounds. You can kill a Wraith with an iron sword, but it’s comparable to trying to kill a large dire-wolf with a cracked stick. Because of this, their weaknesses are broad and make it so a Wraith is relatively easy to ward away or defeat, given that the circumstances are properly met. Necromancy and any of it’s abilities renders no effect on Wraiths. Unlike Liches, Wraiths are not bound to phylacteries. When a Wraith de-manifests/is “killed” in combat or otherwise, it’s soul disperses and retreats to a safe area. It will then have to endure a regeneration process that takes up to one to two IRL days; death rules are not exempt from Wraiths. Upon de-manifestation a Wraith forgets all events leading up to it’s defeat. Only the first Wraith of the five may create Wraiths, though with the assistance of other Wraiths so a number beyond two may be made. A Necromancer cannot just make Wraiths out of no-where, they must either be the first or learn how to create them after becoming on themselves. Wraiths are intended to be event creatures. Someone may become a Wraith if they legitimately know how and are at the adequate skill-level in Necromancy to do so. Physiology of Wraiths A Wraith is a creature that is not very easy to be mistaken to be a normal person. First of all, they are tall -- long robes are often adorned upon their person to hide the body made up of black mist. Looking beneath their hoods is like looking into the very void; they hold no actual identity, and because of this, any Wraiths that have ever existed had tended to fashion helmets or specific designs in the dark cloaks they wear to properly affirm who they are. It is an unlikely occurrence, but a Wraith’s eyes can glow, though only with the color of the eyes their old body held. The following image would describe the appearance of a Wraith quite accurately: --- Pixel version! [Pardon the antag-ness.] Because of a Wraith’s half-corporeal form, they are understandably unaffected by disease, sickness or biological harm; there is nothing biological about a Wraith after it’s been made. Also, Wraiths can speak. Their voices are similar to the voices they had in the past, but are seemingly strain-sounding and hold a strange, metallic and distant pitch to them. Glowing eyes and other physical changes that do not cross a Wraith’s physical boundaries are optional and up to the player. Like all Necromancers, the Wraith expels a slightly fatiguing aura on behalf of it's deathly origins. This is not to be confused with a Dread-Knight’s aura, which grips people with fear: slight fatigue felt by by-standers is simply the outcome of becoming a creature born from a Dark-Art and would not physically affect someone so much that they would falter in combat against a Wraith. To accompany this chilling effect, Wraiths have taken to releasing shrill shrieks to notify those they wish to kill that their doom is at-hand; the shriek of a Wraith is a feature emphasized in the sparse legends made of them. Mentality of Wraiths As expected and stated numerous times above, Wraiths are not beings that are necessarily mentally stable. However, this is not to be exaggerated -- they are not feral creatures and are as capable of being devious and open as they were as mortals in the past. However, it is unlikely for a Wraith to actually cooperate with whoever they seek to strike down. Their turning had made them spiteful and seeded their mind with ruthless will to cut down their opposers. Wraiths, because of this, are inherently evil and cannot be used for goodly purposes. A Wraith is made because a Necromancer wants power or immortality -- for a Wraith to assist Aeriel-following Paladins or Druids makes little-to-no sense while Wraiths fighting alongside other Dark-Magi or Death-Knights are a much more common occurrence. A Wraith, through it’s rebirth, actually attains a disgust for living creatures. They exist purely to revel in their own power and to crush any who oppose them with this power; for a Wraith to act other than brutal, sinister and ever-serious makes as much sense as them assisting Paladins and Druids. Alongside being ruthless and evil, Wraiths are also prideful. They are powerful beings, and despite the rather wide list of weaknesses they had been given through their turning, they retain a pride able to be matched with a High-Elves and higher; assuming no mortal man is capable of defeating them. This can be assumed a weakness in some instances. A common example of their pride is the desire to prove they are the best -- to deny duels with another powerful individual is unlikely to occur unless it is obvious they would lose. Since Wraiths essentially despise everything living or anything that puts a damper on their plans, they dislike civilization. The most experience they would have with cities, towns or large groups of people would be either raiding/killing them, sending undead hordes to raid/kill them or plotting to raid/kill them from afar. If another Wraith saw a Wraith somehow comfortably dwell amongst the living, the first Wraith would most-likely attempt to purge the second from existence from sheer anger of the second Wraith’s audacity and lowliness. Wraiths do not often value wealth, but this depends on the character that had been turned into one. Wraiths despise being led by any darker force unless this force proves it is powerful. It is only then that an individual Wraith or a group of them would lend their sword. Wraiths are more prone to lead other Wraiths through show of their skills and power, however, Wraiths are not above deities or higher-beings like Aenguls, Daemons or Aengudaemons. Wraiths, having no real, viable goal in their unlife than to garner power, are more prone to join forces with an Aengul, Daemon or Aengudaemon if interests align correctly. A Wraith joining forces with a higher-being like Aerial or Tahariae is like a Wraith joining forces with goodly Raevir-men in the peasant town of Kralta -- very unlikely. This means that a Wraith is more inclined to join forces with dark higher-beings, like Iblees or Setherian, than goodly ones. While a Wraith is emotionally crippled and cursed with an ever-lasting hatred and anger of living things, this does not necessarily prevent them from being affected by emotional ties with someone they knew in their past life. A Wraith is more viable to grudgingly kill an old friend than their child or the mother of this child. Love and affection is a difficult concept for Wraiths and they are often rendered enraged from the confliction they endure whilst in an instance where they are either opposing their past loved-ones or watching them be opposed -- the latter is often reacted by the Wraith promptly murdering the opposer and then dispersing the area with haste to avoid contact with their past loved-ones. They do NOT, however, have the wish to reconnect with those of their old lives. This is why they are so often emotionally distraught when in the face of those whom they interacted with in their past lives. The “Red Lines” of Wraiths -Wraiths are not goodly creatures. This is lore-breaking. -Wraiths cannot learn holy magic. This conflicts with how they were created. -Wraiths cannot turn back into mortals. Becoming a Wraith is permanent and condemning your character to an ever-lasting life of bloodshed, effort at garnering more power and emotional frustration. -Wraiths cannot not hate living things, it is inherit. They can hate things less than others, like allies, but they are more than likely to turn on their allies in the end purely from paranoia. -Wraiths cannot dwell around the living casually. This is also lore-breaking and makes zero sense with how their mentality works. -Wraiths cannot step beyond the guidelines laid out for them. No matter how strong or “different” a Wraith is, they will always have the same strengths and weaknesses. That means no flying Wraiths who draw power from sunlight that also know Clerical magic and use these abilities to protect their Dark-Elven wife and half-Wraith child. -Wraiths also cannot be un-Wraithed by the will of an Aengul, Daemon or Aengudaemon. The ritual that turns a Necromancer into a Wraith is quite literally warping their soul permanently and the forces of a higher-being fixing it are more than likely able to mangle a Wraith’s blackened soul than remove it’s deformity. -Only the first Wraith of the Five may create another Wraith. You cannot become a Wraith on your own beyond the first's transformation. It is a complicated process that both requires a Necromancer's ability to adequately fuel himself and the ability to assist the first to create the other three, two or the last. --- Thanks for reading! Feedback and suggestions are appreciated.
  4. Born after the exodus of Athera, Eastin Dia Trading Company specializes in buying, selling and shipping goods across Vailor. What We Do -=~*~=- Have mass amounts of goods that need delivering but you don't want to deliver them yourself? Entrust in us to ensure the safe delivery of said goods to wherever their destination may be. Armed with a fleet of ships, countless ballistas and a crew of mages and trained swordsmen we are prepared to fight tooth and nail to ensure the safe voyage of your goods across the Isles of Vailor. Send Ayche Raven'kor or Alugor Arktis a bird if you'd like to do business with us. ((Draxagon or FlowUster)) Our Vessels -=~*~=- "The Tailor" "Frigate" Eastin Dia Crew -=~*~=- Ayche Raven'kor - Captain Alugor Arktis - First Mate and Head Boatswain Beltran - Quartermaster and Boatswain Amarie Deathsbane - Helmsman Glacio Nereus - Communications Officer Katari Stirling - Head of Security ​Sam - Administrative Director Interested in joining our crew? Fill out our application and we'll review it as soon as possible. Application If you have any questions or concerns reguarding the Eastin Dia Trading Company please feel free to send us a bird. ~Happy sailing~
  5. http://blogs.westword.com/latestword/jerry%20seinfeld.jpg After perusing a topic regarding Orcs that claims they are combat super-machines that cannot be beaten in a height contest and have a racial population that knows how to swing a big club around since exiting the womb [ https://www.lordofthecraft.net/topic/116484-so-you-think-you-can-1v1-an-orc/ ], I wanted to discuss Orcs and their unruly proportions further and make my own claim that alot of the characteristics of their race are ridiculous and defy the server's basic laws of physics that are vaguely regarded in role play. Their height has grown too large to be considered realistic or fair anymore. One cannot be over 8 feet tall and properly retain ones' balance consistently enough to where you may match others in combat or other related hostile circumstances. Andre the Giant was famed for his height in his wrestling career, and while this almost inhumane height gave Andre an edge against his opponents, it brought about many physical complications in his life. One prominent example of these complications in question was the fact that blood had difficulty circulating through his person on behalf of his large bodymass. On top of circulatory disfunctions, his gigantism weight put pressure on his skeletal structure. Another example of excessively unhealthy height would be Robert Wadlow who, at over 8 feet tall, was forced to wear leg braces so he may mobilize and died at 22 because of the physical wear that his condition brought about. Now, I'm sure the excuse to match these heights and even pass them would be that this is a fantasy setting where things may be vastly different than the real world - and that is a valid point - but being this tall is going overboard. If someone has reached 8 feet of height, they have literally become a giant. Orcs are not giants, they are savage green people with tusks that stand over the normal height of the other races, but not so severely. At most, the tallest Orc (and I express "tallest" as a rare trait) should be 7 feet tall. This includes Ologs, who in their own right may lean more toward 7 feet because of their written traits. Looking at it from a lore standpoint may further express my view. When the four brothers were brought into existence, Krug was the tallest of them when he still retained his more plain, human-esque features. However, when he was corrupted by the fire of Iblees, he did not grow 2 feet taller. This absurd "balanced gigantism" was not a trait or drawback that Krug's descendants were given through blood. It is a common misconception that began since Aegis and has survived up to here. Cutting a fraction from Orcish height would make them both realistic and able to be understood more as a race. Greenskins are Orcs, not giants.
  6. 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?:
  7. Establish Points These are things that every nation can agree with when it comes to raids/war. - Raids ruin roleplay of the capitals. You get drowned out by non-intelligible shouts and if they breach the city, dozens of soldiers run past you PvPing anyone in armor. It is chaotic, unrealistic, and a huge mess to deal with. - Realistically, the raids would not get close to the Capital. If you are familiar with MOBA’s (like LoL or Dota), you must kill the outlying turrets of the map before getting remotely close to the main “reactor”. - Without a specific system, there is no official progress of a war other than conquest/pillage warclaims. Proposed Between the two nations in question of warfare, there are the following: There must be 100 blocks apart from every rank. That means there must be 100 block distance from capital to major. There must be 100 block distance from major to minor. Major Fort: (1) A major fort is a second to last the final conquest. It is a large fort containing major fortifications.Traps are allowed. It is relatively near the capital, and would expected to be manned and armed to the teeth. To take a major fort, a warclaim would be required. If a major fort is taken, the Capitol is open to warclaim and raid. Minor Fort: (1-2) OPTIONAL These are smaller forts somewhat far away from the Capital, the Major fort being a sort of bridge between. These are expected to be manned and are the frontier of the battle. This expects to get constantly attacked, traps are not allowed. To take a minor fort, a warclaim is NOT required. The defending force must be at least 3/4ths the size of the attacking force if to officially take it. If you have a minor fort that isn’t manned whatsoever, it can be brought up and taken down. Only have minor forts that are regularly manned, not abandoned claimants of land. --- If a minor fort is taken: It cannot be taken for another 24 hours. If a minor fort is raided: It cannot be raided for another two hours. Minor forts are optional. If you don’t want them, you do not have to have them. You must take all minor forts to raid major forts. You must take the major fort to raid the capital. The major fort must be taken to warclaim the capital. All Capitals to be taken require a warclaim. Minor forts do not require a warclaim. To be able to take an enemy fort, all of your forts must be secure under your control. For example, you cannot warclaim the capital when the major forts are standing. You cannot warclaim a major fort when the minor forts are in enemy control. ^ Obviously things would be spaced out more, especially major fort distance between minor fort. But this is the breeze I’m hoping you’ll catch. Basically what I am trying to establish here is a system where there is progress and unless the war is being heavily won, capital roleplay is unaffected. Military RP is heightened because drills, watches, and the likes can take place in an active environment where it does not crowd popular roleplay centers. A war shouldn’t be up and over with one warclaim, wars are meant to be impactful things and not something you do on a complete whim. If a side is heavily winning, the losing side should have dread upon them. Fortifications should be built in advance for the impending siege, the streets howl with an emptiness… I am trying to establishing an environment where progress is felt and danger is as well. Going on, I will describe the Dead Zone. Dead Zone Other than forts and capitals, a major place of fighting is the Dead Zone. While roleplay is still required to initiate PvP, it is made very clear this is a place of warfare. It is the place where soldiers sally out for open field battles, it is the place where stragglers are caught and fights happen. All the place for open field battles takes place in the Dead Zone, and /not outside it/. (not mandatory) Consensual Warfare A point stressed was that of nations that do not want any war. Concerned rised when consensual warfare was enacted (and still is?) about how nations can pester other nations but hide under consensual warclaims. I want to keep consensual warfare for only nations that truly are peaceful. Neutral Nations may only hold their capital. They must not partake in any offensive battles, only defensive behind their walls. Casus Belli may be garnered against them to remove the consensual warfare protection. If they abide by this, raids are still on the table however warclaims have the option to be denied by the peaceful nation. If another nation has been receiving threats, insults, or aggression, they may gather these as “Casus Belli”. There must be 3-4 clear threats, insults, or aggressions that are verbal. Any physical attacks that aren’t defensive are automatic casus belli. If these are gathered (THROUGH ROLEPLAY), their consensual warfare protection is removed. Point of Entry Capitals and Major Forts are excluded from this because of siegecraft used in warclaims. This applies to minor forts. To prevent impenetrable forts, if your men have scouted and scouted your fortress for any weaknesses and there are none, that is automatically not allowed. There must be some way in to the minor fort, some way at all. This is to make sure that uber buttoned palaces are not created that there is no possible way inside. This may be controversial and can be debated upon further. I hope this wraps it up, folks! If we all can agree on this, ban reports will drastically decrease, we can all get along, and the playerbase will be happy. da forts be above ground above ground
  8. Knights of the Eventide ~~~ The Eventide Order is a sect of men and women who have been inducted in the Good Faith of the Creator, and with that, have adopted a strict set of rules and guidelines that they are bound to follow until their service is dismissed or otherwise deemed inactive. They can be considered zealots with how they embrace and enforce their faith and can, in numbers, be a force to be reckoned with. They hold a single chapter in their first stages of life. Unlike most knightly chapters, they are not considered a goodly force; if anything, they can be seen as bitter and violent. Their motives are cold and they hold little care for the well-being of strangers, whether or not they are in danger. They are not a guard force, they are not a militant mercenary force - they are more of an inquisitry bound to no nation or community, acting as an independent force under the will of God. Motives and Goals ~~~ The Eventide Dominion holds a rather obsessive hatred for magic; it is said that mages are against the Will of the Creator, however, they concluded that some are tolerable - given the circumstances. It is one of the several goals of the Eventide Knights to hunt down rogue Magi and annihilate them and any dark enclave they have wrought. “Rogue Magi”, being a wide term, is fit into several categories for the Eventide: Necromancers Blood-Mages Criminal Evocationists Dark-Art Users Wild Druids/Shamans Foreign Deity-Magic Users Unruly Illusionists And many more, these being but a few examples of “rogue mages.” Rogue-Magi, especially ones with criminal records, are prone to endure more dire punishment before being subjected to a ritual cross-burning, which is believed by the Eventide Order to cleanse the souls of the damned so they have a chance of being forgiven by the Creator after their demise. Clerics, Druids and other Deity-based magical user, given that their deity is non-heretical, are tolerated by the Knights of the Eventide if they do out step out of line and threaten the livelihood of the Anthosian masses. Heretics of the Creator’s Will are also to be subjected to cleansing-through-fire; followers of Setherian and Iblees are prime targets, whereas the latter type that held in captivity to be “interrogated” for information. It is well-known that the Eventide Order wishes to prevent another doomsday that involves a darker being and it’s heretical ilk. Setherian’s minions, having been assumed to be ascended to a state where they do not wear flesh and blood, are killed on sight and considered dark spirits hailing under a corrupt higher-being. Current Where-Abouts ~~~ The Knights of Eventide reside in what was once called “Vorkaelus Hold”, a ruin that Iblees cultists had renovated and reinforced until it was built up into a stronghold. They currently make effort at reshaping it’s innards and studying what the cultists hid within the ruins. Vorkaelus hold has been renamed Archaerus of the Ebony Blade. Origins of the Eventide Dominion ~~~ The dawn of the Eventide depended solely upon two men, both long-eared but of different heritage -- Viktor Delacroix, a Dark-Elf of unknown origin, and Alistair Benedict who also holds no identifiable past. They were traveling Mali, men upon the road who spent their lives spread the good word of God until they became fed up with the state of the world. Across five lands they had witnessed heresy grip the land in innumerous forms; through an unending exodus they watched as men held power not meant for their hands. It is the concept of magic being abused by greedy men and women and defiance against the Creator that caused the pair to form a hatred; a spite, and a cause to cleanse the world of power-hungry wizards and heretics that would support the unraveling of the Natural Order. Their target befell upon Vorkaelus Keep; a well-known destination of a cult that once resided there. Rounding up honorable men and women willing to bound themselves to their cause, Alistair and Viktor led a small army to the keep and annihilated the cultist inhabitants within, claiming it as their own and allowing them a chance to assume their roots and establish. Oath of the Eventide ~~~ To ascend beyond Levihood, one must bind themselves to the Eventide order and agree to follow the Four Holy Vows; breaking these vows will make the offender subject to haneous punishment, including torture and then death. To break the Four Vows, in the eyes of the Eventide Order, is considered an act of heresy and treason. The following four statements are the vows: I. Suffer Not the Unclean to Live II. Uphold the honor of the Creator III. Detest the Witch, Destroy the Witch IV. Accept Any Challenge, No Matter the Odds Ranks of the Eventide ~~~ The Eventide Order holds a compact, non-complicated ranking system that focuses ascension around one’s efficiency in handling heretics and degenerate-Magi instead of how well a soldier may kill and/or dispose of either. There lie two branches with the second being optional and shorter than the main; the ranking order goes as is (From lowest to greatest): Eventide Levy V Eventide Man-At-Arms V Eventide Squire V Eventide Knight V Eventide Grand-Knight | Eventide Inquisitor V Eventide Lord Inquisitor The Auxiliary Branch is offered to an Eventide soldier once he reaches Knighthood. While smaller, it focuses on units that handle other tasks that the main branch is not fit to handle; archers, scouts, medics, rangers and (as the name implies) auxiliary units are settled in this branch. Those in the Eventide Auxiliary branch are not inclined to ascend the branch, as it’s more to fit men and women who are not interested in knighthood into their desired roles. Eventide Auxiliary (Field-Medics, Scribes, etc) V Eventide Taskman V Eventide Ranger | Eventide Evoker V Eventide Taskmaster Foreign Relations ~~~ Whilst the Eventide Order is not focused on diplomacy and cross-guild interactions, the leadership is inclined to keep track of their friends and foes. The Eventide’s opinion depends on how a guild works, their morals/goals/motives, their observed inner-workings and the disposition of their members. Other orders who hold similar goals are prone to be liked by the Eventide, whilst goals of guilds that are not are more prone to fall in the “dislike” list; foreign relations also include kingdoms and nations. Nations/Kingdoms Holy Princedom of Malinor: Tolerated. Grand Kingdom of Urguan: Distasteful. Orcish War Nation: Tolerated. Kingdom of Renatus: Approving. Holy Kingdom of Ruska: Approving. Kingdom of Herendul: Approving. Silver Enclave of the Mali’Thill: Distasteful. Kharajyran Pridedom: Heretical. Guilds and Foreign Orders The Teutonic Order: Approving - Seeking possible alliance. The Elven Inquisition: Cooperative. The Druidic Order: Heretical, but tolerated. The Arcane Delvers: Suspicious. The Mages’ Guild: Suspicious. The Elilumiran: Requiring Observation. Clerical Order: Acceptable. Eventide Uniforms ~~~ Currently, there are only two available uniform; one for knights and above, and one for auxiliary units and ranks Squire and below. Here is the Knight’s Attire: And here is the other; the tabard: The Man-At-Arms uniform: The Eventide also allow Magi into the holy ranks; once their magics are tamed enough, they are given robes: Application ~~~ OOC Section MC name: Skype Name (Optional): Does the character you're applying for have a VA, and if so, what evils?: IC Section Your First Name and Surname: Race: Age: Notable Skills: Does the applicant hold faith in the Holy Creator?: Reasons for joining: What moral boundaries does the applicant have?: Additional Information: [[ An IC letter is to be sent in this thread with the application and a reply will be given shortly after. To find out about the Eventide Order, look for the IC poster ( http://tinyurl.com/m75w6rl ). ]] [[ Useless OOC will not be tolerated. It is requested by the FM team to delete any irrelevant OOC comments in this thread. ]]
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