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Found 1 result

  1. Original Void Shard 1.0: https://docs.google.com/document/d/1OA8vuRZ3trN7sMdG3xsbSsSiyzEY8Ih-sGyJusEEYb0/edit?usp=sharing Current Void Shard 2.0: https://docs.google.com/document/d/1QrcjxnSiNRHz7vy4Z0SVXhUgtVHDMUSrMrlNghkyshc/edit?usp=sharing (Please comment on the document about things you notice or think will be interesting, I will be checking them as frequently as I can. Feel free to also PM me.) (+ The Void Shard +) -Artifact- Origin Created by Estares, the founder of the Voidal Harmonus, a long lost method of permanently bringing Voidal substances into the Mortal World. Estares was a Wood Elf of old, a grandchild of Malin himself, but far different from his brethren. He was secluding and silent, a masterful mage and scholar of the Voidal Arts. He learned all that he did to create the Void Shard from experiments and tests he performed, all else he learned was primarily from a Library in the Ancient elven city of Muli, the City of History. Eventually he himself owned the Library and continued his studies. Estares came forth with the idea of the Void Shard to be a powerful defense against the Void, by using it itself. Estares worked tirelessly to create the artifact he dreamed would protect the realm from itself and all that lurked outside. Eventually Estares was successful in his most brutal task, creating the perfect object of the Void. Something capable of controlling and altering any part of the Voidal powers that comes into the Realm. From this staff, Estares eventually understood the Void in a way no others could, having the ability to manipulate the Void's properties at will with the staff, was a heavy asset to achieve his goal. One day the First Void Shard was created, its power both endless and unethical. The means to its creation was sacrilege and against all moralities that his people possessed. After the First Shard's creation, a confrontation occurred between he and the civilians of Muli, ultimately resulting in the cities destruction and the loss of Estares himself, though the Shard remained. Long after the city's first destruction, it had been rebuilt, thousands of years later, its ancient libraries recovered by Malin from the waves beneath its rubble. Malin and others restored the city to its former glory, the City of History had returned, its once destruction faded from most memories. The Shard that once caused its destruction now disguised as a centrepiece of the main fountain in the plaza. A young studier of the arts of the world named Tahrah, a young elf who had journeyed far to reach the shining city, was searching through the books of the library. He stumbled upon a section that was different from the rest, a section that was pulled directly from the sea and restored, a restricted section to only Elders of Muli. Tahrah, brave, naive, and curious snuck through the restriction into its depths. Down and down it went until the air filled with moisture and became cold, he had passed below the sea level. Tahrah never told what he experienced or saw down there his first time, all that is known is he found something, the staff of Estares had been kept secret. All of his notes and journals resided deep within the Library, never opened since. Tahrah began to take his own notes as he deciphered and scoured through the old texts, learning, testing, and searching for more. Thousands upon thousands of books lined the shelves, each that Estares wrote on his way to create the Void Shard. The last day of the City of History was brought by that which destroyed it at its beginning, the very same Void Shard was reanimated by Tahrah by mistake, the Elders of the City struck out at Tahrah when they discovered it was he who awakened it, Tahrah revealed the Staff and defended himself; once more the City was lost, but yet again the Shard remained, yet this time, its Master lived. All that we know of the Void Shards and their creation and working comes from the notes of Tahrah, of which he left behind, the originals of Estares's own, taken by him on his path ahead. Things we have noticed in the inconsistencies have been that the reproduction of the Artifact is not as powerful nor as functional as the original was detailed to be in recordings of both incidents of the City's destruction, the properties being highly limited and extremely vague. Through all expertise and council, it has been deemed that Tahrah only revealed what he wished to in his personal notes, never displaying the true methods or powers it took or possessed. -The Historians of Muli, Travellers of the Seas. What It Does The Void Shard has primarily one function, although it has certain other aspects to take into account. Primarily pulls in any magical power that is being pushed forward, the Void Shard will suck in any type of magic being casted, even mental magics. Contains and slowly allows the connection of whatever magic it has pulled in to die out, effectively cutting it off and making it useless. (Effectively 10 minutes after each absorption, that spot will open.) Contains as many magical attacks/movements as the holder of the 'Controlling Object' can continue to keep their focus on. Will pull in any non-living object that it comes into contact with. How It Works The Void Shard works by focusing on the connections of magical powers near it or objects that touch it directly, and leaching the connection that essence has to the rest of the physical plane away and directing it towards itself, creating a sort of gravity field around it. The radius is 5 blocks Standardly. The absorption limit is 4 Standardly. How To Create To create a Void Shard one needs a number of items and steps done in a precise and timely order, otherwise there could be severe problems for the maker. Firstly he/she who wishes to make a Void Shard must obtain Sephyrim Crystal, a highly versatile substance that has the knack of absorbing any sort of energy that comes into contact with it, including anything that hits it abruptly with enough force. Sephyrim Crystals are believed to reside in the most dynamic environments. There is only one pattern noticed, the land is filled with energy and life, creatures of all manner lived near a local Sephyrim Crystal, small or large. (Baseball size is standard) Secondly, one must obtain THREE items of interest: Shard of Ithil, from the Frozen Lake of the High North. Deep in the North resides a singular Lake of which myth says the being known as Ithil, a local legendary being as the Primal Essence of Cold, died. Its form is believed to reside in the Lake and all ice formed is known as a Shard of Ithil. (Baseball size Standard)(Primarily bone fragments) A piece of a Dragon, quite literally any piece that is solid of adequate size will do. (Baseball size Standard)(Primarily Bone fragments) A part of a being known as a Colossi, a now extinct race of Golem like creatures that were gigantic in size. Their remains can even be the sites of mountains. (Baseball size Standard)(Must be different Colossi for each up in Shard size) Thirdly, you need a very, very windy day, most likely a hurricane or tornado. (This will require increased weather Roleplay mapwide.) Fourth step, you require a magic wielder of some kind, any kind shall do. Fifth, upon a pedestal you must place all objects you gathered, then you must breach the Sephyrim Crystal by focusing light upon it, the focus of light for long enough will cause the Sephyrim Crystal to convert to its 'Shifting Glass' phase, then snap off a part of the Crystal with your hand, there is no fear here. This piece will be the 'Controlling Object' which can be bound to any other item. Sixth, Immediately crumble the remains of the Colossi over the Crystal, they will slip into the crevices and be merged with the winds affecting it, stabilizing it. Seventh, in rapid succession you must jab the Shard of Ithil into the breaches that appear across the surface, followed by the Dragon bone. Eighth, once all items have been absorbed by the Void Shard, the magic caster must use a spell in the vicinity of it. This will trigger its innate action to consume the power, solidifying and finishing the creation of the Void Shard. Ninth, bind the piece of the Crystal you broke off to an item, this item will be a more formidable object to connect you to the Shard, allowing greater accuracy and timing of its affects. How To Use Whenever the 'Controlling Object' is not being held, it will not absorb any sort of magical power. The Shard can only affect a 5 block radius in any direction at the Standard Size. Whomever is the holder of the 'Controlling Object' will have the ability to make the Void Shard cease its activity, any other moment it is active, the holder must acknowledge it in order to cease it, otherwise it is active. When active, the holder deeply wishes to be in its presence to notice its surroundings. The Shard can only hold as many different things as the holder can keep focused on. Once that limit reaches 2-3 of its maximum, the holder will start to become extremely stressed. Their heart rate will rise and their blood pressure raise until they reach their limit. Once they reach their limit, their blood pressure will knock them unconscious for 3 IRL minutes. While unconscious, the Shard is STILL ACTIVE, meaning it will continue to absorb the magical powers of the area that are casted. If the number of absorbed powers reaches 150% of the characters capacity, it will result in the character dying if they are still holding the 'Controlling Object.' While active, the holder of the 'Controlling Object' does not have a choice at recognizing the powers that the Shard absorbs. The Shard forces it on their mind and they cannot get it out. Certain Effects From Situations In the situation that a Mental magic is used near a Void Shard, it too will be absorbed. Telekinesis will pull the connection between the object and the caster, pulling both rapidly toward the Shard until the connection ends. Telepathy will end up making the caster see and feel whatever it is that is inside the Shard, (pray it is not fire.) A Telepath cannot escape the grasp of the Shard until it is deactivated, the Shard pulling the connection into remaining active. When the Shards own limit is reached, 100% of the holder of the 'Controlling Objects' own limit, it will begin to show signs on the outside of what is inside, IE, erupting flames more violently as it reaches 150%. At 150% it will detonate, unleashing everything inside on the area with 10 blocks at a near instantaneous pace. Once this occurs, the Shard is useless, but still in existence, in a permanent state of being inactive. No materials can be regained from it. If a physical object that touches the Shard in a way that its diameter is greater than the Shard's, it will cause the same effect as above, unleashing its contents on the area. ENCHANTMENTS: Enchantments are counted twice, however they are not consumed until they disperse, Enchantments that cannot repel the Void Shard will be absorbed until the Shard leaves, when it leaves, over the course of 10 IRL minutes the enchantment returns. Need To Know Properties Shards are nigh on indestructible, their form is practically impossible to destroy. Some Shards have a tendency to 'go rogue' after they fail, this comes from a flaw in their creation in some manner of imbalance. When such occurs, they go into a meltdown for magical energies, ripping apart the landscape and organic life in their search. Once any kind of source is found, the Shard solidifies into an unbreakable stone, pulling in the power they found. (These stones can be reactivated by the Staff of Estares or for the purpose of events.) Shards can vary in size based on how much was used to create them, they will be the exact size of whatever size the Sephyrim Crystal was. The Sephyrim Crystal can only hold as much as its own size of any of the items needed. A Shard has its own limits regardless of the holder if smaller than the holder's fist. If smaller than the holder's fist its capacity will be reduced by half. Standard capacity is 4. Half Capacity is 2. 150% of Standard is 6. 150% of Half is 3. Capacity of the holder is increased by 1 for every IRL month the holder has been in contact with a Shard. The holder is susceptible to the affects if the Shard's or their own personal limits are reached, whichever comes first, them or the Shard. Shard's limit is increased by 1 for every doubling of the Standard size of each element being the size of a baseball. Shard's range radius is increased by 1 block for every doubling of the Standard size. Void Shard Lore is back, as am I somewhat. Please check the poll questions and follow what the request is after them :D
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