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Found 6 results

  1. 𝔅𝔦𝔯𝔡𝔦𝔫𝔤 𝔊𝔞𝔰𝔥𝔞𝔡𝔞𝔨𝔲𝔯𝔬 𝔇𝔞𝔞𝔥𝔡'𝔏𝔲𝔯 (𝔑𝔬 ℜ𝔢𝔩𝔞𝔱𝔦𝔬𝔫) 𝙶𝙾𝙱𝙻𝙸𝙽 𝙲𝙸𝚃𝚈 𝙽𝙴𝚃𝚆𝙾𝚁𝙺 @femurlord
  2. Disclaimer: I am still sorry for the amount of text and pictures but I hope you enjoy! ~* Celestialism Clarifications: Part Two *~ Accepted Lore Addition: Part One “The Shepherd is servant to all that heed the call .” An Overview Greater Melding Addition: Aura Mimicking Celestial Rite: Purification & Corruption Clarification Teaching: Aura Metamorphosis Clarification Event Creature: Celestial Gods TLDR Closing Statement Greater Melding addition: Aura mimicking As the Celestial Arcanist binds familiars with other mages they are also undergoing the process of greater melding. This bond exists between the grouping that bound the Celestial along with the familiar but it resonates on a completley seperate level for the Celestial Arcanist. The Celestial Arcanist will find that Familiars bound through other magi take on traits from both parties. About half of the traits of a Celestial are influenced by the Arcanist and the other half by those involved. The effect this has for the Celestial Arcanist can be seen when casting spells through their familiar. If the Celestial was bound solely by them their spells would appear normally. However should the Celestial have another bond to it the spells casted can take on the characteristics of that caster. This effect is only applicable to the usage of familiars by Celestial Arcanists. Another trait that becomes apparent is the abilities a Celestial manifests after binding. Celestials have inherent voidal abilities much like any other type of voidal horror and these abilities are directly affected by the casters participating in the binding. A Celestial Arcanist with no other magic will find that their Celestials tend to only possess abilities relating to Arcanism while a person without magic may find that their familiar has a lack of abilities. Curiously even non-voidal users find their magics mimicked in some form albeit these abilities will always remain voidal. A cleric might find that their familiar has the ability to cast bright flaming lights or have the ability to mend other Celestials much like a Celestialist might mend a stone, a parallel to clerical healing that only works on voidal beings. All abilities are catalouged upon discovery and for the most part will tend towards the mundane and non-combat oriented spells. It is through these unqiue voidal feats that the summoned creature mimicks their caster. While the abilities may not match up perfectly they sre usually within the theme of the individual or demonstate a part of their personality. Red LInes: Aura is mimicked only through the Celestial. If one is not directly melded they cannot otherwise take and use anothers aura through this method. Celestial abilties are simplier spells & must be recorded before use. Celestial abilities are only voidal based. Celestial Rite: Purification & Corruption Clarification Celestials are fragile beings even before they are birthed into our realm and thus many will seek to take advantage of them, driving them into mania and slaving them to the darkness. While there is no turning back once a Celestial has become a Voidal Horror they may find salvation through the help of a Celestial Arcanist for a brief window prior to this happening. With the stone in hand the Celestial Arcanist can begin the rite of purification by instilling their greater aura into the stone, gradually renewing the life of the Celestial. This act of benevolence does not come without complication and often poses a higher risk than simply slaying the horror. The Celestialist must be within the vicinity of the corrupted horror and once the rite has begun cannot be stopped. This is due to the trance-like state the Celestial Arcanist must undergo in order to achieve this feat. When the rite begins the horror will frenzy, exerting the full spectrum of its power, as it targets the person (or persons) performing the rite and because the Celestial Arcanist is subdued in the process they are likely to be injured or killed without proper protection. The reward for the completion of the rite is saving the Celestial and purging the heart of horror. If one were to kill a corrupted Celestial turned Voidal Horror that being would never again exist as it once was. If by chance it managed to exist within the void after its coiled death its heart of horror would remain whereas a purified horror will have its Celestial heart restored. The Arcanist Stone bound to the corrupted Celestial will grow blackened as time passes and eventually begin to crumble away allowing the newly corrupted horror to break free. If this occurs the rite of purification cannot happen and the Celestial is lost to its blighted form. This process will occur in no more than one elven month. This same effect and rite will occur for a shade summoned Celestial Familiar as well. Once a Celestial has broken free of its stone it also gains much of the power previously absent setting them back on par with voidal horrors. Red Lines: 1 month to undo corruption and revert a Celestial. The Arcanist Stone must be present and in the hands of the Celestial Arcanist. Celestial Arcanists become stationary and enter a trance. This rite can be interrupted by a variety of things including but not limited to; Mental Magic, physical pain, removal of the stone, etc… In which case the Rite of Purification will slowly degrade rather than completely fail. Rite of Purification does not do anything to actual voidal horrors. There isn’t even a way to attempt it. Teaching: Aura Metamorphosis Clarification One must be a prolific user of Arcanism in order to access the usage of Celestialism. So much so that it is likely only achieved many decades after they have fully mastered the art or by some similar magical ability. In order to begin learning from a teacher the student must endure the metamorphoses of their aura into that of a greater aura. This is down similar to how a Celestial Arcanist imbues an Arcanist Stone in which their energy is encased within the student, allowing their own magic to alter and come to match the state of the Celestial Arcanist. As the process ends the student will be utterly drained and likely lose consciousness finding that when they wake their magics are unavailable to them and will continue to be absent for the next elven week as their body conditions itself to the greater aura. As the days go one more and more sensations will begin to plague the caster. Audible humming, chirps and disembodied noises surround them. Faint traces of aura flutter into view around anything magical, often appearing as a soft haze especially if one finds themselves in a particularly potent environment. As they become more and more accustomed to their new found gift these sensations become dulled and sometimes absent if one abstains from the usage of magic for a time. However they now will hear the calling of beings beyond the veil in the form of worried cries, feelings of immeasurable sadness and brief spurts of fearful wailing followed by expanses of utter silence. This is the process of the calling in which Celestials are drawn out of the abyss in mass hoping for salvation only to be annihilated by predatory horrors. These inescapable events are apart of a cycle and are heightened by excessively large usage of magic by the caster. When the callings begin the student is ready to learn other feats of Celestialism. Red lines: Cannot learn each feat until taught. Cannot use any form of magic for one week after imbuement. Event Creature: Celestial Gods While only Gods in definition these creatures exist not in service to a Celestial Arcanist but as the greatest magical beasts one will come to find in the realm. Each individual Celestial God is so unique they are often mistaken as other beings entirely some of which are capable of speech and binding their own Celestials. Due to their nature these benevolent creatures are revered by Celestials who will disobey their casters if commanded to attack or involve themselves in negative actions against them. The likelihood that even a circle of Celestial Arcanists can gather the resources to summon one of these creatures is slim though not impossible. A vast sum of wealth and collective power would mark the achievement otherwise Celestial Gods are usually found to be spawned via other means. Not to be mistaken for aengudaemons, though many may come to worship them, Celestial Gods are born from extreme conditions and act as the highest beings in the Celestial hierarchy which parallels the Voidal Horror hierarchy within the void.. Requiring unnatural amounts of mana to take form it is likely to see entire biomes of crystal gardens surrounding their domain. Whether or not they stay within their domain or how they act towards intruders varies from creature to creature. Like all Celestials these creatures can be corrupted whether it be from shades, necromantic blight or being sacrificed by a large circle of blood mages. Red Lines: Each Celestial God requires a lore post or lore approval and are reserved purely for event purposes. Celestial Arcanists cannot command a Celestial God but can assist in the creation of one. Likewise it is the LT who will delegate the person playing said God and the feats they might have. Likewise x2 Celestial Gods hold no obligation towards their creators, if they have any, and thus are prone to creating their own agendas. TLDR; Celestial Arcanists can take on another's aura color when casting through a celestial also bound to that person. Rite of Purification allows corrupted Celestials to be reverted if done within an elven month Celestial Gods are event creatures that require individual writeups but are on a separate level of power from other Celestials. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Part Two is a brief recap of how Celestial Arcanists can play around with and "wear" the aura of another when using celestial familiars bound to multiple people. I also clarified that celestial abilities mimick their caster even if they have non-voidal magics. They will find a way to simulate those spells via badic voidal feats. Teaching this magic needed a bit of clarification as I get ready to accept students and thus I thought it was important to illustrate the daunting task of learning. Rite of Purification allows some give and take with the antagonist and hopefully gives the victim more incentive to actively participate in the villainy RP provided to them. Celestial Gods are a discussion of their own. I went into absolutely no detail concerning anything other than the fact that they exist because each will require their own write-up and are solely event based. In fact I don’t even have to be the one to write these bad boys up and if accepted can be used to justify key lore events in the future without the consequence of adding more aengudaemons to the pantheon. That being said these creatures are no replacement for Aenguls or Daemons and are being introduced to exist on a more tangible scale, perhaps as forms of protagonist or antagonist groups. Who knows! I do know that I would like the opportunity to implement a few in the form of Eastern Dragons. Something we aren’t likely to see on the server otherwise. As always please feel free to discuss and if your feedback is warranted changes may be made. If you see something that you feel could be clarified or you have an additional justification to help my cause I lend you my ears. Likewise I am currently searching for topics for the next addition (always in search, gotta keep it fresh) so if you have a topic you want me to bring up next time in regards to Celestialism either send me a message or post below. Thanks for the support, everyone! BONUS ALBUM
  3. Ravondir Eherir Basic Information Nicknames: Rav, Red-Head Age: 191 (Unknown to him!) Gender: Male Race: Mali'ame Status: Alive and kicking! Description Build: Ravondir stands at a whopping 6 ft. and 4 inches, making him one of the tall Mali'ame. He's usually wearing his armor, making him a 327 pound elven man, but when he isn't he stand at 199 pounds total. He has emerald green eyes, which glimmer at night, while his hair is a scarlet red, a rather rare color for Mali'ame. His skin is a tanned cinnamon color, while on his back is a black tattoo of a sword. The tattoo on his back actually says 'Silverblade' on it?!? He's fit and his armor is actually way heavier than you may think, which is the main cause of his fitness. Personality: He's a Inventory: Just a ferry sword, a book, a towel, some food, and some Beads of Regeneration. Further Details: He also has a saw-sword, kite shield, and double-bladed glaive on his back. Life Style Alignment: Lawful Good Deity: Tahariae Religion: Tahariae! Alliance/Nation/Home: Laureh'lin and the Clerical Order Job/Class: Cleric of Tahariae! Title(s): Cleric Profession(s): Blacksmith (Clumsy), Fisher, Leatherworker, and Breeder (Promising). Boon(s) Rather Creative: He has a mind which holds a capacity for art and such. He's actually created multiple customized weapons for different people. Scarlet Hair: Since he has long flowing hair, he can use it to disguise himself if he ever feels the need to. (He has on multiple occasions!) Magic Current Status: Tier 3 (If tiers were still around.) Arch-type: Sub-Type: Rank: Tier 3. Current Spell(s): Heal Light Wounds: Bruising Heal Light Wounds: Flesh Guiding Light Heal Medium Wounds: Muscle Searching Light Cure Poison Weaponry Fighting Style: Zornhau, a long-sword technique. Trained Weapon: Longsword, Bow, and glaive. Favorite Weapon: His saw-sword. Biography Parents: Unknown Siblings: Unknown Children: Unknown Extended Family: Unknown Pets: Unknown
  4. ATTENTION EVERYONE WITH FLOWERS I need a lot of them, in large varieties. Like a bunch of random flowers. I will trade Iron for them, 25 ingots for every 200 flowers of random assortment sounds fair. I don't want over 1 stack of the same flower. MESSAGE ME IN GAME Potts24 IF YOU'RE TRADING FLOWERS will negotiate with any plebs that have cool or rare flowers. If such a thing exists.
  5. Nicknames: Avery, Black Sun Age: 181, as of March 27th Gender: Male Race: Lich Status: Undead Description Height: 6'8 Weight: 70 lbs Body Type: Skeleton Eyes: Nonexistent Hair: Bald... Skin: Nonexistent Markings/Tattoos: None Health: Immortal Personality: Chances are the first thing someone would notice about the Lich, is how territorial it is. The Lich is oddly obsessed with very broad concepts of etiquette and manners. It expects those who enter its domain to be respectful and obedient, and if they do not cooperate for even a moment, chances are their stay will be permanent. The Lich is unpredictable in many aspects, simply because of the time it takes in planning. It may be quick to anger, but it is certainly not quick to strike. The Lich is thoughtful, tactical, yet ruthless and manipulative in this sense. Inventory: A blade of wretched, onyx metal, tainted steel. At times a bow and a quiver of arrows. Depending on the situation, various other weapons, such as an Orcish maul from a spoil of a duel. Further Details: Despite the Lich's apparently fragile state, its skills in combat from its life before suits it to be a dreadful opponent. To make it even more of a challenge, its master has bestowed to it, its own set of armor, forged from tainted steel. Coupled with the fact that it cannot feel pain, and can fight until its body is smashed to bits, it is also capable of draining the essence of any living thing it touches... Woe to the one who finds itself in the Lich's clutches. Life Style Alignment*: Lawful Evil Deity*: (Acknowledges) The Aspects Religion: (Acknowledges) Druidism Alliance/Nation/Home: The Gravelords, None, The Lich's Woods Job/Class: Cranky, old guy that murders people in the woods. Title(s): Deathknight - coined by its master Profession(s): Warrior Special Skill(s): Life draining Flaw(s): The Lich clings onto remnants of its former life with undeniable passion. It consistently battles with what it is, both embracing what it became, and loathing itself as well. For a magical creature, it actually only knows very very little magics, and must compensate for this with fury and brute force. On top of this it constantly manipulates the living. It is a truly wretched individual, in mind, soul, and body. Weaponry Fighting Style: Favors the shortsword, it is aggressive and typically holds little regard for defense due to its state of 'immortal' being. Trained Weapon: Specifically swordsmanship and daggerwork, the Lich is versatile however and capable of wielding a large warhammer if required to. Favored Weapon: The shortsword Archery: Adequate, but certainly not his first choice in weaponry. Biography Parents: Mother - Haler'wyn Iheiuhil'leyu, Father - Lucion Sallas Siblings: None Children: Lenniel'onn Spouse: Elorna Lle'hileia Pet(s): None History -To be added- Artwork -To be added-
  6. So, this is my idea on how we can end Anthos when the time comes. ------------------------------------------------------------------------------------------------------------------------------------ A huge snowstorm begins blanketing the land, originating from the North. Walking within the blinding white ocean of snow, the Black Scourge moves unseen. The cities of Anthos begin to fall, the soldiers freezing solid at their posts, as the flames of the torches go out. As the nations fall one by one, all the races of Anthos join together, preparing their last stand at the southern most docks. Those unable to fight board the ships and hide, while the rest stand to protect the ships. However, before they all get on board the ships, the vicious storm reaches them. The air begins to chill, the fog from their breath floats in front of their faces, and the chilling flakes of white begin to touch down around them. Soon the brave soldiers that stand ready to give their lives can't see but a few small feet in front of them... and the first attack is not seen coming. A blast of magic flies into the ranks, exploding with a bright blue flash and killing those closest to it. The order is called, and the archers let loose their arrows into the blinding white ahead. Screeches are heard, and within seconds, the vicious Black Scourge charge the soldiers, along with many cultists, and the battle begins. As the battle continues, the water around the ships begins to freeze, and the Captains know they must set sail, or they'll be trapped here. The sails are dropped and those fighting begin to fall back to the ships, getting on board as the archers cover them. The many ships begin to sail away, and those left on the docks fight until their last breath. Shots of magic fly towards the ships, exploding upon the hulls. Soon though, the survivors of Anthos reach the open ocean, when they embark upon their most treacherous voyage yet... However, as the ships reach the horizon, Setherin hears the breathing of a survivor laying bloodied on the beach. He sends Vak'thuul over to end his worthless life, but just as he reaches him, the brave soul pulls out a sphere of blinding light. Unknown to Setherin and the Black Scourge, the ball of light is the Krughattan project, and the one holding it is Dr. Sylbert Draystein, inventor of the device. With his last ounce of power, he activates it, and the explosion destroys Setherin, the Black Scourge, and the entirety of Anthos. From the ships, a blinding white light is seen, and soon after the shock wave hits, sending those on board flying forward. They quickly recover, and all scramble to look over the railing and back to Anthos... But nothing... nothing is left of either the Black Scourge or their former home... and the sailor in the crows nest of one of the ships turns to look to the horizon ahead, and blows on the warning horn. There is a strong current in the water pulling them forward, getting faster and faster. The man in the crows nest pulls out his telescope, and looks on in horror... The ships are flowing towards the edge... the edge of this realm. The people on board scramble to find their loved ones, and the crews desperately try to tie everything down, and turn the ships around, but to no avail. Within moments, every last ship drops over the edge, and into the void...
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