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Found 3 results

  1. It’s that time of the month again & much like how Arcane Evocation was expanded I am now here to revisit shifting lore and find possible expansions. Currently shifting is pretty kick-ass and offers high mobility in combat situations, something that has been fun to play around with. However it has been sort of lacking in that it only can ever do a single thing. With its limits the only viable uses of the magic are to dodge attacks and escape or to use it as an engage. Going forward I like to keep to the support-style magic that shifting is and add some neat spells. Without further ado; -= Voidal Shifting Additions =- Shifting has long been the art of the nimble mobility mage but has been left largely undeveloped and left in the shadows of the once great magic, blinking. Now, with the magic grown, it's foundations researched and it's users experienced new avenues of usage are being discovered. Not from the actual act of shifting one's bodies but instead controlling the technique used to shift, the voidal anchor. The anchor is what a shifter casts in order to keep their forms from dispersing into the void, never to return. With each of these spells we see the energy output that would go into a shift instead heading between anchors directly. This rippling effect is no more harmful than shove but can cause debilitating slows and dazes to control the manipulate the movement of foes. It's weakness is in that it can deal no direct damage and has no power immediately knock-out or kill an opponent. Among the magics shifting requires extremely careful planning and precision but through the new spells there are now other strategies to explore as well as giving it a more defined purpose & role as a subtype. Voidal Anchor - The anchor is the integral function of voidal shifting and is what allows the caster safe-passage through the void. When cast on non-living objects, things without aura, the voidal anchor is almost invisible and represented by a feebly small black dot. It serves as a point of concentration and the end point for a mage as they shift through the void. Voidal Anchor II - Now void anchors can be cast on living objects, things that produce aura, and glows with the caster’s distinct aura color. The act of placing an anchor on a sentient being is not instant and instead of being able to freely attach one the caster must cast an anchor and launch it at their target. The projectile anchor, unlike a regular anchor, is visible. The small black dot (the anchor) is now about the size of an egg and glows with the caster’s aura color. An opponent facing a shifter would be able to notice the anchor being formed and if hit by it wouldn’t be injured. They would instead have energy glowing from where the area that was hit, signalling to both the caster and the victim that the anchor has been placed. Voidal Anchor III - Multiple void anchors can be placed. However if the caster wishes to cause distinct interactions other than shifting themselves they must place the larger anchors. A normal anchor is not able to be placed and then turned into a larger anchor either. Once multiple large anchors (noted by their visible glow) are hooked in the caster can proceed to perform an array of spells. Anchors share an invisible, non-binding, tether which acts as a focal point. Being affected by the ripple affect is like a concentrated earthquake is happening just over your body, restricting your ability to move your limbs to a degree. This means that the victim CAN still move but are greatly impaired and slowed while doing so. The reverberation only lasts a few moments though so a shifter using them is often less viable if they are trying to take on an opponent(s) by themselves. Voidal Pulse - Where a normal anchor glows, this spell requires an incomplete anchor to be formed and it pulses. This signals to both the caster and the opponent that an anchor is going to be thrown but it won’t hook into the target. Instead the act of shooting off an anchor but not allowing it to hooking causes a ripple in the void. The consequence of this is intense vibrations that catch up with the target area. While difficult to land a direct hit if an opponent is hit they will suffer the effects of the ripple in the form of impairment of coordination, causing potent slowness. The act of getting hit by a pulse is not life-threatening by itself but if landed near the head it can also daze the target, even debilitate. If the pulse does not land on a target and instead an obstacle or terrain the immediate area is affected by a pulse about half the strength of one that did hit a target Voidal Resonance - When at least two anchors are hooked in and within proximity of each other the act of sending a voidal pulse towards one will cause it to reverberate between them. The effect is similar to a voidal pulse but it is drawn out. One anchor will be affected before the energy is thrown to the next anchor freeing the previous one for a moment before the pulse travels back. It bounces between the anchors until the anchors are no longer in proximity to each other, or if an obstacle comes between them or the caster dissolves the anchor or if one anchor in the chain is broken. ( Proximity is best measured by blocks. 1-2 blocks between anchors causes almost constant reverberation. 3-5 blocks have a few second delay increasing a second per block after 6+ blocks and ending if more than 10 blocks of space are between the anchors. ) Leash - The caster can now launch and pull anchors towards other anchors. The caster is only able to drag one anchor at a time. One anchor is placed on a target or terrain and another is placed on a separate target. The caster pulls that second anchor towards the other, destroying the anchors, and in the process sending whatever it was attached to towards the other anchor. The heavier the target the less they are moved by the leash. The act of leashing does not cause injury but can cause the target to suffer from collisions. Bounce - The user can throw their bodies between set, hooked in, anchors. The act of doing this is much less controlled and can cause the user to be thrown from the void should their anchors become blocked by an obstacle. This allows the caster to transition between set points more rapidly. Likewise if the anchors are set on living targets a shifter can bounce between them destroying the anchors to cause a more intense voidal pulse, possibly knocking an opponent down. TLDR; - Two types of anchors. Personal anchors for shifting and hooking anchors. Hooking anchors are larger and allow different spells to be cast. - New spells cause debilitation if head hits are landed but mostly just used for slowing enemies and positioning control. Questions? This may be subject to change though I would like to have a talk with the LT per usual to hash out ideas. Shifting is over half a year old and suffers from what arcane missiles suffered from. It's currently a potent single spell. Sound magic is the inspiration as you can see. I think this may cause a larger draw and better define the magic. It's a position control magic. It has no direct killing power but can be devastating in team combat! Yas!
  2. Name : Ioannis Age : 132 Race : Wood Elf Region : Everywhere Clan : Grandaxe Height : 2.10 cm Weigth : 160 kilos Religion : Minas Family : Helzya Komninus (sister) : Olivia Komninus (Daughter) Professions: Professional singer. Appearance : Black short hair ( usually wears helmet) , brown cold eyes , his right hand is covered by scars . Full of muscles . His left ear was pierced by an arrow during the siege of Hiebenhold and it got removed to avoid infection. His right eye got injured by a branch while he was riding his horse but its still working( Only black and white). Title: Lord of Kal'Ordholm, Emperor's Justice and Lieutenant of Dunamis. Weapons : Always a composite bow on him , a sword and a phalanx round shield. Armor : Heavy armor ( Ferrum ) for battleground but when it comes to scout or skrimishes medium ( Chainmal ). Combat : Charges first since he wears heavy armour. Always tries to support the ligth infantry or archers. Prefers to use horses for more effective charges. Personality traits : Average intelligence , patient , mentally unstable , generous, always thinking the best of the people , selfless , loyal , obedient , closed personality , speaks if its nessesity . Weaknesses : Not that good aim , not good maneuverability while wearing heavy armour. Inventory : Always armor ( Ferrum) , a bow , a sword , a round phalanx shield , plenty of arrows and food. How he looks on the battlefield on horseback :
  3. Character Name - Kargul'Agrak Nicknames: Kargz, Kargy, Bone'ead. Age: 97 Gender: Male. Race: Orc! Status: Alive. Description Height: Eight feet, five inches. Weight: 400lb. Body Type: Medium muscular build, considered wiry by most orcs. Very agile. Eyes: Solid red. The left eye is a ruined socket, having been cut out by an Iblees-worshipping child many years ago. Hair: None so far, due to a portion of his skull being exposed on the left side of his head. Is beginning to grow ragged, long black hair. Skin: Dark-green. Markings/Tattoos: Has the left side of his skull exposed, including the nose and eye. Health: Healthy, fit. Left leg injured by a wild boar, healing slowly. Personality: Brusque but companionable. Easily angered but relatively slow to become bloodthirsty. Simplistic, with philosophical elements. Enjoys the little things. Inventory: Two orcish warswords made of blackened iron, one orcish falchion, made of tempered steel. Wooden round shield, composite bow, barbed orcish war arrows, broad-headed arrows, hunting bodkins. blackened chainmail neckpiece and leather pauldrons, leather boots, metal cuisses protecting his thighs. Wears blackened iron vambraces. Also possesses the book 'A History of Magic', several blank manuscripts in which he is currently writing, hide, skins and salted meat, bundles of orange-white feathers taken from his hawk Fethaz while it was still alive; has a much-treasured necklace of bone fangs that he considers to bring good luck, and carries many other such 'good luck charms'. Further Details: Lives by an honour code known only to himself, and is the last scion of Agrak'Agrak. Is known by many orcs as 'fast'. Life Style Alignment*: Chaotic Neutral, tends towards Chaotic Good Deity*: Krug Religion: Spirits, nature, orcish honour code. Alliance/Nation/Home: Whichever land is beneath his feet--but owes allegiance to the orcs of Krurgmar. Job/Class: Vagabond Title(s): The Laughing Skull of Agrak Profession(s): Scout in wartime, Hunter in peace. Special Skill(s): Honed senses of hearing, sight and smell. Unusually dexterous and co-ordinated for an orc, accomplished student of the dual-wielding discipline, incredibly quick and agile. Cunning to boot, and dead killy. Stealthy--for an orc. Flaw(s): Dumb as rocks, injured left leg (only really troubles him during long periods of strenuous activity), attached to his bird, Screech. Has trouble growing hair on his head thanks to his exposed skull. Magic* N/A Weaponry Fighting Style: Brute strength and speed, dual-wielding weapons. Trained Weapon: Orcish warsword, falchion, shield, composite bow. Favored Weapon: Twinned orcish warswords. Archery: Competent, nothing special. Biography Parents: Whitewash orcs, Jargas and Nakaiga. Both are deceased. Siblings: None living. Children: None so far. Extended Family: All orcs, everywhere, are his brothers and sisters. Pet(s): Young orcish warhawk named Screech. Full-grown orcish warhawk, Fethaz, deceased. History Kargul was born clanless and honourless, emerging bellowing from his mother's womb and attacking the human midwife who delivered him with his tiny fists. His place of birth, the human village of Seven Bridges, was neither renowned nor defamed, far away from the orcish deserts in the south. Raised in the 'greenlands', Kargul grew to the age of four in Seven Bridges under the watchful eyes of his parents, the whitewash orcs Jargas and Nakaiga, and came to despise humankind. His suspicions--and his hatred--were confirmed when, on the eve of his fourth naming day, the human villagers attacked and burned his family home--a depressive, filthy hovel--to the ground, and along with it his natural parents. Kargul fled into the wilderness, and began again. Kargul had managed to steal a pair of swords--mismatched and ill-suited to the swiftly-growing young orc, but weapons nonetheless--and practiced with them relentlessly. Initially clumsy, slow and stupid, Kargul soon became quick, deft and stupid. In orcish society he might have been ridiculed, for he was not particularly strong and he certainly knew no honour. Because he was young, and no-one was there to tell him otherwise, he came to believe that everything that happened in life was the result of the will of 'the spirits'. Whenever he became ill, he prayed to the spirits and promised he would not offend them again. When good luck came his way, he made sacrifices to the spirits to ensure his good fortune stayed. Whenever possible, he employed his weapon skills on living targets, ambushing entire caravans on his own with varying degrees of success. When he was not training with his swords, he was hunting for food to sustain his ever-hungry orcish metabolism, and slaying wolves with his bare hands and teeth. By the time he was eight, Kargul was the size of a fully-grown human, and four times as strong. On his ninth birthday, Kargul became very sick. He'd fallen prey to a disease--it made him see visions, hear voices, perceive omens of bad luck and misfortune that persist to this day--that ravaged him, nearly killing the young orc cub. When he recovered, Kargul ran like the Nether itself was after him, believing above all else that the spirits were enraged, and that all he could do was run--for one cannot hide from spirits. Kargul travelled the world for many years, honing his skills and living in fear that the spirits would strike him down. He learned to use his natural cunning, strength and speed to his advantage, and crafted many tokens of good luck to help ward off ill fate. By twelve, he was an accomplished--if brutish and ill-trained--swordsman, and a competent shot with a stolen bow. He had become so adept at hunting that he could track a wolf by the sound of it breathing, sense his foes by their scent, and watch his prey like a hawk. He eventually began to believe that the spirits were no longer angry with him, and he ceased his unending retreat and emerged back into the world. It was then that Kargul learned the rest of the common language--his parents had taught him orcish but only broken common--and to speak it more fluently, although that skill took a long time to master. He learned the ways of men, but could not relate them to the savagery of orcs his parents had spoken of. He was regarded as honourless and without morals, and soon humans began to pay him to kill their rivals. But the spirits caught up with him. Tormented by visions in the night and strange voices howling in his head, Kargul ran. On the very day of his eighteenth birthday, Kargul arrived in the orcish city of San'Orka--then the War Uzg. He was greeted at the gates by a group of orcs, himself accompanied by a goblin named Gartug, and three or four poorly-chosen words later he was tossed into the arena pit with Gartug, the Braduk orog Ghazkull and Farok'Gorkil--who would later be an inspirational figure in Kargul's life, and then a bitter friend and enemy--and despite all odds won out. The fight lasted nearly an hour, ending in both Farok and Kargul lying bleeding on the sandy ground, Ghazkull having beaten the life from Gartug in the first few minutes, then retreating to watch the rest of the fight. Kargul, then honourless, had bitten Farok, wounding him, while Farok had used his superior martial training to beat the similarly-sized Kargul senseless. However, Kargul's cunning equalled Farok's strength, and the fight ended in a draw. From then on, Kargul was considered a true orc. Kargul was initiated into the Braduk clan but his skin always seemed to itch and his blood boiled half-heartedly. It had gotten to the point where Kargul was restless and quite insane when he overheard tell of one of the orcish clans of old: Agrak. Kargul ambushed those he overheard and stole the book they referenced, forcing a human to read it to him. Kargul learned of the legendary hero Agrak'Agrak of old, an orc that sliced open his own head to exposed his gleaming white skull, and fought the dwarves at the mountain fortress of Brittleskull Pass during an age-old war. Kargul asked around, and soon found that the fe-orc who'd bloodbonded him to the Braduk clan was in fact of Gorkil descent--as was Agrak'Agrak--and after a second duel with the bloodthirsty Farok, in which Kargul was mortally wounded, his chest staved in and lung punctured, a vision came to him. Kargul writhed and bled, bled and writhed, all the while believing he was Agrak'Agrak. He was saved, barely, by the intervention of Raurna and Malakai'Braduk, and there witnessed things that disturb him to this day. Regardless, he soon healed and recovered, though it took some months. The one thing Kargul remembered was the truth of his heritage: Kargul was an Agrak by blood. The Gorkil blood boiled in his veins, Raurna's gift to him as part of the bloodbonding ceremony, and it awakened the Agrak within--and Agrak blood did always love to fight. Kargul became a wandering hunter, leaving the orcish uzg for the greenlands, realising he missed the feel of grass beneath his feet. He spent most of his days haunting the lawless human city of Salvus, brutally murdering Shields and White Roses whenever he could. The monks had their hands full with the young orc, but after seeing Farok in the city and realising the importance of honour, Kargul reforged his own honour code, and lived stringently by its decree. He became a protector of sorts, klomping anyone who harmed a person that could not fight back for themselves. He made a lifetime enemy of the seemingly-undead doctor Corvo Archdiamond Valkrae, and of the White Roses and shields. Upon his next visit to the orcish war uzg, he mutilated his own visage to make himself resemble Agrak'Agrak, and to strike fear into his enemies, cutting off his nose and scalping himself, exposing the left side of his skull; a gruesome sight. Kargul's wanderings took him to Malinor, once upon a time, and while Kargul had never really though much about elves he suddenly found them very interesting--in particular the dark elf women. He admired that creatures so slender and graceful could be so rash, violent and battle-hungry, and knew he wanted one for his mate one day. However, while Kargul was attempting to teach elves how to speak orcish, his beloved pet and companion Fethaz, an orcish warhawk trained to kill and eat other messenger birds, was slain by the elf known as Bircalin. Kargul still promises vengeance upon Bircalin should he ever find him again. Once again in Salvus, Kargul saved the life of a blind dark elf girl from White Rose attackers, and generally made the life of the Shields hell. When the orcs began to raid and later siege Salvus, Kargul trusted to his honour code, and fell afoul of Ghazkull--the brutal leader of the Braduk clan. He also made bitter enemies of the blue-skinned Zudah orc tribe, but slew more than one of them over the months and eventually decided to live and let live with them. There is an uneasy ceasefire between Kargul'Agrak--as he was now known--and the Zudah orcs. Kargul befriended a few select humans, in particular Mark Lander--now known as Visha Celestrios--and Sarah Archdiamond. He also decided that the Horen family in particular were quite honourable and good people, and not quite as worthless as most humans. He remains close friends with the new leader of the Braduks Thurak'Braduk, and retains strong ties to the Braduk clan, feeling the most kinship with tales he heard of one Dagnyr'Braduk, who died during the ship travel to Anthos, having fallen overboard. Nevertheless, he refused to renounce his Agrak heritage, and one day will reform the Agrak clan. His fondest hope is to establish a city, Shalatuwar--fortress of the orcs--which will be open only to orcs and elves, and hopes to foster more than just neutrality with the graceful lords and ladies of the forests. After a few chance encounters with Kharajyr, Kargul also learned to respect and even admire the odd-seeming cat-people, and is able to understand a few words of their tortuous tongue. He has even been to the Kha lands more than a few times, and befriended one Do'Kahn, a Kharajyr warrior. Kargul now hunts the lands around Abresi, and helps unofficially to keep the peace in his spare time. He also has taught himself to write, and quite likes doing so, along with reading. His most favoured pasttime remains klomping, but unlike some orcs he also enjoys other, less-violent pursuits. Most recently, Kargul badly injured his left leg hunting a wild boar that proved more cunning than expected, running him down from behind and savaging his leg. The boar escaped wounded but alive, a fact that vexes Kargul to no end, as he considers himself the greatest hunter and climber of walls that ever was. Climbing is another of Kargul's skills and enjoyed pasttimes, as is hunting. Kargul has also found and is in the process of taming another orcish warhawk to replace the beloved one he lost. This hawk is named Screech, and oddly has white-banded wings. Kargul is currently recovering from his injured leg. Famous Quotes "Evul idz az evul duz, agh rooin tagz alung." "Git." "Uuf skah." "WUB DA SKAH?!" "Nebah yooz a weppun latz hab tu frow awai. Datz juzt skahin ztuupid." Artwork - _Grim1_, now y'all can learn a little bit more about the one Chaotic Good orc there is. TEnjoy, folks!
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