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    Tree

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Popular Content

Showing content with the highest reputation since 7/6/2020 in all areas

  1. 28 points
    Hello everyone, it's your friendly neighborhood Ginja, some of you may know me, some of you may not, some of you may still be wondering "Is it pronounced with a soft or a hard G?" (It's soft) Because of this I am planning on making this introduction proper. I have been a part of the Aethier community since early 2015, where I played a few minor characters for about a year or so before moving on. That is of course until the most recent Exodus in which I returned with a hopes of a fresh new start. Since then I have been enjoying seeing how much the server, its lore, community and experience has grown since then and I hope to continue building on that experience for the future. In the real world, I am a 24 year-old Ginger built like an asparagus currently living near the city of Pittsburgh, Pennsylvania, USA. In life, I am a Union Carpenter as well as a freelance photographer, which I have been working as for a combined 4 years now. As the new face of the Faction Team, I hope to be able to ensure a productive, efficient, and overall successful future for the team as well as the rest of the Aethier community. If you happen to have any questions, concerns, or otherwise please feel free to message me here on the website, in game, or on discord. See you all around! ~Ginja.
  2. 24 points
    It began as a subtle shift in their behavior. Scattered reports of shadowed silhouettes of massive beasts and giant horned men, once rarely seen outside their own land were now being spotted in remote areas all across the provinces of Aversia. It didn't take long before these silhouettes turned into different colored draconian beasts and armored knights, seeming to be recovering old data from caches and scouting the terrain that seems to have changed somewhat since the last time they once ruled the lands. All but a few outright refuse contact, and most flee before others get close. Despite the sudden increase in activity, their purpose and objectives were not officially concrete, at least until now. With the Emperor of Drakonspyre making his appearance at the shambled mess that was the world council, it seems the emperor, now more than ever-believes in a vision to reclaim his birthright and prepare for war against the void, be it unity by peace or by force. There is little time to prepare, and it seems his timeline is shorter than others. In the land of Drakonspyre, armies are gathering and a navy is being hastily constructed as the forges roar to life. For the first time in an age, the Drakonspyre Imperium are looking outwards beyond their current borders, and seeking to reclaim what they once lost. The giants have returned to the playground. ----------------------------------------------------------------------------- OOC: This marks the beginning of the first true Arc of the 5th world, and from here it will continue in rapid succession until Arc 3-4, depending on player choices made during those times. I think the players have had enough time to get themselves properly set up, so from here on out the train has no breaks!
  3. 18 points
    Hello All, For those that don’t know who I am, I am Tree and your current Event Secretary... although I suppose now I need to say I am your new Moderation Team Lead! I was going to meme about the new dictatorship I plan to install but maybe another day, I just want to give you all some insight into what I hope to achieve and roll out very shortly as I take on this role. It’s a big job and I’ve got a lot of work to do, so any suggestions or feedback on current moderation affairs, please PM on discord. At Tree#5946 . So without further ado here are some things I want to roll out very shortly: Greater Transparency between the team and player base. This includes people being able to view their own watchlists spare from very private information, but this increase in transparency will aim to include regular feedback threads and a monthly meeting to recap the month and address any concerns the players have. Though always feel free to message me!! Review and possible overhaul of the Code of Conduct. I plan to sit down with moderation and go through the code of conduct to see if there are any vital tweaks or major overhauls we can make to the rules to better improve them. Any feedback is appreciated. Rework of the ban and appeal system. A definite goal of mine is to restructure and rework the ban/appeal system to streamline it, possibly remove appeals to make bans more objective and fair to all players whilst putting the greater welfare of the community first. Commendation system Whilst moderation is very negative in what we do, banning and warning people. I aim to bring some light by introducing a commendation system that encourages moderation and players to recognise positive contributions to the community. With the players receiving the most commendations a month possibly being rewarded with forum credits. This desired goal currently needs some brainstorming. I hope I’ve given you some insight into what I want to achieve as Moderation lead, if you have any suggestions or concerns about myself or any of my desired changes. Hit me up on discord and I’ll respond honestly. -Tree
  4. 17 points
    This is an official announcement regarding the new rework of the Ban and Appeal system, that will be effective immediately. Additionally, to reflect the new changes, we will be systematically going over the current roster of banned players and deciding whether or not they should be unbanned or should have to appeal as part of an 'Indefinite Ban'. Here is the vote to pass this change in system. For: Against: Tree Olyblob Natureluvr LordoftheDank Val Kososki To view the thread please see the below thread. This section has seen an overhaul, the focus being largely on the fact that votes on warnings will now be public to the players who have had the action taken against them, and if no action is taken. The vote will still be made available in the report made. Otherwise, warnings build up and expire naturally, if you have two warnings you are on a last warning status. Three unexpired warnings is a ban. This section has only experienced a small change. The phrase ' Special circumstances such as repeat offences may result in a different expiration time.' as we felt that such actions would be handled in the changes to how bans are handled. All warnings expire after 3 months. This is the BIG Change. Ban reports now include public votes on the ban and as much evidence as possible. The Appeal system is 90% gone, instead of being banned and having to appeal to have the ban removed. Instead you will now be 'Temp-Banned' depending on how many times you have been banned. Once the ban expires you can return to the server. Once you return to the server after being banned, you will now experience a 1 OOC month Probation period, during which you need to demonstrate that your behaviour has changed since you were banned. Effectively, you need to not perform any behaviour that would warrant a ban or a warning. Should you conduct yourself in such a manner during your probation. You will be banned, and your ban timer will reset and escalate to the next timer. These 'Temp-bans' are not appealable. These are the new timers that scale with more bans you have as a player. Should you be deserving of having four or more bans under your belt, then you will experience an 'Indefinite Ban'. This most reflects the old ban and appeal system. Instead of being 'Temp-banned', you will instead be banned indefinitely until you appeal to return. If your appeal fails, nothing happens as you are still just banned. If you are successful, you return to the server and experience a 3 OOC month probation period. If you have any feedback or suggestions regarding this updated system, please leave your constructive comments on the forum thread below.
  5. 14 points
    This is a formal announcement that the fight that occured between Monchthebiscuits character Grey and Socialdarwinists character Oberon is being voided. This includes any actions after the matter as a result of this fight/roleplay, as well as the death of the character Grey. We apologise for the inconvenience but came to this conclusion after it was highlighted that the effects of casting and braincap were not properly roleplayed and we felt that had they, the outcome of the roleplay would have been very different. Below is the vote indicating how we as moderators voted. For Against Tree Val Natureluvr Fraser AMOH LordoftheDank Pandamainia Dogbew
  6. 9 points
    A strange phenomena appears to be happening to the world that even leaves many higher powers that be bewildered. An anniversary for the world beyond, yet, it seems something from that beyond desires to watch the realm dance for it. Old memories of great battles against legendary foes appear like bubbles at the edges of the multiverse, and begin to convene toward the planet Aethius. On saturday, the 11th of July all player events are postponed to be rescheduled, and the 7th Anniversary event will be beginning around 3 PM EST and run for the entire day.
  7. 7 points
    Hey guys!! I'm so sorry the last content contest was a big flop, it took a while to get forum credits up and running and get permission to give out credits for these contests. This month we're going to be hosting an image-focused content contest to help us with a few Marketing projects we're currently working on! And don't worry, I promise we'll follow through with reviewing all the entries, picking winners, and distributing prizes this time around!! July's Content Contest will have two categories: In-Game Screenshots and Playermade Aethier Artwork. You may submit as many entries to either category as you'd like, but you can only win one prize from each category. Submissions will close on July 31. 2020 and the winners will be announced early the following week, no later than August 5th. In-Game Screenshots In-Game Screenshots should include texture packs and shaders. They should be focused on showcasing unique and attractive landscapes of Aethier's map, playermade builds (with credit to builders), detailed skins (with credit to skinmaker), etc. Some of the screenshots will also be used on Aethier's PlanetMinecraft page. Prizes 1st Place: 3,000 Forum Credits 2nd Place: 2,000 Forum Credits 3rd Place: 1,000 Forum Credits Entry Format Post your In-Game Screenshot on this thread. Tell us the general location where the screenshot was taken. Provide credit to builders, skinmakers, etc. Playermade Aethier Artwork This category can include artwork of any medium, but should be original and done completely by you as the artist. It should depict something to do with Aethier. Incorporating artwork of characters/races that are harder to find art pieces for will increase your chances of winning as well. Prizes 1st Place: 5,000 Forum Credits 2nd Place: 4,000 Forum Credits 3rd Place: 3,000 Forum Credits Entry Format Post your artwork on this thread. Let us know what the artwork was made to depict. Artist name you would like to be referred to when being credited as the artist of the piece. Optional: If you'd also like to be tagged on social media when/if we post your submission to be credited, please include your social media names. Please be aware that by entering your artwork into this contest, you consent for the imagery you submit to be posted to Aethier's social media platforms, including but not limited to: Facebook, Twitter, Instagram, and being featured in YouTube videos/trailers.
  8. 5 points
    Thank you so much to everyone who entered! We loved all of your entries and discussed which ones we felt would be best for advertisement purposes to select the winners. The results are as follows: In-Game Screenshots - I've forwarded the winning screenshots for nini to post on the PlanetMinecraft page! 1st Place: @Aux Congratulations!! The Holmsgard and Lucienne pics are big favorites. 2nd Place: @Lightning_J For the two beautiful nighttime pics of Yamashiro! 3rd Place: @Necronome Love that you chose an indoor setting for one of your entries. Playermade Aethier Artwork 1st Place: @Volkrii For the beautiful art of the Spirit Tree! I'm not biased I swear. 2nd Place: @Shrike For the adorable baby Shike art! Thank you again to everyone who entered, we had a great time looking over everyone's submissions and we hope you are all happy with the results! Congratulations to all of our winners. If you could please take a few minutes to provide some feedback here that would be greatly appreciated!!
  9. 5 points
    [Third Diet of the Ministries and Provinces] Summary paperwork sent by black ravens would soon reach a handful of individuals across the Walled Capital of Yamashiro, as well as across the various military camps and to every provincial and ducal hold across Imperial territory. These message, ornate in materials and bearing the Shogun-Emperor's seal, would open to present an invitation to their recipients, direct in content. [This paperwork is internal, and privy only to it's attending members.] On this day, the Ministerial members of the Empire's High Council, the Guntai, as well as every major provincial landlord, are kindly requested to present themselves to Yamashiro castle in order to hold the third congress of the Imperial Federation, in order to discuss the future of the Nation, of Humanity, of Adelona and of Aversia broadly, as well as the Empire's part to play in the coming world. The matters discussed within the walls of the castle will include, but not inherently be restricted to; - The Imperial Highways - Last military reforms, military preparations in answer to heightened world treats - Diplomacy abroad, reassessment of Imperial cooperation with the far-West - The Drakkenspyre Question - The Abyssal Question - The Northern Question - Imperial minor internal affairs Twelfth of Frisept, Second Mense of Simber, Eight A.E, Fifth Era (planned for the 7th of August , 7pm EST in Yamashiro Castle's command center) Attending members; Emperor Ghazan I @Arcturio Empress Kaida I @Crimson_Wolfe_ Members of the Imperial Zheng Dynasty Baron Galgenfels, Taishogun of the Land Army @SocialDarwinist Chan Xiao, Minister of the Exterior @Mael_ Masanao Azai, Minister of the Interior @Fatal Xinping, Minister of Spiritualism @SSSS Yu-na Kim, Minister of the Navies @Olyblob, or a suitable replacement Commander Bartzabel Xiao, Master of Shrines @Boog Duke Ungern von Byrza @Brogan Duke (sir?) Rayarch d'Angoulème @Harry_7 Sir (duke?) Cahir d'Angoulème @oCoffee Duchess Annette Dupont @RoguishLaughter Lord-Regent, Commander Subukai Jien @Retributory Vessel Queen Ishani de Noctis @Vyniel Lords Maars and Desmond Annex-Morgenstern @Star @MoonCake ( probably other people okay there's a lot of you in my government I love you all but ask me on a case-by-case scenario ) The Imperial Kagesamurai and Royal Defender corps attendants. ------------------------------------------------------------------------------------------------------------------------------
  10. 5 points
    There are a few minor and major changes across the board to help balance and fix some stuff, while also finishing up what was already released but a bit more confusing. Magic: Golemancy rules have been updated. Inherited spark now requires at least one of the two mage parents to be masters. Magitech Rules have finally been fully introduced and how they work. Any items that do not already follow this rule must be reapplied for. Shamanism; Shamancraft has been clarified and further explained, along with how it works. Changes to the spirits of; Garsha Oreic Galga Piard Genet Shapeshifting as a domain has been removed from shamanism and split between its different forms that are further explained by the shaman page. The Fallen/The Forces; The Fallen have received a large amount of tweaks and some replacements to their abilities. In addition, The forces is an explanation of all the different types of resources available through the Multiverse. Diseases; Diseases have been completely reworked, reformatted and redone. While it is still only six, they should be far more interactive and enjoyable should you desire to rp them or receive them! After much discussion and deliberation, we are increasing the non-standard character limit from 2->3 due to popular demand. In turn however, we are strengthening the rules of shelving, making a three [3] month minimum time until you can apply to unshelve a character WITH their special abilities. If you decide to unshelve them without, you will still need to reapply when the timer is up to get them back. The Multiverse update will be releasing on august 9th along with a few other adjustments to things such as Lucience and Vallahism. Delays and other issues have cause the timer to be pushed back once more. Apologies!
  11. 5 points
    “No one expects it” Requirements: - Must be part of the Heilig Covenant - Must be a person of notable status - Must hold a clean reputation - Must have served or currently serve in the Reiksheer Faction: The Kaiserreik Location: The Reiklands Main Culture: Heilig & Reikland Culture History/Backstory: Created during an era of peace (Need year) following impending threats from the Coalition, the inquisition was designed as a response to the now seemingly lax status of realm defense seen throughout the lands of Aethius due to a lack of war. In order to maintain stability in the Kaiserreik and its territories as well as prevent pre-emptive strikes upon the realm The Inquisitions department of Expertise/Areas of focus: falls under Exorcisms, Purification, Counter-Intelligence, Infiltration, Sabotage, Counter Terrorism, and Security of the stability of the realm. Detailed Group Purpose: The Inquisition is in direct charge of maintaining stability of the Kaiserreik by protecting the Kaiser and reinforcing/safeguarding the ideals, traditions, and culture of the Kaiserreik. Whether that be in destabilizing a potential threat, responding to capital crimes (Profane magics, Heretical worship, housing the accursed, maintaining possession of prohibited goods, or failing to report such atrocities) , researching methods of information extraction, or countering an act of terrorism in the fatherland. The Agencies that make up The Inquisition The C.I.C. Counter Intelligence Corps “ We are the bloodhound, the shield. We need not slink in the shadows, for we are the torch that drowns out the rat. “ Interrogation: When the C.I.C. Catches wind of a potential spy and apprehends them they must determine what the best use for the accused is. Once a heavy deal of evidence is gathered The C.I.C. begins to work on apprehending the accused. While imprisonment may be the end of the road for a standard guard force, The C.I.C. however takes itself seriously when it comes to gathering intelligence from the apprehended individuals. Where the espionage corps goes about foreign operations, the Count Intelligence Corps focuses on dealing with threats on home soil. Everyone has a weakness, a breaking point and the C.I.C. takes pride in being experts at finding this. Counter Spy Operations: Interrogation, while being as equally important to the C.I.C. and in turn the Inquest, capturing spies, infiltrators, and saboteurs is just as important. Part of this department's job is to monitor the population for any changes in behaviour, commingle with suspected groups (usually under an alias of some sort) , and gather then provide intel to the Inquisition HQ. This process of surveillance and quick response makes it easy to take care of any threats preemptively. The E.C. The Espionage Corps “ Few understand the advantage lies in crippling the opposition. We operate under the guise of a face that is rarely often our own. We do not fear the loss of ego through getting our hands dirty. Oh no, in fact, we relish in it. “ Infiltration: During times of war, times of negotiation, or when seeking to understand a foreign entity, the Inquisition uses the Espionage Corps (E.C.) to send spies to foreign lands to gather intelligence on specific targets. This can go about a number of ways. Perhaps an enemy stronghold has POI (Persons of Interest) in their jails, or maybe the enemy has family. It’s the job of the Espionage Corps Infiltrators to gather intel on the enemy, their settlement, and any potential weak points in their defenses. Sabotage: Once intel is reported back to HQ the Inquisition tasks the EC with dealing with the matter. Should they decide action needs to be taken, they will mobilize a separate individual tasked with the mission of being a saboteur. This can range anywhere from destabilizing an enemy politically, utilizing a revealed weakness in the enemy defenses, capitalizing on an already present civil unrest, or assassinating/freeing a target. The R.I. The Research Institute “Gone are the days of warfare purely on the muddied and bloodied battlefield. The future is now, and the future calls for the embrace of the mind. When your army flees for the hills so too will your own morale.” Psychological Operations: Kegs of gunpowder, destroyed crops, tainted water supplies, and politicians taken hostage have all been methods of warfare that have proven useful in the harsh feudal landscape that dominated the wars of yesteryear. That being said as we move further along and become a more advanced, more civilized society warfare becomes focused on the mind and that of morale. The Psy-Ops department develops methods of targeting the mind of the enemy and their comrades. Oftentimes they are in charge of developing propaganda, and much like the E.C. plants spies in enemy territories the R.I. sends scholars throughout the world to research and understand other cultures to their fullest. It isn’t unheard of for an operative to spend years away from the fatherland. Civil Affairs: Much of the goal of the Inquest is focused on the destruction of the enemy and the defense of the nation but security of the nation also lies in the hands of boosting homeland morale, and performing outreach to some of the less fortunate settlements. This ranges from causing a rise in agriculture, speaking with the denizens of the Reik, or even rebuilding decrepit or ill-maintained homes or establishments. Selection: Making the cut Members of the inquisition endure a grueling process of selection, training and indoctrination. Due to their displayed loyalty to The Fatherland the bulk of membership is pulled from the higher echelons of Heilig society, being the military as well as House von Amador,House var Kolchrave, and House von Avet. Inquest hopefuls are picked not only due to their die hard loyalty but their pre-existing skill set. Occasionally, rekruts will be pulled from various youth programs sponsored by the state. It is not uncommon for bastards and orphans to sometimes outshine the enlisted children of the finest officers, for they are known for taking less for granted and value the sense of family found within the organization. Those who find themselves to be extremists alternatively go back to training and serving time within the Reiksheer. To be re-selected is rare, and requires a vouch from their commanding officer. There are only three members who may vote or order the deployment for the Inquisition: the Lord General, the Lord Chancellor, and the Kaiser. Note: This is an Accelerated Program. The individuals involved in this process receive very little - no contact with the outside world. It is highly intense and known to break the participating individuals mentally and sometimes permanently physically. Phase One: Breaking down the operative (The Quarry) Length: 4 Months Those who show a great deal of ability in areas deemed useful to the father land are recognized in secret and put through a grueling selection process. During this process, those who quit or fail to meet the expectations put before them are dropped from the course, and rarely receive an opportunity to return to selection again. It is even said that those who are cut from selection are rarely told why they've been cut from the process though it could be due to a failed peer review or even a failure to be a team player. Phase Two: Reforging the Tool (The All-Forge) Length: 1 Year Upon passing their initial cleansing the individual will be awarded the status of Trainee and move forward to learn the basic, yet considerably advanced training for most individuals. This training consists of things such as Multi-Terrain warfare, Basic and Improvised tool construction, Use of Alchemicals, field Medicine, Improvised combat and advanced combatives, The Art of Stealth, Advanced Politics, Diet and Advanced level fitness, Advanced Psychology, Heilig Culture/Subcultures, Reiklands Law Enforcement / Justice etc… Due to the nature of the training, all information involved in “Reforging the Tool” is considered top secret, known by very few. Phase Three: Finding your specialty Length: 1 Year Upon completing the initial selection phase as well as the second phase, they are put into a department that suits their skill set and therefore their assigned department, be it The Counter Intelligence Corps , The Espionage Corps, or The Research Institute. The skills they learn in this phase build upon what they were taught in the second phase, turning an already advanced asset into an expert one. Phase Four: Initiation and Internship (Welcome Initiate) Length: 6 Months Upon completion of the Third Phase Inquest Trainees undergo a ceremony in which they are promoted to the rank of Inquest Initiate. Despite this rank, should the Initiate fail to follow orders, perform to the level expected, or fail to follow through with their stringent fitness routine etc.. They can be dropped back to whichever phase is deemed appropriate by their department head. Should they, however, pass this phase they will be rewarded the rank of Inquisitor and be welcomed as a full fledged member. High Inquisitor Charged with leadership of the Inquisition, order of operations, maintenance of facilities and tasking out jobs to the various members, the High Inquisitor is at the very top of the chain of command for the Order. Once a High Inquisitor is selected they are expected to expertly carry out every skill they were trained on as well as those of other agencies. The High Inquisitor is required to report dealings in the Inquest once a cycle to The Kaiser. Officers: Chosen by their previous OIC, the Inquest Officer is expected to be an expert in each skill their agency carries out and leads just as well. One officer is assigned to each agency with a Senior Agent placed in charge of each department under the authority of their officer.. Senior Agent With every head a tongue, eyes, and ears are attached. For the Inquisition’s Officers this is no different. Under the OIC for each agency, an SAIC is placed as the lead of each department. They hold authority delegated by their OIC, should they perform their task efficiently shit will rarely roll down stream. These individuals are expected to know their agencies task expertly, be a team player, and lead smoothly. Inquisitor Full fledged members of the inquisition, Inquisitors are expected to perform competently. Rarely moved throughout the Inquisition or cross trained, these individuals can be seen doing anything from house cleaning to administrative tasks and most often their job. They are expected to keep their involvement a secret. Leaking details is considered a strong violation of OPSEC and violators will be treated as traitor: A capital crime. Initiate Having completed their training Initiates are members who have just joined the inquisition and remain on a probationationary period. They will be continually tested, given tasks that mark at a low security risk, and guided through the inner workings of their agency and the Inquisition as a whole. Trainee Trainees are Inquisition hopefuls. Their time is spent in secret, away from the public in a facility whose location is considered Top Secret information. Once entering the program, Trainees go through a major physical and mental change said to make them more resilient.
  12. 4 points
    The great four Celestials, and their sole creator from with they rose all share a great power within them -- power so great that it manifested in a soul independent of its vessel. In the midst of the stars and their wondrous glimmers, the damp and quiet caves with their long, thin rivers; Betwixt the steep, tall mountains full of sharp, hard rocks, and in the bowls of the earth and its molten volcano redder than a fox lies the spirit, the soul, and the untouched. The Celestials, creations sprouting from the Tianlong's own essence, had hatched within them yet another power -- their souls, their spirits, their manifested attributes in an eccentric and wise pattern. It has always been a sagely wisdom to state the proverb "The fusion between body and soul -- between vessel and spirit is one only achieved with the highest of wisdoms", and so it is but natural that the creations of the wisest holds this wisdom true. They were formed the first day and night the Celestials sprouted alike saplings in a far, wide, and perplexing forest's glade. If it were the Star Dragon's scales that embodied the Wisdom's Root, then it is that very root's spirit and essence of being that create Wisdom from which it sprouts. As many sages and scholars have noted in prior, sunny days and long-past stormy nights -- the Tianlong and his Celestials born from his aspects are but the natural order of life, the ever-changing and the unfolding. If one were to take this to heart, to the core of one's being, then it would be equally notable that it is this natural order's soul that drives it -- to say, time and its essence. If the Celestials were but the winds, the flames, the gravel, and the tides, then it is The Spirits, The Souls, The Ghosts, and The Celestial Essence itself combined that hastens the winds, that stokes the flames, that erodes the gravel, and what changes the tides. It is the force behind the whirlpool, and the sprout beneath the coal's conflagration. Few scholars have had direct contact with such spiritually beings, yet some have seen their offspring -- their creations of the soul in such places as bond sites. Sites which allow one to share in the soul of The Celestial Essence, and to drink from its sap, to become one in part of a great whole; a cog in a gargantuan revolving machine. This fusion between body and soul -- a fleshly, bodily vessel mixed with the intense lifeblood of a greater whole is what grants such great wisdom upon The Star Dragon, its Scaleborn, and the countless earthly disciples who follow in their innumerable Paths. To reach into Heaven and its boundless embrace, to catch and sprout the Wisdom's Root within one's own vessel, one must need the water, the soil, and the fertilizer that allows the Root to grow and to bloom -- to shower the Disciple with its dew, and to grant them the correct Path to tread. This feed that springs the Root to life is but one of many of the Spirits, and the disciple must face find oneness in their own body and soul -- to combine the spirit and the earthly to gain the key into Wisdom's doors. A sagely legend goes by the story of the shaman Ma'gu, who had found Wisdom's Root in heaven, and through the use of The Essence, had allowed it to sprout into a vast and beautifully stout tree of endless wisdom. The tree which had granted upon him not only wisdom, but also the gift of Divine Inheritance, that which even The Imposters in the clouds envy, and one which could not be found without both aspects of Wisdom, both body and soul. The duality of which would create a complete whole, akin to a seed with its shell. The Yingui is the storm brewing deep within the tempest, the air that lifts the Yinglong's wings, and allows its maws to bravely roar amidst the unstable maelstrom. It is the force behind the winds, the path of the air currents, and the temptation that draws the storm towards its next destination. It is this Celestial Essence, this Ghost of spirits that the Yinglong places its greatest of faiths in. After all, it is the pure, distilled sphere of faith and trust within the Yinglong manifested into one being, one soul deep within its scale-covered heart. It is said in the ancient scriptures and lores that wherever the Yinglong travels, it travels with faith guided by the Yinggui's endless intuition, and its faith in its fate -- its destiny as a whole to be guided as gently as a feather amidst a relentless storm. Deep below caverns of old sagely hideouts lie the documents of wisdom pertaining to the Yinglong, the Storm's Essence, all scriptures that document the ancient knowledge of sages long past of the Yinggui's form, of its dwelling, and its emergence at the end of winter and before the start of summer. As the Yinglong charges, as it dashes, and as it whips its tail against the earth's frozen core, shifting the death towards the faith of life and the blossoming of flowers amidst the droplets of a morning's dew, the Yinggui sits within the vessel, awaiting in faith for the Yinglong's emergence, for it is the Yinggui which powers the Sphere of Change. It is the Yinggui that begins the cracking of the ice, and the sprouting of the weeds. It is the Yinggui to which the faith is directed, and to where it flows outwardly into action. Just as a fish in a river cannot hope to imagine the depths of the ocean, nor may a grasshopper who had only seen the bushels as insurmountable towers of unimaginable height may imagine the air atop a great oak, a disciple of the Yinglong's path which has borrowed the strength of the Yinggui cannot see even an inkling of imagination to the future so long as they live within the present and the past. Therefore, they may but hold faith into the flow of life without a glimpse into what shall or will happen, unaware of the outcomes, yet faithful in their preconceptions as they go along. Though it has been said countless times that those following the path of The Faithful have many possibilities of reincarnation to a crane to become one with the Sphere of Change, it remains a mystery towards those who not only step in the path, but have taken a piece, a shard of strength from the Spirit of Faith and have partaken in its faith. Despite this, some hushes whispers amid the gatherings of wise and respected ones give brief suggestion to the theory that those of this particular destiny and fate have but a fate awaiting them in the form of that which has become a part of the spirit, as an offspring if one were to say -- a smaller piece of a whole within the spiritual realm. That, or to be strung along the Sphere in endless anticipation for the brightness of tomorrow. Represents Orono The Fucanggui is but the coal to the fire -- the touch that sparks it alight. It is what drives the flames, what sates its hunger and leaves it yearning for more, it is the key and the lock all the same in its relation to the great Celestial of Zeal, the Fucanglong. When the Fucanglong delves in search for greater treasure, it is the Fucanggui that grants him the power to dig. It is the Fucanggui that keeps his claws sharpened, and his emotions flaming brighter than a thousand suns combined. The Fucanglong hungers for naught but greater treasure, to hoard and hoard in its zeal and fear for its master's ire, and yet it stores the horde of the yellow-bellied Disgraced and the oft-frightened Pathless, singeing, scalding, boiling them in an endless flurry of blasting fires as they suffer for eons in an ebon orb of deafening shrieks. Yet as it holds this relic, this Orb of Passion, as it seeks to grant its master this greatest of all gifts and treasures it has forgotten one thing in truth, or perhaps it is blind to it. The sages could never decide on the reason, some even hypothesize a completely different interpretation of the classical tales and rumors -- the murmurs, the myths, the whispers amongst those who have spent all their short and pitiful lives in true zeal, in a search for knowledge and utmost passion for wisdom. Yet despite this, one theory stood out from the rest -- that perhaps, just perhaps, the Fucanglong has never found passage into the gates of Heaven not for his lack of souls accumulated, nor for the spotted sheen on his horde of jeweled trinkets, but for his mistaken offering. Yes, it is theorized by very few, though spoken little of by many out of avoidance that the Fucanglong is blind to the greatest of all treasures they have possessed, that all they have accumulated is but an excess, for there is one treasure truly worthy of granting them passage into the gates of Paradise. One present, which was deep within the Celestial all long, hidden from their vision yet not from their mind, that being none other than their very essence and soul -- the Fucanggui. It is theorized that if the Fucanglong were to emerge up to the wide and unwelcoming, locked door that the key would be not the orb, not the treasures, nothing but the pure essence of dedication and zeal itself. The soul and spirit of which the distilled vapours give the viewer nothing but the image of a hot coal striken and beaten by fire and fire until it crumbles, nearly becoming ash before a spray of water gave it the appearance of a sweat drizzling upon the hot stone. It is this very soul that is the Fucanggui, the sentient yet dormant spirit of Zeal and passion. In its complete devotion, in its mission, it has laid in perpetual rest, awaiting for the Fucanglong's destined realization. It does nothing, but wait as it burns brighter and brighter each day, until its vessel may no longer hold it as it burns bright, brighter than the sun, brighter than the cores of the earth, brighter than the light of the imposters, bright and hot enough that it consumes the Celestial and reduces it to nothing but cinders and ashes. Until the day it either becomes the Celestial's own cremation, or its key to peace, and the end of its toils. Represents Aaog The Digui is the great, mighty staff that strikes against the dry and cracked earth, the stick upon which The Eternity's Walker, the Dilong leans against and smashes into the rocks. It is the stave that supports the traveler, the path upon which he steps, the very embodiment of the journey itself, and the destination as a whole. Whenever the Dilong sets on a frenzied travel towards a realm -- whether be it material and full of soil and blossoming grass or spiritual and filled with naught but clouds and vapours, it holds the Lantern of Elements high, letting it dangle and clank about as it burrows itself deep within the steps. When The Traveler goes off to journey, to brave the elements and collect in the name of the diligence that shapes the world's frantic balance, it does so with the aid of the Digui, for it is his claws which scratch against the gravel, the staff and lantern he uses to illuminate, store, and walk, and it is the destination and journey alike embodied in all. In ancient caves riddled with but dust and a lone caterpillar, there lies in legend a wooden study of one fabled scholar, one which had in his own distinct and feverous travels to discover and learn more of these vast realms we inhabit, he has on particular hushed rumors is known to have seen the Dilong, to make contact with it and see its glowing lantern of innumerable and unnameable colours -- so many mixed into one that the very colour is indescribable, unimaginable. This supposed legend, although rarely mentioned amongst the devout, is known to many, told to many, and found amidst the chattering of an elder hushing the children to rest with a fairy tale. Among the hidden sage's library lies a particular scroll, one which displays a drawn map that carves out the pathways of The Traveler, and his many trips. Naturally, the map itself is but a mess of scribbles ineligible to mortal minds, but what truly fascinated those who heard the tale was what followed the map -- the theoretical cause for the Celestial's endless travels. This scholar theorized, that what truly drove The Walker to wander on for eternity, what truly led them to instinctively seek balance within the realms was not just pure diligence, incredible curiosity, or a fear of a ship going off course, but the very ironically balanced yet unbalanced inner spirit of the Dilong. The theory could be summarized to this very phrase: two halves of one strange whole. Somehow, the very spirit, the Digui if one would, of the Dilong is splintered, fractured in two halves of one greater whole. Yet, it is not as if the two halves -- if they were two crescent moons -- would form a full moon. No, for it is more akin to two jars of stone -- one reduced to ash, sand, the other retaining its hardy structure. It isn't as if combining the two would not form a full moon, but it would more form a solid, singular half-moon and the ashes, the powder of another. It is so strange in fact, that it is debated if this state of spirit would truly be in balance or off balance, for it does represent the two states of an object -- one as it exists, the other as a distant memory. The cycle of life and death, existence and nonexistence, present and past all are embodied within the Digui, and it is said that as the Dilong travels, it seeks to shape the world as its heart appears, for its own spiritual existence is its ultimate destination as a traveler. It is perhaps a strange mystery as to why the Dilong travels so far and so wide, so often and with no delay, yet little its existence, let alone its Spirit past the dubious claim of a tale whose primary and most frequent audience is a gaggle of joyous, misbehaving village children. Represents Thairr The Pangui is the seething, screaming kettle that holds the boiling fervor of a tide's brackish remainder -- it is the ink awaiting the quill's arrival, the empty book awaiting a new chapter's arrival, the very chapter itself awaiting the ideas' arrival, and the ideas awaiting the words' arrival. It is a cycle, an ongoing flow, a whirlwind within a small yet vast bowl of an infinitesimal yet uncountable amount of droplets, each a different path taken in its initial creation, each having been frozen and thawed, drank and spat, evaporated and cooled back in different intervals of time since the very first dew was secreted, and yet they each accompany another as a part of one greater whole within the cramped wooden bowl. The son of a distant future yet to be born or realized, yet to be seen or predicted by even the greatest of prophets. Indeed, it is so that the nature of the Pangui is such that even patience itself has naught but to be patient for its arrival, its existence, and its acknowledgement. It is prophesied, stated to be as fact, known to the untouched and dusty scrolls found only by the most maddened of stragglers atop impossibly built structures of nature, caverns which not even a rat could navigate, not even a bat could find a spot to rest within -- lairs which even the dragons themselves would not rest within. It said in these scrolls found in these very locations that the Pangui itself could very possibly well have not yet been born. Such is the essence of patience! To such extents that even the vessel itself must wait with patience for its resident -- its eternal guest. With such a wicked nature, such an unbelievably fraudulent truth, a mockery of wisdom, and yet, it fits as oddly as would a blue vase's shard fit a red bowl's crack in pure coincidence. It makes no sense, it should not fit, it should not complete the puzzle, yet it is undeniable the similarity of character in spirit. Perhaps it is due to this, this very peculiarity that the Panlong hungers for wisdom, for knowledge in its eternal spiral, for it seeks to explain what cannot be explained. In its understanding of all things known and unknown to the mortal and immortal, to the material and spiritual, it seeks to gain understanding of the one thing it has yet to grasp in the invisible and unbreakable threads of its wide net, its very own soul. To understand one's own spirit is the act of true patience, the most patient thing one may ever commit. A great ancient tortoise once sat atop a hill, in a spot not too far from a creek, and not too close to a jagged pit. It sat there, in the midst of it all, through endless seasons, through the lives of many, through the birth and death of many creatures, each noted in the chronicles of the world, and only once the creek hill had eroded, the creek dried past recognition, and the pit filled, that in the very tortoise had reached an understanding of self, and had promptly taken its last breath in relief. It is not that the Patient Celestial, the Panlong, awaits this understanding with frustration, nor does it it hunger for it like a rabid beast, for the Pangui is a bowl full of pristine droplets, not the stained splatter of frenzy. Therefore, it awaits, yet it is assured of its outcome, for just as it knows the passage of autumn shall bring about winter, and that the thawing of snow shall bring forth the blooming of flowers, it knows that ignorance begets knowledge, that imperfection brings about true perfection. It is such that while the Pangui may possibly not have been born, there are slivers, glimpses into what could very well become. It is as if one were to chip a minuscule hole into an egg's shell, and to look upon the insides, to see what has yet to be born, yet shall. For the Pangui, the life before birth is the greatest part of life itself -- for time has its own pride, and with pride comes tardiness. Time, in its greatness, shall leave the inhabitants of the realms waiting, and so too do the Celestials and their Spirits. Represents Vuona
  13. 4 points
    A large tome remains locked away within the private office of the Matriarch of Valdier. It cannot be accessed without the Duchess' several keys. This is not public knowledge. Every double-page spread within the book is dedicated to an inhabitant of Valdier, their physical and personal information as well as listing their occupations and hidden details. N O B I L I T Y Name: Duchess LOLA DU FAUCON [ Pandamainia ] Race: Half-Elf Age: 21 Physical Description: "Your Perfect, sweetie." Demeanour: Just too good for this godforsaken world. Occupation / Pursuits: Duchess of Valdier. Hostess. Hunter. Tailor. Musician. Family: Spouse: Married to Archmage Finn-Patzer Dawn-Lyren. Children : - Volkonsky Family: Nikolai (Father), Alexsandr (Half-Brother), Natalya (Half-Sister), Pyotr (Half-Brother), Ekaterina (Half-Sister) Du Faucon Family: Fabienne (Mother - Deceased ), Kaladin (Uncle - Deceased), Leonce (Uncle - Deceased), Sigfrid (Grandfather - Deceased), Scrym (Grandmother - Deceased) Relations / Connections : Useful, stable and professional (and personal) relations with Ara'sil, Lucienne, Gravemont, Yamashiro. Tense with Boleira. [Redacted] Other Details: Demonbranded by Nephiti. [Redacted] Name: Lord FINN PATZER DAWN-LYREN [ RedAttendant ] Race: Shifter - "Half-Syrien" Age: 30 Physical Description: When in usual form; brown hair, medium height, slightly tanned skin, facial hair, often wears a hat and dark-coloured Sailor uniform. Demeanour: Quiet, pensive, intelligent. Easily made uncomfortable. Occupation / Pursuits: Head Guildmaster of Magespire. Archmage. Sailor. Family: Spouse: Married to Duchess Lola du Faucon of Valdier Children : - Dawn-Lyren Family: Bishop (Father), Mirra Dawn-Lyren (Mother-Deceased), Vulmar (Grandfather), Ciyera (Grandmother), Chiara (Aunt), Thalion (Uncle). Relations / Connections : [Redacted] Other Details: [Redacted] Name: Lord NIKOLAI IVANOVICH VOLKONSKY [ _Mael ] Race: Avaltan-Valois Human Age: 56 Physical Description: A tall and imposing man. Black Hair. Impeccable facial hair. Blue Eyes. Often wearing formal, ceremonial attire with red-sash. Demeanour: Forbidding, strict, loyal, cunning. Easily disagreeable. Occupation / Pursuits: Lord-General of the L'armée de Valdier. Politician. Patriarch of Volkonsky Lineage Family: Spouse: Married to Lady Marya Andreyevna Volkonsky [Deceased] Children : Alexsandr (Eldest Son), Pyotr (Son), Natalya ( Eldest Daughter), Dmitry (Son), Ekaterina (Daughter) Relations / Connections : - Other Details: - Name: Lord ALEXSANDR NIKOLAEVICH VOLKONSKY [ TimmyTG ] Race: Avaltan-Valois Human Age: 26 Physical Description: 5’11”. Brown or black hair. Facial hair. Brown Eyes. Well trained physique. Often wearing formal, ceremonial attire with red-sash. Demeanour: Aloof, uncaring, disagreeable. Potential ambition (not likely) Occupation / Pursuits: Ceremonial Colonal-In-Chief of the Ducal Guards. Bachelor. Nobleman. Family: Volksonky Family - See 'Nikolai Volkonsky' Relations / Connections : - Other Details: - Name: Lord PYOTR NIKOLAEVICH VOLKSONKY [ Avokahlo ] Race: Avaltan-Valois Human Age: 24 Physical Description: Dusty Blonde hair. Blue eyes. 5’9”. Often wears simple clothes. Demeanour: Observing, ambitious, cunning, quiet, slightly-awkward. Occupation / Pursuits: Ceremonial Colonal-In-Chief of the Ducal Engineers Bachelor. Nobleman. Intellect. Family: Volksonky Family - See 'Nikolai Volkonsky' Relations / Connections : - Other Details: - Name: Lady NATALYA NIKOLAEVNA VOLKSONKY [ Simpophobia ] Race: Avaltan-Valois Human Age: 22 Physical Description: Jet black hair. Blue eyes. Sharp cheekbones. Body of a trained dancer- lithe and thin. 5’8”. Graceful Demeanour: Elegant, poised, intelligent, resourceful. Occupation / Pursuits: Prima Ballerina Assoluta. Bachelorette. Family: Volksonky Family - See 'Nikolai Volkonsky' Relations / Connections : - Other Details: - Name: Lady EKATERINA NIKOLAEVNA VOLKONSKY [RealIsopodHours ] Race: Avaltan-Valois Human Age: 18 Physical Description: Dusty Blonde Hair. Blue eyes. Button nose. Medium-build. 5’4”. Demeanour: Dazzling, bubbly, humorous, kind. Occupation / Pursuits: Student. Bachelorette. Family: Volksonky Family - See 'Nikolai Volkonsky' Relations / Connections : Amorous Connection with Bartzabel Xiao of Zheng. (Note- Stop.) Other Details: - Name: CALISTA MERRIGOLD [ Purpleyy_ ] Race: Half-Elf (Fey Valois) Age: 9 Physical Description: Short, brown hair. Merrigold, green Eyes. 3'2". Thin build. Demeanour: Quiet, studious, attentive, open. Troubled. Occupation / Pursuits: Student. Very Promising. Ward of the Duchess of Valdier. Family: Merrigold Family : Cecilia Merrigold (Mother), Cyril (Father), Miklos (Brother), Claire (Sister), Benjamin (Brother) Relations / Connections : Forging good connections with other students of noble families across the continents. Other Details: Keep an Eye on. Name: MARAES BRODIELONDE [ Ohmshakalaka ] Race: Elf Age: 14 Physical Description: Fair Skin. Umber brown eyes, ash blonde medium length hair and generally lanky, with awkwardly long arms. Demeanour: Unenthusiastic, troubled, a little uncouth. Can be trained if he works hard. Occupation / Pursuits: Student. Ward of the Duchess of Valdier. Family: Brodielonde Family : Raethal (Father), Amaryllis (Mother), Aeson (Uncle), Khyana (Aunt), Reprecht (Uncle), Faye (Aunt), Braern (Uncle), Virion (Twin Brother), Onvyr (Brother) Relations / Connections : Good connections with Ara'sil and Merrigolds. Needs to branch out more. Other Details: - A R T I S T S Name: PELLEAS [ Dr_Patriot ] Race: Human Age: - Physical Description: 5'7". Thin build. Always wearing helmet and body covered Demeanour: Jolly, loud, positive. Occupation / Pursuits: World-renowned Bard and Musician. Family: N/A Relations / Connections : Served under Sigfrid and Kaladin du Faucon - Loyal without a doubt to the Duchess Lola. Liked and received-well across the entire realm. Other Details: - Name: Dr CASPIAN HAYALCI [ SubSammich ] Race: Half-Elf Age: 40s. Looks around 20s Physical Description: 5'9". Thin, toned build. Long, white hair. Green Eyes. Formal Attire. Demeanour: Studious, Helpful, Inquisitive. Occupation / Pursuits: Healer, Physician, Tutor. Family: N/A Relations / Connections : Connections/history with Dawnbreak and the Reik. Serves at the Spirit Tree. Amiable relations elsewhere. Odd relation with Elvia. Other Details: - Name: TWIT [ Lavisso ] Race: Elf Age: 20 Physical Description: 5'6". Long, brown hair. Thin. Green Eyes. Casual Attire. Demeanour: Positive, amiable and agreeable. Ill-mannered. Occupation / Pursuits: Up-and-coming, training Bard. Family: N/A Relations / Connections : - Other Details: - M I L I T A R Y Name: KAGAN BALOGOG [ pillowtalk ] Race: Orc Age: 28 Physical Description: 9", huge and monstrous orc. Demeanour: Quiet , attentive, strong, loyal. Occupation / Pursuits: Personal guard to the Duchess Lola. Family: N/A Relations / Connections : - Other Details: - Name: THERRON ZARROS [ Tzugaris] Race: Syrien (Shark) Age: 25 Physical Description: 6'2". Well-build and toned. Short black hair and dark blue eyes. Usually shirtless. Demeanour: Passive, inquisitive , loyal, oblivious. Occupation / Pursuits: Personal guard to the Duchess Lola. Family: N/A Relations / Connections : - Other Details: - S T A F F Name: SELENA LEBEDEV [ _Tree ] Race: Fey Age: 10 Physical Description: 5 foot, thin, short black hair and green eyes. Demeanour: Promising. Quiet and timid to an extent- observing. Low. Occupation / Pursuits: Served as kitchen-runner under the Head Chef in the Kitchens. Promoted to Chambermaid. Family: N/A Relations / Connections : - Other Details: Fey-marked magical power.
  14. 4 points
    Congratulations to tree and big salute to Phan, who served us in the best of her abilities for all this time.
  15. 4 points
    I am in shock of this revelation I knew nothing of beforehand ❤️
  16. 4 points
    The spirit tree! Was hoping to work more on this, but I don't have the time currently. :') Artist name Vencentio https://www.deviantart.com/vencentio
  17. 4 points
    [!] A royal, official declaration was made where it could, originating from Ilysari Heralds that cried it out or pinned it to boards and posts. It was stamped with the legitimate Royal Crest of House de Noctis, signed by the one Queen Ishani de Noctis. [!] “Citizens of Ilysari, Citizens of the Provinces of Aversia, From here on forth, Perise de Noctis, first of his name, is hereby declared the official and rightful Patriarch of Ilysari and King of Duken. Long may he live. Long may he reign. Graciously, Her Royal Majesty, @Lilbren2u @Arcturio
  18. 3 points
    Arasil Gardens Credit to all the Ara'sil Builders, but mainly @Scuttlebutt & @Moolight
  19. 3 points
    [ I WILL FORMAT LATER ] Pact Weapon: Luxuria’s Embrace: A beautiful golden necklace adorned with red diamonds all along its form, hanging and sparkling with an almost supernatural beauty. This necklace is capable of administering a poison to another person when worn through either a kiss (anywhere on their body) or through a more volatile manner. This golden necklace will not hurt the wearer as it's tainted with demonic energy. The branded’s hands may contort and turn demonic, tinged a salmon red with their fingers and nails curling and combining into one, giving their hands a similar appearance to deadly sharp claws. These claws are as sharp as steel, however burn as if molten upon touch. These claws will also administer the same poison that the branded’s kiss can make. It takes one turn to transform these claws, which stay for up to seven turns, however they can only administer one dose of poison per (event, fight, stressful encounter, etc. etc. The same system that you regen your aura off of). The claws also applies to this cooldown. This poison will constrict the victims throat and cause them to choke for four turns, breaking all but divine concentration. Should they not get an antitoxin or have water constantly rushed down their throat before the four turn duration is up, on the fifth turn the victim will fall unconscious. ABILITIES Enticing Suggestion Demon: Lust Aura: Two Cast Time: Two Turns Duration: Instantaneous; Until Completed. Range: Fifteen Meters. Effects: The branded is granted the ability to charm another into being forced to listen to their command. They can issue a singular command to them that they must fulfill to the best of their ability. They cannot command them to cause direct self harm or otherwise kill themselves and the target must beat a DC 14 on a d20 to resist this command. Deepest Desire Demon: Lust Aura: N/A Cast Time: Passive Duration: N/A Range: Touch Effects: Upon making physical contact with an individual, the branded can passively read their innermost and deepest desire. Flames of Passion Demon: Lust Aura: Three Cast Time: Three Turns Duration: Until Thrown. Range: Touch Effects: The branded conjures five pink colored hellfire spheres no larger than their fist that circle around them at a high speed after being summoned. Up to three at a time, the branded can launch these spheres which move up to 5m per emote and to a maximum of 20m where they can see. When the sphere lands or impacts it explodes in a 5m radius at the impact site, causing 2nd degree burns to exposed flesh [1st to armored] and lighting anything capable of being lit on fire aflame with hellfire. This flame sticks and follows typical rules of hellfire, sticking for at least one turn on the person and up to three turns depending on if they have burnable materials on them, stacking additional burn degrees onto the affected area capping at third degree.
  20. 3 points
    Dahriim "The Lord Protector" ━━━━━━━━━▲━━━━━━━━━ Motto: The golden eye of justice sees, and requites the unjust man ━━━━━━━━━▼━━━━━━━━━ Holy Symbol ━━━━━━━━━▲━━━━━━━━━ "Do you know the most demeaning thing you can do to the law that we should respect? Creating and administering a law that is profoundly unworthy of protection." - Enzo Lancelyn @oCoffee ━━━━━━━━━▼━━━━━━━━━ Holy Colours Royal blue , Brilliant White Alignment: Lawful Good Common Worshippers: Guards, Judges, Heros, Knights, Paladins. Domains: Morality, Heroism, Justice & Law. Sub-domains: Ethics, Free will. Holy Lands: The Waters of Salvation. Favoured Objects: Gavels, Artifacts, Longswords, Shields. Demi-servants: Germael: "The Judge" Germael was an angel born of strife. Originally created during a time of crises, Germael was formed as the Angel of Wisdom and Justice, to direct the rightful half of Veltes; Dahriim, as an adviser during the dark times of the first Human-Elven war. Germael stands clad in an ancient silver armor, full of holy patterns and insignia's, along with massive angelic wings that allows him to take flight at amazing speeds. He represents the pinnacle of what man could achieve in purity, and fights countless battles with the grace and blessings of Syrie to purge the world of all chaos that has ravaged the once beautiful landscape, he is the sword and shield of Dahriim and delivers his justice. Armed as a massive 9'3" angelic knight, Germael stands as the strongest Demi-servant known to mortal kind, even to this day. (Original Angel of Veltes/Dahriim. Credits to Lore Team.) ━━━━━━━━━▲━━━━━━━━━ "It's not the severity of punishment that deters criminals. It's the certainty of it." ━━━━━━━━━▼━━━━━━━━━ Syrie "The Mother" Syrie serves as a great Angel to the Lord Protector Dahriim, and provides him council upon ethical issues within the mortal realms as well as representing her virtures of charity and justice within his court. Syrie wears a simple white gown with embroided flowers around the hem of her dress with a golden laurel wreath upon her head to represent her purity, for she is the angel of charity and benevolence- clothes of grandieur are seen as excessive to her. Syrie is a beacon of hope to those who have been overlooked by the many states in the mortal realms, and is a guiding light of justice that will always reach them. Syrie represents the virtues of charity and benevolence, similar to that of a mother, and therefore looks fondly upon those who follow her charitable ways as charity is held to be the ultimate perfection of the human spirit, because it is said to both glorify and reflect the nature of Dahriim. ━━━━━━━━━▲━━━━━━━━━ "If you live harmounously and never take more than you need, then Dahriim lives with and through you." ━━━━━━━━━▼━━━━━━━━━ Mythos Veltes was the god of law and of the civilization built upon law, its functions and its disruptions but there is no civilization without conflict, and so he made a daughter- Sterk. Sterk, goddess of war, was born reckless and proud and look to her father with greed and neglected the calm her father kept, and with the eyes of a conqueror, approached her father Veltes while he was sleeping and decapitated him; she hoped to take his place and his power, but instead of killing him, Veltes was split into two - his body being sundered in two, which became two separate gods Dahriim and Belek. One half of the body contained that of righteousness and a forgivess for Sterk from its benevolence. However the other half of Veltes became tainted with rage toward Sterk, twisting the divine laws the heavens bequeathed unto Veltes and instead focused on what malicious punishment he may grant upon Sterk using divine law as a guise, this being called Belek. Thusly, the two were thrown into a conflict with one another- one preaching justice and fairness to all and the other abusing the laws that the heavenly kingdom bestowed for twisted and malicious gains. Therefore, Dahriim is the governor of Free will, Justice and Equality in the mortal realm, and represents all that is good within the many realms. Dahriim's Doctrines - Free will must never be taken for granted. - Punishment as a deterrence rather than a solution. -Equality and Justice above all. ━━━━━━━━━▲━━━━━━━━━ "No one should deprive any person of life, liberty, or property, without due process of law; nor deny to any person within its jurisdiction the equal protection of the laws." ━━━━━━━━━▼━━━━━━━━━ Plane of Origin: The Fortress of Judgement Deep within the endless void, past countless of worlds and infinite stars lies the plane of Dahriim. Inside this realm of grandeur, a vast city of quartz and gold lies upon the horizon. Spires and archways pierce the cloudy skies of the city at nearly every point. Massive statues, attributing to the many heroic deeds man has done shine brightly along the countless boardwalks and palaces that occupy the inner city. At the very center of it all lies a massive Citadel of immense size and stature. It's shape is that of a Star, with five "wings" pointing outwards from the walls. At the very center lies the Spire of Dahriim, where a massive council chamber resides, and where countless judgments are made upon the mortal planes. From here Dahriim draws upon his divine power, and is able to enforce his will upon the chaos that ravages innumerable worlds. (Credit to lore team) Ideal Realm The ideal realm of Dahriim is one where great acts of heroism are commonplace, and the law is upheld throughout the land without need for punishment as no evil acts take place for punishment to be necessary. Relations - Holds an intense loathing towards Belek - Loathes all evil that threatens - Holds suspicion towards Vassas and Vikret - Forgiveness and slight sadness towards Sterk - Uncaring to the rest of the pantheon, as long as Justice is upheld Myths - There is a chalice within the waters of salvation that once drunk from, will grant the participant saint hood in the realms of Dahriim. These waters will only appear to the worthy. The Church The Church for the holy order of Dahriim is housed within the towering city of Luciénne and follows a based papal system with a head of said religion, whom is looked to for divine guidance and prayer in times of need as well as a secondary priestess holding the highest power, second only to the High Priestess. High Priestess [Head]: Florence Lancelyn @Eviscero Arch Priestess [Secondary]: Geneviève Brielle d'Angoulême @Ponypepper Heroic Saints Saint Enzo Lancelyn Ivengarde, Heaven's sword. It is said that with enough prayer Enzo will valliantly ride out from the gods realm where he has earned his eternal rest, to take up his sword and shield once more to ensure the safety and protection of his peoples. It has been rumoured that when called a thunderous clap occurs and he appears as if from the fog on his noble steed, with sword and shield in hand ready to stand at the vanguard for his people. For a Knights duty is never done. The Green Knight, Protector of the Great Wood.
  21. 3 points
    [Contact the Loremaster if you desire to add or input anything.] Era One (First World) 96 BE; First written language found, start of the Era calendar and the new Cycle. 94 BE; First civilization emerges with the coming of the Demi-Servant Erika. 92 BE; City of Haven established, Harry of House Lancelyn crowned first King of Aethius. 89 BE; Harry Lancelyn deposed shortly after ascension, Duncan Steelfist crowned second King of Aethius. 87-86 BE; First noted history of a major bandit raid, city of haven razed by the "Alverton Bandits." 85 BE; City of Stormfall is founded, Duncan remains as the second King of Aethius. 85 BE; Magic is once again found and mortals embrace it, the first mages in millenia are raised from nothing. 84 BE; Popularity of King Duncan plummets, and he abdicates the throne, shattering the crown into three pieces. 84-80 BE; Chaos overtakes the continent of Aversus, and many warlords pop up and form noble houses across the realm. 79 BE; Azuran Mal'arn recovers the three pieces of Duncan's crown and with the help of Erika reforges them. Azuran is crowned King. 78 BE; Azuran's harsh policy on the growing populace of Vallah forces them into exile, led by Rune Ardugon. 78-76 BE; Stable period within the kingdom, but rising dissent risks the crown being deposed once again. 75-74 BE; Rebellion shook the Kingdom as thousands died from riots and battles across the continent. Warlords rise and fall in the process. Much of written history is lost. 73 BE; Erika destroys Stormfall, ceasing the fight for it and gathers the remaining warlords. 72 BE; Erika triggers the first EXODUS, as the world becomes too unstable to remain within. Everyone escaped through a portal. Era Two (Second World) 71 BE; Arrival in the second world, the beginning of the second Era. 71 BE; A council is gathered lead by Felix Belmonte known as the first Triumvirate, Felix is crowned King and Sonaris declared the capital of the Kingdom. 70-65 BE; Rebuilding efforts begin to re-create stormfall, stable period for the new kingdom. 64 BE; House Eridiahl established by the exiled Ex-King Harry, The god Dahriim declaring the city of Ulntroth his sanctuary and Harry his champion. 63 BE; Christian Ardugon declared disciple of Belek, the Lucem-Ira wars begin. The Kingdom of Belmonte collapses from rebellion, the council of houses formed. 62-58 BE; Lucem-Ira Wars draw to a close with a stalemate, both deities revoke their blessings due to external pressure from Vassas. 57 BE; The purple plague created by the Black council ravages Aversus. 56 BE; The lich Khisa appears, turning Althalos into his minion who wreaks havoc and destroys many cities. Is later stopped by Ryuko and Apollyon, and the plague ceased as well. 55 BE; Khisa is stopped with the help of the realm and the council of houses. 54 BE; Ombra followers desecrate Sol holy site, Vallahism re-emerged. 53 BE; Enur overtakes the council of houses, is crowned King of Aversus. Taxes, infastructure and feudalism form. 52 BE; Enur abdicated the throne to Ester Carina, unrest followers. 51 BE; Ester Carina abdicated to Duncan Steelfist, rebellion and secession follow with the formation of the Enclave. 50 BE; Cold War ensues, Arendan, leader of the enclave assisted the King Duncan in faking his death. 50 BE; Enclave declares independence, Archontas of House Deskalos ascends with the backing of the Enclave. 49 BE; Archontas reigns in the unrest of the noble houses, appearance of mysterious being known as Fovamai. 49 BE; House Kolchrave is formed. 48 BE; Fovamai decimates the population, unleashing old villains upon the world, beginning the second EXODUS. 47 BE; Authority falls apart, Iris and Erika form a last minute portal and evacuate the remaining denizens to a new world. Era Three (Third World) 48 BE; Arrival in the third world, the beginning of the Third Era. 48 BE; Formation/Reformation of the following houses: Lohegrin, Hollowgale, Kolchrave, Deskalos, Culnax, Eridiahl, Ivengarde, de Leon, Karanus, Adeste, Huntly, Quintus, Ardugon and Vandgriz. 46 BE; Colonization begins, warlords vie for territories scattered over the 3 continents: Argione in the East, Aeoressa in the West, Anion in the north. The spirit isles lay in the center. 45 BE; The Rhosaen confederacy is born, led by house Karanus in the west, with house Culnax and Kolchrave as subordinates. The Citadel declared the Capital. 45 BE; The Kingdom of Malstellas is formed in the north, led by house Deskalos with house Lohegrin in the west and house Adeste and Ardugon in the north. Sonaris declared the Capital. 45 BE; The Kingdom of Eridiahl forms with house Eridiahl at its head in the east, with house Huntly in the west, house Ivengarde and Quintus in the east. Lucille declared capital. 45 BE; Kingdom of de Leon formed with no subordinates on the Isle of Makorath near Aoressa. 44 BE; Colonization ends, organized expansion begins. House Vandgriz forms vallah kingdom underground in the north. 44 BE; House Hollowgale colonizes the northern wastes, grows in status to regional power and shares Anion with the Kingdom of Malstellas. 43 BE; Aymer, lord of house Adeste attempts to defect to the Rhosaen confederacy. Is jailed and imprisoned, and put to death for treason. House Deskalos directly annexes their lands. 43 BE; Diplomatic Insult delivered by the Kingdom of Eridiahl when house Huntly expanded into Rhosaen lands without permission, Rhosaen Confederacy declares war when Eridiahl denies such claims in a reconquest war. Malstellas and the Confederacy signs a formal alliance. 43 BE; Kingdom of de Leon joins the war on the side of the Rhosaens after a temporary alliance, referred to as the "Coalition." Mercenaries hired on the side of the Coalition. 42 BE; The fall of Lucielle and overwhelming victory for the coalition. Every city was seized in a three pronged assault that lasted less than three mense. House Huntly and Eridiahl disbanded. Kingdom of de Leon annexes northern Argione and vassalizes Ivengarde and Quintus. Kolchrave military might shown on full display. 41 BE; Tiberius, King of house de Leon formally joins the confederacy and pushes to take leadership with its expanded power. 40 BE; Called to the Citadel by the ruler of the confederacy, Tiberius is assassinated by the alchemist Grauzu Dojjur on the orders of Anthal Karanus. War is declared on de Leon and Makorath is occupied by the confederacy. 39 BE; Hollowgale joins the kingdom of Malstellas. 39 BE; The confederacy falls when an ancient being known as "The Mimic" destroys citadel, Anthal Karanus assumed dead, makes the city its home. 39 BE; Makorath liberated by de Leon forces. Beginning of the Mimic war. 38 BE; House Lohegrin declares independence, colonizes southern Argione and moves the capital to the East. Becomes a regional power. 38 BE; House Kolchrave solidifies small Barony of Vikerne, establishes the village of Redrock. 37 BE; Hollowgale successfully usurps the Kingdom of Malstellas from house Deskalos by vassal vote. Civil conflict ensues for a long period of time. 37 BE; Mimic war casualties rising for every nation, holes in the veil appeared leading to different realms. Long lost sister of Mimic found, recovered from native world. 36-34 BE; Mimic war continues, ending with the battle of the Citadel where Albrecht, Karl and Tiberius destroy the void corrupted being, banishing it to its orb. 34-33 BE; Peace reigns across the realm, colonization and development continues. Citadel lays abandoned as a monument to the mistakes of the past. 32 BE; House de Leon and Kolchrave declare war on Vandgriz, destroying it and establishing the independent Sol kingdom of house Hawklight, led by Kraven Hawklight. 32 BE; Rise of the Heilig Empire; The first Vikerne award unlawfully annexes Lohegrin lands in the west. Pressure from de Leon on the side of Kolchrave prevents Lohegrin from declaring war. 32 BE; Kolchrave annexes Aoressa under the second Vikerne award, any rebels are swiftly put down in police action. 32 BE; Ravinius, lord of house Lohegrin assassinated in the north by Emmeline for illegal poaching. The Kingdom Corlica led by Eblis Indigo comes to power, vassalizes under The Heilig Empire. 31 BE; Kingdom of Arcturus holdings in the east annexed after swift invasion, to save more lives Tiberius bends the knee, relinquishing all but the Isle of Makorath holdings to the Kingdom of Kolchrave. All de Leon vassals taken by Kolchrave. 31 BE; Kingdom of Malstellas falls, house Hollowgale directly annexes the north under vassal rule. Bends the knee to Kolchrave by way of Royal marriage to the heir apparent Waymar Kolchrave. 31 BE; Construction begins on the hidden isle in the north for the worlds capital, named Miklagaard. 31-30 BE; The Red Plague infects the northern province of the empire, "The Red War" ensues, resulting in Albrechts death against a plagued matekai. Regency for Waymar held by the champion of Sol, Desimir. 30 BE; House Sindora on the isle of Carcenatorum forms, house Faucon forms on the coastal banks of Aeoressa. House Kolchrave, Sindora, Faucon, Corlica, Hollowgale, Luniath, Hawklight, Arcturus, Ivengarde, Quintus and Nerine remain as the current empire, with Kolchrave at its head. 29 BE; Siegfried attempts to influence politics of the empire, is purged by Kolchrave and Kaladin du Faucon rises to power. 29 BE; Waymar ascends the throne as the second Emperor of the Heilig empire. 29 BE; Infiltrators from Aestatia Destabilize and falsify plans relating to an Invasion of Aoressa, causing the emperor to focus his troops in the west. Ivengarde falls due to internal strife when Desimir marries Kyrie after Enzo commits suicide. Quintus takes the lands. 28 BE; The Aestatian invasion begins, the Spirit isle is occupied, Southern Aoressa comes under contest by the Aestatian Empire. 28 BE; The Aestatian War. Argione falls in a matter of months, South Anion and Aoressa fall swiftly along with the nearby isles. Resistance by the Empire leads to the battle of Darkwater, the current capital, resulting in the death of General Halicarnus, the champion of Sterk. Emmeline declared champion by striking the killing blow. In Anion, general Ausalis is slain by Emmeline after prolonged guerrilla conflict. Fortvoie is built and becomes the largest city in the empire led by Kaladin du Faucon. Miklagard, the new capital, finishes construction and is moved. 27 BE; End of the Aestatian war. Argione is detonated by the misuse of a darkwell which linked to the void causing the continent to shatter, forming the Aeklast. The final surrender is signed by general Cornelius and his one remaining legion left in southern Aeoressa, lead by Karl's forces. Brief exploration begins. Kaladin goes insane after Fortvoie was destroyed by the new house of Naveira and Hollowgale, becomes a pirate lord and is later killed in the Aeklast. 26 BE; The void invades extremely early due to the detonation of the darkwell. The void war begins and ends with a decisive void victory against the weakened empire. 26 BE; The citadel of the Void appears in the center of Aoressa, Vindicus created through the use of Halicarnus body starts the beginning of the end after a failed assault by the mortals. 26 BE; After decisive defeats in Aoressa, The empire is forced to pull out after the fall of Ebenen when Vindicus consumed Arvora's powers. 26 BE; The remaining survivors of Aoressa briefly occupy and evacuate via the ruined port of Fortvoie. The Mimic fails to stop Vindicus, but buys enough time for the mortals to evacuate and fight on in Anion and Miklagard. 26 BE; The spirit isle resists a void assault via the powers of Erika and the defenders. 25 BE; Laru'lael defenses finally collapse, the void begins the invasion of Anion in full force as the capital of Norheim collapses. Al'sel remains as the last bastion on Anion. 25 BE; An overwhelming void force invades the spirit tree, attempts to corrupt the heart via the enslavement of Foli. Mortals manage to get Foli to betray Vindicus, has her godly powers consumed by Vindicus, but lives. The heart remains safe, but everyone evacuates the isles as it falls to the void. 25 BE; Miklagard is assaulted by overwhelming forces, the Empire's capital falls in a matter of days. 25 BE; Remnants of everyone gather in Al'sel, learn of a way out buried deep beneath the Imperial capital, the heart of the voidlands. 25 BE; The final assault for Miklagard begins, they manage to get access to the tunnel and escape. Grauzu, the Mimic and Eliza stay behind to hold Vindicus off. 25 BE; The third EXODUS, and a new cycle. Vamaer sacrifices himself and stays behind. Era Four (Fourth World) 24 BE; Arrival in the Fourth world, the beginning of the Fourth Era. 23 BE; Founding of the Kingdoms of Norheim, Mittelreik, Verseiva, Florentia, Folset and the Luk'Mali tribes. From north to south, respectively. 22 BE; Luk'Mali tribes attack and conquer a minor greenskin tribe in the southern islands, annexing and exiling/executring the orcish leader, Oaklum. 19 BE; Beginning of the great Elven wall to encircle the lands they control. 19 BE; City of Byrgenmyre burned to the ground by Verseivan and Florentian forces due to the presence of necromancers. Annexed into Verseiva shortly after. 18 BE; Aestatian colony Revenhault assaulted by expanding Mittelreik forces, the siege was repulsed after a decisive Aestatian victory. 18 BE; Rise of the tribe of Hatiblut, lead by a powerful Lycanthrope named Ake and begins harassing the settling Norheim. 17 BE; Second assault of Revenhault results in a Mittelreik victory, city is occupied and annexed into the Kingdom. 17 BE; Folset purges and settles the last of the goblin infestation within the grand walls. 16 BE; Failed magecraft experiment in Mittelreik causes widespread damage in Verseiva, threatening the kingdom with famine. Tensions rise. 16-13 BE; The Dark elf civil war begins, with the reigning kingdom attempting to exterminate their mutated, crystalline cousins. 15 BE; On the brink of war the newly named Reiklands (Formerly Mittelreik) meets with Verseiva, concessions granted as the Reiklands lose the city of Holzgard and border adjustments finalize at the natural bend of a river. 15 BE; Holzgard renamed to Palmela following its annexation. 14 BE; Dark Elves call for aid from mercenaries of the surface, roving bands of soldiers flood into the depths to assist in ending the civil war. 14 BE; Revenhault seized by the former Aestatian soldiers in a revolt, causing a brief bout to retake the city. 13 BE; Dark Elf civil war ended, Kingdom wipes out the mutants and peace returns to the underground. 12 BE; Exiled Hanese soldiers set up a new country in the north to challenge Norheim; the Zheng Khanate. 12 BE; Ake is slain by Freydis in a final battle, ending the Lycan threat in the north. 11-9 BE; Taking advantage of perceived weakness, the Khanate declares war upon Norheim. The Duchy of Rivedora within Verseiva joins the war on Norheim's side due to the Duque Gabriel being married to the ruling Jarl Hilda. 10 BE; Near the plains of Yan'Sha, a 3 day battle occurred, ending in the retreat of the Zheng from the city of Yan'Sha after it was rigged with explosives. 10 BE; Yan'Sha is detonated, the city burns to the ground, taking the Duque Gabriel with it. 9 BE; A silent Armistice is made, unknown causes collapse the Khanate from within, the people scatter to the winds. 9-4 BE; Beginning of the Foli war against mortalkind. 8 BE; Twelve pillars erupt from the land, causing divine energies to be blocked to the mortal realm. 7 BE; Battles at the pillars ensue, resulting in defeats for the mortals as they can't get access to the pillars to destroy them. 6 BE; The first pillar crumbles under the combined weight of Folset and the Reiklands, the battle for the other pillars continues. 6 BE; Revenhault is leveled by a massive skeleton known as Gargantua created by Foli. 5 BE; Battle of Oleiros occurs as a pillar rises within the city. Sterk and Veltes lead the way with the Mortals vs Foli, results in the capturing of Sterk and severe wounding of Veltes, but the Pillar is destroyed. 5 BE; The last pillars are destroyed, and the final tower forms in the center of the world. 4 BE; The mass assault on the tower begins, Gargantua is defeated and the people rush inside. Some stay behind as Sterk's forces surround the tower and lay siege from the outside. 4 BE; Foli is defeated by Alavara by betraying her trust and harming her invincibility with the forged weapon Sunspear, is turned to a shard and banished to Vikret's realm by Mikael Merrigold. 3 BE; Instability and tensions rise between Folset and Verseiva. Nothing comes of it. 3-1 BE; The Dragons reawaken from their slumber and split the continents into three, causing the fourth EXODUS. 3 BE; It is decided the only way out is to re-activate the twelve pillars, and use the world creation tool Foli held in the tower. 2 BE; A campaign takes place by the Reiklands in the north to reestablish six pillars. The dragons attempt to stop them, to no avail. 1 BE; The last pillars are erupted despite the resistance of Vassas. The portal to the tower reopens, and after losing to Tempis are allowed through after the outside is advanced 2000 years into the future to re-establish habitability in their old home. The Interregnum and Post Revitalization (BE to AE) The Dragons continue their fight as the world around them shatters to pieces. As the conflict escalates further to engulf the other continents, the Pantheon steps in and silences them, putting them back into their slumber. The chosen remain alive and awakened as punishment for their interference with the mortals. The other nations of the world focus internally, attempting to solve their problems so as to not suffer the same fate as Aversia. A large period of unmoving events occur, as everyone looks upon the ruined Aversia with terror. Life continues for many centuries uneventfully across the world, until the cogs begin to turn. Generation after generation of Pharaohs pass in Ayinar with the greenskin threat only growing more severe. In response, Pharaoh Atum re-institutes slavery for greenskin races only, in an attempt to cull their numbers. Honji undergoes its centuries of peace with the Empress for a long, long time. Eventually, all good things must come to an end, even for the rising sun of the empire. Internal court conflicts begin to start due to uppity and complacent nobles worrying about the now rapidly aging Empress. In the lands of Bannesiel, The von Ruden family has been overthrown by a Hestark family, lead by a man named Otto von Einar. Pharaoh Atum's policies carry success, fit with his more militaristic style of ruling, many old abandoned settlements infested with greenskin tribes are pushed out, and the settlements rebuilt with orcish labor for Yusati hands. The nobles of Honji begin to take more local power, while the aging empress becomes less and less capable of doing administrative work within the empire due to her advanced age and focus upon the capital city. With his newly found powers, King Otto begins a full scale inquisition of the cursed people within his lands, but this quickly leads to a civil war when most of the nobility is found to be just as cursed as their old king. Two major battle are fought, both in favor of the King. Battle of Lugengrad, King Otto I [11,000 Infantry, 5,000 Cavalry, 2,000 Archers.] - Rebel King Raul [8,000 Infantry, 2,000 Cavalry, 1,500 Skirmishers, 750 Lycanthropes.] Pyrrhic Victory: King Otto. NOTE: Major casualties caused by unknown threat of Lycanthropes. Battle of Sifeldorf, General Aldert [4,000 Infantry, 2,000 Cavalry, 1,500 Archers.] - Rebel King Raul [7,500 Infantry, 1,500 Cavalry, 500 Skirmishers, 200 Lycanthropes.] Decisive Victory: General Aldert NOTE: Raul slain in battle by Aldert in a duel. [*]As peace and prosperity begins to set in through multiple generations, the people of Ayinar see an unprecedented level of power that has not been reached since ancient times, and Atum is heralded as the mortal aspect of Vikret, and the people's salvation. [*]Within Honji, a small revolt erupts within the empire-the first in over three-thousand years, and marks the end of the Hanese golden age. Many forces within the courts now begin to no longer unite together for the favor of the empress, but work against as they gather support for their local powers. One battle is fought. Battle of Tianjui, Daejang Dae-Hyun [120,000 Infantry, 40,000 Cavalry, 75,000 Archers.] Rebel Warlord Jung-Hwa [23,000 Infantry, 8,000 Cavalry, 5,000 Archers.] Overwhelming Victory: General Dae-Hyun NOTE: Overwhelming numbers in the Grand Hanese Army snuffed out the revolt before it could ever take off. [*]While the King Otto inevitably wins, he does so with extreme losses to manpower, and depopulation is rife throughout the land as much of the population was purged due to their curses. [*]Aestatia solves its internal civil war, with the republic emerging victorious. The top general, a man named Octavian is named the first Consul of the second Aestatian Republic. The battle of Eretnum seals the fate of the empires forces. Battle of Eretnum, General Octavian [16,000 Infantry, 4,000 Cavalry, 4,750 Skirmishers.] Emperor Marcus [23,000 Infantry, 8,000 Cavalry, 6,000 Skirmishers.] Decisive Victory: General Octavian NOTE: Use of higher ground and out-pacing the Empire's forces allowed the exhausted men to fall like ants when the battle truly began. Emperor Marcus Slain on battlefield. [*]In Belinard, merchant and pirate lords rise and fall every day. Even after two thousand years, not much ever changes in this chaotic archipelago. [*]The renewed militaristic identity burns in the Aestatian people, and the invasion of a far away land called Mycthenia is undertaken, with the lands being partially annexed into the Republic after the battles of Hieraclia, Tarsopolis and Caledocia. Battle of Hieraclia, General Octavian [20,000 Infantry, 8,000 Cavalry, 12,000 Skirmishers, 6,000 Mycthenian Auxiliaries.] General Koltrad [12,000 Infantry, 4,000 Cavalry, 6,000 Archers.] Close Victory: General Octavian NOTE: Mycthenian army inflicted major casualties and managed to retreat in order with moderate losses. Battle of Tarsopolis, General Atrius [16,000 Infantry, 6,000 Cavalry, 9,000 Skirmishers, 1,250 Mycthenian Auxiliaries.] General Koltrad [10,000 Infantry, 2,000 Cavalry, 4,000 Archers.] Decisive Victory: General Koltrad NOTE: Ambushed the Aestatian forces as they neared the city of Tarsopolis. Only 2,000 Survivors. Battle of Caledocia, General Octavian [15,000 Infantry, 5,000 Cavalry, 7,500 Skirmishers.] General Koltrad [8,000 Infantry, 3,500 Cavalry, 5,000 Archers.] Close Victory: General Koltrad NOTE: General Octavian called an organized withdrawl as the crown of Mycthenia signed a treaty annexing the western shores to Aestatian control. [*]Returning home with a triumph, internal strife within the senate while he was away begins to have light murmurs of another civil war, and Octavian is named Dictator for life by the loyal senators to deal with the problem as he sees fit. A purge begins within the senate and ends only when Aestatia is safe to his mind. This decimates the aristocracy. [*]Generations later, all the power built within Ayinar turns to naught when during the rule of Pharaoh Kutal, the greenskin slaves revolt, and the now ill-trained and complacent military fails to stop them as multiple new settlements are razed to the ground. Massive damage occurs within the capital city, killing thousands before the threat is quelled within it. [*]A son is born to Octavian, named Trajanus. [*]The final conquest of Mycthenia begins for the Aestatians, with General Octavian bringing an overwhelming force to defeat the legendary General Koltrad. Mycthenia is annexed into the Republic after the siege of Mycthen. Siege of Mycthen, General Octavian [65,000 Infantry, 24,000 Cavalry, 36,000 Skirmishers, 20,000 Mychtenian Auxiliaries.] General Koltrad [24,000 Infantry, 10,000 Cavalry, 12,000 Archers.] Close Victory: General Octavian NOTE: Most of General Octavian's army was defeated, but traitorous generals within the walls opened the gates for the better trained Aestatian forces. General Koltrad died after ten stab wounds pierced his body, and thirteen Aestatians lay dead. [*]While still mostly stable and unmoving like the great meteor which makes its capital since the revolt, instability begins to draw cracks in the eternal empire from within. The Empress is managing to keep it together with the last of her power. [*]The Pharaoh executes all greenskins, revolting or not and bans their slavery. Civil unrest follows as construction and work slows to a halt. The Pharaoh is soon deposed in favor of his brother who renews the laws, but this does not stop the rapid collapse of centuries of progress. [*]Only fourteen years of age, Octavian is assassinated by traitorous senators, and Trajanus is thrust forth as the heir to an already dying republic due to the corruption within the senate. [*]King Otto passes away in his sleep peacefully, though there is the suspicion of foul play. His son, Konrad ascends to the throne, and recovery efforts continue within the continent. [*]The new emperor of the second Aestatian Empire is born into the realm at age fifteen by the senate. Stability and internal peace rapidly rebuilds the battered nation due to the policies of Trajanus himself and his loyal advisers, and they return to a status and symbol of great power, rivaling that of Honji itself. [*]The Pharaoh is assassinated, and his brother, once deposed-becomes Pharaoh once again. Under his leadership they salvage some of what was lost, and begin a period of internal stability once more. [*]War breaks out between Aestatia and Bannesiel for conquest of fertile islands rich with resources between the two, and ends after two decisive naval victories in Aestatias favor. The treaty of Grundorf is signed, and the islands are annexed into the Empire. Battle of Ultgard Coast, Admiral Earnest [125 Ships.] Admiral Maximus [75 Ships, 50 Transports.] Decisive Victory: Admiral Maximus NOTE: Aestatian ships were much stronger due to the addition of Cannons in most of their Quadrireme ships. Second Battle of Ultgard Coast, Admiral Earnest [67 Ships.] Admiral Maximus [72 Ships, 50 Transports.] Decisive Victory: Admiral Maximus NOTE: The entire Bannesiel fleet was sunk during this battle, ending any contest for the region. [*]Soon after this humiliating loss, Resistance movements of cursed entities results in massive cults spreading all across Bannesiel, and the fate of the continent yet again hangs in a precarious balance. [*]War between Honji and Aestatia seemed inevitable as outlying islands began to be seized by Imperial forces, but due to turbulence within the court of the Empress, nothing comes of it and the islands are integrated into the Empire without resistance. [*]Seeing the vast amount of time it is taking to re-create the split land, Arvora unleashes her divine power to re-seed the blasted lands, and life takes shape once more. Settlers across the world begin to make their way back. The colonies of Drakonspyre, Sarweald and Cin-Je are created. Post Revitalization The Kingdom of Sarweald establishes coastal colonies along Arkolos, and Cin-Je expands across the continent of Ardemor to create the Kingdom of the Dawn. The first raids from Angarvunde destroy Sarweald colonies in Adelona, causing them to expand with greater security and effort. Sarweald colonies grow more ambitious within Arkolos, as they venture west to set a new frontier..they do not return, and further expeditions are halted when all that remained were piles of ash when others went to see the survivors. The rumors of dragons throughout Arkolos becomes persistent in all the colonies, and soon, a dragon the size of a town makes its way over to the city of Sarweald. Upon it a single knight in armor, and a declaration of war. This mysterious place, only known as the lands of Drakon, now embark on a war of eternal conquest. These missives soon arrive at Kingdom of Dawn as well. Within the span of a sept, five colonies disappear from the map, with nothing but ash remaining where they once stood. Sarweald sends a medium force to the continent to attempt to defend their final colony of Ebonsport, which leads to a battle. Battle of Ebonsport, Hezard, The Silent Second [One Dragon, Hezard.] Commander Haiden [6,000 Infantry, 2,000 Cavalry, 3,000 Archers.] Decisive Victory: Hezard The Silent Second. NOTE: The city itself was mostly spared, but every soldier was wiped out by Hezard or his dragon Liqwd with previously unseen power. [*]Ebonsport was conquered, and made the first hold of Drakonspyre that was not the capital itself. The first of many conquests, with Arkolos secured, the Emperor looked northward to the Kingdom of Dawn. [*]Wasting no time, The emperor himself on his Dragon Jango arrives in the only port city in the Kingdom of Dawn, Haizhou, and initiates battle with the garrisoned forces there. Battle of Haizhou, Aurelion [One Dragon, Aurelion] Commander Shan [2,000 Infantry, 4,000 Archers, 5,000 Aervani Warriors.] Decisive Victory: Aurelion NOTE: The city of Haizhou was razed to the ground by Jango, Aurelion's dragon, and all survivors slaughtered soon after as he was allowed to feast within the city. [*]Seeing the destruction capable by a single man, the leader of the Kingdom of Dawn, who's name has been lost to history due to the scorching of any record of him, created the largest force the continent would ever see on its own soil to march and defeat Aurelion, who now rested in Haizhou's ruins. In response, and perhaps a show of power, all of the twelve Drakonspyre knights arrived for the battle. 2nd Battle of Haizhou, Emperor Aurelion [12 Dragons, 12 Riders] King of the Kingdom of Dawn [20,000 Infantry, 12,000 Cavalry, 30,000 Archers, 15,000 Aervani Infantry.] Decisive Victory, Emperor Aurelion NOTE: Eight dragon riders were used in the battle, including Hezard. All enemy forces were destroyed or routed. The King did not survive. Three dragons were wounded. [*]Following the 2nd battle of Haizhou, Aurelion ordered the forced relocation of all Kingdom of Dawn settlements to the now reconstructing Haizhou. The cities themselves were to be destroyed and all history of the kingdom was to go with it. Upon inspecting the utterly defeated Kingdom, Hezard spoke three words to Aurelion. "Kingdom of Dusk." One of the few times Aurelion was noted to smile, and even breath a chuckle. [*]As the Kingdom of Dawn was utterly defeated to the north, a small enclave managed to hide and create a village deep within the pines of the northern forests. They remain alive to this day. [*]Sarweald, seeing the final defeat of the Kingdom did not sit idle. Ever since the defeat of Arkolos, it invested heavily into ballistae and archer-based garrisons all around the colonies, including the city itself. They were never able to be tested properly. [*]Aurelion sought to finish the fight with Sarweald as simply as the Kingdom of Dusk. The Dragon riders bypassed the colonies, heading straight for the capital. King Harren saw this, and rallied every mercenary and soldier-militia, even, he could find. Together, south of the now aptly named river of fire, the battle was fought for control of Adelona. Battle of the River of Fire, Emperor Aurelion [12 Dragons, 12 Riders.] King Harren [12,000 Infantry, 6,000 Cavalry, 16,000 Archers, 20,000 Militia.] Decisive Victory: Emperor Aurelion NOTE: The bodies and ash that layered the ground after the defeat is rumored to have caused the fungal biome to appear near the mountain range. [*]After the defeat, Sarweald submitted to Drakonspyre rule, and all of their colonies were relegated back to the city itself. The provinces were now ruled under a single, ambitious banner of the Drakonspyre Empire. The river where the battle was fought was then aptly named by the people of Sarweald, as they could see the reflections of the battle from the city itself..including the aftermath. [*]In the northern wastes, the survivors of the split cover the fields, mutated and disillusioned toward the terrifying reality they now live as they awake from a long slumber. The settlement of Angarvunde is built to centralize their people, whom soon adopt the identity of notorious, mutated raiders. [*]For over three centuries, nothing changed. Drakonspyre consolidated its rule, and colonists from the capital formed villages and cities all over Aversia. That was, until the day known simply as the Great Destruction, when the Prime-Evil K'Daai erupted from the largest volcano in the nine circles. The empire after the fall of the capital was devastated, and the Emperor assumed dead. Everything began to fall apart. [*]Sarweald, about a Tsel later, declared its independence, and forcefully relocated all Danakov of Drakonspyre from Adelona and Ardemor back to Arkolos. Not long after, a decree from the emperor, within the ruins of the capital, called all citizens back home. Somehow, the Prime-Evil was contained beneath the circles once more, and the Emperor alive and well. [*]From this point on, Sarweald assumed the Empire destroyed and instituted a republic government to better run the nation, as a monarch could not be agreed upon to rule it. For a century, peace ruled, except for the occasional raids of Angarvunde, whom blossomed into a threat that kept anyone and everyone out of the northern wastes. Era Five (Fifth World) 1 AE; The Aversians arrive once more into the world at the Spirit Isle after two-thousand years, whom are greeted by the Avatar of Arvora and the Demi-Servant Erika. They are told the brief summary of the past two-thousand years since they were away. 1 AE; Erika makes a deal with the Republic of Sarweald, selling her a few ships to allow the Aversians to explore their new home. The first leads to Adelona, and to the port of Sarweald itself. In the lands of Adelona, the Reiklands, Shogunate of Zheng, The Heartlands and the Duchy of Gravemont are formed, alongside a small hamlet named Sanctuary. 1 AE; Expeditions to Ardemor find the lost Pine Village, the Aversians are met with surprise and some hostility. Further colonization allows the creation of the Kingdom of Boleira, The Skjøldfólk and the Mundas'Ranaz tribe. 1 AE; Drake Annex, the leader of Sanctuary, and a high ranking officer of the Shogunate duel due to a dispute about a punishment dealt to his son. This leads to increased tensions between the two factions. 2 AE; An expedition to Arkolos discovers the empire alive and well within the city of Drakonspyre, and the Sarweald forces are wiped out. Further colonization of the continant forms the Archduchy of Avalon, the Kingdom of Ara'Sil and the County of Holmsgard. 2 AE; The Islands surrounding the continents are then settled last, with the Vallis Academy, and secretive Illysari. 2 AE; A brief skirmish erupts between the Heartlands and Duchy of Gravemont, resulting in minor casualties over military access issues. This ends in a stalemate, with Gravemont eventually repulsing the Heartlands. 2 AE; The increased tensions following a variety of other minor issues and reasons hidden behind closed doors results in the beginning of the Zheng-Sanctuary war, with the Heartlands, Illysari and men purchased from the Duchy of Gravemont supporting them. Sanctuary reached out, and the Archduchy of Aveyron, the Reiklands and minor support of Ara'sil in the form of selling ships to Aveyron.
  22. 2 points
    Honestly don't know who built the majority of the stuff that I screenshot, but credited to the best of my ability I guess Shaders used are Sildurs Vibrant Shaders 1.27 Extreme-VL and SEUS Renewed 1.0.1 Resources packs used are Conquest and Clarity. Lucienne pre-expansion, by whoever built Lucienne pre-expansion Spirit Isles Docks, made by whoever made the Spirit Isles Docks Honestly no clue what this place was called. Might've been Highmeadow or Camilo de Lobos in A4. Credits to whoever built those, I guess Conversing by the waterfront in Lucienne. Individuel to the left is LakeLachrymose playing as Sigyn, and to the left is SubSammich playing as Cas Lucienne post-expansion, built by whoever built Lucienne post-expansion Lucienne underwater district, built by whoever built Lucienne underwater district Spirit Isles. If you haven't picked up on the trend yet, it was built by whoever built the Spirit Isles. Holmsgard, built by, you guessed it, whoever built Holmsgard
  23. 2 points
    By the signing of this document, the TRADE CITY OF MAGESPIRE under the ownership of the Artificers Guild and Guild Council shall henceforth be joined with the DUCHY OF VALDIER under the governance of the du Faucon lineage. Both territories shall maintain independence from each other insofar as Magespire shall remain under the leadership of the Guild Council and Valdier under the rule of the du Faucon Matriarch. There is to be no overarching government that territories shall be subject to, rather a mutual alliance and combining of resources and lands for their mutual benefit under the banner of the Joint Territories. Soldiers join under one banner for the Territories and regularly spread freely between the two neighbouring regions. Answering to the command of both Lord Finn Patzer Dawn-Lyren of Magespire and Duchess Lola du Faucon of Valdier. Individual trade agreements and declarations shall remain separate with each territory, but goods are transferred openly and freely between craftsmen and farmers. This Decree is Public Knowledge. Magespire and Valdier are now a joint nation.
  24. 2 points
    [CrestTM] The Head Mistress Mistress Diana do Rosario The Head Mistress of the do Rosario family. A family of Vallah who have gathered under the singular ambition of strengthening themselves and each other to better protect their interests and their kin, the city of Ilysari their bastion as they reside there as a Noble Family. Age: Unknown Gender: Female Race: Hestark Human Mistress Dahlia do Rosario The first sister of the do Rosario family and the first Mistress. Dahlia was the first person Diana had invited and she has helped progress the family since, the both of them seeing each other as sisters. Age: 108 Gender: Female Race: Hestark Human Brother Khaine do Rosario One of the newest members of the do Rosario family and the second brother to ever join the family. He takes on a more violent route as a soldier and fighter, a protector and warrior within its confines, spreading its name through steel. Age: 40s Gender: Male Race: Hestark Human Brother Aurelius do Rosario The first to join the coven in the fifth world and currently the Herald for the Imperial Zheng Court. He has taken a more political route to continue benefiting the do Rosario name within the lands. Age: 18 Gender: Male Race: Half Elf | Snow Elf / Avaltan Sister Denika do Rosario The most recent addition to the do Rosario family. Denika takes on a political and militaristic interest in the Zheng Imperial Court, adding to the name of do Rosario in the world. Age: Unknown Gender: Female Race: Dark Elf Brother Damien do Rosario The first brother and second person to ever join the do Rosario family. His current status is unknown. Age: Unknown Gender: Male Race: Human The do Rosario family is a family connected to that of the Royal de Noctis House, considered a relative to the Matriarch herself. They reside within the Kingdom of Duken and are spread throughout the lands to take position and places within different kingdoms and societies to spread the little known do Rosario name. Very little is known about the family and it is purposefully kept so, few even knowing of its existance.
  25. 2 points
    Chad baby Shike Done by Shrike 😄 Reference :
  26. 2 points
    “It is not titles that honor men, but men that honor titles.” [This is a public booklet available to any and all.] Reigning Queen | King The reigning Queen or King is the Monarch of generally an established Kingdom. They are the leader and head of this Kingdom and make the final decisions upon most if not all major decisions and courses the Kingdom is to take, the head of state. Queen-Consort | King-Consort The Queen-Consort or King-Consort is the wife or husband of the Reigning Queen or King. While they hold title, they do not have power other than any other titles they may hold. An example being, if a King-Consort is a Duke, they maintain their main power of a Duke while upholding the title of King-Consort. Queen Mother The Queen Mother only occurs should a Reigning King be in play. The Queen Mother upholds status as a Queen and is the widow of a King. They are generally acted as though an advisor to the current Reigning Queen or King should one or the other be of their descendancy, especially one underaged and unprepared to rule. Otherwise it is an honorary title. Regent A regent can be a regent of any of the titles in this list barring Knight. Generally it is said as ‘Regent-Title’, an example being Regent-Queen. A regent acts as a temporary stand in should the next-in-line be unprepared or unavailable to rule for a certain period of time with cases such as being a minor, absent, or incapacitated. They step down upon the next-in-line being able to take up their appropriate place and continue as an advisor should they be wanted. Crown Prince | Princess The Crown Prince or Princess is the Heir or Heiress to the Kingdom’s Throne. They are generally the eldest in the family and are to take up the Throne upon the passing or stepping down of the current Reigning Queen or King. Prince | Princess A Prince or Princess is generally a direct member of a Royal Family’s Queen or King, generally their descendant. Duke | Duchess A Duke or Duchess are the highest ranking peers to a Queen or King. They are at times relatives of a sovereign family and rule over lands called a Duchy. Count | Countess A Count, also known as an Earl or Countess, is an honorary title given by the monarch for services rendered. It is also given as a mere title with no feudal estate or accompanying lands. If granted lands, it is generally dubbed a County or Countship. Baron | Baroness A Baron or Baroness is a vassal that holds onto land named a Barony. Baronies were granted directly from the monarch for their loyalty and services, particularly military services. Lord | Lady A Lord or Lady is a member of a noble family. They are generally given to the relatives of any of the above noble titles and only hold mild significance to show their noble status as a part of the upper echelon of society. Though at times a Lord or Lady can be given a feudal estate by the reigning sovereign. Knight A knight is considered the lowest nobility title, given to those of exceptional militaristic skill, generally beginning as a squire or esquire. Knights were often made into barons or counts after significant military service shown unto their monarch.
  27. 2 points
    Name: Morto’s Malady Overview: Morto’s Malady and its origin is an anomaly of sorts, though most believe it came directly from the Plaguebringer’s hand. It was never considered a true disease, but never thought of as a curse. Its orientation to the world lies between the act of Reviving the dead. In the event of a revival, Morto’s grip does not fail to follow in rare cases. The disease latches onto the soul itself, carrying it to the vessel upon revival. When revived, the disease will quickly attempt to fully infect the being in question. More often than not, this will take place when one is revived through other means outside of the Ascended. The infected will find their skin and muscle tightening, making movement difficult, and forcing them to appear almost ghoul-like. Additionally, the infected will lose a single sense, that is entirely random. Finally, should the infected house an aurum in their soul, their pool will be harmed temporarily, but not permanently. Though Morto’s Malady is not chronic in any way, should one die with it in the time frame the house the disease, they will find the symptoms they held to be permanent. Treatment: Morto’s Malady has no possible or known cure. The best way to survive it is to simply wait out it’s symptoms. Spread: Morto’s Malady cannot spread person to person. The only way to acquire it is through revival. To contract Morto’s Malady, the player in question must roll a 1d20 and beat a 14 or higher. Should they roll lower, the infected will become immediately afflicted with the disease. Ascended Revivals have a natural resistance to the disease, making their rolls rather different. Those rules can be found [here]. Symptoms: Upon Revival: In the event that someone is resurrected and contract the disease. They are given a window of escape, not feeling a single thing for the first OOC hour. After that, they must continue onto the next stage. First Sept (1 OOC day): The infected feels their body shrivel, tighten and constrict. They grow weaker and slower by a single stage, following the strength and speed chart. Their eyes drain of life, while their body appears sickly and pale. Additionally, the infected must roll a 1d5 to decide their loss of sense. 1 = Touch 2 = Sight 3 = Smell 4 = Taste 5 = Hearing Second Sept (2 OOC Days): The infected will find that their aurum has faltered, and a fraction of their pool (aura, shakti, mana, etc.) has been sapped by the disease to power itself. Aura: -3 Aura. Shakti: -3 Shakti. Mana: -7 Mana. First Mense (1 OOC week): After time continues with the disease. The infected grow faster, feeling their ability to move as quick as they once could return. However their strength remains lowered. Second Mense (2 OOC weeks): After the disease has fully passed through the infected, and they prove their will to survive, they are relieved from the disease, as their pool and strength is restored to their body, along with their missing sense.
  28. 2 points
    The Law Fines: Minor Fine: 10,000 arunes Moderate Fine: 50,000 arunes Major Fine: 120,000 arunes Civil Law: Legal* Vallah Feeding: Vallah must apply for a license from the Dukes for lawful feeding. *Legal feeding is consensual feeding in private. Public feedings shall never be considered legal. Lawsuits: Any citizen has the right to request audience with the Dukes if they feel they have been wronged by another in a way that does not fall under criminal law. Solution will be decided by the Dukes or a selected jury. Religious Law: Holy Blasphemy: Using Dahriim’s name in vain, more so clear disgust and disrespect toward the faith of the city, will not be tolerated. First offence - Moderate fine. Second offence - Jail time. Third offence - Life long banishment. Religious Worship: All types of religion is welcomed within the city. From the Pantheon to the spirits, all types of faith are respected; however, those who practice in the art of praising chaos will not be allowed. Your religion is respected, but if your worship consists of chaos, murder, sacrafice, damaging property, and harming our citizens, it will be not be tolerated. Any of these examples will fall into the harsh condition of vandalism or assault depending on what is done. Criminal Law: Misdemeanors Animal Misuse: Illegal parking / abandonment of livestock or horses / bringing animals into the city. First offence - Warning. Second offence - Minor fine . Third offence - Moderate fine. Fourth offence - Major fine. Battery: FIghting without the use of a deadly weapon. First offence: Moderate fine. Second offence: Sky cage. Third offence: Banishment. Note: Verified ‘fisticuffs’ in the street are legal, so long as both parties are in agreement to the rules of the fight, no weapons are used, and witnesses can attest to the reason and legality of the fight. If a fight continues after one party has surrendered or has gone unconscious, then the charge of battery will be leveled on the offending party. Fisticuffs are never legal inside due to potential property damage. See subsection on ‘Duels’ for fights with weapons. Trespassing: First offense: Warning if outdoors. Moderate fine if indoors. Second offense: Jail. Third offense: Sky cage. Public Indecency: First offense: Jail for the night. Second offense: Jail & Moderate Fine. Third offense: Banishment. Mugging: The theft of a person’s property from one’s person. First offence: Moderate fine and jail time. Second offence: Removal of ‘offending’ hand. Third offence: Life long banishment. Felonies Assault: Fighting with the use of a deadly weapon. First offense: Jail. Second offense: Sky cage. Third offense: Life long banishment. Dark Assault: Fighting with the use of prohibited magics or illegal substances. First offense: Life long banishment. Arson: First offense: Major fine and the criminal must pay for the damages in full. Jail time. Second offense: Major fine and the criminal must pay for the damages in full. Life long banishment. Kidnapping: Kidnapee rescued unharmed: Major fine and life long banishment. Kidnapee rescued but harmed: Lashing (equivalent to the harm done to the kidnapee), major fine, and life long anishment Kidnapee dead / not recovered: Execution by beheading. Burglary: The theft of a person’s property from one’s house or establishment. First offense: Major fine and jail time. Second Offense: Removal of the dominant hand Third offense: Execution by beheading. Extortion: The act of using leverage to harm another. Punishment will be determined based on the severity of the crime. Capital Felonies Murder: In self-defense: No punishment In hot blood: State enforced religious penance. In cold blood: Execution by beheading. Treason: Hung until dead. Return from Banishment: One warning will be provided. If the criminal does not immediately comply with the guards while being escorted from the city, they will be executed by beheading. Three Strike Rule: Description: Any person who accumulates 3 felonies will find themselves in this category. The punishment for such is life long banishment, unless one of these felonies has resulted in the death of a person, in which case the punishment is execution by beheading. Illegal** Vallah Feeding: First offence: Life long banishment. Second offence: Execution by beheading. Body to be displayed on a spike outside the city for no less than 2 weeks. Sign posted with body telling name and description of crime. **See Civil Law section over lawful feeding permits. Forced Turning: A Vallah turning someone against their will. First Offense: The first offense is the only offense. Vallah caught turning citizens of the city or anyone within the city without their consent will be jailed and promptly executed. Their bodies will be burned, minus the head, which will be placed on a pike outside the city until it rots off. Duels: Anyone may challenge another to a Duel, but the opponent has the right to decline. Duels can be until yield, first blood, or to the death. Both parties must agree to the terms of the duel in the presence of a third-party. Deadly weapons and legal magic may be used in a duel if agreed upon by both parties. The duels must take place outside of the city limits, so that the peace is not disturbed. Those who enforce these rules The Legion Azur. The Ivory Order. The Nobles of Angoulême. The Nobles of Angoulême reserve the right to deliver punishments for acts that can be considered harmful acts against its citizens or the state.
  29. 2 points
    Kaida Zheng Username: Crimson_Wolfe_ Alts: Azure_Wolfe_ Character’s Name: Kaida Zheng Teacher [if applicable]: N/A Aurum Information Aurum Type: Spark Tier: Adept Mana: 30 Known Disciplines: Psionics Space Sanguimancy Mana Active Catalysts: Supian Memory Spells & Catalysts Known Spells: 17/25 Psionics [9] Spell Name: Tap the Surface Mana: 3 Disciplines: Psionics Concentration: Medium Cast Time: Two Turns Spell Duration: Five Turns Range: Five Meters; Line of sight. Spell Effect: The mage delves into the surface layer of a target within five meters of them, able to hear their base-level thoughts. The thoughts revealed are entirely up to the player. If the mage decided to target multiple people instead of a singular one, they won’t be able to tell the voices apart, and it will grow to be overbearing if there are more than two voices. Spell Name: Thought [Profane] Mana: 4 Disciplines: Psionics Concentration: High Cast Time: 3 Turns Spell Duration: 5 Turns Range: 5 meters Spell Effect: The mage delves into an individual's mind in range, brushing on their surface level thoughts- what is on their mind at that current time. The mage then proceeds to dig deeper into the creature’s thoughts, surfacing their deeper desires, hopes, fears, and inner emotions. When the mage chooses to dig deeper, the target is able to detect their presence, and will know that the mage was looking through their mind. Spell Name: Emotion Mana: 5 Disciplines: Psionics Concentration: Medium Cast Time: 3 turns Spell Duration: Instant Range: Touch Spell Effect: The Mage selects a person of their choice, and is able to manipulate their emotions by one stage per emote, bringing them to elation or rage, and all of the emotions in between. If the mage wishes, they can influence the target’s emotions in other ways, creating feelings of disgust or suspicion if the target is in the right state of mind to accept those emotions. The target must be willing, otherwise it’s profane. Elated < Happy < Content < Neutral < Sad < Angry < Furious Spell Name: Truth Mana: 3 + 2 per channel Disciplines: Psionics Concentration: Medium Cast Time: 2 Emotes Spell Duration: 5 then as channeled Range: 5 Meters Spell Effect: The mage creates a link between themselves and a target, compelling the target to tell the truth towards any questions the mage may ask of them. They are aware that they must tell the truth during the duration, and are able to use other methods of avoiding questions- non-response, deflection, etc, in place of lying. Spell Name: Pain Mana: 2 Disciplines: Psionics Concentration: Low Cast Time: 1 turn Spell Duration: Instant Range: 15 meters Spell Effect: The mage sends a signal to the target’s brain, inflicting moderate pain to their head, akin to a migraine. This does no lasting damage to the target, but the pain can cause them to stumble and lose their concentration for one turn. Spell Name: Feeling Mana: 3 Disciplines: Psionics Concentration: Medium Cast Time: 2 Turns Spell Duration: Instant Range: 5 meters Spell Effect: The mage is able to gauge the general feelings of the target, being able to discern emotions such as guilt or joy. If the mage wishes, they can expend more mana to expand their awareness and get a general feeling of the individuals around them, but they are unable to pick apart individual feelings unless they direct their mind towards a specific target. Spell Name: Peace Mana: 4 Disciplines: Psionics Concentration: Medium Cast Time: 3 turns Spell Duration: 15 turns Range: Touch Spell Effect: The mage selects a target, and is able to halt the pain signals sent to their brains for the duration of the spell. This does not physically heal any ailments the target may have, but the brain no longer registers any pain, and the feeling of pain disappears for the duration. This can work to lower inhibitions, but the same physical effects of continuing on with major wounds still occur. Spell Name: Balance Mana: 5 Disciplines: Psionics Concentration: Medium Cast Time: 3 Turns Spell Duration: Instant Range: 3 meters Spell Effect: The mage sends out a psionic signal around themselves towards all targets in range, causing them to temporarily lose control of their legs and get knocked down. This cannot affect targets that have no brain, ie. constructs. Name: Command Mana: 4 Disciplines: Psionics Concentration: Medium Cast Time: Two Turns Duration: Instant Range: Five Meters Effect: The caster sends a singular word command towards one target at a time and they must perform that command to the best of their ability. The interpretation of the word is up to the target, for instance if the caster commanded someone to speak in the context of an interrogation, they can say whatever they want but not specifically what the magi might want to hear. The action must be completed before they can act of their own will. This cannot be used to make the target commit suicide or otherwise harm themselves. The target must beat a DC 14 roll to resist this command. Sanguimancy [3] Name: Blood Grip Mana: 3 +2 per Turn Disciplines: Sanguimancy Concentration: Medium Cast Time: Two Turns Duration: As Channeled Range: Eight Meters Effect: The caster reaches out towards a target and grips their blood, forcefully ripping them from their feet in order to drag them towards the caster. They pull this person towards them at a rate of three meters per turn. The target is only capable of basic arm movement while under the effects of this spell. The mage may decide to instead keep the target held in place instead of pull them. Upon initial casting and for every additional turn the target is manipulated, the caster will need to roll for a profane stack. Name: Polymorph Mana: 5 Disciplines: Sanguimancy Concentration: High Cast Time: Three Turns Duration: Instantaneous Range: Self Effect: The caster can use this spell to manipulate their very being into different races, sizes, gender, and so on. This spell is instant and cannot be unweaved via magic and are generally undetectable by any means. This spell cannot be used on anyone but the caster, nor can it be stored in an Arcamite. [Polymorphing into an Event Race requires an NSCA] Name: Laceration Mana: 3 Disciplines: Sanguimancy Concentration: Medium Cast Time: Three Turns. Duration: Five Turns Range: Ten Meters. Effect: The caster creates whip-like tendrils of blood from their palms, and can control the blood in order to use it like a standard whip. With this they can lacerate the flesh of their victims, or use it to wrap around a target. The damage itself isn’t severe enough to cause death on its own, and is dampened slightly by gambeson or cloth, cutting through it as if it were the strength of steel. This does not go through armor, but will most certainly cause the victim to bleed. Space [3] Spell Name: Redirection Mana: 4 Disciplines: Space Concentration: Low Cast Time: 1 Turn Spell Duration: Instant Range: 15 Meters Spell Effect: The caster creates two portals to redirect a ranged attack, one at the location of the attack and the other facing a new direction. Only the attack’s direction is affected. When redirected towards a new target, Projectile Standards apply. Spell Name: Teleport Mana: 5 Disciplines: Space Concentration: Medium Cast Time: Three Turns Spell Duration: Instant; Three Turns Range: Line of Sight Spell Effect: The caster opens a portal to any place they are familiar with. Whilst the portal opens within line of sight, the exit portal may lead to anywhere within the continent. The portal is only able to be sustained for three turns. They are unable to pinpoint a precise location to teleport to nor can this portal travel interdimensionally. Spell Name: Summon Creature Mana: 4 Disciplines: Space Concentration: Medium Cast Time: Three Turns Spell Duration: Ten Turns Range: 10 Meters Spell Effect: The caster conjures a creature rare or below to loyally fight for them. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration. A DM is required to play the creature. Mana [2] Spell Name: Counterspell Mana: 3 +Countered Spell’s Cost Disciplines: Mana Concentration: Low Cast Time: 1 Turn Spell Duration: Instant Range: Ten Meters Spell Effect: The caster counters a target spell after it has been cast, immediately cancelling any effects from the spell. Spell Name: Arcanic Shielding Mana: 2 Disciplines: Mana Concentration: Low Cast Time: 2 Turns Spell Duration: 15 Turns Range: Self; 10 Meters Spell Effect: The caster summons three spectral shields to the target's side. They surround the target and serve as protection against physical attacks. Each shield is capable of blocking a single attack before it is dispelled. When the shields block an attack, the target staggers- thus making it impossible for them to deflect and cast at the same time. This can also be used on one's self.
  30. 2 points
    Pact Weapon: Fratricide: This dagger is capable of stabbing another and extracting some of their life essence from them with this stab. They can heal one wound on themselves by sealing it closed after using this dagger on another. Upon being stabbed, the person that they love the most will feel the same pain. Should the branded not be injured and stab someone with this dagger they gain a point of ‘overheal’, which prevents them from being injured by anything except things that harm demonbranded (gold,silver, divnity, etc) by hardening their skin and deflecting the blow. They can gain as many points of overheal as they wish, but they expire after being out of combat for two turns. This dagger does not gain overheal or healing from stabbing something already dead as it must take from the living. Aesthetic: When the Marked’s envious disposition comes to the forefront of his attention the Marked starts to take on subtly the aesthetics of those around him [e.g. Divinity users aesthetic]. Additionally, when extremely emotional or envious, Aeson's true maimed visage becomes unhideable. Greater Demon Passive: Envy Branded are able to take any magical, divine, shaman, etc. ability and are able to twist it to their own liking, making a twisted copy of it. The copy may not always be perfect or able to be used. These must be applied for before use. Tier: Fiend Strength: Four Speed: Five Abilities: Impersonate Demon: Envy Aura: 3 Cast Time: 2 Turns Duration: Until Dispelled Range: Self Effect: The branded is granted the ability to shapeshift into the physical form of someone within their thoughts, the detail, and accuracy of their shift is dependent on the focus and time put into recollecting their target. This shift is permanent until dispelled by the user. This does not revert upon death. You’re Mine, Mine, Mine! Demon: Envy Aura: 2 Cast Time: 3 Turns Duration: 10 Turns Range: 10 meters Effect: The branded focuses upon a target within range and almost forces their will over them in order to take control of them. The target must pass a DC 14 check in order to resist this control, however if they fail they will be forced to do whatever the branded tells them to do. The branded can command this target to do anything for the duration except for self-harm or otherwise kill themselves. You’re not Worthy Demon: Envy Aura: 3 Cast Time: 3 Turns Duration: 10 Turns Range: 10 meters Effect: The branded takes hold of other people’s powers and prevents them from using it while within the area. Save for divinity, anything else except for the branded’s own abilities, including non-divine enchanted items, are turned off for the duration and unable to be used. No You! Demon: Envy Aura: 2 Cast Time: Two Turns Duration: Three Turns / Instantaneous Range: Self; 5 meters Effects: Upon activating the ability the Branded becomes coated in a film of energy that absorbs the impact of any strike or spell/ability cast on them that is below Divine in strength for the duration. This includes projectiles and physical strikes. For the duration of the ability the strikes that were absorbed build up energy that is eventually released as a cascading outburst of sickly green light that stuns all targets within for one turn, as well as projects the same ability or projectile that was absorbed back at the original caster/dealer of the attack. If it had a projectile roll, the roll stays the same. Green with Envy Demon: Envy Aura: Three Cast Time: Three Turns Duration:Fifteen Turns/High winds. Range:20 Meters Effects: The branded enrages themselves out of jealousy and desire, forcing their body to go beyond its limits to overcome and prove that they are better than that which they face. Their strength and speed temporarily increase by one tier, and their body exudes a green smog that severely decreases visibility to within 3m of anyone within a 20m radius, excluding the branded. High winds or gusts thereof destroy the smog, but the branded retains their increased strength and speed until the duration ends.
  31. 2 points
    Concentration Overview Concentration is how much focus a mage needs to put into their spell to be able to be cast successfully. Should a mage lose concentration on a spell while they are casting, the cast is cancelled, leaving them no more expended than they had been at the beginning of their cast. Should a spell be channeled, and concentration is lost, the strain is still expended for what they were able to cast. There are three levels of concentration, High, Medium, and Low. Each level of concentration details the circumstances in which it may be cast. Low Concentration Low Concentration allows for spells to be cast whilst moving, in combat, or otherwise. Low concentration spells can be cast while fighting or in dangerous scenarios and are often some of the more basic cantrips one could cast. Sometimes spells of specific combat use have been developed by mages, in which cases the strain on the body is usually the compromise for being able to cast it without much thought. Spells such as creating light or other simple cantrips are low concentration. Low Concentration spells are the only spells that can be cast while flying. Medium Concentration Medium Concentration allows for spells to be cast whilst in combat or around loud noises and scenarios, but not while running. Medium concentration spells are usually casted from the backline, mages are still able to make gestures with their hands, speak, or otherwise channel their spells as one would normally in these situations. A basic fireball or most spells with combat applications will fall into this category. Multi-Medium Concentration Multi-Medium Concentration allows for spells to be cast whilst in combat or around loud noises and scenarios, but not while running. Multi-Medium Concentration spells are usually casted from the backline, mages are still able to make gestures with their hands, speak, or otherwise channel their spells as one would normally in these situations. A basic fireball or most spells with combat applications will fall into this category. These spells require more than one person to cast. High Concentration High Concentration spells allow only for spells to be cast in places with high solace and comfort. These spells cannot be cast in combat and concentration can be easily lost should anything abnormal occur. These spells are usually reserved for casting circles, mage laboratories, etc. High Concentration spells are for large spells like the ones which light one's spark, create golem cores, or interact with the more complex features of the mind. Multi-High Concentration Multi-High Concentration spells allow only for spells to be cast in places with high solace and comfort. These spells cannot be cast in combat and concentration can be easily lost should anything abnormal occur. These spells are usually reserved for casting circles, mage laboratories, etc. Multi-High Concentration spells are for large spells like the ones which light one's spark, create golem cores, or interact with the more complex features of the mind. These spells require more than one person to cast.
  32. 2 points
    - Biharin - Description: One of the most sociable animals to survive within the ever-rolling tides, the Baharin are lovingly peaceful creatures, a fond sight for syrien and sailors alike. Sharing ancestry with whales, these creatures are smaller in nature to their distant kin, roughly 100 kg alongside reaching lengths of up to 2.2 metres. They possess a beak-like snout, housing an amass of slightly sharpened teeth. Trailing further from their snout is a rather large pair of beady eyes, often entirely black. Upon their backs is a single fin, with a curved and trailing edge. Below, on either side of its body, are two flippers which it uses to steer though the water currents. Lastly, it possesses are rather long tail, accounting for roughly 2/5ths of the Biharin’s actual length. These tails uniquely shimmer in the water, the multiple different shades of teal sparkling a little due to their slightly reflective composition. Noticeably, these cerulean creatures lack any gills upon their rich, smooth skin, instead having lungs. As such, above their eyes is a small blowhole, where the Biharin frequently surface above the water-level in order to blow out old air and breathe in fresh, new air. Within their proximity, one may find themselves hearing a soothing melody, followed by several soft, clicking sounds. An intelligent animal, this is the primary method Biharin communicate, whistling and clicking. This form of echolocation allows them to relay information up to a range of several kilometres. Distribution: Biharin are tranquil marine animals, which roam their oceans in a calm, nomadic lifestyle. Forming pods, these family units instinctively take care of each other, raising their young together, protecting one another and finding food to care for such. Having a healthily long life, Biharin live for up to 30 years, where they find a mate during an annual mating season, before reproducing a baby every 2-3 years. As such, they are considered fairly common. Habitat: Due to a constant struggle to remain close to the surface, in order to respire, Biharin prefer to roam temperate and tropical waters worldwide. As such, they constantly swim by the water surface, navigating through the ocean expanse on an endless journey. Typically, some pods may linger in bays, lagoons and around islands during their newborn season, allowing young to reach the surface quickly within their first, vital minutes of life. Diet: Hunting when it is a necessity, Biharin are carnivorous creatures which dwell upon smaller fishes and squids. They may also consume crustaceans, such as shrimps, alongside other bottom-dwelling invertebrates. Relation: Highly sociable and intelligent creatures, they remain generally passive towards humans and sea-life alike, unless either provoked or otherwise in danger. It is difficult to upset these creature, unless one is deliberately looking to endanger their young. Mechanics: Highly sociable and intelligent creatures. Tails shimmer underwater when exposed to light. Able to communicate over vast distances with the use of echolocation. Excellent eye-sight within water. Mostly passive towards neutral creatures. Material Properties: Oddly, their flesh remains rather tasteless, despite carrying enough nutrients to provide otherwise. Although, many cultures, particular island-nations, consider it to bring bad fortune to slay such a creature for simple harvest. Alchemical Properties: The reflective scales found on the tail, when crushed up and dried into a glimmering powder, may be inhaled or otherwise consumed- the effect temporarily bolstering one’s voice. Interestingly, when the dried tail substance is ingested by a syrien, it amplifies their vocal chords in a unique way. Subsequently, it allows the range of aquatic, when spoken underwater, to increase slightly, however other ingredients are needed to increase this effect.
  33. 2 points
    Aethier Code of Conduct Mission Statement: Aethier is a minecraft roleplaying community. We strive to foster creativity, cultivate an enjoyable setting, and present intelligible rules. We want to create a compassionate and energetic community. To achieve this end, each member must focus on their health and conduct. The health and judgment of the individual composes the foundation of this community. If a player is unwell, he should step away. A filed whitelist application entails accepting the contents of our Code of Conduct. Please review this material. Breach of our policies on server, in community, or our platforms can result in punishment. You can find yourself warned, remove off the whitelist, banned, and so on. The severity of your infraction will determine what measures come to be. 1. Courtesy Grant others your respect. Treat them well. Do not abuse, bully, harass, lie to or mistreat fellow community members, including team members. This includes making malicious claims of bias as an attempt to rile up a situation. Genuine concerns of bias and unfair behavior should be brought respectfully to the Team Leader if a Team Member is in question or IA if a Team Leader is in question. Players are entitled to request a second opinion on a situation in which a Team Member makes a ruling. If a player requests a second opinion, the first available person should come in to help. Neither the player nor the team member involved should seek out any specific individual for this. If no one else is available however, the player(s) MUST adhere to the ruling of the team member present and can bring it up to the Team Leader/Internal Affairs (if the Team Leader is in question) later on if concerns still remain. This provision does not extend to DMs who are DMing an event. You cannot request a DM for a second opinion if it's an event being DMed. Do not OOCly disrupt roleplay in any way, this includes flight. Restrain your ooc movements. All roleplay is to be conducted in the English Language. Short phrases inside of in character languages are acceptable. 2. Content Rules Please use a skin suited to our setting. Do not wear a lewd skin, popular culture references, futuristic attire, and so on. Feel free to ask a moderator if your skin is acceptable should there be any doubt. Please ensure your builds fit inside our 16th century techlock. Complex redstone mechanisms that would cause unnecessary stress on the creative or rp server are not allowed. To determine whether your mechanism is acceptable, contact a member of Operations Team. References to and use of IRL drugs in roleplay is prohibited (with the exception of tobacco and alcohol). Mature Content Adult content is forbidden for our server, its forum, and related platforms. We do not permit brutal torture, over the top violence, sexual activities, or sexual violence of any sort. You cannot backstory Rape or other types of Sexual Violence. The use of the word "rape" is not acceptable under any circumstance whether it is used in a sexual context or not. Players can request a ‘fade to black’ to end any scene. The details get discussed out of character, but no further roleplay occurs. Ensure IC relationships between characters are age-appropriate and do not present or involve adults having romantic relationships with minors, defined as characters under the age of 18. The exception to this is if it's within two years of one another Ex: 16 & 18. 3. No Metagaming, Powergaming, or Godmodding Metagaming Metagaming is defined as using knowledge that you have gained through out of character means, in character. Your character only knows what they have learned in character, and using information outside of that is strictly forbidden. An example of metagaming is using information you were told on Skype/Discord in character. Another example could be something as simple as looking at the name above someone's head in game and calling them by their name in roleplay without your character having any way of knowing it. Circumstantial evidence can and will be used when instances of metagaming occur, such as discord logs or even over-voice metagaming. There are very few players who will actively speak in OOC, or on-server chats about their intentions to metagame, and as such circumstantial evidence is used more often than not. Powergaming Powergaming occurs when an action removes a roleplay partner's agency over his/her character. Please be sure to leave your posts open ended enough for other players to take part. Give fellow community members time to react to your emotes. Following examples represent Powergaming: Jack seizes Marcus' throat and commences to shake him. Before Dany reacts, Alexander bursts out of his cover and plants his sword inside the woman's belly. Please do not complete the activity. To correct the emotes, Leave your character's actions open such as in the following example. Jack tries to grab Marcus' throat. If successful, he attempts to shake the man. Alexander springs his ambush. He charges out of the hay bale and points his sword to his target's stomach. God Modding God Modding happens when your character's actions do not align to their abilities. This also extends to circumstances outside of intelligibility. Let's examine some examples. A mere Human cannot step over the Grand Canyon. An unconscious man cannot cast spells. The valiant knight cannot avoid every last sword stroke thrown his way. IC Into OOC Players must keep out of character and in character matters separate. IC enters OOC in any instance where RP consequences cause a player to lash out towards another member. Please do not attack other players due to imprisonments, betrayals, torture, and so on. These actions merit punishment. 4. What You Do on Server is Your Responsibility You alone bear responsibility for your actions. Anxiety, intense stress, and substance abuse (under the influence) do not excuse you. Please step away and do not engage our platforms inside these times of your life. Your account is your property. If it is misused, you are responsible. A hacked or stolen account should be reported to Moderation or Operations team right away. 5. No Griefing or Theft Resource Gathering Do not fly or use a home to reach nodes. You can fly towards the site, but you must land and approach the location. You may not snipe a node. Sniping occurs when a player oocly grabs materials in front of another. No rp is had. Moderation will resolve disputes of this nature. You must RP to gather a node in the wilderness. You do not need to RP to gather from nodes that are private. (EX: City Mine, Private Garden.) If you are attempting to steal from a private node you must contact a moderator and RP the encounter. Grief and Theft Stealing oocly from other players is not acceptable, this includes from their chests or other means of stealing oocly. This includes the storage world, RP world and all others, theft OOC is not acceptable under any circumstance. To steal ICly you must contact a moderator. ]Griefing builds is not allowed in any circumstance. If you are editing a build you need permission from the region owner, and in some cases such as exterior editing, the Faction Lead. Editing of builds should be done in the creative world and regulated by Faction Team. 6. No Avoiding RP Consequences Avoiding RP consequences such as avoiding an rp to prevent your character from being hurt or otherwise harmed physically, mentally, or sociably is not allowed. If rp is avoided a moderator will make sure that the rp happens, or that a conclusion is decided on what happens to your character. This includes but is not limited to combat logging. This also includes lying about what happened in RP OOCly. Using flight or ports in order to fly or teleport away from an rp that is currently happening is prohibited. Combat Logging When a player disconnects from the server after combat had been initiated, the player will have 15 OOC minutes to get back online. If these 15 minutes pass and the player has not returned, it is considered a "combat log". If a player disconnects from the server during combat due to unexpected IRL circumstances such as internet disconnecting, that player should contact Moderation ASAP to explain the situation. Other special circumstances such as health issues will be discussed and determined at Moderation Team's discretion. All parties involved in the combat will have 36 hours from the time of the disconnect to finish the combat. If Moderation discovers that a player lied about having special OOC circumstances causing them to log, the player who lied to Moderation will be banned. If combat is not completed in this time, it is considered a combat log and the group that did not log out may decide the outcome of the combat. BOTH parties MUST make efforts to finish the combat within the 36 allotted hours. If the combat logger can prove that the non-combat logger did not make reasonable attempts to finish the roleplay, it will be assumed that the combat logger managed to escape the combat ICly at the point of which they logged off. 7. Plagiarism Do not plagiarize content such as lore, builds, skins, art, etc. from other places to our platform or Aethier’s work onto another platform. If you want to use another person's content, ask for permission instead of taking it without their consent. Plagiarizing any content is not permitted. 8. All Offline RP is Non-Canon Any RP that does not happen on the server or the forums is considered non-canon. Forum RP through both the in-character forums section and PMs is considered canon. Discord logs that are pasted into forum PMs is considered canon, as it can be checked by a moderator. 9. Do Not Post on Applications Do not post on applications that aren’t yours unless otherwise asked. Warnings and bans of any kind are not to be commented on. If you have information to give the moderation team about said person that is not already known you may message them directly. Applications in which you may be explicitly required to post on are exceptions as they may require you to confirm your involvement. 10. No Advertising or Spam Advertisement Do not advertise other servers on aethier platforms to other players. This includes posting IP’s for other RP servers on the forums, discord, teamspeak, or in-game. This only applies for RP servers. It is okay to play on multiple RP servers as long as you are not advertising one server to the other. Spam Spamming is not permitted in any way, shape or form. Spamming can result in a removal of permissions to post on forum threads, give ratings, etc. either temporarily or permanently in special cases. 11. Character Rules New Characters New characters cannot have any interactions with any previous characters that you have had, or possess any knowledge that is not considered “common knowledge.” For example, knowing who the king of a kingdom is, is considered common knowledge You are allowed to play your own characters child however the child character cannot have any of the same in-depth knowledge that the parent had and they cannot interact as you are not allowed to rp with your own character. You cannot create new characters for the purpose of furthering your other character’s goals. This includes making characters to complete professions, etc. Child Characters A character given to another player that has been properly developed by the player cannot be taken away from them without the permission of the player. Exceptions to this may be made on a case by case basis with situations presented to and reviewed by the moderation team. Cases in which the character may be taken back by the parent players, assuming there is no proper development: Prolonged inactivity for no reason (3 months or more) or notice given to the parents. OOC medical reasons may be exceptions to this on case-by-case basis. Agreements made between the parent and child players stating that the child character will be revoked if not roleplayed in accordance with the requests of the parents. Exceptions can be made to this rule if the roleplayer of the child character can evidence roleplay development as reason for straying from the above stated agreement. Some examples in which a child character becomes the right to the player instead of the parents are as follows but are not limited to: Having gathered abilities such as magic (with the parents not lighting the spark/not inherited spark. Developing magic to large extents with inherited spark can be looked at on a case by case basis.), divinity, special traits (not including born greater vallahism), gaining artifacts (not passed down from parent to child) or event items, as this requires character development to establish. Having established relationships with other player characters that are impactful, such as close friendships, a family with children, etc. Whether or not a child character is developed enough to be considered under full control of the child roleplayer will generally be determined on a case-by-case basis at Moderation discretion upon a report being made. 12. No Trading IC Items OOC Players cannot trade items or materials OOCly. RP needs to have taken place in order to transfer items. This relates directly to “No Metagaming.” The exception to this is items obtained from voting and patron crates. 13. In-Character Punishments A player character cannot be imprisoned for more than three OOC days without RP. If the player is given rp every day then they are allowed to be kept imprisoned for a full OOC week. If the prisoner consents to being kept in jail for longer than an OOC week they are allowed to. If rp is no longer offered then they are allowed to follow the rules as per everyone else. The prisoner and captor must make an effort to rp with each other. The prisoner cannot avoid talking to the captor OOCly in order to ride out the three days and escape. If the prisoner does not make an effort to rp, the imprisonment length can be extended up to Moderation Team discretion. Once the time has elapsed of either 3 days without rp or a week with rp, then the prisoner can request a prison break. A moderator must be notified of and approve of the break out, however it may be DMed by either a moderator or a member of event team. The RP must be held at a time that is “active” for both parties, to allow players who would logically be in the jail or the area around it to participate in the RP. 14. Mods Mods that allow hacking are not allowed on server, this may also include but may not be restriced to: Mods that alter the players hitbox in any way. Mods that allow a player to login as other users that may otherwise bypass authentication systems. Mods that allow a player to fly through means other than with the /fly command. (A Mod that controls flying only whilst /fly is enabled or when in creative/spectator is however allowed) Any mods with the capability to take snapshots, schematics or downloads of the map. (Ask faction team for this, or use the server provided tools for this with relevant approvals.) Any clientside mods that prevent the servers ability to disconnect a player via Kids or Bans. Mods that are allowed are as follows: Forge Lite Loader Optifine Tabbychat More Player Models Minimap Mods Shader Mods If you’re not sure whether or not it is allowed, ask a moderator or a member of the Operations team for clarification. 15. No Recording of Voice Due to the wide variability of voice recording consent laws in different areas of the world, Aethier voice platforms, including but not limited to TeamSpeak and Discord, may not have voice conversations recorded under any circumstances, whether consent is claimed to be provided or not. 16. Custom Item Rules The Custom Item Rules are found here and should be adhered to at all times. The lore item related rules section is the most important to take note of. 17. Spirit of the Server The rules are not all-inclusive and are made to be a general overview of the standards of Aethier. If an action would break the mission statement or the essence of the rules, it will be considered breaking the Spirit of the Server. This includes loopholing other rules. Should something be unclear, asking moderation for clarification will prevent issues from arising.
  34. 1 point
    aint no possibly or maybe about it but aight
  35. 1 point
  36. 1 point
    The beautiful scenery of Yamashiro! Link goes to an imgur post ! Sadly I do not know who has built Yamashiro but big props to them ❤️ Location is on a hill that is just outside of the city, by the Azai Estate.
  37. 1 point
    The Fallen Conduits of the Void “He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into the abyss, the abyss gazes also into you.” - Friedrich Nietzsche [Becoming a Fallen Requires Acquisition Through an Event.] Basic Overview: As the inexorable tide of the Void corrupts across the land not all fight back; there are some both desperate and depraved enough to instead embrace the creeping destruction threatening to overtake the land in exchange for great power and, perhaps most temptingly of all, assurance of their own survival. The Fallen are those who have pledged themselves to the Void and become its conduit, a legion of the damned who are either compelled to or voluntarily work to bring about the end of the world as mortalkind knows it. Physical Changes: Those among the ranks of the Fallen are quickly warped and altered by their binding to the Void. Their soul begins to slowly and visibly rot from within, blackening from inside much like a cavity to a tooth the longer they have been a fallen. In addition, the color of their eyes begins to be gradually overtaken by a creeping ebony darkness from the corners of their whites, that only grows greater the longer their service to the Void persists. Upon all Fallen located somewhere on their flesh is a glimmering brand of the void, an inexorable symbol that cannot be understood or deciphered, and looks different depending on each and every fallen. Holy objects, holy water, silver, gold and other weaknesses plague their daily lives, causing them to err on the side of caution when facing against holy materials such as those. The fallen are easily able to tell when such a weapon or object comes within 5 meters of them, but the feeling that is given often tends to instill a sense of hostility toward anyone possessing it. Mental Changes: The changes that mentally affect each fallen are unique in their own ways, but all follow a strict doctrine. The belief that the world in its entirety is a cage, one that everyone who attempts to fight to "Save" are simply oblivious and unable to understand it. Every blade of grass, each tree and branch. All a gilded piece made to keep the rats within content and happy as they are experimented upon. A thousand attempts, with magic, shamanism, dragonmarks-even divinity itself all result in the same effect. The pantheon,shall not see their pets free themselves from their gilded prison. The despair they feel for what once was absence translates as happiness, for they are liberators, the ones who will break those too stupid to understand free from their mortal coil that the gods force upon them. Those that fight back? Too stupid to understand the truth no matter what you try to tell them. But some of their power can be used to break through the next obstacle, if only you showed them the truth of the world, even if it must be by force. Feelings of family and love upon those that still fight for the pantheon turn to that of sourness, and pity for their ignorance..even anger. Those that see the truth are our brothers and sisters, and together we shall set ourselves free. Acquisition: Coming into contact with the void, whether it be through fighting or through willing encounter is always a gamble. The very words they speak are always littered with a litany of truths and horrors that the mortal mind is unable to properly sustain for very long, and even the blessed themselves struggle to try and resist its pull when they are cornered. The layered voices and hypnotic effects of their words are something many succumb to, whether willingly or not, and can occur at anytime when near a void tear or coming into contact with any beings of absences realm. Willing Servitude: Few decisions have the same reverberating and permanent impact upon an individual as choosing to serve the Void does. Those who serve the Void are forever cast out by the Pantheon; unable to gain their boons and rejected from their favor. Nor will common society accept them; if someone recognizes a Fallen for what they are it is likely they’ll be burned at the stake or worse. The price of power is even greater than this alone, though. A Fallen is incapable of being revived by anything other than the whims of the destructive and intangible force that they pledged their soul to, and it does not take kindly to servants that have failed it. Perhaps the biggest consequence of all though is that pledging your soul to the Void is an inescapable fate. This trait cannot be lost once it is willingly acquired, nor can the contract one makes be broken. The Fallen are truly, completely, and irrevocably damned to their fate once set upon the path from a willing perspective. Unwilling Servitude Being forced into the servitude of the void means that you have fallen far from where you once stood. Most often then not, those falling into unwilling servitude have either been brainwashed when defeated in battle, or after being kidnapped and tortured for weeks on end to become a spy. Regardless of the outcome, those forced into servitude suffer the same fates as those willing. Those who are forced to serve the Void are cast out by the Pantheon; unable to gain their boons and rejected from their favor. Nor will common society accept them; if someone recognizes a Fallen for what they are it is likely they’ll be burned at the stake or worse. The price of power is even greater than this alone, though. A Fallen is incapable of being revived by anything other than the whims of the destructive and intangible force that they pledged their soul to, and it does not take kindly to servants that have failed it, though if freed from the curse, all of such horrors fade away and they are restored to their original forms. Breaking an unwilling servants perverted view of the world that was forced upon them requires intensive emotions and extremely difficult and painful rehabilitation. Freeing one who was broken requires breaking them again, often worse then ever before to purge the sickness in their mind. Universal Effects: The boons that the Fallen glean are as unique as the other horrors that spring forth from the void. There are however some universal features that are shared by each among the ranks of the Fallen beyond the general alterations to their appearance. These come in a variety of aesthetics unique to each fallen, but all remain generally the same. Damnation Cast Time: Passive Cooldown: N/A Duration: Passive Range: N/A Effects: The natural forces of the world revolt against those who are among the ranks of the Void’s endless legions; they cannot inherit or gain any boon of the natural world or the Pantheon beyond what they already posses. Because of this, a secondary font of energy becomes available to them. Only holding a single charge, this powerful font can be drawn upon after a fallen dies which allows them to restore themselves in the place that is safest for them 24 OOC hours after their death. Suicide does not matter. Should a fallen perish without a charged font, they die permanently as their soul rots away into the void. To regenerate this charge, a fallen must kill a person whom shares their aurum category, thus regaining their font of power. Desperate Summons Cast Time: 2 Turns Cooldown: N/A Duration: 20 Turns Range: Up to 3m around the Fallen Effects: Channeling their available font of power, the Fallen uses their strength to call forth either two Deprived with weapons of their choice, or two Rakavos, tamed to the Fallen automatically. Both are capable of receiving simple orders and their weapons be they natural or otherwise inflict void poison if it wounds into flesh. If a summon kills a person compatible with the aurum category of the fallen, their font is restored. Desperate summons cannot be casted multiple times to stack, it merely refreshes the duration should a fallen use it again while the ability is active. Unending Nightmare Cast Time: Passive Cooldown: N/A Duration: Instant Range: Self Effects: A Fallen selfishly holds their grip on life in spite of all odds, held together in part by their own force of will and the dark power flowing through them. When a Fallen would die from a lethal blow, they can instead choose to use their font to completely regenerate themselves, restoring all their wounds, damage and spent resources back to full strength, in return for consuming their font. This removes the effects, hazards or weapon that caused the lethal blow forcefully up to 3m away. Activating unending nightmare stuns the fallen for one turn as their body regenerates, so they cannot immediately strike while they are reforming. Inversion Perhaps the most potent boon that all Fallen receive is a dark endowment to their own natural skills and talents. Each member of the Fallen acquires one of four Inversions, partly chosen and partly determined by the incomprehensible will of the Void at the moment of their corruption. These Inversions serve to increase the already immense strength of the corrupted so that they are capable of handling themselves when outnumbered. The Path of the Profane (This can only be selected by characters with Divinity or Demonbrands.) Those who turn away from the Pantheon or higher masters to embrace the Void find themselves gifted in ways that they never would under them. Their former blessings do not leave them; instead they find themselves with greatly enhanced equivalents granted by their dark master. These dark boons are much akin to what they imitate with some key differences. They are almost always visibly distorted by the dark power that fuels them, and their beliefs twisted beyond recognition. Followers of the Path of the Profane experience the following changes: There are no longer any restrictions on the usage of their blessing. It can be used freely with no consequence and it can be used to target any creature. Those on the Path of the Profane find that their abilities treat all creatures equally as if they were weak or vulnerable to their effects as long as their target is not a servant of the Void. For example, a blessed of Sol's flame burns away the unholy just as horribly and severely as it does mortal or blessed flesh, as if the blessed or marked was also profane in nature. Aura is forcefully purged from the form of the fallen and is replaced with Exia, the very corrupt resource of the void itself. The fallen gains 10 extra Exia on top of the amount of Aura they had previously, and if they drop below half of their Exia pool, they gain one tier of strength and speed that is considered temporary until their resource refills. The Path of Chaos (This can only be selected by characters with Shamanism or a Dragonmark.) For a marked of a dragon or a shaman the act of turning to follow the Void is a far greater sin than most. It is not just a rejection of the natural world most of them once held dear; it’s open defiance of it. Fallen shamans and dragonmarked are rare indeed, but their power is not to be understated. They no longer channel just the element they were once attuned to; they channel the raw power and destructive fury of the Void itself. Followers of the Path of Chaos experience the following changes: Followers of the path of chaos gain access to an additional ability from the void. Instead of Shakti, the resource of creation itself is forced out and replaced with Exia. This power of despair does not replace their prior paths or their chosen spirit and instead merges with it, altering and twisting both the appearance and effects of their prior abilities. When a fallen on the path of chaos strikes someone not of the void, assuming it is not evaded, 2 of the resource they posses is removed from their pool. [3 for Mana.] Followers of the path of chaos have their spirit or dragonmark immediately corrupted upon becoming such, and they are forced to evolve to their highest bonding/dragonmark level. If turned back, the spirit reverts to the level it once was. In addition, they also gain 5 extra Exia. Followers of the path of chaos whom bear gifts from their dragon have their gifts soulbound to their person. The Path of Entropy (This can only be selected by characters with a lit spark, Runesmiths or Feyspeak.) Many magi and runesmiths finally understand what prices they’ll pay for power when they are greeted with the dark wares that the Void offers to its devout adherents. Spellcasters who give themselves to the Void’s dark machinations are granted foul and profane boons that aid and supplement their casting, granting them additional knowledge and perhaps most importantly of all, the power to use it without restraint. Followers of the Entropic Path experience the following changes: Those magi, runesmiths and feymarked who serve the Void find themselves gifted with a dark font of power through which they gain ten extra mana. In addition for Feymarked, all terrains barring their positive ones become neutral, and void terrain becomes positive. Entropic fallen abilities have a unique trait which causes their spells and abilities to shatter shields, protection or armor that is blessed or of the same category of aurum as theirs with one spell, as opposed to the number needed to break it. For runesmiths, this also includes any materials modified by abilities, such as earthen wall spells. Imbued with a supernatural mastery of the manipulation of energy itself, a mage who walks the Path of Entropy is capable of ripping the life essence of their foes as they die away. If they kill someone of the same aurum category of themselves, they regenerate twenty five mana, as long as their font is already full. The Path of Severance (This can only be selected by a Fallen who doesn’t qualify for any other path.) Those warriors who offer their souls to the Void are granted the power necessary to finally put them on par with all foes they might face in its service, no matter whether their enemies wield steel or magic, no matter whether they be mortal or immortal. They become walking heralds of despair and a symbol of the impending end; capable of stealing and destroying the very energies that hold the world together. The very edge of their blades becomes fine enough to even slice through magic and even the souls of their enemies themselves. Followers of the Path of Severance experience the following changes: An individual who walks the Path of Severance treats all magic, shaman and other abilities as if they were solid. Any equipment they wield also treats them as solid. This allows a Fallen to strike and act upon these abilities as if it were as easy to target as an enemy’s blade. For example, a Fallen can swing their blade through a spell as a mage is forming, effectively destroying it and counterspelling it. Spells or abilities that are already casted and have no form, such as mind probing cannot be destroyed in this manner. Likewise, they can strike against magical wards built for non-physical means like butter, dispelling them instantly. Spells which have explosive or destructive after effects still trigger right away, even if cut down mid-flight. To cut down projectiles mid flight requires the severist to roll higher than that of the person who rolled to hit, as well as be within range to do so. Severists come with a small arsenal of 3 abilities that are used to even the playing field, forcing those of high power to be grounded by the severist as they try to defeat them. - Severance Abilities - Lockdown Cast Time: 2 Turns Cooldown: 12 Hours Duration: 10 Turns Range: Target within 6m of the caster Effects: A Fallen on the Path of Severance possesses the ability to truly even the fight between him and an opponent. Channeling the power of the void, the severant targets a single person within range, and creates a alternate reality consisting of the target and themselves, which is an exact copy of the terrain around them 25m wide. Beyond a veil of darkness rests and cannot be traversed, as an impenetrable barrier blocks the way. In this abyssal arena no magical or supernatural abilities work, including the Severist’s own. Both are restricted to only their natural form and the weapons and equipment they fought along. The duel ends when either 10 emotes have passed or one of the two combatants has perished, sending them both rippling forth back into the real world. No intervention is possible while this duel takes place. Extraplanar Form Cast Time: 2 Turns Cooldown: 12 Hours Duration: 10 Turns Range: Self Effects: A Severist can tear themselves and their weapons between worlds, rendering themselves incorporeal. While incorporeal they are immune to all things physical for the duration. Any strikes they land in this state pass through all non-magical material as if it wasn’t solid. If they strike against flesh with their weapons they cause minor necrosis through the tissues where their blow passed through. While in this state a Severist may become corporeal again at will by tearing themselves back through after re-casting the ability. The Marble Blessing Cast Time: Passive Cooldown: N/A Duration: Passive Range: Self Effects: A Fallen on the Path of Severance naturally becomes corrupted and enhanced by the void energies flowing throughout their form. Their strength and speed are both enhanced by one stage up from what they currently are, and their skin turns hard like a statue of pure marble. This makes them completely immune to slashing weaponry, but extremely vulnerable to blunt and piercing weapons. Their raw flesh beneath such do not follow these rules.
  38. 1 point
  39. 1 point

    From the album: Gol's Art

    Another Nasty boi
  40. 1 point
    Once a ranger has gained their title, they are petitioned to serve under one of four houses. They have the options from Drakonis: Ignis, Ventus, Unda, and Mundus. Once a ranger choses a house to petition for, they must gain approval from their master and the House Leader. Alternatively they can petition to the Master Ranger who can overrule a decision. Upon being accepted into a house a ranger formally earns their title by pledging to the service of the rangers. Once complete they are formally promoted to the Ranger title and are now an independent ranger. As a ranger they are then tasked with the expectations given by the House they are in. At this time a ranger is also allowed to take up residency in any one of the guild locations as their main home. They report to that branch mainly though this doesn't stop a ranger from aiding or visiting other branch locations. The Ranger Houses: Draconis Ignis: The Fire Dragon Rangers. These rangers are selected to deal with dangerous creatures or phenomena that threaten nature’s balance. The rangers worthy of this house are those who have little to fear and glory they wish to achieve. Rangers within this branch find themselves striving for great notoriety throughout the realm as well as promoting the fame and fortune of the guild itself. These rangers are held to a certain degree of discretion to uphold the public view of Silvenari. Though the most dangerous of the houses this house is the most adventurous. They seek out dungeons and areas to explore. While out in the field these rangers are tasked with leading groups into dangerous areas and aiding in anyway they can. Though bound to the house these rangers are free to roam the world as they see fit. They don't often know a permanent home opting to instead wander the world ever seeking their next quarry. The Ignis are known by their guild symbol being ruby red in color. Specialty Ranks: Valkyria/Berserker: This rank is a special Drakonis Ignis rank. Often reserved for branch leaders or rangers who have proven their merit. Being a ranger of this group is the highest honor a ranger can receive. They are part of an elite task force capable of defeating Legendary threats. Those granted this rank are given a flying mount to take into battle and have no restrictions on them. These rangers are given a Gold Dragon on their uniforms to signify their rank. Amazon/Gargareans: The Amazons and Gargareans are the second most renowned rangers from the Drakonis Ignis. These rangers are esteemed and should be incredibly proud to achieve this rank. Marked by a Silver Dragon these rangers are the next eligible to become a Valkyria or a Berserker. These rangers are given a quality ground mount to use in battle. Hunters: Hunters are those who brave the rest of the world for the guild. These rangers seek out mysteries and anomalies in the world and go about learning about them as well as aiding in solving other unnatural phenomena. Hunters are the representatives for the guild and the rest of the world and thus their image is Silvenari's. These rangers are also as their name pimples skilled hunters. They take on tasks of hunting creatures of the land. Drakonis Ventus: The Wind Dragon Rangers. These rangers are highly capable and focus on maintaining the guild. They are more domestic then the Ignis rangers and opt to instead focus on more protective measures rather than full frontal like the Ignis. Rangers worthy of this house are those who mean to help others. They pride themselves in being the wall to lean on and always there to lend a hand. These rangers focus mostly on keeping the current balance is it is rather than fixing what is broken in the world like the Ignis. Though the second most dangerous of the houses this house means to protect the guild and serve as its lookout. These rangers serve as the first line of defense to the guild but also as the first aid. Any foreign entities are primarily greeted by the Ventus rangers. They are then the judges to the threat of the entities. Though Ventus rangers focus on more domestic affairs for the guild they also serve as healers and first aid for adventuring parties. These rangers know their ins and outs in the medical field and they apply it where they can. Though often overlooked they are never forgotten and are crucial to the guild. Ventus Rangers have a Pearl white insignia. Specialty Ranks: The Watch: These are the rangers who serve to protect the area around the guild. They are tasked with vigilance and with overseeing the land. These rangers are the first to locate foreign entities within the domain. They then proceed to alert the Taskforce for further intervention. Taskforce: These rangers are capable of a full-frontal assault if need be. Though the rangers are welcoming to all varieties of people, the task force is the ones who determine the trustworthiness granted to guests. Support: These rangers are not front line rangers instead these trustworthy rangers provide support to the rest of the group. They are healers and the crowd control giving buffs and debuffs with magic and alchemicals. It is always wise to bring a Ventus Support ranger along on any expedition and thus they are some of the most important rangers. Drakonis Unda: The Water Dragon Rangers. These are the sly rangers. The ones who love talking and making deals. These rangers specialize in marketing the goods and merchandise that their fellow rangers have crafted. Oftentimes these rangers are also diplomats making their way to the courts to find ways to promote the guild or to gain permissions. These rangers are marked by having a sapphire blue as their ranger insignia. Specialty Ranks: Expositors: These rangers are the heavy researchers of the guild, these rangers are historians, architects etc. Their duty lies in seeking out knowledge from libraries and other sources and to bring them back to the guild for record-keeping. These rangers are not required to do extraneous activities such as the Ignis but often they collaborate or are linked together. Drakonis Mundus: The Earth Dragon Rangers. These rangers are the least likely to endanger themselves not usually going on expeditions; they do most of the common work around the guild. Rangers looking to join this house are those who seek to promote the crafts and to guard the guild grounds that they are stationed at. Unlike the Ventus rangers these rangers are tasked with the guild grounds itself. They take care of the natural environment letting it flourish and harvesting from it when ready. Mundus rangers specialize in works made by hand from the rangers. This house is particularly known for providing the world famous liquors that the guild provides. They also serve as cooks and anything else that doesn't require extreme conditions. Rangers with a tiger eye brown insignia are Mundus rangers Specialty Ranks: Cobalt Soul: These are the book keepers of the guild. Tasked with the safekeeping of all the knowledge the guild contains. Knowledge is permitted freely for all guild members. These are the ones who can also teach others different aspects of the world. Often they collaborate with expositors to record and safekeep knowledge Guardians: These rangers are strong and are tasked with protecting the guild proper. They are as their name implies guardians. They are generally known as walls being unstoppable forces to get through.
  41. 1 point

    From the album: Gol's Art

    Another NASTY boi
  42. 1 point
    The DuPont family is known for the portrayal of a close knit unit. They value loyalty and family above all else. Most do not take kindly to threats that are presented to that dynamic, even if by a family member themself. Such threats are often met with no toleration. Double crossing family or allies is seen as highly shameful and could result in a number of outcomes based on the severity of the occurrence. The family tends to revolve around the motto: "Blood makes you related, loyalty makes you family." The residents present in the Duchy of Orleaux often reflect this tight knit lifestyle, though in less extremity within their own families. The castle doors are often open to those of the land; as a result of this, children of the town and children of the castle have often been raised together- forming close bonds that last throughout their lives. This adds to the faithfulness of the residents of Orleaux as the families who live there have often been tied together through good friendships and knowledge of the nobles. Though this does not take away from the division of status, as the DuPonts believe in working for what one has, and very little in the way of handouts. An easy way that many find to rise through status and up the political ladder is by joining the military and presenting loyalty, capability, responsibility and so on. A majority of the population in Orleaux is Valois, who make up a large number of the nobility and ruling class. Though it is not unheard of to have those of different races within the ranks of the military and ruler-ship. The society often fluctuates between matriarchal and patriarchal society, dependent upon the views and duties of the family, and what they wish to pass down. Most simply going for the first born child as the heir of inheritance of power, though this is not always set in stone.
  43. 1 point
    Item Name: Seer Sight Creator of Item: Alda Draconas Enchanted Discipline(s): Soul | Psionics | Healing Cooldown: 10 OOC Minutes Activation: Normal Vision type is constant and becomes active once blindfold is worn. Other vision types can be activated at will. Effect: The blindfold is worn over the eyes, normally blinding the person but in this case it grants the user three simultaneous sights. The blindfold allows the wearer to see normally, the front of the blindfold acting like normal eyes, creating a mental image in the wearers mind of what they would be seeing should they not be wearing the item. Additionally, whilst worn the blindfold allows the user to see the souls of all present within a 10 metre radius as well as seeing any injuries the person may be experiencing, additionally the blindfold enables the user to experience the effects of Arcane Eye. [Soul sight and Doctor's Sight and Arcane Eye]. With the regular vision being constantly active, only one additional vision type can be active at any time, being activated and deactivated at will. Once deactivated, a 10 OOC minute cooldown is enabled before that vision type can be activated again.
  44. 1 point
    The greatsword makes a scraping noise as it slides into the top of hill. The bloodied man, with wounds covering him from head to toe smiles as he sighs and kneels down. Impaled into his back, five more weapons pronounce from his form, as his Segmentata was all but ruined plates and tatters. His skirt ripped and stained a darker red then that of his homelands color, he removes his helmet from his head, placing it to the side. As he gazes upon the cloudy sky, around him, stabbed deeply into the dirt lay millions of armaments, from swords to halberds and from axes to arrows the dried wastes stretch as far as the eye can see, filled with weapons of war. Each weapon carried with it a story and a motive he remembered vividly as he was forced to end their lives. A bandit lord dipping their toes into the magics of an ancient darkwell, killing the leader of an entire legion of his own people because of the dark weapon granted by foreign beings not of creations realm..each tempted by fate, desperation..and learning the truth of ones humanity. He did all of this, killed all of these people in the name of the gods themselves, and called it just. For who were the gods, if not the judges of everything that exists? . . . Vittalion Aramis Maximus was born a free womans son, a middle class of the first aestatian republic. Two cycles from our present, yet upon the same timeline of which the Heilig empire sprawled across Aversia. The son of a merchant woman, Vittalion grew up under the era of auspicious stars; for this was when the star of Aestas, that which the land Aestatia is named after, fell from the sky and disappeared upon his day of his birth. His mother was named Aria and was apparently known to be blessed with incredible beauty and intellect, and his father a strange, mysterious man of whom he only found the name of much later. His uneventful childhood was lead by the tutelage of a veteran, for his mother desired to see her son fight for his home and the greater world to protect it from evil, inspired by the deeds of his father before him. Despite this sudden change in lifestyle from what he was used to, when he was ten years of age it became quickly apparent that Vittalion had prowess and strength far beyond that of a normal boy, or even a man. A notion which spread like wildfire through his teenage years as he worked his way through soldiering. As he finalized his training at the age of sixteen by doing a pilgrimage to the shrine of the timekeeper, a place which lay at the summit of the tallest mountain in Aestatia, there he would find the end of his time on the mortal plane as a supposed mortal man. As he prayed for the timekeepers protection against age, he found himself in a different place. A land of marble pillars, with beings at a height taller then the largest buildings in the capital. Around him, these giants of power far beyond his imagination spoke in a resounding voice. They declared to him that he was a chosen of the gods, a being unique to this age, one that could save everything if it worked. He was a Demigod, a man born from the blood of a human woman and one of the pantheon. So many thoughts raced through the young boys mind about his true origins, though they seemed to be patient with him as he asked countless questions, many relating to what powers he may wield because of this, and if he could somehow use them to protect not only his homeland, but everyone in the world. During this conversation, he learned that his true father was not a regular man, but the All-Father of the pantheon itself, Vassas. He was born a man unlike any other-given powers even a demi-servant could not possibly hope to match. Upon seeing his creation grow into such a man, Vassas gladly awakened the dormant powers hidden within Vittalion, stating that he was the only one worth to carry the title champion of the pantheon. Armed with such knowledge and newfound strength, he gladly chose the life of a guardian to the people of the multiverse when it was offered to him, even if he would never know the faces of most past a glance. He was made for this, and now he would serve the greater calling that reached out to him. The people of the realms rejoiced at the miracle that now lay in their hands when the heavens opened to reveal their herald, giving them a supposed eternity of peace and prosperity. But miracles don't last forever. Fifty years after becoming the champion of the Pantheon, Vittalion returned home to visit his mother, whom he hadn't seen since that fateful day. Happiness on his face, and tears rolling from his eyes the man that was once but a child found his old home on the wayside road within the capital of the republic..but all that was left there was despair and hopelessness. Fresh on her face, a look of terror pervaded Aria, as she lay dead in a pool of her own fresh blood and her chest carved out in the symbol of the goddess of chaos. The violet wisps that exited the wounds laughed at his reaction and tears, which soon gave it away that this murder wasn't by a normal cultist or crazed maniac, but the divine of chaos herself. In a storm of grief and anger, Vittalion ran from the site of his desecrated home and returned to the seat of his father, demanding to know why that, in his all seeing power, he could not stop his mothers death. Despite his cold and unflinching stature which he is often known for, there was a terrible sadness that never again would form upon his face as he spoke to his son, and admitted the only two weaknesses he ever would possess. Aria, his mother, a link to mortalkind which could serve as the only way to prevent him from making decisions he believed was right..and her. One was for love, the other because only she possessed the power to evade his all seeing eyes. Vittalion despite his fathers clear sorrow, did not relent. His anger and his rage fueled from this invincible figure he called his father to be so weak as to be unable to see a half mortal girl in his vision resulted in the murder of their loved one. Vittalion was soon forced from the chamber by his father after a heated exchange of words, and for hundreds of years more Vittalion served, but remained infinitely at odds with him. The sept this rift opened, it can be said this seed lead to his eventual fall from grace. The entity known presently as the void began to whisper to him while he slept after that, trailing at the edges of his mind just enough to slowly and excruciatingly make him change his views without marring his memories of which he held so dear. It fed on his doubt, and exhausted him over eras. It was not long after the sixtieth era of his purpose before he began to seek something more than himself. He had a longing for a family, and a wife, one to fill the void lost by his fathers poor protection and loss of true family since that fateful sept. . . . It was another decade before he found a woman named Anastasia who was serving as a tavern wench down on her luck, whom he quickly chatted up, betrothed and fell for beyond that which he thought was possible for someone of his stature. They spoke and laughed and dance together on countless nights, and he told her of his life and the terrors he was forced to face down every sept. Instead of running, like many whom he had tried and failed with before, she accepted him for who he was, but she had sympathy beyond just that. His life had enough terror and pain in her eyes-it was time for him to settle down, start a family if he wanted to. Sixty Eras was long enough to serve anyone, even the gods themselves. Though she was a religious woman, like anyone at the time, a strange black envy began to pull at her mind, making her desire to see him and drift away from anyone who posed a threat to her love with him. The influence of the void that racked his mind pulled him toward this lethargic state as well, and so he requested from the pantheon, the first time he had done so since his inception, to be released from his services and immortality, and to live out his days with his soon-to-be wife. Appalled by his sudden shift in behavior from his diligent son, Vassas and the rest of the pantheon declined, for it was him who prevented the inner worlds from falling to anarchy, and they had not a replacement for one of his stature. In addition, it was made clear that links to mortals was only weakness in cases such as these, as Vassas had shown him so long ago. Before he let his rage overcome his form, he requested to meet with the ever merciful goddess of life, Arvora. In all respects, she had attempted to become his mother figure since the passing of his first, and so in his last vestiges of sanity attempted to cling to her for a false hope he thought would set him free. When Arvora declined to go against the will of the pantheon, she stated the same reasons as when she had originally agreed with his father. The worlds needed him-they needed a guardian..and there was simply no-one better. Vittalion stormed from the room of his so-called mother figure, condemning her in his yelling as tears streamed from his face. She was disappointed in this, but understood that despite his anger, it should have been for the best. Should have been, had something else not had other plans. Returning home in anger from their judgement, the whispers grew in strength and addled at his mind. Anger toward his father, anger toward the gods injustice toward his desires, and most importantly, anger that he could not be with the person he loved until they both peacefully passed away. When he told his wife the judgement of the gods, he saw in her a dark rage that was far beyond her character, which wailed about the wrongdoings of the gods and how they kept him chained to their will purely so that she could be cursed to a life of despair and loneliness. In his tampered mind, she was right about it all. He was just a tool, one that the gods used and took advantage of as they pleased without remorse or care. Though inevitably afterwards she relented on her condition and agreed to marry him regardless of what had happened, his work continued for another ten tsels. Every time he struck down another enemy of the pantheon, his doubt only grew..and so did the whispers. Every fiber in his being eventually screamed that he was just fulfilling a will not his own, and that he should fight back against his creators..and most importantly, his father, so that he could live the life he so desperately desired. The last mortal weapon used by his hand dug into the dirt before him. As he returned home from another day of endless protections, he found the house in a strange, cloudy and slime-like mess. Every piece of it was covered by a strange layer of muck that drained the very divine energies from his body. He was repusled, scared-and most importantly, terrified of the possible status of his wife. His eyes searched the twisting room desperately..and in the corner of the house, hidden away from the windows and moonlight of Ombra, his wife awaited in a chair with open arms. The Muck that covered the home seemed to create a pocket for her to stay, not harming or approaching her seemingly as if she herself controlled its very will. A small shrine to a foreign being was hastily created where the small pantheistic shrine was before, and his wife spoke to him in a clear and happy fashion that he hadn't seen in a long time. The walls, despite the muck were covers in stains of blood and scratch marks, and messages written in the ink of madness scrawled over the home. He soon looked to his wife once again, asking what the meaning of this strange..thing, was. She responded joyfully, as her mind had finally been overtaken by the truth of the darkness beyond the veil. "You have a guest, my love. One that promises to finally set you free." And for the first time since creation split into pieces, Absence spoke.
  45. 1 point
    The Mountgle Description: The Mountgle is a gigantic Romgle, the entire size of a mountain. It has snowy peaks on its back and moves frequently yet slowly. Oftentimes people will settle atop of the Mountgle, completely unaware of its sentient form. It has no real ears, nor nose, and its eyes appear on the base of its being, usually closed and covered with a thick layer of stone and earth. Unlike its smaller counterparts, the Mountgle has six limbs that are well spread out instead of four, simply due to its massive size. The maw of the Mountgle is large, capable of sucking in entire cities simultaneously, its teeth large and jagged. In order to suck things in, the mouth seems to rotate and spins at rapid speeds, tearing things up inside. The Mountgle speaks with high pitched squeaks, and tends to nuzzle the earth in order to communicate. While the Mountgle can breathe through its mouth, it can also breathe out through the top of its mountainous form, allowing it to wade across oceans if it wishes. Rumor has it that the Mountgle was created by Domm himself due to its rather large frame and seemingly pet-like mannerisms. Distribution: Unique. The Mountgle is one of a kind. Habitat: Adelona, the Mountgle calls the eastern continent its home. Diet: It eats the rock underneath it as it moves, though can consume truly anything. The Mountgle prefers to eat organic matter such as trees or different plants, but finds itself disgusted at the taste of flesh, causing it to rarely try to eat trees due to the heavy animal life presence. Relations: Passive, the Mountgle acts like their smaller Romgle counterparts, and is passive until provoked. Mechanics: Curiously enough, the Mountgle seems to be tamed? By who is unknown. Capable of inhaling a large amount of things with its mouth at high velocities. This will rapidly destroy things that it inhales. Moves slowly and steadily, its limbs large enough to crush a great amount of things at one time. Each step of the Mountgle causes an earthquake of a varying size. Like its smaller cousin, the Mountgle is able to spit things out as a smaller version than it was previously.
  46. 1 point
    ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Username: RealIsopodHours Character Name: Ambyr Merino Spirit: Qitla Bond Type: Enlightenment (Because of unwilling fallen) Idols: "The Shepherd's Blade" - Sand Wyrm tooth Falchion Forearm/palm Tattoos, - Personalized (Just slightly darker than her skintone/red. I need to find a base image for them but this is close )) Spells [10/10] : Spell Name: Air Slash Shakti: 2. Domain: Wind. Concentration: Low. Cast Time: One Turn. Duration: Instantaneously. Range: Five Meters. Effect: Having been taught by Edeline, Ambyr finds herself able to cast this spell at bond level in most circumstances. The shaman striking (with an extremity or item) uses highly pressurized air to empower their strikes giving it an extra range of five meters. This extra slice cannot cut through metal, but can cut through flesh as if it were whatever tool or appendage was being used (if able.) ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell name: Rockopult / Jarðkast Shakti: 2 Domain: Earth Concentration: Medium Cast time: Two Duration: Instant Range: 8m Launch distance: - 3 meter bond, 5 meters harmony, 8 meters enlightenment. Effect: Depending on where the shaman casts, the ground will begin to shake and crack, sending a swiftly moving patch of earth up to launch them in the chosen direction, or topple over the victim at an angle. This spell may also be used under oneself up to the same standards for jumping to being pushed to greater heights-distances. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell name: The floor is Lava | háhitasvæði Shakti: 2 Domain: Earth and Fire Concentration: Medium-high Cast time: 3 Duration in turns: 4 Range (AoE): 3 meters around self. Effect: Upon use, the ground will begin to steam and magma will start to rise above-ground, causing the area one stands upon to heat up. Any flora or fauna in the set region will catch fire, as well as any unsuspecting lad’s boots and skin if they happen to be touching it. This is the equivalent of first degree burns for immediate contact and second degree burns for prolonged contact past one turn. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell name: Mom said not to throw rocks! | Suffering Shakti: 2 Domain: Earth and Fire Concentration: Medium Cast time: 2 Duration: Instantaneous Range: 8m Effect: The shaman uses shakti to gather nearby sand and pebbles and heat them over the duration of the cast time before they send a 2 meter AoE wave (3 meter AoE harmony, 4 meter AoE Enlightenment) of hot sand and pebbles at the opponent. The user will be blinded for a singular turn and also be given first degree burns on contact to flesh. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell name: Zefferus Shakti: 2 Domain: Wind Cast time: 3 Concentration: Medium Effect Duration: 4 turns Range: Bond Level (5 then 2) Effect: The shaman summons a pressurized wind chakram around oneself about the size of a child's hoola hoop. Those in the vicinity will feel a strong breeze as the shaman spins this circle to over the duration of the cast time. Once the hoola hoop is fully created it functions akin to a boomerang projectile and follows standard projectile rules, able to be thrown and then fall back to the shaman to be caught. They may then throw the chakram a second time at a lower range. This doesn't cut through metal, but may cut through flesh and leather as if it were steel. On the second throw it will only cut flesh. At bond it can be thrown five meters on the first throw, three meters on the second, at harmony it can be thrown eight meters on the first throw, four meters on the second, at enlightenment it can be thrown ten meters on the first throw and six on the second. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell Name: A hop, skip, and fall. | Skipper Shakti: 1 Domain: Wind Cast Time: 1 turn Concentration: Low Effect Duration: Instantaneous Range: Self Effect: The shaman creates a gust of wind to cushion their fall or someone else's fall within range depending on their bond level. At bond this spell may also be used to propel the user up by a meter only able to affect oneself as well as cushion their fall. Harmony level will allow them to break the fall in anyone in a 1 meter AoE radius around oneself as well as launch themselves two meters up. Enlightenment level will allow the user to launch oneself 4 meters and those in a 2 meter AoE around themselves in any direction with them as well as cushion a fall. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell: Illuminate Domain: Fire Shakti: 1 Cast time: 1 Concentration: Low Effect Duration: 5 turns Range: Self Effect: The shaman causes an area of their body to glow with a harmless light and a short flame on their body. This flame can inflict first degree burns on another person upon contact though no more than that. At bond it allows them to see 8 meters in front of them whereas at harmony and higher they are able to light their entire body aflame causing the light to allow them to see 15 meters in front of them. Upon lighting their entire body aflame their clothes will also catch fire and burn away. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell: Devour Domain: Earth Shakti: 3 Cast time: Three turns Concentration: High Effect Duration: Instantaneous Range: 8 meters Effect: The shaman touches the ground and causes it to mildly shake around them as a crack in the ground moves towards the intended area. Upon cast it will produce an explosion underneath the targets or on the area that cracks and breaks the earth underneath their feet. At bond this creates a 2x2x2 crater, harmony 4x4x4 crater and enlightenment 6x6x6 crater. This causes shrapnel damage to everyone within the radius and knocks them down to their butt, stunning them for a turn before they can get up again. This shrapnel damage is minor at bond, medium at harmony and large at enlightenment. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell name: Eye of the storm Shakti: 3 Domain: : Wind Concentration: Medium Cast Time: 3 turns Effect Duration: Instantaneously. Range: 8 Meters Effect: The shaman compresses wind within range and causes the air to go still in the area of effect. Upon activation, a cyclone will lash out in a single blast within a 2 meter AoE at bond level, 3 meter AoE at harmony and 5 meter AoE at enlightenment. This blast of wind will knock them down to the ground and stun them for a singular turn, as well as apply lacerations to any exposed flesh. These lacerations will be minor at bond and average at harmony and enlightenment level. At enlightenment level, the victim may break bones if they get thrown into a wall. A 1d4 will be rolled by the people within the AoE to determine which direction they're thrown, 1 for north, 2 for east, 3 for south, 4 for west. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell name: Vicissitude Shakti: : 2 Domain:: Wind Concentration: Low Cast Time: 1 Duration: 4 turns. Range: Self Effect: The shaman creates a moving wall of wind around oneself that circles and resists incoming projectiles. This will deflect all projectiles back in the direction they were thrown for the duration. This wall will make physical strikes harder to accomplish against the shaman for two strikes, if a third physical strike is made on the shaman before the duration is over, the shield will dissipate. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell Name: Steel Entrapment Shakti: 2 Domain: Earth Concentration: Medium Cast Time: Three turns. Duration: Instantaneously. Range: 8 Meters Effect: Three metal spikes consecutively shoot from the ground in an attempts to impale or trap the victim. Each metal spike rising from the shaman’s chosen location, able to cause moderate to severe puncture wounds depending on the victim’s attire. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell Name: Infernos Aim Shakti: 3 Domain: Fire, wind. Concentration: Low Cast Time: Three turns Duration: Instantaneously. Range: 10 Meters Effect: The shaman consecutively summons three small-medium sized fireballs on each turn, the moment it is summoned it fires off in a straight path depending on where the shaman casts it. Causing burns ranging from the second to third degree unless wearing armor, or leather gear. The fireballs follows standard projectile rules, and a separate roll is needed for each ball. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell Name: Puncture Shakti: 3 Domain: Earth, Fire Concentration: Medium Cast Time: Two turns Duration: Instantaneously. Range: Touch (Self) Effect: In the pressing moments of close range combat, the shaman's limb of choice is changed to a molten, rocky substance. If the enemy is wearing armor, the spell will be dampened to merely bend and contort it, only to be able to be pierced by another fist; however, if unarmored the strike will produce third degree burns. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell Name: Ignatius Pressure Shakti: 1 Domain: Fire Concentration: Low Cast Time: One turn Duration: Instantaneously. Range: Touch (Self) Effect: In close combat, upon the impact of each strike the shaman makes with the enemy, a small burst of fire is released from one’s fist, foot, or body part of choice through an idol. This compact burst causes first degree burns depending on the victim's attire. ⊱⋅•⋅ ══════════════╡-ˋˏ *.·:·.《❖》 .·:·.* ˎˊ ╞══════════════⋅•⋅⊰ Spell Name: Ballistic Wave Shakti: 3 Domain: Earth, fire, wind Concentration: High Cast Time: Four turns. Duration: Instantaneously. Range: 8 Meters Effect: The shaman gathers shrapnel, flame, and wind at the end of their casting idol of choice, soon sending out a forceful, ball shaped blast [3x2]. Inside of 4 meters the spell may puncture steel and leave severe burn wounds. At 4-8 meters the blast causes second degree burns and severe lacerations able to cut through most fabric. The force of creating this ball knocks the shaman to the ground 3 meters back, or if fired vertically, one meter into the ground.
  47. 1 point
    Drakonspyre Home of the Dragons, Land of Fire. Drakonspyre sits on the northern border of what is known as the Nine Circles, a series of volcanoes on the southwestern continent. A once glorious city, it is now the epitome of a ghost town. It never recovered from the Great Destruction as the locals call it. Despite half of the city being empty and abandoned from lack of population, those that do remain are consistently attempting to regain their lost glory, their lost empire. The people of Drakonspyre are primarily danakov, and are dragon riders by blood and by spirit. Their 'Emperor', now practically a simple count in power and status, holds control of a massive lavaborn dragon the size of the city itself. Noble families often breed their dragons, and will give the young ones to their children at birth, to form the bond as soon as possible. There are currently several of these families including the Emperor's family within Drakonspyre. The architecture of Drakonspyre follows a regal and grand type of style. After all, Drakonspyre is the Home of House Aurion and seat of the once mighty empire. A proud and once ambitious people, now content with what they have. They were once corrupted by the curse of the Nine Circles, but have grown 'immune' to its effects, learning to cope and deal with it effectively. The curse is what caused the first Aurion Emperor of Drakonspyre to strike out for ambition and glory. They conquered their entire continent, while colonizing the other two continents and forcing tributary on anyone else in their sphere. The danakovian dragon riders were unstoppable, and many feared the fire and blood wrought upon the continent by the Aurion family. For centuries, Drakonspyre ruled over Arversia. That was, until the Great Destruction. The Nine Circles erupted, and some describe it like one of the four horsemen of the apocalypse decimating the continent, destroying everything in its path like an infernal rage. The capital of the Empire was left covered in ash and all of its inhabitants killed. It was only decades later, that the danakov from the outer reaches of the Empire were able to come back and recolonize the city. The Emperor at the time delivered a decree, for all danakov of the Empire to return to the capital within the firelands. Even then, the city could never be truly filled and restored to its original glory. At least, not for now. Sarweald Sarweald is a large village that sits on the estuary of the River of Fire. While the river name itself seems to be not such a friendly name, that is because it was named by the Aurion overlords that Sarweald once served tributary under before the Great Destruction. Sarweald is primarily human, but all are welcome in the blooming mercantile city-state. Bustling crowds, smells ranging from pleasant cooking of stalls to.. very unpleasant drainage systems. Many adventurers roam to Sarweald in search for the latest rumors and information regarding the world around them. Sarweald is ruled by a republic of oligarchs. There are four different ruling families in Sarweald; that being the human Radast & Coenland families, the Dwarven Himdrek family, and the half elven Gryffidth family. When the current 'leader' dies, a new one is elected throughout the four families from the wealthy nobles and merchants of Sarweald. The current ruler is known as Lord-Protector Corvo Faltest Radast, more shortly known as Corvo. Sarweald was founded centuries ago while Drakonspyre was a fledgling nation. Growing on the life giving river estuary, and establishing itself at the forefront of mercantile prowess Sarweald prospered. Valuable trade goods came down from the river from the open volcano and the nearby enchanted woods, and from the lands of the lucient to the north. For decades, they ruled as a Kingdom lead by a central family, and they lived in peace. Yet everything changed with the attack from the Drakonspyre empire. They rose to power at an alarming rate, and while they lacked an industrial and economic powerhouse, they made up for it in dragons and literal firepower. The Young Emperor threatened the city with utter destruction should they fail to comply with tribute and goods for the growing dominion. Sarweald called their bluff, knowing the importance of their city and the sense of independence it housed. Sarweald sallied outwards, hiring nearby mercenaries and anything they could to support their force. Yet, their army, and their King were wiped out in dragonfire southwards of Sarweald. Legends say that is how the mushroom forest formed, the fungus developing on the thousands of corpses that were turned to ash in the fields. Immediately afterwards, Sarweald vouched for surrender, but the draconic empire new nothing but greed and power. They pushed for higher demands, again threatening even more loss of life should they fail to comply. Sarweald bent, and was forced to show monetary tribute and trade with the blossoming empire. When the Great Destruction happened though, Sarweald was free to declare independence. The empire, nearly wiped out by this event, was in no position to try to bring them under again, especially with their colonies on the eastern continent abandoned and reclaimed by nature. Sarweald was blanketed in ash from the Great Destruction; yet what was the collapse of an Empire for one, the people of Sarweald celebrated the day of the eruption, seeing the ash as a symbol of the Empire reduced to such, and the sign of their freedom and autonomy once again. The Kingdom was destroyed in favor for a republic, and Sarweald underwent a series of changes that allowed it to return to its former glory once again, accompanied by various companies such as the more renowned Company of the Mare, a centaur band that is known for their extreme shock cavalry and impact that they embody heart and soul. The Pine Village An isolated floating village within the pine trees of the northwest, consisting of a population nearly entirely of Aervan. They have made their home in the trees, bridges making the main infrastructure of the village as it goes between them. The forest is that of legend that the inhabitants of the Pine Village have made their home on, being made entirely of Iron-soul with the central tree being a Hero's Ebony. The dryads of the forest, seeing that the villagers suffered constant attacks from the murderous beasts of Angarvunde, made a home for them by strengthening the trees. The inhabitants moved up off the ground, and into the skies. When Angarvunde came for another raid, they found that they were unable to attack those of the Pine Village, for they could not even cut down the trees the village rested on. The land was hostile to Angarvunde, as the dryads worked their nature magic to help protect the Aervan from their twisted ways. Since then, the Pine Village has remained content and happy with their isolationist policies and ways, working closely with the local dryads of the woods. The Pine Village is lead by a humble and simple 'mayor', a leader of the village. Yet, such was not always the truth. Before their desolation by Angarvunde and the burning of their city, the Pine Village played an important part in the role of history in regards to the sprawling Drakonspyre Empire to the south. Their homeland was colonized, and at the time, they had a heavenly Kingdom that sprawled through the forests and geysers of the northwest. Lead by a military junta, they still retained their ideals of isolation and keeping to themselves, and remaining prosperous through the diligence of their people. Everything had changed though, when the Drakonspyre nation attacked. A Drakonspyre fleet had assaulted a port city of theirs. Flames and fire reigned over the people of the city, and when the morning rose, the city was reduced to ashes and sacked for the exotic goods that the city held. But, for the people of the Kingdom known at the time as 'the Kingdom of Dawn', this meant war. A proud people, they would not sit so easily as Drakonspyre violated their sacred lands. Under cover of night, the men and warships of the heavenly Kingdom set out against Drakonspyre. They sailed southwards, seeking vengeance and retribution. But they were met with fire and death. The fathers, the brothers, sons, grandchildren, were all charred at the bottom of the ocean before they made landfall. A scouting expedition from the Drakonspyre forces had spotted and intercepted the incoming force, and what ship could possibly defend against dragons and the hellfire that rained from above? With their army decimated, Drakonspyre sought now to show who was in charge, and set it that way for good. A city was established on the southern coast of the northwest for resupply and logistics, and to have a foot in the door. The dragonriders and their main forces drove through the heart of the Kingdom of Dawn, and by the end of it all they mocked the people, noting that they had become 'The Kingdom of Dusk'. Their sun had set, and they were reduced to mostly ashes and ruins, with those surviving learning the wrath and hell that came from sparking the ire of the grand empire. And to the north, news spread of a weakened state. Angarvunde Many lie awake at night in terror when they feel the ground shake below them. Often, there is no earthquake, no magic, and there is certainly nothing coming to save them. A war horn booms through the city, signaling the attack, and the attack is that which marks the end of peace and prosperity for whoever the Angarvunde deem ripe for raiding. Angarvunde is a large tribe in the north, above the Giant's Highlands, that have mastered survival in the far north. They are bloodthirsty, and do not raid only for riches, but for sacrifices to their dark gods as well. They have tamed the mighty beasts of their landscape. Giants, mammoths, trolls, and wolves fight with these marauding avaltans as they plunder and destroy. Their government is simple and straight forward. Lead by the strongest, and whoever wishes to lead is free to fight them to the death. Tribal infighting is common, but when they are united and ready for an attack, the gods themselves can't save whoever they sail southwards for. Angarvunde is a young state, perhaps the youngest of them all. They formed before the collapse of the Drakonspyre Empire, but bloomed after. Originally lead by a woman named Rangunn, this raider 'Queen' united the tribes under promises of blood, glory, and riches. Drakonspyre had nearly completely driven the Kingdom of Dawn into the ground, and Rangunn capitalized on this. For decades, the tribes of the north had feuded. Old grudges, blood oaths, hatred for one another. Rangunn however, negotiated their cooperation, through words or through brute force. Once she had the ball rolling, the north fell to her. She had the men and women of the tundra, and the trolls and shifter-ogres of the Giant's Highlands. Mammoths had been tamed for their wickedly terrifying form of cavalry. Warships were built, transports capable of moving these beasts. It was a quiet evening in one of the few remaining cities of the 'Kingdom of Dawn'. A foggy, quiet morning. Movement within was slow. The city was left melancholic after the desolation and decimation of their home. Then, sounded a aggravatingly loud horn through the entirety of the city. This was no Drakonspyre attack, there was no fire, and there was no danakovian riders flying above. Screams flew through the city as packs of wolves were the first to enter the urban area, followed by trolls, and shortly after the raiders themselves. Roaring, bellowing, screeching, as they burned down homes and slaughtered the populace, taking whatever they could hold onto while still being capable of swinging an axe. This would not be the end of the raid, not even short. Rangunn herself entered the city when only fire and smoke was erupting from the remains, witnessing what her people had done. A smile grew from ear to ear, and she lead her host further inland. Eventually, the Kingdom of Dawn would be no more than a nomadic group of aervan. Its diversity wiped, the last hold out of their culture was a village of bird-folk in the woods. Judicariate of Mignuhm Orders of the All-Father still hold tales of what the great Dwarven city Mignuhm once was, and how it fell so far. Monks whisper of its once great Rex of the Judicars, Rex Jalahaeck who stood as the ninety ninth Rex of his bloodline. Ninety eight other preceeded him, building up the great civilization to what it was, and the newly crowned rex was no different in his duties. A golden ruler who brought prosperity and victory to the Judicariate of Mignuhm. A great tale of prosperity and influence, as founded underneath the Rex's hand was the great spread of Mignuhm. Spiraling in chambers vast and phenomenal in the undergrounds, a gem hidden beneath the earth their empire spread farther then ever before. The underground and its great bowels of natural power and phenomenon were harvested by the Judicariate and its Rex. Keen minds of unimaginable understanding and logic, the Dwarven people found patterns and uses of the world in ways unprecedented. From times early on, the Dwarven constructed great machines of gears above the molten earth which would turn for millennia, and are rumored to still turn today. Cogs the size of homes built into unbelievably complex and meticulous machines the size of castles and keeps. They spin and bring light to the once dark caves of the Judicariate. Stars glow bright in the ceiling, held stationary and constant. The great empire never remained in the dark. The streets now hiss, and are warmed beneath the feet of its people, as roaming across its towering buildings which inhabit the great pillars of the Judicariate’s cavern roam golems of foreign and strange design. Advanced far beyond the make of the Aversians, they are instead made in the imagine of the stalwart and intelligent people of Mignuhm. These golems drift and loom across the city even today, clothed in ancient runic fabrics and a hiss of heat constant from their metallic forms. More than simply advanced, Mignuhm was propelled forth by their Judicars, the most intelligent Runesmiths, Philosophers, Inventors, Metallurgists, and Masons who forged and carved out their great halls from the rock, creating a civilization that has lasted beyond time. Governed by the intelligent Rexes, the generations of Mignuhm broke into unprecedented discoveries, which fueled both their machines and continual progress through the ages. Arches laid within their streets, which propelled one from one side of the unfathomable city to the next. Ducts of water ran into public drinking fonts and fountains within the roads, and before their workshops and foundries. Clockfaces loomed from above and chimed the hour, governing and keeping the people on task. Gear shuddering machines that turned with the heat of the earth, brightening the streets and homes of the vast Mignuhm for as long as they could function. From great towering weapons of unimaginable destruction, to golems which would serve their every task, the great people of Mignuhm thrived for generations under each golden Rex and their logical Judicars. The city spiraled, carved out and expanded underneath each of the ninety nine reigns of Mignuhm’s Rexes. As it now stands as an unbelievably vast city, placed all within one large cavern. Distant lights and pillars are seen from underground, as if they found the horizon from beneath the earth. The true size of the city to any Aversian is unknown, as all who have ventured and returned have rumored that the city itself may be unending from top to bottom. But recently, that has changed. The unending Mignuhm these recent septs have rumored claims made in contrary to the great feats spoken of before. Word sold speaks of the city being swallowed into darkness, its pillars collapsed, and engulfed into the earth. Its great machines torn and crumbled, as gears fell into and through homes. Statues and monuments crafted by millennia old masons engulfed, and now remain swallowed below the once great cavern. The once great Judicariate of Mignuhm is said to have fallen, as the Golden Rex Jalahaeck is said to have vanished, his fate rumored and clothed within whispers and tales of varying ideas, speaking of the Legend of Rex Jalahaeck. The bloodline of the golden Rexes absent from the Throne of Mignuhm, the once great city has fallen into despair - as it is slowly consumed by the earth it once mastered.
  48. 1 point
    - Hedgerock - Description: These creatures aren’t easily found in the wild due to their very clever camouflaging that predators have not caught onto yet. Hedgerocks are named as such because they are hedgehogs who have adapted to nature so much that instead of spikes they grow shamrocks or more commonly known as four leaf clovers, on their backs. They are the size of common household rabbits and rather tame to the outside world. They have become docile due to the fact that most animals that would eat them do not see them as appealing anymore or as easy prey to hunt down. Because of this docile nature they are perfect as pets for those living in the forest and on rare occasions to those who take great care of them while living in cities. Distribution: Hedgerock’s can be found in most forests. They hibernate so tend to not seek out colder climates but aren’t shy to them either. As long as luscious grass grows where they can hide themselves in they are there, They are considered common. Diet: Hedgerocks are Herbivores only eating grass or clovers in the wild. When they get the chance they love other raw vegetables making them a menace for farmers and other crop farming people. Carrots farms have it the worst often seeing the cute animals worm their way through the gates to get their little paws on a fresh carrot. Habitat: Their homes are commonly made in little burrows under trees or under hedges. It won’t commonly seek out large cities but is content living and stealing from vegetable gardens. Relations: They are a great pet for those living in the forest. Sylvan creatures often live in harmony with them already. Some call them pets but others just take care of them without a need to even claim them as their own. Because of their clover abilities they are good to have around for the sake of luck, and Oklamat seems to favor them as well. Mechanics: When a bond is formed with a Hedgerock it will allow you to pluck a four leaf clover from it’s back which is known to give good luck to those who hold one.
  49. 1 point
    Username: TZUGARIS Character Name: Avel Maddoc Profile: X Deific Alignment(s): Domm, the God of Creation Holy Relic: - Forge Master’s Warsword - One emote cast time, no cooldown. The relic can transform into any earthen metal that the user is familiar with once every twenty turns. The material transmutation fades after fifteen turns. (No inherently profane metals are allowed to be transmutated.) Any shield and gauntlets are included within the techlock. Cannot be transformed to directly harm somebody. [i.E: Turning a dagger into a sword to impale someone you already stabbed.] Aesthetic: None visible. Tier: Champion - Hands of the Forge - Deity: Domm. Cast Time: N/A. Aura: N/A Duration: N/A Range: Self. Effects: Being accustomed to the scorching hot flames for most of his life, the Blessed’s body is now immune to even the hottest of temperatures, allowing them to resist scorching hot flames against their body. If Blessed’s arms are tensed up and they will it, they are able to use their own hands as the strongest of hammers to forge with. Swords may also be sharpened against the forge’s hand like a whetstone. A side effect of this is that the Blessed’s hands are extremely calcified and rough, much like rock. - Forgemaster - Deity: Domm. Cast Time: N/A. Aura: Passive. Duration: N/A Range: Self. Effects: The blessed is able to turn that of average stone into golem cores. The capability of these cores exceeds that of normal cores and allows for any number of unique “Quirks” or abilities for the golems they are attached to. The Champion is only allowed to make three golem cores per month without the usage of arcamite, however he can freely make more than three if he spends an arcamite stone to create the core. If the Champion activates a gargoyle heart or similarly powered cores, they may grant the creation a soul. Without the use of a core, the Champion can make body parts known as "augments" to any mortal, allowing them to control the metallic or wooden limb like any other. This also extends to the eyes and other feasible outside organs that can be manipulated with divine powers. [All Golems made by this ability must be approved by Lore Team.] - Assemble the Kingsguard - Deity: Domm. Cast Time: Two Turns. Aura: 3 Duration: 12 Turns. Range: 15 meters. Effects: The blessed is able to raise a total of five Kingsguard from the earthen material around the blessed. These Kingsguard are simple assemblies and lack proper cores, making them only able to understand simple commands. These Kingsguard are also unable to make attack on others, only being able to defend the blessed or those they are commanded to protect as well as counter any attacks. The Kingsguard are also resilient, only faltering to excessive, inhumanely forces. This effect lasts for Ten Turns before the Kingsguard turn back to a pile of their original earthen material. The cooldown begins after the spell is cast, not when the Kingsguard dissipates. - Castle of Stone - Deity: Domm Cast Time: Three Turns. Aura: 2 Duration: 6 Turns. Range: 12 meters. Effects: The blessed is able to create a zone 12m around himself for six emotes, in which all enemies who are presently targeting his allies are forced to move and attack him instead via minor compulsion. If there are kingsguard in the way, they default to attack them first before the blessed. A strong feeling appears in the back of the enemies head if the Kingsguard are up, that if they choose to ignore the Blessed and keep attacking another target, there may be consequences. The consequence is that a new kingsguard forms instantly near them, and strikes them for an injury based on the type of armor they were wearing by a stabbing spear strike to their center of mass. After the strike is completed, it returns to the dirt as if it were never there. Destroying a Kingsguard or harming the Blessed in any way immediately breaks this effect for the person in question. - Wall of the Mountain - Deity: Domm Cast Time: Two Turns. Aura: 2 Duration: Instantaneous. Range: Up to 3m Effects: The Blessed is able to order his created kingsguard to form a shieldwall in front of him. The width of the shieldwall varies by 1m for each Kingsguard the blessed has. Once assembled, the Kingsguard shield wall pushes forwards up to 3m depending on the Blessed’s choice and hardens, forming an extremely reinforced stone shield wall which is impenetrable by any physical and magical means. Magical projectiles automatically bounce off the Kingsguard, sending the spell back at their target. Teleportation spells cause them to simply appear 1m in front of the Kingsguard. - Reinforce - Deity: Domm Cast Time: Two Turns. Aura: 2 Duration: Dependant on Kingsguard Range: Personal Effects: The blessed recalls one to all of his Kingsguard to his form, turning his own body into the same hardened material they are made of. For every kingsguard absorbed by this ability, the blessed grows in strength by half a stage rounded down, and in height by 1m. Every 3m in height grown makes them wider by 1m. If the blessed is destroyed in this form, they return to themselves at the base of the Golem they became, albeit exhausted. Strength: Goblin > Skrayln > Elf > Human > Orc > Bru'Tag > Minotaur > Hrim Giant Earth Portal Deity: Domm. Cast Time: 2 turns. Aura: 2 Duration: One emote. Range: 50 meters. 5 for enemy targets. Effects: With the Champion seeing the destination they wish to tunnel to, they summon the earth to open a molten portal beneath them or an ally, sending them through the divine portal so they emerge from the designated spot. Once the Champion or ally is sent through the portal they cannot be denied access to their destination if the Champion is struck. An enemy target cannot be tunneled upon unless they're close to the Divine. True Form Cast Time: Passive Aura: Aesthetic. Duration: Permanent underground, lasts an hour after surfacing. Range: N/A Effects: The divine turns into a dwarf once they go deep underground. Their equipment all changes size with them as they perform this process and they retain the same racial buffs as a dwarf. Kings Glare Cast Time: 3 turns. Aura: 3 Duration: 2 emotes. Range: 20 meters. Effects: Once the King stares down at an opponent at a visible range, the target slowly turns to stone at the course of three turns. This begins at their legs upwards until they're turned into statues, frozen in place. Naturally this means the targets become slower as the turns pass, the targets losing 1/3 of their speed until their legs cannot be moved, their bodies petrified at the third emote. At the end of this ability's cooldown, petrified creatures revert back to their normal state, with no knowledge of what happened between. Should a petrified creature be damaged during their frozen state, this damage extents to their living form. (I.E: Loss of a limb, broken fingers, etc) Petrified creatures can be slain in this manner. The blessed must be staring at them the whole time until they are fully petrified, or the ability will fail if line of sight is broken. Earth Thrower Cast Time: 3 turns. Aura: 2 Duration: 2 emotes. Range: 50 meters. Effects: The Champion absorbs the minerals and metallic objects around his environment, enabling him to shape ten to fifteen rocks no larger than a fist into sharp projectiles that can be launched in any direction. These magnetized rocks move at 5m per emote, and are capable of denting and piercing even plate when impacted depending on the dominant material used. Casting this ability while casting Reinforce will also launch the Champions golem body rocks to dispel that ability, adding five more rocks. Arm The Kingsguard Cast Time: 3 turns. Aura: 2 Duration: Until Kinsguard dispel or break. Range: Self. Effects: The Champion grants each of his Kinsguard a specially made weapon made of bendable stone that is in the techlock. The material of the weapons is the same as the earth that the Kinsguard spawn from, enabling them to make melee weaponry or projectiles with the strength similar to a scorpion. Become One Cast Time: 5 turns. Aura: 3 Duration: 30 turns. Range: Around the Champion. Effects: All Kingsguard available to the Champion begin morphing into one gigantic sized golem of their material, capable of taking complex orders from the Champion himself. With all the Kingsguard morphed into one they reach the height of thirty meters, losing 5 meters per Kingsguard not morphed into the great golem.
  50. 1 point
    - Monument Turtle - Description: The Monument Turtle is considered a docile ruler of the sea, with its slow going yet overly prominent size can be mistaken as a small island when sighted in the distance. The diameter of its shell is unknown, though can sometimes vary depending on the age of the Turtle. In general, it can easily be stood on and occasionally even settled upon, including established housing although nothing excessive in proportion to the shell's size. Even then, it can be dangerous considering this massive sea giant can submerge its entire self when needed. A Monument Turtle is completely neutral towards anything it slowly marches past, unless it happens to be attacked. With long, pillar-like legs where the base of its foot is larger than the entire leg for the purpose of having enough weight to push or break through the materials at the bottom of the ocean. It's head is almost all the time buried beneath the surface of the water, though slowly lifts it after extended amounts of time in order to take in a breath of air, its neck long enough to the point where it can do this without moving its whole body. Moving too close to its legs or feet when swimming can end up being unintentionally treacherous, although there can be beneficial opportunities when trailing behind this beast. As it can leave behind pieces of corals or ocean plants after stomping upon it. While it may seem that the Monument turtle disrupts the aquatic ecosystem, that is not the case, as leaving bits and pieces of these plants scattered about only give more opportunity to replant and grow to larger sizes. The Monument Turtle never leaves the water. It has specifically developed to thrive within large bodies of waters at all times, its gargantuan and, of course, very cumbersome shell too heavy for it to carry if it completely steps onto dry land. After all, it can traverse almost any range of ocean possible, able to swim slowly but efficiently as it begins reaching deeper depths. Not having any reason to actually want to leave the salty seaway. One of the few animals that are sometimes fantasized by sea-goers, Monument Turtles have been credited to establish civilizations on their very backs, having their own oceanic environment. Passing up the opportunity to step upon their shells can be considered foolish. They can house a multitude of aquatic plants as well as fish, which follow along with the Turtle as it moves. Sometimes, other greenery and trees which usually thrive on land can grow on their shells, though they must have some sort of source of fresh water, and only certain kinds will take root depending on where the Monument Turtle tends to float throughout most of its life. Blown in from the winds and gathering on its back when it is close enough to the shore. There are different Monument Turtles that happen to grace the water. While they all happen to be the same species, they vary with color and at times shape. For instance, more midland Turtles will generally have a darker green shell and a somewhat lighter green body. Those in more hot, Southern waters they will have a shell that is shaded in reddish or light brown colors, similar to that of the sands. Northern ones, however, not only have gray or blue hues of its structure, but the front of their shell stands on a higher point. Flat where it faces the water, it acts as a blunt force against sheets of ice which it can break through in order to keep moving. Distribution: The Monument Turtle is one of the rarest animals on the whole world of Aversia. Young are extremely rare to spot with a singular parent, and because of their colossal size, space is obviously a hindering problem for them. Therefore greatly spreading out in distance with each other. Their numbers are completely unknown, but what is obvious is that finding them is nearly impossible, therefore referred to as a legendary creature. Habitat: Living anywhere in the ocean, the Monument Turtle always floats just at the surface, lazily swimming throughout their seemingly ageless life. They are most commonly sighted in temperate waters or more tropical locations, although there have also been extremely few sightings of them driving through the ice in Northern regions. Diet: Monument Turtles have beak-like mouths, though primarily filter water through their mouths, consuming the nutrients floating about in the ocean. They don't have much of a need to eat, so they are often well-fed even on small amounts. Relations: The Monument Turtle is purely neutral to all creatures, as none currently have the ability to truly hurt or harm the animal. It rarely seems to show much of any emotion, though fish tend to flock around it and benefit off the marine vegetation which grows on it. While attacking the animal can be a cruel act, the only defense it can undergo is diving completely under water to escape. Though it must be in deep enough waters. Quite unusual, though possible, mundane societies may live atop the exposed shell of a Monument Turtle. Mechanics: Monument Turtles are behemoth in size, acting as a small island which constantly yet slowly moves. Monument Turtles can house multitudinous plants and fish. Monument Turtles are able to crush reefs and vegetation underfoot, leaving behind many pieces available for gathering, or to naturally replant. There are subtly different types of Monument Turtles depending on where it travels the most. Midland are mainly green, Southern take on the colors from the Desert sands, and Northern are tinged either blue or gray along with a tougher shell for breaking through ice. Material Properties: The shell of a Monument Turtle is very sturdy and thick, almost impenetrable. Varying types of plants can be found and harvested off its surface. Alchemical Properties: Unknown
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