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  1. Earlier
  2. Which Is Better?

    *Is it too late to vote guys?* Lol, JK. The bottom one does look the best. So, when shall we start kicking this into high RP into another gear?
  3. Metagaming

    Metagaming Metagaming, ahhh metagaming, one of the most frustrating things to deal with in roleplay. A foolish, ameteur mistake or a sneaky red-flag by a cheap player: regardless of circumstance, Metagame is a high offense to Roleplay. So what is it? Metagaming is taking action in a Roleplaying scenario based on information you gain outside of Roleplay. ...Pretty simple right? No? You want examples? UGHH fine. So let’s say a new player joins the server. They make their character application and while you’re browsing you say, “Eh, don’t have anything better to do. Why not check up on the newbie.” So you go through their app and figure out that they’re a villain with the intent of destroying Drakeheart. Oh no! But wait, your character is a Legendary Hero! As you begin to roleplay, you spot this character walking about town minding their own business. That sick bastard… Ha, can’t fool you! You know what he’s REEEALLY doing. So, what are you going to do about it? A) Confront a guard and tell them that there’s an evildoer. B) Greet them normally. C) Draw your sword and murder their head off. D) All of the above in A-C order. The correct answer is: B. But you knew that already, didn’t you? Well, if you didn’t and you’re confused, your parents don’t love you- and by that I mean, I will now explain it to you. You dumbo, your character didn’t read their app, you did. As far as your character knows, this guy is just your average Joe or Joette… Johanna… J.. Whatever the female variant of Joe is. Whatever knowledge you gain out of character cannot be used in-character, unless of course, your character learns of it later. There are libraries in most major towns: go check out books and devote some time to learning. Pro tip: We include lots of in-game obtainable knowledge that can be discovered through exploration or reading. I’ve dotted the map with easter eggs and tidbits of <3 L O R E <3. There are lots of things such as entire archetypes of magic, special enchantments, weapons, armor, lexicons, unique dungeons and even entire dormant questlines that can be achieved through exploration alone.
  4. Roleplay 101

    Roleplay 101 If you are reading this, it is likely that you came here in order to learn the basics of roleplay, or perhaps even what roleplay is in the first place. If you came to this Minecraft server looking for an average survival or PvP server mistakenly, I suggest you leave. Or, perhaps, if you’re willing to try something a bit different, finish reading and see what this whole shabang is about. Perhaps you’re reading this and already know a lot about roleplay and you simply want to see if we truly do before joining our server. Or perhaps you’re just brushing up, or even looking for a new perspective. No matter which way you slice it, welcome to Roleplay 101! So what is Roleplay? The dictionary definition is such: “To act out or perform the part of a person or character, for example as a technique in training or psychotherapy.” But, it is not as simple as the above. Roleplaying is a passionate act [no, not that kind of passion, get your damn head out of the gutter for two seconds would you?] wherein, you, the player have a pre-generated or self-created character that you have written and fleshed out to fit into a fantasy or make-believe world: that you intend to act as or ‘play’ as. To Roleplay, you are speaking through your character: giving them life, personality, soul and heart. When Roleplaying, you are in a world aside from your own in a body that is not your own with a mindset that is not your own. Think of it as acting as a character in a movie or series, only, there is no script: only a setting wherein your choices and dialogue can affect the flow of the story. A story with an open end and very little truly set in stone aside from the fundamentals. So, what are the fundamentals? Lore and Setting. Only two, you might ask? Yes. Only two. The lore is the history and functionality of the world your character has been placed in, ranging from how things work differently from the real world as well as the history and sciences of this world that can be manipulated by your character should they know how. The setting is the place or world itself. Is it futuristic with spaceships, aliens and laser rifles? Perhaps it is jurassic, where dinosaurs still walk the earth and each corner is rife with animalistic dangers. Perhaps it is medieval with stone castles and old stone-paved cities with guards in armor with halberds and spears. Your character will need to fit whatever setting you’re in and will need to be compatible with the lore behind said setting. Other than these two fundamentals, the freedoms of Roleplay are infinite. So, you know what roleplay is. But how do you do it? [Hamlet speaking to Yorick’s skull- Shakespeare's “Hamlet”] When roleplaying, you are acting as your character: so should you build a character that is perhaps, say, evil, but you yourself are morally strong, you may find it difficult to truly become evil while in-character, but this is roleplay. This is acting. Think about how actors feel when they play a villainous character, for instance. Once you have your character, you will use the chat system in Minecraft to type out what your character says to make them speak. Should you wish to put in an action, use the /me command. For instance, should you wish to greet someone, you simply open the chat bar and type. ------ Hello. ------ No quotation marks needed. Should you wish to state that perhaps, you give a respectful bow after your greeting: ----- /me bows respectfully. ----- It’s truly as simple as that, though you may want to detail yourself better. For instance: ----- Greetings, traveler. /me loosens their posture, stepping back slightly as they bow respectfully, flourishing their left hand in tandem with their descent and closing their eyes for a moment, before returning to a straight posture. May I presume to ask your name? ----- You can usually figure out the rest from here, but one, certainly complex at times occurrence that happens in many roleplay servers, this one included, is combat. For a detailed guide on combat RP, seek out Combat 101. As for wanting to speak normally to other members of the server while not roleplaying, there will be a general chat for that: but just for locally chatting, put whatever you want to say (in parenthesis like this.) Building your character You may have built your character one way but in truth, much like a normal human being in the real world, experiences can change them. They may experience things that turn their entire personality on its head or have scenarios introduced to them that force them to push the very bounds of their limits. This can reflect on you, the player, just as much as it can your character. Tears your character sheds could very well turn into your tears. Pain your character feels can be experienced too. Anger, happiness, joy, triumph, defeat: all of these things can be shared between yourself and your character. This does not make you a dork or a loser as SOME people tend to assume, this simply means you’ve really gotten in-character which is a good thing. You very well may end up loving your character on a personal level as I have one of my most successful characters, Feloreth. Or perhaps like James289 with RM or Keji_Ishikura with….. Well, Keji Ishikura. [Literally named his account after them. That should speak volumes about what roleplay can lead to once you get ‘that’ character]. When you have a fully fleshed out character for 6 months or more, you’ve put a bit of your soul into that character and it can very well become a very personally important thing to you. Don’t underestimate the bonds you can create or the kind of character evolutions you can experience while roleplaying.
  5. Character App: [* Red Asterisk * means that the subject after it is required to fill in for a complete app. Anything without a present * is optional, but will help flesh out your app more, raising your chances of being accepted drastically.] *Minecraft IGN: Real Name: Real Age: *Why do you wish to join our server? *How did you find our server? *Favored way of contact for questions and the like? (Skype, Discord, Teamspeak, Social media, ect. ect.) *Have you read and do you understand the server rules? *What rule do you like, respect or appreciate most and why? *Do you have prior experience roleplaying? *^If not, have you read all sections in Roleplay 101?[If you haven’t its ok, just go do that now before continuing.] *In your own words, define Metagaming. *In your own words, define Powergaming. *In your own words, define Godmoding. *Do you understand and accept that this roleplay server is a mature and serious community that takes roleplaying very seriously?[We aren’t sticks in the mud, we’re still doing this for fun. Just understand that we also don’t take kindly to people who are simply going to blow everything off as insignificant or downplay the experience for others.] *---Character Information--- -Base Character- *Character’s full name: *Age: *Gender: *Race: Weight: *Height: Body build: *Eye color: Facial Accessories/Eyeglasses: *Skin tone: Scars or birthmarks: Notable features: *Hair color: *Hairstyle: Voice: Physical disabilities[If any]: *Common Attire or Outfit seen in: Accessories: -Personality- *Good traits: *Bad traits: Common Mood: Sense of humor: What makes them most happy: What makes them most afraid: Priorities: Character’s soft spot: *Greatest strength: *Greatest vulnerability or weakness: What keeps them going every day?: -Past- Hometown: Childhood: Most important childhood memory: Childhood hero: Religion: -Present- *Occupation: Family: (List any living family members or relatives that are player characters or NPCs; if none are present, list family members in biography if you so choose to.) *Place of Residence[Traveler or Nomad are valid answers]: -Personal Favorites- Color: Instrument: Literature: Food: Drink: Form of entertainment: Transportation: Most prized possession: -Habits- Hobbies: Plays a musical instrument?: Spending habits: Addictions: Talented at: Inept at: Mannerisms: *Biography/Backstory:
  6. Which Is Better?

    Bottom
  7. Special Rules [Town Guard]

    Guard Rules So you became a member of the guard in-character. Here are just a couple of things to keep in mind. 1- Do NOT let the rank get to your head. You are NOT staff unless you are a knight, duke/duchess or magnus. You can arrest and order around people in-character but you do not hold authority OOC. 2- If you abuse your power over characters in RP it is all too possible to lose your job. You will also be militarized as a footsoldier in any form of wars, meaning your character has a chance to die in battle as an infantry unit. By becoming a guard, you’re consenting to this possibility. 3- If your OOC friend breaks the law IC and wants you to help them escape or anything of that manner, you “can” if it would make sense in character, but you can lose your job. If it does NOT make sense in character, it will be treated as a metagaming offense. So on so forth with situations such as the above.
  8. Special Rules [ERP/Erotic Roleplay]

    ERP Rules So you got into a situation in RP that turned a bit erotic. Maybe your character fell for another character, or they fell for you and you ended up getting into a situation where now you’re in a relationship in-character. A lot of servers are incredibly strict on ERP, making it taboo, but a taboo on something natural to RP is a bit of an immersion-killer. This is a mature RP server. Your character doing the dirty with another character is a real possibility given the circumstances you’re presented with. However, though we believe it should be alright to do, we also wish to make this CLEAR. Not everyone will be ok with it. Not everyone will think of it as something natural to RP. You need to respect that. Here are a few rules you’ll need to follow should your character end up in a “situation”. 1- If you are ERPing with another player character, you must both give consent. 2- Rape in RP is a real thing and is treated as a serious in-character offense. If you do this to another player character, you will need their consent. If it is not given, but there is no way for them to escape it in RP, it will simply be stated that it “happens” and that will be the end of it. 3- If you sexually harass anyone OOC, it is unacceptable. Not everyone is going to want to ERP. No means no. If you harass anyone into trying to make them ERP with you, you WILL face punishment. Definitely a ban. 4- If you get into a consented ERP with another player character OR into an erotic situation with an NPC controlled by one of the quest masters or magni, you are required to go into whisper chat OR to do so in private messages so that the rest of the server or those nearby are not forced to see what you are doing.
  9. Special Rules [Quest Team]

    Quest Team Rules So you want to be a member of the Quest Team. You’ll need to have at least three months on the server beforehand and you’ll need to make the application under Staff applications. You can read these rules beforehand but it isn’t required. It WILL be required for you to understand these before we officially let you parade around on the quest team, however. 1- You cannot make quests specifically to reward your character or a friend’s character with amazing loot. It will be voided immediately, and your rank will be revoked permanently. 2- You cannot directly alter main questlines already preset by others. You can request ideas or talk them into changing something if you think it would be better, but editing a questline page to add something without anyone knowing will lose you your rank. 3- You are under EXCEPTIONAL watch for Metagame if you participate in your own quests, or quests you’ve worked on. If you metagame intentionally(we’ll know.) your rank will be revoked, no ifs or buts.
  10. Special Rules [Guildmaster]

    Guildmaster Rules So you want to run a guild. Well, here’s a few things you need to know and a few rules you need to abide by. 1- Owning a guild does NOT instantly make your character or guild an important, well-known piece in the political game. You need to start small and work your way up. Guilds rise and fall in utter silence: only the strong emerge and become well-known. 2- You may recruit on the forums with a page and you may recruit characters in-character. You may place signs up on public places or make deals with town owners to build recruitment centers to attract new members. You may NOT, however, continuously bug people OOC in OOC chat to join your guild. It is annoying and will NOT get you new members. 3- If you create a guild that intends to do evil and is open with their intentions, you are NOT void from being hunted down or having your guild be put on wanted posters. 4- If you, as guildmaster, become a criminal, your guild will also be held responsible. 5- If you, as guildmaster, have a guildie that becomes a criminal, you will be held responsible for reparation fees if they destroy property or commit acts of murder or thievery. 6- If you are banned from the server, your character will be removed as guildmaster and be replaced with the second in command of your guild. If you are pardoned, you will be able to reclaim guildmaster.
  11. Server General Rules

    1. Griefing Any form of destruction caused outside of instances of roleplay is prohibited. While we understand that some damage would occur to properties ingame during fights, and do encourage remaining true to form, keep any damage within reason (for an example of acceptable damages, check powergaming) punishments for breaking this rule in roleplay will vary depending on the damage caused, as well as the situation, at the attending staffs discrepancy, while OOC damage to pre built structures will not be tolerated. 2. Harassment Any form of harassment, be it through builds or chat, is prohibited, and will be punished accordingly. Keep things civil, and should you find yourself the target of such, notify a staff member. Punishments will be dealt by the attending staff member. -Note. Harassment does not mean you are not allowed to make jokes or have fun. Playful teasing and full blown verbal harassment are two very different things. 3. Roleplay/OOC While we understand that OOC chat can be necessary, please refrain from overusing it in large scale events, if at all possible. Say what needs to be said, then return to the event at hand. -Note. Not a bannable offense unless you are asked to stop and continue past all warnings. We take roleplay very seriously and if you don’t want to give our hard work the respect it commands at the end of the day, you are not going to be welcome on the server. 4. Powergaming While fighting may become necessary throughout the course of a campaign, keep in mind your characters capabilities, and remain true to them. For information on Powergaming, check Powergaming 101 in Roleplay 101. 5. Metagaming Remember that no one person knows everything. if you have knowledge of a dungeon in roleplay, be it due to experience, or possessing a map, then feel free to utilize such knowledge.... but refrain from utilizing knowledge your character would have no reason knowing, such as a map posted on the forums. For information on Metagaming, check Metagaming 101 in Roleplay 101. 6. Godmoding Your character isn’t God. You are not the main character of this story. This is not an anime. You WILL take damage, lose fights, perhaps even die. This doesn’t make you a bad RPer, but an experienced one. Godmoding is the act of playing out of term in order to bypass your characters limits in a way that breaks the experience for those around you; just out of the want to keep your character alive or make them “look cool”. It isn’t cool. Its lame and you should feel bad. For information on Godmoding, check Godmoding 101 in Roleplay 101. 7. Deaths Death is an integral part of life, however, we do wish for all players to have a chance to decide their characters fates. Outside of quest events or minor spars: player-character deaths will require the player who own's the character's consent under most circumstances. Circumstances dictate 90% of roleplay and you need to understand that Death may very well be in your character's future should you misplay a situation or should you simply be oh so unfortunate. Regardless of this, if you put your characters life at risk foolishly, be prepared for consequences, as you never know if the reaper might be just around the corner… -Rules worded by Keji_Ishikura. Breaking of any of the above rules WILL result in punishment, the severity of which scaling with the specific rule in question and circumstance.
  12. Which Is Better?

    What do you vote for?
  13. Humans

    Humans, simple yet so complex. The most common of races among Drakeheart are the modest, brave and tempered souls known simply as Humanity. Humans may not have the special hearing of elves, the super strength of trolls or the aptitude of Dwarves, but they have thrived and prospered all the same. This is due to something humanity has that some other's lack: the courage and drive to compete against those with natural advantages. Humans are capable of all things, but are naturally proficient in none. This has turned out to be more of an advantage for them than a disadvantage as once believed. Humans have produced some of the most legendary heroes throughout all of history. From the nigh unstoppable warrior Lanre Ravenholm, to the living shadow of perfect stealth Demitri Bane, to the astronomically powerful sorcerer Feloreth Dusk: Humans have proven time and time again that limits mean nothing before the drive to improve and the strength of one's soul. Biology Humans have a very simple biology comprising of a few major organs that keep them alive. They have nothing overly special and they have a moderately average height of a modest 5'0-6'0. Humans are quite fragile, able to be broken quite easily. They also have very little natural resistance against magic. Warmongerers Humans have been the main participants in almost all of the wars throughout history. Operating best in hostile or violent situations, Humans display unity and wisdom during conquest, making them dangerous while settling in new lands. Humans are very defensive and quick to retaliate against anything they perceive as a threat- as one weakness all humans seem to share is a fear of the unknown. This, coupled with arrogance that grows like weeds in the hearts of human rulers scorched the lands of Drakeheart with the flame of battle and slaked the parched soil with the blood of all that stood in their warpath. There is much prejudice towards humanity- some may argue that it is well deserved. Sub-Races Tarakin Tarakins are most discernible by protruding forehead veins coming from near or around their eyes or eyebrows. Aside from dyes, they only have hair colors and eye colors ranging in blacks, grays and whites. Something about their mutation has almost crippled their quintessence, making them incredibly inept with magic and giving them a terrible weakness to magical sources. However, their resolve and passions run deeper than most other races can ever comprehend and their bodies are unnaturally tough for a human-like race. They have a somewhat lessened moral compass and a need to be in control of their destiny, making them somewhat difficult to militarize aside from being hired swordarms. Nordic Nordic Humans, or simply "Nords" are rugged, frost-born natives of Icemyst Pass. Born to brave the cold, Nords boast immense resistance to and aptitude with Cryomancy, as well as being able to harbor immense natural strength. Some of the most noble human warrior families hail from Icemyst's Nords such as House Snoweagle and the Quantinos monarchy lineage. However, they have shortcomings when it comes to technology. Out of all humans, they are the most primitive, only recently capable of ships that could be self-sufficient on energy without requiring constant manpower. Highborn The Highborn are a rare and nigh extinct race of male Humans, bearing pure golden or amethyst colored eyes and a flawless complexion. Considered to be the sons of the Avatars, the Highborn are venerated and hailed for their direct connection with the crystal of creation. Able to cast magic without the need of a focus or crystal, the Highborn are the most powerful self-sufficient magi within all of Humanity- even capable of making a proud elf kneel in admiration. [Requires special application]
  14. Elves

    Elves are a noble, mystical race from the western vales of the Drakelands. They often have a regal, refined and proud look about them that may come off as smug to other mortal races. A very pious people, the Elves hold the legendary Highborn in high regard and venerate them in ceremonies sometimes lasting days throughout their beautiful cities. Coming in many different forms, Elves are a very diverse race. Elves are very proud and somewhat vain, focusing a lot of their attention on fine apparel and beauty. Their clothes are lavish and made of expensive material. Men often wear royal blue, lavish silken robes or surcoats over fine burlap clothing with expensive reptilian-hide make shoes and bejeweled circlets. Women often wear arrays of colorful dresses with high-heeled, adorned sandals and cover themselves in jewelry. Of course, not all types of elves dress so nobly. Many of the sub-races of elves care little for fashion, though the most well-populated Elves live in lavish aristocracies, using other races mostly as servants- leaving many races prejudice against Elves in the outer provinces. Regardless of the lavish aristocracies and overly noble society, Elves are anything but weak. Their militaristic might is nigh unparalleled due to their overwhelming numbers, magic aptitude and mystically imbued weapons and armor; Elves are quite often hailed as one of the great superpowers of the world Biology Elves have pointed ears that give them superior hearing to other mortal races who do not. They tend to be quite tall, usually 6'5 - 7'5 and have very angular faces with high, deep-set cheekbones and slightly slanted eyes. Other than these simple features, their basic biology is no different from a human's. Diversity of the Sub-Races Dark Elves Dark elves have ashen skin ranging from grays and dark blues with red or lavender eyes and black or white hair. Other than these changes, they seem to be quite similar to the common elf. However, they are quite adept naturally to Pyromancy and Necromancy above other forms of magic and cast more powerful hexes, jinxes and curses. They also tend to have higher arches on their feet, making them quite light-footed when sneaking about. Due to their natural dark skin color, many use it as a form of camouflage in the darkness allowing them to sneak around much easier. High Elf High elves have lighter, yellowish tinges in their skin and often have dark brown, brown mustard or olive green eyes and lighter hair colors such as blonde, light brown or cloudy gray. High elves also generally stand slightly taller than common elves and tend to be agile or dexterous. Wood Elf Woof elves tend to have slightly tanner or darker skin tones and naturally messy hair. They aren't too different from the common elf, but they have a slightly stronger connection to an older race of elves that is mostly extinct in today's world. They have a strong connection to nature and the spirit elementals that druids commune with. Sky Elf A rare mutation of female only elves, Sky elves tend to have pinker skin tones and silver, black or teal hair and many different eye colors such as pink, yellow, green, teal or orange. The most magically adept race on Drakeheart since the Highborn, Sky elves are considered the elves' own breed of Highborn due to their scarcity. Learns all archetypal magics at much faster rates and doesn't need a focus or crystal to cast but is quite inept when wielding conventional weaponry. Due to their nobility and beauty, as well as their possible connection to the Highborn, they are venerated and worshiped by the more religious elves as daughters of the Avatars. [Requires special application] Cherry Elves Believed to be extinct, the Cherry Elves were and possibly are discernible by their pink hair and amber eyes. They were once a proud race of all druids that were scoffed at by the common elf and exiled for their heresy in worshiping nature over the Highborn. Those born with amber eyes are direct descendants of Cherry Elves and carry their affinity for the spiritual forces of the elementals. It is believed that the fabled Chikaramancy was a creation of the Cherry Elves, or that perhaps it was by their hand that it was discovered and passed down to what was once kept on it in the town of Kyoshi.
  15. Dwarves

    Dwarves were the first mortal race to come to be. As life was breathed into the world, they popped out of the ground and started to thrive. A few mortal races appeared alongside them in the early stages of life but the first one to take a breath of Drakeheart's air was a dwarf. Dwarves are stout, plump and mighty and have a knack for building. Despite their shrimpy stature, they have the most colossal builds with forges through entire mountains and towers that could intimidate a dragon. The first 100 Dwarves, known as "The Hundredfold", established the ideal of a Dwarven avatar that became the first of many mortal idols aside from the main pantheon. Vastly populating the Fjordlands and Obsidia, Dwarves set the precedent for master smithworks in the land and were the first to innovate and develop steam-functioning machinery that could operate on its own without a controller or supervision. Due to this, Dwarves are respected as the most creative and innovative race, as well as the most hard-working. Though mostly keeping to themselves in their Cavern-forges, mines and fortresses, Dwarves have been known to live alongside Men and Elves; though, many Dwarves have prejudices against Elves and all beings with Elven features such as pointed ears. Biology Dwarves are noticeably shorter than most other mortal races, generally standing at 3'5 - 4'5. They generally have faster heart rates and high metabolism than other races, as well as higher stamina and quick muscular regeneration, meaning they can grow muscle quickly. They grow hair at much faster rates than other races as well, able to have a fully grown beard by 18 years of age. Their biological shortcomings, however, come with how quickly they deteriorate when they age. Dwarves have shorter lifespans than humans, usually living to around 60 before dying of old age. Lords of the Forge Dwarves are excellent blacksmiths and are able to work together to craft constructs of great might. Dwarves are directly linked to the Earth itself and are therefore able to create constructs out of stone known as Draug: living stone golems bound to the purpose their creator gave them. To complete these masterwork golems, Dwarves can impart a great deal of their life energy into a crystalline mass of quartz or any other crystal to create a Draugen Core, capable of granting life to stone. Draugen cores can be used to give life to a stone golem by placing them inside of one, or can be placed into a key to temporarily impart a soul onto any form of stone construct under the will of the creator. Creating a Draugen core shaves 10 years off of a Dwarf's life, however, so it is not performed lightly.
  16. Non-Archetypal Magic

    Arcane- ar-Cane | Adjective/Noun-: 2. Raw, tangible arkana under manipulation.(Noun) E2. “The power of Arcane spellcasts depends on the raw power of the caster and the raw power of the caster alone.” -”Sorcery for Plebeians” -Excerpt from the Dictionary Arkana Often appearing as a mass of spectral, icy blue mist: Arcane energy is pure arkana- or raw magic drawn forth without an element or incantation. It can be conformed to small bolts, large orbs or focused power-beams: really any stretch of the imagination when one imagines a power. Arcane energy is a reflection of the caster’s power- and thus its potency depends on the caster's quintessence. It can be cast without a focusing staff, lexicon or wand by novices and is often the best type of magic to practice with. To the touch, it seems somewhat electrical with a faint coldness to it, reinforced by what feels like an invisible physical force. It is quite tangible, though for how bright it is in color it does not produce much light- comparable to candlelight. Hexes Hexes are abnormal magic anomalies created in ill will by an incantation. These are performed most often with a magic channel in attack or defense of the caster. This is a form of dark magic that is more “acceptable”, but can cause one’s reputation to be slandered- as the use of dark magic for personal gain is; no matter what way you look at it, selfish and vile. Hexes often channel dark energy in the form of corrupt arkana and appear as tangible masses of grey, shadowy smoke. The power of Hexes vary between casters, but regardless of status of experience, Hexes will always be more potent than what the caster would normally be capable of. The casting of hexes takes its toll over time, however, as it is an accursed magic that plays off of the ill will of your own heart. It is highly corrosive to your moral compass and can lead to an uncontrollable corruption if misused. Jinxes: Jinxes are playful mind-tricking charms performed on a specific person. Luck jinxes can cause the victim’s surroundings to almost ‘target’ them- whether the jinx be for good or bad luck. A love jinx causes the victim to become irresistibly infatuated or lustful towards the caster or another being- causing them to lose their sense of reason and only care about whoever or whatever the caster wishes. A hunger jinx can cause the victim to constantly feel like they’re starving to death, etc. To cast a jinx, one must have a treasured belonging of their victim, as well as something of any other being who is a part of the jinx. These, much like hexes, are incantations- though they have more ritual values due to the need for earthly possessions. Unlike hexes, however, they are completely illegal. Curses: Curses are demonic incantations that cause ill will to turn into instant action if the curse works. To perform a curse, one must have a tainted arcane crystal and a ritual site. A straw effigy representing the victim(s) must be burned in the center of a summoning rune or inverted pentacle- points on the star being marked by a candle using black wax. Curses are punishable in the same way Necromancy is- execution void of trial.
  17. Which Is Better?

    Pichu votes the bottom one Seathre.
  18. Orcs

    Orcs are a warrior people of the forest and mostly native to Endaria. They're commonly seen dressed in very loose or revealing clothing or armor and covered from head to toe in body paint or tattoos. This is due to their tribal nature often keeping them constrained to a very primitive grasp on cultures outside of their own that may use extravagant body coverings to show a sense of nobility; instead, for Orcs, one's status would be known simply by their job for their village. Unlike other civilizations, Shamancraft is considered normal among Orcs and is encouraged to be practiced in full-blown dedication. Each village has its own group of shamans: however, oddly enough, the main Orcish village only has one. Regardless of their warrior spirit or looks, however, an Orc is only at its fiercest when protecting a loved one standing behind them. Orcs are more peaceful and proper than most other races, having almost no real infighting, not counting sparring and training with one another to better protect their village. Biology Orcs have skin tones ranging to nearly all shades of green, some even bordering on dark blueish green. This coloration gives them natural camouflage in the forests that they call home. They have pointed elven ears, giving them superior hearing to other mortal races that do not. But, even though they're green and have pointed ears, the most recognizable calling card of the Orc race is their large, lower jaw and two elongated lower canines that protrude from their mouths. Due to the way their teeth are shaped, Orcs are primarily meat-eaters: though, they do have primitive ovens they use to bake bread, as well as special tools for mincing up vegetation to season meats with. Fruits are also a common sight on an Orcish feasting table, but not usually fruits with excess roughage like apples or pears, rather, soft and mushy fruits such as durians, bananas and peaches. Orcs are also avid drinkers with countless brew-masters throughout their villages all trying to get their hands on the freshest and best ingredients to make booze with. Orcish light beers are so stout that a dwarf could choke on it and Orcish wines could pass for straight liquor to most humans. Other mortal races can't seem to even comprehend the brewing techniques of the Orcs, nor can they seem to handle the intensity of their drinks, so they simply pass it off as being a disgusting slop they refer to as "Orcish Grog". Villages Orcs tend to live in small to medium-large villages that dot Endaria's landscape: however, they do have a "capital" village that, regardless of tribe, is seen as and respected as the most successful village. It is known as Akȕltaten and located in the center of Endaria's greatest forest. They have actual enclosed huts and somewhat advanced technology for their kind, including constructed machines that perform tasks on a large scale while being operated by many tribe members such as the Mulcher: a large, wooden urn with rotating blades that three orcs operate by pushing rods connected to them on the outside: running quickly around the urn in a circle while blending and mulching any ingredients thrown into the urn from above. They are also the only tribe with an operational wall around their village. Each Orc works together in their village with each having their own job. In some villages, there are fishermen, but not all. Those that do, do so with spear-fishing. Villages that are not near a large body of water or river tend to simply have "Gatherers" that run out and forage the nearby wilderness for edible plants and fruits, as well as any other goodies they might run into outside. Gatherers are responsible for finding the most arcane crystals in Orc villages, though the number is still extremely low. Hunters are responsible for killing and preparing big game for the Village to feast upon and are kept in high regard. There are metalworkers that can do limited blacksmith work with their primitive forges: but these Orcs are considered essential for a functioning Village. Then, there are healers, alchemists and brew-masters which all work to help others get through their daily lives be it with healing wounds, medicinal potions or a firm drink. Village Guards are considered mighty warriors capable of defending those behind them from all sorts of nasty threats from the dense forests. Shamans are admired as a High Priest would be in a human town, often being looked to for spiritual guidance or for blessings. Then lastly, there is the Village Chieftain: the mightiest and wisest warrior of the tribe whom is charged with overseeing the entire Village's well-being.
  19. Server Commands

    Server Commands /do - Allows the user to describe something other than an action being taken by their character, such as the scene or an event. Examples: "The fireplace had been lit to keep the house warm.", "The traveling merchants waved goodbye as they faded off into the distance." /me - Allows the user to describe an action being taken by their character. /roll - Randomly picks a number between 1 and 20.
  20. Which Is Better?

    * Bear in mind, colors can easily be changed.
  21. Trolls

    Trolls are extremely brutish people that inhabit hot, rough areas such as badlands, rocky fjords or mountains. Most of their culture revolves around beating each-other senseless with clubs to decide who's in charge, or beating other people senseless with clubs and then eating them. They're very primitive and stupid, but large and powerful. The average Troll stands about 9'0 and the larger ones can get up to being 14'0. They usually dress in basic, poorly made cloth and hang bones all over themselves to show off the things they've killed. They usually trudge around barefoot or in poorly made sandals due to having very little knowledge of how to clothe themselves. Their covers are generally very loose and few and far between- and due to their extremely unhealthy eating habits, their bodies pudge out from their clothing. This, combined with their awful hygiene gives them a horrendous odor. Civilized Trolls are extremely rare, but it has happened before. It's certainly not impossible. Should a Troll become civil and a part of another society, they are not welcome back with their previous tribe. Even if given the chance to be armed with more well-made weapons, they will generally still prefer crude things like clubs or basic spears made from sharpened rocks and large sticks- should they be militarized. Biology- Trolls, for the most part, are "normal" mortal races with similar organs to that of a human, just larger. They do, however, have pointed, elf-like ears that give them superior hearing. Their noses are almost pig-like in a snout that gives them the ability to sniff things out very easily. They have a very strong stench-tolerance, as well as powerful lungs and stomachs, making them almost immune to most poisons. However, ironically enough, their skin blisters when in contact with antiseptics or soaps. If they do wash, they do so in water alone, but a Troll taking a bath happens about as often as a solar eclipse. Even though they are a very physical race, most Trolls have a lot of lumbering body-fat and don't have a lot of stamina. This is because they are much larger and require much more exercise to make a difference with their large amount of food intake. The potential strength of a well trained troll is staggering, even comparable to that of Generation 1 Clockworks.
  22. Undead

    Born of Destiny, Undead are uncommon scourge and an affront to most of the living. Always once a living being, Undead are often mortal souls moved back within the boundaries of the living world after having passed on. Whether they're a simple shade, ghost or phantom- or sealed within an actual corpse varies on circumstance. The "race" of Undead, however, pertains to a rare and often vengeful resurrection. If a mortal being dies with despair in their hearts- from being murdered, or from perhaps not finishing a task they were desperate to complete- Destiny may give them a second chance to rise again. If their original body is in-tact, they will be able to re-enter it. The body will continue to rot and decay, but they will inhabit it once more and regain control over their lost power. Biology- As an Undead, the subject no longer requires food, water, sleep or air to survive. However, they will weaken over time should they fail to feed the deathly energy now coursing through them with life energy, or the souls of living beings. Soul potions can replicate the life energy required and satiate the Undead but the hunger for an actual soul will always be there, regardless. Undead will become weak in the presence of Silver, as well as when in contact with a divine artifact. The deathly energy within an Undead is similar to the ectoplasm of a phantom or spirit, but in greater volume. It is, quite literally, the opposite of life energy. If blood must pass through the brain to keep it functional, Life-force or Life energy must pass through the quintessence to keep your magical force in tact. However, the Undead require this Death energy to pass through their quintessence instead- and it is twice as important: as the magic of their quintessence is the only thing keeping their soul in control of their body. If an Undead has a silencing charm laid upon them, they will "lose consciousness", so to speak, in the sense that they lose control and fall into a state of unresponsive "sleep", for instance. Where: if a living being is struck with a spell based around death energy, like a bolt or beam of raw death energy from a necromancer, their life force is directly struck and depleted- this will actually greatly heal or replenish an Undead. On the contrary, healing spells that replenish a mortal's life force will greatly deplete an Undead's vitality. The Curse of Failure An Undead cannot die, as they are immortal. If they take a fatal blow, they will topple unconscious for a great deal of time and be helpless for a few days instead. However, the quintessence requires connection to the body at all times and is located in the head: thus, if an Undead is decapitated, their soul will simply pass on. Aside from this, however, they could suffer one-thousand deaths and continue to get up: so long as their will to fight remains. If an Undead was resurrected for a task they could not complete in life, they will continue to rise again until they at last complete their mission; However, their strength and control is only as strong as their hopes and wishes. Should they lose all hope, they will slowly lose their ability to control themselves and become hollow. Hollow Undead, or Feral Undead are as wild beasts hunting for mortal souls to satiate their hunger until the day time ravages them down to dust and ash. Sub Races- Among the Undead, there are many different forms. The primary Undead is but a simple corpse, animated once more. There are a few other forms of Undead, however. Wraith- Your soul was not granted a second chance by Destiny, but on the brink of death a Necromancer resurrected you to this realm. You are bent to their will and though your old conscious still somewhat remains, you curse at your old name and old life as a burden on your soul. Bound to your master until their death or your release, you are a vengeful spirit whom scorns the Avatars in hushed tones for denying you the second chance you clung to. Wraiths have access to automatic sustained flight and learn the dark arts at a faster pace. Their claws are soul-ripping weapons. (Skin rule: Use More Player Models to remove your legs.) Wight- You were infected with Wightenthropy in life, whether by your own desire or by the desire of another Undead. Wights are more regal Undead, with no direct or final mission by default. They are more acceptable by the living as they're more well known about and not entirely, technically Undead- but moreso on a gray border between Life and Death. Known for being noble, graceful and shrewd, Wights learn Cacomancy at a much faster pace and can thrive off of both life and death energy. (Can only be obtained in-character, not in-application.) Vampyre- A mutation brought about by the overconsumption of mortal blood- Vampyrism transforms one into a blood-craving Undead creature of the night. Becoming engulfed in flames in the sunlight and being weakened heavily in the presence of any symbol of Aeogoth- the Vampyre has quite a few weaknesses- however, they are still quite fearsome. With superhuman speed, strength and reactions, Vampyres are lethal assassins of the night, scowering streets under moonlight for lonesome victims to feed off of. Consumption of blood strengthens them greatly and empowers their hemomantic abilities. (Only obtainable in-game, not in-application) Lich- The Apex Predator and the ultimate symbol of unprecedented supremacy, the Lich commands Necromancy and all forms of dark magic with unparalleled skill and might. Beings of legend, very few believe in their existence, but to some, they are all too real. Not much is known of them even in legends, except from the simple fact that of all beings in the mortal realm and perhaps even the divine realm, they are to be feared above all. (Only obtainable in-game, not in-application.)
  23. Draconians

    - Seeing the success of the Avatar of Water, one of her daughters- the Minor Avatar of Storms wished to follow in her mother’s footsteps and bless Drakeheart with life. Seeing no way to do this, however, she began to consult the oldest and wisest of kings recognized by the Gods. The wisest king of all, the ancient being known as Gelatiel warned her of her eagerness to create further life; that sin had taken grip on the Avatar of Water’s people and that her creations may be even moreso impure. Gelatiel’s answer was similar to all beings she consulted thereafter until finally, she came before her own mother and asked of her: “Are the mortal races enough to bloom life in this world? If your gentle love they inherited not, ‘least nay entirely, would mayhaps another child of the Gods descend to guide them?” Her mother’s silence never broke, and thus the daughter felt it would be best to leave this wish be. A mysterious, celestial being appearing as a dragon climbed from the abyss, sensing a deep desire in this Goddess of storms. “You’ve a heavy heart, what’ve laid upon it but the will to create? Doth the creations below require divine guidance; yae, thus I must inquire your melancholy?” The dragonic being’s words were chillingly persuasive- the Goddess of Storms taken in by its words of comfort and care for her will. This dragon- Avslutande, was the God of the Primal Dark, yet his presence reflected not of a will to consume, but a will to create. For before in the nothingness, nay but dark loomed, not a bloom of comfort nor life. Avslutande and the Goddess of Storms came together and conceived two children. Zeondis, the Dragon Lord of Majesty was the eldest. He is depicted as a grey/gold and seasoned Draconian having a single blind eye and wielding a mighty, divine spear. In the Draconian Pantheon, he is the father to the race. In the Draconian version of the afterlife, Zeondis is depicted as ruling over the dead spirits in merriment. Yrmadath, the Dragon Lord of Winter was the youngest. He is depicted as a turquoise/white Draconian whom is much bulkier than Zeondis as well as much taller. Holding nay but the power of snow and ice, he is the guide of Draconians en voyage. In the Draconian Pantheon, he is the being responsible for fortune when sailing, and will send frosty gusts to point voyagers in the right direction. Yrmadath departed to the northernmost edge of the world and roosted, going into a deep slumber. It is said that winter is when he is most active in his slumber- his breaths spreading globally, causing blizzards and snowstorms. Zeondis sought out Dragons and their relatives within the realm of Drakeheart and found a suitable mate. Leaving with her to mark their place in the heavens, the first Draconian eggs hatched. Draconians grew to be the top predator of Endaria very quickly due to their God-granted power. Intelligent and mighty, Draconians quickly conquered and razed- ending six early civilizations and driving many beings native to Endaria to complete extinction. Learning of technologies from the decimated civilizations, they began to construct longboats of oak and weapons of stone. The mightiest among them was deemed the ruler. His family line goes all the way down to the current King Drakannius. Eventually, many generations passed and they found an island worthy of habitation and laid the foundations of their civilization, marking their territory with a grand construction. Erecting this grandeur castle known as Drakeflame, they have now advanced to a more regal and graceful race- yet still vicious, territorial and keen. Their new king, Drakannius, is the most compassionate of all Draconians- leading with great strength but a level head. Appearance and Biology/Diet Draconians are reptilian, meaning they are cold blooded. They require a warm place to survive but also a way to cool down. Generally living near water in a temperate zone, one of the wonders of Draconian religion is their God ‘Yrmadath’ who supposedly lives in the northernmost part of the world. Much like a Dragon, Wyvern or even Lizard, they have hard scales covering most of their bodies and a leathery, rough underbelly that stretches from their chin to the back of their tail. Their nails and teeth are very similar as they are made of bone, and will crack off and regrow when maturing or self-repairing. Draconians have an exceptional healing factor, able to recover from nonlethal wounds and regrow their flesh in mere hours. They can also regrow any lost limb good as new within a few months to a year(depending on how much was lost I.E, a hand will take a couple months whereas the entire arm could take a year) except for their head. Completely carnivorous, they primarily try to eat ammonia-rich meat or extremely greasy meats from Sharks or Mythic Game such as Minotaurs. This is due to a strange set of sacs that collect and draw out ammonia and other gaseous chemicals from their food. This can be regurgitated and superheated in the mouth in order to spew intense flames. They will often cook meat that gets greasier as it heats in order to assist them in building up this hunting/defense mechanism. The recoil from this gas explosion would normally be extremely dangerous, but their jaws and throat are padded by several layers of shock-absorbing tissue that negates any and all blast-recoil. This can fire in a stream up to twenty feet long and in an eight foot cone if enough is regurgitated for a full blast. With experience and maturity, Draconians can control their fires much easier. In young age, they will often hiccup flames from reflux, making baby Draconians quite ‘difficult’ to care for as another one of the mortal races. The average draconian stands about 10’5 with a twelve-foot wingspan and six-foot tail. Male Draconians will often have bony horns grow in on their backs, arms and shoulders that grow in during puberty. This is treated in their culture much like facial hair is for human men. The Draconian’s facial horns, however, grow in much later when they progress to Adulthood. These horns only grow in one way for each individual, but can be trimmed and dressed for vain appearance reasons. Female Draconians mature much faster than male Draconians and are more physically capable during early stages and puberty stages, but fall off in adulthood. However, female Draconians are still very physically mighty compared to other races and aren’t too noticeably weaker than males. They’re however, often much smarter. Their faces are much thinner and they have a slightly more feminine body-shape much like a humanoid female. However, they’re still noticeably bulky and have just as much of a warrior’s spirit in their culture. They do not grow bony horns on their body, but will still grow facial horns. For the most part, Draconians have the same organs as humans, but with a few more. Their firesacs, for instance, in their throat are unique to them. They also have a second liver that specifically filters alcohol and impurities and is much stronger than most livers. Their first liver specifically filters blood and blood alone. Culture and Politics Draconians are warriors at heart. Their rank depends on their swordarm and ability. Draconians dedicated to magic research are excluded from the warrior class, as are nesting mothers. They have a sole leader: the King or Queen. Their advisor is the head magi and scribe that is seated at the right side. Before them is a great arena and a set of spectator stands where Draconians do battle on a daily basis to settle political debates or strategy, or simply quarrels. Anyone from any race is allowed to compete here and even challenge the King/Queen for their throne. However, losing this challenge means service to the King/Queen for a decade. Winning this challenge declares you the new leader of the Draconian race. All politics are solved with direct battle unless involving an outside party, in which it is handled directly through the advisor and King/Queen- the final decision standing with them alone. There are five social classes. Archon: King/Queen Magnus: Advisor, Wyvern elite, Captain of the Guard, Military General, Champions Jarl: Heralds, Business owners, Guards Plebeian: Soldiers, Citizens, Nesting mothers, Visitors Slaves The Archon has complete say in all, and all other Draconians bow to them. The Archon has their say in any mate, thus their royal bloodline continue to their wishes unless the throne be wrested from them. A Magnus is a being of grand importance, whether to the King/Queen’s service directly, or a being of high praise in combat. They have the same authority as a Jarl but have their judgements taken into higher regard unless there is counteracting proof. Jarls are servants to the Magni and by extension, the Archon indirectly. Speakers, supporters of the economy and those with authority to uphold the laws by force if need be are all deemed Jarls. They are the judge of a being's guilt or innocence. Plebeians are middle-low class citizens and workers and often lowly footsoldiers in Draconian Infantry. Having no authority, they simply live in basic nesting areas. Slaves are captives or lawbreakers sentenced to the most menial and physically taxing work such as cleaning or upkeeping of the castle. They can also be issued to specific Jarls or Magni of whom have total ownership and authority over them. Laws Murder is prohibited and leads to public execution. Killing in the arena accidentally is considered honorable death by combat and bypasses the rule unless the deathblow was completely intentional and there is proof to validate. Thievery dishonors the perpetrator and their entire family, moving them to the rank of Slave in a life sentence. A second offense leads to execution. Seating at the Archon’s throne is the same as issuing a challenge for the throne and will result in forced arena combat. Disobeying a superior directly is by extension direct defiance of the Archon and is treated as treason- execution void of trial. Heathen practices such as Necromancy deem execution void of trial. All sons and daughters of a mother or father taken by the Archon are bastardized and kept at their ranks. New children will be considered royalty, however, should the previous children still be alive, their rank and prestige stay the same. Adultery with the Archon’s chosen mate results in execution by combat with the Archon personally. Fights used to make changes to the political system or its ranks must be accepted by the Archon and two Magni before the terms are set. Pantheon Avia(Ay-vee-ah)- Goddess of Storms. Referred to as “Grandmother” in the Draconian tongue. Depicted as a beautiful human maiden wrapped in clouds. Avslutande(Ahv-slood-ahn-day)- God-King of Primal Darkness. Referred to as “Grandfather” in the Draconian tongue- in a term usually used in a bittersweet way. Depicted as a black dragon with one glowing red eye, and one glowing blue eye. Zeondis(Zee-on-die)- Lord of Majesty. Referred to as “Allfather” in the Draconian tongue. Depicted as a one-eyed grey scaled draconian with a golden underbelly. He holds a powerful spear and stands upon a stormcloud. King of the afterlife and the mightiest Draconian warrior in existence- unrivaled in combat. He has features depicting him as a very aged Draconian, as his horns are a darker color and his facial features are drooping slightly. Yrmadath(e-Erm-ah-dath)- Lord of Winter. Referred to as “Slumbering King” in the Draconian tongue. Depicted as a turquoise scaled draconian with an underbelly white as snow. He’s incredibly large. It is said that each winter, on the coldest day, he snores with such force that all his teeth fall out. They regrow by next winter, but the shed teeth birth frost-trolls: the only beings whom’s conquering power and physical might can match a Draconian’s. It is believed that Yrmadath’s slumber allows him to watch the Draconians from afar and look after them. Guiding gusts of frosty wind are said to be Yrmadath’s hand guiding you in the right direction. Thrandor(thran-Door)- Lord of Thunder. Referred to as “Brother” in the Draconian tongue. He is depicted as a mighty draconian warrior wielding a powerful mace that commands thunder and lightning. A war hero, he is worshiped as a being to follow in the footsteps of by Draconian soldiers. He has bronze scales and a black underbelly with wicked horns growing all over his arms, back and tail. Sometimes, male and female draconians both will grow extremely hard plates and horns on their tail. This is said to be a blessing from Thrandor, as these Draconians often become Champions. Frynnoth(Free-nyoh-th)- Lady of the Heavens. Referred to as “Mother” in the Draconian tongue, she is depicted as a white-scaled dragon with a crystalline underbelly. She has an aurora in her wings that is said to cause the northern lights. Bewed to Zeondis, Frynnoth is the mother of the Draconian race. Aeogoth(Ay-Oh-Goth)- The Avatar of Stone. Referred to as “Watcher” in the Draconian tongue, he is depicted as a golden serpent-dragon with the stars on his underbelly. They believe him to be a sentinel to protect them from the prophetic end of days. Destrythalga(Dest-ree-Thahl-gah)- The Avatar of Destiny. Referred to as “Armageddon” in the Draconian tongue, he is depicted as a black dragon with violet horns. Believed to be the lord of the hell planes. Felstokruth(Fell-Stah-krooth)- The Champion Death. Referred to as “Gatekeeper” or “Death” in the Draconian tongue, he is depicted as a skeletal draconian with a black, spiked crown, a dreadful scythe and a legion of the dead at his back. Draconians fear this being as an omen and see his symbol as a great affront, believing him to try and drag Draconians to the hell planes away from their afterlife in Zeondis’ hall. Bakrofet(Bae-crow-Fiet)- The Infernal King. Referred to as “Worthy Devil” in the Draconian tongue, he is depicted as a slender, humanoid being in black, bony armor and wielding a flamberge engulfed in flames. It is unknown what relation this ‘God’ has with the Draconian race, as they seem to view it in an odd fashion of disgust yet respect. Sludgorieth(Slood-goh-ree-eth)- The Lord of Beasts. Referred to as “Slime King” in a hiss in the Draconian tongue, Sludgorieth is viewed as a large mass of coagulated sludge with a green tinge, gemstones of great worth upon his crown-like brow and a single eye missing. He is the minister of mythical beings in the lower realms and one of the wise kings Avia consulted in her journey. ‘Gelatiel’ is his name in the tongue of men. Hierogoregant(Hi-roh-go-re-gant)- Key to the Frozen Hells. Referred to as “Guardian” in the tongue of Draconians, Hierogoregant is a large, blue, frost dragon tasked with guarding the top of their holy spire. He is prophesied to one day lead the Draconian race to defeat the Gatekeeper’s chosen and destroy the hell planes in the name of Zeondis’ hall on the day of Armageddon. Dragon of victory, he is revered as a minor deity though he has no ties to the Gods of old. Due to his immense power, the draconians believe him to be a prophet of Thrandor.
  24. Umbramancy

    Umbramancy Manipulation of darkness itself, Umbramancy is a form of black magic focusing primarily upon the control of the element of dark- and not upon its patron lords or depths of its somewhat sinister or vile accompaniment. Umbramancy is an advanced art, requiring at least two journeyman archetypes to learn. Umbramancy is power incarnate and only the strong can control it without spiralling into chaos and disaster. Spellscribe- Oath of Dark- By learning Umbramancy, you are unable to study, research, practice nor utilize Luxomancy nor any form of faith rituals, or any form of light based charms. All other forms of magic being learned parallel to this are halted and your studies on anything but Umbramancy are hindered. Spellsmith- Grimoire of Caligo-(Requires your character to be able to read/write the ancient tongue of the dead) You are now capable of translating glyphs of the black arts, hexes, curses and necromanticism from ancient texts and piecing them together upon scrolls or books. These translated texts can be used as records for elden magic, but can also be used to form eldritch combinations of powers to utilize for your disposal. Breathe Deep the Dark- When channeling any form of umbramantic spell, you gain a power aura appearing as an explosive violet glow. This glows more intensely the more you cast, eventually igniting in purple flame after five successful consecutive casts. Your next umbramantic spell carries this power aura, costing more arkana than normal but doubling in potency at an additional cost of recoil damage. Dread- When casting any form of umbramantic spell, you can choose to make a roll. If your roll is 20 and your spell makes impact(direct or glancing), the victim(s) become consumed in fear for a short time. If you miss the roll your spell fizzles out. If you roll a 1, your spell backfires instead, consuming you in fear. Apprentice- The Black Wind Howls- Your umbramantic spells carry a tailwind of shadows that linger behind. Once and only once between spellcasts of any kind, you can teleport anywhere in these shadowy trails instantaneously. Servants of the Dark-(Requires Accomplished Planarmancy) You become capable of binding and controlling lesser shadow beings such as Eyewings, Spectres, Acromantulas, etc. that you encounter in the wild. Requires a roll and DM. These will only temporarily serve you, however- and will return to their natural habitat after a few hours. Acceptance of the Grave- Able to allure risen dead to fight for you temporarily, snatching them from any form of necromantic connection. The more powerful the risen dead, however, the more difficult it is to allure them. Skeletal abominations or dracoliches are immune. (Does not work on Liches, Wraiths and Wights.) Mystic- Twisted Power- Able to supercharge beam, orb and wave umbramantic spells to the maximum for immense destructive power with heightened arkana costs. Friend of the Shadows-(Requires Servants of the Dark) Able to make a shadow being or monster a permanent(until their death) companion. Requires a roll and DM. If the shadow being is not shown the same care or love as a pet, however, they may leave. A Lesson in Force- Umbramantic spells pack twice as much force when only hitting a single target.(Note, this is not a damage increase. By ‘Force’ it counts as impact force or knockback.) Journeyman- Intrepid Scribe- All forms of magic the caster uses are greatly hindered. However, when using a Lexicon or Grimoire, all forms of magic the caster uses are greatly increased in effectiveness. Photophobia- When in any form of light- be it from fire, the sun or another magi, your magic is hindered greatly. However, when in darkness whether it be in a dark place or under the night sky(moonlight does not apply the light hinderance), your umbramancy grows greatly in potency. If you have The Black Wind Howls, light cannot debilitate you at all so long as you are standing in the umbramantic tailwind. Vengeance Mantle- When facing a foe of whom you’ve the deepest passions to defeat, your body is cloaked in a powerful shadowy aura that blocks minor attacks and greatly increases defenses. Accomplished- Elemental Dissonance- Pyromancy, Cryomancy, Aquiomancy and Aeromancy are empowered but are more taxing to cast. Even Further Beyond- Able to overcharge yourself when going full power, exploding into a dark aura that increases your physical and magical capabilities greatly while rapidly draining your stamina.(Takes three ‘turns’ to charge during a boss event or player spar) Power Storm- You are capable of splitting any umbramantic spell you’re channeling into several dark energy bolts containing the divided power and launching them rapidfire at random over large areas. Shadow Tap- When in darkness, your arkana slowly replenishes itself. If you have The Black Wind Howls, you recover arkana while standing in its tailwinds.(Stacks with each other if you’re in an umbramantic tailwind while in darkness already) Expert- Monster’s Caretaker-(Requires Friend of the Shadows) If you successfully take care of a shadow beast or monster for an entire in-game year without it dying or leaving, it becomes much stronger and gains a strong sense of respect, love and care for you as well- turning it to a reliable guardian. Evolved Magic- Choose one elemental magic you have Accomplished in (Pyromancy, Cryomancy, Aquiomancy, Aeromancy) and upgrade it. Dark Pyromancy casts shadowfire spells which have increased potency and the flames they produce cannot be put out with magic. Dark Cryomancy casts free of arkana costs. Dark Aquiomancy allows you to take an additional perk at Master. Dark Aeromancy makes all flight currents unusable by those of whom you choose to lock out. Spear of the Night- Umbramantic spells now pierce/ignore barrier spells from other casters. Requires a roll above 10 to pierce. If you roll a 20, the barrier is destroyed. Archives of Caligo-(Requires Grimoire of Caligo) You are now able to translate even the most ancient seals of primal darkness. You can put together Primal dark glyphs for limited usage by those who can withstand the power. Primal dark glyphs are incredibly rare drops from shadow beasts/shadow lords and incredibly rare loot pieces from high-end dungeons. Primal dark glyphs can only be altered or enchanted with at the Umbral altar. Master- Devotion to the Master-(Requires Monster’s Caretaker) If your monster companion is a fighter-type, they will always go after the most recent person to target you with hostility. If your monster companion is capable of any form of magical attack, they can pool their power with yours and become capable of essence fusion with you. The Dark Lance- Umbramancy ignores all resistance to magic. Black Mage- When you channel an umbramantic spell, any and all nearby you are picked up and thrown by the shockwaves of your power alone. Four copies of each umbramantic spell you cast erupt from the epicenter of your spell’s impact and bounce in each direction of the impact zone. After a delay, four more on each side will erupt from the epicenter. The repeated spellcasts only carry half the power of the original spell. Roll every three spellcast. A 20 results in your spell’s aftershocks to repeat the destruction at full power and restart the spell-copy cycle. Archmagus- Discipline of Light- Shatter the Oath of Dark. You may now learn Luxomancy at a heavily hindered pace. Once Discipline of Dark is obtained, gain Discordiamancy: an extremely powerful version of basic arcane magic with nigh unmatched destructive power. Utter Annihilation-(Requires Black Mage) If Black Mage’s full effect comes into effect, spell copies will persist to reset if you continuously roll higher than 15 after the successful 20. Evolve Monster-(Requires Devotion to the Master) Permanently evolve your monster companion to their highest possible state, massively increasing their powers and durability. Must be done at the Umbral altar.
  25. Luxomancy

    Luxomancy The art of manipulation of light and spirit for protection. Luxomancy is an advanced art that requires at least two Journeyman leveled archetypes to learn. Magic that combats magic itself, Luxomancy stands as proof that the very essence of magic is at least sentient enough to have ways of protecting itself from its own destructive qualities. Spellscribe- Oath of Light- By learning Luxomancy, you are unable to study, research, practice nor utilize Umbramancy nor any form of Hex, Curse or Dark magic. All other forms of magic being learned parallel to this are halted and your studies on anything but Luxomancy are hindered. Spellsmith- Lexicon of Lumen- (Requires your character to know how to read/write Highborn) Able to translate Lux Glyphs into an empty scroll or book and form unique and/or limitless combinations of Lux-based enchantments and incantation-based spells. You can form these to your will so long as the Glyphs match up with one another. Magic glyphs are common loot from magic dungeons and enemy wizards. Warped Reality- Capable of utilizing your own arkana to form light anomalies which twist physical sources to their location like a magnet. These anomalies linger for a short time before dispersing into a wave of light that launches any physical forms within its pull in the opposite direction of the caster. Pure Body- You are now much more resilient to negative effects caused by magic.(This does not negate the effectiveness of offensive magic against you, but rather debuff-type or debilitating curses or spells) Apprentice- Valkyric Majesty- When channeling any form of arkana, your body emits a powerful glow, forming a resonant field of light that softens other forms of magic nearby. Lucerna Dei Silentium- Bestowing light upon another prevents magic from being channeled in the area temporarily. Chalice of Harmony- When bestowing a healing charm upon another, you yourself receive a portion of the healing as well. Mystic- Paladin- Your luxomancy-based spells as well as any weapons you may use while under the effect of luxomancy are especially potent to the undead and to demons/abominations of the night(I.E Vampyres, werewolves ect). In return, all forms of luxomancy you use that target living beings is severely weakened. Crusader- All magic and weapons used by your hand against those of whom your deepest passions lead you to defeat are engulfed in righteous fire that heavily damages the arkana of those struck by it.(Note to DMs, don’t allow players to abuse Crusader- it only activates if their passions make sense to run deep and personal enough towards a certain type of foe to defeat.) Blessing of Ancient Kings- You can now forge powerful temporary weapons from pure light. Their striking power and durability rely on your skill with magic. Scribe of Lumen-(Requires Lexicon of Lumen) You are now capable of translating seals and more advanced glyphs. Any and all glyphs regardless of magic affinity are now at your disposal to create lexicons from. Glyphs or seals of the same element can be combined regardless of if they match or not, allowing you to forge customized spells for usage. Journeyman- Elemental Consonance- Pyromancy, Cryomancy, Aquiomancy and Aeromancy spells become slightly weaker but easier to control. Disciple- All forms of magic you use are hindered greatly. However, when wielding a Staff or Wand, all forms of magic you use are empowered greatly. Light Ritual- You have unlocked the art of the light ritual. Burn mana dust at the Lux altar to conjure a powerful light elemental and bind it to you. While this light elemental is with you, it will fight for you. If it is defeated, you will be heavily weakened and drawn to resurrect it again to fulfill your pact with it. Banisher- Silencing charms on summoned creatures belonging to a weaker magi cause the summoned creature- bound or unbound- to be sent back to its original dimension. Accomplished- Mirror Mirror- Barrier spells you cast will now send magic backwards towards the original caster. Direct cast spells are cast on their own caster instead. In exchange, however, barrier spells are far more taxing to uphold. Arcane Allure-(Requires Warped Reality) Light anomalies created with Warped Reality now draw in sources of magic as well as physical sources. Denial of the Grave- Silencing charms cast on risen dead will temporarily cause them to die again. If the necromantic force keeping them alive remains, they will rise once more albeit after a long time.(Does not work on Liches, Wraiths and Wights) Expert- Cursebreaker- You are now capable of removing curses from living beings by transferring them to a doll or effigy. ...It may be a good idea to burn them thereafter. Hex Eater- Hexes will no longer work on you, simply being consumed into you and becoming usable arkana. Plague Doctor- Healing charms, Potions and/or medicinal fixes you create are more effective, the closer to death the recipient is. Exorcism-(Requires Banisher)When banishing a summoned being, prevent the summoner from summoning anything else temporarily. Master- Pure of Soul-(Requires Pure Body) Become immune to all forms of magic debilitation. Valkyrie- At great self damage, sprout angelic wings from your back. When utilizing these for flight, your luxomancy has massively increased potency but you cannot use it to heal yourself. (TEMPORARY TRANSFORMATION: Valkyrie- On Angelic wings, take to the skies with empowered luxomancy and increased physical and magical endurance. If wearing heavy armor, or having a heavyset body, your flight time is limited greatly.) White Mage- All healing charms you cast are heavily empowered. Roll to cause a miracle during your healing spells on others, allowing you to completely rejuvenate someone’s body, arkana and stamina.(Requires you to roll a 20 for miracle) No Magic Zone- Silencing charms create a circle around their victim(s) that linger for a long time. Any magic crossing these areas is destroyed and any casters within these are continuously silenced. Archmagus- Second Chance-(Requires White Mage)Able to resurrect the recently deceased with a miracle cast. The same person cannot be resurrected twice. Discipline of Dark- Shatter the Oath of Light. You may now learn Umbramancy at a heavily hindered pace. Once Discipline of Light is obtained, gain Discordiamancy: an extremely powerful version of basic arcane magic with nigh unmatched destructive power. Purify Crystal- Capable of reverting a corrupted arcane crystal or drakeheart crystal shard to normal. Capable of converting an arcane crystal into a celestial crystal.
  26. Planarmancy

    Planarmancy The art of conjuration from differentiating dimensional rifts. Planarmancers are also simplified to be called Conjurors or Summoners. Ritualistic in nature, Planarmancy is dangerous due to the beings summoned to our dimension: can they truly be controlled? Spellscribe- Initiate’s Bind: Bind an elemental spirit to you that will remain by you as a guardian for now on- until it is dismissed or destroyed. Able to conjure elementals and familiars at will, but can only control one. Any additional summoned elementals will be unbound and be hostile to any and every living thing in sight, and will be forcefully dragged into a dimensional portal a short time after arriving. Spellsmith- Flesh of my Flesh: Able to damage your own life force and transfer it to a bound being, mending their wounds Overwhelming Power: Able to massively empower your bound being far beyond their limits. After a short time, the bound being dies horribly. Unbound Lesser Demon: Able to summon a lesser demon from the hell planes. This being will not obey any orders and is hostile to any and every living thing in sight. Will be forcefully swallowed back into hell a short time after arriving. Summoning demons takes its toll on the caster: as their blood is required to complete the conjuration. Apprentice- Fusion Gate: Able to conjure bound fusion elementals.(Chaos, Steam, Ice, Magma ect.) These are harder to control. Roll every time you issue a command. If you do not roll high enough to control the elemental, it becomes unbound and is swallowed into a dimensional portal shortly thereafter. Be able to control them completely upon achieving expert. Arcane Smith: Able to alter dimensional forces to bind metaphysical energy into physical constructs. Form temporary weapons and armor from nothingness. Unbound Demon: Able to summon a demon from the hell planes. This being will not obey any orders and is hostile to any and every living thing in sight. Will be forcefully swallowed back into hell a short time after arriving. Summoning demons takes its toll on the caster: as their blood is required to complete the conjuration. Maelstrom: When channeling the same type of magic your summon is casting, your summon gains increased potency. When casting the same type of magic your summon is channeling, you gain increased potency. Mystic- Planestrider: When you have a bound minion active, your physicality is increased.(This counts for necromantic summons) Warlock’s Whip: Roll to attempt to dominate an unbound demon or lesser demon that you have summoned. If successful, roll again to bind them. If successful, the demon becomes a bound minion that will obey your orders. If the first roll fails, the demon or lesser demon will focus its fury on you. If you fail the second roll after succeeding at the first, they will be swallowed back into hell after a short time, but will temporarily fight for you. The Master’s Power: Able to transfer any form of self-enhancing, healing or protecting spell you would place onto yourself to all bound minions as well with a single cast. Generic Healing magic does not work on undead or demons. Journeyman- Elemental Fission: Able to split a bound elemental into two weaker bound elementals. This can be done multiple times. If attempting to use this on an unbound elemental or an elemental bound to someone else, a roll is required- or multiple rolls depending on how powerful the elemental is. Pentacle Flux: Unbound demons summoned by your hand radiate a flux of dark energy that cause nearby sources of magic to be swallowed into silence when too close to them. Binding a demon affected by Pentacle Flux will enhance it with a constant dampening field that squelches magic from sources other than the summoner. Unbound elementals summoned by your hand radiate a flux of magic that matches their base element- causing destruction to anything near it at a constant rate. Binding an elemental affected by Pentacle Flux will enhance it with an aura cloak of destructive magic that will retaliate towards any being other than the summoner who gets too close to them. These effects can be manually dispelled by the summoner. Oblivion Link: You can destroy a conjured elemental to replenish the arkana used to summon it. You can destroy a conjured demon to replenish any life force lost while summoning it. Unstable Gate: At great effort, you can open dimensional gates that will summon unbound beings at random for a short time. These unbound beings cannot be bound by any means and can range from powerful demons and elementals, to weak or small animals or insects from other dimensions. Dark Mark: By channeling into any melee weapon you have, you can ignite it in darkfire. Successfully striking an enemy will mark them with a demonic curse. If any conjured demon strikes the same target, the mark ruptures, igniting them in emerald flame. Dark enchanted weapons also deal magic damage parallel to physical damage. Accomplished- Elemental Discord: Conjuring of two bound elementals is now a possibility- however they will immediately combine into a single elemental. If their elements are incompatible, you create a chaos anomaly that is unbound and highly destructive. If they are compatible, you summon a raging elemental which is much more powerful but harder to control. Elemental Harmony: Conjuring of two bound elementals is now a possibility- however they will immediately combine into a single elemental. If their elements are incompatible, the spell fizzles out. If the elements are compatible, your arkana is replenished equivalent of one of the summoning costs. Demonic Maelstrom: Conjuring of two demons is now a possibility- however they will be unbound and unable to be put under your control by any means. They emit a powerful field of chaos that unbinds all planar summons from their summoners nearby. Elemental Adaptation: You may conjure a single elemental. It will evolve into a Raging Elemental Thrall which will stay by your side until destruction, but will resummon after a short period of time. You cannot change its element, but it is powerful and unable to be unbound to you by any means. Demonic Adaptation: You may select a single bound demon. It will be empowered into a Demon Duke which will stay by your side until destruction, but will resummon after a short period of time. You cannot unbind it- it is bound to you for life. Expert- Demon Lord: You are now capable of controlling two bound demons, and capable of controlling unbound Demon Dukes and Demon Beasts conjured or roaming the plane. Banishment: You are capable of attempting to banish an elemental or demon roaming the land. This can also be used to banish lesser summoner’s elementals or demons- but Demonic and Elemental Adaptation prevent this if the elemental or demon you target is permanently bound to the summoner. Binds of Reality: You are capable of using multiplanar latent arkana to create tangible constructs. If you have Arcane Smith, your weapons and armor last longer and become unbanishable by other summoners. Energy Roil: When channeling the same type of magic your elemental is channeling, you enter temporary essence fusion, pooling your spells together. When channeling the opposite type of magic your elemental is channeling, you both cast a chaos spell equivalent instead. When channeling a type of magic that synergizes with the type of magic your elemental is channeling, your magic bounces wildly, attacking your target and anyone near them. Omragon’s Curse: Gain the spell ‘Demonic Mark’. Attack with a mass of darkness rippling with emerald inferno. If this successfully hits any living thing, they are marked with a demonic curse. If any conjured demon strikes a marked target, the mark ruptures, igniting them in emerald flame. Master- Binds of Hell: Your demons become mightier when bound and casting unbound demon spells now conjures 1-3 randomly instead of just 1. If you do not control any bound demons, you begin to weaken and wane- the fires of oblivion slowly creeping onto you. If you fail to fulfill your demonic pact and continue the conjuration of the demonic forces, you are swallowed into the hell planes.(Escape is possible, but difficult.) Elemental Pact: Your elementals become much stronger. Elementals become raging elementals, raging elementals become formidable elementals. You can now control up to three, and when conjuring unbound elementals, you conjure 1-3 randomly instead of just 1. If you do not control any bound elementals, your soul begins to weaken and your ability to cast slowly deteriorates. If you cannot fulfill your pact and conjure bound elementals to link yourself to the plane you’ve invested in- your ability to cast magic will eventually dissipate and your power will fade.(Temporarily recede down the mage tiers. Upon successfully summoning, you return to your original status) Void Burn(Requires Arcane Smith): Your conjured armor becomes highly resistant to magic and your conjured weapons ignite struck enemies in shadowfire, causing constant life-force damage until they are dispelled or recede naturally. Archmagus- Planar Army: Crack the sky and conjure hundreds of elementals at once as they rain down like a meteor shower from a massive planar portal. These conjured elementals are raging elementals and are bound to you. They remain active for a very short amount of time before being consumed back into a dimensional portal. Arcanite Prowess: Your body connects to your summons like an arcane tap. Their magic and arkana will flow unto you and a portion of their power is given to you so long as they are active.
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