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Everything posted by CoderDrag0n8
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INCORRECT! I MADE BLOG ENTRIES THAT HAVE THE ENTIRE GOOGLE DOC IN THEM! NOW IT'S IMPOSSIBLE FOR YOU TO GET LEFT OUT! HAHA! The last one is a repeat. And the Failed Ideas one is just nice to remember.
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Cosmere RP Part 5 - Failed Ideas (Its nice to remember the past)
CoderDrag0n8 posted a blog entry in Refrences
Failed Ideas Shards: TIGER (Made by TheBestTruthwatcher): intent: to protect all tigers [reference to the shard of the same name in 5-word-story, likely made as a joke] (yeah this was a joke) Change (Made by CoderDrag0n8): A piece of cultivation, ruin, and invention Intent: To control change. Possible MoI's could be shapeshifting Vessel: Was originally a dragon Madness (Made by SpiritOfWrath): [Not much info] [Possibly of Whimsy and Honor?] Madness is about causing Chaos, seemingly without any regard for the cost. However, Madness knows not to overstep, is conniving, and good at getting what she wants. Order (Made by HoidSlayer): Post 1[I don’t really have a lot of time, but a potential shard could be Order. The opposite of Autonomy, Order seeks to create absolute symmetry in the Cosmere. An idea for a world (its a little outlandish, but could be cool): Millenia ago, the rest of the Shards trapped Order away in a unique prison. Unable to defeat it, they created an artificial reality for Order to rule over. Order’s world is completely cut off from the rest of the Cosmere, and its denizens believe it is is the only world.] Post 2[Sure (couldn’t quote in edit so sorry for the double post). Right now, Order is insane, and unaware of the other Shards. It believes it is the one true god and rules it’s world with an iron fist, enforcing strict conformity and destroying anything unique. If you mean general intent, then simply: to create uniformity. Order doesn’t necessarily want to end all life and make reality just pure emptiness (although that WOULD be uniform). Like Autonomy, it allows for some inconsistencies with its intent. It seeks perfect uniformity as is possible within the natural order of things. A perfect world for Order would still have mountains, forests and maybe even settlements. But everything, from the mountains to the trees to the colors, would form a perfect pattern.] Conquest (Made by Lord Ruler Sylphrena): It's a combo of Dominion and Ambition. It's all about war and grandeur as it wants to see people form the largest and most powerful empires. It could have been a Avatar of Dominion that was made before it was shattered and was able to siphon of a portion of Ambition when it was taken down my Oduim and has since been hiding on a random planet. It's magic system could be similar to Aon Dor and Awakening where people can draw power from the land they control to enhance their abilities and make shadow soldiers etc. Failed MoIs: Sonomancy (Hoid Slayer’s MoI) (Based of Order): Now for the magic: Meet sonomancy. Order’s magic system works through manipulation of the Perfect Tones, a collection of sounds, similar to the pure tones of Roshar. A practitioner of sonomancy must play the tones to create an effect; for this reason, sonomancy requires a space where sound can travel. It doesn’t matter how you make the tones, so long as they are pure. The main users of sonomancy are the Acolytes of Order, a shadowy group that sacrifices themselves to serve as servants of Order. They share a sort of hive mind, but can still think a little individually, similar to the steel inquisitors. The Acolytes are Vasor’s eyes and fists in the world, regulating most activity from above. When one undergoes the ritual to become an Acolyte, a shadowy substance seems to grow over them until it envelops their skin completely. Through this substance they are able to play multiple tones at a time and create great effects. Anyone could practice sonomancy, so long as they have a connection to Order (can be hemallurgically stolen) and a way to play the tones. Planets: (there’s a possibility of these being integrated) Lopen’s Tenth Cousin’s Planet: There is a solar system containing five planets - three uninhabitable. The shards ended up settling on one closer to the sun, (the 2nd) with a highly pressurized atmosphere with many greenhouse gasses. Life works based on regular animals being highly Invested (humans are just weak - only gots the brains). The main biome is the drifting islands which are in the higher up portion of the atmosphere and are ever changing. There are some "Permanent isles" that are just the peaks of tall mountains. Below is the Scorchlands, where nothing lives aside from highly Invested Silicate based life forms that live off of the magma at the surface. The planet is about 1.3 Earth sizes, having just a little bit of extra gravity. There are 2 moons in orbit around each other, tidally locked and perfectly in sync with one another (one planetary object for each shard) Most Flora and Fauna float around and are similar to jellyfish in a way, just in the air. SpiritOfWrath’s Planet: But society/culture: The people are INTENSE. They have a whole “honor” (best word, NOT BASED ON HONOR) system set up like that of the medieval knights or samurais, ya know? Falsehood leads to swift execution, and their political intrigue generally revolves around stretching the truth to the limit and “forget” things when convenient. Classes and such: Their warriors wear white (NO NOT SZETH) and fight in ways such that they limit the dirtying of their robes as much as possible. Their higher class are a group of elite that are revered for their philosophical pursuits. Planet: Fifth, presumably uninhabitable planet that Verity made pockets of habitable land within, in which Verity cultivated their own society ‘n’ stuff. Since it started uninhabitable, natural resources are sorely limited and so they get the majority of their belongings directly from Verity. The more truthful one is, the more they get from Verity - another crime is gifts or commerce, which earns prison time. -
MoIs (Magic systems) (Manifestation of Investiture): Shifting (CoderDrag0n8’s MoI) (Branch of Fellcasting MoI): Base mechanics: There are levels of power that are called cracks in the shifter’s society. They would be shapeshifters and would gain powers as they gain cracks. The shifter’s shifting powers are similar to dragon’s and there are many dragons among the order. They are powered by Corrupted investiture (Corruption’s investiture) from corruption himself. There are few of them, and are Corruption’s elite force to control. Corruption can also corrupt (A bit like Sja-Anat) other investiture and their forms. Shifters have some abilities similar to Awakeners. Fellcasters can Fellcast Shifters, it’s just very hard. However, many shifters can immediately shift out of the Fellcast, and some of the highest crack counts are completely immune. They can also use investiture too enhance portions of their body. Some basic powers don’t need investiture (Like powers that Kandra can use) but most do, and expend lots of it. They can shift aluminum (They can shift things into it without as much cost similarly to soulcasters) but it expends a LOT of investiture. Some powers: (Ranging throughout crack counts) are: Self-shifting (Changing the shape and look of yourself) Other shifting (Shifting the shape of other things[like soul casting, but without needing permission]) Spirit Shifting (One of the most powerful, can shift and change your spirit web, giving other MoIs. Only very very high crack counts can access it) Realm Shifting (Can shift between realms[Can also open up a minor perpendicularity at higher crack counts]) Vaw Shifting (Can summon a Vawning) Tendril Shifting (Similar to varium shifting in creation, costs investiture to create tendrils, gain investiture when removing. Can create partially physical tendrils that the shifter can control. Similar to solid lightweaving. Can be invested into things to have the things be controlled by the shifter. Starting out black and tendril like, the more powerful the shifter, the more and more they can change the tendrils.) Corrupted Shifting (Can corrupt other investiture[Can make stormlight become corrupted investiture]) Investiture Shifting (Can transform matter into investiture, investiture into energy, ect[Highly dangerous and likely to backfire]) Invest Shifting (Can invest/uninvest objects with corrupted investiture/vaw. Can also enhance traits of objects/self by investing it along with intent. Can strengthen mental defenses in focal point. [Ex: Ward of emotional allomancy by investing the brain, charm by investiting the heart. The farther gone a shifter is, the more investiture is needed to defend.]) and Varium Shifting (Certain shifters can summon Varium and shape it at the cost of corrupted investiture[You may shift the Varium back into its pure corrupted investiture form][Like Nomad]). Initiation: To become a shifter or you must consume a poison, Lamonade, made from the lemons in the lemon fields (You need to obtain it through a specific technique that nullifies the danger), that produces temporary madness that creates the cracks in the spirit web. This is an extremely dangerous process and requires training in order to survive even then some either still die, or become completely insane. When becoming a Shifter, you gain Kandra like qualities while still being your original species and power set. Shifters are very secretive and very rare. Shifters are usually originally a Fellcaster. When a Fellcaster becomes a shifter, they lose their Fellcasting powers, and slowly regain them as they rise the ranks. Chemalurgy: Spikes made of varium (corruption’s godmetal) can steal shifting. And they have Chemalurgic gain. This means that it effectively doubles the power lost. This is used to make twisted and incredibly powerful Chemalurgic constructs. Chemalurgy is the art of hemalurgy with varium. Shifters, however, are the only ones who can take advantage of this Chemalurgy. Varium/Corrupted Investiture: Varium works as a physical manifestation of corrupted investiture. Varium can appear in many forms, and vials of varium are usually used by shifters to get easy and quick corrupted investiture. The best way to gain corrupted investiture is from the Vawning (See more in Fellcasting). High enough cracked shifters can summon corrupted investiture straight from the spiritual realm. Varium can also be used, if shifted into the right form, as a partial biological construct, and can be affected by Varium spikes. Varium is also used by the shifters to create mechanical constructs. Another form of corrupted investiture is Vaw. Resonances: Currently, the only known resonance is with BioChromatic Breath, or just Breath. Shifters can tighten the aura of color around themselves to make them look like they don’t have any, or to restrict it to a specific place. They can transform investiture into Breaths. When they get to Invest Shifting, their awakening powers change into an ability similar to Divining, except without any of the unnecessary prerequisites. When BioChromatic Breath interacts with Invest Shifting, the shifter can use this new Diving like Invest Shifting, and a new shifting power called Awakened Boio Shifting. With Awakened Boio Shifting, you can fully awaken an object to have sentience. You can also ‘dislodge’ the sentience of the object to make it become a spirit so that you can un-awaken it without killing the boio you created. Resonances also cannot be found through spirit shifting. So the only way to find resonances are with hemalurgy or breaths. Spiritweb/Cracks: Whenever a shifter uses their powers, their spirit web is more and more cracked (This process is very slow). Corrupted. The ‘cracks’ that the shifters use to add structure to their powers is merely the continued corruption/decay of their spiritweb (To speed it up, drink Lamonade again to get cracks significantly faster. The more and more their spiritweb breaks apart, the more and more access they have to the abilities of shifting. Chemalurgy only works to double their powers because of how destroyed their spiritweb becomes. In fact, taking out a Chemalurgic spike will then work to advance their powers more (This works with any spike). They have to constantly keep their mental barriers up to keep from being mind controlled with emotional allomancy or by shards. The higher their crack count, the better the mental barriers are, but the worse their sanity is. Many shifters have gone so crazy that it would make one of the Fused that went insane, look like the most sane person ever. In fact, hemalurgic spikes get attracted to shifters and shifters have to work to keep them away. Their spiritweb just wants to be filled again, even through hemalurgic constructs. Mental Stability: Because of how unstable Shifters are, they can consume Vaw/Investiture to stabilize their mental state. The higher the crack count, the more Vaw they need to consume to stay stable. The only way the second in command is still alive is because corruption itself is fueling Vaw to his spiritweb. Without it, his spiritweb would fall apart, breaking him into pieces. That, or he would need to stick himself with many hemalurgic spikes to try to stabilize his ruined spiritweb. Misc: The first power a shifter gets is ensured (That’s Self Shifting). The next powers a shifter gets are more and more randomized. Certain powers are always near the end, some usually near the beginning. Investiture does somewhat stabilize a person’s mental state when they drink lemonade. Diviners (CoderDrag0n8’s other MoI): Basic Info: If you make paper from the lemon trees of Zion and ink from the swamplands of Arvus’s invested mud and write down a string of Divining Words (Also known as a Divining Enchant) and push intent into it, a proportional amount of investiture is leaked from you into the pages. (Working like Nightblood, if you don’t have investiture in you, it will use life force). You will then have a Divining Page. This divining page will change properties depending on the Divining Words used in the Divining Enchant. Shard: Partially of all 3 shards of the [Enter Name Here] system. Fellcasting (entr0pic’s MoI) (Branch of Shifting MoI): Base mechanics: fellcasting is like a weird mesh between awakening and soulcasting.There are 3 types of fellcasters: physical, mental, and spiritual. Spiritual fellcasters are by far rarer than the other two, and are more limited; both by their lack of knowledge of the power and certain limitations but in place by corruption. Fellcasters of each variety can change aspects relating to what kind they have (ex a physical fellcasters could manipulate physical attributes). To do this, a fellcaster must be touching someone and say a command correlating to what part of someone you want to fellcast. The command structure is “be [what you want to change]” ex, a physical fellcaster could say “be weak of body” as a valid command. You can use any language to do this, including sign languages. generally, the more complex a command, the more power you need to achieve it (which will be explained shortly) . An example of a complex command would be “be strong of body, with hazel eyes, a round face, and keen senses”. It is impossible to fellcast yourself, as that is reserved for shifters. It is also impossible to fellcast an animal (This is not actually true, you can fellcast an animal. It’s just harder to do so. For example, animals don’t have sentientince like humans or dragons, so there’s less to actually change with mental fellcasting. as for the first one, you would need to do some weird identity shenanigans to make it work, but it is possible). Changes, no matter what, are temporary and expire shortly. The nature of corruption denies permanent change. how a change manifests is largely based on perception and intent. For example, if a mental fellcaster said “be weak of mind” that could make someone emotionally unstable or slow of thought, depending on the intent and perception of the fellcaster. However, a fellcaster cannot replicate forms of investiture without certain additions. They can't just say “be a mistborn” and make a mistborn. More dramatic changes in fellcasting are easier to do than more subtle ones, as corruption likes dramatic shifts. For example, the command “be morally corrupt” would be more efficient when used on a virtuous person, when compared to an already vain and jealous person. Fellcasters have a harder time fellcasting shifters, but it is possible. Shifters, however, lie and say that it is impossible Some examples of common commands are: “Be strong of body” Used by physical fellcasters “be keen of senses” used by physical fellcasters “be swift-footed” used by physical fellcasters “be weak of emotion” used by mental fellcasters “be easily coerced” used by mental fellcasters “be an amnesiac” used by mental fellcasters “Be weak of identity” used by spiritual fellcasters “be connected to X location” used by spiritual fellcasters “Be strong of luck” used by spiritual fellcasters (People in verse don’t know this, but what fellcasting does is manipulate the spirtweb shortly. This means that anything with a spiritweb is theoretically able to be fellcast. However, perception also applies here. People don’t see a building as something that can be fellcast, even though it’d have a spiritweb. But, it is possible.) Power source: fellcasters are powered by “vaw” (pronounced like “maw”, but with a v). Vaw is obtained via what are called “vawings” where vaw rains down in the form of a purple-ish flaky substance. These happen every 3rd day naturally, but can be induced by Corruption or a higher level shifter. Vaw will break down within ~2 days if left alone, and is largely harmless. A fellcaster can ingest vaw to power themselves. Vaw reserves last for a longer time, ~6 days. However, the more vaw you have, the longer it stays as a whole. As mentioned earlier, the more complex a fellcaster is, the more vaw you need. Vaw can be unkeyed, but is it extremely hard to do so. Unkeyed vaw acts like unkeyed dor. Certain groups have taken an interest in vaw due to this. Vaw can power all kinds of fellcasting.Crushed varium can also be used as a substitute for vaw, but it’s less efficient. Fellcasters can use their power anywhere, so long as they have fuel. It is hard for them to leave the system without the help of an experienced spiritual fellcaster. Initiation: fellcasters are chosen directly by corruption himself, bestowed upon those he thinks would make “good use of the power”. You can become a fellcaster at any point of your life, but they’re usually chosen at the ages 12-20. Roughly 1 out of 500,000 people are chosen, although there are booms and depressions, depending on the time and location. Corruption will sometimes appear to the chosen upon choosing them, and will congratulate them. He has even been noted appearing to a select few fellcasters consistently. Ranks & Order: there isn’t a very rigid structure among the fellcasters, but there is some order. Most fellcasters of the same variety will often meet with one another, and are generally hostile to the other varieties. Corruption does not mind this, as he actually enjoys the conflict and the changes it leads to. Fellcasters are Corruption’s soldiers, but not in the most literal sense. Since most fellcasters are people who want major change, such as revolutionaries, activists, conquerors, etc, they further his goals. Corruption’s most favored fellcasters are sometimes called the “Taf’ir”. How this name came about is unknown (the name came about because a fellcaster asked corruption “What am I?”, to which he responded “Taf’ir” this word actually means “a good person” in corruption’s native language, but the fellcaster took it as a special rank. [Characters in verse don’t know this.]) For his literal battles, while he prefers shifters and Chemalurgic constructs, there aren’t many, so fellcasters are used often as a substitute. Misc: a fellcasters powers can be stolen via an Atuim, Lerasuim, or Varuim (Corruption’s godmetal) spike (See more about Varium in Chemalurgy). While his main magic systems are fellcasting and shifting, being part cultivation and ruin, he has access to the old magic and hemalurgy. He has bestowed knowledge of Hemalurgy and Chemalurgy only to his most trusted chosen. There are also legends of corruption bestowing gifts on his followers, which he achieved via the old magic. He is still willing to give boons, should someone find him. Fellcasters are viewed differently depending on the region, but most have some measure of respect and fear towards them. a fellcaster savant can hold vaw for longer, and can fellcast more efficiently, but will start to shift to what they fellcast, like how a soulcaster savant turns to what they soulcast. a fellcaster savant is harder to turn into a shifter.This art is obviously of corruption, and is considered to be more of cultivation than ruin. Shifting Is more of ruin. The fellcaster is not physically affected until they turn into a savant. Verities Mol (SpritOfWrath): Passive: Consistent, Unwavering Truth - Strength. When fighting someone deemed "Untruthful" their attacks have more force behind them. These things scale with their investiture. Active: Fleeting Falsehoods - They burn up some of the passive investiture, expending it permanently. This expenditure manifests as an SR explosion. They trigger it by lying or manifesting falsehood in some way - the investiture tears itself from the warrior as fast as it can, causing various SR effects (Can jack up Spiritwebs, etc. Will have to think on these effects further.). This kills the warrior. The Worms (Argenti’s Mol): Fueled by free-floating Corruption investiture, the worms are a species of necrotic-flesh-eating seeds (They look like Maggots), that grow on certain trees. When picked from the tree and pressed into any dead animal, including humans, the seed animates and begins to feed, burrowing into the dead matter, and bringing it to unlife. When this happens in nature, the newly animated corpse moves as far from the tree as possible, so as to spread its seeds. However, a suitably invested individual can command this animated corpse upon creation- making something much like a lifeless, which can be used for whatever purposes you can dream of. However, unlike a lifeless, the body still the invested thing is the seed, not the body, and will eventually fall apart and need to be destroyed and replaced. Sin Crowns (Argenti’s Mol): Indulgence Having settled in the system, Indulgence’s investiture began to leak into the planet and suffused its people and the land. While Indulgence attempted to hold himself back from fully investing, the power desired control and forced his hand to conquer Arvus and Zion. For about 300 years, Indulgence ruled unopposed,or rather, his delegates, called sin crowns, ruled unopposed, while Indulgence lived a life of decadence and barely paid attention, trapped between the hammer of his power and the anvil of the Ire. Sin Crowns are born rulers. Shortly after birth, their horns emerge, quickly developing into mighty “crowns” whose specific appearance varies wildly from Crown to Crown. From a young age, they are able to influence those around them to a strange degree (think emotional allomancy), often accompanied by a desire to protect and better their flock -on the assumption that they’re the only ones capable of doing so, of course. This Charm, however, isn’t their primary power. The greater a Sin Crown’s flock, the people who follow and obey them, the more invested the Sin Crown is. This, of course, has many benefits, including a boosting of the aforementioned Charm, improved physical, mental, and spiritual resilience and power, longer lifespans, control over the local Flora and Fauna, and a sort of attunement to the land they rule over, subconsciously molding the weather and landscape to fit their moods. Recently, however, this power comes with a cost. Ever since Corruption arrived, the power that once surged through a Crown’s veins goes sour with time, turning to black bile. As time passes, they suffer a growing taste for greater luxury and decadence, until eventually, the only thing that can sate a Sin Crown is human blood. As they age and their flock and power grow, their hunger for blood only grows until they’re truly consumed by it, and whatever humanity is left within them is consumed. At a certain point, circa 150 years, a Sin Crown needs to consume human blood, or they will die. Clarifications and Powers: All of the Sin Crown’s powers scale with the number of followers they have, their “flock,” and their age. Followers are loosely defined, but it’s something like how many people have faith in them, and view themselves as the Sin Crown’s Follower’s. This does create a feedback loop of sorts because enough followers can extend a sin Crown’s lifespan by allowing them to be strong enough to defend themselves, and thus they become more powerful as they age, attracting more followers, and so forth. Now for powers: Charm: Their Charm begins immediately upon birth, and comes in two variants, Grandeur and Domination. As with other magical effects, you can block this with the use of aluminum, but instead of on the head, over the heart. Grandeur functions much the same as emotional Allomancy, able to riot and soothe emotions, typically fear, loyalty, or awe. Sin Crowns use this aspect of charm to inspire their followers and strike fear in the hearts of their enemies. Domination, on the other hand, has much more in common with mind control. Working on similar mechanics as The Hemulugic Flaw, a powerful (Either Old or with a large Flock) Sin Crown can completely and utterly dominate a person’s mind, enslaving them to their will. While this does work on regular humans, Shifters and others with large cracks in their spirit web are particularly vulnerable to domination as well as a Crown’s grandeur. Enhancements: As a Sin Crown grows in age and influence, their physical, cognitive, and spiritual aspects grow as well. This is a sliding scale, without a clear upper or lower bound. Physical: The average Sin Crown is about as strong as their own expected strength plus ⅙th of their flock's combined physical strength- sometimes more, sometimes less, depending on their age and the fervor in which their flock believes in them, increasing as each of those factors increases. In addition, Sin Crowns are significantly harder to kill than the average person, with both enhanced durability and a healing factor. This enhanced durability starts off as a resistance to scratches and bruises but grows in power with the Crown. Once they reach a certain point (around 500ish followers and 80+ years), they’re immune to non-invested blades and edges, save for aluminum, (Varium is invested and can still pierce their skin, though it’s not supernaturally sharp) however, their skin offers extra resistance to those as well. At an even higher point (~5000, 160+), Varuim and aluminum blades will bounce off their skin surely as iron. They also have enhanced reflexes. Healing: Healing for most Sin Crowns is faster passively, rather than actively- so they need to survive while it heals. What this means is that while a Sin Crown who leads a village of 50 people couldn’t have their head cut off and survive, a cut-off limb could grow back within a week or two. This does go out the window once they reach a certain point, where very few things can keep them down, otherwise they’ll just regenerate. (They’re unable to heal around aluminum, and pouring Vaw down their throat can weaken or stop their healing factor) An aluminum stake through the heart is a particularly good way to kill them, though any major artery works. Their horn Crowns and Eyes begin to glow a brighter and brighter orange as their power mounts. Cognitive: Sin Crowns gain greater memory, awareness, mental fortitude, and will as their flock grows and they age. Memory: A Sin Crown has a gift for remembering faces, names, and facts about people’s lives, meaning it’s extremely easy for them to know the names of each and every one of their flock. They are quite good at remembering battle strategies, slights, and ways of war. Cunning: A Sin Crown thinks faster than the average person. In the average Crown, this effect is negligible, but in extreme cases of sin crowns with very large flocks, (Numbering in the thousands), their minds begin to race and scheme far faster than meer mortals. Mental Resilience: Sin Crowns have an extraordinary will, and are harder to affect with mental influences (Such as Charm) or the acts of mental Fellcasters. They’re also less likely to break under the pressure of ruling and other mental stressors. Spiritual: Sin Crowns gain an enhanced Spiritual aspect, and form connections more easily. They have a stronger identity than the average person, which contributes to the difficulty Hjackers have when affecting them. Domain: Along with a Flock, a fully grown Sin Crown has a Domain, where their Flock lives and their belief thrives. While present in this domain, which, like a flock, is defined by people’s perceptions, the Sin Crown is aware of Blood Shed, Fire Made, and Fast Movement, (See what I did there?) as well as the weather and any intruders, though again, this can be blocked by aluminum around the heart. A measure of Control: As the ruler of their domain, the domain is easily influenced by their moods and conscious will. Within their domain, a Crown can call rain, allow plants to grow faster, calm the wind and wildlife, or drive them to a frenzy against attackers.They are unable to control Vaw rains. Blood Hunger: Ever since the arrival of The Great Other, there has been a flaw in the great power of the Sin Crowns- a growing hunger. Sin Crowns, as Indulgence’s investiture demands, crave luxury and decadence, with their desire for luxury growing over the years until it reaches a fever pitch, and they begin to crave the ultimate luxury, human blood. Consumption of human blood does have its benefits, strengthening the tie between Flock, Domain and Crown, the invested nature of human blood also strengthens the Crown physically and mentally. As they age, they eventually need this strengthening aspect of the blood more and more and grow reliant on it to continue their life. Before the Great Other, lifespan was measured only by the size of your flock, but after? Blood flows as water. Clarifications and Investiture Mechanics: For obvious reasons, a Sin Crown can not be a Fellcaster, the investiture interference is too great. They can, however, become a shifter- although this places a great strain on their spirit web and both their need for blood and the speed of their mental decline increase. Under this rare circumstance, the Crown’s healing factor is no longer repressed by Vaw, and blood can help ease the cracks in their spirit web as Vaw does. Sin Crowns are born, not made. They have a specific connection with both Indulgence, the people around them, and Arvus that is difficult to replicate, much less sustain. Sin Crowns came about as a natural reaction of Indulgence’s heavy investment in Arvus. As he ruled over the planet as a whole, Sin crowns were given seats at the table and chunks of land to rule over. Indulgence didn’t give much instruction to these Sin Crowns, resulting in something more like rival warlords rather than a strict hierarchy. Aluminum blocks their healing factors and if you lock them in an aluminum room, they’re unable to change any aspect of their domain. In addition, if they’re in such a room for an extended period of time, they will slowly atrophy from their Flock, and lose all the powers granted to them by their flock, and eventually die, unless they are released before that point, where they will gradually gain back the powers granted to them. Blood hunger starts around age 60 and is a requirement for those over age 100, otherwise, they will slowly die. Sin Crowns don’t really age, but as they consume blood, their skin does grow paler and tighter around their frame. Oftentimes their nails grow harder and darker, coming to a natural point, like claws.
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Planets & Details: Planets: Arvus (Entr0pic’s Planet): Name: Arvus Basic information: it is closer to the sun, to the point that it would be nigh uninhabitable normally. However, corruption and indulgence protect it somewhat, making it hot and humid, but not uninhabitable, just uncomfortable. They also tried to saturate the planet with more water, but they accidentally increased the amount needed. It has one small moon, (Let’s call it Tav) but it’s not notable. The planet is maybe 1.75 times the size of earth. primary biome: swamplands. The copious amounts of water they supplied the planet waterlogged the ground in most areas. other biomes: forests, plains, etc. common flora and fauna: while i don’t have any good ideas for specific things, i have general patterns. 1) you know how goldfish can change their sex if need be? Lots of animals can do that here (corruption made them artificially to please his intent) 2) big bugs. Lots of trees and plant life leads to higher oxygen, which leads to bigger insect, arachnids, and crustaceans Wildlife: Bav: bavs are a kind of snake-like creature; they have marbled green scales, and piercing yellow eyes, and are usually 17-28 feet long (15-25 Arvish feet). They are mildly invested and use this investiture to grow to their large sizes. They reproduce asexually (which a surprising amount of snakes do irl) Vaites: Vaites are small, skittish creatures. They have six legs, an iridescent deep-purple carapace, and are about the size of a small cat. (Think Big shiny purple spiders). They subsist on Vaw, and help clean up after the vawings; they are often welcome in Arvish society, like cats. They are at the bottom of the Arvish food chain. (Yes, I’m making cat spiders. deal with it) Shadegrass: the native equivalent of grass. They, also, can subsist off vaw, but can also use photosynthesis as well. They have a slightly purple tint to the blades. Saval: savals are a kind of fruit, mainly found growing on trees near/in the swamps. They look kind of like a pear on the outside, but on the inside, look/taste like a pomegranate. Haf: they’re essentially a yak; not much to them. They’re slightly bigger than a yak. They’re the main source of meat. Stalrel: Stalrels are a kind of centipede-like creature. They are highly venomous & poisonous and act as ambush predators, stalking the swamps of Arvus. However, lately they have been moving to cities in search of more food. They are 8 feet long at max, but on average 6 feet long. Arilis: arilis is a kind of common moss, which can be found covering most homes and structures. It’s known for being hard to get rid off, as it grows at a stupidly fast rate. It is edible, but tastes very bitter. Arilis is also a common allergen. It grows all over arvus, but would do very poorly in a cooler climate. Jerwes: jerwes are a small, skittish kind of lizard. They are often used as a synonym for coward, (like chicken here IRL). They generally have more muted colors, but the actual color varies, from a Smokey gray to a dull red. They’re 1 foot long at most. They have a mild venom, but not a threat to anything larger than them. Srav: Sravs are a very prevalent pest on Arvus. They’re small, maybe 3 inches at most. They're scavengers natively and are known for following apex predators around, (primarily bavs and stalrels) and feasting upon the leftovers of their prey. as a defense mechanism, they secrete a poison. While it is not deadly, it is significantly painful and lasts for upwards of a week. And some srav followed stalrels to population centers, leading to them appearing more and more in homes & daily life. Matalith: Mataliths are the titans of Arvus. They’re giant lizards (think Komodo dragons but 5 times bigger), with shiny black scales. They are surprisingly fast, that laze around most of the day, but have bursts of speed when they see something that would be worth the energy, usually Bavs or Stalrels. They can go weeks without food. Valoh: Valohs are an invasive species on Velia, originating from Yiter. They’re small (for an Avish insect), they’re 2 inches long, with green and purple carapace and bee-like wings. They utterly ruin saval harvests, by eating the crops. Nawns: Nawns are large, beetle-like flying creatures. They're about 2 feet long, and hunt in swarms. As they don't have fully functional digestive systems, they mostly consume dead plant matter, but if given the chance, will consume dead fungus or dead animal matter. They're slightly invested, and release orange powder that, when fresh speeds decay from their wings. Sva Tree: The Sva Tree is a very tall tree with hanging branches, somewhere between a redwood and willow. When tapped, the Sva produces a warm, greenish sap that tastes vaguely of sweet citrus. When refined, it turns a vibrant green and hardens into taffy. This taffy is marginally invested, giving a very slight buzz and speeding along recovery from injuries. Serpent Vines: Large vines that climb on trees. They're carnivorous plants, and tighten around things that touch them, but aren't particularly invested and are generally easy enough for Sapients to escape. Vilivs: massive arachnids that hunt in the canopy of the sva tree, traveling from branch to branch with the help of the serpent vines. Their feet secret an oil that prevents reactions, and thus dont activate the vines. They can shoot vines, as well, that pulse purple light. Contact with the webs results in paralysis and decay. Covae: Covaes are a large but relatively common fish, which are often used as a source of meat in coastal areas. They’re deep blue, with a white underbelly. They have venomous spikes the run along their spine, but they’re easily removing once the covae is dead. Covae are known to be curious and smart creatures, often remembering fishermen who spare them and bringing them small gifts, such as shells. Varkir: varkir are a common fruit found in the Yitish mountains. They’re small, purple berries, and are incredibly tough. Their branches contain poisonous thorns, and the berries themselves have hard skin. They’re sweet and rather large though, and high ranking Isnians have been supplying peeled varkir berries at parties to demonstrate wealth. Zion (CoderDrag0n8’s Planet): A separate planet cut off from the others Name: Zion Basic information: Farthest away from the sun, cold and freezing. Corruption takes main residence with. The humans there all serve corruption. Corruption fastens through them and all they want is change. The 2 main life forms are humans and dragons. There are other beings, but a lot of it is corrupted. primary biome: Corrupted wasteland. A freezing biome with a cold dead atmosphere that only corruption's blessed may survive in. other biomes: Lemon fields. Lemons that are so sour that if you eat them, you get transformed into a black hole. The black holes that are generated are wrapped in corrupted investiture and only suck you in if you touch them. They float around, adding to the yellow lemony vibe. The lemons grow on lemon trees. There are myths of a paradise where the corruption is benevolent. The myths speak of them on the poles. Wildlife: Lemon Trees (The Zion Lemon Trees): Trees that grow the sourest lemons to have ever existed. They are so sour that they turn you into a black hole. The black holes that are generated are wrapped in corrupted investiture and only suck you in if you touch them. Lemons (The Zion Lemons): See above. The Black Holes: The black holes in the lemon fields appear to have some sort of mind of their own. Scientists have been trying desperately to identify what kind of intelligence level they have. But due to their murderous nature, they are hard to document. The tempters: the tempers are a kind of small animal found in the lemon forests. They mimic human voices, luring them towards the black holes, hoping that they’d listen and get murdered. The tempters would then consume the corpse, which the black hole seems not to care for. The mimics: the mimics are a plant that look near exactly like the lemon trees, but the lemons are slightly paler. The lemons that grow on the mimics are entirely safe to eat. They are actually quite sweet Note: Not much further study has been made in the non-lemon fields. What explorers have found, however, are shown below. The wasted: the wasted is a colloquial term used to describe any sentient being that has succumbed to too much corrupted investiture. They’re gaunt, sickly things, with a pale purple coloration. They wander the wastes of Zion endlessly, seeking something that they’ve forgotten exists. Alrilite: Alrilite is the ancestor of the Arvish arilis. They grow desperately in the wastes, soaking up any water they can find. They are often used as a material to make rags due to their absorbent nature. The wanders: the wanders are a group of three giant lizards. (They’re actually ancient chemalurgic constructs). They travel around a circle that appears to be 3 miles in diameter, traveling in periods of 3 hours before stopping for 3 hours. They are harmless, so long as you don’t try to impede their journey. If you try, they will maw you to death, and then sit for the remaining day. There have been cults that worship them, throughout the years. Civilizations & Species: Entr0pic’s Civilization: 1: humans, descended from those cultivated by indulgence. 2: they generally have tanned skin, and darker hair. Nothing else to note about them. 3: the swamplands and plains of Velia (continent on Arvus) 4: Humans (and the planet) were created by indulgence, and later nurtured by corruption. 5 they’re a trio of countries, each having a separate form of government. Isnea, which uses an oligarchy, Corul, which uses a monarchy, and Sertl, which uses a meritocracy. Isnea and Sertl mutually hate one another, and Corul always tries to keep the peace between them all. Corruption will sometimes intervene, sparking or stopping conflict. It depends on how long peace or war has lasted. Factions & Cities: Velia: Velia is the main continent on Arvus, and the most populated. It’s mainly populated by swamplands, like all of Arvus. Yiter: Yiter is the frontier continent on Arvus. It, like all arvish landmass, is covered mostly in swamplands. However, this continent has prominent mountain ranges. It also contains Corruption’s perpendicularity, in the heart of the most prominent swamp, known as the “Deathgrips”. Near the perpendicularity, Corruption has stationed Chemalrugic constructs as guards, under his control. Sero: Sero is the third Arvish continent, and largely unknown to most people. Only the shifters and Taf’ir really know of it Cascea: Cascea, the Untamed Continent. Cascea is a smaller continent in the South Pole of Arvus. Before Indulgence, Cascea was a hub of life, one of the few places where the heat wasn’t too overpowering to prevent life. After Indulgence’s arrival, Cascea froze over, and most life died out or was driven underground. Today, very little life exists on Cascea’s surface. Isnae: isnae is a major country in Arvus. Their main territories take up the northern half of the Velian continent. They also have some colonial territories on Yiter. They are an industrial people, with metal, specifically varium, as the main export. The capital city of Isnae is Soryst Sertl: sertel is the greatest rival of isnae. They have an agricultural economy, exporting lumber and crops, and their main territory is in the southern end of the Velian continent. the capital city of Sertel is Ergl Corul: Corul is a small city state directly in between Isnae and Sertl. they are notoriously neutral, often trying to broker a peace between the two (likely because they would get swept up quickly should war break out). the capital city of Corul is Kusket Desr: a prominent city in Sertl, and main headquarters the mental Fellcasters prefer. Seks: a prominent city in Corul, main headquarters the physical Fellcasters prefer. Nom: an Isnian colony in Yiter, recently made the favored headquarters of spiritual Fellcasters. Yelsk: Yelsk is a large city state ruled by a single Sin Crown, the Night King, who is both the oldest and most powerful sin crown known. The ground around the city walls seems to breathe, and the very forest is both hostile to intruders, and parts around those welcomed by the Night King. The heartlands: the main expanse of Velian swamplands, the main portion is in Sertl, but it encroaches partly in Isnian territory. Fellcastia: Is an extension of Fellcastia on Zion. Corulite royal court: the Corulite royal court is a collection of state officials & high ranking nobility that help the king rule Corul. Important people include: Kilia Minid, Head of the logistical and scholars branch. Cila Iter, head of the king's guard. Rilin Uten, head of economics and the king's personal advisor. And his lordship Hetan Lun, Representative of noble houses. The Xine: the xine are the 5 most “exemplary People in Isnian society”, according to Isnian propaganda. The xine vote on all laws being passed, with a majority needing to be met in order for it to go through. When a xine is brought into power, they must choose one person to whom their spot in the xine shall go, in the event that they become unfit to rule, abdicate willingly, or die. In the event that a member of the xine dies, and their chosen dies before they can claim their spot on the xine, the remaining members vote on someone to join, with a 50% vote or higher needing to be reached. CoderDrag0n8’s civilization: 1. Zionians (Dragons and Humans) 2. Dragons and Humans (And other species to). Zion’s radiation of investiture has slightly changed their very being, and some are no longer entirely human (Or dragon). 3. Made by corruption, though some dragons predate the shattering 4. Zion. Everywhere. 5. Because of the uninhabitable nature of Zion, the Zionians are rough and powerful having slightly enhanced physical traits and feared and revered across the system. They are a strong single 'empire'. They have many independent parts, although they all see themselves as one empire and would help other Zionians. There are more refugees across the planet. Zionians know each other well and some even reside in the dangerous Lemon Fields. Zion is a kind of “hub world” for dragons, and corruption made a deal with them saying “hey, i want control of this planet, but I’ll give you free agency and access to my magics + this will prevent a more conquest-minded shard (verity) from taking over” Factions: Overview: Due to Zion’s uninhabitable nature, the people have created less cities, more refugee camps. The continents of Zion are blurred lines on a map, as due to the harsh nature, all Zionians see themselves as Zionians. Most factions (The word I will be using for the refugee camps) let any Zionians in, some even non-Zionians! However, some are in odd situations, and while they want to let other Zionians in, they cannot. Always assume they are in the wastelands unless specified otherwise. Shiftatia: The main home of the shifters, most shifters come here at some point in their life. Mostly populated by shifters, they let anyone in. This creates lots of the trade through Zion. They are the center of most goods, and have one of the most easy access to Arvus out of all the factions (Besides Transportia). Transportia: The main transporter of goods through Zion, they are always looking for new workers! Many people get good income from the many trading outposts at Transportia. Sadly, many of their workers die every year because of the harsh conditions of Zion. They have the most reliable access to Arvus, and almost monopolize trade throughout Zion. Fellcastia: The main hub of Fellcasters in Zion, has a secluded portal to Arvus available only to Fellcasters and shifters going to Fellcastia on Arvus. Only shifters and Fellcasters are let in, on corruption’s orders. Many of the orders that corruption gives come from here. Many shifters dislike this, and decide to instead go to Shiftatia. Argenti’s civilization: 1. Sin Crows 2. Giant, horned, and sapient Crows. They're around 5 feet in size, and have jet black feathers. Vaw rolls off them, and wearing their feathers gives you resistance to corruptive investiture. Their horns are supernaturally sharp, and are able to pierce Sin Crown's skin. They're naturally followers of Sin Crowns, and serve them as such. 3. Crafted by Indulgence as his spies, later broke away, but are willing and able to follow mortal sin crowns. 4. Arvus, mostly the mountainous regions, though they go all over. They have a complex but obscure culture, as they don't speak Arvish. Supposedly they're made of many warring tribes, but who knows? TheBestTruthWatcher’s civilization: 1. Amphidorans 2. They are Bipedal with smooth skin that can change colors. They have webbed fingers and toes that help them swim in deep swamp waters. They also have a clear third eye lid that lets them open their eyes underwater. They breathe through their skin (like frogs). Their hair is short and usually only grows as long as a foot. Amphidorans are a branch of Althians. 3. They were made by Corruption shortly after the saturation of Arvus 4. They live on the planet Arvus, and the continent of Sero’s swamplands. The Amphidorans are a group of nomads with only 20 permanent settlements. Only a few Amphidorans live in the settlement, mainly those with kids or have important jobs (Farmers, Government workers, fishermen, etc), the rest of the Amphidorans travel around the continent. The Amphidorans are united by a council. The council men are elected by those who permanently live in the settlements Hoid_slayer’s civilization: Alright! Time to get down to work Civilization 1: The Forgotten 1. Blattelans (bug people) 2. The blattelans are anthropomorphic insect-like beings. They have triangular heads and long, spindly legs ending in talons. They have a set of arms coming from their shoulders (like humans), also spindly and with four fingers. Finally, they have a third set of limbs extending from the middle of their torso. These aren’t really legs or arms; they’re a sort of in-between that can be used to grab stuff (also four fingers) but aren’t really good for manipulating stuff, and can also be easily adapted to serve as an extra set of legs. Their ancestors were winged, and current day blattelans still retain wing buds where they used to be. Like bugs, they have an exoskeleton, and their language consists of clicks and chirps. They have two large eyes recently adapted to see in the dark and the cognitive capacity of people. 3. The blattelans are some of the few life forms existing on Arvus before the arrival of Indulgence (but not predating the Shattering). They believe they were created by a powerful god they call Perfection, or really “The One Who Seeks Perfection”. According to their myths, Perfection created them and then disappeared long before the arrival of Indulgence. (I was hoping this “Perfection” could be Order, my Shard proposal, thus making it canon in this world even if it will have no plot relevance, just as a larger universe tease, but that’s not necessary). When Indulgence arrived, they believed it to be the return of Perfection. When Indulgence proceeded to terraform the world, driving the blattelans underground, they believed it to be the dark version of Perfection, or Havoc (“The One Who Seeks Havoc”). 4. The blattelans live in Arvus, in Cascea, the Untamed Continent. Cascea is a smaller continent in the South Pole of Arvus. Before Indulgence, Cascea was a hub of life, one of the few places where the heat wasn’t too overpowering to prevent life. After Indulgence’s arrival, Cascea froze over, and most life died out or was driven underground. Today, very little life exists on Cascea’s surface. Most people on Arvus don’t know about the existence of the blattelans, and vice versa. 5. The blattelans live in a Unity (“That Which Creates Unity”), which is essentially a large alliance between a variety of independent states. Most of the states are on good terms, and they regularly interact, but each has a slightly different culture and language (might flesh them out more later). Bmcclure7’s Civilization The Community network of several hundred villages in the dryer part of the swaps The villages surround a large monastery, and are considered vessels to it. The monastery of changes Is inhabited by monks, dedicated to expanding the art of shaping and shifting. The population is mostly human. They were originally created by indulgence, but have since been altered by corruption, resulting in strange mutations. The mutations differ from person to person. Most, however, our subtly mutated enough, that they could still pass as a mutated human to most observers. Lord Ruler Slyphrena’s civilization: Althians. They are reptilian with webbed feet, tails, and very powerful jaws. Imagine humanoid alligators or the Lizard from marvel. They were originally humans but were modified by Corruption to be better suited to the swamps of Arvus. Native to the Velian region of Arvus. Rather than a unified empire they are a collection of about a dozen city states known as the Althian League. They have a strong warrior culture where the best fighters usually rule as dictators or share power as an oligarchy. Their cities have relatively small populations due to the difficulties of building in swamps but the ones they have are similar to Venice. The cities make most of the money raiding their neighbors or by offering themselves as mercenaries. They worship all 3 shards in the system as a single deity they call the Great Divine. Their religion says that restraining your emotion or desire is a form of lying to yourself and is sinful. In their eyes the Great Divine values passion and self expression above all else regardless of what form it takes. This has led to the development of a lot of art and architectural styles developing in their cities and even their combat values style and showmanship over efficiency. Those who are capable of wielding one or multiple MoIs are seen as blessed and called prophets that will elevate their city above the rest. This belief system has led to corruption being very widespread as things like bribes are not seen as criminal but rather a natural part of self expression, however priests that are able to wield Verity's MoI are tasked with finding and executing those deemed detrimental to the city’s functioning. (I'll come up with names for all the city states later but the cities that have the most invested fighters lead the league in their raids and take most of the spoils due to having the Great Divines favor) IcedOutPenguin’s Civilization: [a semi-small empire of a few large cities and smaller villages, they (if possible) are in the jungle or dense rainforest, which has limited contact with outside civilizations, and has impaired development with things like technology to a crawl. I've got a lot more detail about demographics and culture and such that I can divulge at request.] [The cities are arrayed in the less dense parts of the jungle, and sufficient land around them has been cleared for agricultural use. If you were to go on *most of* the paths connecting the cities, they would be surrounded by dense jungle quickly. Unfortunately for them, most of the more valuable resources are in the thicker and denser parts of the jungle, such as honey, silk, and incense. Travel to these areas is often dangerous because of the lack of a beaten path and dangerous jungle animals like snakes and big cats. The cities are usually built in tiers, with an outer wall that usually has houses and other buildings built into the wall, which is decently thick. Inside the wall, you will find the market rows, which run from the main entrances up the tiers along the main roads. The city is based mostly on Burgess's concentric rings model with a few modifications, the first zone is the lower class housing, with the class and status getting higher and more expensive until you reach the aristocratic plaza which is a large circular plaza with exactly 10 estates, the ten wealthiest/powerful family's live there. The most common jobs in the cities are farming or building. Farmers usually farm wet rice because of the tropical climate; builders are in charge of clearing the rainforest, moving the logs, and building with them. Quarrieng is not uncommon and is often done near the city wherever stone is found, whether that is a cliff or the side of a mountain. Resource appropriation is a common issue in the lower class, as much of the valuable resources, such as gold, silver, and other things. Those that are found are sold for high prices to wealthier families. This results in many of the lower class families having few valuable material possessions.]
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Shards & In-World texts: Shards: Indulgence (Proposed by Lopen’s Tenth Cousin): A combination of a large fragment of Ambition's power (probably the Evil), with a lot of Dor that has been transported to the threnodite system. The shard ends up being very ambitious - rewarding those who have ambition, but it both wants to serve the people and rule over them. Therefore, I will call the shard... Indulgence - for the fact that the ambitious are rewarded, no matter how much dominion they set up over their fellow man. Intent - to reward ambition, especially the kind that promotes either the development of the people (devotion) or the development of governmental power (dominion) The vessel was a member of the Ire that fled after he stole an ambitious amount of Dor for himself in order to not deal with the consequences. He fled to one of the most inhibited systems in terms of growth - Threnody, in the fact that they have difficulty doing anything contrary to the will of the Shades. His name... Edalant (Aon Eda (superior / lofty)) Corruption (Proposed by Entr0pic): Nature: combined shard (ruin + cultivation) name: corruption description of intent: a manifestation that nothing can stay the same; things shift, they grow, people turn good, turn bad. It does not need to lead to destruction or growth, just an alteration of previous existence. While this is similar to ruin, I don't think it’s entirely the same: ruin wants an end to all things, while corruption wants everlasting shifting, a shift between ruination and growth. Same applies to how it’s similar to cultivation Misc abt vessel: they were nobody, really. They were a random civilian on some backwater planet that just so happened to be at the proper place. A fight between retribution, cultivation, and harmony led to significant amounts of ruin and cultivation raining down onto his planet. However, he was where most of it fell. The power called to him, seeing him as a fine vessel. The powers don’t like being alone for long, as we know. Now, ascended to shardhood, he tries to do decently. However, he never was that assertive, and this power knows what it wants… (this next bit of info was added after the post was canonized) The sacred number for corruption is 3. Corruption is NOT evil. Despite corruption having a negative connotation, he does NOT WANT TO HARM PEOPLE. He does not like to do things that cause pain, even though he must. He is not cruel when he does not have to be. However, the power is very compelling, and he is NOT assertive. Verity (Proposed by SpiritOfWrath): [Currently no info] [Proposal was: The Shard of Verity! Uuuuhhhh Strives to tell the truth no matter what. Second post: Verity is the Shard of truth - except Verity will not hesitate to do whatever it takes to spread the truth. Verity’s number is 2. Aaannd that’s about all on the Shard rn. The rest is really up to yall, but I was THINKING That rarely happens. Verity, Vessel: Solara, a previously microkinetic individual - whose specialty was illusion. In mortality, was abused for power, leading to an unnatural conviction against lies even before Shardhood. Spent time in jail for assault. Verity, Color: White (If that’s possible - not sure if a 0-value is smt the shards have.) Verity, intent: Verity is. Verity will be. Truth is consistent. Lies crumble. And all lies will eventually crumble, whether by natural causes, or by Verity’s influence. What harm, then, is there in taking down the lies manually? They are a blemish, really. Offensive. Verity, Objective: Purge the unworthy. As such, a worrying amount of propaganda is circulated for her people, and this is where the crusade stems from. Verity, manifestation: A human form, wearing plate armor, glowing very very brightly. The glow is much less harmful to those Invested by her In World Texts Prologue: excerpt taken from a translation of the hymn of beginnings In the Beginning was Indulgence and possessed God and Indulgence was God. He looked upon the Earth and saw that it was empty and dry. And Indulgence said “Let the Waters fill the earth and Let the Earth bring forth Life. And it was so Indulgence Named the Earth Arvus. And Indulgence Named himself Lord of Arvus And it was so. Indulgence Ruled Magnanimous and with Great Splendor. Then came The Great Other, the corrupter of all. He came slowly and with Great Stealth. And Indulgence Saw not. He touched all that was Indulgence and all that He touched became like him. And Indulgence was wrath. His face was red with fury. ”How dare you take what is MINE” And across in might, our Lord Lifted his fist. then came the Third. The one of Shining and pride. He came not as the Other but with Boldness and much arrogance. With a Great voice he did give challenge. With a conceited face he did demand a confrontation. Indulgence drew back not out of fear but wisdom . For why fight your enemies when you can get them to fight each other? And Our Lord did plot. Fellcaster code of conduct, written by Entr0pic: Fellcaster code of conduct, written 59 C’R 1: Thou shall be beholden to no laws besides these 2: Thou shall not use thine power to promote order 3: Thou shall not use thine powers to harm one of our own 4: Thou shall be a proxy of the great chaos, our lord Vav’orit 5: Thou shall not shun thine powers, and shall use them accordingly 6: Thou shall not tolerate disrespect against our lord Vav’orit, our holy order, or against thouself 7: Thou is a holy man, and shall act as such 8: Thou shall not try to circumvent these laws 9: If thou has succeeded in breaking these laws, it shall result in dan’kiter This is our best attempt at translating the old laws. But as many of you know, vivin’kor is a convoluted language. I wonder, if these laws had been preserved, would the fellcaster orders have fallen so far? - Kilia Minid, head scholar of the Corulite royal court
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Link to Doc Link back to Forum Welcome! Please do not do anything that seems tamperish or bad. If I missed anything, feel free to add it yourself! Please do not tamper with other people's suggestions. This is a FFRP. If you don’t know what that means, go check the alleyverse. You have to get people’s permission before using their planets, MoIs, ect. ANNOUNCEMENT: You may edit other people’s ideas, but do it in your color that way, they know who edited it and what they changed so they can choose to accept or reject it. Colors (These are the people who created all this stuff!): Lopen’s Tenth Cousin Lord Ruler Sylphrena SpiritOfWrath Argenti Entr0pic CoderDrag0n8 TheBestTruthwatcher Hoid_Slayer Bmcclure7 IcedOutPenguin Doc Admins (People who regularly upkeep the doc): CoderDrag0n8 (Doc owner) Entr0pic (Just a fellow) Bmcclure7 (RP Owner)
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The Battle for the Sandwich
CoderDrag0n8 replied to AltonicKeys's topic in Forum Games & Random Stuff
I summoned dragons extra hard bc I was about to die. Anyway, DRACONIC REVERSAL BLAST! Everyone becomes dragons. (also I die)- 13676 replies
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The Battle for the Sandwich
CoderDrag0n8 replied to AltonicKeys's topic in Forum Games & Random Stuff
Oh no. It apears I am bleeding out. I will die soon. I SUMMON DRAGONS WITH RENEWED VIGOR! DRACONIC REVERSAL 5/5! AAAAAH! (Draconic reversal will be used in my next post! Then I will no longer post until someone revives me.)- 13676 replies
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The Battle for the Sandwich
CoderDrag0n8 replied to AltonicKeys's topic in Forum Games & Random Stuff
The 1 billion dollars are all actually mimics- 13676 replies
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We should at least have a name. Oh! I have an idea! Character Sheet: Name: Basic Info (Personality, MoIs, Alignment, other important info): Introductory Story (Not required, helpful):
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Do you have a character sheet?
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YAY! IT'S FINALLY HERE! Doc link
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Does anyone know if there is a way to pledge to the Words of Radiance Leatherbound campaign late?
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The Battle for the Sandwich
CoderDrag0n8 replied to AltonicKeys's topic in Forum Games & Random Stuff
The existence of the undifined fraction creates a quantum fractal in which I use an ancient ability passed down from generations. "I USE NEGATIVE ZERO" -0 the very fabric of reality breaks apart as the universe tries to process this odd action. This temporarily allows me to reach in and warp the fraction into the void, causing direction to become inconsequential and reversing the fraction to 3/10 and warping the fabric to distill the quantum fractal of the cosmere and make it 2/5 (1.5 rounded up) and then, (Changing the name of the super dragon blast) I summon Dragons. Draconic Reverse 3/5- 13676 replies
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MICHEAL SCOTT
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Yes. But we should make a power limit on characters.
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Elben has been awake this whole time. No one noticed. Except maybe Revi and the Dragons. He is just here. Silent. Watching.
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The Battle for the Sandwich
CoderDrag0n8 replied to AltonicKeys's topic in Forum Games & Random Stuff
How many? I summon Dragons. Super Dragon Blast 3/10- 13676 replies
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The Brunette/brown/black hair cult
CoderDrag0n8 replied to Thaidakar the Ghostblood's topic in Social Groups, Clans, & Guilds
Here's a Pandora's Box! Note: I am not legally responsible for any harm that comes from opening this box. -
Yeah, also rules 'n stuff on god-modding. Restrictions on certain MoIs. Like shifters are really powerful, so if your a shifter, no more MoIs for you. Also I want to regulate the total number of shifters that exist. Like 2 max. They are supposed to be rare. Also, it takes skill or personal insanity to play an insane person. Like, why not just... not? I'm insane, so I can do it well.
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We should at least have the beginnings of one. And sign-ups.
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Okay! =D Open at your own risk
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The Battle for the Sandwich
CoderDrag0n8 replied to AltonicKeys's topic in Forum Games & Random Stuff
I am the lord of the dragons. The dragons all just want 1 thing. The sandwich. And people's souls. But that last one is just a bonus. If you would please, you can now also add a dragon's action to your own. Please make it as quirky and mentally unstable as can be. Like, for instance, Dragon eats its foot and becomes another sandwich, or, Dragon becomes a black hole, or, Dragon is open for giving people sandwiches in exchange for their souls. I summon Dragons. (As the dragon overlord, I can take control of dragons at any time) Super Dragon blast 2/10.- 13676 replies
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The Battle for the Sandwich
CoderDrag0n8 replied to AltonicKeys's topic in Forum Games & Random Stuff
I summon dragons. So many of them. Everywhere. constantly. Every post by anyone, I summon more dragons. =D- 13676 replies
