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Fairy rebalance suggestion |
Posted by: Madsen - 12-15-2024, 12:10 PM - Forum: Suggestions
- Replies (6)
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Hey friends,
Fae are lackluster in my opinion...
Like really lackluster.
Let us do a few things to maybe rectify it? Just a few ideas of mine are:
- Give them back the Blessing spell for 0 RPP. It is called FaeBlessing for a reason; because I paid for it to be added to Faes!
- Every 5 RPL gives them another +1 Force, for a total of +40 at 200. Passive
- Attach: Join a player in a Roleplay Battle; you may not fight alongside them, however you grant them +10% health and power for the duration. Can be used at the start of a RPB if you are close to them. You share their fate in the battle.
I mostly just want to open up the discussion more so than anything else, so thoughts? How do we fix them?
Edit:
A bit of a joke suggestion... But?
Shake: Spawn 1x fairy dust. 1 day cooldown.
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The Fae of Dreams? [New Race - Faeling] |
Posted by: Madsen - 12-15-2024, 10:13 AM - Forum: Emporium
- Replies (1)
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Faelings
A Fairy is a mythical, magical creature. Fairies show up in various fables and fairy tales, usually as loving and kind diminutive humans, yet some are mischievous by nature.
But more stories and rumours are washed ashore from the distant continents of Eternia, and with them comes the tale of a new breed of people: A rare breed of people that descend from the union of a Queen Fae and an ascended Demi-Angel. Known as mischievous wish granters, they've been commonly mistaken as Djinn on other continents.
Faelings, the enigmatic denizens of Worldscape, are beings of pure magic, born from the dreams and desires of their creator, Nyphadora. They possess an innate connection to the Lifestream and are known for their playful yet capricious nature.
[NEW] Faeling Race
Race Traits- Start at RPL 180
- Immortal (Age DR starts 30 years after creation)
- Can spend 20 Essence to push back Age DR by 1 year permanently. No limit, no cooldown.
- May steal all Essence of captured targets (open a ticket)
- -5RPP Discount on Meta Opener
- A Faeling can shift between their Fae and human form at will: -15%dr, +70force toggle
- In Fae Form, you are a Fairy. It is impossible, by any means save the Divine, to distinguish a Faeling from a Fae in their Fae form (although it is easy to tell OOCly!) You keep your items in Fae form.
- In Human Form, you are mechanically a Human with no passive.
- Transformation: https://i.imgur.com/Y2kqxGJ.gif
- Faeling Wings, +5% AP, 10 crit/agi (8 colors available)
- Can purchase Wayfinding for 10 RPP as a Racial.
- Automatically gains WayfindingWarp for 5 RPP at RPL 210 (Open a ticket, you will have to refund something else for Warp if you don't have the RPP!)
- Unlocks DreamWalking at RPL 200 (Open a ticket)
- May invade others DreamWalking at RPL 220+ if they are present to one of the sleeping bodies (Open a ticket at the time)
- Can spawn a Pact book for Nyphadora for 5 essence, signed souls can learn Riftmancy for Essence among other things.
Apply here: https://forms.gle/3RGEnGoNqw8ZCUFa7
Up to 3 spots available
Knowledge of E2 and prior is a good bonus, however not required! You can just make your Faeling young.
Lore Bullet Points- Their teachings are derived from the gods of Worldscape:
Nyphadora, the Queen
Isaac Shimasu, the King
Tragedy, the Harbinger of Chaos
Eiphraem, the Navigator
- Faeling are born as a result of Nyphadora siphoning life itself from the lifestream through World Trees, and granting them life in her realm as Faeling instead. They are Faes twisted into something different. As a result, all Faelings are unable to reproduce, but may lay claim and consume a part of the Lifestream (Usually via World Trees or alternative dimensions) to 'birth' children of their own.
- Most Faeling consider Nyphadora and Isaac their “Grandparents” due to the nature of their birth.
- Upon birth in Worldscape, a Faeling is assigned to one of the Gods of Worldscape. Depending on who, their personalities and goals may vary:
Nyphadora and Isaac’s Faeling are capricious, often well versed in combat and always whimsical; They are studious in nature.
Tragedy’s Faeling are a paradox of emotions.. They reject their chaotic beings while relishing in it all at once.
Eiphraem’s Faeling are vigilant yet trusting and kind hearted; They seek to resolve conflict and find solutions.
- ALL Faelings are a little mischievous and a little capricious in nature.
- The ultimate goal of Worldscape and Faeling is to steal World Trees and dimensions from civilizations to expand Worldscape and the Faeling empire; inconsequentially destroying or damaging all life within that branch of the Lifestream. How they achieve this (and how fast) is entirely up to the Faeling themselves; it is, however, inevitable that they will try. They do not consider this act evil, but are aware most mortals would.
- Born within Worldscape, all Faeling are natural Wayfinderers at birth. They do not know the meaning of Glyphs, but cast them like speaking a language when teleportation is needed. (You may NOT mentor this, as your character doesn’t know how a human would do it!)
- As Denizens of Dreams, the Faelings are naturally able to interact with them. How this works varies from Faeling to Faeling, however due to the nature of their magic (And where they spend their time), they are often close allies of Witches.
- Nyphadora has praised Azrael for hundreds of years, her mission shaped in his image; all Faeling as well.
- Faelings do not have a soul; their birth is a result of their very spirit, essence, physical vessel and soul being twisted into sustenance and consumed by the Void. They are now an extension of its hunger, seeking only to expand Worldscape.
- Faelings consider the Glade within the Worldscape their home, but their loyalties are akin to that of a family instead of a faction. Unless they harm another Kin, they know their Gods will not care. They may choose to either join the Faeling already on Meranthe, wander freely or try to join any existing faction.
- Holy / Occult is not mandatory. Your personality will be unaffected by either.
- It is common for their Female names to end in -Dora and their Male names in -Dor, however it is by no means mandatory. All Faeling choose their own name upon birth.
More information will be available to those approved.
Worldscape
Worldscape is an infinite realm, formed at a whim by Tragedy. It is split into countless, floating realms with nothing but the endless expanse of space between them. Stars stretch out as far as the eye can see, and despite the lack of sun or moon the entire realm is lit as if in twilight.
Worldscape, a collection of realms of ethereal beauty and hidden mysteries, exists as a creation bound to the Archon Tragedy, Lady Vigilat, and her trusted Fae, Nyphadora. It is a world where the impossible becomes possible, a sanctuary where reality bends to the will of its rulers. Within its borders, death is not an inevitability but a permission, granted or denied by those who hold dominion.
Within these collections of realms lies the Realm of Dreams; the Garden of Nyphadora, the Fae Queen. It is here that Nyphadora and Isaac Shimasu, through an unholy union, ascended after acquiring a Spire Cluster; literal divinity made tangible, sealed within the form of a crystal.
At the heart of Worldscape stands the World Tree, a colossal entity whose roots span the entire realm, grounding it in existence. The World Tree is more than a mere plant; it is the very essence of life within Worldscape, channeling pure mana through its branches and leaves. Its presence nurtures the land, and its boughs are home to countless Faelings and other ethereal beings. The World Tree is said to be connected to all planes of existence, serving as a conduit between them and Worldscape, a living bridge between the material and dreams.
Now bound to the World Tree, the Queen and King had attained unimaginable power; and with the branches of their tree reaching like a soul into the Lifestream for mana, this newfound connection allowed Nyphadora to reshape part of reality itself and create new life at the cost of all everything from whence she stole.
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Even a Hound begins to Ponder |
Posted by: Didos - 12-15-2024, 02:47 AM - Forum: Biographies
- No Replies
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"Blades made for war..
Molded in the flames of battle against the false divine..
Lost in time, in a world that has forgotten about His light."
After so many years of existence, people may begin to doubt, to question why they are there. For what purpose they exist. However, this is limited to others, not me. For I existed during a time when things were more direct, simple and appropriate. We did not have to care about the details of things, we just had to act.
As.
I know why I came into existence.
I know what I have to do.
And I know what awaits me.
As well as what path should be followed.
For that reason, there is little to ponder, doubt and question.
Most of the time.
However, even I begin to ponder some things during times. Such as why isn't everyone like us? Why is this humanity so flawed? Why are there so many problems to be solved, why with every step I take, more problems arise at every second. Why..
One might wonder.
They say that imperfection leads to perfection, but I wonder until which point is this true. As well as.. How long should we tolerate the mistakes of fools and heretics? Of those not touched by His light.
How long-
Well, pondering these things will never lead to anything. Only faith in the True Light, the guidance of my Father, can lead humanity forward, to a better future. For the utopia brought by His hand is the only thing I must not question.
As I am His blade, I am His force in this land.
And. Onward I advance, through the ages.
Without losing faith in what remains to me.
For He guides me to the only path that should exist.
And I follow, without questioning.
Even if some things are beginning to make me wonder, how long shall this endure.
I wonder.
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A Slime Rescue amongst Desert Ruins |
Posted by: RogueSteampunker - 12-14-2024, 10:14 PM - Forum: Events
- No Replies
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"What do ya' MEAN no one's seen 'em? No slime is gettin' left unaccounted for on my watch!"
As the dust settles on the destruction of the Frontier, sand meticulously working to swallow what remains of a devastating loss, one particular loss stands out amongst others to a certain slime. While others might be willing to brave the heat and threat of fang and claw alike for surviving technology, or delving amongst the chasms to build something new from the remains of the old... Seanius has one, singular goal:
To find the Lifestream Slime, that was once left in the care of Final Frontier, and now seemingly missing in the wake of it's destruction. A search with full intent to explore the deepest of caverns and the most dilapidated of ruins, all for the sake of finding a trace of the bright-blue slime - if not discovering the slime itself. And while the odds of it's survival are certainly arguable, and the dangers left behind in such a place undoubtedly troublesome, Seanius has no intentions of being turned away from trying!
Attendees: Seanius + 3 to 4 others
Risk: HCoI
Rewards: The recovery of the Lifestream Slime (Potentially small trinkets leftover in the wreckage as well??)
Themes: Ruins Exploration, Spelunking, Desert Traversal, Monster Extermination (something still has to be alive in there, surely!)
DM: TBD (Msg RogueSteampunker on Discord if interested!)
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Claiming the Mountain [Xuefeng vs Varesia] |
Posted by: radio - 12-14-2024, 07:37 PM - Forum: Public Events
- No Replies
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From the desk of the Shogun is a letter sent across the Empire of Gakaiyo, first the announcement given to the people. Soldiers prepare for battle, the streets bustle, the sound of steel to grindstone.
Quote:The realm has requested our hand to be raised and in my return, so it shall be.
The land of Varesia was formed by some members that once wore the colors of our Empire proud. Yet their faces were not shown in our time of greatest need. Instead do they wallow in drugs, undead and fel. Long has it been something which I have looked towards in distaste as they remain so close. In times have they acted against us and in turn we have acted against them.
We march for the first time since our losses in the Atrellyan invasion where we found victory despite great sacrifice. Let us not forget the same fire we carried there. Let them not forget our strength, let them feel our unending spirit.
From the same desk another is sent, this time to the southern mountain and those in charge.
Quote:The first time I heard of your nation was when your leader attacked me and those close to me while I was scouting the lands. A man after death, who chased their end. The following month was their life spared again as they answered my question, claiming that they attacked me in seeking attention, they wished to be seen.
We see you, worry not.
In the years which followed your lands have chosen to wallow in drugs, undead and fel. In the years before that there were other issues to handle, things far more important than tents upon a southern slope.
Now you reach too far, now you seek to lay claims to lands promised to another. Now you look to make trouble in the extended realm as they look to remove a far more imposing threat.
You may surrender. My home awaits your presence.
If you do not, your buildings will crumble and you will be made no more. This stain is to be removed from the mountain and its history.
Objective: To lay claim to or otherwise destroy the lands of Varesia.
Date: TBD
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The Youngest Stormheart Child |
Posted by: Pixel - 12-14-2024, 03:41 PM - Forum: Emporium
- No Replies
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Hello everyone.
I am looking for a player for my youngest daughter.
Your parents:
Your mother is Saige Stormheart, one of the fiercest drakanites to grace Meranthe in the last 50 years. You have grown up with her primarily, as your father has sadly passed away in a war. She is a master alchemist, chef, and medic, and the current herald of the Four. Your mother loves you and wants you to grow big and strong! Mommy's a little crazy sometimes...
Water/Wind/Lightning
Your father is the late Leonard Dawnseeker. A wise and solemn priest of Aeldfyr, whose wild side was better contained than Saige’s. He was sharp-witted and a natural leader. Even though your mother misses him very much, she maintains a positive image of her late husband for her children.
Fire / Explosion / Magma / Energy / Holy / Light / Cosmic
Your siblings:
You are Hine Stormheart, youngest of Saige’s children.
Older than you is Cobalt Stormheart, your brother that is about a year older than you are.
Next eldest is Laena Stormheart, your older sister, whom you look up to.
The eldest child is Azil Stormheart, though he is technically your half-brother.
On Leo’s side, Sunset Dawnseeker is also your half-sister.
She has babysat for you many times, and she loves you too. She's also got twins which are your niece and nephew.
As far as you're concerned, they're all brothers and sisters.
The whole family happily gets along, but you’re free to RP however you want.
You were very young when your father passed away, but you've always heard fond stories told of him.
You:
Your spawn time is Saturday December 14th, which means you can spawn whenever you are chosen.
You are a drakanite.
Your hair is green.
You are female.
Your mother has always taken good care of you and has made sure you have been well fed and well cared for. Until now, you have not been permitted to go out into the wilderness, but just as Saige was allowed all those years ago, you may now explore the dangerous world all by yourself and blossom! Mom says NO to the occult. You've seen what she's done to occultists and witches.
Mio Kazana is like an uncle to you.
Ryoko Ryugami is like an aunt to you.
You have many cousins running around Xuefeng, where we currently live.
When you spawn:
You will receive your 50 booster potions (or I’ll drag you along to farm the ingredients)
If you do not have a sub, mom will buy you one.
It might be wise to brush up on your dragon religion lore if you choose to play this character, but you're not obligated to be religious.
The personality is up to you.
Message Sook on discord if you’re interested!
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thoughts on medicine and temporary injuries |
Posted by: uncatastrophic - 12-13-2024, 06:38 PM - Forum: Suggestions
- Replies (1)
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personal context: yes i have not been active on eternia, but i played a very active medic for a decent duration, maxed out the class and then some, etc
There has been a lot of talk on the Discord about temporary injuries being too weak: I dislike the Discord threads for serious ideas (annoying to scroll to the top, searches very poorly, scrolls fast with off-topic) so I've decided to put some ideas here also.
Current state of events:
Temporary injuries have a fairly large impact until treated, at which point a medic can treat them multiple times to reduce their duration to just minutes.
Results:
1. Temporary injuries are debilitating to those without medics and fairly trivial to those with medics.
2. Fizzy pops are assumed, which is very annoying as a "dungeon grind" chase item.
3. Replenishment potions are very useful, and I consider encouraging medics to interact with both types of crafter to be a pro.
4. Expensive food is useful for medic, which is probably a pro for similar reasons (but often just bought in a store).
5. Healing potions are generally worse than Medic in most situations due to their cost, which I consider a positive thing due to their storability.
6. Expert Medic is not particularly meaningful except in situations where you must heal a significant amount of injuries, despite being twice as strong numerically.
I do not believe increasing the length of temporary injuries or reducing the numbers on Medic meaningfully shifts this, considering repeated use of medicine scales exponentially.
Proposal A: Per-injury cooldown
A significant cooldown on treatment per injury would reduce spam as a whole (likely with medic number buffs)
This would mean the fastest way to treat injuries would involve multiple medics, and that Expert would be more meaningful.
However, it would make alchemy potentially much better than Medic, would require EXP buffs if progression were to remain similar, and would further hurt small factions as well as removing some interaction wrt "medical supplies".
Proposal B: Temp injury minimum length
A simple minimum length for temporary injuries would make them "matter", and would even give a reason to use some of the lesser-used mechanics for injury reduction.
This would also need medic EXP buffs if progression were to remain similar, and the minimum length would have to be thought out (~8h feels right to me: most temporary injuries are fairly boring to roleplay for an extended period of time, but it still serves as a meaningful "don't fight" duration). If temporary injuries were to stick around for a meaningful amount of time, it would also probably be ideal if medics could rewrite their text like permanent injuries. Additionally, it would force people to look for medics immediately rather than the current system not really penalizing not being able to find a medic fast, which could be a problem for lowpop factions or solo characters.
(Note: With an angel tree involving medic being released over time currently and a theoretical injury rework being released SoonTM, these are probably just things to think about for "afterward" rather than ideal things to implement right now.)
I personally don't believe changes are particularly urgently needed, but temporary injuries certainly could be made more interesting.
Discussion appreciated.
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additional serpentine forces ! |
Posted by: Bluebird - 12-13-2024, 03:51 PM - Forum: Emporium
- No Replies
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Quote:It's been some time since you've heard from me, hasn't it?
Plans are proceeding accordingly. We have had some missteps and hiccups, but otherwise, we return to the track we were set on.
I imagine Ka Shaer is as agitating as it has ever been.
Enclosed in this letter is coin. Use it to prepare yourself and journey to us here in Meranthe. We are in need of an extra hand.
I have started a little game, one that your expertise is needed for, so that we can begin growing.
Signed,
Cythonis, Elevated Warlord.
It had been a few years since a band of serpentfolk from Ka Shaer had touched ground upon the uncharted and unknown territory of Meranthe. For a while, there had been no correspondence between the exploratory party to the Empire. That is, until a letter had found it's way back to the rocky and jungle coastal land you call home. Yes - this letter did not go directly to the Empress, it went straight to you.
The reasons, of course, were clear. After all, you were any of these things:
- A highly trained soldier within the initial warfaring force, during a strained time of the Empire. (A rebellion)
- Knew the ins and outs of the Serpentine social structure. You can hate it, or you can love it.
- Perhaps one of the only ones that Cythonis could call an 'ally', as you managed to survive many instances of bad luck that could have very easily killed you on the field of battle.
- A displaced or retired High Lord/Lady that desired to prove yourself again.
- Or maybe you were a sneaky caste member, dealing in illegal information to destabilize the High Lords/Ladies you despise.
Or perhaps you were a mix of all of those things. Or, perhaps, something else entirely. At the end of the day, Cythonis was the only one who had the answer for why it arrived directly to your hands and not the Empress'.
Benefits:
- 180 rpl start.
- 18 or up. no child soldiers...
- Gorgon race.
- MEDIC or ARCANIUM SOULBOUND UNIQUE. We do not do faith, nor do we do BoS.
You will receive some additional information, as well as insight into further plans, when you're approved for the slot.
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The Wisdom of the Sisters |
Posted by: ApathyArtistry - 12-12-2024, 04:06 PM - Forum: Guilds
- No Replies
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The Wisdom of the Sisters: Patron of Occultists, Researchers, and Philosophers
Introduction:
The Wisdom of the Sisters is a philosophical set of ideals created by Urano Mephan, the son and inheritor of Salem as a memento to the aspects of Mortyl - the sisters. The philosophical ideology advocates for the following as a means of going beyond conventional worship and devotion to Mortyl, and the sisters:
[Excerpt taken from: The Wisdom of the Sisters, a Guide to Understanding Mortyl - The Old Testament, and gospel of the faith]
"This faith rooted in Mortyl and her daughters moves beyond conventional devotion and worship. Instead, it is a journey of self-reflection, transformation, and personal evolution, where each adherent becomes an active participant in their own spiritual development."
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"Personal Responsibility: The Sister's stories emphasize self-reliance and introspection, urging followers to find strength and wisdom within themselves, rather than in external saviors or rigid doctrines."
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"Confronting the Ego: Mortyl's philosophy pushes for the dissolution of the ego, recognizing it as a primary obstacle in achieving personal and collective progress. This philosophy encourages self-overcoming, where personal enlightenment comes through a rejection of superficial desires and fears."
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"Beyond Morality: The Sisters represent forces beyond human morality, highlighting a philosophy where ethical growth is dynamic and based on wisdom rather than rigid commandments. The followers are encouraged to think critically, act with purpose, and seek innovative solutions to life's challenges."
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"Transformation Through Suffering and Struggle: Each sister reflects different kinds of struggles - existential, emotional, and physical. Followers are taught that suffering is part of growth and transformation, be it through the intellectual exploration of Salem, the emotional depth of Bronach, or the physical battles of Morana."
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"Community and Legacy: Though individual growth is central, there is also a focus on family bonds and creating a lasting legacy. This aspect reinforces the idea that practitioners are not solitary seekers, but part of a larger, interconnected tapestry that values relationships and future generations."
Religious Symbolism:
Religious symbolism exists within the wisdom of the sisters, and there are quite a few.
The Gateway of Death - A Torii gate that seems old, and worn. Yet still, there are ancient inscriptions in a tongue long since forgotten - from the first civilization of humanity, Ancient Babylonian runes which glow on occasion. [Touching the Gate is Forbidden, as it will lead to your death, or harm]. The Torii gate represents Mortyl's aspects, and serves as a portal to a realm [or realms] beyond what is immediately perceivable. The Gateway is overseen, and managed by Christophore Garijn.
(Salem's)Crows - Crows carry symbolic meaning in the wisdom of the sisters, this is due to Salem's application and usage of crows as a means of observation. In the past, Urano Mephan controlled these crows. However, as he has perished, the crows are simply left to roam the surrounding areas of the gate. Not as if to say, that isn't what they mostly did to begin with.
Darker colors, and fashion trends - Distinct from the hidden veils of Mementos, the Wisdom of the Sisters as a means to venerate Salem wear darker colors, mostly black and darkened purple. Upon cultural observation, it would become apparent the chosen style of fashion is "Gothic". Most would find a practitioner of the wisdom of the sisters to be rather gloomy when it comes to style, and decorations due to the application of darker colors.
Structure
Ba'al Qeri'ah
The Spiritual Leader of the Wisdom of the Sisters, vested in this position is the regal authority of the Mephan Family due to their connection, and heritage to Salem herself. This is a recent invention, and it is occupied by Vena Amamiya, the controversial daughter of Urano Mephan. The regal authority within this position contains the right to conduct rituals involving Salem's aspects, as well as create and accept new religious doctrine and philosophical perspectives pertaining to life, death, and Mortyl.
Shochet
A shochet is a well-read, and highly respected practitioner of the wisdom of the Sisters, they are encouraged to create books concerning their own philosophical views of life, death, and the human condition. They receive the full support of the Ba'al Qeri'ah on their pursuits, and have underwent many rituals which has resulted in the tying of one of Salem's aspects to their very being permanently. This may be Apathy, Nihilism, or Curiosity.
There are no contracts to be signed, one's devotion to Salem is measured in the willingness to endure pain, to suffer to acquire something more. Even so, these aspects are not a one to one copy of the Ba'al Qeri'ah's aspects. Apathy, Nihilism, and Curiosity have different applications and perspectives, even for Salem, Urano Mephan, and Vena Mephan, who - although they possess similarities, are vastly different beings with vastly different philosophical inputs on nihilism, and apathy. Therefore, the aspect bestowed takes the form of the Shochet's individual personality - infused with a divine aspect. It is warned, however, wielding an aspect of Salem is harmful to one's health, increasingly so dependent on the strength requested. [-5 perm up to -10]
Kohen
Scribes, Valkyries, Priests and clerks occupy the rank of Kohen. Kohen are highly trusted practitioners of the faith who are tasked with praying for others, conducting sermons, and anything of a faith sort. All prayers must mention: Morana, Salem, Bronach, and Mortyl. However, more unique perspectives allows for the mentioning of the Mephans in tandem with the prior mentioned as a means to give the family faith, directly. Particularly, Urano Mephan and Vena Amamiya.
Initiate
An initiate of the Wisdom of the Sisters is a student, first and foremost. They may seek ritualistic empowerment if they desire, but it will always be temporary. To progress upward, from an initiate, a ritual dedicated to each aspect must have been completed - so they can better grasp who Salem had truly been, at her core. Knowledge of the doctrine, and completion of all rites are also expected to be completed for promotion.
Patronage
The current Ba'al Qeri'ah, Vena Mephan has assumed the position on Meranthe as the patron of Occultists, Researchers, and Philosophers. For these groups of people, she offers ritualistic empowerment to improve their likelihood of success during their intellectual, or developmental pursuits. For non practitioners of the Wisdom of the sisters, these are temporary and last a year. Apathy is offered to occultists as a means of controlling, containing, or mitigating their emotional output.
Nihilism is used to empower philosophers to create their own meanings, and value in this world - as the aspect of Nihilism will deprive the wielder of any intrinsic meaning behind their values, effectively making them pointless, and easily disregarded. This in turn leads to spiritual growth, or a change in perspective if desired.
Curiosity is used as a means of empowerment for researchers, the thirst for knowledge allows them the mental focus to block out all distractions, and to focus specifically on their work, and their work entirely. Of course, one cannot ignore physical limitations, but it is much easier for them to do so when empowered by the aspect of curiosity, and actively pursuing something they are already interested in. The aspect of curiosity for some however, can be a curse. It makes the wielder insatiably curious, if not very careful.
Those seeking ritualistic empowerment must pay tribute to the Ba'al Qeri'ah, faith is typically requested, however if that cannot be provided, spreading the word of the faith of the sisters, or sharing the results of one's endeavors with the Ba'al Qeri'ah is requested.
Culture, and Rites
In the faith of Mortyl and her daughters, the rites and cultural practices are not driven by emotional expression or traditional human sentiment. Instead, they focus on logical transformation, disciplined action, and reverence for the cycles of existence. The followers, detached from excessive emotions, seek clarity and personal growth, using ritual as a means of aligning themselves with Mortyl's force and the lessons of her daughters.
The Rite of Unveiling the Self:
This initiation rite serves as the first step into the faith, marking the practitioner's rejection of their old ego and their entrance into a new phase of personal evolution. During the ritual, the individual is guided to confront their deepest fears, attachments, and limitations through meditation and introspection. They are required to offer a symbolic item that represents their former self, often an object of personal significance. This item is ritually destroyed to signify the practitioner's willingness to let go of the past. The community witnesses this transformation, offering no emotional support, as it is seen as a deeply individual journey. The conclusion of the rite is marked by the initiate adopting a new name (or symbolic name), reflecting their rebirth into a higher state of being.
The Vigil of Silent Watching:
Inspired by Bronach, this rite is a cultural practice that focuses on the observation and recording of life's events without interference. Practitioners choose a specific time in the year to undertake a silent vigil, lasting anywhere from a day to several weeks, where they observe the lives and actions of others with complete detachment. During this period, the practitioner cannot speak or interfere with what they witness, allowing them to reflect on the fragility and transience of human life. The purpose of this rite is to develop an understanding of suffering, joy, and conflict, without judgment or attachment. It emphasizes the faithful's role as a watcher, honing their perception and preparing them to act with wisdom and precision when necessary.
The Trial of Conflict:
Inspired by Morana, this rite is a physical and mental trial that tests the practitioner's capacity to endure hardship and engage in strategic thinking under pressure. The trial involves a simulated battle or strategic confrontation, where practitioners must navigate a series of challenges designed to test their resilience, combat skills, and ability to remain calm under stress. These trials can involve physical combat, intellectual puzzles, or endurance tests, pushing the faithful to their limits. The goal is not only to prove strength but to demonstrate the capacity for calculated action and control in the face of chaos. Success in the Trial of Conflict is a mark of readiness to take on leadership roles within the community, as those who pass are seen as capable of guiding others through life's adversities without succumbing to impulsive emotions.
The Rite of the Threshold:
The fourth and most profound ritual within Mortyl's faith is the Rite of the Threshold, designed to simulate a near-death, out-of-body experience. This controlled process brings the practitioner to the edge of death, allowing their soul to briefly detach from the body without fully passing on. Through this confrontation with the spirit world, they gain insight into the cyclical nature of life and death, as embodied by Mortyl. The rite is conducted under careful supervision, with practitioners revived just before their soul moves on, symbolizing a spiritual rebirth. This experience helps the practitioner transcend their ego and embrace a deeper understanding of life beyond the physical, facilitating personal transformation and alignment with Mortyl's teachings
Honorary customs
Caius' followers are allowed to honorarily observe the Wisdom of the sisters. They are given preference in reference to ritualistic empowerment over non Mortyl, and Caiusites. They may also undergo rites, and more if they so desire to.
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Ritual requests are sent by letter to Vena Mephan, addressing her by her spiritual, or 'national' title. The Consul, or the Ba'al Qeri'ah, additionally, one should also include why they are seeking ritualistic empowerment.
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Sublime Decomposition |
Posted by: DirectorBright - 12-12-2024, 01:19 PM - Forum: In Character
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What makes a flower?
It is not the stem, the leaves, the petals... nor is it the genetic sequence within it's cells.
It is an inherent conceptual, bound to the flower, that differentiates it from all else.
That is what unifies it into the object you see before you, instead of leaves, stem, petals... or carbon, hydrogen, oxygen... or perhaps sunlight, water, and plant material.
It is a flower, instead of any of those things, because the world recognizes it to be so.
Remove that recognition, that conceptual... and it is nothing more than those parts I have just described.
Letters and posted notes distributed by golem and drone alike from the castle city of Martyr's Vigil find themselves scattered across the continent's major cities. Each bears news, and an invitation.
After much study and practice, Grey Aundeoth, The Goldlight Order's Knight-Captain of Logistics, has finally realized a technique to sever Nyctorre from weapons, reverting it to base arcanium and leaving the original implement unharmed. First done to the staff 'Cherry Crimson,' he proclaims it to be doable quickly, easily, and reliably.
Quote:The art of Decomposition offers an elegant solution to the problem of Nyctorre. More and more, weaponry bearing this malignant metal is seen across the continent, with many uncertain of it's true nature or what to do with it, beyond it's forbidden status.
Make no mistake, Nyctorre is a truly accursed thing, a tormented soul bound into Arcanium to be yoked for strength. Every moment trapped within it's metal tomb is agony by design, an eternal prison from which it lashes out at the world about it in a tortured frenzy for freedom. All for a meagre dose of power eclipsed by all but the weakest beast cores... ordinarily such weaponry is a waste of material and a blight upon the world. It proves startlingly difficult to remove from weaponry without destroying the underlaying thing as well... a costly, agitating thing to dispose of. Doubly so if you want to save the weapon it is affixed to.
However, this need not be the case.
If you or anyone you know has acquired such weaponry, or even the metal itself, visit me within the city of Martyr's Vigil. I will sever the Nyctorre from it's weapon and free the soul within, claiming the arcanium as salvage - With one sole exception: Should the weaponry be made of Nyeshk, a choice is offered unto you as to which you would prefer to keep. I have need of that metal (subject to change). Of course, if you desire neither, I'll happily keep both.
Consider this not a fee, but my own reward, for rendering a weapon that was an unusable blight into something that may once-again see service... or be broken down into material, for your own projects. Know it will be put to far better use than it was before.
Quote:... Also, Nomul, if you find this, half these weapons that I keep getting handed for this process have your name on it. What happened to 'not using anything arcanium or higher' in your works?
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