Ruku's Custom Lore Dump -{custom Lore Database}-

Which of my lore items is better and you would want to use in Roleplay?

  • Embo'v

    Votes: 1 100.0%
  • Botanic Magic

    Votes: 0 0.0%
  • Estalite

    Votes: 0 0.0%
  • Imperial Blood Chess

    Votes: 0 0.0%

  • Total voters
    1

Devoruku

The Crazy Lore Writer of Worlds
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Hey there my friends, Ruku here and today I decided to take any lore pages I write and upload them to the forums for you lovely people to look at and review~ I shall write at least one piece of lore a week and maybe more so this thread may be slow. I should also point out I am taking ideas from people so leave me ideas in your reviews~
I hope you enjoy my work~

To-Do Lore:
Ivan's Rot (Alchemical Poison)
Arn'kyi (Boardgame)
Grytanic Magic (Powerful Blood-Themed Creation Magic)
---> Arphi'li (Greater Infection of Embo'v) <---
Ailor Blood Tea (Food Item)
Sewer Wraith (Urban Underground Bat)



*In need of ideas!!!*
 
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School of Botanic Magic
-Magic Schools-
Alignment:
Mostly Good
Origin: Mostly Yanar
-Intro-
The School of Botanic Magic is a largely Exist Planar Essence based Magic School which contains a whole plethora of natural, agricultural, medical and aesthetic spells. Since the Botanic School is themed off of the production of plant life and food, the school is mostly free to cast in broad public with the exceptions of the few banned spells that cause harm to an individual. A mage who studies the arts of Botanic Magic is known as a Botanic Mage. Botanic magic is a very elven magic as it is theorized to have been used to grow offerings or created gardens for Estal and is also tied deeply with the Yanar and how they create Yanil or how they themselves were created. The modern Botanic School is mainly made of old tomes that have been translated from the temple of Estal and given a modern re-write, thus creating the Botanic Arts, the magic school with the biggest plethora of spells that are learnable to any one mage.

-Spells-
Florum: Blooming Light

Casting Time: 20 seconds, channelling after
Reagents Required: None.
Item Required: Handful of leaves.
Counters: Interrupting casting, Interrupting Physical Contact.
Blooming Light is the most basic of all forms of Botanic Spells, using the biological material in leaves or plant life that the user has in their casting hands to mend small cuts on people and huge wounds on Yanar or other plant life. Florum is often compared to Mending Light in the School of Celestial Magic as both are used to help heal an injured person, but Blooming Light is focused mainly on plants. When attempting to cast a Blooming Light spell, the user would cast Florum and rub their hands together as if they are praying, with the bunch of leaves being ground up between their hands, for 20 seconds until their hands start giving off a mild pink and green eerie glow. The mage must then focus and channel this light into the patient's wound until the light stops, if not the light will remain their until the mage next falls asleep. Thanks to the magic being long lasting, the caster is able to cast the spell over and over to build up a large amount of magical energy, making their hands look like just a ball of natural light, this allows mages to prepare in advance for practice but can leave the mage extremely drained of water and bodily fluids to the point of fainting from dehydration.

Eperdor: Seeded Wave
Casting Time: 1 minute.
Reagents Required: None.
Item Required: Any kind of seed.
Counters: Interrupting casting.
Seeded Wave is a small scale, agricultural Botanic Spell that allows the caster to essentially speed grow a seed for a flower or crop into a sapling to be planted. If compared to something, it can be compared to watching a fast forward of watching a seed grow in the palm of someone's hand. When attempting to cast Seeded Wave, the caster must hold their hand out, palm side up with a seed in the middle, and cast Eperdor and hold concentration for a full minute as they watch the said seed grow into a sapling. If the caster tilts their hand too much they run the risk of the sapling to start trying to grow inside the caster's palm but this has little risk as the caster would easily know of this thanks to the pain. If a caster tries to cast Seeded Wave on anything that is not a seed, such as an already growing sapling or a small crop, they will watch as the plant instantly withers and dies in their hand. Root vegetables also work as seeds as well as mushrooms and the effects of Dulofall when channelled under the chin of an infected Yanar

Polacni: Yanar Touch
Casting Time: 20 seconds.
Reagents Required: None.
Item Required: Handful of flower petals.
Counters: Interrupting casting.
Often shared naturally with Yanar as bond sharing, Yanar Touch is a spell that allows the user to effect the emotions of the caster or a nearby individual. The emotion that is affected is completely up to the caster but they must be able to visualise themselves in that state or to be in it in the first pace. When a mage attempts to cast Yanar Touch they must hold their hands out like a bowl and hold the petals within it, then they must cast Polacni and channel their focus until the petals have all turned into a collection of small collection of glowing dots. Once the user has cast they must then place their now glowing hand on the forehead of the target and they will within moments begin to feel the desired emotion until this emotion is changed, if not the lights will disappear within the hour. Strangely, if someone uses magebane petals to cast, the spell no matter the original desired emotion will create a feeling of family warmth, making this spell and the flower extremely valuable for helping depression.

Ovalocni: Cleansing Herb
Casting Time: Instant
Reagents Required: None.
Item Required: Leaves from a northern birch tree or similar.
Counters: None
Cleansing Herb, despite the name, is actually a defensive spell that is commonly used by mages to defend themselves from animal attacks. When used the caster and a small amount of the area around him is completely covered in a magically infused gas that mildly attacks the breathing of animals, causing them to gag and cough for a while. If a mage wished to attempt to cast Cleansing Herb they must hold out in their hands leaves from a northern birch tree or a tree of a similar family before casting Ovalocni in which the leaves will suddenly explode and turn into the gas. The spell was supposedly discovered by scholars who were exploring Seraph ruins in Jorrhild who later used the nearly rotten tomes them found to forge this strange magic. Strangely enough the gas also works on Url, Lampars, Humans and Maiar but with slightly milder effects, it is also poisonous to Slizzar so most mages of these races avoid casting such spell to avoid poisoning themselves.

Amorio: Moonlight Kiss
Casting Time: Instant.
Reagents Required: Yanar (Not caster), visible moon.
Item Required: A berry of some kind.
Counters: Interrupting Physical Contact.
Commonly considered the most spiritual in the Botanic School, Moonlight Kiss is a spell with no real purpose other than to make events such as weddings or parties more romantic. When cast, a small patch of illusions in the form of lily flowers will bloom around the effected people and begin to give of waves of light similar to the northern lights found in Jorrhild but spreading up and around the two and fanning out so it looks like they are in a bright pink and purple flower made of light. When a person wishes to cast Moonlight Kiss they must stand toe to toe with a Yanar, have a random berry in the caster's left hand and it must be night before casting Amorio. Once cast the two people must willingly and romantically kiss each other as the "light flower" forms around them. Once they finish kissing they must stay close to each other and remain in a deep trance of emotional love or else the flower will instantly fade. While the spell is ultimately useless unless you want a pretty light show when you make out with a Yanar lover, it has gained spiritual sense to Botanic Mages as growing closer to nature and to the woman they love, who at most times is a Yanar.

Escenfio: Flowery Passion
Casting Time: 1 hour.
Reagents Required: Open outside land.
Item Required: None
Counters: Interrupting casting.
Flowery passion is a rather admired spell of the Botanic School and often used by Botanic Mages in competitions for gardening. When cast the mage will submerged in a large area of exotic or otherwise extinct or unknown flowers and plants that are made of magic. If a Botanic Mage wished to attempt to cast Flowery Passion they must first find an open, grassy clearing and lay down in a comfortable position on the floor before casting Escenfio, holding their hands palm down on the ground and focus all their energy and being into the ground around them for roughly an hour while a small garden grows all over their surroundings. Depending on the emotions, physical and mental state of that said caster, the garden will grow to adapt to that said variable, for example a man who casts Flowery Passion who is covered in cuts and is angry will grow things like crimson red cacti whereas a woman with perfect beauty but a sad heart will grow giant, cyan lilies. After a week the flowers, even if they have been set in a preserving agent or cut from their original garden, will fade into sand and the caster must then wait a whole second week before being able to cast any form of magic again.

Odisico: Burning Thorns
Casting Time: 30 seconds, plus cast time for wanted spell.
Reagents Required: None.
Item Required: Any item made of Bluesteel or Estalite.
Counters: Interrupting casting.
Burning Thorns is a hard to cast spell with high risk to the caster and the only known Botanic Spell that is used to make weapons or tools. Burning Thorns is used to bind other spells from other Magic Schools to items such as casting Cleansing Form on a Bluesteel sword to make it unimaginably painful to vampires or imbedding the spell Gateway of Elements onto an Estalite arrowhead to make whatever is shot to teleport a metre away from its current location. To attempt to cast Burning Thorns the caster must hold any item that is made of Bluesteel or Estalite before casting Odisico. Once cast a large cluster of thorns will engulf the casters hands and the item the wish to infuse before spiking them with these forms to take large amounts of blood from the caster as a catalyst for the magical infusion before turning into ash and moulding with the item and forming Seraph runes across it. The caster must then follow the steps of another spell they wish to imbued the item with, which they must be able to cast, in which the thorns will reappear out of the item to distract the caster and take more blood before plunging back into the item and becoming Seraph runes again, leaving the mage in utter pain and bleeding out. Burning Thorns has a chance of infecting the caster with the sanguine curse or other blood related afflictions or can simply knock them out in the first stage of the spell. The spell can only be cast successfully by the same mage once every year and cannot be removed unless the item is melted down, which takes longer than normal thanks to its magical properties. Users of such items have to be weary with older items as they hold the risk of void possession to the user.

Melisigh: Nenya Insight
Casting Time: 10 year (Cannot be cast by Yanar).
Reagents Required: Ten Yanar, New Moon, garden made by Flowery Passion on same night.
Item Required: Nenya Leaf, Slizzar Scale, Estalite Dust, chalk.
Counters: Interrupting Casting, Killing the caster or all possessed Yanar.
Nenya Insight in the eyes of most people in the only form of Botanic Magic that is considered truly evil, throwing aside free will, living rights and the will to live just for the sake for growing closer to Estal and her Nenya. When cast, the mage will fall into a deep coma and become one with a magical hive mind that was believed to once be used by the now long extinct Nenya and take possession of the ten Yanar that are used to start the spell. When the caster wishes to engage in the spell they must first get a separate Botanic Mage to cast Flowery Passion in the middle of the casting area before drawing a giant inverted pentagram in the middle of the garden out of chalk. The main caster must then place the bag of other items in the middle of the pentagram and two of the ten Yanar on the tips of the pentagram star, once this is done the caster must cast Melisigh, causing the pentagram to glow an eerie purple and forcing the caster into a sleep-like coma. When cast the mage will invade the bodies of the ten Yanar and essentially knocking them out from within, forming a hive mind and taking control of their bodies. The user will remain in this coma until the spell is complete, until then they must use their Yanar slaves to provide food, water, hygiene and protection while the spell is under way. Once the spell is complete the Yanar will fall into a year long coma where they can either be disposed of or reused once they awake. No magic can disrupt the connection between the caster and the Yanar. If all Yanar are killed, the caster will starve due to neglect. Once the caster awakens, they will feel refreshed and will have a gained youth, prolonged life and immunity to weaker illnesses like the cold or flu, thus allowing a non-Yanar to if used over and over, live forever. Risks included gaining too much youth and turning into a baby or turning into an embryo.

OOC Note: You must have at least 5 Yanar characters willing to do this event, note that this can count as a kill perm in its own right and the player has every right to not grant possession. Your character must also apply to cast Nenya Insight and have an approved application. Alts may be used so the player can avoid disrupting other player's RP but they must still ask for staff permission before casting.

Ascastia: Forest of Englightenment
Casting Time: 30 Seconds.
Reagents Required: An open field, Caster must be a Yanar, Nelfin race.
Item Required: A large selection of seeds.
Counters: Interrupting Casting
The final spell a Botanic Mage can learn, excluding Nenya Insight, and is used for large scale agricultural farming. When cast the user channels the focus and energy into an open field and uses this energy to fully plough, seed and speed grow an entire field of crop. To begin the user must place their hands on a large pile of seeds they wish to plant along with stand in a suitable area to plant the seeds, the caster must then cast Ascastia at the top of their voice before slamming their empty palms into the pile of seeds. Once cast the ground will begin to shake before ploughing itself and having the seeds roll into the holes before them being filled up. Once planted the caster will faint into a two day coma and the field will grow at a rate three times its normal rate. Once fully grown the caster will have a field of whatever they wished planted, sadly any food grown this way is tasteless, the reason behind this is unknown.
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Embo'v
-Afflictions-
Affected Races:
All (Excluding Url and Kelinfolk)
Contraction: Blood, bodily fluids.
Mortality Rate: N/A
Origins: N/A
Treatment: N/A
-Symptoms-
Slight flu with blood cravings for lesser infection.
Ghoul like tendencies.
Coughing blood.
Body changes to appear youthful.
Sudden bursts of paranoia and animalistic insanity.
Growth of bone crown on head.
Heightened hearing and sense of smell.
Teeth grow sharp and claws replace nails.
Eyes turn crimson with blackened eye whites.
Withering of floral plumage for Yanar.

-Intro Summery-
Embo'v, sometimes referred to as "mock-void possession", is a strange, magic-powered blood curse, yet is nothing like its cousin, the sanguine curse. Embo'v is primarily a blood spread disease that causes vast physical changes to its host. Embo'v, while its method of spreading is extremely well established, is not very infectious as it requires a lot of the infection from the host to enter the victim before mutation begins, otherwise Embo'v appears as a mild flu that makes the infected feel vampire-like cravings for a week or three. Once infected the victim will gain animalistic features and feel the pressure of paranoia as they constantly hunt for their new food source - flesh. Currently there is no known cure to the Embo'v curse but Dulofall infected individuals have been found to be immune to it, leading scholars that the curse is linked to the void or the exist. Being publicly known to be infected is not encouraged, as most societies reject the infected and most of the time the infected are executed to protect the public from their unwanted ghoul like hunger.

-History-
The history of Embo'v is rather short in comparison to other afflictions within Aloria, having no known origin to tie to it nor has it ever been documented in past empires in history. The Embo'v curse was first discovered in the late spring months the year after the Lo occupation aboard a trade ship heading towards Regalia. The ship had just done a large trip from Jorrhild to Fenderfell and was heading to the capital to stock after stocking at many different islands and outposts along the way. During this voyage the captain had taken a liking to a young, bed ridden maiden in Fenderfell and had secretly kidnapped her in order to get her medical attention within the capital. The travel lasted for about two months before finally arriving at the waters around the Regalian isles, the captain went into the room of the young maiden only to find her missing and the room a mess. Now with a head of paranoia, the captain docked at the Regalian harbour to have the guards search the ship upon arriving. As they searched, the guards found a woman in the lower decks and brought her on land, horrified at the girl's figure. Her skin was ice and was covered in claw marks where she has cut herself, her posture was that of a terrified child and her face and voice were soft like that of a siren. The guards acted quickly and took her and the captain into custody. The girl was examined and branded as void possessed for the next few months until guards found her again in a dark ally, feeding of the dead flesh of an Orc she had killed along with several children who all shared similar characteristics, the guards acted quickly and managed to retrieve the body and capture one of the children. It was not until a guard tried to feed this captured child some porridge did the world learn of the Embo'v curse when the guard was brutally wounded by the child and fell ill to a sanguine like flu. Since then the Embo'v curse has become a growing fear for the public within slums.

Since discovery, Embo'v has been found all over Aloria and has become a fearful disease for its people. The most well recorded incidents with Embo'v infected people are the appearances of "Maiden Embo'v", who had the first recorded infection, within Regalia and her acts of gore-filled horror within the slums, creating a mockery aimed towards the emperor and Ailor supremacy, despite her being an Ailor before infection.

-Physical Characteristics-
Physical changes are a rare occurrence for Embo'v infected individuals as it requires the infected to have ingested an extremely large amount of bodily fluids from an already infected person to show these properties. Firstly the infected will begin to feel burns in their chest which are followed by coughing up blood. This will continue for about a week, around this time the infected patent will experience sharp pains in their head and fingers, like something cutting its way out of their flesh and will continue for about a month when a complete set of claws and a bone crown have finished growing on that patient. During the process of growing claws the infected will begin to feel like their skin stretched and boiled, as this pain increases the infected will begin to take a more youthful appearance of themselves, making them more attractive and less threatening to look at. By the end of the second month the infection will have finished taking its hold on the person infected, turning them into a being ready to begin feeding on the flesh of others.

Yanar also seem to be able to catch Embo'v but instead of a bone crown and claws they grow a type of bone-like wood to take its place. Yanar also loose a lot of their floral plumage if they have any. They also seem to grow a higher immunity to Dulofall, this is yet to be tested but could lead to a cure for both of the feared illnesses.

-Mental Characteristics-
Embo'v infected individuals also gain some extreme mental changes. Once infected, an individual will become very weary, as if they are scared of an unknown force. These sudden strokes of paranoia make an infected individual easily identifiable to the public so most hide themselves from others and become lonely during the process of full infection, the person will feel more and more frightful as the weeks go by as the pain kicks in. During this time the patient will also begin to feel sudden urges of cannibalistic hunger and bloodlust towards others and if not met will go into a full animalistic hunting spree, as if they had become a beast until that hunger is clenched.
-Infection Mechanics-
  • Embo'v can only truly infect a person who has taken in at least one litre of bodily fluids from an infected individual. Any less and it cuts full infection by 98% and it becomes its passive, blood hungry flu state and dies off within a few weeks.
  • Embo'v cannot infect animals nor can they become carriers, all but bats which when infected turn a bright red in colour and seem to only eat scraps off of dead animals.
  • People with the sanguine curse can catch Embo'v but people with Embo'v cannot catch the sanguine curse, as Embo'v overpowers the other no matter what strand it is.
  • Infection cannot occur with Kelinfolk or Url.
  • Outside a host, the infection becomes powerless. This means that it is not possible to poison water or food with Embo'v as it is defenceless outside a suitable host and dies off in minutes.
  • Kissing, licking, sneezing, coughing and other means of physical contact that share bodily fluids can all be a way to infect someone but the only true way to spread Embo'v is blood consumption due to the large amount of liquid required. Other than that its a 50/50 chance of coming down with the lesser flu type.
-Trivia-
  • Since her arrival in Regalia, Maiden Embo'v and the people she infects are the only Embo'v to set up a stable system in the world, leading people to believe she is getting help from another force. This is yet to be proven right.
  • Embo'v infected individuals seem to use pork as a substitute to the flesh of others when they cannot hunt, since it is recorded that the flavours of it and human flesh are very similar.
  • Young men have often been found trailing behind Embo'v infected women due to their shy, scared nature and beautiful looks. Serving as a lure for the infected to either find protection or their next meal.
  • Shender when infected have in some cases been found to start producing large amounts of oil on their skin, no scientific evidence has been tested to prove anything on this.
Estalite
-Materials-
Official Name:
Estalite
Common Nicknames: Yanar Steel, Bio-Steel, Nenya Steel
Origin: Rie, Elven Empire
Uses: Weapons and magic items.
Rarity: Rare
Accessibility: Yanar or some Elven Scholars

-Intro-
Seen as a blessing from their creators, Estalite is well renounced in Yanar convocations as one of the most magically resourceful metal in Aloria. Known as the opposing material of Bluesteel and lapis, Estalite has become a much wanted item by mages across the world, yet very few know of its existence or its smelting method, making the rare ore nothing more than a pretty, glowing rock.

-History-
Estalite has been in Aloria for around 400 years, having been first smelted during the time of the Elven Empire where magic was abundant and Estal was worshipped as mother of nature. During some late night studying, scholars found a rare ore found under the temples where the statue of Estal or anything to do with her were sitting, within moments of this the elves mined up as much of this ore as possible and began the lengthy task of producing the ore for use. After years of restless testing the elves managed to, with some help from the newly emerged Yanar, to make an alloy from the metal and dubbed it "Estalium". The ore was later refined into "Estalite" just before the fall of the empire when Yanar secretly took control of as much of the metal as possible and hid it from the rest of Aloria, making the metal and its alloy more and more elusive to the point that only a few pre-cataclysm Yanar know of where most of it currently is.

-Characteristics-
Appearance:

Estalite is an alloy metal with a lustrous rose gold colour and an often shiny glow to it. Thanks to its links to Estal and magic, Estalite and its weaker, more copper coloured cousin, Estalium can act as conduits for magical energy and because of this, it gives off an eerie, gold and green glow.
General Uses:
Estalite is commonly seen in jewellery worn by Yanar women or made into chainmail gloves for mages. It is common for elemental mages to use Estalite to enhance their magical power or to lower the effects of lapis nearby. It has been recorded that Pre-Cataclysm Yanar have uses Estalite in making items for their gardens such as shovels or hoes which help promote healthier plant growth.
Abilities:
All three forms of Estalite (the ore, alloy and main metal) all share powerful magical properties:
  • Estalite Ore: Common uses are to bury a nugget of the ore in a small plant pot or something similar to help speed up the process of growth. Side effects of this are that the plants may be bleached of colour and foods are often turn to sweet for any taste bud, with the exeption of Lampar who seem to love Estalite-grown food.
  • Estalium: Continuing the pattern, Estalium shares the powers of the ore but can alsso be imbued with magical properties such as to catch on fire when someone gets close or to bounce around like a rubber ball when wet. This made it a rather popular "toy metal" to the smelters whom smelted the metal before the firth void invasion.
  • Estalite: The perfect product from the ore, Estalite shared all the properties of all of the above and enhances them further. Estalite when imbued with magic is often used in powerful magical items like swords or staffs, sadly only a few Yanar or people they have been trusted have such items.
-Trivia-
  • Once a Yanar asked for a crown to be made which gave her the abilities to talk to animals, it was made but instead gave the user to command Nenya much like Estal could. The crown was last seen in the year 289 when a Yanar woman used it as a throwing item to knock out a Shender who tried to kill her.
  • For unknown reasons, If you pour molten Estalite over a diamond it will turn a bright green and then fade into a powerful dark blue with lapis like powers before turning back into a normal diamond over the course of a year.
Imperial Blood Chess
-Intro-

Imperial Blood Chess is a large scale version of the classic chess game and focuses on the Alorian slave trade. The game is takes place on a life size chess board where two slave dealers play a game of chess using bound up people as the pieces. The first recorded game of Blood Chess was during the prime of the Elven Empire, where the game was more like draughts crossed and the board was twice the size, the game was later adapted during the rise of the Regalian Empire and is a rare yet enjoyable game found in the slums or other lawless areas across the world, promoting slavery and blood filled torture. While the game is illegal in its own right and because of the many laws it breaks, the game has been played during times of famine of plague to reduce the populations in cities, making the game rather useful in some ways.
-Origins-
While who are why this game was invented are truly lay unknown, Imperial Blood Chess was first played during the prime of the now fallen Elven Empire, where players would bind human men and women with heavy chains and use them as game pieces on a sixteen by sixteen game board that had been carved into the ground. There the players would have to move their pieces one space at a time, excluding the emperor who could move five spaces in any direction and try and "claim" other pieces. When a piece was caught the slave would then be ungagged and quickly tortured to death, leaving the body to bleed out over the playing area, giving the game its horrifying name. The game was later adapted to the same rules of modern chess yet the bloody killings within the game remains.
-Rules-
The rules of Imperial Blood Chess is exactly the same as normal chess but on a larger scale, the player moves his pieces across the board until the enemies king is killed, only difference is the size of the game, that all pieces must be living people and if piece is taken the opposite player has to come down and murder the piece and leave the body in the playing field until the game ends. When the game ends, the loser must hand over all surviving slave pieces to the winner and the winner must pay 50 regals for the loser's slaves to serve as a peace offering drink of respect to prevent arguments.
Equipment:
A large chess field, each place on the board is a metre by a metre in size.
Pieces needed per person:
x8 Pawns - 4 men and for 4 women, naked, chained and gagged.
x2 Knights - 2 Human men wearing only a leather jacket, chained and gagged.
x2 Bishops - 2 Nelfin women wearing only a loose priest robe, chained and gagged.
x2 Rooks - 2 men of any race, wearing normal cloths, chained and gagged.
x1 Queen - 1 Ailor women, wearing a fake noblewoman's dress, chained and gagged.
x1 King - 1 Ailor man, wearing fake nobleman's robes, chained and gagged.
Torture Equipment - Up to the players.
Someone to drag around the "pieces" and stop them from escaping.
How to Play:
The player simply plays chess with real life people, following the same rules as common chess. When a piece is taken, that piece is tortured or just killed on the spot they are killed and the piece that took them must watch on the same chess spot. Once the king has been killed the game ends and the winner must pay 50 regals and claim all the surviving slaves for themselves. If a piece tries to escape or move spaces illegally they will be killed on the spot.
Objective:
Kill the enemies king piece and claim all the surviving slaves without loosing too many of your own.
-OOC Tips-
To play this game you must follow the rules of IRL chess and have 32 players willing to play the game, be kidnapped and give kill perms, once in game the players who are the pieces may not void the game nor revoke kill perms as this ruins RP. If a player logs out mid-game then that character dies. To be played with care, no powergaming, metagaming or cheating is allowed.
-Trivia-
  • Once the game was played in public and the pieces were all heretics for Unionism or had defied the Emperor. When the game ended the only surviving people were a queen, two pawns, a king and a bishop in which were all sold to slave traders in the Regalian slums.
  • Actual noblemen, pregnant women, children, vampires and Embo'v teenagers are banned from playing the game. Reason behind this is unknown but while the game breaks many ethical rules the creators did state the if broken the player is to be shot with an arrow through the head, handing all other pieces over to the "winner".
 
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This page allows you to follow my progress in lore writing and suggest ideas for it.
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Arphi'li
-Afflictions-
Affected Races:
Anyone Infected with Embo'v
Contraction: Blood, bodily fluids
Mortality Rate: N/A
Origins: Regalian Slums
Treatment: N/A
-Symptoms-
Extreme Ghoul like tendencies.
Sudden combustion in sunlight.
Major delusions of ghostly bats and rodents.
Bone crown becomes more prominent.
Lose of sense of smell.
Eyes turn a mix of crimson and glowing purple.
Vision becomes hazed in red.
Yanar grow large, glowing purple flowers over body.
Psychological fear of Kelinfolk

-Intro Summery-
While the Embo'v curse was well known, little was known of its greater mutated stage, Arphi'li. Like its lesser cousin, Arphi'li is a magic-powered blood curse that attacks, instead of normal people, Embo'v themselves. This rare and often terrifying form of Embo'v is often seen as the alpha curse of the two, giving the infected even worse effects of the original. Arphi'li is spread through blood and bodily fluids of Embo'v and can only infect Embo'v.

-History-

-Physical Characteristics-

-Mental Characteristics-

-Infection Mechanics-

-Trivia-
 
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