The War of Death and Souls Dev Thread

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Re: The War of Death and Souls Dev Thread

Wiki: wiki/index.php?title=Category:Famula%27s_Morgue
Approved Famula's Morgue
Famula's Morgue

The mausoleum and graveyard dominate the landscape to those who enter Zuudaria, but there are many other buildings, with many other functions. Unsurprisingly, there is a large morgue there, sitting atop a small hill on the other side of the graveyard. It stands, almost as sentinel and watches over the place. Should a Zuuda die and be physically brought here upon their death, then there is a ritual letting of their blood, and it is here that the body is prepared for their final burial. For her Champions, it is said that Famula performs these rights herself, but that is largely conjecture. The building itself is a large one, made from black stone and with tall windows. It has two entrances - first and most noticeable are the enormous double doors which open into the main hall, as wide as needed for a funeral chariot. Again, it is said that when a Champion, or one of her mortal born children, dies, Famula herself goes to collect the body and brings it back in a large black carriage, pulled by four black horses. Those who have seen this note that neither the horses' hooves nor the chariot wheels touch the ground but are, instead, carried on flickering blood-red flames.

The other entrance - the more usual one - is on the side of the building overlooking the graveyard. This too is made from black wood, and is a single door. Inside the building the ceilings are high and there are a number of small rooms off the main corridor. These are places where equipment is stored, or records are kept. If a mortal is buried here, their items are usually ~ unless they have specified differently ~ stored here. There are a number of outbuildings in the vicinity - some attached to the building itself and others not. These are the workshops where coffins, coffin linings, embalming fluid and so on are made and there are a number of them which are entirely functional. There are also a number of small abandoned buildings, too, which have either fallen into disuse or have simply never been used.

The main room, however, is the large hall where the actual embalming and so on takes place. This is well-lit and contains space for up to ten bodies to be worked on at any time. There are cupboards and cabinets of equipment here, urns and jars, vials and potions - none of which are needed by the Immortal, of course, but she is busy and often assigns such tasks to either Wisps or her followers. The place is always cool, clean and sterile and it has a feeling of quiet calm reverence here.
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Patrick
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Re: The War of Death and Souls Dev Thread

Just an OOC note on the side, I've let a couple things listed as "Uncertain" as it could be a fun opportunity to establish/figure out how they're made IC? Could be a fun little subplot to work on after, or during, the war if necessary. The reason behind this is that there is practically -no- IC mentioning of them, as I searched, and the only place they came up was in Rharne's Shadow Quarter lore article.
Approved and adjusted delana gems
wiki: wiki/index.php?title=Category:Delana_Gems
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Name of Material: Delana Gems
Type of Material: Crystal
How To Gather: Modded Thread
Skill Level/Skills Needed: Master level investigation or other skills depending on method.
Rarity: Legendary
Durability: Strong
Estimated Price: 5 ON
Native to: Rharne

Information: Delana Gems somehow resemble green fluorite crystals but with an soft glimmer within them, as they somehow contain a particular and invaluable enchantment. They've received their names after the legendary Original Being Delana, based on the speculation that she supposedly escaped the Great Shattering. One thing that is obvious about these legendary crystals is that they don't naturally generate, and that their production typically involves the power of a highly skilled mage. Some would speculate that a Transmuter could make them, with enough skill and Ether, and if they happen to successfully create them; then the gem will emit a vivid green glow the moment an Immortal attempts to find them. Regardless of distance between that individual and the Immortal, the gem is capable of masking the wearers presence unless they happen to possess a mark.

Credit: Patrick (Freya for original concept)
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Re: The War of Death and Souls Dev Thread

Items being submitted in response to this thread
Namely:
Aegis wrote:You have found intelligence on up to ten artifacts. Six of these are anti-magic generally, four are specific to Necromancy. Write these up, submit them in the development thread, and I will approve.
Of the artifacts, you have three. This will be my choice, I’ll inform you when I approve them.
10 Artifacts approved and submitted to wiki.
1. The Negate.
A silver pendant depicting a sun hangs on this delicate and unassuming silver necklace. Apparently enchanted by Ymiden, this carries a single enchantment on it. It can negate any spell - any spell at all - but can only be used once per cycle. Whether it negates a competent or revealed spell, whether it is a single-person effect or has an area effect across a vast area, it negates one spell.

2. Spark-Trap.
This is a small whistle which, when blown, sends Sparks into discomfort, causing an interference between the mage and the spark. Effectively, this sends out a single pulse which, when heard, effectively lowers the level of the mage by one for ten bits after hearing it. If the mage is deaf and / or unable to hear from some other means, this has no effect.

3. Ether-Trap.
A small box which, when opened, sucks the ether from an area. This box must be opened for two bits before it starts to work, then all mages in the area (roughly a field) - without exception and indeterminate of whose side they are on, or what type of magic, has ether equivalent to one level drained.

4. Enigma Chains
Inappropriately named, these apparently light chains, somewhat like a thick necklace, are anti-magic devices to stop casting by a single individual. Despite their apparently fragile appearance, they are close to unbreakable, even with tools and equipment and they cease all magic release from an individual as soon as they touch flesh. The Enigma Chains must be touching flesh to work and, while they are, their effect is indefinite.

5. Mirrorspell
An unassuming copper ring, which always seems to fit your finger no matter who wears it, this item absorbs a single spell and allows the wearing to release it. So, even should a non-mage have a spell cast on or at them, they can first absorb it, then "cast" or release it with this ring. In any season it will absorb and mirror up to four spell levels - so if it absorbs an expert-level spell, this uses up 3 levels, meaning that it can only absorb one more - novice level - spell that season. Once absorbed, the spell remains in the ring indefinitely, but the ring only stores one spell - always the most recently absorbed. Each spell may be released once.

6. Mage-armour
A belt which has an enchantment on it which serves to absorb ether and protect the wearer from magic. Any spell effect which physically effects the wearer of the belt is diminished in it's potency. Spells which cause damage do roughly half, as do spells which heal or impact the wearer in any physical way.

7. Necromantle
A necklace which protects, specifically, against necromancy. The person wearing it is immune to any necromancy spells except those of the Lich. Even those have a lessened power, allowing the wearer of the mantle to resist to an extent. However, only those of the highest discipline or resistance are able to withstand the touch of the Lich.

8. Soul-Song
A small gem which allows the individual carrying it to perform an act of singing which is almost the antithesis of the necromancer's bone-song. When the holder of the soul-song gem sings, thralls who are within normal human hearing distance are disconnected from the necromancer who created them. Thralls with wells or those created by master level or above necromancers are less likely to be impacted - that depends on the sing skill of the person holding the gem. If the singer's skill exceeds the mages, or the power level of the well, then the soul-song works.

9. Necromatic-Trap.
This is a small whistle which, when blown, sends Necromantic Sparks into discomfort, causing an interference between the mage and the spark. Effectively, this sends out a single pulse which, when heard, effectively lowers the level of the mage by two for ten bits after hearing it. If the mage is deaf and / or unable to hear from some other means, this has no effect. It only impacts Necromancy Sparks, other mages are uneffected - if a mage has necromancy and other magics, all their magics are impacted.

10. Ether-Trap.
A small box which, when opened, sucks the necromantic ether from an area. This box must be opened for two bits before it starts to work, then all necromancers in the area (roughly a field) - without exception and indeterminate of whose side they are on, has ether equivalent to two levels drained.
 ! Message from: Pig Boy
You have artifact 4, 5, and 6. Also 10 was a dupe of 3. Since you only included nine artifacts effectively, you may submit a replacement for the tenth artifact and have me reroll (or choose again), or accept the roll as is. Thanks!
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Re: The War of Death and Souls Dev Thread

Up to date.
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Re: The War of Death and Souls Dev Thread

From the intelligence gathered on Cell 5
Aegis wrote: Resource Gathering: Any and all anti-magic resources.
Result: You may submit three items/ reagents / any type of resource from this - one of which may be of Major / Champion level. In order to get this, though, you’ll need to do a thread / series of threads getting it.
Items:

1. The Moon Key:
The Moon Key is a key which - twice a season - will open any lock. It only works, however, in the moonlight and thus, is useless in Saun. Created by Yvithia, this key is meant to be used to unlock knowledge, tempered with intelligence and wisdom.

2. The Shard of Longing:
A small replica of a shard of Treid, this small item hums with power. It casts a moonlight from it which leads you, via a path, to whatever you are longing to find, or who you are longing to see. You have to have intent for this, and have to really want to find whatever you are looking for.

3. The Ice Sphere:
The Ice Sphere is a small ball of eternal ice. Never melting, this sphere can be activated no more than twice in a season. When activated, the air around it to a distance of about 100ft, becomes freezing cold and - in that sphere - no magic works for up to 1 break. Helpful, harmful, no magic at all. It freezes all magic and stops any magic at all from entering / working in there.

The suggested plot for getting these is following on from Pad's use of the Miracle Stone to resurrect Treid. The plot goes like this:

We start in Zuudaria - get pulled to Treid's domain - it's all messed up and chaotic, lots of stuff about his Domains there (it's moon-lit, etc, Rose is bound to make an appearance, but also other stuff) - and we end up having to find the key, then the shard - by virtue of "fixing" his Domains - making sense of the chaos, sort of thing. We find a locked sphere, use the key, there's a dream-version of Treid, with a gaping hole - put the shard in and bosh.

^ yes, that's the plot. No idea what Bosh means, because Pigs would be there at that point.
 ! Message from: Pig Boy
Approved and wiki'd the items.

wiki/index.php?title=Category:The_Ice_Sphere
wiki/index.php?title=Category:The_Moon_Key
wiki/index.php?title=Category:Shard_of_Longing

Plot looks okay to me, just drop me a tag if you run into issues you think I need to have a hand in.
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