God Armaments are powerful weapons forged by dragon's fire and blessed, using the imagination of the Faye as their core for use in the "War of the Dawn" a conflict that drove the Fallen back into the Badlands. They are the embodiment of the ultimate mysteries of the hero it was created for, that symbolizes his or her existence through historical facts and anecdotes. They can be physical weapons, such as swords, lances, and bows, or support items, such as rings and crowns. Most of these weapons or items, date back to the Age of Heroes; a time before the Fallen were created. The God Armaments grant the user additional power while drawing out their powers to their full potential. God Armaments make up part of the remaining existence of the Faye, the anecdotes about their ability to "bless" objects, all become part of the very “symbol” of their existence. As the embodiment of the Faye, these treasures are seen as trump cards carried by only those select few that manage to earn the right to use. Most God Armaments will only belong to a single person in a lifetime, activated only by them, their true owners; however, if an armament is stolen or given away the new wielder will be able to use the powers of the God Armaments.
Below you will find all the God Armaments within the guild even before the dungeon appears for that specific treasure. A word of caution, some characters may target you once you have obtained a treasure, losing the treasure should never be an option, as it’s a sign of being Chosen for something far greater than the mission of restoring the world.
Now there are two types of God Armaments: Augmentation and Feature God Armaments.
Augmentation God Armament, is the first type and functions as an amplifier for parameters. They are orthodox God Armaments for support, that can be used for magical amplification or storage, prepared to strengthen a technique, or even the physical strength of the user.
The Feature God Armament is the other type that have a predetermined usage. They are activated with the user's magical power and can perform a given mystery as long as it is supplied with energy. It essentially becomes a spell rather than a weapon when in use. Their usage is unique, so they aren't really generic, but this also means they can be tremendously efficient in what they do.
Rules For God Armaments A God Armament's power can be shared so long as it is an Augmentation type. Feature God Armaments cannot be shared. This must be decided upon at the start of a dungeon. God Armaments can be stolen by other wielders. A God Armament cannot be broken by normal weapons. New rules can and will be created to balance the God Armaments.
Posted: Mon Mar 13, 2017 2:25 am
Ragnell ★★★✩✩
The flames of the red dragon are fable onto themselves. Powerful blazes that are capable of bringing low even the mightiest of giants, and captivating even the bravest of warriors. This blade is an embodiment of the one of the most terrifying forces the world of men has ever faced. A weapon that holds the true power of a dragons bravery & might within its cracked steel. A weapon legendary even among the armaments, not for its power, but for its symbolic nature.
This weapons history, much like its brother predates the War of Dawn by millennia. Created to honor Claire The Unhidden, a powerful draconian warrior whose unconventional ways earned her the love & hatred of her kind. Not many knew what to make her of at first, as much like Amarkos she was not like the other dragons. She was a more humble dragon, one who grew up not in the mountains of her birth, but in the company of one of the lower races, a creatures named Saho. While she returned to the mountains with skill none of them had even seen she never engaged in attacks against the outsiders. She spent her time with them, often even traveling with her teacher.
It was not until the rampage of the mad dragon Ur the First that they began to recognize her power. Teaming up with Amarkos The Red Sun they managed to defeat one of the most powerful dragons to live, a task many considered nigh-impossible by anyone but the dragon lords. This earned them the love & respect of the dragons. Thus, the blades were created to reflect their natures. This weapon was dubbed "Ragnell" Claire carried it proudly for quite some time, many adventures being had with this mighty weapon in hand. She has hardly been forced to turn it on her own kind, only having to raise it to Amarkos when the man turned with disgust at his own people, or when a legendary archer needed aid in stopping the lung. This weapon gained a mighty legacy over the years...but none greater than when the Fallen became a threat.
The races were fractured, no intention to work together. But Claire, Claire refused to see her beautiful home taken by the foul creatures.With the help of her master, she worked to unite the races. It was difficult at first, but as the races experienced loss after loss Claire was growing desperate. Even the sword of her former friend was taken after he was slain by one of the generals. It wasn't until one decisive victory over the reborn Ur that Claire showed that the unification of races. A small group of adventurers working together to bring down of the strongest threats they had to face. It showed the world that they could win, but Ragnell was damaged.
Claire still fought however as the United Races staved of the fallen but they could not win. However, the Faye stepped up, and soon enough there was finally an answer to the immortality of the fallen. Ragnell was the first weapon changed, the first of the weapons to receive the power to kill the fallen the fires of the dragons being poured into the old weapon. With it Claire and many others turned the tide of war, eventually, with this blade securing victory over the fallen empire. Claire, tired of war however retired, giving up this legendary blade and allowing it to be sealed away until such time as needed.
Type: Feature God Armament
Abilities: Technique Name: Flame of Heaven Technique Type: Passive once activated Technique Range: 1.5 meters (Length of sword) Technique Description: Once activated, the fiery aura of Ragnell disintegrates everything and anything the user waves the sword at, into nothing more than ash. The aura reaches the same temperature of Dragon Fire. Technique Cool Down Time: N / A
Technique Name: Fortress Blaze Technique Type: Defensive Technique Range: 20 meters in front of user Technique Description: This technique creates an immense wall of flame 20 meters high that is hot enough to scorch the earth and keep out enemies. The wall lasts for two of the users turns. Technique Cool Down Time: None, lasts until the user runs out of stamina
Weapon Drawback: - The Users Core temperature is violently raised depleting stamina rather quickly.
Not all things need be violent. During the war, defense against the overwhelming powers of The Fallen was difficult. Dark magics and corrupted entities tore asunder the weaker bulwarks of men and left innocence exposed to corruption and death. The armies of the heroes sought desperately to find an answer to the question "How will we defend ourselves?". The answer had a sad solution in the imaginations and souls of mothers who wished to do anything they could to protect their children. These shields are created from their blood and tears, forged in the fires like others. Shields like these were of great aid to the armies, carried into war by those who wanted to defend their brothers and sister, they were capable of providing mobile bastions and defenses against even the most brutal of attacks.
This particular shield was the first created and is a lot more powerful than others of its nature, though it also carries a particular imperfection to it. Its name has been lost to history much like the name of the young mother who first sacrificed her life in order to help create them. A new mother, she was the first to step up when the secret was revealed. It was said that this Fae gave up her life with no hesitation for her newborn sons. It was used in battle extensively by her husband before he fell in battle.
Now it waits, hoping for another to take it up in defense of the innocent. It is said the Fae's lingering desires causes it to work even better for those like herself.
Type: Defense God Armament
Abilities: Technique Name: Heartfelt Aegis Technique Type: Defense Technique Range: Erects a circular barrier 6 feet in circumference from the origin point of the shield. Technique Description: When using the shield to defend a powerful magical barrier comes into play. This magical barrier can only defend in one direction but is powerful to defend against even dragons fire. It completely blocks physical forces and defends against attacks that seek to use natural elements against them, be it the roar of fire, the shriek of lightning, the singing of wind, the rage of water, the terror of ice and many other. No natural element works its way past the shield no matter the origin. Technique Cool Down Time: + Defends 2 posts straight (4 if the user is a mother) - 1 Post of recharge
Technique Name: Mother's Last Embrace Technique Type: Defensive Technique Range: Erects a dome barrier dependent on the users need. Technique Description: This technique creates a powerful magical dome around the user, and whatever it is they are defending when held aloft. This shield is impenetrable from outside, and defends against even the darkest of powers. It cannot be walked inside and defends from attacks from all sides.It is a last ditch defense when things get serious. Technique Cool Down Time: + 3 Posts of use (5 posts if the user is actually a mother) - 4 posts of cooldown
Weapon Drawback: - The user cannot move when using the shields abilities.
Owner:N/A
Posted: Tue Mar 14, 2017 3:06 am
[A Thousand Bonds] ★★★★★
The path of a warrior is one that is not easy. It is a path of battle, where ones life is always on the line, where ones strength is always called to question and ones mettle is in constant test. Any warrior, any true warrior knows that in life one must always be ready to meet the challenges that lay ahead and meet it despite fear, despite injury, despite the risk. This simple truth is held in earnest by many of the strongest in history. Heroes and villains alike to would call themselves warriors know this simple truth.
These bonds have a history before the "War of The Dawn." though they were not as powerful as they were back then. These gauntlets were forged by a warrior who wished to take in the traditions, one who wished to mark true warriors so that all would know and awe at them. He was known for being nearly unmatched in skill and power, but he knew that those who matched or surpassed him were out there. Waiting. He wished to find them and fight them as any true warrior would. They were simple back then, unique items carved from an ancient tree. The warrior wore them with pride as he traveled the lands challenging all fighters he came across until he was finally confronted by the second to wear the bonds. The second to wear them was a dwarf named Hrolki. A powerful warrior in his own right. The two fought each other with great fervor, not out of hatred but respect. The warrior was defeated, but rather than despair he was happy. He passed the dwarf his bands with simple request that he uphold his tradition of inscribing the names of those he defeated upon the branches and that he pass them on when he died. The dwarf agreed.
That is how the line began. For hundreds of years those who wore these bindings would race into battle with great will. It passed many hands, only being worn by the mightiest warriors alive. Each warrior upheld the traditions of the previous wearer(s). Each warrior would mold the bindings to their image so long as the essence was still there. It is said that these bands were worn by over 1000 warriors, legends in their own rights...even giants. However, eventually, they would come to rest in the hands of their current wearer, Sahohime. One of the most powerful to wear them.
When the Fallen began to menace the world these bands needed to be reforged into the powerful weapons they are today. Two powerful beings who came together to reforge these legendary bindings. The Gauntlets were remade from the fires of a mighty dragon by the name of Xiang Liu and a Fae whose title "Old Man of The Clouds" was legendary among the Fae. They were meant to harness the history they had and bring forth the legacy of the legendary warriors they had once served. Binding them to the wearer in a manner of symbiotic relationship, and mixing the powers.
Sahohime used these in the war, proving herself to be one of the most powerful combatants involved. She has held these ever since.
Type: Feature God Armament
Abilities: Technique Name: The Warrior's Rondo Technique Type: Sustained Technique Range: On person Technique Description: The warrior is able to pray to the weapon. Upon doing so the spirits of the many warriors will appear and converge on the weapon and the wielder, these spirits will add their strength to the weapon and the wielder, coating them in a spiritual representation. This increases the power of the wielder by 2x, 5x, 10x, or even 100x their current amount. Technique Cool Down Time: - Lasts 4 posts. - 6 post recharge. [2x Strains the bones] [5x Cracks the bones] [10x Breaks the bones] [100x Breaks all the bones (User will die unless healed)]
Technique Name: The Warrior's Grasp Technique Type: Enhancement Technique Range: On Person Technique Description: Through the bonds forged by warriors their strength one can learn. Their strength is each other strength, their honor the others. All true warriors bear this powerful connection that allow them to overcome even the most vile of creatures. By expending all of the leaves on the bands one is able to access all branches of the bonds, and gain the knowledge and skills of all those who wore these bands though to adversely affects the mind. This is most notable by the outpouring of spiritual energy from the eyes, mouth, and glowing marks on the skin. It is mostly meant to be used with the Rondo. Technique Cool Down Time: - Lasts 4 posts - 6 post cooldown [Accessing 20% of the branches causes minor mental strain] [Accessing 40% of the branches causes moderate mental strain] [Accessing 60% of the branches causes major mental strain] [Accessing 80% of the branches causes dangerous mental strain] [Accessing 100% of the branches causes complete mental shutdown (User will die unless healed)]
Technique Name: The Warrior's Arms Technique Type: Attack and Sustained Technique Range: Centers on the weapon Technique Description: The warrior is able to call upon the power of the spirits and themselves for use. They can then mold this spiritual power as a tool of sorts, though only in ways related to the warriors who have worn these bands, and died to warriors who wore these bands. The user can mold the spiritual power to create constructs. Empower weapons they already wield further to make them even stronger. Or Overpower them to deliver a single strike. The power depends upon the need of the wielder, but it is said to be able to become so strong that it can allow one to break or cut through the wall of a castle with a single strike. Technique Cool Down Time: - Can be used until the user runs out of stamina or dies. [Construction Strains the bones] [Empowering cracks the bones] [Overpowering breaks the bones]
Technique Name: The Warrior's Hide Technique Type: Defensive Technique Range: Centers on Saho Technique Description: A very simple move Saho is able to use. It allows her to call upon the spirits of the weapons many past wielders and coat the weapon in their power. This is not an attack, but rather a defense as she becomes capable of striking out at magic. She can ether block the spells nullifying them no matter the strength, absorb the spells to return it, altering the properties of the weapon into one of a more spiritual nature to bypass immunity, or even "shatter" the spells making the spell hard to use for a time. Technique Cool Down Time: - Blocking spells strains the bones [3 spell blocks before 6 post cooldown] - Absorbing cracks the bones [3 spell absorbs before 8 post cooldown] - Shattering the spells breaks the bones (4 post cooldown) [2 spell breaks before 10 post cooldown]
Weapon Drawback: - The blowback from any of these abilities is dangerous always strains, cracks, or breaks the bones or endangers the brain of the user. The amount of any of these depends on the power used & how much. - The spirits that reside within the weapon will not allow powers to be used without sensing an adequate need. Besides constructs, most powers require opponents to be on, or above her level or for them to know a specific need. - The Traditions of the weapon must be observed, or the spirits will be offended and thus disallow use of the weapons abilities. - Only usable 10 times every a days as the petals fade.
The legend behind this mask is a dark one, but one that merely shows how desperate times became.
During the War Of The Dawn the power necessary to stem the tide of the fallen grew steeper with each passing day. Magi grew weaker the more power they spent, and with each Magi the further The Fallen could advance. In order to correct this, many turned to darker sources of power but as this power was used the Magi would go insane and turn upon the army they served. Those who did were either executed outright or sent off to prisons until they could recover. This was a dangerous prospect as The United Army needed all of their tools. This even affected the Fae as well.
Several of the elder Magi and Fae who retained their sanity would come together to figure out a solution to this need for power. It wasn't until one corrupted Magi in their brief moment of sanity would come up with a solution all his own. He was allowed to propose it to the Magi. His solution was one that would allow the Magi to give powerful spells without the need to further corrupt the forces. The Magi could use those who had already fallen to this power, and use them as a hold. He knew what he was asking, but it was the only option they saw.
This Fae was known as "The Whispering Prisoner." for he spoke in low tones during his moments of madness, whispering of voices and screams. This prisoner was the first to contribute to what would eventually come to be known as the "Chained Legion", empowering chosen magi with stronger magical power as they drew upon the darkness without truly interacting with it.
The first to wear the mask was Lord Tensmine, a powerful magi. With the mask he showed himself capable of causing even a simple earthen-spike spell to skewer legions upon legions of Fallen.
Type: Augmentation God Armament
Abilities: Nature of the Augmentation: Greater Area of Effect Technique Description: Using the power contained within the mask the wearer whispers, repeating several words once spoken by the prisoner whose soul was used to make this mask. In doing so, a sort of echo effect takes place and the spell the magi casts is given greater power as though multiple people were casting at once. This allows even simple spells to experience a greater increase in the area they effect with even a simple spell.
Weapon Drawback: - The wearer cannot speak in more than a whisper. - Once the mask is off the full force of their exhaustion will hit them.
Owner:N/A
Posted: Thu Apr 06, 2017 8:18 pm
Sindra's Lament ★★★★✩
This particular weapon was created during the War of Dawn, but it was not created by the United but rather by a fallen by the name of Sindra the White. There staff giving to the united a boon born of her own sacrifice & sadness. It serves as a lesson that sometimes not even the greatest darkness can correct the purest of hearts.
Sindra, in her time, was a healer. A woman who dedicated her time to the preservation & protection of others. She was a woman who could not inflict harm on others, always wanting to help them. Her magics were not violent, they were only there to help others. But even so, when the threat of the fallen came, she was the first to fall for she had a powerful magic they could use. An ability that would keep the fallen's victims out of reach, or allow the armies to move. Mass teleportation.
She was one of the first to die, but even corrupted there was a piece of her left. For some time she was forced to teleport the legions of the fallen to places, to watch s they used her gifts to assault & kill all in sight, but the hold was weakening as her heart fought back. Eventually she broke free, away from the fallen though they had learned her own magic. The alliance however, needed a counter & so she was going to give hers. She came to mages, begging for their help. They were ready to turn her away at first, but one spoke out and kept her safe.
For some time she helped move armies, but the dark magic was trying to corrupt her. She sought an answer & eventually it would be found with the fey. Using the soul of one who used to admire her they channeled her magic into her staff, splitting pieces of her power into several so that the United could move like the legion. Once it was done, she begged to be killed. It was obliged by Claire herself, an honorable death. She perished with a smile, thankful to be able to redeem herself for all she did. This powerful item coming in handy greatly during the war, honoring her wish to help others.
Type: Feature Type God Armament
Abilities: Technique Name: Tengja Technique Description: This technique stems from the ability that the Fallen use,[technique name], to move legions of Fallen to and from the Badlands. A Tengja literally tears open the dimensional fabric separating two points in space, revealing a tunnel of whirling, torrential energy that must be focused and solidified to create a discernible pathway. The user holds an open palm upward, dragging it downward which opens up the Tengja, allowing them to step into it. The technique ends when the user has stepped inside.
Weapon Drawback: - The user has their stamina completely drained
Hatred. A force that nestles within the hearts of all living creatures. Something so great that it can turn even the purest of men, in the vilest of creatures. One might swear this item is a creation born of the fallen, but this particular item has shown itself to be of great ire to both The Fallen & The United.
This scroll's legend starts long before The Dawn War. Created by an elf whose hatred of humans was so intense, so great that it began to consume her. That hatred would lead her to turn to magic to find an answer, a way to reverse the actions of the gods themselves. A way to fix a "mistake" that poisoned their beautiful world. She turned to ancient knowledge lost to all mortals, tracing lines that were buried in the fall of the shapers. Where this knowledge might have once enlightened the world, her hatred twisted it. Shaped it into something more vile than even the humans she so despised. She inscribed this hatred in a scroll, focused it. Thus The Bane of Men was given.
With this weapon in her palms, the words she read from it would curse the flesh to weakness, call upon the wailing avatars of spirits twisted by the abyss, and bring destruction to those who held steel, planted flags where they did not belong, ruin sacred lands. Year after year this elf would tear asunder unfortunate men with this weapon. She never turned it against others unless they stood gain her in her quest to rid the world of "The gods mistake." Her fury would be quelled when a hero within the humans nations would rise. This hero sought help, a temporary alliance would form between heroes of different races. This group stood against her, a dire battle but eventually....they came to know victory. The scroll was taken, held in a secret temple where those who came to it would be made to channel their hatred into the scroll in order to cleanse themselves. It remained there for many years, guarded heavily to prevent it from being used for evil.
However, thousands of years later with the fallen waging war on mortals The United needed all the resources they could. The scroll was recovered despite protests by its guardians. The scroll was put in the hands of a man who had lost everything to the fallen, one whose hatred was pure and focused. Infused with the soul of a faye whose own anger mirrored the woman's so long ago. so that the hatred of the scroll & and the soldier could be brought to bare again the enemies of man. This time, not only humans, but the fallen. It proved to be greatly effective, dangerous to all. This time, human hands help it to save the lives of the races they had once nearly destroyed in war. However, the power of the scroll eventually twisted its users turning them on everything that breathed. Many have lost their lives to this item. They would often have to be executed to keep the power of the scroll focused, to keep the curses turned on the fallen. All feared it for it became the bane of all living things, no longer turned just on a single enemy it could harm everyone who foolishly came up against it.
At the end of the war it was turned away, one of the first to be locked away, guarded heavily to prevent it from falling into the wrong hands.
Type: Feature Type God Armament
Abilities: Technique Name: Inscription 45: "Show them that no matter what ruse they cover themselves in that they are but weakling. Their make a pale imitation of truth when compared to the true walkers of this once beautiful world. It must be made clear just how weak they are.. " Technique Type: Curse Technique Description: When the inscription is read a negative power manifests itself around the user. This negative energy takes the form of writing tendrils that then attempt to wrap themselves around a number those who stand close. These tendrils burn themselves into the skin of those they touch, continually sapping them of strength both physically, emotionally, and mentally. This makes hard for enemies to act, to defend themselves, to fight. It weakens every aspect of them to the point where even a dragons scales are easily pierced. Technical detail: [The Curse] - Length of curse depends on how many tendrils got into you (Max of three per person. Can be extended for story purpose.) - Curse cannot be broken by will power alone - Curse cannot be cast rapidly (5 post cooldown to use again) - Curse cannot effect those with god armaments on. - Curse can be broken by a strong enough blessing.
[The Tendrils] - Can be destroyed with light / holy magic - Can only reach 10 ft total. - Can create 10 total.
Technique Name: Inscription 1072: "The legions of their victims wail for justice. Twisted by their actions their souls are without rest. I have touched the souls, I will guide them to the retribution they so seek for the legions of cruel beings must be brought to bare..for all their sins." Technique Type: Summoning Technique Description: When the inscription is read a negative power manifests itself behind the users back. A tear in the world appears, linking the abyss to this one as the lost souls are given a way back. Technical detail: [The Method] - Only 1 level of demon can be summoned at a time. - Control must be kept at all times. - Each level takes a full day to recharge. [Summons]
Summon 1: King [Limit of 1] + Kings are the largest of the spirits summoned by the inscription. They are about 18' in height. They are about as strong as a giant as well. Ferocious creatures who will attack pretty much anything in their path if one does not focus their hate. They often take the form of red creatures bearing large weapons capable of felling large creatures, clad in armor of made of flesh. They can speak, but often their words mimic their end which was often horrific but they are very powerful men & women of the human kingdom, the original victims. + Kings remain in the world for only 5 posts before being pulled back into the abyss. + Kings take 8 strong hits to kill. Summon 2: Duke [Limit of 2] + Dukes are fairly large spirits summoned by the inscription. They take the form of horrid dragons who breath out large gout's of intense flames. They let out otherworldly wails that can strike fear in even the bravest of creatures. They bleed constantly, and are a pale green in color. They are not very durable, they cannot even fly, but they are harder to simply kill even though they crawl along the ground. + Dukes remains in the world for 4 posts before being pulled back into the abyss. + Dukes take 12 hits to kill. Summon 3: Prince [Limit of 4] + Princes are actually beasts slain by the curse. They have lost their humanity and are feral. They no longer resemble natural animals, instead horrid creatures with multiple arms and legs. Few things help identify what they once were. They are about as strong as a normal beasts, but even more relentless & their blood is but poison at this point. They devour anything they can without mercy and trample anything in their path without care. + Dukes remains in the world for 6 posts before being pulled back into the abyss. + Dukes take 4 hits to kill. Summon 4: Marquise [Limit of 6] + The Marquises are elves who have been taken by the hatred after they attempted to stop the elf. They are the normal size for an elf. They are more demonic spirits, even having wings. They are skilled hunters who search for any enemy even in the darkest of night. They take to binding targets for their master by emitting ear splitting screeches that can give pause to the hardiest of things. They will fight with tooth, claw, and talon if forced to do so. + Marquises remains in the world for 8 posts before being pulled back into the abyss. + Marquises take 2 hits to kill. Summon 5: Counts [Limit of 8] + Riders who fell to the elf on their steeds. They bear mighty lances of bone, armor of flesh. Their steeds are wild, rushing forward forever as their riders skewer anyone in their path though they can be separated to fight as separate forces, neither is all that powerful without the other. + Counts remains in the world for 4 posts before being pulled back into the abyss. + Counts take 4 hits to kill. Summon 6: Knights [Limit of 10] + Human knights, not strong enough to be turned into some of the stronger spirits. They are faceless entities wielding various weapons, wearing damaged steel armor. They can only scream in agony, nor are they all that powerful. They are still human in strength & Skill, often used the way they were in life...as pawns. + Counts remains in the world for 10 posts before being pulled back into the abyss. + Counts take 2 hits to kill. Summon 7: Presidents [Limit of 1] + Presidents are actually young children who were unfortunate enough to cross paths with the elf, falling to her fury. Made this way by their They are the weakest most insignificant of the spirits. They are merely spies, thieves, saboteurs, sometimes assassin in the night if one is inclined to risk it. They are harmless otherwise + Presidents remains in the world for 15 posts before being pulled back into the abyss. + Presidents take 1 hit to kill.
Technique Name: Inscription 222: "For all they took from me, they deserve to have taken from them 100 fold. For all the innocence that was torn asunder by their careless steel may the fires of their sin consume them! Damn makers for their mistakes! Damn the lands they hold! Let all they know wither! .. " Technique Type: Attack Technique Description: When the inscription is read a negative power manifests itself as a horrid miasma that seeps from the scroll. All who touch this miasma will find their bodies wracked with an intense pain as it is slowly withered & decayed the longer they remain in it. Technical detail: [The Miasma] - The Mist only travels 15 feet in any direction. - The Mist can be blown away or redirected with enough effort. - Medicine seems to keep the withering at bay even if only a little bit. - Damage can be healed.
Technique Name: Inscription 9999: "The creations deserve naught but the touch of death. I will grant it to them, let my anger carve an everlasting scar upon their weak flesh. Let my hate etch their sins onto their souls. Let my sorrow drown their pathetic hearts. All things will end in flame. Not a trace, not even ash. Cleansing darkness & light...I will let nothing of their vile make stand." Technique Type: Attack Technique Description: When the inscription is read a flame, as dark as night but as bright as day manifests itself in the two black palms that hold the scroll. These flames will seep from the palms and spread greatly across the field. It is a seemingly living flame, one that leaps, licks, and whips are anyone it gets close to in an attempt to drown them in a flame that seems made of death. One might even hear its furious yelling. Technical detail: [The Flames] - The Flame travels only an initial 20 ft slowly, covering everything. - Can be counteracted with light magic.
Weapon Drawback: - The user has their emotions thrown out of balance, and is often in a constant state of rage. - The user must maintain control at all ties or the effects will effect them too. - The user is slowly twisted with each successive use. - Every ability can effect allies as well.
Owner:N/A
Posted: Tue Apr 11, 2017 10:18 pm
Explorer's Pistol ★✩✩✩✩
The Explorer's pistol is a near little idea conceived for the war by an old dwarf, his drunk human companion, a Faye who watched for the team, a mage with a small gold addiction, and a dragon who thought they were all idiots...but went through with it anyway. During the war, siege machines were massive contraptions thats were hard to get from place to place. They were costly, and most important, they were easy targets. The United Army was desperate to find answers to this which is where a group of intrepid explorers came in.
See, the head of this group was an old dwarf named Golgron Ironfeet. They liked to go into tombs and raid them. They were a glorious group with many tales about them. One of the legends was Golgron's pistol, an beautiful piece of hardware he carried with him everywhere he went. When the war came about, the group was unable to explore anymore. Dwarves were often asked to develop new things for the army. During one of these summits Old Golgron came up with the idea for handheld siege machines...most thought he was crazy. He decided to show them by volunteering his legendary pistol. His group was unsure, but if it meant that exploring would become viable again they decided to go with it...so the pistol was reborn...and boy was it perfect. The magical principle involved packed the meanest punch anyone had ever seen in a weapon of this nature.
By combining an explosive rune, with the essence of a dragon, and a mage's fire principle the worlds deadliest pistol was born! It was used quite a bit as well, and even after the war it saw use in multiple explorations....until someone dropped it.
Type: Feature God Armament
Abilities: Technique name: FIRE IN THE HOOOOOLE! Technique Description: Its rather simple, pull the trigger and watch the absolute destruction as a blast bigger than a fallen's mother's arse is shot out from the legendary pistol! Weapon Drawback: - The wearer, no matter the strength, is thrown several feet backward & their arm is generally sore.
Shamans play a unique role in the development of a culture. They are often guides, protectors, healers, everything a person needs. Not everyone believes in them, but those who do value them and their powers greatly. Shamans also come in handy during war, blessing people in order to stand against a threat...but Shamans are not always fit for the battlefield.
During the War of the Dawn many a shaman were hurt by the corruption of the Earth the fallen brought about. They often traveled to these corrupted lands to collect what was left. They decided that the world could not wither and so many would create these charms, at first only being more of a placebo for those who believed. However one Faye stepped up to bring a true blessing. Haria was a woman dedicated to the Earth as many shamans were so she wished to make their blessings real. She willingly gave her soul to empower one necklace, cast with a never ending spell so that it never ran dry. Her soul gave the first blessing. That first blessing was this necklace. Worn by a Beast Warrior by the name of "Elodai" he was a powerful warrior. With this necklace however he was even better than before. Each drop from this necklace would allow him to cut his way though many up until the end of the war.
There were many of these, but the first one was the most effective. Now it sits & waits for another hoping to defend Sacred Earth.
Type: Augmentation God Armament
Abilities: Augmentation name: Kiss of Haria (Day) Augmentation Description: By opening up the necklace one can receive a single drop of the sacred waters within it. This water enhances ones senses to unimaginable levels, allowing them to know things they could not originally. The movement of the smallest creatures can be heard, the smell of a being from miles away, the ability to taste the air. Ones senses become a powerful weapon in making sure one is never left unaware.
Augmentation name: Kiss of Elodai (Night) Augmentation Description: By opening up the necklace one can receive a single drop of the sacred waters within it. This water enhances ones physically abilities by pushing them to the limit. It acts like a drug in a way removing the limits the mind places on the abilities allowing the user to act at their peak performance for a time even if they were injured. . Weapon Drawback: - With The Kiss of Haria, ones mind is left ablaze once it wears off. (7 posts), the enhanced senses are also very overwhelming at times.
- With the Kiss of Elodai one is left completely exhausted once it wears off (5 posts), but the pain the body feels is also great resulting in a great need for rest.
- One must be careful to consume only a drop or it will poison the drinker.
Owner:N/A
Posted: Thu Apr 13, 2017 12:36 pm
The Lion's Crown ★★✩✩✩ In war, communication is one of the greatest weapons the army has. An order missed, or ill given can change the tide of a battle for ill.
The Command Crowns are from the early days of the war.
During the War of Dawn communication was vastly important. Those without magic were forced to use risky methods to give their orders, though they were often slow. The mages could not always help the other armies give their orders. The humans were at the greatest loss in this respect as well. A solution was needed.
This crown belonged to a great king, one who often served as a great example of bravery, strength, and fortitude by the name of Einrik of the Lion's Spirit. Einrik was well respected among all the races, as just as one could be he was one of the first to join the call to war to defeat The Fallen. Though his particular kingdom won many battles he knew that sooner or later the difficulty of communication would make it difficult to keep up their fight. One of the faye stepped forward, a great admirer of Einrik's strength.
The kings golden crown was reforged, the crystallized soul resting firmly in the middle. With it the king was able to give orders across vast distances, leading his armies to even greater victories even in times of great turmoil.
Many more kings followed this example though few were as notable as this beautiful adornment.
Type: Augmentation God Armament
Abilities: Nature of the Augmentation: Vast Telepathic Relay Technique Description: The power of the crown allows the wearer to relay thoughts to a great number of people over a great distance. While it cannot be simply used to intrude upon thoughts, it allows communication between the wearer and those they wish to speak with.
It cannot be forced however, as at first the voice the wearer projects will come as vague images, beckoning those who see them to accept. Those who do will hear clearly, but those who do not will be unreachable even by the powers of this glorious crown.
Nature of the Augmentation: Mental Stealth Technique Description: The power of the crown also makes the wearer telepathically invisible to those who seek to forcibly make their way into their own minds.
Weapon Drawback: - The psychic feed back from putting on the crown will often immobilize those unprepared. - Cannot be used for long or the mind starts to fry itself.
Nisir's true history is actually generally unknown. Legends say the hammer is a remnant of an ancient group of people who once lived on the mountains. They say this hammer was once used to aid in the creation of an enormous ship, one meant to sail to the Heavens. No one knows if it worked, no one even knows if its close to true but this hammer was all that was left among the ruins.
This hammer was actually left dormant until its resting place was raided by a beast by the name of Sahohime. The Beast took the hammer, but only seemed to use it for only a short time before selling it to another warrior. An Orc who used it to prove himself to his chieftan that he was ready for war, earning himself prestige and honor. The weapon was special from the get go, strong, powerful, never seeming to need repair even though it used stone. It was able to crush whatever it came again.
However, when the Fallen became a threat the orc and his tribes were eager to join the battle. However, sensing something special about the hammer, the faye requested the orc lend the hammer to them. Knowing it could be instrumental in the war the faye infused a soul into it and bathed it in fire, unleashing great power.
The orc used it to tear through legions upon legions of Fallen, fighting with ferocity. The world trembled with each strike. The orc carried it until death, though others took up the hammer. It was an orcish right for the strongest soldier to carry it up until the end of the war when it was sealed away, waiting for another power to come & take it.
Type: Feature Type God Armament
Abilities: Technique Name: Maw Technique Type: Attack Technique Description: By slamming the hammer upon the ground one can split open the very Earth itself to swallow ones enemies. Technique Range: 20ft Max [Linear] Technique Cool Down Time: 3 posts
Technique Name: Raze Technique Type: Attack Technique Description: By slamming the hammer upon the ground one can cause the Earth to tear up and rise in steps, throwing enemies violently into the air. Technique Range: 10ft Max [Linear] Technique Cool Down Time: 3 posts
Technique Name: Roar Technique Type: Attack Technique Description: By slamming the hammer upon the ground aimed downward one can cause a massive force to explode around the user to clear themselves of enemies by throwing them back. Technique Range: 5ft Max [Surrounding] Technique Cool Down Time: 3 posts
Weapon Drawback: - The user has their stamina completely drained after using either move 3 times - The user goes into a violent battle rage attacking both friend an ally - The user cannot must spill their own blood to even be able to hold it every time they wish to use it
Owner:N/A
Posted: Sat Apr 15, 2017 3:22 pm
The Giant's Gift ★★★★★
The power of lightning is a force feared by all, but many believe that it is a power only the mages may wield but one upon a time there was another who healed the power of the great bolt.
Known as Chrysaoreus Ceraunius, this mighty warrior was feared by many. A being so mighty that the mere utterance of his true name brought men to their knees. He was a warrior nearly incomparable to all. While there were a few who could claim to match with the mighty man, fewer could claim to be able to best him. His most noteworthy feature being the golden spear forged by the giant after he bested many of them in combat on his own, a feat few can claim to accomplish. He forged his legend through violence, neither completely just, nor completely immortal he was a hero & a villain, but all knew that when he approached respect was earned.
When the War of Dawn began the warrior was one of the first to have his weapon reforged in response to the need for weapons. Becoming The-Thunderer the man brought divine justice to the fallen, his power etching itself in the memories of the ancient foes. He fought with fury until wars end where people began to lay down their arms. He left his weapon behind, vanishing without a trace. Some say he went to start his own kingdom. Some say he went in search of a final battle. No one is truly sure of where the man went.
All that is left is this powerful weapon.
Type: Feature Type God Armament
Abilities: Technique Name: Divine Judgment Technique Type: Attack Technique Description: By holding the spear aloft like a spear, it will react and become pure energy. Throwing it is much like throwing a bolt of lightning, so powerful that even dragons will be in awe at the destruction it leaves in its wake. Technique Range: 100ft Max [Linear thrown, 15foot explosion follows] Technique Cool Down Time: 5 posts
Technique Name: The Blessing of the Mighty Technique Type: Enhancement Technique Description: One is able to coat this weapon in lightning itself to create a weapon that delivers mighty shock to all its strikes as well as extend its reach. However one can share this blessing with at least 3 other warriors at a time to enchant their weapons. Technique Range: One weapons Technique Cool Down Time: - Lasts as long as the user can stand the pain - 4 posts after.
Technique Name: Release of the Storm Technique Type: Attack Technique Description: By Throwing the weapon into the air one is able to create a mighty storm that unleashes powerful bolts upon a great number of enemies every so often (20 bolts, every 4 posts) Technique Range: 224ft Max [Surrounding] Technique Cool Down Time: - Whole day cooldown
Technique Name: Eternal Scepter Technique Type: Travel Technique Description: When thrown, the user is actually able to teleport to where the glaive is in a flash of lightning no matter how far its gone, but only as long as it knows that the wielder owns it. Technique Range: (On Glaive) Technique Cool Down Time: - 1 post cooldown
Weapon Drawback: - The weapon burns its wielder when they harness its lighting powers - One must remains resolute in use or it will disobey - Requires a small offering of blood & Prayer to activate
Lung is one of the armaments actually crafted during the Dawn War. It is a weapon created specifically for an elf known as Mother Tellal.
Mother Tellal was a woman who did everything she could to shield her people from violence. Whether that violence be that of humans, beasts, dragons, or even the fallen Tellal wasn't the type to just sit back and hope the problem went away. Mother Tellal even took in the strays of the various races when they were lost, as she believed in the innocence of the young ones. Many loved her & the peace she promise. However, Mother Tellal was very aware that to keep peace, one would have to fight.
Tellal's original weapon was a sword-whip she would use to protect her people. It as a blessed weapon known as "Forest Walker." a weapon everyone know quite well. However even with its legacy it was shattered during The Dawn War. However, a child Tellal had saved wanted her to have a weapon with which to defend those she loved and protected so the dragon helped her create a weapon which which she could so.
"The Tide Tail." would quickly become a fearsome weapon, though the woman only used it to protect the smiles of those she loved. It held the power of a an injured water dragon whose children Tellal promised to protect and a faye who wished she had a family, though the opportunity was taken from her due to the rise of the fallen. She carried it up until Tellal was killed in battle with a very strong Fallen Orc to protect a group of orphans who came to her through the war. While she managed to kill the orc, the woman was mortally wounded. Her whip was carried by other caretakers who wished to uphold her legacy. As the war ended the whip wasn't exactly hidden away, but placed in an orphanage though it would eventually be swallowed up. Now it waits for a noble soul to take it
Type: Feature God Armament
Abilities: Technique Name: Cutting wave Technique Type: Attack Technique Range: 7ft (Lethal distance) Technique Description: When swinging the weapon hard enough will cause it to materialize & harden a razer-sharp arc of water. It will launch forward aiming to cut through what it hits. It only cuts objects within 7ft of its launch otherwise becoming harmless water splashes otherwise. Technique Cool Down Time: N / A
Technique Name: Tide Wall Technique Type: Defensive Technique Range: 10ft in length, 17 ft in height Technique Description: Striking the weapon upon the ground causes a wall of hard water to spring up from the ground to act as a defense barrier. A hard enough force can easy break it or go through it, but it is fairly good at defending against elemental attacks, fire especially. Technique Cool Down Time: Can only create on at a time (1 post cooldown)
Weapon Drawback: - The weapon must be kept wet otherwise it does not work - The weapon breaks momentarily if hit with electrical force
Owner:N/A
Posted: Sat Apr 15, 2017 7:16 pm
"Breath of the Lung." ★★✩✩✩
The Breath of the Lung is a bow that once belonged a legendary archer "Mei Huo" a dragon, though she had forsaken her own form due to distaste with her own kind. Mei Huo's skill as an archer were unmatched at the time, but her interest in it was next to non. She hated weapons, she despised violence thinking it only a tool for evil. She believed her own kind were arrogant, only inspiring it. She had no faith in the outside world to find people. Trained merely because her temple master believed she required another activity to center herself, only to discover that Mei's talents were unnatural. Mei had a dream to become a painter however, but her temple master told her to focus on her archery skills for one day the world might need them.
One day however, her monastery was attacked was by Dai Phong, a rogue dragon. Dai Phong was a dragon very interested in the occult, in his younger years he researched dark avenues looking to control the spirits of his fallen brothers & sister. However, despite getting close, he would eventually be thrown into madness by his studies. Experimental methods binding the souls of animals he killed to his bones, causing him constant pain. It was an improper spell, not ready even with all the dragons age and power.
Mei's mentor was killed in this attack protecting Mei. Few managed to survive. Mei's anger was true, and despite her distaste for it she took up the bow. She hunted the dragon for years before joining up with another warrior who was also hunting the dragon for bounty. The warrior was violent, and aggressive but one of the only people willing to help her hunt down a dragon. The two joined together, tracking Dai to the oceans, following its path of destruction
However, as they traveled together Mei would learn from her partner as her partner learned from her that violence was nos not inherently evil, but it was a test of strength in several ways, and tool that could be used to protect ones own peace. Mei knew she would have to fight. There the three would do battle with the evil dragon. Mei was hesitant, but as her partner fought the dragon she began to realize her words were right and that if they did not stop Dai, then he would ruin the peace of others, peace she had lost. Mei resolved herself and joined the battle until finally Mei's arrows would find the dragons heart though a wound her ally created.
The Warrior was proud of Mei, caring for her a bow of the bones she earned. Mei swore to protect the innocent with it. They two traveled together until the Fallen began to appear. Mei was not longer hesitant, her arrows showed the enemy with her resolve & she even taught others. However, the fallen were hard to kill...until the Faye stepped up to give their blessing & souls in service to fixing their mistakes. She had her bow remade, just as her friend did their weapon. Her bow no longer needed arrows, simply to be pulled as arrows of a spiritual nature would manifest thanks to the Faye's blessing which drew out the power of the dragons bones.
With this weapon in hand, and her partner Mei fought a tough war, going after the enemies others seemed to fear most. Towards the end of the war however Dai Phong would be reborn, a terror he destroyed countless men until Mei and her partner stepped up, another battle. During it Mei embraced the dragon in her again and after a long, and dangerous battle Dai would fall once again. Mei however, was greatly injured. As the war ended she gave her bow to her friend as she vanished leaving behind only a painting for people to remember her.
She vanished, no one sure what became of her after. Most believe she died, others believe she started her own monastery and is posing as someone else. All that is left for sure, is her legendary bow though merely a legend to most.
Type: Feature God Armament
Technique Name: Star Fall. Technique Type: Attack Technique Range: 221ft (Arc) Technique Description: When firing the bow, the shooters spirit will seemingly manifest, causing more arrows to manifest even from a single one. A veritable legion of arrows can be shot at once. The arrows are very bright, almost like stars shooting across the sky. They must be shot in an arc however as they cannot go straight. Technique Cool Down Time: Can only create 10 at a time (Shoot 3 times before a 2 post cooldown)
Technique Name: Star Flash Technique Type: Charge Technique Range: 344ft (Liner) Technique Description: When an arrow held back enough the users spirit will begin to fuse itself into the arrow that is created. Once the arrow is at its brightest one can let the arrow go to unleash an arrow with full, and deadly force allowing the arrow to take on the visage of a dragon which flies farther and with more power than most, even piercing steel with ease. Technique Cool Down Time: - 1 post cooldown
Weapon Drawback: - The user must offer a poem for the weapon to work - The weapon does not work on hallowed ground
A weapon named for what it represents. The Sylvan Will is the literal incarnation of the forest's will.
When the War for the Dawn reached the apex of its destruction the Faye, Naida Maurelle the Keeper of the Forest, knew something must be done no longer willing to be a mere watcher. The forest and its spirits feared their own destruction and the death of all living things. For a time they convened with one another to consider what aid they could give.
A year passed and then another and for those two years the trees were silent to all speaking amongst each other in signs and in a way that no language could ever decipher. It was not until the first full moon of the third year that one was chosen to bear the instrument of their will.
An elf was chosen. A young elf from a nearby land whose name and identity is lost to time. They found the staff in a grove surrounded by trees which had gathered round to protect it until someone worthy was found to wield the weapon. Guided on a hunt by an elk that seemed to shimmer with light, they took up the Sylvan Will and, are said to have at once, understood their destiny.
For seven days and seven nights, they stood alone defending the nearby forests from the encroachment of the darkness. An army of beasts of all shapes and manners which seemed to slip in and out of being held off the Fallen for a time.
Yet a weapon is merely that. In time exhaustion got the better of the Elf. They were surrounded and struck down and when their weapon examined it was found that it was nothing more than a mere stick.
Yet the Sylvan Will lived on as it always does. With the death of each master it grows anew in the place they fell waiting for one it judges worthy.
It has been many a year since and the weapon has moved between countless hands. It has been used in ways that one may consider both good and evil for the one who wields it is seen as a servant of the forests unconcerned with morality.
The weapon was lost but it will appear again in a grove for it knows the coming threat and it will be entrusted to a new master. One need only remember to follow if the great beast appears before them.
Type: Augmentation God Armament
Technique Name: Star Fall. Technique Type: Attack Technique Range: 221ft (Arc) Technique Description: When firing the bow, the shooters spirit will seemingly manifest, causing more arrows to manifest even from a single one. A veritable legion of arrows can be shot at once. The arrows are very bright, almost like stars shooting across the sky. They must be shot in an arc however as they cannot go straight. Technique Cool Down Time: Can only create 10 at a time (Shoot 3 times before a 2 post cooldown)
Technique Name: Star Flash Technique Type: Charge Technique Range: 344ft (Liner) Technique Description: When an arrow held back enough the users spirit will begin to fuse itself into the arrow that is created. Once the arrow is at its brightest one can let the arrow go to unleash an arrow with full, and deadly force allowing the arrow to take on the visage of a dragon which flies farther and with more power than most, even piercing steel with ease. Technique Cool Down Time: - 1 post cooldown
Weapon Drawback: - The weapon is sentient, meaning it has a personality of it's. Will readily turn on wielder if they anger it. Will likely kill them using the souls inside the weapon. May be irritated and refuse to work if the wielder will not follows its orders (though it won't kill for this). - The wielder speaks aloud to the weapon, leading others to believe they are crazy. - Puts certain hypnotic suggestions on wielder. Will make them get lost to follow its will. Makes them unwilling to damage plant life. Dislikes being indoors so tends to force them outside (for example when sleeping) and dislikes being covered so suggests they remove any covering. Hates fire so actively avoids fire. Likes rain so forces wielder to stand outside with it.