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Messages - Constantine

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Player-Written Lore / Re: Drakes
« on: November 23, 2017, 04:52:44 am »
Hello there. I'd like to make some revisions on this:
1. "and the venom, being able to kill a man within a minute," This is too overpowered and requires more context. How /much/ venom is required to kill a man? Perhaps extend the amount of time to 10 minutes or so. This is also dependent on how much gets on the victim, if they have armor, etc. The line itself is too suggestive of being OP.

2. "They can talk telepathically over miles, able to force images and messages into another's brain, but the cause for this, is mostly unknown." Be aware the mind control and telepathy come with consent from the victim player the Drake is acting on. A good tool for this is to utilize the /roll system to see if the telepathy works, or if the victim can break through it. Be aware of the rules against forcing actions onto players.

3. Make sure to include a note that makes it abundantly clear that Drakes are not Dragons. They are creatures that were forged by someone who wanted dragons, but instead made these creatures that are not nearly as strong as a Dragon.

I think this lore is very detailed, and written well. It's refreshing, I like it. Be sure to review these revisions, however. They're important. Have a good day !

Player-Written Lore / Re: New Race: Ritters
« on: November 19, 2017, 08:32:36 pm »
1. The race must have weaknesses. "there weakness isn't really existing" does not work.
2. You should list strengths and weaknesses out in a list that is organized.

Fire magic

Water magic
Physical damage

Fliers have been posted all around the Realm, scattered on the paths, hung up in taverns everywhere. These fliers detail a very extravagant gala that will be hosted by the Greythorne Ward. The Greythorne Ward is a mercenary group that runs out of Fei in the town of Glyndamere. They are calling you to join them for a night of drinking, banter, merriment, and potential business arrangements. Whether you're looking to dance the night away, sign up in the ranks of the Ward, or hire the Mercs for your needs, attend this gala and you won't be disappointed.

There are certain requests of the Ward should you decide to attend the gala. The purpose of this gathering is to have a good time. All weaponry should be stowed during the gala since it is hosted on neutral grounds. This goes for both attendees and hosts.

Food, drink, music, and entertainment will be provided. You won't want to miss it!

!!Important note: Attacking the gala is not prohibited IRP, but we encourage and would very much appreciate those attending to respect that this is a feel-good RP OOC. Additionally, we would like to make it abundantly clear how bad of an idea it would be to attack a gathering of Mercenaries, would-be Mercenaries, and people with the skills to become mercenaries as that is what is generally defined as "A dumb move." we thank you for your consideration of this note, and hope to see many participants of the Gala!!

Ward members:
1st-in-command, Captain Ossium Winter ( Combrine17889 )
2nd-in-command, Gideon Halfor ( Torkoal_Tom )
Senior Sergeant, Nadine Kevalro ( BlindElf )
Mercs: Ali Lee ( Niatrek )
       Ivomorn Faelen ( Jarckow )
       Anathiel Eleros ( ScarletRising )
       Phoenix Nara ( NightRaiderTia )
       Phila Rendon ( AwfullyAmazing )

OOC: This event will be hosted at 6/7 PM EST on Friday, October 13th and 4 PM EST on Saturday, October 14th. It is open to the public and will last for a couple of hours. If you can, contact one of the listed users below to let us know that you'll be attending for the evening!
For more information, or questions, you can contact: BlindElf#3381, Skraagle Rock#7647, Niatrek#5135, TorkoalTom#1968, Wolfhound 6#7064

Completed Appeals / Re: i would like for BlindElf to see this plz.
« on: September 19, 2017, 10:16:39 pm »
For your misbehavior, you will remain banned for one week from today. In seven days, you will be allowed to return to Elysium. Know that the type of behavior that you exhibited, the griefing and language, are not acceptable for any reason on this server.

Completed Appeals / Re: Banned For Hacking
« on: September 01, 2017, 05:08:47 am »
Unfortunately, this appeal has been denied by staff. Hacking is not permitted on ElysiumRP whatsoever. It is not tolerated.

Completed Appeals / Re: Ban Appeal
« on: September 01, 2017, 04:52:11 am »
Your appeal has been denied by staff for your previous history, and history of appeals in the past. You have overused the many chances given to you by staff, and therefore are not receiving another.

Graves of the Disturbed / Event Summaries
« on: July 11, 2017, 03:31:09 am »
This topic will updated with each summary for the next coming Events in the Graves of the Disturbed Eventline. Check back to see what you missed !

Event: July 8th

Nero Orvus had gone missing, abducted by the Evenkee Emblin. In order to save her friend, Constantine set out to find a group of heroes who are up to the task. The heroes gathered in the tavern in Himmel before setting out into the icy landscape. Along the way, Husks ambushed the heroes in an attempt to thwart their quest. In spite of this, the heroes made it through the perilous trek and found a cavern in the mountainside.
   This cavern was unlike any other. Within, there were specialized crystals called the Warding Crystals. These crystals form barriers around the surrounding area that prevent any form of teleportation magic. As well, magic users within the barrier will find their mana slowly draining away. Magic can be cast within the barrier, however it will cause more mana to be drained as a faster rate. The Warding Crystals were found frozen in the ice. What’s more, there were dozens of corpses trapped within the ice. The corpses of Mages that the Evenkee had been abducting. Of these Mages were Tobias and Edwin. Nero Orvus was found alive, though he had been tortured severely had was infected in one arm by a Husk bite.
   As the heroes attempted an escape, the Evenkee arrived. Aldus and Emblin engaged in battle with the heroes, hoping to drain the heroes of their mana just as they had done to the Mages. In the end, the heroes managed to escape, with the help of Sebastian’s magic, with deadly injuries and one casualty. Constantine vowed to the heroes that this was not the end. Vengeance would be had. The Evenkee would perish. That was a promise.

Event: July 23

The Heroes were summoned by an anonymous summonings to the Ruins of a forgotten temple. Sebastian Haslo was also present but was unaware of who had summoned them. To the surprise of many it was not in fact the Elf he so despised who had summoned them, but Isabell Haslo, his daughter, - who had been missing for quite some time.

Upon her arrival, the group of heroes became immediately suspicious. The only supporters she continued to have were her father and son, Sebastian and Myur Haslo. She explained that she had summoned them to help them against the Evenkee. Isabell possessed an ability that could weaken the Evenkee’s magical power.

Before the group could discuss further they were interrupted by the arrival of Aldus, the infamous Evenkee. He immediately engaged the heroes in combat as a result of their defilement of his child’s grave. The battle lasted for quite some time, and was fought hard by both sides. Isabell remained distant, focusing on her supposed powers. It did seem as if the Evenkee was being weakened, however he still put up a fight. In the end, Aldus was unable to defeat the heroes. The Evenkee was slain, leaving behind his lover. Emblin now awaits her perfect moment to strike back at the heroes once and for all..

Event: July 29th
The Heroes have been summoned by a call for aid, originating from the himmel Tavern. Many arrived in droves and flocks, answering the call willingly as they so often do. When they arrived they were greeted by the strange and terrified Barkeep of the Himmel Tavern, Tender. He seemed visibly shocked by their appearance and warned them that it was not safe. Through cryptic messages the group deduced that the Evenkee Emblin had been here and this was in some way a trap.

Undeterred they proceeded, knowing this was their chance to defeat the Evenkee once and for all. They seemed confident and proud as they marched into the area in which they had been informed not to go, if they wished to live- only with mild protests. When they arrived in the mine tunnels they were greeted by a macabre display, corpses enchanted to look like them. A forewarning from Emblin.

In spite of the ghastly arts-n-crafts display, the Heroes pressed on. They were greeted by Emblin, who had crafted a golem beast to fight the Heroes. During the chaos of the ensuing fight Sebastian fled with his daughter, Isabell. The Heroes proved resourceful and did indeed defeat the creature. And, much as before, proceeded swiftly to the final battleground - where they found a wounded Sebastian fighting against an equally, or more, wounded Emblin. They quickly joined the fray while Sebastian hurried to tend to his daughter.

After a gruelling fight the Heroes were victorious. Emblin had fallen. Aldus was gone. With their enemies defeated, there was to be peace for the Realm.. Or so it seemed.
Just as the heroes turned to exit, Sebastian sprung an attack upon his own daughter - stabbing her through the chest. His skin peeled away, revealing that he’d been living in the corpse of the old man, deceiving the heroes all along. This was Dastan- the true Evenkee villain. He proceeded to thank the heroes for their assistance defeating his enemies and allowing him to mortally wound the only weapon that could defeat him. He gave the heroes little time to react before fleeing, leaving them to ponder what exactly they had helped this monster achieve...

Graves of the Disturbed / Event Times for All Groups
« on: July 02, 2017, 11:46:16 pm »
This topic is dedicated to informing you the scheduled Event Times for each Group. Here is the next scheduled Event:

Saturday, August 12th, 2 PM EST for all Groups. This is the final Event for the Graves of the Disturbed.

More times will be posted when they are decided. You will see this update after each Event concludes to show which Group will be next. Typically, each Event will be scheduled on a weekend day at 12 PM EST. Any changes to that will be noted here.

** Remember, if those participants in Group One to not show up, other Groups are welcome to take their place. So be sure that if you are in Groups One, Two, or Three, you check in at the designated time slot to see if you are able to join in.

See you there ! :3

Due to some unforeseen circumstances, MrsWolfie will not longer be leading the Official Eventline; Graves of the Disturbed. This Eventline will be led into its concluding stage by BlindElf and a team of individuals. For those of you who participated in the Events, worry not. The Events will be resuming in due time. Please be sure to check the forums and the server for further updates on Event times, groups, and other news. We appreciate your patience and look forward to concluding this spectacular storyline with you.

Contact Information:
BlindElf#3381 - Discord

In the coming Events, players across all three of the Event groups will be able to participate. Meaning, if there are absents from Group One, members from Groups Two and Three will be welcomed to participate in the Event scheduled for that day. So be sure to be active during the Event hours whether you are in that set group or not. You may have your chance to join in.

Here is a list of the Groups:
Group One

Group Two

Group Three

Event times will be posted in the Event Times topic under Graves of the Disturbed as well as on the server. Be sure to check in for your scheduled event time !

Graves of the Disturbed / Re: Credits and Thanks
« on: June 20, 2017, 03:58:56 am »
*tears up* This is okay. I'm not crying. You are. .. ahhh.


Completed Appeals / Re: Netherworld15's Ban Appeal
« on: May 07, 2017, 09:10:59 pm »
The co i data showed that you griefed property. The ban is temporary. You will just have to let it pass, and then return. Do not grief again.

Deceptive Masks / Hiatus: Deceptive Masks
« on: March 30, 2017, 01:26:34 am »
Until further notice, this Event Line will be put on hiatus.

It pains me to write this, but I will be putting my Event Line : Deceptive Masks on hold for the time being. There are a multitude of reasons for this that are pertain to my real life situation. Due to time restraints, school, moving and other such matters, I will not be able to fully commit to an Event for a long while.

I really appreciate the efforts of those involved. Whether it was my own small team of builders, the staff who took time out of their schedules to moderate while I was running Events, and those players involved who dedicated their time to participate in my story. Thank you from the bottom of my heart. I am so happy that I had the opportunity to introduce you to my story, my characters.

Of course, the Events are not over. Deceptive Masks will continue at a later date when I am able to allocate more of my time to set up the conclusion. For now, the two Imitari are in Elysium, plotting. Hidden. Perhaps you can find them? Perhaps a hint will be found here and there. Who knows?

For now, this Event line is on hiatus, on pause. Thank you guys again- And I hope to do more with you all later < 3

Server Annoucements / Custom Races & Locking
« on: March 14, 2017, 11:51:49 pm »
The following post will clarify any misunderstandings in regards to custom races and locking races.

Let us start by stating this fact: Players are not permitted to lock any custom race whatsoever no matter if the lore of that race suggests that the race is for selective groups. A player does not have the ability to lock a race from any other donator.

If you create a custom race, and another player requests to have that race, you may politely request that that player choose another race. However, you cannot under any circumstances force a player to change their race. Creating a custom race with lore does not give you the ability to restrict that race from other players who may wish to roleplay as that race.

Always make sure that you refer to the Custom Race Guidelines when creating a race;

Pressuring another player to change their race is considered harassment. Therefore, it is not tolerated on ElysiumRP.

Out of character reasons should not affect what your character does to others.

Completed / Re: Character Drawing Service
« on: March 09, 2017, 09:19:11 pm »
Eyecolor: Pale ( silver / blind eyes )
Haircolor: Orange / Gold
Clothing: Red tunic, dark pants, belt, thigh quiver and small, brown pouch attached.
Accessories: Underfoot ( Her long bow that is runed with Elvish script ), arrows, and a necklace with two runes attached ( these would be tiny stones almost in the shape of an arrowhead ).
Possible reference skin?:

This is my Blind Babe Constantine < 3
 * Note that she has a scar over her left eye as well.

Deceptive Masks / Race Information: The Imitari
« on: February 02, 2017, 11:53:59 pm »
*Note* This is knowledge obtainable IRP via extensive research in the Ancient Libraries of Elysium.

This race is locked.

The Imitari


There is a race of shapeshifters called the Imitari that date back to the First Age of Elysium. First sightings of the Imitari describe them as cunning, deceitful creatures of the night. The Imitari differ from other known races of shapeshifter for their ability to transform into any creature. They are identifiable by their grey, opaque skin that turns like tiles during each shift or when they are especially distraught or upset. For centuries, they lurked in the darkness. A more tribal race, they were not a part of society. They would come in the night, abduct little children, and slither away undetected. The people of that time were unable to stop them.

Presently, the Imitari are better known as Shifters, and  have been a dead race since the purge dating back to the Fifth Age. Their ability to transform into any known creature frightened people. So, a formed group of Anti-Mages worked to exterminate the Shifters. They did this by offering a bounty on all Imitari. The head of an Imitari was priced at 5,000,000 gold coins. Friend turned on friend. Entire villages were wiped clean and burned. Those who survived the purge were sent to the Anti-Mages to be locked away, tortured or executed.

Physical Attributes

Eye color: Varied between Imitari. Typically they are extremely vibrant colors such as emerald green or fiery orange.
Body type: The creatures in their natural forms stand at 6’5 in height. They are lanky, hollow boned things with extremely thick, opaque skin. They don’t have hair on any part of their bodies.
Blood: An Imitari's blood is absolutely toxic and a vile green color. By no means can it be consumed or converted.


*The Imitari are able to shift into most all creatures so long as they have first seen it.
*Their eye color typically will not change during shifts. This is how you can distinguish a Shifter from any other creature.
*They are extremely tough creatures. However, when they shift into other creatures they take on the strengths and weaknesses of that creature. A dove can be easily shot down by a single arrow. A Lycan can be killed with silver.
*Anti-magic of any kind will weaken an Imitari. It also brings them immense pain. They are unable to shift while in an Anti-Mage’s field.
*If they are exposed to enough Anti-Magic, they will eventually die.


There are several tales of old of these Imitari and their sins against society. This is the first..

Several hundred years ago, there existed a town known as Veil in the continent of Fei. Blanketed in snow, this small settlement was nestled alongside the largest mountain. It housed a little over 1,000 villagers of human descent. A few had magical powers that they used to farm in the harsh climate, hunt for predators, and other such necessities. The town went through the generations in peace. They were too far from society to join in the wars and lacked a proper military. This was their downfall.

The first known sightings of the Imitari were here. At this time, the Imitari always remained in their natural forms. They appeared as tall, slender figures with opaque, grey skin that glowed in the moonlight. While they had the shape of a human, with facial features and various body parts, the Imitari were furthest from. They lacked intelligible language and travelled in packs. Even in the harsh, winter climate, the Imitari were able to survive without proper insulated clothing or fur. They seldom ate, and when they did, they took the form of the predator that would most efficiently kill the prey.

 A group of hunters mistook the Imitari they encountered as beasts or misshapen animals. They attacked three that were found in a nearby cave. Two of the three were killed. One narrowly escaped by transforming into a small critter that hid in one of the crevices. Having killed the Imitari, the hunters skinned and roasted them over an open flame. They found the meat to be foul and inedible. Meanwhile, the surviving Imitari witnessed this from a distance. It fled back to the other Imitari and explained what had happened.

Horrified by the actions of the hunters, the pack flooded the civilization in an all out attack against the villagers. Some Imitari spared children that they encountered. Others simply killed every villager that they saw. In the end, both sides suffered heavy losses. But the villagers were all but vanquished on the cold, winter’s night.

Most of the children that were spared were left unharmed. For a while, the Imitari let them roam free in the village. They figured that the human children could fend for their own. When it was learned that that wasn’t the case, the Imitari began to try and raise them. They found that the best forms to take were the villagers that they had killed. Decades passed, and the Imitari found themselves growing in numbers and living in societal life as these false villagers. They taught themselves how to read, how to write, how to hunt and gather. They learned from the children and from experience what it meant to be a human being.

Similar occurrences were recorded across the world. Imitari that learned to be human implemented themselves into society as shadows. Imitari that were unable to adapt and develop remained wild. The Imitari of society, those in cities or populated regions, were a more peaceful breed. The wild were the ones who would take over villages, slaughter people, abduct young children and roam in the night. Those were the most recorded, therefore the most seen Imitari. Society viewed the Imitari as an absolute menace to all living things. It was then, during the Fifth Age, that the Imitari were slaughtered by the hundreds and thousands. Bounties were placed, homes destroyed. Friend turned on friend- it was chaos.

It was thought that the entire species was wiped out. Now, we know that we were wrong..

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