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Messages - Dalius Everad

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1
Player-Written Lore / Re: Auran Custom Race
« on: April 09, 2018, 11:51:39 pm »
Yes, but they are NOT exactly like a human. They are most of a summoner with translucent skin.

2
Player-Written Lore / Auran Custom Race
« on: April 09, 2018, 11:28:41 pm »
Aurans are types of mages that summon forth physical things out of pure mana, of course the bigger or more powerful it is, the more exhausting and longer it'll take, with their mana being drained faster. A Auran can also live for up to 3000 years, at 1000 showing the age of a 40-60 year old human. So, lets get into the race! {SWOOSH} 


Appearance: Almost identical to humans, if you look closely they have translucent skin and usually have a thinner build, and are slightly taller then humans. Their hair can range from dirty blond {brown} to pure black. Their skin tone is usually a very light brown due to their origins being in tropical climates. The eye color of a Auran can be the color of their mana and creations.

Strengths: A Auran can preform many different kinds of attacks, such as summoning minions to help aid you in a fight, or perhaps a force field that blocks off most of weak-moderate levels of magic. Maybe your feeling lonely, then why not work to create a friend, or pet! These usually take years to form the temporarly life of a living thing, after 24 hours the creature fades permanently. They can create anything they'd want, it just make more time and more energy, and mana to do. Aurans also can sense 'feeling auras' which are how a person feels, this ability takes years of training to perfect though.

Weaknesses: A Auran is an almost completely magical being, is incredibly weak to Anti-Magic, meaning they can't use their main weapon by summoning creations to aid them. A Auran's mental state can be manipulated as well, by their power to feel emotions if concentrated they can be hurt mentally by signs of depression and sadness, with that they can be driven to insanity and beyond, most Aurans try to stay away from those who seem sad, but the daring can always get mentally insane ;).

WELL ANYWAY, THIS IS ALL I COULD THINK OF FOR AN AURAN, ANY IDEAS OR SUGGESTIONS? COMMENT DOWN BELOW AND TELL ME ALL YOUR HONEST OPINIONS, THANK YOU FOR READING MY LORE! ~WaffleDaddyVin/SuperVin123 {SAME PERSON} ;D ;D ;D ;D

BANNED THINGS TO SUMMON: DRAGONS, SHAPESHIFTERS, OVERPOWERED WEAPONS THAT ARE LIKE 50 FEET LONG

3
Player-Written Lore / Fyrst’wyne Custom Race
« on: January 30, 2018, 08:16:50 pm »
Name of Race: Fyrst’wyne (Came from ice) (fu-r-st-w-ie-n)
Language Influence: Old English, Welsh, Common Brittonic
Base Words (English): Frost, Peace, Frozen, Cold, Forest, wolf
Origin Overview: Experimental Antimagic-based lycanthropy cure with a catastrophic consequence - A new curse forming in the icy north of Héahrodor, frozen for a few decades before being accidently unearthed and exposed to the general populace.
History: Incurable to modern Héahrodorian antimagic, the first instinct of the people was banishment or summary execution of the infected, however, as one of the high-priestess’ in the north was infected, she changed the policy temporarily, to place the infected in the guard and militia order of Héahrodor, which was feigned as ‘compulsive service.’ Due to the strength of these curse-ridden soldiers, any rebellion or peaceful protest was crushed, and a civil war broke out for five months, in which the south was to overthrow the infected priestess and reform the guard order a second time, re-establishing the ‘leave or die’ policy against all infected, and ordering the pioneering of further anti-curse magic. Fyrst’wyne was also placed on the curse watchlist throughout the entire nation.
Psychological Symptoms:
Positive:
- Victim often grows more kind and sociable, this is often the curses' way of getting them to form friendships, increasing chance of group-cooperation or spreading the infection.
- Peaceful, as hormones over-produce a natural sedative, meant to calm them and make their behaviour less antisocial, makes interaction and blending into society easier.
- Physically Obsessive, as the brain develops a form of OCD making the host passionate about surroundings themselves with beautiful things, making them more alluring to uninfected.
Negative:
- Bouts of depression, caused by a hormonal imbalance triggered mostly by the positive traits.
- Greed can develop from the subtype of OCD.
- Hyperactivity can form to an extent where the host will overwork themselves and even mentally damage themselves temporarily through lack of sleep.
- Vengeful, a large amount of stress can build through their desire to be peaceful and kind, so foreign acts of unkindness can often result in them lashing out non-physically, often manifesting in the form of rather blunt and crude 'pranks' or 'revenge schemes' mostly devoid of any care for social consequences.
Physical Symptoms:
- Rapid physical transformation endured every blood moon following quick loss of ability to rationalise, and an onslaught of bloodlust, a craving for the flesh of human or humanoid races. Transformation is very painful, and uncontrollable, and to change back, the subject must consume at least four fifths of their own body weight in raw flesh.
- Forced physical transformation into the form of a large, pale, white wolf upon every crescent moon cycle. As is typical, the process is painful, and instincts often take over, making the host far more animalistic and driven by natural causes. Ability to rationalise is quickly lost, as well, making them purely emotion drive. Host will transform back as soon as the sun rises at the horizon.
- No apparent way to tell apart an infected individual from a common human, other than testing a sample of the infected individual’s blood with antimagic (Blood will react by boiling).
- Natural protege for ice magic in any form, can speed up the learning process by months.
Strengths:
Socially charismatic, often fixated on appearing elegant and beautiful, and indiscernible as a werewolf to the common, human eye. They are perfect predators when it comes to preying on people, able to easily infiltrate society and form a large network of friends, of which they are likely to prey on out of their control at a later date. Also common is a natural affinity for ice magic, cutting down the learning times for such a talent by months to years.
Weaknesses:
The main weakness is the psychotic behaviour introduced by hormonal imbalance, as hormones are focussed on making the infected individual passive and charismatic. Infected can often slip into cycles of depression, lethargy, and can react very strongly to hostility from people, usually in a way that makes them hold heavy grudges and anger, of which they release through things like pranking people in severe, cruel ways.
        On crescent moons and blood moons, infected undergo a physically painful transformation into the form of a large, white wolf. On crescent moons, the only mental changes that ensue is a loss of rationality and the domination of instinctual reactions in the brain. On blood moons however, a fierce craving for human flesh will ensue, and to transform back, the wolf must consume five fifths of it’s own weight in meat.

Concept: SuperVin123 (WaffleDaddyVin) and ThatchCrow
Author: ThatchCrow
Owner: WaffleDaddyVin (SuperVin123)

4
Player-Written Lore / Re: Bounty On Voleur Nontina
« on: January 07, 2018, 11:09:37 pm »
~Voleur would look at the paper, and chuckle~ "Finally, some attention around here." "Well, if you want me. Come and get me." ~He'd begin to set the bounty paper ablaze

5
Player-Written Lore / Bounty On Voleur Nontina
« on: January 07, 2018, 11:04:29 pm »
Due to Dalius Everad's mysterious murder. The Wolf Pack of Erallia has reason to believe Voleur Nontina is behind this.


                                 Voleur Nontina was last seen in Ro'ark attacking Abby Darkhound. He is a formitable foe, capture with extreme caution. The race of his monsterous being seems to be Lycan. So silver items are best used. Bring his head to Erallia for 50,000 gold. Presented by Celestia Everad.
 Thank you for your time, good luck bounty hunters.

6
Forum Games / Re: Corrupt A Wish
« on: January 06, 2018, 06:38:24 pm »
Wish Granted, You will now forever play video games non stop due to being so good

I wish I was taller

7
Player-Written Lore / Kise Custom Race {Unoffical}
« on: January 06, 2018, 03:08:33 pm »
Appearance: The Kise are bird like people. They mainly look like birds but stand like people. They have a variation of beak colors, such as yellow, orange, brown and even dark gray. Their beak color depends on the color of their feathers which consist all over their bodies expect for their legs. The Kise tend to use robes on their body that reach from their neck down to thighs. These robes usually match the Kise's feather colors, or sometimes goes with colors that look nice with it.

Traits: The Kise are musical creatures. They love to play all instruments and sing their traditional songs. They are also very friendly and helpful to travelers that pass through their villages.  The warriors of their villages sometimes show-off their abilities to other Kise to make them feel jealous. When leaving their village to somewhere, they tend to travel in flocks with at least one warrior so they know they'll be safe.

Powers: They don't really have any magical powers. They mainly use light-weighted spears and bows for aerial combat. The only power you would consider them having is their updraft. If they preform a short spell, spin their wings around they will create a windy updraft and they go soaring in the air. This helps the Kise due to them not being able to actually fly. They only can glide, during mid-air if they start to go to close to the ground they use this ability to get back high into the air.

Weaknesses: They may create updrafts, yet the Kise are weak to extreme winds while flying. They can be blown off track or loose their ability to create updrafts for a temporary amount of time if it's to windy. They also can't really glide in the rain or snow, meaning it's hard for them to travel during winter time. Their feathers are also weak to fire, and without their feathers they can no longer create updrafts or fly. Under
their feathers is extremely vulnerable skin so they are defenseless unless they have armor. New-born Kise do not have their feathers so they are vulnerable against enemy attacks or cold winds.

This is all for the race known as Kise. Thank you very much for reading, some of these ideas were inspired by the Rito of the legend of zelda breath of the wild. Any questions or suggestions? Just ask or comment! Thanks!

8
Player-Written Lore / Wyvern Custom Race {Unoffical}
« on: January 06, 2018, 01:35:40 am »
Wyverns are naturally smart creatures, they are rarely fooled but can be by a very smart individual. They are naturally friendly unless you provoke them. Wyverns are a arcane or spiritual type of creature. They are mostly strong in magic, yet lacking the incredible strength of a race like the Drakes. They still have the psychical traits such as claws and teeth, yet they don't kill for fun.

Physical Appearance: Bipedal, two clawed legs along with a draconic head without horns like a drake. They have a serpentine neck and body. They are covered in different colored feathers and scales. You may mostly find the feathers on the forehead and neck.

Length: 30-50 feet if they are in adulthood, which usually happens around 750 years.
If they are in their juvenile they are 15-30 feet. Which is 250 years and on. Then hatching which is from birth to 250 years. They are usually 3-13 feet long.

Powers: They usually get their powers from their habitat. If a wyvern spends time in the ocean, which some do. They will gain the power to summon and breath out boiling hot water. If in a snowy area they'll get ice breath. In a hot habitat they'll get fire breath. You understand? If not comment and ask about a habitat! Also, they can camouflage if they are familiar in this habitat. Also their feathers keep them warm, their scales are hard like armor. Perfect for defending their weak, vulnerable skin underneath

Weakness: Anti-Magic is their biggest weakness, due to being all magical. They tend to also loose their stamina and pass out after 5-6 hours of flying. All wyverns expect sea and ice wyverns can't stay underwater for more then 2 hours or else they'll begin to drown. Ice wyverns can breath up to 10 hours, while Sea wyverns up to 48 hours. 

History: They were first found about 3000 years ago, a flock of them were in the sky. They seemed to be Wind Wyverns, meaning they lived in windy places. A flock of wyverns usually contain about 10-20 wyverns. These creatures were shot down by Anti-Magic arrows. They were captured, then put to expirments. They didn't last their first experiment, and died. They were skinned and sold. Their feathers are very expensive due to them keeping them warm. The scales are also very hard to break. It took a blast of anti-magic to shatter it. So you get the idea of it taking awhile for them to break

9
Characters / {Character} Voleur Nontina
« on: December 15, 2017, 10:14:20 pm »
Name: Voleur Nontina
Full Titles: Voleur Nontina of Ethel's Servants
Nickname/Alias: Hunter Of The Sea Witch, Moon Hunter, Wolf of Ethel, Theif Of Souls
Age:17 Years Old
Gender: Male
Race: Lycan
Social Status:N/A
Sexuality: N/A
Height: 5'2
Weight: 116 LB
Date of Birth: June, Friday 17.
Date of Death: N/A
Homeland:Burnt Village Of Cain'Ula
Current Home: Isle Of Avalon

PHYSIOLOGY:
Build: Beefy, Average Height/Weight, Blue and Brown-Red Eye.
Hair: Dark Blue
Eyes: Left one is a brown-red, Right is a Sky/Icy Blue
Skin: White
Identifying Marks: A cresent shaped moon on his left hand
Clothing: Dragon Hide Armor, With a fur hood
Weaponry: Carries a double battle axe also
Prized Possessions: Ethel, A adopted mother sort of. Also his battle axe.
Hygiene: Clean, Healthy
Voice: Deepish, with a bit of elegance in it

QUALITIES AND FLAWS:
Strengths: Physical Attacks
Fears: Not impressing Ethel
Weaknesses: Silver, Holy Magic
Intelligence: Of Dark Rituals, History of Avalon
Languages: Orcish, Common Tounge
Profession: Bounty Hunter, Murderer for Ethel

ETHICS AND MOTIVATIONS:
Personality: Seems frighting, tough. But truly is a nice guy if you get to know him. Loyal at all costs to Ethel
Religion or Cults: Bounty Hunter for Ethel.
Alignment: Evil, Some would say maniac, but loyal.
Short-Term Goals: Kill whomever Ethel tells him to
Long-Term Goals: Earn Ethel's trust so much, when she dies he gains his possessions

TRIVIA:
Favourite...
Place: Avalon, A nice calm island with Ethel.
Pastime: Hiding, He loves staying hidden from others.
Food: Vegetables, Well Done meat.
Drink: Rootbeer
Colour: Very Dark Blue
Animal: Dolphin, So elegant

Least Favourite...
Place: Ro'Ark, too many people
Pastime: Talking to people, he feels awkward around others.
Food: Corn, feels like he's a crow eating it.
Drink: Silver-Maiden Beer. Deadly poison
Colour: Pink, Orange because of their brightness
Animal: Crow, they never get respect.

RELATIONS:
Loved: N/A
Trusted: Ethel
Befriended: Ethel
Liked: N/A
Neutral: Other Servants of Ethel
Unsure of: Other Bounty Hunters
Wary of: Tirwyth
Afraid of: His boss, Ethel
Disliked: Most people
Hated: The ones who burned his family, slaughtered his village.
Backstory: Voleur comes from a small village that was rudely burnt to the ground by attacking armies. With little money or food, he had to stay where he was with any chance of survival. He hated this life and wish he could slaughter whoever burned down his life. One day he saw a women, clean as can be and dressed like a royal, her name was Ethel Moronoe. She offer Voleur a job, and a home. Voleur was so shocked such a generous women would offer him of all people a job. Voleur accepted the offer thankfully. He went to pack his food, water, work and he followed Ethel to a home. There he cleaned himself up and when his first day was over. Ethel gave him the moon curse. He became a powerful lycan and he swore his life to helping the one who saved his life that day. To Voleur, Ethel is like an adopted mother.

10
~ Voleur Would Glance at the Poster~
"Hmm, I must meet Ethel. It's time to discuss bushiness."

11
Player-Written Lore / Wyvern Custom Race {Unoffical}
« on: November 30, 2017, 10:38:43 pm »
Wyverns are naturally smart creatures, they are rarely fooled but can be by a very smart individual. They are naturally friendly unless you provoke them. Wyverns are a arcane or spiritual type of creature. They are mostly strong in magic, yet lacking the incredible strength of a race like the Drakes. They still have the psychical traits such as claws and teeth, yet they don't kill for fun.

Physical Appearance: Bipedal, two clawed legs along with a draconic head without horns like a drake. They have a serpentine neck and body. They are covered in different colored feathers and scales. You may mostly find the feathers on the forehead and neck.

Length: 30-50 feet if they are in adulthood, which usually happens around 750 years.
If they are in their juvenile they are 15-30 feet. Which is 250 years and on. Then hatching which is from birth to 250 years. They are usually 3-13 feet long.

Powers: They usually get their powers from their habitat. If a wyvern spends time in the ocean, which some do. They will gain the power to summon and breath out boiling hot water. If in a snowy area they'll get ice breath. In a hot habitat they'll get fire breath. You understand? If not comment and ask about a habitat! Also, they can camouflage if they are familiar in this habitat. Also their feathers keep them warm, their scales are hard like armor. Perfect for defending their weak, vulnerable skin underneath

Weakness: Anti-Magic is their biggest weakness, due to being all magical. They tend to also loose their stamina and pass out after 5-6 hours of flying. All wyverns expect sea and ice wyverns can't stay underwater for more then 2 hours or else they'll begin to drown. Ice wyverns can breath up to 10 hours, while Sea wyverns up to 48 hours. 

History: They were first found about 3000 years ago, a flock of them were in the sky. They seemed to be Wind Wyverns, meaning they lived in windy places. A flock of wyverns usually contain about 10-20 wyverns. These creatures were shot down by Anti-Magic arrows. They were captured, then put to expirments. They didn't last their first experiment, and died. They were skinned and sold. Their feathers are very expensive due to them keeping them warm. The scales are also very hard to break. It took a blast of anti-magic to shatter it. So you get the idea of it taking awhile for them to break.



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