Post by Gawain on Dec 15, 2023 19:07:13 GMT -5
Oblitus Praeteritum
Rank & Element: Intermediate ¦ Spectra
Class & Type: Relic ¦ Accessory (Ring)
Magic Specializations: Physical Reinforcement ¦ Hex and Curse
Appearance:
An old shoddy-looking ring made from rock and clay with hints of tarnished copper coming through almost looking like teeth, at the top, there's a small circular amethyst around half a cm in size. This ring is meant to be worn on the index finger of the owner's dominant hand otherwise it just seems to slip off.
History:
This is a ring that any person could easily look over and not think twice about it or its history purely due to its appearance. It once sat in the most prestigious of museums within the diamond kingdom and was thought to have been forged when the four kingdoms were still in their infancy. Years ago during the first diamond war that museum was not only ransacked but left in ruins leaving the fate of many of the treasures within up for debate. It could have been one of the citizens or someone who had invaded that took this specific ring but whatever the story might be it has had many owners over that time each seemingly having a decent run at life until they eventually met some unfortunate fate.
Abilities:
The wearer of Oblitus Praeteritum gains access to the perks 'Herculean Strength' and 'Adaptive Body'
Name of the Ability: Legatum Fortitudo
Name of the Ability: Legatum Fortitudo
Type & Uses: Flow ¦ 3 Rounds Active ¦ 2 Rounds Cooldown
Rank & Specialization: Junior ¦ Physical Reinforcement ¦ Hex and Curse
Mana Cost: 8 ¦ 4
Range & Speed: 25m ¦ 10 m/s
Stats Affected: Junior Strength Buff, 1/2 Junior Rank Strength Debuff
Description:
Swiping their thumb across the amethyst before rotating it once fully to the left and then once to the right activates this spell. The instant that it is active the ring begins to softly pulsate with pale jade green mana, this pulse only gets to around the size of a ping pong before fading and repeating a few seconds later. This may not seem like much but it has infused the user with increased strength allowing their physical damage output not only to have magical damage but increases it to be Junior rank. On a successful hit, a pale jade green diamond will appear where the hit landed, this mark helps to decrease the strength of the opponent while active this ability will actively attempt to suppress any healing or buffs a person may have on them as per the clashing rules. With the use of ammo rules, additional diamonds can be left with more than one opponent.
Type & Uses: Flow ¦ 3 Rounds Active ¦ 2 Rounds Cooldown
Rank & Specialization: Junior ¦ Physical Reinforcement ¦ Hex and Curse
Mana Cost: 8 ¦ 4
Range & Speed: 25m ¦ 10 m/s
Stats Affected: Junior Strength Buff, 1/2 Junior Rank Strength Debuff
Description:
Swiping their thumb across the amethyst before rotating it once fully to the left and then once to the right activates this spell. The instant that it is active the ring begins to softly pulsate with pale jade green mana, this pulse only gets to around the size of a ping pong before fading and repeating a few seconds later. This may not seem like much but it has infused the user with increased strength allowing their physical damage output not only to have magical damage but increases it to be Junior rank. On a successful hit, a pale jade green diamond will appear where the hit landed, this mark helps to decrease the strength of the opponent while active this ability will actively attempt to suppress any healing or buffs a person may have on them as per the clashing rules. With the use of ammo rules, additional diamonds can be left with more than one opponent.
Name of the Ability: Viae Corruptae
Name of the Ability: Viae Corruptae
Type & Uses: Flow ¦ 3 Rounds Active ¦ 2 Cooldown
Rank & Specialization: Junior ¦ Hex and Curse ¦ Physical Reinforcement
Mana Cost: 8 ¦ 4
Range & Speed: 25m ¦ 10 m/s
Stats Affected: Junior Rank Endurance Buff, 25% Junior Rank Endurance Debuff.
Description:
Rotating the ring to the right fully before doing the same but to the left and then rubbing their thumb over the amethyst is how this ability is activated. The ring begins to pulse with a vibrant jade green colour to about the size of a ping pong ball before fading and repeating a few seconds later. Like the other spell on this ring, it may seem mundane but it has given the wearer an increased endurance giving the possibility of ignoring a spell of the same rank or below. A physical strike is needed to activate the curse portion of this ability, when this happens a vibrant jade green whirlwind is left where the strike landed, this weakens the opponent's endurance meaning they take an additional 25% junior rank damage. While active this ability will actively attempt to suppress any healing or buffs a person may have on them as per the clashing rules. With the use of ammo rules, additional diamonds can be left with more than one opponent.
Type & Uses: Flow ¦ 3 Rounds Active ¦ 2 Cooldown
Rank & Specialization: Junior ¦ Hex and Curse ¦ Physical Reinforcement
Mana Cost: 8 ¦ 4
Range & Speed: 25m ¦ 10 m/s
Stats Affected: Junior Rank Endurance Buff, 25% Junior Rank Endurance Debuff.
Description:
Rotating the ring to the right fully before doing the same but to the left and then rubbing their thumb over the amethyst is how this ability is activated. The ring begins to pulse with a vibrant jade green colour to about the size of a ping pong ball before fading and repeating a few seconds later. Like the other spell on this ring, it may seem mundane but it has given the wearer an increased endurance giving the possibility of ignoring a spell of the same rank or below. A physical strike is needed to activate the curse portion of this ability, when this happens a vibrant jade green whirlwind is left where the strike landed, this weakens the opponent's endurance meaning they take an additional 25% junior rank damage. While active this ability will actively attempt to suppress any healing or buffs a person may have on them as per the clashing rules. With the use of ammo rules, additional diamonds can be left with more than one opponent.
Name of the Ability: Occulta Historia
Name of the Ability: Occulta Historia
Type & Uses: -- ¦ --
Rank & Specialization: Intermediate ¦ Physical Reinforcement
Mana Cost: -- ¦ --
Range & Speed: Self ¦ 10 m/s
Stats Affected: +2 Speed
Description:
This ability is passive due to this the word count to raise it will be added to the relics word count as it will increase at the exact same time. For now, this ability seems inactive due to no real connection made with the relic, however, as the relic gets stronger the wearer will find that their speed will increase by one rank lower as per the passive buff rules.
Type & Uses: -- ¦ --
Rank & Specialization: Intermediate ¦ Physical Reinforcement
Mana Cost: -- ¦ --
Range & Speed: Self ¦ 10 m/s
Stats Affected: +2 Speed
Description:
This ability is passive due to this the word count to raise it will be added to the relics word count as it will increase at the exact same time. For now, this ability seems inactive due to no real connection made with the relic, however, as the relic gets stronger the wearer will find that their speed will increase by one rank lower as per the passive buff rules.
MADE BY NOVA
Fighting his way through the cliffs, it turned out that his earlier assumption had in fact not been correct. Far from it even. After his battle with the Vatnshagur and making sure that this particular creature could never take another child from their bed or disturb any graves again, he still had to make his way out of the massive swamp land that was Dagmar’s Mire. With it being a place that spanned across the vast majority of the entire island, the boy had hoped that he might be lucky enough to make his way out and back to the portal that would be taking him back to Clover faster, though this had clearly just been wishful thinking. The ruckus caused by his fight with the Vatnshagur had been rousing the corpse eaters in the area, who came up from the muck and grime to see whether there was something for them to eat.
And as it turned out, there actually was. For when the swamp hag was killed, it did not just release a burst of dark magic born from blood, bone and souls across the nearby area, it also left behind her body. A body that was pulsing with necrotic magic and filled to the brim with mana, even after being killed. That, and the sheer amount of broken totems and bone piles that were still thrumming with power just made the remains seem that much more tasty to the corpse eaters. Making matters worse for everyone involved however was the pulse of magic that resounded throughout the area as the hag perished, causing the bones of the dead that had been stirring in the mire to rise from a rest as temporary as theirs was. These Draugr, restless undead Villtsung that had been ditched into the mire for the corpse eaters to dispose of were the unlucky ones.
For when a corpse got eaten by the Drukknari, the corpse-eaters that dwelled in the murky waters of the bog, that was more or less the end of it as the body was being disposed of. Those corpses that remained in the mire long enough, if they had died a violent enough death, which was the case with most Villtsung, they would rise up from the grave as Draugr. Violent to the point where they would kill any living thing that stood between them and the person that killed them, the stories claimed that a Draugr could only find rest if they were killed in battle or if they managed to find the one that had slain them, and slew them in return. It was for reasons such as these that most Villtsung raiders preferred dying overseas during a raid as opposed to dying on their own home soil, as there was no telling whether they’d get a proper burial or if they’d just be disposed of in the bog.
To become a Draugr seemed like one of the worst fates imaginable, as the undead body retained a good deal of the more recent memories from before they were killed. They felt the wound that killed them as a spot that constantly ached, burning as though someone had deposited a burning coal inside of it that they could not get out. And then there was the maddening drive for revenge that turned the Draugr that were quite docile when they initially rose to become more and more violent and dangerous as time passed. There was talk of Draugr that had been alive for so many years that the people that had wronged them had died decades or even centuries ago, while their built up power made them too strong for any ordinary warriors to kill. These particular Draugr were essentially the most dangerous thing one might encounter on the island of Grýnd, more dangerous than the Skrýtinn, the Drukknari and the Vatnshagur, giving them an almost legendary status.
To Gawain’s knowledge however, even as the Draugr began rising from the murky waters and makeshift barrows, none of these fit the bill of such a legendary freak of nature. However numerous they were, the fact that they already started infighting with the corpse-eaters that were in the area made the whole scene rather problematic, but no more problematic than he could handle. Had all of these creatures decided to come for him, he would have been in a lot of trouble. But given the nature of the Drukknari to want to eat the dead, Draugr were essentially walking snacks, armed with swords or axes. So when this royal rumble kicked off, the Drukknari nearest to him showed the skills that made them so very deadly and such a massive nuisance. Diving into the muck, it was as if there were hundreds of passages right beneath the swamp itself, allowing them to pop up elsewhere in seconds. Or maybe it was another one entirely, it was hard to tell as they all looked so similar.
WC: 825