Heero-senpai wrote:Username: Heero-chama Guild Name: Fairy Tail Extension Level: 2 Category Image: Will be provided by Kiku.
From Fairy Tail's Guild bank please.
Approved. Jewels deducted.
Information was never given, so here it is now: Category Image: Link Description: Behind Fairy Tail's bar exists a small shack that holds an interesting secret. Those that are permitted are allowed to go into the shack, and from there a lever is flipped which causes the floor to act like a lift that takes them down into Kiku's multi-level lab. Careful with exploring it, you never know what you could find. Kiku says at times there are things in there he doesn’t understand. One of the closed off sections is a giant chamber that goes deep into the ground filled with several holders for large crystals. Within each holds the completely preserved body of anyone he’s killed, or defeated. Category Name: Sykedalr Vylduno
Fairy Tail wrote:
Guild Name: Fairy Tail Pet Type: Supportive Pet Description: Will-o'-the-Wisp are atmospheric ghost lights that are rumored to be seen by travelers at night, most often over bogs, marshes, or swamps. Legend tells that these orbs resemble flickering lantern lights and recede if they are approached, drawing travelers from safe paths. These lights are believed to be spirits of the dead, faeries, or a variety of supernatural beings that attempt to lead travelers to their demise. In the case of Fairy Tail, these Will-o'-the-Wisp are faeries, who are capable of guiding Fairy Tail members to the hidden location of their guild building. If a person, not of the Fairy Tail guild, runs across the Will-o'-the-Wisp, they will be led astray by the orbs, so as not to find the guild, itself. Coming in undefined amounts, a traveler can see as many Will-o'-the-Wisp as one to a thousand, all in a single area. Only members of the guild are capable of seeing what the Will-o'-the-Wisp truly look like; otherwise, they simply appear as orbs of light to others. Pet Physical Appearance: To Travelers/Outsiders:
To Fairy Tail Members:
Pet Abilities: Faery Light: Once every 8 posts, the Will-o'-the-Wisp is capable of healing its summoner and their allies for S rank damage and removing any status effects each. The moment all status effects are removed from the summoner and allies, they gain an immunity to all status effects for the next 4 posts. This ability affects the summoner and all allies within a 100-meter radius, no matter the rank in which the summoner and allies are. Faery Dust: Will-o'-the-Wisp is capable of buffing all physical and magical attributes of the summoner by 65% for a duration of 10 posts. When the ability is cast on the summoner, the summoner gains a sparkling effect to their body for the duration of the ability. Once the duration for this ability is over, it may not be used again for the duration of the thread and the sparkles fade away. Sparkles cannot be vacuumed or otherwise removed from the summoner and may cause them to be more noticeable to their opponent. Faery Ring: Within a 100-meter radius, all enemies have their speed reduced by 50% of their rank for as long as the Will-o'-the-Wisp is summoned. This does not affect allies or the summoner, so they are able to move freely with their natural speed, unless an enemy casts a speed debuff. What this means is that opponents and their spells' speed are reduced by 50% of their rank until the Will-o'-the-Wisp is dismissed. Due to the slower speed of spells, this also passively reduces the damage of the spell by 25% of its rank in damage.
I won't approve these since there is a new FT GM, they can make another request in case they want these.
Aiyana Dominatus wrote:Username: Aiyana Icyhot Guild Name: Pharaoh's Call (funds are coming from the guild account) Extension Level: 6 (country) Category Image: https://i.imgur.com/oIEvqlW.png Category Description: Welcome to Tau'ri, the country with Pharaoh's Call Guild Hall as it's capitol. The mostly desert landscape is dotted with the occasional Oasis and grouping of trees and water. The place is not as populated as most, with all that live here intent on staying out of the troubles of the world and attempting to maintain peace with those nearby. The Guild Hall gives easy laws to follow, the same as they have their guild members follow as well.
Currently denied since I see insufficient funds.
The rest have been approved and updated without comment.
Guild Name: Fairy Tail Pet Type: Supportive Pet Description: Will-o'-the-Wisp are atmospheric ghost lights that are rumored to be seen by travelers at night, most often over bogs, marshes, or swamps. Legend tells that these orbs resemble flickering lantern lights and recede if they are approached, drawing travelers from safe paths. These lights are believed to be spirits of the dead, faeries, or a variety of supernatural beings that attempt to lead travelers to their demise. In the case of Fairy Tail, these Will-o'-the-Wisp are faeries, who are capable of guiding Fairy Tail members to the hidden location of their guild building. If a person, not of the Fairy Tail guild, runs across the Will-o'-the-Wisp, they will be led astray by the orbs, so as not to find the guild, itself. Coming in undefined amounts, a traveler can see as many Will-o'-the-Wisp as one to a thousand, all in a single area. Only members of the guild are capable of seeing what the Will-o'-the-Wisp truly look like; otherwise, they simply appear as orbs of light to others. Pet Physical Appearance: To Travelers/Outsiders:
To Fairy Tail Members:
Pet Abilities: Faery Light: Once every 8 posts, the Will-o'-the-Wisp is capable of healing its summoner and their allies for S rank damage and removing any status effects each. The moment all status effects are removed from the summoner and allies, they gain an immunity to all status effects for the next 4 posts. This ability affects the summoner and all allies within a 100-meter radius, no matter the rank in which the summoner and allies are. Faery Dust: Will-o'-the-Wisp is capable of buffing all physical and magical attributes of the summoner by 65% for a duration of 10 posts. When the ability is cast on the summoner, the summoner gains a sparkling effect to their body for the duration of the ability. Once the duration for this ability is over, it may not be used again for the duration of the thread and the sparkles fade away. Sparkles cannot be vacuumed or otherwise removed from the summoner and may cause them to be more noticeable to their opponent. Faery Ring: Within a 100-meter radius, all enemies have their speed reduced by 50% of their rank for as long as the Will-o'-the-Wisp is summoned. This does not affect allies or the summoner, so they are able to move freely with their natural speed, unless an enemy casts a speed debuff. What this means is that opponents and their spells' speed are reduced by 50% of their rank until the Will-o'-the-Wisp is dismissed. Due to the slower speed of spells, this also passively reduces the damage of the spell by 25% of its rank in damage.
After confirmation from the new GM about this, this Guild Pet is approved and ready for use. Now shoo x3.
Category Description: Deep beneath the silver moon inn, claimed to be the guild hall of Black Rose, the deepest guild hall lies. This magical library at first seems small, but is actually much larger. Some say it is infinite, but others say there are limits. Within this space resting on a pedestal a single book lies. This book is sacred to the member of Black Rose and can only be opened by those deemed worth by the Black Rose itself. It will only open to certain pages for certain people, each of which details a guild spell. Only the Guildmaster knows the full contents of this book. Yet this book is not the only magical artifact within the library. No, if you know where to look and listen you will hear the faint scratching of something being written with a quill, but what could it be? Any book that exists can be found here, and borrowed... but we suggest you don't forget to return it.
Other: Black Rose still needs Vez'loias Chained City removed and refunded. Also, is there any way to get our subboards back at the top of our main BR board? They are all at the bottom and it isn't very uniform, lol.
Category Description: Albion Prime would be a new subforum, not within Grim Heresy. It is located in Bosco. Albion Prime(L4: City): One of the domed megacities of Bosco, rife with crime and the brutal Peacekeepers that keep it from spilling into the streets, usually. As with any city it has it's ups and downs from dim slums to neon paradises where every fantasy is a reality. As a city with millions of citizens even the invasive government control cannot keep everyone under tabs at all times, and people can disappear without a trace. Often referred to as The Dark City, as Albion Prime's barrier that keeps the city safe and isolated from the world of Earthland is modified in a way that does not permit even sunlight to pass through. As a result the city is in an eternal state of night, lit up by city lights and the heavy use of neon. This also serves to further isolate the differences between the richer districts and the poor.
Albion Prime requires a special passport to enter independent of the standard passport. Passports to Albion Prime are issued from the Velvet Society. Grim Hereys members or those baring the Pact Mark are exempt. Passport is obtained by doing the Passport job posted to the Velvet Society, with any member of Grim Heresy serving as an NPC authority issuing a background check, a written exam of sorts and brief lesson of etiquette. Those who wouldn't pass the background check will have to acquire the means to enter some other way with an NPC controlled by a Grim Heresy member. Through either method all mages or other characters will require an injection that suppresses extraordinary abilities to safe levels required to maintain their existence only. Someone who's very body is extraordinary would be suppressed to humanlike functionality. This is required for the license, or for illicit entry it is required to avoid detection by strict Peacekeepers on border control. If the injection is removed by some means once inside, Peacekeepers will be aware of the presence of magic or magic-like abilities unless ties are made with the Crimelords who know how to bypass them through body modifications and implants. A note is that all major crimelords just as the government do, have some affiliation, whether they know it or not, with Grim Heresy or the Cult of Sin.
This is just to cement the fact that they require such measures and make sure people know what they're getting into by entering Albion Prime. People can have backstories that have them from the city just fine. Immigration is limited both ways however, so it isn't very common.
Magic or similar extraordinary effects cannot be used to enter or leave Albion Prime except by those with a Pact Mark. The only way in is via the Stardrive or through Angelgate.
Spoiler:
Basic History,coming to be: Albion Prime, the Dark City, is a Domed City. Surrounded by a great defensive dome that serves not only as a physical barrier to entry or obstacle to attacks but as a protection against the unique hazards the of the world- magic. The Dome of Albion Prime is in part energy at its core. Newer tech developed by the city's prestigious occult research facility, Exalt, over a century ago now was made to protect the city from magical threats through their occult research. The result was a form of fringe-energy that reacted with the Dome's field, spreading across it and crystallizing, forming a physical dome around the energy barriers that could withstand the force of Albion Prime's largest of industrial explosives, sealing the city in without a way to get rid of it. Over time it was spun as a positive turn of events ensuring the city's safety. The first generation was a handful, causing a divide and resentment over the new darkness cast on the city with the lack of a daytime that hit the poor hardest, who lived in dark streets that required portable illumination with cheaper lighting while wealthier areas moved on sooner with brightly illuminated streets and buildings.
The technology had a lot more to offer than simply serving as a shield. The reactions between generated barriers and the highly durable material produced in the reaction with what came to be known as Exeoite 01 through 012 with newer versions both improved and simply modified proved to be invaluable in the building sector, particularly after the eventual development of Ezeon, allowing for manipulation or removal of Exeoite. Whole Layers and large structures could be erected in days where once they may have taken weeks or months. This helped the city grow further into the sprawling hive of humanity that it now is, with layers on top of layers of vertical city development faster than most in an advancement approaching the significance of the Fabricators for human engineering and economics.
The conflict in the earlier times of the darkening of the city never fully recovered and it's effects can still be felt in the economy as one explores the lower levels of the city and the various slums, "Shades", or low-income districts. A wide gap exists between those with and without that has a clear visible representation in the spread of light through the city. The wealthy tend to stay wealthy while the poor tend to stay poor, with very little bridging the divide. A form of middle class exists in the form of servicemen and women who live in the light under the management of the elites and get to taste of the life they live at the top of society in the Dark City. The City's official government is just as distant of the lower class, with the Peacekeepers rarely bothering to manage the shades. Those that do so out of noble intentions end up with a jaded heart or a broken spirit as they are used or abused at the hands of crime rings that struggle against each other for dominance over one another, occasionally working together to push back against the Elites when they think to branch out their influence or make room for new development.
Genetic modification provided a means for a more comfortable life in the darkness. While the elites would modify themselves for appearances sake and convenience or novelty, rudimentary assistance programs allowed those living in the shade to see more clearly in the dark and subsist on less, enjoying a trickling of what made its way down to them. Crime rings would on occasion get a hold of Gen-mod kits or cyberwear and use them to lure new followers with the promise of advancement, or a show of their own wealth or ability to acquire, but often in far more eccentric ways than that of the elites who prized appearance and social trend. Often in ways that favored use over how they might look, resulting in many beasts of men. Juggernauts like walking beef tanks, perhaps with literal cannons protruding from their backs, sleek assassins with long narrower bodies encapsulated in Exeoite armors, or even those who have taken to mustering animal forms or feral hybrids in more extreme modifications that push the boundaries of race or gender in literal ways.
The line between man and machine or beast thin, and the body is limited only by the depth of one's pockets, or the lengths one is willing to go to get them, and the risk of losing humanity is ever rising.
Key Districts: • 01: Elysia: The seat of power. Elysia is located in the very heart of Albion Prime and centered in the middle of High Albion in a large core structure from which no man has ever been seen entering or leaving, only projections of the councilmembers inside who govern the city can be seen, and more recently a red haired woman who speaks for them on occasion but seems to come and go at a leisurely pace with other personal interests, the extent of her influence is unknown but she's often referred to as Lady Red, The Red Lady, or The Councilwoman. Speculation runs wild as to what Elysia looks like within its impenetrable walls, it is often described as being paradise, even compared to the lavish green lands of the surrounding High Albion estates. Others say it is hell itself and that the council has been long lost to occult practices that keep them alive. No one can verify any claims for better or worse, but one thing is sure, they are perfectly capable of maintaining their rule without ever having to leave Elysia, where they have control over the automated systems of Albion Prime, including the automatrons that work maintenance in important areas and keep the Dome secure. Elysian warmachines often walk alongside Peacekeepers during times of disaster or upheaval. Elysia contains massive servers that host digital archives of the entire city, almost all data gets stored or copied there and it even hosts artificial intelligences and is the anchor point of entire virtual worlds, with the city's thriving virtual reality market.
• 03: High Albion: The crown of light. High Albion is home to the elite of the elite. The few families of High Albion make up the majority of the city's amassed wealth. High Albion boasts an artificial forest and grassland to form luxury estates of fertile soil and vibrant plantlife of all sorts, with sprawling gardens and other unique features desired by the particular Elite family that commissioned the landscaping. Labyrinths of hedges, small lakes, personal mountains and waterfalls, enclosed personal Domes with top of the line Skyboxes, the Elites here push the limits of what wealth can do, and each personal estate is as secure as the council itself with strict control over their own personal Peacekeeper forces on top of general Peacekeepers around the outskirts of High Albion.
• 06: Paradigm: The endless parade. Paradigm is the high class entertainment district of Albion Prime. Where as the next district listed is more about the spotlight and celebrity figures, Paradigm is more of a middleground between those of stardom and the actual Elites of the city. Paradigm is full of events and banquettes for the highest class. There's always a party somewhere here, formal affairs of all sorts. It is full of showy fantastical architecture that often seem impossible or like they would be unstable, but are solid with the use of cutting edge Exeoite advancements.
• 08: Leuvengrala: The Myriad. Leuvengrala is a shining district that gets its name from the large array of colors and shining lights centered around the bustling enterprises and social establishments that set a tone of elegance and grace among blistering stardom. Many of the high profile members of society live their lives centered around this district as a comparable equivalent to "Hollywood", full of a wide variety of social affairs and media headquarters. Fashion shows, Pageants, award ceremonies, signings, and it features the most sought after stage in all of Albion Prime, and trumps most other Domed Cities as well. Heavy Peacekeeper presence and lesser folk aren't welcome here, requiring cleanliness and suitable appearance to walk these streets at all let alone approach the presence of the elite.
• 13: Rueth: The lesser light. Rueth is a bustling district that gets its title as the Lesser Light from the attempt of lower income well-off sub-elites to emulate the lifestyles of the city elite. It's generally a well off area and is more open to vagabonds so long as they can afford the bill. It's a busy district with hotels, restaurants, theaters and is a popular tourist spot and vacation district even for those of the other districts of Albion Prime. It's popular among the young adults for the various clubs and entertainment available that draw even some of the young of the major elite families for the entertainment that isn't as upper crust enough for the higher circles. It is perhaps the largest of all the districts and certainly the most lively, full of neon streets of colors and relative safety with fair Peacekeeper presence, and the fact that many of the Crimelords enjoy the luxuries of the district themselves in a cleaner atmosphere that Blackstreet can't match.
• 32: Destra: The blade of Albion. Destra is a maximum security district full of arms manufacturing and military research and technologies, with training and board for Peacekeepers in a neighboring district. Destra is where most the Peacekeepers get their armor, weapons, vehicles, and tools. Some areas of the district are of higher security than others, as Peacekeepers come and go through some parts to receive special training with new tools or arms or are taken in for evaluation.
• 47: Stardrive: The skykeeper. Stardrive is an strictly enforced district full of scientists and Peacekeepers, with it's own private Dome independent of Albion Prime's itself but connected, providing a double layer of security... For the scientists who make use of the district's Stardrive. A massive machine linked with the Dome itself that uses Ezeon to open a port in the outer dome, hence the sub-dome the district itself is in as extra security both for the Stardrive itself and for the rest of the city if anything attempts to take advantage of the opening in the Dome, though the port is carefully monitored. The Stardrive is capable of launching large objects and small structures into outer space from the ground, and capable of retrieving them in turn. Though they must log access with the greater council of Bosco as a whole for permission to pass through the outer Dome of the country itself. It's often used as an airport between Domes and for scout ships and Peacekeeper transport to combat the titanic monsters in the land surrounding the Domes.
• 78: Blackstreet: The veiled market. Blackstreet is a melting pot of all most the crimelords and petty criminals. It's a neutral zone and a haven of sorts for the underbelly of civilization in a tenuous peace that is brutally enforced not by the Peacekeeperse, but by the four largest kingpins of Albion Prime. In doing so they've created someplace many scoundrels call home, featuring the largest underground trade network in Bosco where any illicit good or service can be bought for the right price. Most who go missing are assumed dead or traded on the market here as slaves, that is, those who don't believe the superstition surrounding "Loschiled".
• 81: Yeome: The enlightened few. Yeome is a remarkably peaceful district for it's location closer to the outskirts of Albion Prime. It's known for drawing in the more intellectual pursuits as well as "Spirituality" in the various forms it takes in the bleak neon future the people of Albion Prime live in. It hosts the only library in Albion Prime, as books are almost forgotten. For aesthetics sake the Scholars in the area have taken to using scrolls as decoration while carrying scroll-like devices to add to the atmosphere they're going for... which draws in tourists who speak highly of the large spa the district advertises. It has a strong Peacekeeper presence.
• 85: Harvest: The well of misfortune. Harvest is known to be a hot spot from supernatural occurrences and a large percentage of those who allegedly go missing are from this district. As such it hosts an outpost of sorts for Exalt, the Occult Research labs. Residence question their activities and some can't help but wonder if they're even trying to help, or if they are behind the disappearances themselves. One thing seems sure to the locals, that they know more than they let on. The district's true name is Halcedium, a name mostly forgotten by outsiders to the district as Harvest stuck.
• 90: Greylight: The broken hope. Greylight was once a beacon of hope for the fridges of Albion Prime where an effort was made and funded by several of the city's elite to renovate the district and boost the economy. For a time hopes ran high as construction crews erected a monument to the effort, which was itself a tower which would host a new local mayoral office and Peacekeeper headquarters at the center of a new street lined with luxuries. Conflict among the Elites and pressure from the Crimelords brought the project to a grinding halt and the district has been a shell of itself ever since, with unfinished hotels and offices surrounding the low-power light tower that was the incomplete monument, that casts a dull light over the district.
• 92: Grimgrove: The heart of malice. Grimgrove is the foremost district that people are warned never to tread with one of the most brutal crime organization allegedly using it as their seat of power. Crime is low among the locals but those coming in from other districts are at a high risk and there is often flares of gang activity during attempted coups or strikes against the organization. Open armed conflict with Peacekeepers or rival gangs is practically an annual tradition. Most who manage to find a living here are doing so with the favor of the crimelords.
• 94: Angelgate: The pearlescent. Angelgate is the district that hosts the main entrance and exit to the city of Albion Prime. Located, as you might expect, on the outer limits of the Dome it is a very secure district with a heavy Peacekeeper presence and is kept in a state of polish, from which it gets its name as the Pealescent district. Those who come from beyond or those leaving to visit another Dome or so on never have to see the poverty of the Shades, and offers a magnificent first impression of Albion Prime. Angelgate has an underground hyperstation leading to the nearest Domes as well as one of only two Bosco connections to the Velvet Society on the Bosco-Fiore border.
• 00: Loschiled: The Silent City. Loschiled is not an official district. It is spoken of in whispers and in urban legends. It is said to be a mirror of Albion Prime and all its districts, but quiet, still, drained of color where every shadow is out to drag you away. It is said that all the Lost find themselves here, as they turn one too many alleys where there shouldn't be any, or fall asleep in places unsafe. When someone goes missing it is often remarked that they may have found their way to Loschiled. Few make claims that they have been there, and speak of lost souls that wander soundlessly with absent minds, of creatures that prey on the lost, draining them of will and soul, and of areas overgrown with flesh that expands like vines out from the drains and cracks in the streets. Some speak of rivers of red that run down the streets and drip from the Dome or Layer's top and down the sides of buildings, along with distant screams of torment. The ones that escape claim that it was with the help of a red haired spirit that showed them the way, even repelling the monsters that dwell there at times. But not all can be saved, and if this place exists it may have claimed thousands.
Key Landmarks: Yes unfortunately they lack the individual detail of my past creations like the Temple of the Undying and the Velvet Society. An unfortunate side effect of them being part of a city that is itself the creation rather than the individual aspects of that city. It would take so long to do them individually that this would take ages to ever post in the first place, while being of questionable value for that effort.
• Elysia: Elysia is also it's own district. See Districts.
• Occult Research Facility. Exalt Headquarters and outposts.
• Abandoned Tower. The empty remains of the failed renovation of the Greylight district and the broken light tower in the center that bathes the area in dim light.
• Veiled Market. The bustling black market of Blackstreet where all manner of goods and services can be purchased or sold.
• The Albion Academy of Yeome. A popular school complex for those of baser income servicing all grade levels. Across the street from the K-12 is the University offering higher education, debates, and research opportunities... And a well known day spa.
• The Stardrive. A massive machine capable of sending and receiving space and aircraft like a hangar. It's more or less an airport, but air travel isn't particularly common.
• Peacekeeper HQ. Where most Peacekeeper business is managed and where new equipment is developed and tested.
• The Strip. A highly active street of Rueth full of neon attractions and ambient lighting from all the busy buildings vying for your attention and wallet.
• Heartstreet. A popular street in Leuvengrala where many of the most famous celebrities are engraved into hearts set into the ground, and statues are erected of them that line either side. The street has event halls and conveniences that are swarmed with people on busy days when some new convention or ceremony is being held.
• Paradium. A focus point for the high life, Paradium is a street in Paradigm that is almost alien in design with all the odd eye catching architecture where rather than neon, glaring lights are used that cause the district to glisten and sparkle, giving off a radiance. In Paradium you'll find the fanciest restaurants serving the most unique foods and flavor experiences, the most lavish theaters, the most euphoric spas. If there's even a hint of poverty about you you will likely be escorted out of the district by the Peacekeepers.
Key Features: Exeoite: Exeoite is the building block of Albion Prime. It's an incredibly durable material capable of materializing on the spot in solid single masses and fusing with existing Exeoite directed by energy emitters that once would produce normal energetic barriers. Exeoite is used as the foundation of High Albion, from the Dome that protects it to the layers that divide it. Exeoite resists energy as easily as blunt trauma, requiring 5,000 counts of damage to break through. Ezeon was developed to sculpt and dematerialize Exeoite.
The Dome: A solid 15 meter thick dome of two Exeoite layers sandwiching a standard energy barrier. Since Exeoite was first introduced into the dome it's since been resculpted and modified for thickness and interrior maintenance shafts as well as Ezeon emitters in places to allow quick opening and closing of ports and gateways.
The Layers: Whole artificial ground layers formed out of Exeoite that divide up the city and allow vertical expansion rather than a horizontal sprawl. Some layers, or districts rather, take up multiple layers while other layers are a lot more open, particularly towards the center of the city, composing mostly of walkways between towering buildings rather than cell like blocks of space.
The Districts: The city is divided into Districts, which are very physically identified by the Exoite walls surrounding each District. Cutting into Albion Prime would be like carving into a large hive, with many different bubbles within. The dark color of the basic Exeoite used in construction means the walls are easy to forget about in the dark, and the walls and ceilings are tall and high up, with at least 50 meters between each Layer to work with.
The Peacekeepers: The policing force of Albion Prime, and most of Bosco. They are well trained and armed soldiers more than your usual security. Peacekeepers aren't just meant to keep the peace after all, they are known to fight with the titanic monsters that roam Bosco and attempts at breaking into the country. Peacekeepers are at least B-rank, or they'd still be in training. If Peacekeepers are mobilized you'd see squads of B's with an A at their head, and an S managing multiple squad leaders. This is just a measurement, they possess no magic. Only genetic engeneering and cyberwear enhancements in addition to their equipment. The standard equipment is a combat armor and combat rifle, plus communication and sensory aids in their helmets. Their vitals, location, and situation are monitored remotely.
Elysian Machines: Machines that come from Elysia at times. Most Elysian machines are simple robots that serve as basic labor. But when people refer to Elysian Machines they refer to the scarier robotic war machines that are deployed alongside the Peacekeepers during more serious situations and in the case of a kaiju-godzilla attack.
Occult Research Labs: The Occult Research labs of Albion Prime are the developers of Exeoite in the first place and are known to heavily study the paranormal looking for ways of defending the city from it and combating paranormal threats. They employ their own soldiers taken from the Peacekeepers known as the Gatekeepers, who are trained in dealing with extraordinary situations and resisting supernatural influences, while specializing in subduing and capturing supernatural threats rather than destroying them outright if it can be helped. Nobody really knows what goes on in their laboratories.
Virtual Reality: Escapisim at its finest. Virtual Reality hosts entire new worlds to explore and thrive in from high fantasy lands, to artificial paradises or just a new chance in a virtual version of the city itself. It's even more popular in the Shades where people often live just to get enough money to get themselves uploaded entirely into the Virtual networks, leaving their bodies behind. Some never get there, spending their money on glimmers of the virtual worlds.
Genetic Modification: Genetic modification is pretty rampant, altering the body's makeup on a whole for a number of reasons. Cosmetic, personal choices, job requirements, and basic living necessity.
Cyberwear: Similar to genetic modification are implants, additions, and replacements by cyberwear alternatives. Some jobs may require either one or the other or one specifically. Cyberwear is almost universal however in one form or another, usually in ways that allow them to connect to the internet from anywhere, host AI companions, and access the Augmented Reality.
Augmented Reality: A digital layer of reality blanketed over our own. Seeing the Augmented Reality allows you to see information in real time in the world around you from seeing someone's name and public information to seeing advertisements and billboards that are entirely digital but in a set place in space like a physical counterpart. Some AR even erases things you may see in the world around you, from street trash to never having to see someone again.
Category Description: Deep beneath the silver moon inn, claimed to be the guild hall of Black Rose, the deepest guild hall lies. This magical library at first seems small, but is actually much larger. Some say it is infinite, but others say there are limits. Within this space resting on a pedestal a single book lies. This book is sacred to the member of Black Rose and can only be opened by those deemed worth by the Black Rose itself. It will only open to certain pages for certain people, each of which details a guild spell. Only the Guildmaster knows the full contents of this book. Yet this book is not the only magical artifact within the library. No, if you know where to look and listen you will hear the faint scratching of something being written with a quill, but what could it be? Any book that exists can be found here, and borrowed... but we suggest you don't forget to return it.
Other: Black Rose still needs Vez'loias Chained City removed and refunded. Also, is there any way to get our subboards back at the top of our main BR board? They are all at the bottom and it isn't very uniform, lol.
Category Description: Albion Prime would be a new subforum, not within Grim Heresy. It is located in Bosco. Albion Prime(L4: City): One of the domed megacities of Bosco, rife with crime and the brutal Peacekeepers that keep it from spilling into the streets, usually. As with any city it has it's ups and downs from dim slums to neon paradises where every fantasy is a reality. As a city with millions of citizens even the invasive government control cannot keep everyone under tabs at all times, and people can disappear without a trace. Often referred to as The Dark City, as Albion Prime's barrier that keeps the city safe and isolated from the world of Earthland is modified in a way that does not permit even sunlight to pass through. As a result the city is in an eternal state of night, lit up by city lights and the heavy use of neon. This also serves to further isolate the differences between the richer districts and the poor.
Albion Prime requires a special passport to enter independent of the standard passport. Passports to Albion Prime are issued from the Velvet Society. Grim Hereys members or those baring the Pact Mark are exempt. Passport is obtained by doing the Passport job posted to the Velvet Society, with any member of Grim Heresy serving as an NPC authority issuing a background check, a written exam of sorts and brief lesson of etiquette. Those who wouldn't pass the background check will have to acquire the means to enter some other way with an NPC controlled by a Grim Heresy member. Through either method all mages or other characters will require an injection that suppresses extraordinary abilities to safe levels required to maintain their existence only. Someone who's very body is extraordinary would be suppressed to humanlike functionality. This is required for the license, or for illicit entry it is required to avoid detection by strict Peacekeepers on border control. If the injection is removed by some means once inside, Peacekeepers will be aware of the presence of magic or magic-like abilities unless ties are made with the Crimelords who know how to bypass them through body modifications and implants. A note is that all major crimelords just as the government do, have some affiliation, whether they know it or not, with Grim Heresy or the Cult of Sin.
This is just to cement the fact that they require such measures and make sure people know what they're getting into by entering Albion Prime. People can have backstories that have them from the city just fine. Immigration is limited both ways however, so it isn't very common.
Magic or similar extraordinary effects cannot be used to enter or leave Albion Prime except by those with a Pact Mark. The only way in is via the Stardrive or through Angelgate.
Spoiler:
Basic History,coming to be: Albion Prime, the Dark City, is a Domed City. Surrounded by a great defensive dome that serves not only as a physical barrier to entry or obstacle to attacks but as a protection against the unique hazards the of the world- magic. The Dome of Albion Prime is in part energy at its core. Newer tech developed by the city's prestigious occult research facility, Exalt, over a century ago now was made to protect the city from magical threats through their occult research. The result was a form of fringe-energy that reacted with the Dome's field, spreading across it and crystallizing, forming a physical dome around the energy barriers that could withstand the force of Albion Prime's largest of industrial explosives, sealing the city in without a way to get rid of it. Over time it was spun as a positive turn of events ensuring the city's safety. The first generation was a handful, causing a divide and resentment over the new darkness cast on the city with the lack of a daytime that hit the poor hardest, who lived in dark streets that required portable illumination with cheaper lighting while wealthier areas moved on sooner with brightly illuminated streets and buildings.
The technology had a lot more to offer than simply serving as a shield. The reactions between generated barriers and the highly durable material produced in the reaction with what came to be known as Exeoite 01 through 012 with newer versions both improved and simply modified proved to be invaluable in the building sector, particularly after the eventual development of Ezeon, allowing for manipulation or removal of Exeoite. Whole Layers and large structures could be erected in days where once they may have taken weeks or months. This helped the city grow further into the sprawling hive of humanity that it now is, with layers on top of layers of vertical city development faster than most in an advancement approaching the significance of the Fabricators for human engineering and economics.
The conflict in the earlier times of the darkening of the city never fully recovered and it's effects can still be felt in the economy as one explores the lower levels of the city and the various slums, "Shades", or low-income districts. A wide gap exists between those with and without that has a clear visible representation in the spread of light through the city. The wealthy tend to stay wealthy while the poor tend to stay poor, with very little bridging the divide. A form of middle class exists in the form of servicemen and women who live in the light under the management of the elites and get to taste of the life they live at the top of society in the Dark City. The City's official government is just as distant of the lower class, with the Peacekeepers rarely bothering to manage the shades. Those that do so out of noble intentions end up with a jaded heart or a broken spirit as they are used or abused at the hands of crime rings that struggle against each other for dominance over one another, occasionally working together to push back against the Elites when they think to branch out their influence or make room for new development.
Genetic modification provided a means for a more comfortable life in the darkness. While the elites would modify themselves for appearances sake and convenience or novelty, rudimentary assistance programs allowed those living in the shade to see more clearly in the dark and subsist on less, enjoying a trickling of what made its way down to them. Crime rings would on occasion get a hold of Gen-mod kits or cyberwear and use them to lure new followers with the promise of advancement, or a show of their own wealth or ability to acquire, but often in far more eccentric ways than that of the elites who prized appearance and social trend. Often in ways that favored use over how they might look, resulting in many beasts of men. Juggernauts like walking beef tanks, perhaps with literal cannons protruding from their backs, sleek assassins with long narrower bodies encapsulated in Exeoite armors, or even those who have taken to mustering animal forms or feral hybrids in more extreme modifications that push the boundaries of race or gender in literal ways.
The line between man and machine or beast thin, and the body is limited only by the depth of one's pockets, or the lengths one is willing to go to get them, and the risk of losing humanity is ever rising.
Key Districts: • 01: Elysia: The seat of power. Elysia is located in the very heart of Albion Prime and centered in the middle of High Albion in a large core structure from which no man has ever been seen entering or leaving, only projections of the councilmembers inside who govern the city can be seen, and more recently a red haired woman who speaks for them on occasion but seems to come and go at a leisurely pace with other personal interests, the extent of her influence is unknown but she's often referred to as Lady Red, The Red Lady, or The Councilwoman. Speculation runs wild as to what Elysia looks like within its impenetrable walls, it is often described as being paradise, even compared to the lavish green lands of the surrounding High Albion estates. Others say it is hell itself and that the council has been long lost to occult practices that keep them alive. No one can verify any claims for better or worse, but one thing is sure, they are perfectly capable of maintaining their rule without ever having to leave Elysia, where they have control over the automated systems of Albion Prime, including the automatrons that work maintenance in important areas and keep the Dome secure. Elysian warmachines often walk alongside Peacekeepers during times of disaster or upheaval. Elysia contains massive servers that host digital archives of the entire city, almost all data gets stored or copied there and it even hosts artificial intelligences and is the anchor point of entire virtual worlds, with the city's thriving virtual reality market.
• 03: High Albion: The crown of light. High Albion is home to the elite of the elite. The few families of High Albion make up the majority of the city's amassed wealth. High Albion boasts an artificial forest and grassland to form luxury estates of fertile soil and vibrant plantlife of all sorts, with sprawling gardens and other unique features desired by the particular Elite family that commissioned the landscaping. Labyrinths of hedges, small lakes, personal mountains and waterfalls, enclosed personal Domes with top of the line Skyboxes, the Elites here push the limits of what wealth can do, and each personal estate is as secure as the council itself with strict control over their own personal Peacekeeper forces on top of general Peacekeepers around the outskirts of High Albion.
• 06: Paradigm: The endless parade. Paradigm is the high class entertainment district of Albion Prime. Where as the next district listed is more about the spotlight and celebrity figures, Paradigm is more of a middleground between those of stardom and the actual Elites of the city. Paradigm is full of events and banquettes for the highest class. There's always a party somewhere here, formal affairs of all sorts. It is full of showy fantastical architecture that often seem impossible or like they would be unstable, but are solid with the use of cutting edge Exeoite advancements.
• 08: Leuvengrala: The Myriad. Leuvengrala is a shining district that gets its name from the large array of colors and shining lights centered around the bustling enterprises and social establishments that set a tone of elegance and grace among blistering stardom. Many of the high profile members of society live their lives centered around this district as a comparable equivalent to "Hollywood", full of a wide variety of social affairs and media headquarters. Fashion shows, Pageants, award ceremonies, signings, and it features the most sought after stage in all of Albion Prime, and trumps most other Domed Cities as well. Heavy Peacekeeper presence and lesser folk aren't welcome here, requiring cleanliness and suitable appearance to walk these streets at all let alone approach the presence of the elite.
• 13: Rueth: The lesser light. Rueth is a bustling district that gets its title as the Lesser Light from the attempt of lower income well-off sub-elites to emulate the lifestyles of the city elite. It's generally a well off area and is more open to vagabonds so long as they can afford the bill. It's a busy district with hotels, restaurants, theaters and is a popular tourist spot and vacation district even for those of the other districts of Albion Prime. It's popular among the young adults for the various clubs and entertainment available that draw even some of the young of the major elite families for the entertainment that isn't as upper crust enough for the higher circles. It is perhaps the largest of all the districts and certainly the most lively, full of neon streets of colors and relative safety with fair Peacekeeper presence, and the fact that many of the Crimelords enjoy the luxuries of the district themselves in a cleaner atmosphere that Blackstreet can't match.
• 32: Destra: The blade of Albion. Destra is a maximum security district full of arms manufacturing and military research and technologies, with training and board for Peacekeepers in a neighboring district. Destra is where most the Peacekeepers get their armor, weapons, vehicles, and tools. Some areas of the district are of higher security than others, as Peacekeepers come and go through some parts to receive special training with new tools or arms or are taken in for evaluation.
• 47: Stardrive: The skykeeper. Stardrive is an strictly enforced district full of scientists and Peacekeepers, with it's own private Dome independent of Albion Prime's itself but connected, providing a double layer of security... For the scientists who make use of the district's Stardrive. A massive machine linked with the Dome itself that uses Ezeon to open a port in the outer dome, hence the sub-dome the district itself is in as extra security both for the Stardrive itself and for the rest of the city if anything attempts to take advantage of the opening in the Dome, though the port is carefully monitored. The Stardrive is capable of launching large objects and small structures into outer space from the ground, and capable of retrieving them in turn. Though they must log access with the greater council of Bosco as a whole for permission to pass through the outer Dome of the country itself. It's often used as an airport between Domes and for scout ships and Peacekeeper transport to combat the titanic monsters in the land surrounding the Domes.
• 78: Blackstreet: The veiled market. Blackstreet is a melting pot of all most the crimelords and petty criminals. It's a neutral zone and a haven of sorts for the underbelly of civilization in a tenuous peace that is brutally enforced not by the Peacekeeperse, but by the four largest kingpins of Albion Prime. In doing so they've created someplace many scoundrels call home, featuring the largest underground trade network in Bosco where any illicit good or service can be bought for the right price. Most who go missing are assumed dead or traded on the market here as slaves, that is, those who don't believe the superstition surrounding "Loschiled".
• 81: Yeome: The enlightened few. Yeome is a remarkably peaceful district for it's location closer to the outskirts of Albion Prime. It's known for drawing in the more intellectual pursuits as well as "Spirituality" in the various forms it takes in the bleak neon future the people of Albion Prime live in. It hosts the only library in Albion Prime, as books are almost forgotten. For aesthetics sake the Scholars in the area have taken to using scrolls as decoration while carrying scroll-like devices to add to the atmosphere they're going for... which draws in tourists who speak highly of the large spa the district advertises. It has a strong Peacekeeper presence.
• 85: Harvest: The well of misfortune. Harvest is known to be a hot spot from supernatural occurrences and a large percentage of those who allegedly go missing are from this district. As such it hosts an outpost of sorts for Exalt, the Occult Research labs. Residence question their activities and some can't help but wonder if they're even trying to help, or if they are behind the disappearances themselves. One thing seems sure to the locals, that they know more than they let on. The district's true name is Halcedium, a name mostly forgotten by outsiders to the district as Harvest stuck.
• 90: Greylight: The broken hope. Greylight was once a beacon of hope for the fridges of Albion Prime where an effort was made and funded by several of the city's elite to renovate the district and boost the economy. For a time hopes ran high as construction crews erected a monument to the effort, which was itself a tower which would host a new local mayoral office and Peacekeeper headquarters at the center of a new street lined with luxuries. Conflict among the Elites and pressure from the Crimelords brought the project to a grinding halt and the district has been a shell of itself ever since, with unfinished hotels and offices surrounding the low-power light tower that was the incomplete monument, that casts a dull light over the district.
• 92: Grimgrove: The heart of malice. Grimgrove is the foremost district that people are warned never to tread with one of the most brutal crime organization allegedly using it as their seat of power. Crime is low among the locals but those coming in from other districts are at a high risk and there is often flares of gang activity during attempted coups or strikes against the organization. Open armed conflict with Peacekeepers or rival gangs is practically an annual tradition. Most who manage to find a living here are doing so with the favor of the crimelords.
• 94: Angelgate: The pearlescent. Angelgate is the district that hosts the main entrance and exit to the city of Albion Prime. Located, as you might expect, on the outer limits of the Dome it is a very secure district with a heavy Peacekeeper presence and is kept in a state of polish, from which it gets its name as the Pealescent district. Those who come from beyond or those leaving to visit another Dome or so on never have to see the poverty of the Shades, and offers a magnificent first impression of Albion Prime. Angelgate has an underground hyperstation leading to the nearest Domes as well as one of only two Bosco connections to the Velvet Society on the Bosco-Fiore border.
• 00: Loschiled: The Silent City. Loschiled is not an official district. It is spoken of in whispers and in urban legends. It is said to be a mirror of Albion Prime and all its districts, but quiet, still, drained of color where every shadow is out to drag you away. It is said that all the Lost find themselves here, as they turn one too many alleys where there shouldn't be any, or fall asleep in places unsafe. When someone goes missing it is often remarked that they may have found their way to Loschiled. Few make claims that they have been there, and speak of lost souls that wander soundlessly with absent minds, of creatures that prey on the lost, draining them of will and soul, and of areas overgrown with flesh that expands like vines out from the drains and cracks in the streets. Some speak of rivers of red that run down the streets and drip from the Dome or Layer's top and down the sides of buildings, along with distant screams of torment. The ones that escape claim that it was with the help of a red haired spirit that showed them the way, even repelling the monsters that dwell there at times. But not all can be saved, and if this place exists it may have claimed thousands.
Key Landmarks: Yes unfortunately they lack the individual detail of my past creations like the Temple of the Undying and the Velvet Society. An unfortunate side effect of them being part of a city that is itself the creation rather than the individual aspects of that city. It would take so long to do them individually that this would take ages to ever post in the first place, while being of questionable value for that effort.
• Elysia: Elysia is also it's own district. See Districts.
• Occult Research Facility. Exalt Headquarters and outposts.
• Abandoned Tower. The empty remains of the failed renovation of the Greylight district and the broken light tower in the center that bathes the area in dim light.
• Veiled Market. The bustling black market of Blackstreet where all manner of goods and services can be purchased or sold.
• The Albion Academy of Yeome. A popular school complex for those of baser income servicing all grade levels. Across the street from the K-12 is the University offering higher education, debates, and research opportunities... And a well known day spa.
• The Stardrive. A massive machine capable of sending and receiving space and aircraft like a hangar. It's more or less an airport, but air travel isn't particularly common.
• Peacekeeper HQ. Where most Peacekeeper business is managed and where new equipment is developed and tested.
• The Strip. A highly active street of Rueth full of neon attractions and ambient lighting from all the busy buildings vying for your attention and wallet.
• Heartstreet. A popular street in Leuvengrala where many of the most famous celebrities are engraved into hearts set into the ground, and statues are erected of them that line either side. The street has event halls and conveniences that are swarmed with people on busy days when some new convention or ceremony is being held.
• Paradium. A focus point for the high life, Paradium is a street in Paradigm that is almost alien in design with all the odd eye catching architecture where rather than neon, glaring lights are used that cause the district to glisten and sparkle, giving off a radiance. In Paradium you'll find the fanciest restaurants serving the most unique foods and flavor experiences, the most lavish theaters, the most euphoric spas. If there's even a hint of poverty about you you will likely be escorted out of the district by the Peacekeepers.
Key Features: Exeoite: Exeoite is the building block of Albion Prime. It's an incredibly durable material capable of materializing on the spot in solid single masses and fusing with existing Exeoite directed by energy emitters that once would produce normal energetic barriers. Exeoite is used as the foundation of High Albion, from the Dome that protects it to the layers that divide it. Exeoite resists energy as easily as blunt trauma, requiring 5,000 counts of damage to break through. Ezeon was developed to sculpt and dematerialize Exeoite.
The Dome: A solid 15 meter thick dome of two Exeoite layers sandwiching a standard energy barrier. Since Exeoite was first introduced into the dome it's since been resculpted and modified for thickness and interrior maintenance shafts as well as Ezeon emitters in places to allow quick opening and closing of ports and gateways.
The Layers: Whole artificial ground layers formed out of Exeoite that divide up the city and allow vertical expansion rather than a horizontal sprawl. Some layers, or districts rather, take up multiple layers while other layers are a lot more open, particularly towards the center of the city, composing mostly of walkways between towering buildings rather than cell like blocks of space.
The Districts: The city is divided into Districts, which are very physically identified by the Exoite walls surrounding each District. Cutting into Albion Prime would be like carving into a large hive, with many different bubbles within. The dark color of the basic Exeoite used in construction means the walls are easy to forget about in the dark, and the walls and ceilings are tall and high up, with at least 50 meters between each Layer to work with.
The Peacekeepers: The policing force of Albion Prime, and most of Bosco. They are well trained and armed soldiers more than your usual security. Peacekeepers aren't just meant to keep the peace after all, they are known to fight with the titanic monsters that roam Bosco and attempts at breaking into the country. Peacekeepers are at least B-rank, or they'd still be in training. If Peacekeepers are mobilized you'd see squads of B's with an A at their head, and an S managing multiple squad leaders. This is just a measurement, they possess no magic. Only genetic engeneering and cyberwear enhancements in addition to their equipment. The standard equipment is a combat armor and combat rifle, plus communication and sensory aids in their helmets. Their vitals, location, and situation are monitored remotely.
Elysian Machines: Machines that come from Elysia at times. Most Elysian machines are simple robots that serve as basic labor. But when people refer to Elysian Machines they refer to the scarier robotic war machines that are deployed alongside the Peacekeepers during more serious situations and in the case of a kaiju-godzilla attack.
Occult Research Labs: The Occult Research labs of Albion Prime are the developers of Exeoite in the first place and are known to heavily study the paranormal looking for ways of defending the city from it and combating paranormal threats. They employ their own soldiers taken from the Peacekeepers known as the Gatekeepers, who are trained in dealing with extraordinary situations and resisting supernatural influences, while specializing in subduing and capturing supernatural threats rather than destroying them outright if it can be helped. Nobody really knows what goes on in their laboratories.
Virtual Reality: Escapisim at its finest. Virtual Reality hosts entire new worlds to explore and thrive in from high fantasy lands, to artificial paradises or just a new chance in a virtual version of the city itself. It's even more popular in the Shades where people often live just to get enough money to get themselves uploaded entirely into the Virtual networks, leaving their bodies behind. Some never get there, spending their money on glimmers of the virtual worlds.
Genetic Modification: Genetic modification is pretty rampant, altering the body's makeup on a whole for a number of reasons. Cosmetic, personal choices, job requirements, and basic living necessity.
Cyberwear: Similar to genetic modification are implants, additions, and replacements by cyberwear alternatives. Some jobs may require either one or the other or one specifically. Cyberwear is almost universal however in one form or another, usually in ways that allow them to connect to the internet from anywhere, host AI companions, and access the Augmented Reality.
Augmented Reality: A digital layer of reality blanketed over our own. Seeing the Augmented Reality allows you to see information in real time in the world around you from seeing someone's name and public information to seeing advertisements and billboards that are entirely digital but in a set place in space like a physical counterpart. Some AR even erases things you may see in the world around you, from street trash to never having to see someone again.
Pet Description: This rare Phoenix is Demi-Elemental, wielding both water and fire to carry out attacks. It is known to mix these two elements to create a new element, Frostfire. With Frostfire, this Phoenix can create devastating attacks that can freeze and burn opponents at the same time, However, the fighting style of this elegant creature is designed to be aggressive, rather than technical, so it is required to take care of it when wielding it. For one to ally itself with it, they must wear the mark of the Golden Phoenix, or share one of the guild's ally marking. While off of the battlefield, it is known to be rather peaceful, often sleeping at the top of the Guild Hall in Oahu. It will just show off a gentle orange and blue pelt, but neither water nor fire will be on it's being while resting. Careful not to touch it unless it gives clear permission, otherwise it will have a reason to show it's elements. It naturally spits out flames or water, but never Frostfire. Frostfire is achieved through the abilities only.
Pet Physical Appearance:
Pet Abilities:
Frostfire Crippling Compression: Not a reference at all. This ability spreads Frostfire all over the area within 175 meters, causing a swirl of it to encase all surrounding beings inside of it. Those who are caught in it can't escape if they are S rank or lower. They end up taking S rank damage and being encased in Ice for 1 post. This ice can't be broken unless it takes 1 H rank hit, but that hit will inflict damage to anything and anyone in it. Any damage while encased in the ice is halved.
Frostfire Bondage:
Vines of Frostfire are formed below the ground, attaching themselves onto the ankles of opponents. Those who are caught by these vines are unable to take a different form to escape. These vines last for 3 posts and can withstand up to 3 S rank worth of spell damage. This basically just prevents opponents from moving, but they can still perform actions. Every post that they are in this bondage, they lose 5% HP and 5% MP.
Frostfire Hailstorm:
Chunks of ice and fireballs fall from the sky in areas within 200 meters of this Phoenix. Once this activates, this does not stop. Each chunk of ice or fireball to hit will land 75% S ranked damage. Only one of these can hit an opponent per post. Any slayers who eat the element that rains down on them can treat it as an S rank spell, but can only eat one per post.
Pet Description: This rare Phoenix is Demi-Elemental, wielding both water and fire to carry out attacks. It is known to mix these two elements to create a new element, Frostfire. With Frostfire, this Phoenix can create devastating attacks that can freeze and burn opponents at the same time, However, the fighting style of this elegant creature is designed to be aggressive, rather than technical, so it is required to take care of it when wielding it. For one to ally itself with it, they must wear the mark of the Golden Phoenix, or share one of the guild's ally marking. While off of the battlefield, it is known to be rather peaceful, often sleeping at the top of the Guild Hall in Oahu. It will just show off a gentle orange and blue pelt, but neither water nor fire will be on it's being while resting. Careful not to touch it unless it gives clear permission, otherwise it will have a reason to show it's elements. It naturally spits out flames or water, but never Frostfire. Frostfire is achieved through the abilities only.
Pet Physical Appearance:
Pet Abilities:
Frostfire Crippling Compression: Not a reference at all. This ability spreads Frostfire all over the area within 175 meters, causing a swirl of it to encase all surrounding beings inside of it. Those who are caught in it can't escape if they are S rank or lower. They end up taking S rank damage and being encased in Ice for 1 post. This ice can't be broken unless it takes 1 H rank hit, but that hit will inflict damage to anything and anyone in it. Any damage while encased in the ice is halved.
Frostfire Bondage:
Vines of Frostfire are formed below the ground, attaching themselves onto the ankles of opponents. Those who are caught by these vines are unable to take a different form to escape. These vines last for 3 posts and can withstand up to 3 S rank worth of spell damage. This basically just prevents opponents from moving, but they can still perform actions. Every post that they are in this bondage, they lose 5% HP and 5% MP.
Frostfire Hailstorm:
Chunks of ice and fireballs fall from the sky in areas within 200 meters of this Phoenix. Once this activates, this does not stop. Each chunk of ice or fireball to hit will land 75% S ranked damage. Only one of these can hit an opponent per post. Any slayers who eat the element that rains down on them can treat it as an S rank spell, but can only eat one per post.
Username: Lord Frederick/Harrigan Guild Name: Pharoah's Call, Golden Gear, and the thing Aylia is in Extension Level: 2, 2, 2 Category Image: Up to them Category Description: Up to them
Gifting them each a level 2 extension for their guild because everything is going up for Freddy =D
https://i.imgur.com/QMhKtn9.png Category Description: Necropolis would be located in the Grim Heresy subforum. Necropolis is a massive metropolis that seems to go on forever where you can find ancient gothic architecture towards the oldest heart that fades through the different styles of the ages to the sci fi towers of Bosco's future depending on where you go. It is populated entirely by the undead, the living cannot survive here by any means. It cannot be accessed through the wakusei portals, but by a hellgate opened by someone baring a pact-mark on GH property or hidden access points.
Spoiler:
Description & Lore: Necropolis, the City of the Dead they say. This city houses countless undead beings throughout a large metropolitan expanse of districts that encompass a psuedodimensional plane. Rather than just sprawling out across space, the Necropolis sprawls out across layers of reality and time. Passing by district borders is a sheer and obvious difference, while being seamless, each district alone the size of an expansive city in and of themselves. The borders of each district mirror out endlessly making each district seem to continue on infinitely, hard to notice that the city beyond the border is just a mirroring, but passing the boundary reveals that the following district is new and distinct, finding ones self in an area with new architecture, city structure, and local population.
Each city-sized district of Necropolis hosts its own individual identity as each district was risen up by an for different cultures and time periods, allowing all residents to live in an eternity they are comfortable with, similar to their living lives, and the borders allow each district to avoid their views being interrupted by other districts jarring changes in themes. The transition may not even be noticeable, but each district is scattered across space and time, appearing in different locations entirely while still being a part of a unified whole.
Some districts are further divided, if not entirely cloned into separate districts, by race and not just culture. You might find an exact replica of another district, but find the inhabitants here composed mostly of wraiths as opposed to ghouls or vampires. Navigating the Necropolis is akin to navigating a multiverse of alterations and possibilities diverging out from the core concept city. Many believe that the true Necropolis is a district called Golgothica, which is depicted in the image above, and that all other districts are multidimensional replicas with changes and alterations due to how the city evolved differently to match the different styles of the individual settings.
Necropolis is historically run and managed by a shadowy influence called the Fell Masters who are felt but never seen as cosmic entities that exist on the scale of omnipotent gods who's gaze stretches beyond infinity and who's motivations and actions are subtle and stretched across eternity as gods before gods, a higher power above what mortals call gods, with few proxies that have acted on their behalf over the eons until they themselves become Fell Masters and the cycle begins anew. Their current proxy was created, risen, or birthed many millennia ago and has taken Necropolis under her wing, Eris.
Necropolis is not specifically Grim Heresy property and has no affiliation to the Cult of Sin, it has existed since the early days of sentient thought as a remnant of a multiverse before our own, a fragment of a shattered reality long past, the present reality not knowing what to do with it as it stands as a broken shard that cuts through its layers like a wound. As a result it often draws in, naturally and unnaturally through manipulation, the souls of the dead, torn away from their intended afterlives like a start drifting too close to a black hole.
Eris being the present authority over the city however, the city is open to Grim Heresy and the Cult of Sin. Long since before she came to Earthland many followers have found their afterlife here, establishing a strong presence in Necropolis that works separately to the standard channels of authority and control over the city.
Trillions and beyond claim home within Necropolis, each with their own long undead lives and personal goals and motivations to make their livelyhood here in this "city" that never sleeps. Countless individuals each with their own power struggles and sources of power, magic, curses, primordial influences. Necroplois is mystery and one could spend a thousand lives and never explore Necroplois fully.
A city of impossible size, a city of possibility and the supernatural, anything can happen, anything can be found.
Key Districts (Cities): • Golgothica: The "Central" district as seen in the image above, it is a very stone-crafted district full of gargoyles and gothic-victorian architecture with most individual buildings rivaling or exceeding the possibilities of human design in cathedrals, with most the buildings exceeding the height of modern human skyscrapers. It's the capitol district and houses a palace.
Key Location: Sempiternus Regia. The everlasting palace. One of the first structures to come into existence, the Sempiternus Regia is a palace almost as old as existence itself, formed by the first shadows cast against the face of creation by the then-formless entities representing fundamental forces and truths of mortality. It is from the Sempiternus Regia that Necropolis sprung, functioning like a magnet that stole the essence cast off upon the death of mortal souls and slowly growing in power and magnitude. It's an ancient palace that shares a gothic architecture externally but the further inward one travels the more alien the structure appears until the reality around you is unrecognizable.
• Paradisio: A glistening city white and light, Paradisio is modeled after interpretations of heaven. Make no mistake however, Paradisio is still a part of the Necropolis and as such is more similar to hell than heaven. Its white pristine halls are a facade and the golden masked creatures of this place are just as insidious as other classical demons and undead monsters.
Key Location: The Arcadian Gardens. An expansive and labyrinthine multilayered structure of gardens and clearings designed the the architects behind the Hanging Gardens wonder, reinvigorated and magnified through centuries of work and resources of Necropolis using mock-celestial material as seen throughout Paradisio. Marble, Ivory, gold, and elements unseen in the mortal world, with exotic Necropolitian lifeforms and Paradisio's quasi-celestial creatures to provide animal life in addition to the exotic gardens that are entirely formed of flesh, bone, and precious metals or gems mimicking life. Peace exists throughout the gardens, and it is physically impossible to produce violence. Regardless of immunities, resistances, or rank, no being can engage in violence within or towards the Arcadian Gardens.
• Nephothotept: A sunken city in a dark abyss, there is no light here but the soft glows of artificial or supernatural lighting, no sky to be seen and no air to breathe. There is only dark endless waters full of monstrous aquatic creatures. The city itself seems to be made of stone and is well paved with monuments and temples abound, pyramids and monoliths in dedication to the Fell Masters and Eris. Despite being underwater, the water is very clear with little distortion in the city limits itself, allowing one to walk and see fairly regularly, while those more inclined to swim do so unhindered either.
Key Location: Tartarus Gate. A truly massive gate set deep into the sea floor on the edge of Nephothotept, so large as to be nearly unrecognizable and set with a crater-like ridge around its edges and giant obsidian chains, the size of which an individual chain would tower over a castle tower. In the center of the door is a circular hole several miles across, though it is comparable to a key hole in the center of two giant castle doors as far as the Tartarus Gate is concerned. The whole seems to have an unnatural pull over it that draws anything swimming above it down into the endless abyss below the Gate. Getting too close to the hole has a similar effect, preventing anyone from approaching. Anything that enters the hole never escapes. Even H-rank mages with H-rank effects and beyond cannot resist the pull, which prevents the use of portals, gates, teleportation, bodies, or other movement effects, if they get within 15 meters of the sides, or 600 meters above the hole. An oppressive primordial aura prevents any effect from "Scrying" or divining what is inside the Tartarus Gate. Wish-granting Pact Magic of Eris specifically is the only force that can free one who falls inside, provided someone wants to pay the price to wish for their freedom. Even then, Eris needs to sacrifice other souls into the Gate, otherwise doom chases the beings that escape as well as Eris herself.
• Agarthon: A vibrant city with a wide open sky and clear air, Agarthon is an unnatural echo of a legendary city. Argathon physically resides within a hollow earth in an alternate reality, the landscape here can be seen curling up over and away into the distances. Being a part of Necropolis however, as you might imagine there is no true life. However, it is full of necrotic alternatives. Plants of twisted flesh and bone, rivers of blood, and undead false fauna. The city here is a bustling steam and magic powered industrial society with copper, gold, and iron integrated into the towers and streets themselves.
Key Location: The Clockwork Observatory. A giant clockwork tower in the center of the city, set in a distinct sheer-faced pit where the tower continues downward. The tower is surrounded by gears and mechanics that shift, move, and drive giant lenses and telescopic shafts the size of towers in their own rights. No bottom can be seen when peering down from the safety-bar lined edge. The tower appears to continue on into the sky until it breaches through a similar hole on the far side of the hollow-earth.
Inside of the Clockwork Observatory one finds an endless labyrinth of books and shelves, with multiple layers even on individual floors and chambers of the Clockwork Observatory. The entire tower itself in constant motion, turning and shifting, always evolving and moving entire rooms and parts of rooms. Only the Old Master and the Automatrions have an understanding of the patterns and machinations of the tower. A central hollow shaft penetrates down through the core of the tower allowing space for machinery and optics. Many individual chambers exist wherein one can make use of the optics to look out upon Agarthon itself, or to other parts of the Clockwork Observatory itself. Only one hidden chamber allows one to make use of the full scope of the Clockwork Observatory however, a powerful optic said to peer across spacetime, or view down to the smallest building block of reality to achieve a similar effect. Offshoots of the main chamber exist and are used by Automatrions to peer through time and space to seek out and find knowledge and books that get written or copied and stored in the ever growing library. It is rumored that the lenses of the Observatory were crafted using the waters of the River Acheron.
• Shangarl-Raht: A burning barren desert landscape of shifting sands that surrounds a densely populated sandstone and black granite city lavished with gold and precious metals from Hadeonnius with great domed buildings, tall walls, paved streets and a network of raised aqueducts that run throughout the city. Given the undead nature, water is not necessary, and instead the aqueducts run with rich bloodwine formed from fleshy fruits that grow with skeletal leaves on spine-stalks in the gardens that dot the city often on the rooftops of buildings or private gardens and underground enclosures.
Key Location: Sands of Time. The desert surrounding Shangarl-Raht is an ever shifting and flowing mass that rises and falls like the waves of an ocean. In the valleys and dips of the sand flows artifacts and ruins from throughout human history throughout all worlds and civilizations, appearing and disappearing beneath the waves, even in the same spots. It is said that these sands can be used to power time-related artifacts designed to harness the properties within this gold-flecked sand.
• Perdavistus: An isle lost to time, a mountains ring shaped island in the center of the Lost Isles. It is said that ships lost at sea often find themselves slipped between the folds of spacetime to drift into Perdavistus, becoming trapped by the raging maelstroms surrounding the calm central waters surrounding the ring island. Inside the ring island is a mountainous network of ships stacked upon each other forming a great and largely singular structure, with walls taken out here and there to form larger rooms and more. Sailors, marines, merchants, and pirates alike populate Perdavistus, and newcomers slowly come to grips with the fact that they have died and are in a form of purgatory, unable to reach the Boundary to explore the rest of Necropolis, a dangerous task to pass the whirlpools. Occasionally visitors from beyond the Boundary make there way through, and ferry away those who pay passage when they leave.
Key Location: The Lost Isles. A series of islands that have dislocated timestreams, each island having a different flow of its own. To step foot on one could lead to centuries, even millennia passing before you can turn around. Fortunately, the seas around the lost isles are nearly as dangerous, as the waters are disturbed by the shifting time flows producing intense maelstroms, whirlpools the size of islands themselves, constantly spinning like a sea of large and small gears. It is said that there is only a faint path that can be navigated by a small rowboat if taken exactly right that will lead one to the isles, necessary as flying over the whirlpools results in a strange force pulling one in out of the sky.
• Infernatus: A burning city district located in a fiery hellscape, Infernatus is primarily built using obsidian, bone, and flesh. The undead here are far more demonic in nature and are the chaotic horrors you'd find at the site of sacraficial rituals and bloodbaths, the sort of horrors you'd see angels war against.
Key Location: Barathrum. An infernal valley of bone, blood, and fire. Once inside this valley all sense of direction is lost. In the center of the valley is a lake of fire bringing unimaginable pain, in the center of which is the Tower of Barathrum- A labyrinth-like dungeon that stretches high into the clouds and cuts through the different layers of reality on its own independent of the Infernatus district, seeming to continue on for infinity, the tower itself growing alien the higher it stretches. Inside the Tower one can find all manner of mysteries and environments, a prison without walls. Though there are plenty of dungeon cells and chains to be had and made use of, they aren't even needed.
• Hadeonnius: A marble and granite city in a stoney cavernous landscape full of riches and gold veins, gemstones and other precious resources. Hadeonnius has a high population of spirit type undead but not exclusive to such. The architecture here resembles that of ancient Greece and the roman empire.
Key Location: The Five Rivers. Five rivers that run throughout Hadeonnius; one of Blood, one of Souls, one of Water, one of Fire, and one of Twilight. (Whenever "Drinking" is mentioned, submersion can be used instead.)
Cocytus the river of sorrow runs with blood. Drinking of Cocytus bestows the immortality of undeath in the form of Vampyrism at the cost of Humanity and soul. (The soul becomes Eris's, and a bond is formed with Eris as master, but it is not as strong as a Pact. This is akin to a fledgling vampire being compelled to serve and obey their sire). Those who drink of Cocytus will find themselves automatically returning to (un)life in a font/pool drawn from its waters in the Temple of the Undying or other Grim locations when slain, same as Pact-made undead.
Styx the river of lamentation composed of souls. Drinking of the Styx bestows invulnerability, at the cost of a mortal weakness and their soul belonging to Eris and when they do die, ending up in Eris's afterlife.
Phlegethon, the river of penance composed of fire. Drinking of Phlegethon bestows mortality tainting the unliving and immortal with life at the cost of pain and weakness that mortality brings.
Lethe river of oblivion that flows with clear waters. Drinking of Lethe bestows innocence at the cost of experience, cleansing the mind of all memory and the body of all addiction and physical desire until re-learned.
Acheron the river of hate that flows with ethereal twilight as a starry sky. Drinking of Acheron bestows Knowledge at the cost of Power. It reveals the hearts desires and the secrets of reality and of others, but renders one powerless to stop or intervene in the knowledge they have gained and the events that may be revealed. Drinking of Lethe after Acheron returns power at the cost of knowledge.
• Sovnglade: A frosty city that sits atop a snow capped mountain but is itself free of snow, full of false-life akin to Agarthon but looking more comparable to the natural versions. Sovnglade has a landscape spotted with the bones of colossal monsters, with giant bones being integrated into the black and dark red wood used in the creation of the buildings here. Spine bridges extend out from the central peak of the mountain to connect to floating offshoots surrounding it to add more landmass upon which to build large longhouses and residencies.
Key Location: Yggdrasil. An ivory tree with blood red leaves that grows gems like fruit, it's massive and located in the very center of Sovnglade at the top of a central peak in the middle of the surrounding valley that drops off down the rest of the mountains. Its roots, and indeed much of its actual trunk itself, extends through the mountain itself, branches protruding out the mountainside and forming smaller trees where they protrude. Branches vines of it spider out throughout the land, even wrapping under and through the spine-bridges to the many floating islands surrounding the peak upon which city districts were built, keeping the central mountaintop free of the city's expansion. Yggdrasil is large enough to walk across its branches with room to spare, and its main tree/protrusion at the center of Sovnglade dwarfs even modern skyscrapers, with many tunnels and networks throughout its trunk allowing one to walk and travel, tunnels that appear to be akin to veins, and have a fleshy surface, the ivory "Bark" of the tree being like an exoskeleton.
Traveling through the Veins can lead one anywhere, even walking back the way one came can reveal new places, requiring guides or a higher understanding of the 'tree' to keep you from losing your way. It's Veins and branches penetrate through the layers of reality with and independent of the different Boundaries of Necropolis itself. Veins and Branches can lead one far and wide, including beneath the Temple of the Undying itself in Earthland.
• Vermez'cunis: An interesting location located deep deep deep in a gargantuan cavern that seems to fall endlessly down, a single great plateau risen in the center of it all dozens of miles wide that hosts a crater in the center of that, a city built up around the rings and in the cliff sides around it. The city is made out of a hard wood-like mushroom that continues to live after processed, healing itself and spreading a soft white cloud that wafts off, the clouds flowing over the city and off the sides giving one a sense of fulfillment and uplifting peace.
Key Location: Cradle of Worms. The crater in the center of the city, it is full of a mystical species of worm that has a wide variety of mutations and colorations. The worms eat the unique mushroom that grows in Vermez'cunis and process it into a psychedelic and highly addictive substance that coats their bodies like a film that Grim Heresy uses as an ingredient in the creation of Delirium. The substance produces an intense sense of euphoria and arousal, removing inhibition and replaces the sense of pain with pleasure, and inducing satisfaction eliminating appetite. The Delirium created by GH functions the same but concentrated to the point that once swallowed it works in moments, does not eliminate appetite, and causes immediate addiction, as though exposed to the worms for over an hour all in one instance. Women are often sacrificed to the Cradle and allowed to return after one hour. Few people are willing or able to return, and remain in the Cradle none the wiser, used to help the ecosystem within the crater.
• Lost Hope: A ruinous location where the majority of the buildings are overgrown ruins cast in an eternal gloom of twilight and silvery blue moonlight surrounded by dark misty dead forests filled with thorny brambles. The longer one stays in Lost Hope, the more they forget their life and are filled with a sense of whimsy and entertainment provoking one to partake in an endless dance in the ruins of a grand castle, the ruins fading into luxury beyond imagination and bright light. There are rumored to be hidden passages to Lost Hope in forests in the realm of the living, where by passing through the gateway one becomes Undead, and thus not aging during their time in Lost Hope- if they can ever leave.
Key Location: Grand Parade. A massive ballroom within a massive (ruined) castle, it's the main focal point for the Dance Eternal and a form of status, those who dance in the Grand Parade despite its size are seen as greater than those who lack access and remain in the outer ruins.
Key Features: The Undead- The population is entirely undead. No living souls exist here, and most don't have souls at all, having given them to higher powers. Some literally are souls and spirits of the dead. Some do not know they are dead at first though they'd likely learn sooner or later depending on the mechanics of the district they found themselves in.
The Lifeless- The living cannot exist in Necropolis. They physically cannot enter if they try, and persistence or somehow entering regardless results in a death they cannot escape from.
The Boundaries- Each city-sized "District" has a "Boundary", a difficult to see or find border between one district and the next that seamlessly transitions one between districts into entirely new physical locations somewhere in the multiverse connected with one another across space and time. The boundaries prevent detection, including visible detection, and entry or exist by any unnatural means if one does not possess or is the originator of the Pact Mark. Natural means are: Dying and going to Necropolis. Being "Reaped" / "Claimed" by an individual with the Necropolitian authority to do so. Being granted official access.
Bypasses- Obviously there are ways to circumvent the Boundaries, allowing individuals to come and go from the physical location of the district itself rather than passing the boundary into another district.
The Scattered- Each district feels as though they are all connected and just a step away across a boundary, but each district is in fact scattered far and wide throughout the multiverse and different planes of reality.
The Timeless- Each district houses people of any number of different time periods, both because of a literal time difference but mostly the sheer fact that they'e literally been dead for or undead living in Necropolis for centuries and beyond.
The Hidden- Necropolis like any city has its secrets and it's dark alleys, but Necropolis is thick with the supernatural and literal vampires and monsters on top of being impossibly expansive and populated, there is always some mystery to be found, secrets to uncover.
The Guard- Necropolis like any city or state has a governing body headed by Eris, and a large force dedicated to maintaining order and control throughout. Referred to as Sanguinites the present day policing force wear vibrant red dominated uniforms with some black and gold. Specialized uniforms exist to accommodate different body types and needs as well as functions of different Sanguinites. They are at minimum the equivalent of B-rank, but with no upper maximum both for Sanguinites themselves or the resources they can bring to bare against threats.
The Possibilities- Necropolis is massive and has far more content than I could possibly write out, there are countless possibilities to your hearts content limited by your imagination.
https://i.imgur.com/Ubi7ATh.png Category Description: Gehenna Dominus would be located in the Grim Heresy subforum. Gehenna Dominus is an intense focal point of what could be described as primordial evil, but does not care about lines of morality. Brought into Earthland by Eris, the Gehenna Dominus orbits Earthland between it and the moon at its own pace and is linked to Necropolis's timeless roots.
Spoiler:
The Gehenna Dominus is a single flat plane of obsidian that stretches as far as the eye can see out in any direction from the center. A perfectly flat obsidian disk, covered in several inches of flowing blood that stays fresh and circulated out across the disk. It is surrounded on five sides by colossal vibrant red neon-like pentagrams that circle around the disk vertically to it, akin to the blades of a windmill. Four on each cardinal direction, and a fifth beneath the disk against the flat of its bottom surface. A more complex ritual circle in the same glowing force hovers in the dead center of the disk, always appearing to be the same size and face anyone who stands on the obsidian plane. It is surrounded by twelve human corpses that appear to be petrified in a circle, each kneeling around the symbol.
Functioning similar to Eris's own private residence, Eris is capable of manipulating the central glyph in order to control the environment on the disk, forming creations of bone, obsidian, flesh, and blood that rise up out of the disk to create landscapes and raise structures. Living beings can't be carried to the other side of the black mirror unless they don't register as existing, such as if frozen in time, allowing individuals encased in immortal ice to be stored beyond the Black Mirror like a powerful prison sentence. More importantly, the power radiating throughout the disk isn't just for show. While on the Gehenna Dominus, MP does not drain and the power/effectiveness of all "magic"/abilities by Eris or those with a Pact Mark is magnified by a factor of ten.
Standing upon the Gehenna Dominus is like standing on a sacrificial altar, the dark forces here render render gods mortal, stripping away any immunities or resistances regardless of source. Any ritual-based spell requiring a cast time works instantly here, and any divination-scrying type spell or effect works across Earthland, which appears to rotate "above" the disk. The Gehenna Dominus could be seen by the naked eye similarly to a moon in the sky, seeing the red pentagrams vibrant glow, but it remains shrouded (against all forms of detection) unless relevant for it not to be, and is capable of shrugging off Fiore's Etherion.
Unwelcome "guests" would feel the full effect of the vacuum of space, while welcome guests feel artificial gravity at their leisure and normal pressure, including air if needed.
The purpose of Gehenna Dominus other than functioning as a sanctum or retreat, is it's capacity to release a torrent of power down upon the surface of Earthland, altering weather patterns and the perception of the sky within a massive area (Assume whole location for the topic). ALL Those in the area have their magic and curse power increased by a factor of 10. Their HP, their shield strength, their damage, range, speed of attack, areas of effect, and buffs. Resistances are not buffed. Unless it's GH hosting or serving as the enemy of an event of some sort, requires permission of the GM and other topic participants OOC. The weather manipulation does not however, which can be used as an excuse for themes and flavor IC but no significant effects in combat. (Weather mages can override) Basically just an IC excuse to turn the dial up on the topic, for everyone.
https://i.imgur.com/FV1E0db.png Category Description: Pantheon Industries would be located in the Bosco subforum. Pantheon Industries, a cover of GH, hosts it's main HQ in a massive mining and industrial complex located on the moon with great hangars where massive cargo ships are loaded and shipped to Bosco and distant colonies at the forefront of travel between Earthland and the solar system.
Spoiler:
Description & Lore: Pantheon Industries is an overarching brand name for a GH-run company based out of Bosco but headquartered in an industrial complex located on the moon.
Key Features: Hangars & Loading Bays- Main entrances and exists for cargo and passengers.
Generator Field- An array of solar panels that provide supplemental power, but their usage is dual purpose as they generate the defensive barriers around the vicinity.
Control Tower- A communications hub managing coms with Earthland and incoming / outgoing ships, managing flights and information.
Offices- Traditional office space.
Server rooms- Multiple separated / spaced out server rooms.
Conference Hall- A large auditorium for the seating of site staff and visitors to be seated for events, stage area can be securely closed off to turn into a smaller meeting hall for corporate heads. Nearby cold and hot storage for catering.
Living Halls- Residential housing similar to apartments.
Recreation Halls- Areas for maintaining physical requirements. Has a track and field, with exercise equipment in separate rooms that have window views over the field.
Community Halls- Communal areas including cafeterias, couches, indoor games, and TVs.
Green Biomes- One larger biome and a few small versions scattered throughout the complex to provide "Natural environments", where one can walk on grass, see sky (artificial), trees, flowers. Fruit trees, berries, and vegetables can be grown in them. Most food is produced synthetically however, fabricated in vending machines and in the kitchens themselves.
Mine Shafts- The actual purpose of the complex, large industrial mine shafts burrow their way deep towards the moon's center with many branching levels extending horizontally with heavy machinery drilling throughout with research teams and miners. Sub-facilities are built in the depths, with many secret accesses.
Red Wing- The medical arm of the complex, with cutting edge facilities comparable only to the utmost care for the high class of Bosco's elite.
Defensive emplacements- There's a lot of value and funding put into this place, and being far away from Bosco it has its own defenses. From the barrier around it to the heavy cannons and missile arrays, and the electronic warfare housed in the control tower. Comparable to T5 military weapons.
https://i.imgur.com/zYtFURJ.png Category Description: Farcastle would be located in the Castles subforum. A unique castle built atop rocky cliffs on the farthest point on the eastern coast, just off the coast itself on a small island chain close enough to be connected by an incredibly long bridge that seems to stretch on forever, the castle seeming to take hours to get any closer... No matter what time you set foot on the bridge, it's nightfall by the time you reach the castle with a moon in the distance looming over it.
Spoiler:
Farcastle
Description: Farcastle is a segmented castle built upon a series of jagged cliffs that jut out over the sea from a larger primary island off the coast of Fiore, connected by a long stone bridge from the main island to the mainland.
This stone bridge is a wonder in and of itself, as it stretches over the horizon to the faint silhouette of the island in the castle. With a telescope, you can see the front of the castle from Fiore. The bridge is enchanted, similar to a trick hallway it will seem to continue on endlessly for the uninvited. Meanwhile it seems to disappear, along with the island, entirely if one does not take the bridge. Making it the only access. The bridge has three gate houses on both ends and in the middle, featuring guard posts, small rooms for temporary living quarters, two heavy steel gates each, openings for the pouring of boiling oil onto invaders, and levers that will collapse the proceeding segment of the bridge, lowering it into the sea. (Middle lowers the first half of the bridge, the last lowering the second half).
The island itself has a very small community but not an actual town, servicing the castle and guardsmen of the castle in theory.
An hidden effect prevents the activation of magic past the third gate house, except that worked by barers of the Pact Mark. Written invitations can be sent out that sync those who accept to the unique aura that permeates the island, thick with Eris's influence, that prevents them from being harmed by magic done there with or without a pact mark, and can make them vanish to safety if they feel sufficiently threatened.
Key features: The four quarters- • Fright- The first quarter. It has a large interior that serves for events. It has an interior with ornamental but functional balconeys that can be securely locked off for guards to man them and defend from invaders who break through the gate, without sacrificing the looks. Akin to a ballroom in the main central room. • Panic- A smaller second quarter containing primarily rooms for the servants and some inner guards. • Despair- A more elaborate third quarter used for fanciful things such as galleries and luxury rooms, including a marbled bath chamber you can swim in. • Terror- The last quarter where the lord of the castle and family sleep. The isolated tower- • Lost- A small tower on the final rock behind the last quarter. Hosts secret matters of the lord or lady of the castle and contains a vault.
The Undersea- Secret tunnels are networked throughout the Quarters, even so far as to be hidden under and in the side of the stone bridges, but also digging down through to tunnels beneath the rocks and beneath the waves. Deep underground are hidden dungeon chambers in a labyrinth of rock. Take one wrong turn and you'll find yourself mysteriously in The Veins, vanishing even to those who were just a step behind you as you rounded a corner, as described by the guild hall.
Last edited by Eris on 14th March 2017, 1:21 pm; edited 10 times in total
Category Description: Lying in Black Rose territory is a single, solitary cherry blossom forest. While it may look like a regular forest from afar, take a closer look and you’ll find out it’s anything but. These woods are home to many mysterious, powerful, and even dangerous creatures and spirits that can only be found here. Because of their exotic nature, and powerful magic affinity, beast tamers from all over the world travel to the forest in order to claim one of these animals for themselves. Rumor has it that it is easy to get lost in this forest, with stories of certain souls remaining trapped within, unable to find their way out. Best to have your guard up... else bad things happen…
Other Information: Like Lavanitir, can we get this Extension added to the main boards area? Also, could an admin please move Silver Moon Inn to be a Subboard of Rose Garden? It makes more sense for it to be there.
These were already bought; I'm just replacing them.
Username: Fairy Tail Guild Name: Fairy Tail Extension Level: Extension Level 2 Category Image: Category Description: Resthaven Board Location: Tetsukazu Off the coast of a large lake deep within the planet of Tetsukazu, rests a tiny island unseen by those not within Fairy Tail. This tiny island is a wilderness filled with immensely tall trees, vastly large bushes, and animals, reptilians, and insects of all kinds. It is here where the members of Fairy Tail may come to train and better themselves, as well as where exams can be held by the Aces and Guild Master. Traveling here is rather difficult, as it requires a boat in order to reach where the island is located at the center of the lake. From there, a member may dock on the island's shore, but they must be careful when traversing its dense forestry, for the species here are unkind. At the center of this tiny island is a massive willow tree, often called The Grandmother Willow by the Guild Master. Here is where the members of Fairy Tail can feel a deeper connection to their ancestors, the ethernano coursing through the island the mediator of the sensation.
Username: Fairy Tail Guild Name: Fairy Tail Extension Level: Extension Level 3 Category Image: Category Description: Voiceless Hills Board Location: Tetsukazu Deep within the lands of Tetsukazu is a valley of silence; nothing can be heard here, not even the chirps of crickets or the calls of birds. This landscape is an utter desolate area, where the only things that can be seen are scarce bushes and trees, or hear the occasional rock fall. No one knows what had become of the animals that had once lived here; if there had been any animals at all. What they do know is that the little valley is the perfect place for meditation and listening to one's thoughts they weren't able to listen to beforehand. It is another location in which it can be used for exams or training, even a small area dedicated to such a thing. The area within this valley is a rather large circle of training dummies, newly prepared as if no one had ever used them. In spite of the strangeness of this landscape, nothing is magical or important that would prevent outsiders from coming in.
Lord Frederik wrote:Username: Lord Frederick/Harrigan Guild Name: Pharoah's Call, Golden Gear, and the thing Aylia is in Extension Level: 2, 2, 2 Category Image: Up to them Category Description: Up to them
Gifting them each a level 2 extension for their guild because everything is going up for Freddy =D
Okay, approved.
Lynn wrote:Guild Name: Sabertooth # Of Guild Ace Slots You Are Purchasing: 3 Total Cost: 3,150,000
- The Sabertooth account will be paying for this, of course.
Okay, approved.
Eris wrote:Just saying, "Category Name" and "Placement" would be useful additions to the template.
https://i.imgur.com/QMhKtn9.png Category Description: Necropolis would be located in the Grim Heresy subforum. Necropolis is a massive metropolis that seems to go on forever where you can find ancient gothic architecture towards the oldest heart that fades through the different styles of the ages to the sci fi towers of Bosco's future depending on where you go. It is populated entirely by the undead, the living cannot survive here by any means. It cannot be accessed through the wakusei portals, but by a hellgate opened by someone baring a pact-mark on GH property or hidden access points.
Spoiler:
Description & Lore: Necropolis, the City of the Dead they say. This city houses countless undead beings throughout a large metropolitan expanse of districts that encompass a psuedodimensional plane. Rather than just sprawling out across space, the Necropolis sprawls out across layers of reality and time. Passing by district borders is a sheer and obvious difference, while being seamless, each district alone the size of an expansive city in and of themselves. The borders of each district mirror out endlessly making each district seem to continue on infinitely, hard to notice that the city beyond the border is just a mirroring, but passing the boundary reveals that the following district is new and distinct, finding ones self in an area with new architecture, city structure, and local population.
Each city-sized district of Necropolis hosts its own individual identity as each district was risen up by an for different cultures and time periods, allowing all residents to live in an eternity they are comfortable with, similar to their living lives, and the borders allow each district to avoid their views being interrupted by other districts jarring changes in themes. The transition may not even be noticeable, but each district is scattered across space and time, appearing in different locations entirely while still being a part of a unified whole.
Some districts are further divided, if not entirely cloned into separate districts, by race and not just culture. You might find an exact replica of another district, but find the inhabitants here composed mostly of wraiths as opposed to ghouls or vampires. Navigating the Necropolis is akin to navigating a multiverse of alterations and possibilities diverging out from the core concept city. Many believe that the true Necropolis is a district called Golgothica, which is depicted in the image above, and that all other districts are multidimensional replicas with changes and alterations due to how the city evolved differently to match the different styles of the individual settings.
Necropolis is historically run and managed by a shadowy influence called the Fell Masters who are felt but never seen as cosmic entities that exist on the scale of omnipotent gods who's gaze stretches beyond infinity and who's motivations and actions are subtle and stretched across eternity as gods before gods, a higher power above what mortals call gods, with few proxies that have acted on their behalf over the eons until they themselves become Fell Masters and the cycle begins anew. Their current proxy was created, risen, or birthed many millennia ago and has taken Necropolis under her wing, Eris.
Necropolis is not specifically Grim Heresy property and has no affiliation to the Cult of Sin, it has existed since the early days of sentient thought as a remnant of a multiverse before our own, a fragment of a shattered reality long past, the present reality not knowing what to do with it as it stands as a broken shard that cuts through its layers like a wound. As a result it often draws in, naturally and unnaturally through manipulation, the souls of the dead, torn away from their intended afterlives like a start drifting too close to a black hole.
Eris being the present authority over the city however, the city is open to Grim Heresy and the Cult of Sin. Long since before she came to Earthland many followers have found their afterlife here, establishing a strong presence in Necropolis that works separately to the standard channels of authority and control over the city.
Trillions and beyond claim home within Necropolis, each with their own long undead lives and personal goals and motivations to make their livelyhood here in this "city" that never sleeps. Countless individuals each with their own power struggles and sources of power, magic, curses, primordial influences. Necroplois is mystery and one could spend a thousand lives and never explore Necroplois fully.
A city of impossible size, a city of possibility and the supernatural, anything can happen, anything can be found.
Key Districts (Cities): • Golgothica: The "Central" district as seen in the image above, it is a very stone-crafted district full of gargoyles and gothic-victorian architecture with most individual buildings rivaling or exceeding the possibilities of human design in cathedrals, with most the buildings exceeding the height of modern human skyscrapers. It's the capitol district and houses a palace.
Key Location: Sempiternus Regia. The everlasting palace. One of the first structures to come into existence, the Sempiternus Regia is a palace almost as old as existence itself, formed by the first shadows cast against the face of creation by the then-formless entities representing fundamental forces and truths of mortality. It is from the Sempiternus Regia that Necropolis sprung, functioning like a magnet that stole the essence cast off upon the death of mortal souls and slowly growing in power and magnitude. It's an ancient palace that shares a gothic architecture externally but the further inward one travels the more alien the structure appears until the reality around you is unrecognizable.
• Lunasia: A sleeker modern district with a glassy domed sky with stars beyond... and a view of Earthland in an unknown time period. Lunasia is physically located on the moon itself, Gehenna Dominus is visible in the sky - or lack there of - of Lunasia. Though domed in, Lunasia is still hostile towards life forms like the rest of Necropolis.
Key Location: Academy of Artemisia. A massive academy campus full of on-site hangars and construction facilities with many shining buildings and towers containing facilities for education, training, storage, and housing. The Academy of Artemisia trains soldiers for combat effectiveness as well as providing general education in some wings, and teaches mechanics and pilots alike to work on, build, maintain, or to fight inside weapons of war... and zero-gravity training. Citizens of Albion Prime are often recruited and trained here, signing a contract carefully worded that grants them access and a subtle form of undeath that allows them to exist here in this extension of Necropolis.
• Paradisio: A glistening city white and light, Paradisio is modeled after interpretations of heaven. Make no mistake however, Paradisio is still a part of the Necropolis and as such is more similar to hell than heaven. Its white pristine halls are a facade and the golden masked creatures of this place are just as insidious as other classical demons and undead monsters.
Key Location: The Arcadian Gardens. An expansive and labyrinthine multilayered structure of gardens and clearings designed the the architects behind the Hanging Gardens wonder, reinvigorated and magnified through centuries of work and resources of Necropolis using mock-celestial material as seen throughout Paradisio. Marble, Ivory, gold, and elements unseen in the mortal world, with exotic Necropolitian lifeforms and Paradisio's quasi-celestial creatures to provide animal life in addition to the exotic gardens that are entirely formed of flesh, bone, and precious metals or gems mimicking life. Peace exists throughout the gardens, and it is physically impossible to produce violence. Regardless of immunities, resistances, or rank, no being can engage in violence within or towards the Arcadian Gardens.
• Nephothotept: A sunken city in a dark abyss, there is no light here but the soft glows of artificial or supernatural lighting, no sky to be seen and no air to breathe. There is only dark endless waters full of monstrous aquatic creatures. The city itself seems to be made of stone and is well paved with monuments and temples abound, pyramids and monoliths in dedication to the Fell Masters and Eris. Despite being underwater, the water is very clear with little distortion in the city limits itself, allowing one to walk and see fairly regularly, while those more inclined to swim do so unhindered either.
Key Location: Tartarus Gate. A truly massive gate set deep into the sea floor on the edge of Nephothotept, so large as to be nearly unrecognizable and set with a crater-like ridge around its edges and giant obsidian chains, the size of which an individual chain would tower over a castle tower. In the center of the door is a circular hole several miles across, though it is comparable to a key hole in the center of two giant castle doors as far as the Tartarus Gate is concerned. The whole seems to have an unnatural pull over it that draws anything swimming above it down into the endless abyss below the Gate. Getting too close to the hole has a similar effect, preventing anyone from approaching. Anything that enters the hole never escapes. Even H-rank mages with H-rank effects and beyond cannot resist the pull, which prevents the use of portals, gates, teleportation, bodies, or other movement effects, if they get within 15 meters of the sides, or 600 meters above the hole. An oppressive primordial aura prevents any effect from "Scrying" or divining what is inside the Tartarus Gate. Wish-granting Pact Magic of Eris specifically is the only force that can free one who falls inside, provided someone wants to pay the price to wish for their freedom. Even then, Eris needs to sacrifice other souls into the Gate, otherwise doom chases the beings that escape as well as Eris herself.
• Agarthon: A vibrant city with a wide open sky and clear air, Agarthon is an unnatural echo of a legendary city. Argathon physically resides within a hollow earth in an alternate reality, the landscape here can be seen curling up over and away into the distances. Being a part of Necropolis however, as you might imagine there is no true life. However, it is full of necrotic alternatives. Plants of twisted flesh and bone, rivers of blood, and undead false fauna. The city here is a bustling steam and magic powered industrial society with copper, gold, and iron integrated into the towers and streets themselves.
Key Location: The Clockwork Observatory. A giant clockwork tower in the center of the city, set in a distinct sheer-faced pit where the tower continues downward. The tower is surrounded by gears and mechanics that shift, move, and drive giant lenses and telescopic shafts the size of towers in their own rights. No bottom can be seen when peering down from the safety-bar lined edge. The tower appears to continue on into the sky until it breaches through a similar hole on the far side of the hollow-earth.
Inside of the Clockwork Observatory one finds an endless labyrinth of books and shelves, with multiple layers even on individual floors and chambers of the Clockwork Observatory. The entire tower itself in constant motion, turning and shifting, always evolving and moving entire rooms and parts of rooms. Only the Old Master and the Automatrions have an understanding of the patterns and machinations of the tower. A central hollow shaft penetrates down through the core of the tower allowing space for machinery and optics. Many individual chambers exist wherein one can make use of the optics to look out upon Agarthon itself, or to other parts of the Clockwork Observatory itself. Only one hidden chamber allows one to make use of the full scope of the Clockwork Observatory however, a powerful optic said to peer across spacetime, or view down to the smallest building block of reality to achieve a similar effect. Offshoots of the main chamber exist and are used by Automatrions to peer through time and space to seek out and find knowledge and books that get written or copied and stored in the ever growing library. It is rumored that the lenses of the Observatory were crafted using the waters of the River Acheron.
• Shangarl-Raht: A burning barren desert landscape of shifting sands that surrounds a densely populated sandstone and black granite city lavished with gold and precious metals from Hadeonnius with great domed buildings, tall walls, paved streets and a network of raised aqueducts that run throughout the city. Given the undead nature, water is not necessary, and instead the aqueducts run with rich bloodwine formed from fleshy fruits that grow with skeletal leaves on spine-stalks in the gardens that dot the city often on the rooftops of buildings or private gardens and underground enclosures.
Key Location: Sands of Time. The desert surrounding Shangarl-Raht is an ever shifting and flowing mass that rises and falls like the waves of an ocean. In the valleys and dips of the sand flows artifacts and ruins from throughout human history throughout all worlds and civilizations, appearing and disappearing beneath the waves, even in the same spots. It is said that these sands can be used to power time-related artifacts designed to harness the properties within this gold-flecked sand.
• Perdavistus: An isle lost to time, a mountains ring shaped island in the center of the Lost Isles. It is said that ships lost at sea often find themselves slipped between the folds of spacetime to drift into Perdavistus, becoming trapped by the raging maelstroms surrounding the calm central waters surrounding the ring island. Inside the ring island is a mountainous network of ships stacked upon each other forming a great and largely singular structure, with walls taken out here and there to form larger rooms and more. Sailors, marines, merchants, and pirates alike populate Perdavistus, and newcomers slowly come to grips with the fact that they have died and are in a form of purgatory, unable to reach the Boundary to explore the rest of Necropolis, a dangerous task to pass the whirlpools. Occasionally visitors from beyond the Boundary make there way through, and ferry away those who pay passage when they leave.
Key Location: The Lost Isles. A series of islands that have dislocated timestreams, each island having a different flow of its own. To step foot on one could lead to centuries, even millennia passing before you can turn around. Fortunately, the seas around the lost isles are nearly as dangerous, as the waters are disturbed by the shifting time flows producing intense maelstroms, whirlpools the size of islands themselves, constantly spinning like a sea of large and small gears. It is said that there is only a faint path that can be navigated by a small rowboat if taken exactly right that will lead one to the isles, necessary as flying over the whirlpools results in a strange force pulling one in out of the sky.
• Infernatus: A burning city district located in a fiery hellscape, Infernatus is primarily built using obsidian, bone, and flesh. The undead here are far more demonic in nature and are the chaotic horrors you'd find at the site of sacraficial rituals and bloodbaths, the sort of horrors you'd see angels war against.
Key Location: Barathrum. An infernal valley of bone, blood, and fire. Once inside this valley all sense of direction is lost. In the center of the valley is a lake of fire bringing unimaginable pain, in the center of which is the Tower of Barathrum- A labyrinth-like dungeon that stretches high into the clouds and cuts through the different layers of reality on its own independent of the Infernatus district, seeming to continue on for infinity, the tower itself growing alien the higher it stretches. Inside the Tower one can find all manner of mysteries and environments, a prison without walls. Though there are plenty of dungeon cells and chains to be had and made use of, they aren't even needed.
• Hadeonnius: A marble and granite city in a stoney cavernous landscape full of riches and gold veins, gemstones and other precious resources. Hadeonnius has a high population of spirit type undead but not exclusive to such. The architecture here resembles that of ancient Greece and the roman empire.
Key Location: The Five Rivers. Five rivers that run throughout Hadeonnius; one of Blood, one of Souls, one of Water, one of Fire, and one of Twilight. (Whenever "Drinking" is mentioned, submersion can be used instead.)
Cocytus the river of sorrow runs with blood. Drinking of Cocytus bestows the immortality of undeath in the form of Vampyrism at the cost of Humanity and soul. (The soul becomes Eris's, and a bond is formed with Eris as master, but it is not as strong as a Pact. This is akin to a fledgling vampire being compelled to serve and obey their sire). Those who drink of Cocytus will find themselves automatically returning to (un)life in a font/pool drawn from its waters in the Temple of the Undying or other Grim locations when slain, same as Pact-made undead.
Styx the river of lamentation composed of souls. Drinking of the Styx bestows invulnerability, at the cost of a mortal weakness and their soul belonging to Eris and when they do die, ending up in Eris's afterlife.
Phlegethon, the river of penance composed of fire. Drinking of Phlegethon bestows mortality tainting the unliving and immortal with life at the cost of pain and weakness that mortality brings.
Lethe river of oblivion that flows with clear waters. Drinking of Lethe bestows innocence at the cost of experience, cleansing the mind of all memory and the body of all addiction and physical desire until re-learned.
Acheron the river of hate that flows with ethereal twilight as a starry sky. Drinking of Acheron bestows Knowledge at the cost of Power. It reveals the hearts desires and the secrets of reality and of others, but renders one powerless to stop or intervene in the knowledge they have gained and the events that may be revealed. Drinking of Lethe after Acheron returns power at the cost of knowledge.
• Sovnglade: A frosty city that sits atop a snow capped mountain but is itself free of snow, full of false-life akin to Agarthon but looking more comparable to the natural versions. Sovnglade has a landscape spotted with the bones of colossal monsters, with giant bones being integrated into the black and dark red wood used in the creation of the buildings here. Spine bridges extend out from the central peak of the mountain to connect to floating offshoots surrounding it to add more landmass upon which to build large longhouses and residencies.
Key Location: Yggdrasil. An ivory tree with blood red leaves that grows gems like fruit, it's massive and located in the very center of Sovnglade at the top of a central peak in the middle of the surrounding valley that drops off down the rest of the mountains. Its roots, and indeed much of its actual trunk itself, extends through the mountain itself, branches protruding out the mountainside and forming smaller trees where they protrude. Branches vines of it spider out throughout the land, even wrapping under and through the spine-bridges to the many floating islands surrounding the peak upon which city districts were built, keeping the central mountaintop free of the city's expansion. Yggdrasil is large enough to walk across its branches with room to spare, and its main tree/protrusion at the center of Sovnglade dwarfs even modern skyscrapers, with many tunnels and networks throughout its trunk allowing one to walk and travel, tunnels that appear to be akin to veins, and have a fleshy surface, the ivory "Bark" of the tree being like an exoskeleton.
Traveling through the Veins can lead one anywhere, even walking back the way one came can reveal new places, requiring guides or a higher understanding of the 'tree' to keep you from losing your way. It's Veins and branches penetrate through the layers of reality with and independent of the different Boundaries of Necropolis itself. Veins and Branches can lead one far and wide, including beneath the Temple of the Undying itself in Earthland.
• Vermez'cunis: An interesting location located deep deep deep in a gargantuan cavern that seems to fall endlessly down, a single great plateau risen in the center of it all dozens of miles wide that hosts a crater in the center of that, a city built up around the rings and in the cliff sides around it. The city is made out of a hard wood-like mushroom that continues to live after processed, healing itself and spreading a soft white cloud that wafts off, the clouds flowing over the city and off the sides giving one a sense of fulfillment and uplifting peace.
Key Location: Cradle of Worms. The crater in the center of the city, it is full of a mystical species of worm that has a wide variety of mutations and colorations. The worms eat the unique mushroom that grows in Vermez'cunis and process it into a psychedelic and highly addictive substance that coats their bodies like a film that Grim Heresy uses as an ingredient in the creation of Delirium. The substance produces an intense sense of euphoria and arousal, removing inhibition and replaces the sense of pain with pleasure, and inducing satisfaction eliminating appetite. The Delirium created by GH functions the same but concentrated to the point that once swallowed it works in moments, does not eliminate appetite, and causes immediate addiction, as though exposed to the worms for over an hour all in one instance. Women are often sacrificed to the Cradle and allowed to return after one hour. Few people are willing or able to return, and remain in the Cradle none the wiser, used to help the ecosystem within the crater.
• Lost Hope: A ruinous location where the majority of the buildings are overgrown ruins cast in an eternal gloom of twilight and silvery blue moonlight surrounded by dark misty dead forests filled with thorny brambles. The longer one stays in Lost Hope, the more they forget their life and are filled with a sense of whimsy and entertainment provoking one to partake in an endless dance in the ruins of a grand castle, the ruins fading into luxury beyond imagination and bright light. There are rumored to be hidden passages to Lost Hope in forests in the realm of the living, where by passing through the gateway one becomes Undead, and thus not aging during their time in Lost Hope- if they can ever leave.
Key Location: Grand Parade. A massive ballroom within a massive (ruined) castle, it's the main focal point for the Dance Eternal and a form of status, those who dance in the Grand Parade despite its size are seen as greater than those who lack access and remain in the outer ruins.
Key Features: The Undead- The population is entirely undead. No living souls exist here, and most don't have souls at all, having given them to higher powers. Some literally are souls and spirits of the dead. Some do not know they are dead at first though they'd likely learn sooner or later depending on the mechanics of the district they found themselves in.
The Lifeless- The living cannot exist in Necropolis. They physically cannot enter if they try, and persistence or somehow entering regardless results in a death they cannot escape from.
The Boundaries- Each city-sized "District" has a "Boundary", a difficult to see or find border between one district and the next that seamlessly transitions one between districts into entirely new physical locations somewhere in the multiverse connected with one another across space and time. The boundaries prevent detection, including visible detection, and entry or exist by any unnatural means if one does not possess or is the originator of the Pact Mark. Natural means are: Dying and going to Necropolis. Being "Reaped" / "Claimed" by an individual with the Necropolitian authority to do so. Being granted official access.
Bypasses- Obviously there are ways to circumvent the Boundaries, allowing individuals to come and go from the physical location of the district itself rather than passing the boundary into another district.
The Scattered- Each district feels as though they are all connected and just a step away across a boundary, but each district is in fact scattered far and wide throughout the multiverse and different planes of reality.
The Timeless- Each district houses people of any number of different time periods, both because of a literal time difference but mostly the sheer fact that they'e literally been dead for or undead living in Necropolis for centuries and beyond.
The Hidden- Necropolis like any city has its secrets and it's dark alleys, but Necropolis is thick with the supernatural and literal vampires and monsters on top of being impossibly expansive and populated, there is always some mystery to be found, secrets to uncover.
The Guard- Necropolis like any city or state has a governing body headed by Eris, and a large force dedicated to maintaining order and control throughout. Referred to as Sanguinites the present day policing force wear vibrant red dominated uniforms with some black and gold. Specialized uniforms exist to accommodate different body types and needs as well as functions of different Sanguinites. They are at minimum the equivalent of B-rank, but with no upper maximum both for Sanguinites themselves or the resources they can bring to bare against threats.
The Possibilities- Necropolis is massive and has far more content than I could possibly write out, there are countless possibilities to your hearts content limited by your imagination.
https://i.imgur.com/Ubi7ATh.png Category Description: Gehenna Dominus would be located in the Grim Heresy subforum. Gehenna Dominus is an intense focal point of what could be described as primordial evil, but does not care about lines of morality. Brought into Earthland by Eris, the Gehenna Dominus orbits Earthland between it and the moon at its own pace and is linked to Necropolis's timeless roots.
Spoiler:
The Gehenna Dominus is a single flat plane of obsidian that stretches as far as the eye can see out in any direction from the center. A perfectly flat obsidian disk, covered in several inches of flowing blood that stays fresh and circulated out across the disk. It is surrounded on five sides by colossal vibrant red neon-like pentagrams that circle around the disk vertically to it, akin to the blades of a windmill. Four on each cardinal direction, and a fifth beneath the disk against the flat of its bottom surface. A more complex ritual circle in the same glowing force hovers in the dead center of the disk, always appearing to be the same size and face anyone who stands on the obsidian plane. It is surrounded by twelve human corpses that appear to be petrified in a circle, each kneeling around the symbol.
Functioning similar to Eris's own private residence, Eris is capable of manipulating the central glyph in order to control the environment on the disk, forming creations of bone, obsidian, flesh, and blood. More importantly, the power radiating throughout the disk isn't just for show. While on the Gehenna Dominus, MP does not drain and the power/effectiveness of all "magic"/abilities by Eris or those with a Pact Mark is magnified by a factor of ten.
Standing upon the Gehenna Dominus is like standing on a sacrificial altar, the dark forces here render render gods mortal, stripping away any immunities or resistances regardless of source. Any ritual-based spell requiring a cast time works instantly here, and any divination-scrying type spell or effect works across Earthland, which appears to rotate "above" the disk. The Gehenna Dominus could be seen by the naked eye similarly to a moon in the sky, seeing the red pentagrams vibrant glow, but it remains shrouded (against all forms of detection) unless relevant for it not to be, and is capable of shrugging off Fiore's Etherion.
Unwelcome "guests" would feel the full effect of the vacuum of space, while welcome guests feel artificial gravity at their leisure and normal pressure, including air if needed.
The purpose of Gehenna Dominus other than functioning as a sanctum or retreat, is it's capacity to release a torrent of power down upon the surface of Earthland, altering weather patterns and the perception of the sky within a massive area (Assume whole location for the topic). ALL Those in the area have their magic and curse power increased by a factor of 10. Their HP, their shield strength, their damage, range, speed of attack, areas of effect, and buffs. Resistances are not buffed. Unless it's GH hosting or serving as the enemy of an event of some sort, requires permission of the GM and other topic participants OOC.
Are these still works in progress or ready to be purchased and updated?
Elyx Reiaki wrote:Guild Name: Golden Phoenix # Of Guild Ace Slots You Are Purchasing: 1 Total Cost: 1,050,000
Okay, Approved.
Izayuki wrote:
Username: Izayuki
Guild Name: Black Rose
Extension Level: Four! 600,000 Jewels!
Category Image:
Category Description: Lying in Black Rose territory is a single, solitary cherry blossom forest. While it may look like a regular forest from afar, take a closer look and you’ll find out it’s anything but. These woods are home to many mysterious, powerful, and even dangerous creatures and spirits that can only be found here. Because of their exotic nature, and powerful magic affinity, beast tamers from all over the world travel to the forest in order to claim one of these animals for themselves. Rumor has it that it is easy to get lost in this forest, with stories of certain souls remaining trapped within, unable to find their way out. Best to have your guard up... else bad things happen…
Other Information: Like Lavanitir, can we get this Extension added to the main boards area? Also, could an admin please move Silver Moon Inn to be a Subboard of Rose Garden? It makes more sense for it to be there.
Approved, and added.
Fairy Tail wrote:
These were already bought; I'm just replacing them.
Username: Fairy Tail Guild Name: Fairy Tail Extension Level: Extension Level 2 Category Image: Category Description: Resthaven Board Location: Tetsukazu Off the coast of a large lake deep within the planet of Tetsukazu, rests a tiny island unseen by those not within Fairy Tail. This tiny island is a wilderness filled with immensely tall trees, vastly large bushes, and animals, reptilians, and insects of all kinds. It is here where the members of Fairy Tail may come to train and better themselves, as well as where exams can be held by the Aces and Guild Master. Traveling here is rather difficult, as it requires a boat in order to reach where the island is located at the center of the lake. From there, a member may dock on the island's shore, but they must be careful when traversing its dense forestry, for the species here are unkind. At the center of this tiny island is a massive willow tree, often called The Grandmother Willow by the Guild Master. Here is where the members of Fairy Tail can feel a deeper connection to their ancestors, the ethernano coursing through the island the mediator of the sensation.
Username: Fairy Tail Guild Name: Fairy Tail Extension Level: Extension Level 3 Category Image: Category Description: Voiceless Hills Board Location: Tetsukazu Deep within the lands of Tetsukazu is a valley of silence; nothing can be heard here, not even the chirps of crickets or the calls of birds. This landscape is an utter desolate area, where the only things that can be seen are scarce bushes and trees, or hear the occasional rock fall. No one knows what had become of the animals that had once lived here; if there had been any animals at all. What they do know is that the little valley is the perfect place for meditation and listening to one's thoughts they weren't able to listen to beforehand. It is another location in which it can be used for exams or training, even a small area dedicated to such a thing. The area within this valley is a rather large circle of training dummies, newly prepared as if no one had ever used them. In spite of the strangeness of this landscape, nothing is magical or important that would prevent outsiders from coming in.
Which two did you wish to replace, the fairy hills and the island correct? And you wanted the boards added to the Fairy tail section, or did you want them added to the wakusei portal, or did you want them added to both?
The board location states where the boards should go and I'm replacing the Tenroujima Island and Fairy Hills boards.
That Adopted Kid wrote:
Fairy Tail wrote:
These were already bought; I'm just replacing them.
Username: Fairy Tail Guild Name: Fairy Tail Extension Level: Extension Level 2 Category Image: Category Description: Resthaven Board Location: Tetsukazu Off the coast of a large lake deep within the planet of Tetsukazu, rests a tiny island unseen by those not within Fairy Tail. This tiny island is a wilderness filled with immensely tall trees, vastly large bushes, and animals, reptilians, and insects of all kinds. It is here where the members of Fairy Tail may come to train and better themselves, as well as where exams can be held by the Aces and Guild Master. Traveling here is rather difficult, as it requires a boat in order to reach where the island is located at the center of the lake. From there, a member may dock on the island's shore, but they must be careful when traversing its dense forestry, for the species here are unkind. At the center of this tiny island is a massive willow tree, often called The Grandmother Willow by the Guild Master. Here is where the members of Fairy Tail can feel a deeper connection to their ancestors, the ethernano coursing through the island the mediator of the sensation.
Username: Fairy Tail Guild Name: Fairy Tail Extension Level: Extension Level 3 Category Image: Category Description: Voiceless Hills Board Location: Tetsukazu Deep within the lands of Tetsukazu is a valley of silence; nothing can be heard here, not even the chirps of crickets or the calls of birds. This landscape is an utter desolate area, where the only things that can be seen are scarce bushes and trees, or hear the occasional rock fall. No one knows what had become of the animals that had once lived here; if there had been any animals at all. What they do know is that the little valley is the perfect place for meditation and listening to one's thoughts they weren't able to listen to beforehand. It is another location in which it can be used for exams or training, even a small area dedicated to such a thing. The area within this valley is a rather large circle of training dummies, newly prepared as if no one had ever used them. In spite of the strangeness of this landscape, nothing is magical or important that would prevent outsiders from coming in.
Which two did you wish to replace, the fairy hills and the island correct? And you wanted the boards added to the Fairy tail section, or did you want them added to the wakusei portal, or did you want them added to both?
These extensions have already been bought, I'm simply having them remade and moved elsewhere.
Username: Savage Skull Guild Name: Savage Skull Extension Level: 1 Category Image:
Category Description: Board Location: Savage Skull
Not many are aware of this room's existence, but only those of the guild, itself, are able to know where it is and how to get in. This room is neither a stagnated or dull place, rather it is a never-ending room, in which its appearance is ever-changing for those who enter it. It is a room that was designed for the bettering of the guild members, where they can train and power themselves up, prepare for war. Here is also where the Third Woe or any of the Four Horsemen are allowed to proctor exams and otherwise test members of the guild. However, it is not a requirement that members of the guild use this room, though instead it is useful for passing time. Remember that upon one entering the room, it may not always look the same for someone who follows in after them. The chamber was designed to confuse and challenge the members of the guild to see just how strong and resilient they are.
Username: Savage Skull Guild Name: Savage Skull Extension Level: 1 Category Image:
Category Description: Board Location: Savage Skull
A rather strange name for such a ghastly guild as is, but this oddly named room is considered to be the "throne room" of the crypt. Here is where the members of the guild can find the Third Woe, and where the Four Horsemen and the Third Woe converse guild plans. It's a large room that consists of endless amounts of Corinthian pillars with a small mount in the center where a thrown resides. Anyone is allowed to access this room, not just the members of the guild, but also visitors of the guild as well. However, this room is set up with a surmount of traps, all of which are random and one must bypass in order to reach the throne. In this room is also where the guild members can locate the guild pet, forever hiding in the shadows of the pillars and throne. Careful upon entering this room, as it is only for the Four Horsemen and the Third Woe that the traps do not trigger and the guild pet does not attack.
Username: Savage Skull Guild Name: Savage Skull Extension Level: 3 Category Image:
Category Description: Board Location: Darkwell
Found harboring in the depths of the town of Darkwell is a cryptic and chilling graveyard the undead and nightly creatures wander in. Designed for those to grieve the loss of their loved ones or to remember those who have passed away, it is not a safe place to be alone. Various creatures of the night roam this area, from the cliché zombie with outstretched arms to the blood-sucking vampire who's afraid of day. An almost endless and eternal fog continuously hovers this land, forever hiding away sight of the ground below one's feet. In spite of the dark matters that undergo in the graveyard, this small section of Darkwell's town is the true location in which Savage Skull resides. Here is where the towering crypt of the guild can be seen, looming in the distance like a castle over a city of buildings. Constant moans and groans always fill the air, a deterrent for those who attempt to break into the crypt of Savage Skull.
Username: Savage Skull Guild Name: Savage Skull Extension Level: 3 Category Image:
Category Description: Board Location: Villages
Located on the outskirts of Spooky Forest is a strange and awfully silent town, so quiet it's rumored to be a ghost town by those in Fiore. However, life does blossom here, in the form of wanton magi and criminals who could find no place to harbor under safe eyes. The town is a rustic and rather old village, many of the buildings being rundown or simply in ruins from lack of attention. Trees and bushes are often seen as dead and rotting, the grass always an ugly brown and crisp beneath one's boots. While quiet and more haunting in appearance than any other place, the occasional flicker of a figure can be seen out of the corner of one's eye. Careful wandering here, though, as despite the estranged and ghastly look of the town, here is where monsters live beneath beds. Here is where the fabled guild of Savage Skull resides, hiding in the shadows, waiting for the right moment to strike.
The pet was already bought; however, I'm simply remaking it.
Guild Name: Savage Skull Pet Type: Offensive Pet Description: Upon entering the room that homes the Beast of Burden, one will begin to feel the sense of dread, as if something in the room is their impending doom. The Beast of Burden is a solitary beast, never appearing before a person, always watching from the shadows of the room. Glowering, red eyes blink eerily from within the shadows, but seemingly disappear if a person comes too close to them. A soft and low sound that mimics a threatening growl may be heard upon someone entering and moving into the depths of the room. Heavy breaths of a large beast moving may be felt, as the person moves deeper, upon the back of their neck, but turning around is futile. Claws will be heard scratching against the ground as the beast moves around, coming and going, but sounding as if they come from everywhere. Their skin will crawl and a person will never feel safe in the room, not even those who live with the beast in the guild.
The beast does not hunt its prey in the open, preferring to prey upon the unsuspecting victim from the shadows of the surroundings. Yet, a shrill howl may be heard echoing in the distance, signifying that there is something chasing or following them along their path. They will never see it, only feel its presence, ever-wondering here it could be and what it is planning for its next attack. An aggressive creature, the Beast of Burden is known for even attacking its own guild members and master, both tamed and untamed. If a glimpse is ever caught of the beast, a person will feel perpetual fear at the very sight of its sizely body moving around the area. It stands valiantly at a height similar to a two- or even three-story home, but is slender, menacing, and muscular all at once. A paw of the beast could easily swat away a human being, causing sever or even fatal damage to the person or animal attacked.
However, the soft sound of rattling chains can be hear as the beast moves, as if it is always chained and on a leash. It does not have any fur, the only protection it has is the black, leathery skin on its back, matching the feel and toughness of a dragon’s hide. Armor rattles against its body, the only added protection that the beast as than the skin that tightly covers its body. Sharp and piercing spikes rest precariously on its tail, dragging eerily along the ground, too heavy for the beast to lift up all the time. This scraping sound can be heard on flooring of either stone, marble, or otherwise as a spine-chilling sound that would easily drive anyone insane. Saliva drips grossly down its maw, pooling to the ground in large puddles, as if it is always salivating at delicious-looking food. Gnarled, yellowed teeth can be seen from a grotesque smile, sharp and nightmarish in appearance, but strong enough to pierce through metal, like a shark. Pet Physical Appearance:
Pet Abilities:
Know Thy Sins:
Name: Know Thy Sins Rank: S Type: Area of Effect, Damage Over Time, Holy, Offensive Duration: 9 posts Cooldown: 10 posts Description: A wispy and shadow-like aura envelops the Beast of Burden until the shadows begin to outstretch in all possible directions around it. The shadows come in waves, reaching out in varying meters of twenty-five (25) at the start, fifty (50) meters on the second go, seventy-five (75) meters on the third go, and one-hundred (100) meters on the fourth go. These waves repeatedly extend themselves outward over the duration of the ability, until everyone in a one-hundred (100) meter diameter has received all possible damage. To the people surrounding the Beast of Burden, they will see these waves of shadows as ripples along the ground from the place the beast stands. Anyone who is caught in the twenty-five meter diameter will receive 50% of S-rank damage on the initial hit and 25% for every pulsation after until the ability’s duration ends. Those who are within fifty (50) meters of the shadows will receive 37.5% of S-rank damage on the initial blow and 18.75% on every pulse after. People at the seventy-five (75) meter mark will only receive 25% of S-rank damage on the first strike and 12.5% of S-rank damage for every pulsation after. At the one-hundred (100) meter mark, all physically possible entities receive 12.5% of S-rank damage and only 6.25% for every pulsation thereafter. Damage then equates to 2.5x at epicenter, 1.875x at fifty (50) meters, 1.25x at the seventy-five (75) meter mark, and .625x S-rank damage at one-hundred (100) meters. Strengths:
Damage that is dealt to a player varies, but everyone that is located within one-hundred (100) meters of where the Beast of Burden stands will receive damage regardless
The spell is an agonizingly painful experience, in which those affected by the ability will find themselves reliving their sins
While there are no exact side effects to the ability, it has a wide enough range to affect a large amount of people in one area
Weaknesses:
Despite affecting a large range of people in a given area, the ability has an array of damage output that is reduced the farther a person is away
As the ability deals quite a lot of damage without any buffs or outside help, there are also no side effects to the ability
The ability, in itself, can be seen by the naked eye as a continuous wave of shadows that affect a given area, allowing people to easily avoid it
Since the shadows are Holy, only Demon Slayers are capable of consuming the effects of the ability and entirely negating it
Redemption:
Name: Redemption Rank: S Type: Area of Effect, Damage Over Time, Holy, Offensive Duration: 9 posts Cooldown: 10 posts Description: Gathering at the maw of the Beast of Burden comes a piercing light, a small spherical shape that grows in size over a set duration. On the first post, the Beast of Burden draws from within its surroundings the light that has gathered, warping in toward its mouth like that of Slayer consuming their element. The more the light is gathered, the larger the sphere becomes, growing and growing over the next four (4) posts until the sphere fires off. Upon the sphere bursting into an array of white light, all those that are caught within a one-hundred (100) meter diameter receive damage. At the twenty-five (25) meter mark and closer, opponents will receive 50% of S-rank damage on the first strike, and 50% for every post after. Those that are at the fifty (50) meter mark receive 37.5% of S-rank damage, with a continuous 37.5% for the next four (4) posts. Anyone at the seventy-five (75) meter distance receive 25% of the initial S-rank damage, with 25% of damage being received in the remaining posts. All those who are at the one-hundred meter mark receive 12.5% of S-rank damage on the first strike, and 12.% for every post after. Strengths:
In spite of the damage varying on where a person stands within the range of the Beast of Burden, those caught in it, all receive damage
The blast of light has a large range of attack, allowing for a surmount of people to be affected in one go rather than only a few
Damage is dealt over a course of a few posts, with the charge-up allowing for the damage to be dealt more in one go
Weaknesses:
Everyone is affected by the ability, this means that even those that are allied with the Beast of Burden can be injured by the light
As this light is holy and an element, Demon Slayers of the same element are capable of consuming it and negating the effects
Due to the large amount of damage that the ability deals, there are no other side effects other than pure damage occurring
Being a holy ability, this ability also receives more damage from its opposite element or can be entirely negated by it
Salvation:
Name: Salvation Rank: S Type: Area of Effect, Damage Over Time, Holy, Offensive Duration: 9 posts Cooldown: 10 posts Description: The ground begins to rumble and shake, the skies begin to cloud over and darken, as if a massive storm has started to brew in the Heavens above. A sense of dread fills all of those within a one-hundred (100) meter diameter that are equal to or lower in rank to the ability. At the center of the turmoil is the Beast of Burden, its head stretched upward to the sky, its jaw cracked apart in a howl-like form. From the maw of the beast comes a mist-like substance of light, engulfing the entire area around the beast until no one of equal to or lower in rank to the ability can see. It remains like this for a single post, until a deafening boom echoes from the skies and the light washes out at a rate of one-hundred meters per second (100 m/s), the force strong enough to stun everyone of equal to or lower in rank to the ability for one (1) post. All of those in the area of twenty-five (25) meters from the beast or closer receive 50% of S-rank damage on the first post, and 25% of S-rank damage for every post after. People at the fifty (50) meter mark receive 37.5% of S-rank damage on the initial blow, with 18.75% for every post after the first Those at the seventy-five (75) meter mark receive 25% of S-rank damage on the first blow and 12.5% for every post thereafter. For those at the one-hundred (100) meter mark, receive 12.5% of S-rank damage on the initial hit and 6.25% for every post after the initial. Strengths:
Damage is varied dependent on where the person stands, but everyone in the range of the Beast of Burden receive some kind of damage
At the beginning of the ability, all those of equal to or lower in rank to the ability receive a blind that lasts for one (1) post
On the second post of the ability, those equal to or lower in rank to the ability receive a stun that lasts for one (1) post
Weaknesses:
All those who are within one-hundred (100) meters of the Beast of Burden find themselves affected by the ability, including allies
As the ability is made from Holy Light, Demon Slayers of the same element are capable of consuming and negating its effects
Since the Beast of Burden is the epicenter of the attack, it will always receive 50% of the damage the ability is capable of dealing at the epicenter
Because the Beast of Burden is the epicenter of the attack, it will also receive both the blind and the stun on each post they occur
Also, basing this off of the post on the first page of the thread from Lord Frederik, SS has 5 Aces, so I would like to sell one slot back, as 5 is a bit excessive for the theme it has right now.
These extensions have already been bought, I'm simply having them remade and moved elsewhere.
Username: Savage Skull Guild Name: Savage Skull Extension Level: 1 Category Image:
Category Description: Board Location: Savage Skull
Not many are aware of this room's existence, but only those of the guild, itself, are able to know where it is and how to get in. This room is neither a stagnated or dull place, rather it is a never-ending room, in which its appearance is ever-changing for those who enter it. It is a room that was designed for the bettering of the guild members, where they can train and power themselves up, prepare for war. Here is also where the Third Woe or any of the Four Horsemen are allowed to proctor exams and otherwise test members of the guild. However, it is not a requirement that members of the guild use this room, though instead it is useful for passing time. Remember that upon one entering the room, it may not always look the same for someone who follows in after them. The chamber was designed to confuse and challenge the members of the guild to see just how strong and resilient they are.
Username: Savage Skull Guild Name: Savage Skull Extension Level: 1 Category Image:
Category Description: Board Location: Savage Skull
A rather strange name for such a ghastly guild as is, but this oddly named room is considered to be the "throne room" of the crypt. Here is where the members of the guild can find the Third Woe, and where the Four Horsemen and the Third Woe converse guild plans. It's a large room that consists of endless amounts of Corinthian pillars with a small mount in the center where a thrown resides. Anyone is allowed to access this room, not just the members of the guild, but also visitors of the guild as well. However, this room is set up with a surmount of traps, all of which are random and one must bypass in order to reach the throne. In this room is also where the guild members can locate the guild pet, forever hiding in the shadows of the pillars and throne. Careful upon entering this room, as it is only for the Four Horsemen and the Third Woe that the traps do not trigger and the guild pet does not attack.
Username: Savage Skull Guild Name: Savage Skull Extension Level: 3 Category Image:
Category Description: Board Location: Darkwell
Found harboring in the depths of the town of Darkwell is a cryptic and chilling graveyard the undead and nightly creatures wander in. Designed for those to grieve the loss of their loved ones or to remember those who have passed away, it is not a safe place to be alone. Various creatures of the night roam this area, from the cliché zombie with outstretched arms to the blood-sucking vampire who's afraid of day. An almost endless and eternal fog continuously hovers this land, forever hiding away sight of the ground below one's feet. In spite of the dark matters that undergo in the graveyard, this small section of Darkwell's town is the true location in which Savage Skull resides. Here is where the towering crypt of the guild can be seen, looming in the distance like a castle over a city of buildings. Constant moans and groans always fill the air, a deterrent for those who attempt to break into the crypt of Savage Skull.
Username: Savage Skull Guild Name: Savage Skull Extension Level: 3 Category Image:
Category Description: Board Location: Villages
Located on the outskirts of Spooky Forest is a strange and awfully silent town, so quiet it's rumored to be a ghost town by those in Fiore. However, life does blossom here, in the form of wanton magi and criminals who could find no place to harbor under safe eyes. The town is a rustic and rather old village, many of the buildings being rundown or simply in ruins from lack of attention. Trees and bushes are often seen as dead and rotting, the grass always an ugly brown and crisp beneath one's boots. While quiet and more haunting in appearance than any other place, the occasional flicker of a figure can be seen out of the corner of one's eye. Careful wandering here, though, as despite the estranged and ghastly look of the town, here is where monsters live beneath beds. Here is where the fabled guild of Savage Skull resides, hiding in the shadows, waiting for the right moment to strike.
The pet was already bought; however, I'm simply remaking it.
Guild Name: Savage Skull Pet Type: Offensive Pet Description: Upon entering the room that homes the Beast of Burden, one will begin to feel the sense of dread, as if something in the room is their impending doom. The Beast of Burden is a solitary beast, never appearing before a person, always watching from the shadows of the room. Glowering, red eyes blink eerily from within the shadows, but seemingly disappear if a person comes too close to them. A soft and low sound that mimics a threatening growl may be heard upon someone entering and moving into the depths of the room. Heavy breaths of a large beast moving may be felt, as the person moves deeper, upon the back of their neck, but turning around is futile. Claws will be heard scratching against the ground as the beast moves around, coming and going, but sounding as if they come from everywhere. Their skin will crawl and a person will never feel safe in the room, not even those who live with the beast in the guild.
The beast does not hunt its prey in the open, preferring to prey upon the unsuspecting victim from the shadows of the surroundings. Yet, a shrill howl may be heard echoing in the distance, signifying that there is something chasing or following them along their path. They will never see it, only feel its presence, ever-wondering here it could be and what it is planning for its next attack. An aggressive creature, the Beast of Burden is known for even attacking its own guild members and master, both tamed and untamed. If a glimpse is ever caught of the beast, a person will feel perpetual fear at the very sight of its sizely body moving around the area. It stands valiantly at a height similar to a two- or even three-story home, but is slender, menacing, and muscular all at once. A paw of the beast could easily swat away a human being, causing sever or even fatal damage to the person or animal attacked.
However, the soft sound of rattling chains can be hear as the beast moves, as if it is always chained and on a leash. It does not have any fur, the only protection it has is the black, leathery skin on its back, matching the feel and toughness of a dragon’s hide. Armor rattles against its body, the only added protection that the beast as than the skin that tightly covers its body. Sharp and piercing spikes rest precariously on its tail, dragging eerily along the ground, too heavy for the beast to lift up all the time. This scraping sound can be heard on flooring of either stone, marble, or otherwise as a spine-chilling sound that would easily drive anyone insane. Saliva drips grossly down its maw, pooling to the ground in large puddles, as if it is always salivating at delicious-looking food. Gnarled, yellowed teeth can be seen from a grotesque smile, sharp and nightmarish in appearance, but strong enough to pierce through metal, like a shark. Pet Physical Appearance:
Pet Abilities:
Know Thy Sins:
Name: Know Thy Sins Rank: S Type: Area of Effect, Damage Over Time, Holy, Offensive Duration: 9 posts Cooldown: 10 posts Description: A wispy and shadow-like aura envelops the Beast of Burden until the shadows begin to outstretch in all possible directions around it. The shadows come in waves, reaching out in varying meters of twenty-five (25) at the start, fifty (50) meters on the second go, seventy-five (75) meters on the third go, and one-hundred (100) meters on the fourth go. These waves repeatedly extend themselves outward over the duration of the ability, until everyone in a one-hundred (100) meter diameter has received all possible damage. To the people surrounding the Beast of Burden, they will see these waves of shadows as ripples along the ground from the place the beast stands. Anyone who is caught in the twenty-five meter diameter will receive 50% of S-rank damage on the initial hit and 25% for every pulsation after until the ability’s duration ends. Those who are within fifty (50) meters of the shadows will receive 37.5% of S-rank damage on the initial blow and 18.75% on every pulse after. People at the seventy-five (75) meter mark will only receive 25% of S-rank damage on the first strike and 12.5% of S-rank damage for every pulsation after. At the one-hundred (100) meter mark, all physically possible entities receive 12.5% of S-rank damage and only 6.25% for every pulsation thereafter. Damage then equates to 2.5x at epicenter, 1.875x at fifty (50) meters, 1.25x at the seventy-five (75) meter mark, and .625x S-rank damage at one-hundred (100) meters. Strengths:
Damage that is dealt to a player varies, but everyone that is located within one-hundred (100) meters of where the Beast of Burden stands will receive damage regardless
The spell is an agonizingly painful experience, in which those affected by the ability will find themselves reliving their sins
While there are no exact side effects to the ability, it has a wide enough range to affect a large amount of people in one area
Weaknesses:
Despite affecting a large range of people in a given area, the ability has an array of damage output that is reduced the farther a person is away
As the ability deals quite a lot of damage without any buffs or outside help, there are also no side effects to the ability
The ability, in itself, can be seen by the naked eye as a continuous wave of shadows that affect a given area, allowing people to easily avoid it
Since the shadows are Holy, only Demon Slayers are capable of consuming the effects of the ability and entirely negating it
Redemption:
Name: Redemption Rank: S Type: Area of Effect, Damage Over Time, Holy, Offensive Duration: 9 posts Cooldown: 10 posts Description: Gathering at the maw of the Beast of Burden comes a piercing light, a small spherical shape that grows in size over a set duration. On the first post, the Beast of Burden draws from within its surroundings the light that has gathered, warping in toward its mouth like that of Slayer consuming their element. The more the light is gathered, the larger the sphere becomes, growing and growing over the next four (4) posts until the sphere fires off. Upon the sphere bursting into an array of white light, all those that are caught within a one-hundred (100) meter diameter receive damage. At the twenty-five (25) meter mark and closer, opponents will receive 50% of S-rank damage on the first strike, and 50% for every post after. Those that are at the fifty (50) meter mark receive 37.5% of S-rank damage, with a continuous 37.5% for the next four (4) posts. Anyone at the seventy-five (75) meter distance receive 25% of the initial S-rank damage, with 25% of damage being received in the remaining posts. All those who are at the one-hundred meter mark receive 12.5% of S-rank damage on the first strike, and 12.% for every post after. Strengths:
In spite of the damage varying on where a person stands within the range of the Beast of Burden, those caught in it, all receive damage
The blast of light has a large range of attack, allowing for a surmount of people to be affected in one go rather than only a few
Damage is dealt over a course of a few posts, with the charge-up allowing for the damage to be dealt more in one go
Weaknesses:
Everyone is affected by the ability, this means that even those that are allied with the Beast of Burden can be injured by the light
As this light is holy and an element, Demon Slayers of the same element are capable of consuming it and negating the effects
Due to the large amount of damage that the ability deals, there are no other side effects other than pure damage occurring
Being a holy ability, this ability also receives more damage from its opposite element or can be entirely negated by it
Salvation:
Name: Salvation Rank: S Type: Area of Effect, Damage Over Time, Holy, Offensive Duration: 9 posts Cooldown: 10 posts Description: The ground begins to rumble and shake, the skies begin to cloud over and darken, as if a massive storm has started to brew in the Heavens above. A sense of dread fills all of those within a one-hundred (100) meter diameter that are equal to or lower in rank to the ability. At the center of the turmoil is the Beast of Burden, its head stretched upward to the sky, its jaw cracked apart in a howl-like form. From the maw of the beast comes a mist-like substance of light, engulfing the entire area around the beast until no one of equal to or lower in rank to the ability can see. It remains like this for a single post, until a deafening boom echoes from the skies and the light washes out at a rate of one-hundred meters per second (100 m/s), the force strong enough to stun everyone of equal to or lower in rank to the ability for one (1) post. All of those in the area of twenty-five (25) meters from the beast or closer receive 50% of S-rank damage on the first post, and 25% of S-rank damage for every post after. People at the fifty (50) meter mark receive 37.5% of S-rank damage on the initial blow, with 18.75% for every post after the first Those at the seventy-five (75) meter mark receive 25% of S-rank damage on the first blow and 12.5% for every post thereafter. For those at the one-hundred (100) meter mark, receive 12.5% of S-rank damage on the initial hit and 6.25% for every post after the initial. Strengths:
Damage is varied dependent on where the person stands, but everyone in the range of the Beast of Burden receive some kind of damage
At the beginning of the ability, all those of equal to or lower in rank to the ability receive a blind that lasts for one (1) post
On the second post of the ability, those equal to or lower in rank to the ability receive a stun that lasts for one (1) post
Weaknesses:
All those who are within one-hundred (100) meters of the Beast of Burden find themselves affected by the ability, including allies
As the ability is made from Holy Light, Demon Slayers of the same element are capable of consuming and negating its effects
Since the Beast of Burden is the epicenter of the attack, it will always receive 50% of the damage the ability is capable of dealing at the epicenter
Because the Beast of Burden is the epicenter of the attack, it will also receive both the blind and the stun on each post they occur
Also, basing this off of the post on the first page of the thread from Lord Frederik, SS has 5 Aces, so I would like to sell one slot back, as 5 is a bit excessive for the theme it has right now.
Name: Romulus Rank: Guild Species: Feathered Storm Bird Type: Combat Pet Description: The creature stands at 8 feet (2.4384m) tall when standing straight up with a wing-span of 22 feet (6.7m) wide. This creature is covered in dark feathers. It's brows and portion's of it's spine are colored blue as a contrast to the dark feathers and it has piercing red eyes, that seem to give off their own light. It's beak-like mouth is full of 3 inch long, razor sharp teeth meant for tearing through flesh. It has a long, feathered, lizard-like tail with three prongs at the very tip. The creature also stands upon it's legs bearing short, but extremely sharp talons. Abilities:
Spoiler:
Name: Grand Cyclone Rank: Rank of the user (up to S) Type: Offensive Duration: 5 Cooldown: 6 Posts Description: With a single flap of it's wings, a massive storm is created. With a cry from the creature's mouth, it creates thunder. A storm is created from the flap of this creature's wings that starts off as a small squall and extends to a massive cyclone that circles around the creature. The storm whips up, causing a chaotic whirlwind that deals damage and causes a debilitating effect on the opponents. Effect: All targets in the area takes 50% user-ranked damage. The affected are also pushed around against their will, making movement spells of the user's rank or lower impossible to perform. All members of Black Sails aren't affected by this ability. Range: 100 Meters around the pet Strengths: - Big area DoT - Stops people from using movement spells Weaknesses: - Friendly units that aren't in Black Sails are affected by this skill - Friendly solid projectiles have a very high chance to miss due to the extremely high winds. - Anyone who moves out of the range of the storm are no longer affected by 50% damage and lack of movement spell. - The "cannot use movement spells" does not affect targets of 1 rank or higher than the user.
Spoiler:
Name: Feather Bomb Rank: Rank of the user (up to S) Type: Offensive Duration: 1 Post Cooldown: 3 Posts Description: With a flap of it's wings, the creature sends out multiple feathers towards a target, embedding the quill into the target. The feathers start to vibrate at an extremely high frequency, making a strange tickling sensation for a few moments before the feathers explode, disintegrating. Not only does the vane of the feather explode, but the quill that is buried within the target also explodes. Effect: 10 feathers are shot out at of the creature's wings. At the end of the post, the feathers explode, 15% user-ranked damage to a target per feather (for a combined total of 150% User-Ranked damage). These explosions are 1 meter diameter each. This can also be used outside of battle to destroy objects. Range: 85 meters Speed: 50 m/s Strengths: - This can target multiple enemies. - Most effective against a single target. Weaknesses: - When split between enemies, the damage output is lowered depending on the number of feathers struck into the target. - A wind spell of equal or greater rank than the user may blow the feathers off-course. - Not effective against someone who uses a form change that turns their body into a non-solid (such as water, fire, spiritual).
Spoiler:
Name: Blitz Dive Rank: Rank of the user (up to S) Type: Offensive Duration: Instant Cooldown: 3 Posts Description: The creature flies up high into the air and turning it's beak downward, the storm bird begins a dive downwards, reaching break-neck speeds before crashing directly into a single target. This spell deals massive damage as well as backlash damage. Effect: Dive deals 1.75x User-Rank damage. Backlash of the attack deals 50% of the damage dealt back to the bird. Range:
B Rank: 50 meters A Rank: 75 meters S Rank: 100 meters
Speed:
B Rank: 35 m/s A Rank: 50 m/s S Rank: 80 m/s
Strengths: - Deals massive damage - Relatively fast attack Weaknesses: - 50% backlash damage dealt back to the Guild Pet after hitting. - Due to requiring to rise up into the sky, it is easy to spot an attack in-coming. - Quick opponents can move out of the way with relative ease.
Name: Raptor's Talons Rank: Artifact Weapon Type: Talons Strengths: - Natural weaponry for the Black Sails Guild Pet Weaknesses: - Requires the user to get in extremely close. - Cannot make wide-sweeping attacks on multiple enemies. Abilities:
Ability 1 - Up to S Rank:
Name: Eviscerate Rank: Up to S Rank Duration: Instant Cooldown: 3 Posts Description: Using it's long raptor talon, the Black Sails Guild Pet swings both of it's legs towards an opponent and it rakes it's talons over an opponent over and over and over again. This deals 10 attacks at 15% user-rank damage. This is performed at weapon range. Strengths: - Deals a lot of damage. Weaknesses: - Quick opponents may be able to avoid quite a few of the attacks - Extremely close range is required.
Ability 2 - Up to A Rank:
Name: Raptor's Grip Rank: -1 the user's rank up to A Rank Duration: 1 Post Cooldown: 3 Posts Description: The Guild Pet flies up to an enemy and grabs their arms with their powerful talons. Upon grabbing their arms the creature digs it's large talons into them and slowly lifts them up, spreading it's feet apart to spread the arms of the opponent. While it's talons are dug into the target, it flaps it's wings to cause the target to be airborne, barely off of the ground. Effect: Target takes -1 User Rank damage and the target is bound for 1 post. Strengths: - Target cannot move - Damage still occurs even if the target cannot be bound. Weaknesses: - Cannot bind a target of higher rank than this ability. - Pet's legs are vulnerable to attack while binding an opponent. - Cannot lift/bind targets weighing more than 400 lbs/181.4 kg
Pet Armor
Spoiler:
Name: Black Steel Feathers Rank: Artifact Armor Type: Feathers Description: The Black Steel Feathers are made of a high carbonate steel bathed in vantablack. Vantablack is the darkest known substance ever creating, absorbing over 90% of the light to touch it, making it extremely dark, especially during the night-time. These feathers weren't placed upon the creature artificially, but testing of a single feather showed the composition that the feather was made from. Testing had also shown that the feathers are capable of creating their own electromagnetic field once shaken to a specific frequency. Strengths: - Strong, natural armor for the pet - Weight of the steel does not hinder the pet's ability to fly and fly gracefully Weaknesses: - Easy to visually lose track of the creature during night time. - Making contact with the high carbonate steel feathers create a loud "CLANG" sound - Armor can be eaten by Metal Slayers Abilities:
Ability 1 - Up to S Rank:
Name: Feather Storm Rank: User Rank up to S Duration: 2 Posts Cooldown: 3 Posts Description: With a single flap of the creature's wings, some of it's high carbonate feathers are shed and placed into a small vortex. Several of these small vortexes fly around towards members of the Black Sail and surrounds them with a storm of black feathers flying around them. Effect: Every member of Black Sails in range are covered by a storm of feathers. This storm of feathers protects from 3 hits of the user's rank (up to S Rank) and 1.5 hits of +1 user's rank (up to H Rank). Range: 85m radius from the pet Speed: 50m/s Strengths: - Wide area defensive spell covering multiple allies. Weaknesses: - Only affects Black Sails members, not being able to be used on friendly non-guild members. - Sky Slayers and Metal Slayers may eat this barrier
Ability 2 - Up to A Rank:
Name: Puff of Vantablack Rank: -1 User's Rank (Up to A Rank) Duration: 2 Posts Cooldown: 3 Posts Description: The pet spreads it's wings and lets out a loud cry. A giant black puff covers the area, sticking to those bearing the Jolly Roger and to those only. Those covered in Vantablack appear extremely dark with almost no light reflecting back. During the night, the targets affected by the Vantablack appear invisible until they make an attack, to which an aura of their fighting spirit leaks out of the Vantablack, making them visible for a brief moment before vanishing back into the night. Effect: At night, this covers all that are Black Sails within the range in Vantablack. Targets become "invisible" for the duration of the ability. When they attack, they glow in a bright light to show their position until the end of the attack. Range: 50 meter radius Strengths: - Invisibility when used during the night or in dark areas. Weaknesses: - Water spells can wash away the Vantablack - Targets of S Rank or higher aren't affected by the darkness of the Vantablack - When attacking, targets glow, showing their position. This glow doesn't go away until after the target finishes attacking. This leaves them vulnerable to attack. - Does not appear invisible during the day. The target actually sticks out like a sore thumb when bathed in light. - Does not affect friendlies that don't have the Jolly Roger.
Pet Item
Spoiler:
Name: Ring of the Pact Rank: Artifact Item Type: Ring Description: A black ring that is worn around Romulus' left leg is a sign of the creature's obedience to the Black Sails. This ring was fitted upon the creature as part of a pact that the Black Sails would offer protection to a dying breed of creature, allowing them to breed and flourish under their protection with the use of the last male creature of it's kind surviving. This pact is to remain until the creature's kind begins to flourish back to the numbers it once was many thousands of years ago. This being a number of 50. While it doesn't seem like much, it was enough to keep the species going without the danger of them dying off. This ring was fit onto the creature to amplify it's wishes for the guild. It's wish being to keep them alive in order to keep his own species alive. Strengths: - Capable of reflecting damage - Inhibits the amount of HP the enemies can regain Weaknesses: - The Ring is extremely vulnerable when using it's weapon (the talons) - Once Ring is broken, all HP that should have been healed will apply. (IE: Due to it inhibiting 50% of the healing of the enemies, once the ring is broken, the 50% they should have obtained will be given to them at this time) - Lower's pet HP by 25% when equipped Abilities: - Reflect Damage: Any damage dealt to the pet reflects 25% of the damage done back to the assailant. - Health Inhibitor: Any target within a 85 meter radius of the pet that doesn't have a Jolly Roger (Guild Sign) upon them, has their healing cut by 50%. This only applies to active healing and not passive regeneration. Moving out of the radius removes them from this effect.
Name: Romulus Rank: Guild Species: Feathered Storm Bird Type: Combat Pet Description: The creature stands at 8 feet (2.4384m) tall when standing straight up with a wing-span of 22 feet (6.7m) wide. This creature is covered in dark feathers. It's brows and portion's of it's spine are colored blue as a contrast to the dark feathers and it has piercing red eyes, that seem to give off their own light. It's beak-like mouth is full of 3 inch long, razor sharp teeth meant for tearing through flesh. It has a long, feathered, lizard-like tail with three prongs at the very tip. The creature also stands upon it's legs bearing short, but extremely sharp talons. Abilities:
Spoiler:
Name: Grand Cyclone Rank: Rank of the user (up to S) Type: Offensive Duration: 5 Cooldown: 6 Posts Description: With a single flap of it's wings, a massive storm is created. With a cry from the creature's mouth, it creates thunder. A storm is created from the flap of this creature's wings that starts off as a small squall and extends to a massive cyclone that circles around the creature. The storm whips up, causing a chaotic whirlwind that deals damage and causes a debilitating effect on the opponents. Effect: All targets in the area takes 50% user-ranked damage. The affected are also pushed around against their will, making movement spells of the user's rank or lower impossible to perform. All members of Black Sails aren't affected by this ability. Range: 100 Meters around the pet Strengths: - Big area DoT - Stops people from using movement spells Weaknesses: - Friendly units that aren't in Black Sails are affected by this skill - Friendly solid projectiles have a very high chance to miss due to the extremely high winds. - Anyone who moves out of the range of the storm are no longer affected by 50% damage and lack of movement spell. - The "cannot use movement spells" does not affect targets of 1 rank or higher than the user.
Spoiler:
Name: Feather Bomb Rank: Rank of the user (up to S) Type: Offensive Duration: 1 Post Cooldown: 3 Posts Description: With a flap of it's wings, the creature sends out multiple feathers towards a target, embedding the quill into the target. The feathers start to vibrate at an extremely high frequency, making a strange tickling sensation for a few moments before the feathers explode, disintegrating. Not only does the vane of the feather explode, but the quill that is buried within the target also explodes. Effect: 10 feathers are shot out at of the creature's wings. At the end of the post, the feathers explode, 15% user-ranked damage to a target per feather (for a combined total of 150% User-Ranked damage). These explosions are 1 meter diameter each. This can also be used outside of battle to destroy objects. Range: 85 meters Speed: 50 m/s Strengths: - This can target multiple enemies. - Most effective against a single target. Weaknesses: - When split between enemies, the damage output is lowered depending on the number of feathers struck into the target. - A wind spell of equal or greater rank than the user may blow the feathers off-course. - Not effective against someone who uses a form change that turns their body into a non-solid (such as water, fire, spiritual).
Spoiler:
Name: Blitz Dive Rank: Rank of the user (up to S) Type: Offensive Duration: Instant Cooldown: 3 Posts Description: The creature flies up high into the air and turning it's beak downward, the storm bird begins a dive downwards, reaching break-neck speeds before crashing directly into a single target. This spell deals massive damage as well as backlash damage. Effect: Dive deals 1.75x User-Rank damage. Backlash of the attack deals 50% of the damage dealt back to the bird. Range:
B Rank: 50 meters A Rank: 75 meters S Rank: 100 meters
Speed:
B Rank: 35 m/s A Rank: 50 m/s S Rank: 80 m/s
Strengths: - Deals massive damage - Relatively fast attack Weaknesses: - 50% backlash damage dealt back to the Guild Pet after hitting. - Due to requiring to rise up into the sky, it is easy to spot an attack in-coming. - Quick opponents can move out of the way with relative ease.
Name: Raptor's Talons Rank: Artifact Weapon Type: Talons Strengths: - Natural weaponry for the Black Sails Guild Pet Weaknesses: - Requires the user to get in extremely close. - Cannot make wide-sweeping attacks on multiple enemies. Abilities:
Ability 1 - Up to S Rank:
Name: Eviscerate Rank: Up to S Rank Duration: Instant Cooldown: 3 Posts Description: Using it's long raptor talon, the Black Sails Guild Pet swings both of it's legs towards an opponent and it rakes it's talons over an opponent over and over and over again. This deals 10 attacks at 15% user-rank damage. This is performed at weapon range. Strengths: - Deals a lot of damage. Weaknesses: - Quick opponents may be able to avoid quite a few of the attacks - Extremely close range is required.
Ability 2 - Up to A Rank:
Name: Raptor's Grip Rank: -1 the user's rank up to A Rank Duration: 1 Post Cooldown: 3 Posts Description: The Guild Pet flies up to an enemy and grabs their arms with their powerful talons. Upon grabbing their arms the creature digs it's large talons into them and slowly lifts them up, spreading it's feet apart to spread the arms of the opponent. While it's talons are dug into the target, it flaps it's wings to cause the target to be airborne, barely off of the ground. Effect: Target takes -1 User Rank damage and the target is bound for 1 post. Strengths: - Target cannot move - Damage still occurs even if the target cannot be bound. Weaknesses: - Cannot bind a target of higher rank than this ability. - Pet's legs are vulnerable to attack while binding an opponent. - Cannot lift/bind targets weighing more than 400 lbs/181.4 kg
Pet Armor
Spoiler:
Name: Black Steel Feathers Rank: Artifact Armor Type: Feathers Description: The Black Steel Feathers are made of a high carbonate steel bathed in vantablack. Vantablack is the darkest known substance ever creating, absorbing over 90% of the light to touch it, making it extremely dark, especially during the night-time. These feathers weren't placed upon the creature artificially, but testing of a single feather showed the composition that the feather was made from. Testing had also shown that the feathers are capable of creating their own electromagnetic field once shaken to a specific frequency. Strengths: - Strong, natural armor for the pet - Weight of the steel does not hinder the pet's ability to fly and fly gracefully Weaknesses: - Easy to visually lose track of the creature during night time. - Making contact with the high carbonate steel feathers create a loud "CLANG" sound - Armor can be eaten by Metal Slayers Abilities:
Ability 1 - Up to S Rank:
Name: Feather Storm Rank: User Rank up to S Duration: 2 Posts Cooldown: 3 Posts Description: With a single flap of the creature's wings, some of it's high carbonate feathers are shed and placed into a small vortex. Several of these small vortexes fly around towards members of the Black Sail and surrounds them with a storm of black feathers flying around them. Effect: Every member of Black Sails in range are covered by a storm of feathers. This storm of feathers protects from 3 hits of the user's rank (up to S Rank) and 1.5 hits of +1 user's rank (up to H Rank). Range: 85m radius from the pet Speed: 50m/s Strengths: - Wide area defensive spell covering multiple allies. Weaknesses: - Only affects Black Sails members, not being able to be used on friendly non-guild members. - Sky Slayers and Metal Slayers may eat this barrier
Ability 2 - Up to A Rank:
Name: Puff of Vantablack Rank: -1 User's Rank (Up to A Rank) Duration: 2 Posts Cooldown: 3 Posts Description: The pet spreads it's wings and lets out a loud cry. A giant black puff covers the area, sticking to those bearing the Jolly Roger and to those only. Those covered in Vantablack appear extremely dark with almost no light reflecting back. During the night, the targets affected by the Vantablack appear invisible until they make an attack, to which an aura of their fighting spirit leaks out of the Vantablack, making them visible for a brief moment before vanishing back into the night. Effect: At night, this covers all that are Black Sails within the range in Vantablack. Targets become "invisible" for the duration of the ability. When they attack, they glow in a bright light to show their position until the end of the attack. Range: 50 meter radius Strengths: - Invisibility when used during the night or in dark areas. Weaknesses: - Water spells can wash away the Vantablack - Targets of S Rank or higher aren't affected by the darkness of the Vantablack - When attacking, targets glow, showing their position. This glow doesn't go away until after the target finishes attacking. This leaves them vulnerable to attack. - Does not appear invisible during the day. The target actually sticks out like a sore thumb when bathed in light. - Does not affect friendlies that don't have the Jolly Roger.
Pet Item
Spoiler:
Name: Ring of the Pact Rank: Artifact Item Type: Ring Description: A black ring that is worn around Romulus' left leg is a sign of the creature's obedience to the Black Sails. This ring was fitted upon the creature as part of a pact that the Black Sails would offer protection to a dying breed of creature, allowing them to breed and flourish under their protection with the use of the last male creature of it's kind surviving. This pact is to remain until the creature's kind begins to flourish back to the numbers it once was many thousands of years ago. This being a number of 50. While it doesn't seem like much, it was enough to keep the species going without the danger of them dying off. This ring was fit onto the creature to amplify it's wishes for the guild. It's wish being to keep them alive in order to keep his own species alive. Strengths: - Capable of reflecting damage - Inhibits the amount of HP the enemies can regain Weaknesses: - The Ring is extremely vulnerable when using it's weapon (the talons) - Once Ring is broken, all HP that should have been healed will apply. (IE: Due to it inhibiting 50% of the healing of the enemies, once the ring is broken, the 50% they should have obtained will be given to them at this time) - Lower's pet HP by 25% when equipped Abilities: - Reflect Damage: Any damage dealt to the pet reflects 25% of the damage done back to the assailant. - Health Inhibitor: Any target within a 85 meter radius of the pet that doesn't have a Jolly Roger (Guild Sign) upon them, has their healing cut by 50%. This only applies to active healing and not passive regeneration. Moving out of the radius removes them from this effect.
Approved and Jewels Removed for guild pet purchase.
Category Description: For Fairy Tail girls ONLY. No boys allowed. The ladies of Fairy Tail have their very own dormitory, a two level building complete with a bathhouse, massage parlor & hair dresser! Lined with plush carpets, pillows, flowers and incense it is a place for the girls to come and relax away from the boys and well frankly; just have girl talk at times. Doubling as a dorm, hotel style it has several rooms on both floors.
(^ Could you make the outline and border pink for this one? Ty @Sei)
Category Description: The mythical island of Tenroujima. The Sacred Grounds of the Fairy Tail Guild. Said to once be home to the actual Fairies, a race long since missing or extinct from the world. This is where the wizards of Fairy Tail come to train in the ways of Magic, and also where Rank Up Exams, and S-Class Exams are held for the Guild. No one knows the location of the island, there are rumors. The island is home to many different types of wildlife, some are giant Magical Creatures. Coming here on your own can be dangerous as creatures ranging from class D to H inhabit the island. You cannot see the island from sea unless there is a Fairy Tail member sailing on your ship with you or approaching the island with you.
(^Could you make the outline of the lettering and border green for this one panda? Ty. @Sei)
Could these two be added back to the Fairy Tail board please? Thank you! ^^