Quest & Mythical Request


 ∞  ∞  ∞  ∞ 
ATKDEFDAMHP
 Unicorn 
SPECIES
 Fae 
BUFF
1,435ʜs
HS

roo

Warden of Eventide


Quests

So you have earned yourself a quest! How exciting! Please fill out this form to begin your journey.

Sorcery Quest Request


You MUST have the "Sorcery Quest" item in your character's inventory to request this quest. Please make sure that the "Sorcery" section of your character's profile (under "Assets") is already filled out prior to replying to this thread.
Code:
<h2>Sorcery Quest Request</h2>
Please explain EACH level of your character's magic below. Upon completion of their quest they will earn INITIUM level.

<h3>INITIUM</H3>
Explain initium magic here.

<h3>ACOLYTE</H3>
Explain the effects of acolyte upgrade.

<h3>PEREGRINI</H3>
Explain the effects of peregrini upgrade.

<h3>MAGISTER</H3>
Explain effects of magister upgrade. This will be your character's magic power at full form.

<hr>

<b>Character's Alignment:</b> Halla/Cosmos/Neutral
<b>Totem Alignment:</b> (Is there one totem that resonates with your character more than the others?)  Lars/Fen/Eska/Leif (you can choose multiple or none)

<b>Did you purchase the "Sorcery Quest" item?</b> Yes/No/Other
<b>Affinity:</b> Short Description of their Sorcery Affinity (For example, "Earth" or "Dreamwalking")
<b>Other Notes:</b> Is there any notes that you would like to share about your character gaining magic? This can include vague suggestions and locations for the quest.

Varwulfar Quest Request


You MUST have either the "Wordly Varwulfar Quest," "Ethereal Varwulfar Quest," or "Behemoth Varwulfar Quest" item in your character's inventory to request this quest. Please make sure that the "Varwulfar" section of your character's profile (under "Assets") is already filled out prior to replying to this thread.
Code:
<h2>Varwulfar Quest Request</h2>
<b>Varwulfar type:</b> Wordly/Ethereal/Behemoth
<b>Varwulfar class:</b> Spy/Guardian/Keeper/Collector/Socialite
<b>Default Jinx:</b> What jinx was your Varwulfar born with?

<h3>Varwulfar</h3>
Please explain the appearance of your varwulfar here!

<hr>

<b>Character's Alignment:</b> Halla/Cosmos/Neutral
<b>Totem Alignment:</b> (Is there one totem that resonates with your character more than the others?)  Lars/Fen/Eska/Leif (you can choose multiple or none)

<b>Did you purchase the "Wordly, Ethereal, or Behemoth Quest" Item?</b> Yes/No/Other
<b>Other Notes:</b> Is there any notes that you would like to share about your character's Varwfular? This can include vague suggestions and locations for the quest.

Witchcraft


Please Note: Remember witchcraft can be done by any character. IF you cant find a character to perform a blessing or curse upon your character you may request mythical request below to bless/curse your character for you!
Code:
<h2>Witchcraft</h2>
<b>Witchcraft Type:</b> Blessing/Curse
<b>Magic Type:</b> Aesthetic/Passive

<h3>Magic</h3>
Please explain the passive/aesthetic magic's effects on your character here!

<hr>

<b>Character's Alignment:</b> Halla/Cosmos/Neutral
<b>Totem Alignment:</b> (Is there one totem that resonates with your character more than the others?)  Lars/Fen/Eska/Leif (you can choose multiple or none)






A HEART'S A HEAVY BURDEN
- howl's moving castle -
☽☉☾

(This post was last modified: 09-13-2018, 05:08 AM by roo.)



 5  11  5  65 
ATKDEFDAMHP
 Unicorn 
SPECIES
 Novice 
BUFF
70ʜs
HS

Avallac'h

Wanderer


Sorcery Quest Request


Please explain EACH level of your character's magic below. Upon completion of their quest they will earn INITIUM level.

INITIUM


At this level, the energy he creates is forming at a little more than a trickle. It is made slowly and is depleted quickly. At this level, he will only be able to do nothing more than a few quick sparks or flashes. A simple manifestation that can be used as a distraction at best. He isn't able to manipulate the energy to interact with anything physical at this time. When using whatever energy he has stored it will cause a pounding headache and make him queasy if depleted, used quickly, or for long. Also, if his small amount of stored energy is about to be filled, he finds that it has a tendency to shoot out a few sparks on its own due to being unable to hold anymore. 

ACOLYTE


Not able to do much more than before, but he is able to maintain a manifestation of his energy for a minute or two longer, and can now use this energy to push objects. A simple push that does little else. He is beginning to test what else he can do with his energy at this point. The queasiness has now passed but headaches remain, but only when he pushes himself. He is able to store more and keep it stored longer. His energy has less of a tendency to randomly create sparks on its own.

PEREGRINI


His energy is now forming at a consistent flow. Manifesting it comes to him easily and there are no longer any side effects due to overusing other than simple tiredness (along with being depleted and having to wait for more energy to fill his core). He is now able to keep a steady manifestation of his energy and put actual force behind it. While no more than a very powerful shove, it can cause bruising/damage. He has also learned that he can send out burst of energy that can sting, although the aim of these is off most of the time. He is growing more confident in himself and continues to try and recreate old manifestations he once did.

MAGISTER


A master of his energy, he now almost never runs out. He is able to keep a significant amount held inside. Although there is still the possibility he can be pushed, and if done he still grows tired. He is now able to precisely control how much force he puts into energy and can accurately aim his bursts of energy with the possibility to stun now along with sting harshly. He has discovered that he is now able to create a constricting hold as well, one that can wrap around a leg and keep one from leaving or moving. While his body may not be as it once was, the energy that he holds is the same as ever. This was him at his peak during battle. He now uses his magic throughout his daily life, grasping objects and to zap those he is familiar with.



Character's Alignment: Neutral
Totem Alignment: None at the moment

Did you purchase the "Sorcery Quest" item? Yes
Affinity: Energy Manipulation/Manifestation
Other Notes: I hope this works!
Just a little clarification if anyone is confused. While not a form of energy manipulation that allows him to take from outside sources, Avallac'h instead manipulates his own energy. This energy is a dimmed gold in color when manifested. Essentially the energy Avallac'h generates is stored in an area located in his chest, a 'core' so to speak (a place he says is empty right now). In the beginning, this core will be very small but as he progresses it will grow and not deplete unless he uses his magic excessively.
(This post was last modified: 10-12-2018, 05:19 PM by Avallac'h.)



 5.5  10  9  69 
ATKDEFDAMHP
 Pegasus 
SPECIES
 Novice 
BUFF
60ʜs
HS

Maxence

Warden of Mokosh


Sorcery Quest Request




INITIUM


Maxence will gain the ability to transform into a large white lion. It is a representation of his spirit and soul — frightening to his enemies but a true patriarch to his comrades. At first the transformation will be painful and somewhat unpredictable — he also may not be able to change back into his "normal" equine form at will or whenever he would like at initium. He is still grasping how to use his magic and will not be able to communicate as well as he can in his horse form.
A successful transformation takes the appearance of harsh wind sweeping at Maxence's horse-form, giving the illusion that his horse form is being washed away by the wind to reveal his lion form beneath. Transformation takes approximately ten seconds.
The size of the lion is slightly larger than average at initium level (around 13hh).

ACOLYTE


At Acolyte Maxence had gained the ability to speak and communicate normally while in his lion form. His voice is slightly deeper and accompanied by many growls and sounds characteristic of a lion. In acolyte the size of the lion form has also increased to around 15hh. Changes to and from the lion form can still be unpredictable, painful and takes a great amount of strength to change, however there is still great improvement from Initium.

PEREGRINI


At Peregrini Maxence has begun to transform at will and unpredictable events are less and less common. Pain is less common and mild and the strength it takes to transform is becoming minimal.
In Peregrini the lion form has increased to the height of 16hh.

MAGISTER


Transformations are now effortless and totally at will. They are painless and drain little strength, and now it takes only a few seconds to transform.




Character's Alignment: Halla
Totem Alignment: Lars or Leif
Did you purchase the "Sorcery Quest" item? Yes
Affinity: Transfiguration
Other Notes: :)



 4  12.5  5  65 
ATKDEFDAMHP
 Pegasus 
SPECIES
 Novice 
BUFF
615ʜs
HS

Aislinn


Sorcery Quest Request



INITIUM


The droplets of magic in her blood have awoken, the storm that has swirled in her heart and soul churning. Aislinn's ability to control her magic are feeble, and requires a decent amount of concentration. She must hum or sing several notes for the wind to change its course, or to summon even a small cloud of rain. However, with sudden bursts of anger or other strong emotions, the clouds above her may bruise and darken, threatening rain. She can only manage to control the weather for a few minutes, and then her energy is considerably drained. In worst cases, if she pushes herself too hard (either on purpose or by accident, since her magic also tends to answer to her emotions), Aislinn will fall into a deep restorative slumber, whether she wants to or not.

ACOLYTE


Although her magic is yawning awake, Aislinn has more of a grip on her abilities. The storms she summons are more stable, but still answer to the whim of her emotions. Rain clouds can swirl above her and fall like tears with a few notes hummed from her throat, and thunder can rumble and crack with a flare of her anger. The most notable change is that lightning will begin to answer to her beaconing call; however uncontrolled, untamed. Her eyes will go a glowing blue-white for a hairsbredth before she blacks out entirely. But with each swoop of blind rage comes a downfall just as hard, just as sudden. However, she cannot manage such control for extended periods of time; the longer or fiercer the storm, the harder she will fall into a blackout. Thankfully, her restorative slumbers are shorter in time, and her ability to master her gifts is stronger than before.

PEREGRINI


The magic bubbling in her veins is a strong, wicked drug now. She can sing several chords and the skies will open up above her. Turning grey and indigo and blue in moments. Aislinn can now summon hailstorms and rain, her energy more fluent, her strength more controlled. Her power now a chained beast she keeps on a tight leash, as long as she has her own anger and emotions in check. She now only requires minimal hours of sleep to recover from over-use of her abilities; her storms needing less and less notes from her lips to become tangible, beautiful chaos.

MAGISTER


Aislinn's abilities are un-compared; a thing of myth and legend. She does not require a moment of song from her throat; instead, the stormsinger needs only a thought to create a thunderstorm or hurricane from nothing. Aislinn is not a god, but the lightning she adores now bends to her will. A true embodiment of stardust and thunder and hurricanes; a living, breathing rainstorm, as lightning sizzles across her skin and her eyes shine brightest blue-white when her magic is at its fullest. Nótt save any who fall victim to the beast of her wrath.



Character's Alignment: Neutral
Totem Alignment: Lars.

Did you purchase the "Sorcery Quest" item? Yepp.
Affinity: Stormsinger / Storm Manipulation
Other Notes: None that I can think of.



 5  9  7.5  66 
ATKDEFDAMHP
 Unicorn 
SPECIES
 Novice 
BUFF
700ʜs
HS

Stefan

Vagabond


Sorcery Quest Request



INITIUM

At the initium level, Stefan's magic is a whisper of what it will become. At this level, his magic appears to be classic stealth magic; he is able to dampen the sound of his footsteps and make himself less noticeable to those around him. In truth, he is able to reduce how much they sense him, though at Initium, Stefan's magic can only affect sight and hearing.

ACOLYTE

As an Acolyte, Stefan's magic begins to reveal its true affinity. Stefan is able to reduce the sound of his passing to near non-existence, while he has only somewhat improved his control over the sense of sight. At the Acolyte level, he also begins to be able to affect two other bodily senses— smell and balance. His control over these is minimal, only able to affect the intensity of existing smells and marginally alter someone's sense of balance.

PEREGRINI

Once he reaches Peregrini, Stefan's control over the three main senses (sight, smell, and hearing) is as close to perfect as any paragon could hope. Though he cannot prevent others from perceiving him if he stands directly in front of them, he is easily forgotten and overlooked. As a Peregrini mage, he can somewhat affect the balance of others, though to a much lesser extent than the other senses he holds mastery over.

MAGISTER

As a Magister, Stefan is a thief's dream come true. When using his magic, he is lost to others and even well-trained paragons find that he slips from their thoughts and dissuades memories of his presence. Although he has only marginally improved in his control over the senses, Stefan is now able to sense the presence of others. Stefan finds it difficult to describe, but characterizes it as an instinctive affinity for feeling those whose senses he is able to manipulate.



Character's Alignment: Neutral
Totem Alignment: Fen

Did you purchase the "Sorcery Quest" item? Yes
Affinity: Sensory Manipulation
Other Notes: n/a



 5.5  7.5  8  66 
ATKDEFDAMHP
 Equine 
SPECIES
 Novice 
BUFF
3,810ʜs
HS

Kid

Scout of Morthalion


Sorcery Quest Request



INITIUM


At first, it is nothing special at all. His touch is but a whisper, the faintest presence of something influencing, a brush of emotions that aren't theirs or a thought that seems out of place. The influence is only in effect when Kid makes contact with someone and wills it so, taking a lot of concentration to even have some semblance of influence over them and even then they are so rarely going to listen. Once contact is broken he holds no power over them.

ACOLYTE


Things take a more interesting twist beginning at Acolyte. The whispers are more incessant, louder almost, the urge to resist weakened by an immeasurably small amount, but it's there. Though contact must remain steady and unbroken, it lasts for but a moment longer when they pull apart. The influencing voice fades out after a second, but will now leave others with a sense of doubt in their own minds. It's easier to manipulate the minds of those who are already uncertain, while those who are sure in their ways prove a challenge that Kid can't quite overcome yet.

PEREGRINI


It becomes more prevalent now, the inability to refuse the thoughts that flood one's mind as Kid makes contact, the almost want to give in to the thoughts. They feel almost familiar and at home, as if they are thoughts of their own rather than those of another forced unto them, easier to give into. His manipulation is easier, contact still required initially but lasting longer once they've parted ways, so long as Kid remains close to their side. The lasting effect is the final key in it all, the thing he requires so in order to have a true hold on them, leaving them full unsteady in their righteous thoughts and beliefs. Decisions that were theirs to make are made at his whim and to further him in the grand scheme of things, having a deeper grasp on the minds of others.

MAGISTER


At Magister Kid is a force to be reckoned with, silent and yet powerful, the contact may be however brief and yet leave the paragon completely helpless to his manipulation. The words he preaches to their minds is so easy to get lost in and follow without hesitance, almost trance-like if they give in fully. They are near completely complacent to his trickery, unable to shake him without an absolutely strong and relentless resolve or belief. But he can fight back, and those who once were an impossible feat to overcome are now (though still a difficult one) but a simple task to complete. Though the silent duel of minds may leave Kid with thoughts of the other, as if an exchange of mental blows that will leave them disillusioned and struggling to remember whose thoughts are whose. The effects of his touch and manipulation last longer now, no matter how brief the contact, he will leave them following his command until he has left the vicinity or gone too long without touching them again to strengthen his hold on them. After overuse Kid will frequently have throbbing headaches or, if strained for too long, debilitating migraines



Character's Alignment: Cosmos
Totem Alignment: Lars or Eska

Did you purchase the "Sorcery Quest" item? Yes
Affinity: Mind Manipulation
Other Notes: n/a
(This post was last modified: 10-18-2018, 05:18 AM by dark.)



 5.5  19.5  8.5  79 
ATKDEFDAMHP
 Unicorn 
SPECIES
 Novice 
BUFF
185ʜs
HS

Saulē

Baron


Sorcery Quest Request



INITIUM


It started in her soul, kindled but kept locked away. As it breaches its fettering, the fire that kindles in her throat is suddenly there, but it does not burn her. It flitters in ember sparks around her feathered ankles, flaring in the sun between her antlers as it finally produces a real, soft heat. It is uncontrolled, flaring when her emotions peak, when she reaches within the depths of her mind and tries to find it. It is fire, and it is uncontrollable, and it is inevitable Saule will burn. She can control it, if only for a breath of a second, one desperate burst of energy before its lost.

ACOLYTE


Fire is easier to control. She can begin to concentrate it into a weapon, or in one place, but only for a few moments before it falls away rampantly once more. It has become stronger, however, and Saule's grip on it prevents her previous fiery outbursts. It swells in her skin and oftentimes makes her warmer to the touch. She can begin to use it for small tasks, starting fires easily in cold nights and sending short bursts at encroaching enemies. She has also begun to be able to keep it from burning her.

PEREGRINI


With near complete mastery of her fire, Saule can now freely concentrate her magic into staffs and other weapons, and set the ground around her aflame in fiery bursts. She has near complete control of her fire, but its exertions often leave her unable to wield it for long. Her range with her magic increases, and its ferocity remains unkempt and uncontrolled. Despite this, Saule has begun to remove the chance of friendly fire, and can keep herself and allies she pays attention to from getting burned in the process.

MAGISTER


With many of her Peregrini's abilities mastered, Saule will be able to use her magic freely and nearly without restraint or tiredness. While she keeps her fire at bay against other equine opponents, the desert where once she lived was dangerous and unkind, and against predators and snatchers Saule will be able to send a burst of fiery inferno, waves of fire that can stun. She can hold her power back - she can keep her magic from burning, she can manipulate it to be a useful tool at her command. It is as much a weapon as it is a tool, and at this point in her training, Saule can wield it entirely at will.



Character's Alignment: Cosmos
Totem Alignment: Leif

Did you purchase the "Sorcery Quest" item? Yes
Affinity: Fire-wielding
Other Notes: N/A



 5.5  9.5  8  68 
ATKDEFDAMHP
 Pegasus 
SPECIES
 Novice 
BUFF
960ʜs
HS

Aylin

Warden of the Isles


Varwulfar Quest Request


Varwulfar type: Ethereal Varwulfar
Varwulfar class: Guardian
Default Jinx: Nervorum Jinx

Varwulfar


For all intents and purposes, Aylin's Varwulfar appears to be a Direpanther, or some deviation of the formidable, starlit cat native to Nordlys. Although a late adolescent when she obtains him, the feline already stands at roughly three feet at his shoulders. His pelt is inky black, with a subtle pattern of white nebula galaxies that show most prominently in the night time. His eyes are solid white, saucers of moonlight. Built more heavily than a normal panther, he is thickly muscled and his size indicates that, as an adult, he will likely cap out at around four feet tall.



Character's Alignment: Neutral, though she leans toward Halla.
Totem Alignment: Eska and Leif.

Did you purchase the "Wordly, Ethereal, or Behemoth Quest" Item? Yes!
Other Notes: For the indepth description of her Varwulfar, on her profile navigate to magic and then scroll down to Varwulfar. (:



 5  7.5  7.5  64 
ATKDEFDAMHP
 Equine 
SPECIES
 Novice 
BUFF
425ʜs
HS

Reichenbach

Warden of Eventide


Sorcery Quest Request


Please explain EACH level of your character's magic below. Upon completion of their quest they will earn INITIUM level.


INITIUM


The shadows coil once more around him, possessive, loving, desirous. At Intium level, Reichenbach can summon shadows — though not at their full potential. He cannot produce a blackout or swathe someone in darkness so that they are invisible or cannot see... but he can, with effort, control the existing shadows of the world around him. The effect is tiring, and lasts for only a few minutes (of which he must maintain his concentration and control or else they will slip away). His manipulation can only be pushed so far at this stage and so he can only control the darkness at a radius of 4m around himself. 

ACOLYTE


At Acolyte level, Reichenbach has more control and better stamina when using his magic. Not only can he summon shadows, but now he can bring forth self-produced darkness too. Shadows are pre-existing, darkness is summoned. He can now move the shadows and darkness further from his body and has begun to learn how to adjust the pitch. 

PEREGRINI


At Peregrini, control is almost complete, though can be lost through surges of emotion. If he feels particularly angry or upset, the shadows can slip from his grasp. Concentration is key. Pitch is easily adjusted now, so he can swathe someone in the blackest black so that they are blind — now that he has better control, he can choose to manipulate a slim ribbon of shadow to mask someone's eyes, though it is easier to use big blocks of shadow. Energy and stamina still play an important role at this stage, as using his power draws energy such as running might, though his stamina has considerably increased. 

MAGISTER


Reichenbach can simply summon his darkness without a second thought, and use the shadows however he wills. Stamina and energy are at their full potential and simply grow with every training session or use. The limit to his reach is now vast, so he can bring down darkness to isolate an entire room or group. 



Character's Alignment: Neutral
Totem Alignment: Eska <3

Did you purchase the "Sorcery Quest" item? Yes
Affinity: Darkness Manipulation
Other Notes: n/a



 4.5  7.5  8  64 
ATKDEFDAMHP
 Unicorn 
SPECIES
 Novice 
BUFF
310ʜs
HS

Entia

Warden of Eventide


Sorcery Quest Request


Please explain EACH level of your character's magic below. Upon completion of their quest they will earn INITIUM level.

INITIUM


In the beginning, Entia will be only able to create minor sparks and static shocks. He cannot physically harm another living being, but he can damage small plants and set them on fire. He can use this sorcery also to create minor shielding for himself in battle but it does not stop anything, only lessening blows by a fraction. Entia can also sense other living beings within a small radius around himself, by detecting their electrical signals. He cannot touch these, only sense. He can also redirect minor lightning strikes, but never towards another living being. If he is wet, he can only sense others.

ACOLYTE


At his next level, Entia is finally able to cause some damage. He can wield bolts of electricity in the form of any form of electrical attack but these can not cause lasting damage. At most he can stun others, and his static shocks can blast another backwards. His shielding is stronger, and he can negate most forms of energy attacks by using electricity to draw it away from him. His radius for detecting others is wider and now, if he wishes he can drain a little from others, and use it to give himself a charge up for a slightly larger attack. If he is wet now, if he uses electricity, he will knock himself out.

PEREGRINI


The third tier will see Entia on his way to mastery. He will be able to cause lasting damage from any form of electrical attack, burning and singing. He can redirect lightning to strike where he chooses (but not others yet), and he can use his shielding to protect himself. He can drag others towards him with their own electrical signals, and he can drain a significant portion from them to charge himself. When he is wet now he will not be knocked out but his attacks will be harder to control, and will never be as strong as possible.

MAGISTER


The mastery complete, Entia will have no issues with using his electricity for any form of attack or defense, using it to absorb the energy of others and detect others within a large radius around him. He will be able to kill if he needs it, by wielding the energy to strike them or ripping their own electrical signals out of their bodies. He can now redirect lightning to strike others, and can call it down to the ground from a storm overhead, provided the storm is charged. He can use his electricity to heal minor injuries of his own. Being wet no longer causes him any issue, but will always cause electricity to be dulled.



Character's Alignment: Neutral
Totem Alignment: None.

Did you purchase the "Sorcery Quest" item? Yes.
Affinity: Electricity Manipulation
Other Notes: Entia has had electrical mastery in the past, as well as other elemental masteries... he is open to going anywhere too.



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