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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

Ithillian Turambar

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Everything posted by Ithillian Turambar

  1. OK off you go. Please be aware of this answer to all of your questions This is a closed set up game.
  2. Official Vote Count HALLIA - 2 (Seph, Verbal) Not Voting: Dice, Gudrean, Hallia, Key, Zander, DPR 5 votes to Lynch This is a Hybrid Hammer/Deadline Game Day 2 ends 10pm BST on Wednesday 9th April Day 2 Timer https://stagetimer.io/r/UVDHPDFH/
  3. The town was quiet, caught in the uneasy stillness that follows chaos. Some votes had been cast. The sun had begun to sink. And somewhere between the last whisper of daylight and the first breath of night… someone began to walk. Alone. Their footsteps echoed softly down the empty street, steady, unhurried. To anyone watching, they might have seemed thoughtful. But there was something strange about them—like they weren’t walking forward, but drifting backward. Through time. Through memory. They paused near the center of town, where the dirt was still scuffed from yesterday’s vote. Where names had been spoken aloud, and where one had been cast out. They looked around, slowly, as if seeing shadows the others could not. Their breath quickened. A hand rose to their chest—hesitating there, fingers twitching as if trying to hold something in. Not pain. Not exactly. Something deeper. Sadder. Then, without a sound, they dropped. No cry. No warning. Just a body, still and sudden, against the dust. By the time anyone reached them, it was too late. No one knew who they had been. No one knew what they had done. And the silence that followed was not one of mourning—but of confusion. Dread. The sense that something had gone wrong behind the curtain, and none of them would ever understand it. The only truth was this: A player has been removed from the game. They have been… erased from the narrative. Turcass has been Modkilled. THERE WILL BE NO CORONER REPORT Modifications have been made to multiple players to rebalance. Give me a minute to post an updated VC and then you can carry on.
  4. When I ask you all to please stop posting can you just ... stop.
  5. I do not like people trying to 'game' me. This is not a puzzle to be solved. It is a Mafia Game. Do not test me. Final warning.
  6. Official Vote Count HALLIA - 3 (Seph, DPR, Verbal) KEY - 1 (CassTurin) Not Voting: Dice, Gudrean, Hallia, Key, Zander 5 votes to Lynch This is a Hybrid Hammer/Deadline Game Day 2 ends 10pm BST on Wednesday 9th April Day 2 Timer https://stagetimer.io/r/UVDHPDFH/
  7. Don't forget I am unavailable now, for the next 11 hours or so. If a Majority is achieved, please assume i am here and have paused the game. That means stop posting.
  8. Official Vote Count HALLIA - 4 (CassTurin, Seph, DPR, Verbal) Not Voting: Dice, Gudrean, Hallia, Key, Zander 5 votes to Lynch WE ARE STILL AT L-1 This is a Hybrid Hammer/Deadline Game Day 2 ends 10pm BST on Wednesday 9th April Day 2 Timer https://stagetimer.io/r/UVDHPDFH/
  9. well I'm going to bed soonish. Seeing as how it's all calmed back down again.
  10. Let's go big! Story: With the Sacred Grove pulsing softly beneath your feet, you step toward the inner circle—where five ancient stones form a ring. Each one hums faintly with its element, but as you place your hand on the central stone, the Codex opens of its own accord. It’s time. The pages flutter until they land on a clean sheet—pure white, then slowly glowing with five radiant glyphs. Three begin to pulse… waiting for you to choose. The Codex speaks: “Weave Fusion initiated. Choose three elements to forge your first fused spell. This spell will be unique to your current strengths and will grow with you.” Elemental Choices (Choose 3): You may combine any three of the following: Air (2) – Speed, evasion, storm Water (13) – Healing, flow, ice, pressure Fire (10) – Damage, destruction, cleansing Earth (2) – Defense, control, growth Spirit (10) – Mind, memory, perception Your current elemental strengths suggest synergy between Water, Fire, and Spirit, but you are free to choose any trio. Next Step – Choose Three Elements to Weave Together: Water + Fire + Spirit (Balance of force, healing, and soul) Fire + Earth + Air (Explosive elemental shockwave or volcanic burst) Water + Spirit + Earth (Restoration, binding, and memory-rooted control) Air + Fire + Spirit (Illusions through flame and speed—blinding offensive style) Choose your own custom trio (Let me know your choice directly) Let me know which fusion you wish to create, and I’ll craft the spell accordingly!
  11. Let's head back to the grove first then Story: With the Ashen Spire behind you and the Pyreheart Core secure in your pack, you begin the descent. The mountain paths are warm but no longer hostile—the fire spirits that once lingered now acknowledge your presence. A few even shimmer in the distance, offering a faint bow of flickering flame as you pass. After several hours of cautious travel through the outer slopes and cooled lava trails, you emerge beneath a forest canopy. The Sacred Grove’s energy greets you like a gentle breeze—calm, balanced, watching. You follow the winding trail toward the altar where your journey first began. As you approach, the Guardian of Balance stands waiting. “You have returned bearing a flame tempered by wisdom,” the Guardian says. “And I see the Codex... no longer simply a book, but a beacon.” He gestures to the grove’s center, where soft glows pulse beneath the grass. The Grove now recognizes your achievements. New paths have opened: You may now revisit the Temple of Still Waters with enhanced elemental recognition. The Codex will react to sacred sites in the grove for spirit meditation and fusion crafting. The Guardian will offer rare spell insights if you bring him offerings of knowledge. Updated Stats: HP: 26 / 26 EP: 16 / 16 Elemental Strengths: Air: 2 Water: 13 Fire: 10 Earth: 2 Spirit: 10 Inventory: Basic Adventurer Kit Rations (3 packs) Magical Revive Stones (3) Orb of Purity Watershaped Ring Gauntlet of the Infernal Path Adept’s Charm Shimmering Amulet Firegems (3) Scroll of Flameweaving Pyreheart Core Small pouch of coins (10 copper) Arcane Conduit Codex (Legendary – Unified Elemental Bond + 5 linked artifacts) Spell Book: (Unchanged) Passives & Augments: (Unchanged) Outcome of the Choice: You have successfully returned to the Sacred Grove. The Guardian acknowledges your growth, and new options are now available from this central location—including the chance to revisit the Water Temple, meditate, or gain rare spell insights. New Available Options: Return to the Temple of Still Waters to uncover its sealed chambers. Meditate at the Spirit Shrine to receive visions or bonuses. Present the Pyreheart Core to the Guardian for insight. Attempt to create your first Weave Fusion spell. Ask the Guardian about advanced water techniques using what you’ve learned.
  12. Prepare to travel Story: You move toward the platform’s edge, gaze shifting from the glowing Pyreheart Core to the now-complete map. The air around you seems lighter—more aligned—like the Ashen Spire itself has accepted your departure. You withdraw the Codex and unfold the enchanted map beside it. With the Ashen Spire awakened and the Pyreheart Core now in your possession, you feel ready to continue the path toward the next altar. The Codex flares softly, projecting gentle lines of light to each revealed location. You let your hand hover over the options, and the glow of each fluctuates faintly in response to your aura. Choose Your Next Destination: Temple of Still Waters (Water Altar) – You’ve been here before, but several sealed paths remain unopened. Returning now with greater elemental balance may unlock the lower sanctum. (Will become available once back at the Sacred Grove.) Verdant Hollow (Earth Altar) – A subterranean temple hidden beneath an ancient forest. Entry rumored to require awakening natural growth or shifting stone barriers. Skyreach Monastery (Air Altar) – Suspended in the mountains, reachable only when currents are calm or by aerial magic. Pilgrims say the winds whisper truths to those who listen. Shrine of Echoing Veil (Spirit Altar) – Said to lie in the ruins of a forgotten city, appearing only under certain moon phases or to those deeply attuned to Spirit. Return to the Sacred Grove – Re-center your journey, reflect, visit sealed trials, and unlock new Codex insights. (Water Temple path and other benefits become available here.) Updated Stats: HP: 26 / 26 EP: 16 / 16 Elemental Strengths: Air: 2 Water: 13 Fire: 10 Earth: 2 Spirit: 10 Inventory: Basic Adventurer Kit Rations (3 packs) Magical Revive Stones (3) Orb of Purity Watershaped Ring Gauntlet of the Infernal Path Adept’s Charm Shimmering Amulet Firegems (3) Scroll of Flameweaving Pyreheart Core (Quest Item) Small pouch of coins (10 copper) Arcane Conduit Codex (Legendary – Unified Elemental Bond active) Spell Book: (Unchanged) Passives & Augments: (Unchanged) Outcome of the Choice: You prepared to set out toward your next elemental altar. The Codex has confirmed your options and marked the path forward. The journey from here will shape the next stage of your legend. Next Choices: Travel to Verdant Hollow (Earth Altar) Journey to Skyreach Monastery (Air Altar) Seek the Shrine of Echoing Veil (Spirit Altar) Return to the Sacred Grove (Access to Water Temple & Codex upgrades) Delay travel and create a Weave Fusion spell before choosing your destination.
  13. Official Vote Count HALLIA - 4 (CassTurin, Seph, DPR, Verbal) Not Voting: Dice, Gudrean, Hallia, Key, Zander 5 votes to Lynch WE ARE STILL AT L-1 This is a Hybrid Hammer/Deadline Game Day 2 ends 10pm BST on Wednesday 9th April Day 2 Timer https://stagetimer.io/r/UVDHPDFH/
  14. Official Vote Count HALLIA - 4 (CassTurin, Seph, DPR, Verbal) Not Voting: Dice, Gudrean, Hallia, Key, Zander 5 votes to Lynch WE ARE STILL AT L-1 This is a Hybrid Hammer/Deadline Game Day 2 ends 10pm BST on Wednesday 9th April Day 2 Timer https://stagetimer.io/r/UVDHPDFH/
  15. Official Vote Count HALLIA - 4 (Zander, CassTurin, Seph, DPR) Not Voting: Dice, Gudrean, Hallia, Key, Verbal 5 votes to Lynch WE ARE AT L-1 This is a Hybrid Hammer/Deadline Game Day 2 ends 10pm BST on Wednesday 9th April Day 2 Timer https://stagetimer.io/r/UVDHPDFH/
  16. Official Vote Count HALLIA - 3 (Zander, CassTurin, Seph) GUDREAN - 1 (DPR) Not Voting: Dice, Gudrean, Hallia, Key, Verbal 5 votes to Lynch This is a Hybrid Hammer/Deadline Game Day 2 ends 10pm BST on Wednesday 9th April Day 2 Timer https://stagetimer.io/r/UVDHPDFH/
  17. I found this old siggy for elgee
  18. One last poke about then Story: You rise from the map and approach the far end of the chamber, where faded glyphs still smolder faintly across the walls of the Ashen Spire. Though your main trial is complete, your senses now operate on a higher frequency—tuned by the Codex, sharpened by balance. As you pass your hand along the obsidian stone, the surface flickers with a hidden rune that flares to life: a symbol of converging flame and spirit. A final test lingers. With a breath, you place your hand upon it. The floor trembles. A small platform rises from the center of the chamber—on it rests a core of crystallized flame, its surface ringed with five grooves. The Codex hums with recognition. A message forms on its page: “This is the Pyreheart Core, the ember of elemental convergence. Though dormant now, it may serve as the keystone when all five altars have been awakened. Carry it carefully. Its power will respond only to one in harmony with the Weave.” You reach out and take it. The crystal is warm but not painful—like holding the essence of a living fire. Item Gained: Pyreheart Core (Quest Item) A relic left behind by the Ashen Spire, it resonates with your Codex and elemental alignment. It cannot be used in battle, but its presence unlocks new interactions with future altars and guardians. When all five elemental altars are awakened, the Pyreheart Core will reveal its true form. Updated Stats: HP: 26 / 26 EP: 16 / 16 Elemental Strengths: Air: 2 Water: 13 Fire: 10 Earth: 2 Spirit: 10 Inventory: Basic Adventurer Kit Rations (3 packs) Magical Revive Stones (3) Orb of Purity (Cleansing Flame) Watershaped Ring (Flow State) Gauntlet of the Infernal Path (Flamebound Echo) Adept’s Charm (Resonant Insight) Shimmering Amulet (Veil of Equilibrium) Firegems (3) Scroll of Flameweaving Pyreheart Core (Quest Item) Small pouch of coins (10 copper) Arcane Conduit Codex Unified Elemental Bond Elemental Weave Core Vision: The Five Altars of Balance (1/5 completed) Map Integration: Locations Revealed Spell Book: (unchanged) Passives & Augments: (unchanged) Outcome of the Choice: You uncovered a hidden relic from the Ashen Spire—the Pyreheart Core, a dormant artifact that will grow in power as you awaken the remaining elemental altars. It is the first key to eventually accessing the Heart of the Elements. Next Choices: Exit the Ashen Spire and return to the Sacred Grove. Create your first Weave Fusion spell (choose 3 elements). Use a Firegem to evolve a hybrid spell. Check the Codex for notes on the Pyreheart Core. Prepare to travel directly toward one of the other altar locations.
  19. Official Vote Count HALLIA - 3 (Zander, CassTurin, Seph) GUDREAN - 1 (DPR) Not Voting: Dice, Gudrean, Hallia, Key, Verbal 5 votes to Lynch This is a Hybrid Hammer/Deadline Game Day 2 ends 10pm BST on Wednesday 9th April Day 2 Timer https://stagetimer.io/r/UVDHPDFH/
  20. Keep this up and I'll have to make you a Loot Goblin siggy
  21. Map it is Story: You kneel beside your satchel and retrieve your map of the known lands, unfolding it carefully across the trial floor. Though worn at the edges, the parchment still holds arcane shimmer in its markings—especially around places of magical significance. With the Codex resting on your lap, you trace your fingers across the map, letting your elemental senses guide your thoughts. As your hand moves across the lands, five shimmering pulses briefly glow—markings that weren’t visible before. Your attunement to the Arcane Conduit Codex and your mastery of one elemental altar has awakened hidden knowledge: Known Potential Locations of the Five Altars of Balance: Ashen Spire (Fire) – Completed Hidden deep in the volcanic cliffs. Fire altar awakened. The Verdant Hollow (Earth) A lush underground temple rumored to move with the shifting forest. Entrance may require manipulating natural growth or tremor patterns. Skyreach Monastery (Air) A floating citadel atop storm-forged peaks. Access restricted by shifting air currents. Pilgrims speak of monks who "walk the wind." Temple of Still Waters (Water) You’ve been here before. Secrets remain within its sunken chambers. Return is possible when ready. (Will be available upon returning to Sacred Grove.) Shrine of Echoing Veil (Spirit) Hidden in the ruins of an ancient city long erased from maps. Said to appear only during certain moon phases or with Spirit attunement. The Codex absorbs this mapping and brands the symbols into the page with shimmering ink. They now glow when traced—guiding lights for your next steps. Updated Stats: HP: 26 / 26 EP: 16 / 16 Elemental Strengths: Air: 2 Water: 13 Fire: 10 Earth: 2 Spirit: 10 Inventory: Basic Adventurer Kit (includes the updated magical map) Rations (3 packs) Magical Revive Stones (3) Orb of Purity (Cleansing Flame) Watershaped Ring (Flow State) Gauntlet of the Infernal Path (Flamebound Echo) Adept’s Charm (Resonant Insight) Shimmering Amulet (Veil of Equilibrium) Firegems (3) Scroll of Flameweaving Small pouch of coins (10 copper) Arcane Conduit Codex Unified Elemental Bond Elemental Weave Core Vision: The Five Altars of Balance (1/5 completed) Map Integration: Locations Revealed Spell Book: (unchanged from previous) Passives & Augments: (unchanged from previous) Outcome of the Choice: By using your map in tandem with the Codex, you unlocked four additional elemental altar locations. You can now begin planning the journey to your next destination in the greater quest for the Heart of the Elements. Next Choices: Exit the Ashen Spire and return to the Sacred Grove (Water Temple option unlocked). Create your first Weave Fusion spell (choose 3 elements). Use a Firegem to evolve a hybrid spell. Inspect the Ashen Spire one last time for any lingering traces of power. Study the revealed map further for hidden paths or lore at each altar site.
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