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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

Ithillian Turambar

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Everything posted by Ithillian Turambar

  1. Omg. They so harsh then lol
  2. Delay fishes all. Not wanting the adventure to end
  3. Alright goblins. Let's search about You decide to investigate the grove further, trusting your instincts—and Nyra's subtle guidance—to uncover anything hidden among the whispering trees and lingering spirit energy. As you move deeper into the grove, the natural world seems to hush around you. Every footstep is muffled by soft moss, and the canopy above dims the already-muted sunlight. Spirit motes flit between the trees, growing more concentrated as you approach a cluster of ancient stones, half-swallowed by ivy and age. Nyra’s glow pulses softly. “This place remembers,” she murmurs. “The grove was once part of a greater sanctuary, long before the temples fractured and the Altars fell silent.” You kneel before the stones and place your palm against the cool surface. The Codex glows faintly, and suddenly a vision floods your mind—not words, but sensations: the thrum of Spirit energy harmonized with Earth, the rooted calm of something waiting. You understand now—this was once a Waystone, a resting point for elemental pilgrims, attuned to those walking the path of unity. Hidden behind the largest stone, you find a sealed spiritbound cache, requiring elemental resonance to unlock. Channeling Water for memory, Earth for stillness, and Spirit for awareness, you weave the energies together. The seal dissipates with a faint chime. You gain the following items: Spiritlace Tonic (x1) – Restores 6 EP and grants +1 to Spirit for one encounter. Rooted Vow Sigil – A small charm carved from stone and wood, engraved with an ancient mantra: "Steadfast through shadow." Effect: Once per long rest, you may reroll a failed Spirit-based check or resist effect. Memory Shard – Pilgrim’s Rest – A lingering echo of a long-passed wanderer’s thoughts. Can be used in certain spiritual or historical locations to unveil forgotten knowledge. Nyra hovers near the sigil, her voice soft and reverent. “This place is still sacred. Even in ruin, it offers gifts to those who remember.” Current Status: HP: 27 / 27 EP: 22 / 22 Elemental Levels: Water: 13 Fire: 11 Spirit: 13 Earth: 12 Air: 10 Inventory Updated: + Spiritlace Tonic (1) + Rooted Vow Sigil (1 reroll on Spirit-related failure, 1/long rest) + Memory Shard: Pilgrim’s Rest Codex: Unified Elemental Bond – Active New Ability: Leywalk – Short-range spirit phase teleportation Time of Day: Late Morning Weather: Calm, drifting mist beneath the trees Next Options: Use Leywalk to travel through the spiritual currents – See where the crossing may lead you. Attempt to attune further with the grove – Perhaps more can be drawn from this ancient sanctuary. Speak with Nyra – Ask her what she remembers of this place and what her instincts suggest next. Depart the grove and seek the Spirit Temple – It may be calling now that you’ve proven your readiness. Focus on the Memory Shard – Try to access the memory within and reveal a fragment of the past. What will you do next?
  4. We all old now, Clov
  5. Lol. I am often amazingly wrong, but with such confidence lmao
  6. Rules 1. Play nice. Don't say personal or mean things. Basically don't be jerks. I am going to specifically say don't call players - or the things they do - stupid/dumb/any other variants of that. It seems to be quite triggering and I don't want the fall out or drama. Pressure is ok. School yard name calling is not. 2. Do not edit your posts. 3. I will not confirm anything you claim I have told you in PMs 4. Do not quote PMs 5. Do not discuss the game outside of this Game Thread unless you have a Team PM provided. 6. Self Votes will not be counted 7. No Appeals to Emotion. Please keep to the Game only, in the Game 8. If you have any RL issues please message me in your game PM. I'm happy to just have a chat, discuss having a little time away or arrange a replacement if absolutely needed. 9. ***No Mass Claims*** Individuals can claim with character and roles etc if it becomes a necessity, but don't try to Game the Mod by all claiming at the same time. You can also message the Mafia Board Staff who is @Verbal32 This is a Hammer/Deadline Game. If a Majority vote is achieved, the Lynch will be deemed to have happened instantly and I'll confirm asap. If there is no Majority, whoever has the highest votes, when the Timer runs out will be Lynched. If there is a Tied Vote - the Gods of Random Org will decide. It is best to get a majority. All votes to be Bold Red or they won't be counted. You must Unvote before changing your vote. Your Mods are: Ithillian - who has full game set up and can post VCs and answer Modly Questions Shad - who can post VCs End of Day 1 https://dragonmount.com/forums/topic/127494-day-1-hamilton-mafia-only-players-to-post-please/page/68/#findComment-4088204 Start of Day 2 https://dragonmount.com/forums/topic/127494-day-1-hamilton-mafia-only-players-to-post-please/page/73/#findComment-4088683 End of Day 2 https://dragonmount.com/forums/topic/127494-day-2-hamilton-mafia-only-players-to-post-please/page/92/#findComment-4089372 Start of Day 3 https://dragonmount.com/forums/topic/127494-day-3-hamilton-mafia-only-players-to-post-please/page/96/#findComment-4089644 End of Day 3 https://dragonmount.com/forums/topic/127494-night-3-hamilton-mafia-only-players-to-post-please/page/119/#findComment-4090690 Start of Day 4 https://dragonmount.com/forums/topic/127494-night-3-hamilton-mafia-only-players-to-post-please/page/122/#findComment-4090899 End of game https://dragonmount.com/forums/topic/127494-day-4-hamilton-mafia-only-players-to-post-please/page/125/#findComment-4091002
  7. Ok.... don't worry. This isn't a Mafia Game. But, you do seem to like to vote on possibly life and death situations.... So let's see if we will survive this. I don't know how it ends so I can vote too. My vote is no better than anyone else's cos I don't know what's going to happen. You will now see a giant wall of text that explains how this game works. TLDR: Skip to the last Story Post and vote for your choice using the Reactions. 1. Cup/Thanks 2. Happy face 3. Sad face 4. Burning Sword 5. Bela Horse I'll swing by and check the votes once a day ish. Feel free to lobby other players and chat about what's happening. Do keep an eye on your Health and Elemental Power levels though. Sometimea, you will need to rest. ************************* Title: The Fivefold Path Introduction: Legends spoke of the Sacred Grove, hidden deep within the heart of the ancient forest. It was said that those who found their way there were destined for greatness, chosen by the elements themselves. For years, you had trained in secret, feeling the pulse of magic within you, but never knowing your true purpose—until now. A vision had called you forth, whispering of an age-old prophecy. The world teetered on the edge of chaos, and only one attuned to the five elements could restore balance. Guided by intuition and the unseen forces, you journeyed for days, overcoming treacherous terrain and strange omens, until at last, you stood within the hallowed grove. You awaken in a sacred grove, the air tingling with energy. The ancient Order of Elements has called upon you, one of the few born with the gift to wield elemental magic. Before you lies a grand stone altar, upon which five glowing crystals rest. Each represents one of the five elements: Air, Water, Fire, Earth, and Spirit. A robed figure, the Guardian of Balance, steps forward. "The world is on the brink of chaos, and only an Elemental Champion can restore harmony. Choose your first path wisely, for it will shape your destiny. Your ultimate goal is to locate the Heart of the Elements, a legendary artifact hidden deep within the world. Only by uniting all five elements and claiming the Heart can you defeat the growing darkness that threatens to consume all." As a gift to aid you in your journey, the Guardian of Balance grants you three Magical Revive Stones. If you fall in battle, a stone will restore you to life with 50% of your current HP and EP, returning you to the last safe location. Additionally, you will keep all items in your inventory at the time of your death. Use them wisely, for they are rare and precious. Current Status: HP (Health Points): 20 / 20 (Max HP increases as you progress) EP (Element Points): 10 / 10 (Max EP increases as you progress) Elemental Strength Levels: Air: Level 1 Water: Level 1 Fire: Level 1 Earth: Level 1 Spirit: Level 1 Inventory: Basic Adventurer Kit (Includes: a small knife, flint and steel, rope, a waterskin, a map of the known lands, and a bedroll) Rations (3 packs) (Each restores 5 HP) Magical Revive Stones (3) (Brings you back to life with 50% HP and EP, returning you to the last safe location upon death, while keeping all items) Spell Book: [No spells learned yet] Day and Night Cycle: Your journey follows the natural cycle of day and night. Some events, creatures, and magical effects may vary depending on the time of day. Certain areas may be safer or more dangerous during specific times, and some spells may be more potent at night or dawn. Gameplay Note: Always update all stats after a choice, including HP, EP, inventory, and the spell book. Then display the results again. Resting System: You must rest periodically to recover your strength. There are two types of rests: Short Rest: A brief break that restores up to 50% of missing HP and EP. Long Rest: A full night's rest that fully restores HP and EP. Resting may require a safe location or camp setup, and some areas may not allow rest due to dangers or environmental factors. Health System: Your journey will be perilous, and your survival is not guaranteed. You begin with 20 Health Points (HP), but as you progress and grow stronger, your maximum HP will increase. Certain actions will either restore or reduce your HP: Making wise choices or using defensive magic may restore HP. Taking risks, engaging in battle, or failing a challenge may decrease HP. If your HP reaches 0, your journey ends in defeat—unless you have a Magical Revive Stone. Completing significant milestones may grant permanent HP increases. Stay vigilant, and choose your actions wisely. Elemental Strength and Energy System: As an Elemental Champion, you have proficiency in each of the five elements. However, your strength in each element starts at Level 1. As you progress, your choices and actions will increase your proficiency in specific elements, allowing you to unlock more powerful spells and abilities. Elemental Strength Levels: You gain experience in an element by using its magic in battle, solving puzzles, or making choices that align with its nature. Element Points (EP): You have a limited pool of Element Points that you can use to cast spells. Each spell costs a certain number of EP. Regeneration: EP regenerates over time, but using too much too quickly may leave you vulnerable. You can also find special artifacts, rest at sanctuaries, or complete quests to restore EP more quickly. Max EP Increases: As you grow stronger and master elemental magic, your maximum EP will increase, allowing you to cast more powerful spells and sustain magic for longer durations. Master your elements wisely, for the balance of power will determine your success. Item Collection System: Throughout your journey, you will discover useful objects and artifacts that can aid you in battle, exploration, and survival. Some items may enhance your elemental abilities, while others provide healing or special buffs. Consumables: Potions, enchanted scrolls, or food that restore HP or EP. Artifacts: Rare objects that grant unique abilities or stat boosts. Weapons & Tools: Elementally infused weapons or utility items to assist in combat or puzzle-solving. Keys & Quest Items: Objects required to progress through locked areas or complete story-driven objectives. Managing your inventory wisely will be key to your survival and success. Spell Book System: As you learn spells from each element, they will be recorded in your Spell Book. You can use spells during encounters, puzzles, or battles, as long as you have enough Element Points (EP). Some spells may require multiple elements, and others may unlock hidden paths or special advantages. Choose Your Path: Choose the Air Crystal: Gain agility and mastery over wind magic. Choose the Water Crystal: Develop healing and control over tides. Choose the Fire Crystal: Harness flames and destructive power. Choose the Earth Crystal: Attain endurance and stone manipulation. Choose the Spirit Crystal: Strengthen telepathy and unseen energies. What will you choose?
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