Coven of the Sun

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Coven of the Sun

Postby Talenthiel » Fri Jul 05, 2013 4:08 pm

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"To seek out power and to seize it, such is the nature of a Child of the Blood, something that was woven into us during our ventures to Draenor. However, too often are we selfish with the powers we hold, so blinded by our greed that we do not realise what we have, what we might share to the betterment of Quel'thalas. As the true might within Silvermoon City, I intend for this to change between followers of the fel arts."

The Coven of the Sun


Under Lord Tal'enthiel Sunshard's summons, a sect for the city's Felcasters and Demonologists is being established. Known as the Coven of the Sun, these Sin'dorei will gather, ensuring their great power is not spread unnecessarily thin across the city, but accumulated into one group. In this group they shall share their knowledge, train their fellow elf and pursue their goals, a basis for whatever they desire.

Together we are strong and together we can accomplish what we otherwise could not alone. However, it is not only fellow Warlocks that can join the Coven's ranks. Elves who also use fel magic within their craft or show a heightened interest or knowledge of it may be among the Coven, assisting them in their endeavours and as a result, may learn from them.

The Coven's gaze extends beyond the borders of Quel'thalas. They seek to bring glory and power to Silvermoon City, but to do so they shall extend their reach to the distant lands twisted by the Legion's influence, such as Felwood, the Blasted Lands and the crumbling remains of Draenor. They will take power from the undeserving and return it to Quel'thalas.

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"The power of the Burning Legion is great. But if any mind has the strength to control it, to use it, to transcend its own weakness and dominate it...it will be an elven one."


What Will Take Place


Within the Coven of the Sun, its many Sin'dorei will regularly gather for various meetings, hosted by either Tal'enthiel Sunshard or another respected member of the Coven. The purpose of the meetings will vary, but they will all serve to further one's own knowledge or testing one's own strength against each other, or a willing opponent or student. If one wishes to gather the Coven, it must always be for a beneficial reason however. Wasting the Coven's time will prove costly.

There are several different purposes for meetings, or meetings a Sin'dorei may host within the Coven of the Sun. They may wish to gather to test rituals they otherwise cannot complete on their own, such as high level summoning, or have discovered a new spell or incantation to test with their fellow Sin'dorei. If they hear word of an item or stash of demonic power within Azeroth or distant Draenor, they could assemble their fellow elves and lead them to reclaim such power. All these things they can do to further their ability or knowledge.

However, if they wish to further another elf's ability, rather than they own, they can host training sessions for the lesser Warlocks within the Coven, testing their abilities and strengthening their resolve through trials offered to these aspirants. The opportunity to tests ones demons is also available to the Coven, a willing Sin'dorei offering their services to battle the minions of the Warlocks, so they might take note of their demons weaknesses and flaws when and if they are slain.

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"Why would one shy away from claiming the Burning Legion's minions? These creatures are made for war, perfected to hunt and kill. Long lost races, transformed by potent fel magic, each of them having their own purpose in the dark titan's ranks. We should use these creatures for the defence of our own people, after all, they are completely expendable."


What Is Expected


The Coven will expect much of its members to invite the weak-willed and those without discipline is not within their interests, so any elf who shows interest will be tested fittingly to ensure they hold what it takes to be among them: the iron will, strict discipline and keen intelligence of a Sin'dorei. No less will suffice.

Regardless of the elf's background and history, as long as they obey the laws of Silvermoon City and have control over the powers at their disposal, they may be among the Coven. It works for the glory of Quel'thalas, so any dissidents or fools who oppose the Triumvirate are not welcome. Equally, those with power but without control invite devastation and are also not permitted.

However, if an elf joins the Coven and proceeds to show disrespect to their fellow elves, begins to lack the tenants required to join or even betrays its members for their own benefit, they will face dire consequences for their actions at the hands of the Coven.

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"Power is something not given, but sought, for it is said only the truly determined and strong of will possess the capacity to obtain what is required for not only self preservation, but dominance. What separates the lessers of the mongrel races from our own is not only found in our genes, but from the relentless control that only the finest of elves can maintain."


What Has Been Acquired


Blood Wells: Forged by Faerathon Lerathien and gifted to members of the Coven, these amulets of truesilver are bejeweled with a single Bloodstone at its centre. When the Blood Well comes in proximity or contact with freshly drawn blood it glutinously consumes it, creating energy for the Sin'dorei to harvest and sate their addictions. After unsavoury incidents within Ashenvale, these Blood Wells have been withdrawn from the Coven and deposited away, due to their dangerous nature.

Demonic Gateway: During the Coven's summoning of the Man'ari Azthak, they received a gift of knowledge in exchange for accepting his masters rune. He offered them a length of hide inscribed with demonic runes that glow an orange hue, detailing the ritual of conjuring and sustaining a Demonic Gateway, from which they shall learn.

Fel Imps: Purchased for a single gold coin from a witless veteran of Outland's demonic crusade, Summoner Ashbourne acquired writings detailing the summoning of these fiendish creatures. Larger and more cunning than the basic Imps, the Coven now boasts several Fel Imps beneath its control, to fulfil its every bidding without question.

Illydus: Found wandering the shores of Darkmoon Isle and sampling the discarded magic within the area, the Coven of the Sun successfully captured this Observer with the aid of Rethomar Bloodsorrow's expertise. Restrained and forced into submission, this demon now serves as an unwaveringly loyal companion to those of the Coven seasoned enough to control it.

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"A blacksmith is nothing without his anvil. A Blood Knight useless without his blade. A Farstrider pointless without arrows in her quiver. Sometimes these items may come with great power, locked inside and ready to be drawn out at the touch of the right fingertips. It is a pity that most cannot see such. And that they have such a hard time giving it up when they do. Luckily, we specialise in this. A few bloody handprints of acquisition are hardly questionable along the way."


Q&A


What is it? The Coven of the Sun will act as a roleplay project within the Blood Elf community, acting as a sect for Warlocks and fel-minded Sin'dorei to gather as a single entity. It will consist of meetings, events, short storyline-based missions and training sessions for its members, exploring the many available aspects of Warlock roleplay that can't otherwise be explored as a single roleplayer. They gather once per fortnight, or more often if required.

What will it do? With the coming changes in Mists of Pandaria (Mass Drain Life, Summon Beholder etc.), it shall also serve as a means of practising and learning these new abilities with our characters, for them to conduct large rituals and sessions to acquire these powers and encourage roleplay between the otherwise scattered Warlock roleplayers within Silvermoon. It shall also offer roleplays the chance to create events themed around players of their fellow class which they cannot otherwise make.

Who can join? Any Blood Elven roleplayer is welcome to join as long as they have a solid grasp on the lore revolving around this Coven, both Sin'dorei and Demonic. A channel exists for those roleplay within the Coven to OOC'ly keep in contact and those who IC'ly join it will be given the channel information.

How do you join? To join, one must merely approach the Covens members and state their interest, proving they are fascinated or skilled within the fel arts and they are worth a place among them. As stated before, you need not be a Warlock to join. Characters who use fel or demonic power or have a deep and proven fascination in the arts are also welcome, such as Blood Mages.

What is the uniform? Those within the Coven will be expected to wear black and red during meetings, with an emphasis on two sets in particular for the Warlocks. Those are Furious Gladiator's Felshroud primarily, or for those who have not reached the level, Brutal Gladiator's Felshroud. Non-Warlock members have not yet been given a uniform, but will also be expected to wear black and/or red.

What now? If you are interested or require any further questions being answered, please just drop Talenthiel an OOC message in game or over the Argent Archives and I will be happy to answer.

Who made those lovely banners? That would be Rathalion, with thanks to him!
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Re: Coven of the Sun

Postby Talenthiel » Tue Jul 16, 2013 11:35 pm

Coven event coming on the 22nd July, which shall be moving on with the Blackrock Orc plans as well as a new plot that shall be starting off, concerning a Burning Crystal we shall be conducting the meeting around. It will take place within Duskwither Spire at 20:00 server time. Expect Illydus!
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Re: Coven of the Sun

Postby Talenthiel » Sat Jan 25, 2014 4:40 pm

The Coven's going to be training the Dawnguard how to properly fight demons and the Legion's minions on the 18th January, meeting up at Azurebreeze Coast at 19:45 server time! If you wish to speak about one of the demons, be sure to plan said speech and make sure it is interactive for the Dawnguard's members!

Also, we shall be holding a 'How to properly use your demons' lecture in the future, where the Coven's members will be using their demons (within reason) to fight a certain Blood Knight Master to test their abilities.
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Re: Coven of the Sun

Postby Talenthiel » Wed Apr 30, 2014 4:15 pm

After a long break, the new Coven of the Sun meeting is up on the calendar. On the 7th May, they will meet at the Thalassian Pass to move into the Plaguelands and practise the dangerous ritual involved in a Doomguard's summoning. If anyone wishes to attend not to participate in the summoning but to aid in the Doomguard's killing after its summoning and binding, merely prod me in game!
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Re: Coven of the Sun

Postby Talenthiel » Mon Nov 10, 2014 9:24 pm

After a lengthy gathering of appropriate reagents and powerful demonic souls, the Coven of the Sun departs tomorrow to perform a ritual of summoning and binding, which will be used by those aspiring to master the 'Metamorphosis' spell. The event shall take place at 20:00 server time, with a starting location of Sunfury Spire's Inner-Sanctum, where they shall then leave for Fire Scar Shrine via portal!

For those attending, the ritual circle that will be drawn appears like this (forgive the crappy paintshop skills):

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Update:

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The Coven of the Sun has completed their Metamorphosis ritual within the recluse Fire Scar Shrine, fighting back demonic intruders as they drained the very essence of the mighty Doomguard they had lured from the Twisting Nether. Jaivyn Duskfall, Mickaela Ta'rasha and Tal'enthiel Sunshard all achieved a taste of the power that Metamorphosis brings, with varying degrees of success.
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Demon Tournament

Postby Talenthiel » Sun Mar 13, 2016 7:18 pm

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Demon Tournament


The Coven of the Sun convene to not only share their knowledge as they so often do, but to participate in a competition between the demons they have bound. This will be a test of their demon’s skill and the Warlock’s command over their minion, as well as a chance for participants to learn more of the demons doing battle within the allocated arena and seeing their skills actively on display.

OOC rules shall be set up concerning the tournament, guidelines for the participants to follow to ensure it is as fair and enjoyable as possible. As this is the first Demon Tournament, any feedback is welcomed and appreciated to ensure any future tournaments are as enjoyable as possible. As a disclaimer, as this is the first tournament, some abilities might prove to be very over-powered and thus might be tweaked and adjusted.


OOC Rules


The tournament follows standard rules for combat. Each participant will have 5 Health Points at the beginning of the round and with every turn, both participants roll. The attacker that round rolls to deal damage to the enemy, removing 1 Health Point if successfully landed. The defender rolls to protect themselves from the damage the attacker seeks to deal upon them, thus negating any damage done if they successfully out-roll the attacker.

The demons available to a Warlock are to be segmented during the tournament into separate categories, according to their power level. Those being ‘Tier 1’, ‘Tier 2’ and ‘Tier 3’. The demons can also be split into one of two separate categories, those being ‘Defence’ and ‘Offence’, which will affect their roll bonuses accordingly. Certain demons can fit only one of these roles, some both, but any demon can be chosen to specialise in neither one of them. Each demon will also be given a special ability suited to its type.


  • Tier 1: Imp

  • Tier 2: Fel Imp, Voidwalker, Succubus, Felhunter, Felsteed, Dreadsteed

  • Tier 3: Felguard, Wrathguard, Shivarra, Observer, Doomguard, Infernal


Demon Tiers: Tier 1 demons can fight other Tier 1 demons without penalties or restrictions. They can battle and potentially defeat Tier 2 demons, but restrictions will be placed on them to reflect the difficulty bought on by the difference in the demon's power. Tier 1 demons cannot defeat Tier 3, so any battles between them are emote fights that the Tier 1 demon must guarantee to loose.

Tier 2 demons can battle both Tier 1 and Tier 2 demons without any restrictions, but will suffer penalties if they are battling Tier 3 demons. Finally, Tier 3 demons can battle any other Tier of demons without suffering any penalties. Penalties are as follows:


  • Tier 1 Vs Tier 2: The Tier 1 demon suffers a -20 to all rolls.

  • Tier 2 Vs Tier 3: The Tier 2 demon suffers a -20 to all rolls.


Offence Vs Defence: Depending on the perceived strength of the demons, by either the rules or the participating Warlock, a demon’s strength can be particularly focused on either ‘Defence’ or ‘Offence’. This is not a necessary measure to take and neither can be specialised upon, therefore not altering either attack or defence rolls for the demon.


  • Defence: The Voidwalker, Succubus, Dreadsteed, Felguard, Shivarra and Observer. This would mean all defence rolls receive a +10, but all offence rolls receive a -10.

  • Offence: The Succubus, Felhunter, Felguard, Wrathguard, Shivarra and Doomguard. This would mean all offence rolls receive a +10, but all defence rolls receive a -10.

  • Neither: The Imp, Fel Imp, Felsteed and Infernal. They can specialise in neither category and therefore neither their offence nor defence rolls receive a bonus/minus modifier.


Special Abilities: Each demon receives a ‘Special Ability’, a move that can only be triggered once during their battle and must be specified OOC’ly that it is being used and thus exhausted. Those are:


Imp: ‘Fel-fire Volley’ – The Imp leaps upwards and pelts the surrounding area with a volley of fel-fire bolts, meaning it can attack twice this round consecutively.

Fel Imp: ‘Singe Magic’ – The Fel Imp scorches away its opponent’s power, removing all modifiers (Offence/Defence, Tier 1 Vs 2, etc.) for the next three rounds of play. This includes special attacks and the modifiers they entail.

Voidwalker: ‘Shadow Bulwark’ – The Voidwalker guards itself in a sphere of shadow magic and receives a +20 to all defence rolls. This modifier lasts until the Voidwalker fails a defence roll.

Succubus: ‘Seduction’ – The Succubus weakens her opponents resolve with her magic and guile, meaning the next defence roll by her victim suffers a -40 penalty. If she then successfuly strikes the victim, she may regain one Health Point. Can only be done when the Succubus has suffered damage.

Felhunter: ‘Devour Magic’ – The Felhunter consumers its opponents power with a vicious bite of its razor-toothed maw, making its next attack roll be +40 to the Felhunter and its victims next attack roll be -40.

Felsteed: ‘Rampage’ – The Felsteed goes on a rampage, granting +30 to all attack rolls. This modifier lasts until the Felsteed fails a defence roll.

Dreadsteed: ‘Flame Breath’ – The Dreadsteed breaths out the flames of Xoroth upon its victim, setting them alight in devouring flame. If the victims fails their next defence roll, they loose two Health Points rather than one. Cannot be used against opponents with less than three Health Points.

Felguard: ‘Mortal Cleave’ – The Felguard makes a mighty cleave with its fel-steel weapon. Both players roll and if the Felguard rolls higher, the victim loses 1 Health Point. A successful hit allows the Felguard to roll again, of up to a maximum of three times. If the Felguard hits once, he suffers a -20 to his defence roll. If he hits twice, he suffers -40 to his next two defence rolls. If he hits three times, he suffers -60 to his next three defence rolls. This cannot be used against an opponent with less than 3 Health Points.

Wrathguard: ‘Fel Storm’ – The Wrathguard charges forward with fel-fire burning at its feet, requiring a roll-off between both demons. If the Wrathguard rolls higher, the victim is knocked down and suffers a -30 to both attack and defence rolls for two rounds and looses one Health Point. If the opponent rolls higher, the Wrathguard falls and suffers a -30 to both attack and defence rolls for one round.

Shivarra: ‘Bladedance' – The Shivarra twirls with a flurry of vicious blades which both dice her opponent and deflect their coming attacks, granting her next attack roll a +40 and her next defence roll a +40. If she succeeds with both these rolls, she may repeat this ability again as she keeps spinning.

Observer: ‘Eye Beam’ – The Observer launches a deadly beam of energy from its central eye, resulting in its victim loosing 1 Health Point. It must then be inactive for the next two turns of play as it recharges its strength, resulting in a -20 to its defence rolls during its recovery. This abilitity cannot be used against an opponent with only 1 Health Point.

Doomguard: ‘Cripple’ – The Doomguard afflicts its victim with a crippling curse that drains strength and causes agony, resulting in a -60 to its victim’s next attack and defence roll.

Infernal: ‘Hellfire’ – Fel-fire spews in every direction around the Infernal, resulting in a roll off between both players. If the Infernal rolls higher, its opponent looses two Health Points. If the opponent rolls higher, the Infernal looses two Health Points. Cannot be used if either demon is below three Health Points.


Side Note: Demons of too immense power IC’ly (Void Lord, Terrorguard, Abyssal, etc.) are not permitted to participate in the tournament and its competition! If you possess a demon not listed here and wish to use it within the tournament, contact me and we can discuss whether it is a possibility or not!
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