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Etla Isle
Etla Isle
IC/RP - Eileadora Locales
Infirmary
(Moderator:
Amena
)
The Infirmary Wards
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The Infirmary Wards
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Lionheart
Guest
The Infirmary Wards
on:
April 13, 2016, 09:43:02 PM
Infirmary Wards
Efforts through
Sairon
, the
Gendarmery
, and the
Eileadoran Technological Studies Department
, prompted through continued attacks and threats against some of the often under-appreciated and considerably most important citizens, the Restorers of Strength and Menders of Injuries, of the City of Eileadora, saw to it that solution was made.
Infirmary Wards
have been officially created and documented.
The Masterminds behind the Wards made it so that they are designed to prevent the Infirmary from becoming a battleground potentially filled with already wounded combatants while also respecting the obvious magical sensitivity of the many citizens. Overseen by the Master of Laws, petitioned through the Council of Mages in Sairon, and brought to life by the Scientists and Tinkerers indebted to their service to solutions about the City, the
Infirmary Wards
are designed with a range of both
Direct
and
Indirect
effects. These are not as perfect or powerful as the ones set around the
Tower of Sairon
, though there is obvious similarities in how the magic was created.
It should be noted that Infirmary Wards can work in conjunction with
The Mark of the Healer
–
Posted here
.
List of Wards
Direct Effect Wards
Activated by the
Mark of the Healer
Characters must be “trained” on how to activate these Wards!
Defensive Crystal
Primary Effect
– Physical Protection
Secondary Effect
– Curse Negation
Any Healer that is wearing their
Mark of the Healer
and any
Player Characters
that are
in/on the Infirmary Cots
will be encased by an shield of cosmic energy that will keep them safe from both additional physical damage and potentially harmful curses, such as voids, diseases, or otherwise detrimental magical effects. The shield will look like the impacted player is entirely cased in crystal energy.
Spoiler
(click to show/hide)
Player Characters
can move
out of the crystal, effectively breaking the protective wards
*Exception*
: Player Characters possessing the
Mark of the Healer
may move around with the crystal defense in place, but still must annotate below restrictions
Player Characters
cannot attack
within the crystal; choice to take physically violent action will break the protective wards
Defensive Shield
can
be broken with enough repeated force, trauma, or magical attack
player and admin preference
–
magic is not impervious, just hard to break!
Spoiler
(click to show/hide)
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Magic could look similar to this
Peaceful Spirits
Primary Effect
- Emotional Manipulation
Secondary Effect
– Calm the Body, Calm the Mind
Waves of energy wash over the Infirmary to effect
all
player characters, both with and without magical sensitivity. The Magic will present as if Water Spirits are swimming throughout the Infirmary, casting themselves through and into frenzied folk, aggressive patients, or even overworked Healers. It is not actual water, and will not leave characters physically soaked.
Spoiler
(click to show/hide)
All Players present in the Infirmary
may choose
variable effects to their Player Characters.
Emotionless
or
High Emotional Control
characters may not be emotionally impacted, but could face physical effects
Spoiler
(click to show/hide)
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Water Elemental
Magic will look similar to these
Sound the Alarm!
Primary Effect
– Alert the Gendarmery and (NPC) Guards
Secondary Effect
–
None
Specifically linked into the Gendarmery Crests, as well as with an undisclosed location within the Guard Barracks, if this magic is activated, expect that the Guards will come running to see what the issue is! You’ve sent up a signal flare! Help is on the way
Spoiler
(click to show/hide)
Players who activate the Ward may
OOCly Whisper
any active player(s) listed on the Guard Roster and tell them of an Infirmary disturbance.
If no active Player Characters are present, or cannot respond, players who activate the Ward can gain access to up to
5 NPC Guards
to be controlled at player’s discretion
Spoiler
(click to show/hide)
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Annoying Pulse
Badges will react accordingly; Pulse present in
NPC Barracks
– other Player Players characters could “see/feel” if physically near the Barracks area
Indirect Effect Wards
Walls of Blessings and Promises
Latent Effect
– Preventive Ward against Dark Magic
Tertiary Effect
– Anti-Magical Tampering
The Infirmary is naturally considered a place of gentle healing and not places for dark magic. This ward
does not prevent the use of Dark Magic
inside the Infirmary, it just prevents permanent marks from being left on the walls, such as curses or cruxes. If anyone starts to touch the walls with magic, or try to steal/take/tamper with the wards, they may receive magical damage!
Spoiler
(click to show/hide)
Wards considered permanent and make the Infirmary untouchable to permanent magical curse or affliction
Wards inactive unless sparked to life by Plot
– to be considered on the “outside” of the Infirmary, though scribed on the walls; no damage to undead, dark, demonic, etc. characters while inside Infirmary; no impact to Magically Sensitive characters
Admin / StoryMaster approval needed to break these wards
Spoiler
(click to show/hide)
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Prismatic Walls
Generic Blessings not intended to Harm or Resonate
Anti-Teleport Field
Latent Effect
– Impeded Extra-Planar Travel
Tertiary Effect
– Anti-Phase Shifting Walls
It is not unaware that people may wish to use dark talents to transfer in chaotic intents and harm, or how even the holiest of intentions need be checked at the door. This Ward prevents
any and all methods
of teleportation from in and out of the building. The door is almost always unlocked, though.
Spoiler
(click to show/hide)
Player Characters may not use interstellar, dark, shadow, magical, light, holy, or any otherwise recognized method of metaphysical supra-magical teleportation spells or abilities to enter or leave the Infirmary.
Sacred Ground
Latent Effect
– Conscious-Check
Tertiary Effect
–
None
If there were ever a place that a player would feel not inclined to raise their voice, to be proper and respectful, and to obey vows and oaths to masters or parents, it would be here. Players characters may still be violent, though it is often discouraged to fight in the Infirmary. Players can note their characters feeling invoked to “do the right thing”
Spoiler
(click to show/hide)
Thrashing patients still allowed to thrash!
Players can completely ignore this effect if they are
bound to hyper-violence
. OOCly; fighting is
not
discouraged if it matches your plot and character.
Spoiler
(click to show/hide)
IC Actions = IC consequences
Activation of the Wards in the Infirmary requires two things:
The Mark of the Healer
To be given out by the Master healer
Recitation of Specific Incantations
Taught to the Master Healer to then be taught to the Healers
Official records regarding all of the explicit details on the
Mark of the Healer
and the inner workings of the Crystal Technology, Magical Construction, and the Words of Incantation has been documented and put into two locations: the secure, historical records of Sairon, only available to the Council of Mages and the Arch Magus, and a secured location in the Eileadoran Research and Technologies Department in the Castle.
--------------------------------------------------------------------------------------------------------
Frequently Asked Questions
Spoiler
(click to show/hide)
Question
: My character is the Greatest Mage in All the Worlds. Can my character break through the wards, anyways?
Answer
Spoiler
(click to show/hide)
In short? No.
Only through administrative approval. The Wards are designed to be unbreakable, unable to be stolen, irremovable, and adamantium in magical fortitude.
They are permanent for a reason!
Question
: My character actually teleport through the miasma of life itself. Can my character magically transport in and out?
Answer
Spoiler
(click to show/hide)
Nope! You will use the door and you will like it.
Same exact design as the wards on the Jail Cells!
Stacked Wards for a reason!
Question
: My Character has a magical sensitivity and would
feel sick
around any magical casting. Will my character feel sick in the Infirmary?
Answer
Spoiler
(click to show/hide)
When the Wards are
not activated
, no. Your character will not feel sick in the Infirmary.
In the event that the Wards “Defensive Crystal”, “Peaceful Spirits”, or “Sound the Alarm!” is activated, your character may react negatively to the magic being put off by the emplaced crystals and magical effects from the Wards.
The “Inactive Wards” do not leave any latent effects for magically sensitive character. They were designed with
YOU
in mind, magically sensitive characters.
Question
: How much of this is "Common Knowledge"?
Answer
Spoiler
(click to show/hide)
Characters can assume that they know that "The Infirmary is Warded" against attack.
Characters can also assume to know the magic was designed to allow dark/demonic/undead/necrotic and magically sensitive characters to be present in the Infirmary with no detrimental effects
Characters may also know who created the Wards and the fact that the knowledge behind them was "Being kept hidden" so that the Wards could "stay in place forever."
Question
: My character is undead, will they not be comfortable in the Infirmary?
Answer
Spoiler
(click to show/hide)
Your Undead, Dark, Demonic, Shadow, Necromantic, Shade, UbrDrkDth character
will not
face any negative impacts by entering the Infirmary.
Question
: What do you mean by the effect of “Consciousness Check”? My character has no conscious! My character consciously wants to kill everyone!
Answer
Spoiler
(click to show/hide)
Attacking other characters in the Infirmary
IS ALLOWED
. The idea behind this Ward is to deter your character from wanting to attack inside the Infirmary. Consider that the Infirmary Grounds are“neutral” and “sacred” (Not Holy/Unholy) ground.
You are welcome to play this as you want. The idea stressed by members of the Community that were spoken to is that while we appreciate your want to fight and push-and-shove in the Infirmary, we kindly ask you to just take it outside.
This ward is meant to help with that “feeling” in your character. How you play that, or choose to ignore it, is entirely up to you!
Have you ever had so much reverence for someone or something that you just know in your heart you shouldn’t attack it, defame it, or steal from them?
That’s what happens here
OOC Notes
13 April 2016 – Initial Wards Posted for Community Review and Adherence
No more of the "Does the Infirmary have Wards or not?"
Names Chosen for “Easy Understanding” as opposed to “D&D Standards”
After discussion with a member of the Administrative Staff – I was informed it was best to “just post them up” as they are and “run with it”.
As of current posting, approval received from the Player of the Master of Laws and the Player of the Master Healer, for the approval to post these wards.
Feedback received from current players of “Magical Beings”
Consider these Wards to be a
Work in Progress
as the community adjusts to the official wards and we roleplay it through the community.
Feedback is Welcome – Please do not post on this thread for discussions and debates. I request you make another thread in the OOC Forums if there are any gripes, complaints, or concerns regarding these wards
Abigail Wilde
The Loud One
Veteran Member
Posts:
167
Reputation:
539
You look good enough to eat!
Re: The Infirmary Wards
Reply #1 on:
April 14, 2016, 08:24:50 AM
Peaceful Spirits - Yay
@Amena
an anti Abi temper tantrum Ward! No more smashing through the walls!
Abigail Wilde
|
Tamiko Inoue
|
Rosalind backus
Render
Cool as Ice
LoreMaster
Legendary Member
Posts:
715
Reputation:
2131
Re: The Infirmary Wards
Reply #2 on:
April 14, 2016, 08:56:52 AM
[Render uses the door anyway....mostly for dropping off of patients.]
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IC/RP - Eileadora Locales
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(Moderator:
Amena
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