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Nocturne Hurakan


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  • 73 weeks
    Another death

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    0 comments · 72 views
  • 240 weeks
    Nocturne Hurakan

    Name: Nocturne Hurakan
    Age: over 4,000
    Race: Alicorne Thestral
    Mane/Tail color: silver
    Coat color: Black
    Eye color: Red draconic like Nightmare
    Cutie mark: Black lightning bolt shaped wand over a rainbow tornado
    Skills/powers/runes: He is a master in both storm and all dark/black magic. He can use other elemental magic but not as well as the others.
    Still Way

    Read More

    0 comments · 161 views
  • 244 weeks
    Celene Crimsonmoon

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    Eye color: Ice blue but glow when pissed
    Mane/Tail colors: Two toned Blood and Fire red
    Coat color: Midnight blue
    Cutie mark: A full moon with a dagger on it
    Age: Over 500

    Read More

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  • 257 weeks
    Death

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  • 279 weeks
    One of my fave songs

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Sep
16th
2019

Nocturne Hurakan · 6:55pm Sep 16th, 2019

Name: Nocturne Hurakan
Age: over 4,000
Race: Alicorne Thestral
Mane/Tail color: silver
Coat color: Black
Eye color: Red draconic like Nightmare
Cutie mark: Black lightning bolt shaped wand over a rainbow tornado
Skills/powers/runes: He is a master in both storm and all dark/black magic. He can use other elemental magic but not as well as the others.
Still Way
Perhaps the rarest and most unusual of the Three Pillars, the Still Way is distinct in the fact that it has no derivative arts of its own, and yet, at the same time, being possessed of a near infinite number of derivatives of itself. That is because, at its foundation, the Still Way is the most purely conceptual of the Three Pillars. Its outward form and applications change greatly based on who has mastered it and what their potential attributes and inclinations might be. The Still Way arises from a single core concept and, thus, anypony who explores said concept will ultimately become a master of the Still Way (if they do not abandon it), as such that no derivative arts are able to emerge.
The Still Way is the rarest of the Three Pillars because its principles are a direct contradiction to the base nature of unicorn magic. As I have said before, unicorn magic is, at its most fundamental level, a product of intellect. By its very a nature, its forces must be shaped by active thought. As such, it is almost impossible to apply such magic to the martial arts, which require that the user develop their skills into something that does not require thinking to accomplish. In order to learn the Still Way, a unicorn must achieve a state of Nothingness, something considered to be the pinnacle of development for all martial artists. It requires that the practitioner abandon her reliance on her usual magic, abandoning all the spells and skills she has acquired since the beginning, and dedicate herself to developing an understanding of her magic on an instinctual level that bypasses the comparatively slow operations of the pony brain. Once this is achieved, the user effectively merges with her own magic. When actively practicing, a practitioner of the Still Way cannot be called a pony who uses spells, but rather a pony who has become a living spell herself. Because of this, each practitioner of the Still Way develops her own form that is based on the inherent nature of her magic, making each individual user the master of a separate art, even as they are all masters of the same art.
Mountain Root
The Mountain Root has the distinction of being at once the simplest of the Three Pillars, as well as being the most powerful and brutal. It is also the art of the Three Pillars with the most derivative arts being born from its central concepts, as many of its techniques and roots formed the basis for other earth pony martial arts and even served to influence martial arts practiced by the other tribes as well. The Mountain Root emerged as an exploration of the full potential of earth pony magic, particularly the ability to draw the power of the earth into oneself. Because it is rooted in the concept of Cultivation, which is central to earth pony magic, it is harder to learn than the Gale King (though still easier than the Still Way), as its mastery requires a great deal of patience and dedication.
The fundamental skill of the technique is the ability to draw the power of the earth into oneself in a practice that is called Standing Firm (and why yes, that idea does come from It's Dangerous Business...). A pony drawing that power into herself naturally hardens her form and roots herself into place (however, with further understanding, it is possible to move while still drawing in the earth's power). The further the practice is refined, the more durable the result. As such, true masters of the Mountain Root can blunt griffon claws, weather a dragon's flame, or even shrug off the magic of an alicorn. Further practice only accumulates as time passes, meaning that a practitioner will only grow stronger with time, their ability to shrug off harm and even stave off the ravages of time increasing as their prowess advances. At its pinnacle, the Mountain Root molds its practitioner into a virtually indestructible object.
As such, the offensive aspect of the Mountain Root is born from a simple question. What happens if you take an indestructible object...and use it to hit a less-than-indestructible object? The Mountain Root's offensive applications are frequently based off of the dealing of direct blows. It is born from a defensive mindset of the user going up against adversaries who are frequently capable of doing damage over a wider area and from superior range. Thus, endurance is the hallmark of the Mountain Root, enduring the enemy's blows and waiting for the opportunity to strike to present itself. It has been said that masters of the Mountain Root can break an adversary with nothing more than a simple touch.
Gale King:
The Gale King Style is the style that has been most extensively covered in the story itself to date. As such, there is very little to say about it that hasn't already been said. At its root, the style is a natural extension of the application of pegasus magic. It is the easiest of the Three Pillars, both to learn and to teach to others, as its skills and techniques are developed through the thorough application of physical repetition via forms, a practice many pegasi excel at. Technically, all the myriad techniques of the school are natural extensions of three fundamental, or root, techniques, with individual techniques often being developed by individual practitioners.
The first "root" technique is the most basic application of the Gale King, using one's wings to send blasts of compressed air at one's enemies. It is using the combination of one's bodily and magical strength that allows the wielder to generate a much greater effect than average pegasi can accomplish through simply flapping their wings, capable of pulverizing stone and deforming metal. Furthermore, it is possible to create large-scale wind-based phenomena, such as tornados, through the successful application of this technique.
The second root technique is the creation of vacuum blades, formed between layers of compressed air. Such blades are infinitely sharper than any material blade is capable of achieving and, as such, can carve through even normally "indestructible" materials, such as mithril. This is one of the most potentially lethal techniques in the Gale King. The technique's nature as a vacuum, rather than a physical blade with an actual edge, means there is no way for the blade to be blunted. Thus, if a strike hits, it will always cut. Because of that, great care must be taken in the usage of this technique. Refinements in its form allow the user to alter the shape of the edge and the range of individual attacks, which, presumably, could be used to rein in its lethality. However, such skills require a great deal of precision, something even Dawn has yet to develop.
The third root technique, considered the pinnacle of the Gale King, is lightning. Experts of the Gale King are able to not only generate, but control and direct electrical energy. Ironically, this technique, the historical aspiration of generations of pegasi warlords, can only be mastered by those least-inclined to use its potential towards destructive ends. While generating the electrical charge is a relatively simple matter, the true test lies in controlling it in such a way that the user does not turn its destructive potential upon herself. Mastering the technique requires the development of a mental and spiritual clarity that few ponies can achieve within their lifetimes. However, once mastered, the lightning root technique is surprisingly flexible in its potential applications, both its force and direction capable of being moderated with a great deal of precision and ease. Besides basic lightning strikes, the wielder also has the capacity to generate other electrical phenomena, such as magnetic fields and condensed plasma (i.e. ball lightning), which have a wide range of applications.
He is a Grand master in all three schools of combat.
Beast Rune
A True Rune representing animalistic rage and passion; After the Beast Rune was realized as a weapon of war, huge quantities of blood were sacrificed to it, awakening various "relatives of the Beast Rune" in the form of golden wolves.
Rune of the Beginning
A True Rune representing the "initial chaos of birth" inherent in times of creation. This True Rune is always found separated into its components -- the Bright Shield and Black Sword runes, and bearers of these two runes are bound by the rune's power to fight against each other until only one survives to win the other component. Scholars are uncertain whether the Black Sword and Bright Shield are the same "sword" and "shield" from the legends of creation, and no one knows what exact power the Rune of the Beginning bears. It is said that the rune grants its owner the power to "judge war."
Black Sword Rune
The Black Sword Rune is one of the components of the Rune of the Beginning. Representing the offensive power necessary for "the beginning," this rune holds devastating powers. Much of the power is manifested in the form of swords, and all of its spells unleash painful attacks with magical swords.
Bright Shield Rune
The Bright Shield Rune is the other component of the Rune of the Beginning. Representing the power to protect "the beginning," this rune holds tremendous defensive powers. Many of its spells heal its bearer and those who are with the bearer in spirit. It is also said that those who are close to this rune won't die even when they suffer wounds that would have otherwise killed them.
Moon Rune
A Rune representing compassion and destruction, this rune also turns its bearer into a vampire. This rune carries with it a huge curse, as it actually dominates its bearer's mind until she/he gains mastery over its powers. When someponie comes into possession of this rune, she/he ends up going on a killing rampage. As they gain mastery over this rune, they are able to tap into the powers of compassion, which diminished the vampiric impulses to drink the blood of the living. To be able to use its magic it requires the blood of 100 people.
Rune of Change
A True Rune representing change that affects all in the universe. The powers of this rune remain a mystery.
Circle Rune
A True Rune representing order and stagnation, not much is known about this rune as well as its bearer. The has the power of bringing peace and harmony. But it also has the power of stagnation.
Dragon Rune
This rune grants the power to control dragons.
Eightfold Rune
Noponie knows what powers this rune may hold. Scholars argue that monsters (summoning, for example) and the power of teleportation is derived from this rune, but noponie is certain.
Gate Rune
A True Rune with the power to connect worlds, this rune holds great powers. The Blue Gate Rune was born from this rune. Belonging to the Gate Rune Clan, this rune has been protected for centuries.The clan was destroyed in Solis 78. The two sisters, (In the Gate Rune Clan, all members were considered siblings), separated the Gate Rune into two halves and teleported away. The Gate Rune was unheard of for centuries The "Front Half" of the Gate Rune remains missing
Back Gate Rune
The Back Gate Rune is one of the halves of the Gate Rune.
Front Gate Rune
The Front Gate Rune is one of the halves of the Gate Rune.
Night Rune
A True Rune representing the "power of the night," this rune allows "creatures of the night," such as zombies, skeletons, and vampires to exist. There is argument over the nature of this rune due to the Zodiac Sword's claim that he is a "manifestation" of the Night Rune. Other sources state that the Night Rune is merely attached to its hilt. It is also known that the Zodiac Sword used to be another entity entirely. The Night Rune also gives the Zodiac Sword the ability to destroy "creatures of the night", even vampires. The Zodiac Sword itself is a legendary sword, never rusting, which makes one wonder if "immortality" even applies to inanimate objects.
Soul Eater
Better known as the "Rune of Life and Death," this rune represents two inevitabilities: life and death. The rune has devastating powers, and an equally devastating curse. The rune is prone to bend fate of people close to it's bearer so they can get killed by several means, and the rune then can eat their souls.
This rune was kept by the Village of the Hidden Rune until Solis 150 when the war destroyed the Village. It is uncertain whether having one's soul sucked by the Soul Eater means death, as the spirits of those who have died live on within the bearer of the Soul Eater.
Rune of Punishment
The Rune of Punishment governs atonement and forgiveness, attaching itself to a bearer's left arm. The Rune has tremendous destructive power, as it comes at the cost of the bearer's own vitality. When the wielder's life-force is at an end, their memories are absorbed by the rune, and the pony bearing the rune turns to dust. The Rune then transfers to the nearest available host.
The Rune of Punishment is supposedly the deadliest rune among all the 27 True Runes. While it is still believed that the Rune of Punishment will grant standard True Rune abilities such as agelessness; there is no record of any of its previous bearers surviving long enough for this to be an issue.
Sovereign Rune
A True Rune representing absolute rule. The rune's powers are still a mystery, but it grants its bearers complete immunity to all runes, and also allows its bearer to change into a three-headed dragon.
Sun Rune
The True Rune representing the Sun, it holds power over both the nurturing and destructive benefits of the Sun. Originally connected to the Night Rune, the two runes were split when the Night Rune took the form of a sword and severed their link together. The Sun Rune is considered to be too powerful to be controlled by one ponie. The Sun Rune shares a symbiotic link with the Dawn Rune and Twilight Rune with the two runes creating a balance with the Sun Rune that prevents its harmful effects. The Sun Rune has the power to seduce the mind of its wielder and creates split personality that bears a god-complex which wishes to use the rune's power.
Dawn Rune
A piece left over after the Night Rune turned into a sword and split from the Sun Rune, the Dawn Rune is a one-of-a-kind rune . Borne on the right hand, the Dawn Rune grants its bearer numerous powers, most importantly, the power to heal others who have wounds that would ordinarily kill them. Its true power comes when used in conjunction with the Sun Rune. When combined with its counterpart, the Twilight Rune, the Dawn Rune has the power of the Sun Rune to stabilize and prevents the insanity bearing the Sun Rune normally causes.
Twilight Rune
A piece left over after the Night Rune turned into a sword and split from the Sun Rune, the Twilight Rune is a unique rune. Borne on the left hand, the Twilight Rune grants its bearer tremendous offensive power. When used in conjunction with the Sun and Dawn Runes, the insanity that occurs with bearing the Sun Rune can be halted, and the power of the rune can be forcibly quelled.
True Earth Rune
A True Rune representing the power of the earth. The Earth Rune and Mother Earth Rune are born from this rune. Its powers are vast, granting great protection spells to its bearer.
True Fire Rune
A True Rune representing the power of fire. The Fire Rune and Rage Rune are born from this True Rune. The rune grants powerful flame-based spells that hurt friend and foe alike if within the area of effect.
True Lightning Rune
A True Rune representing the power of lightning. The Lightning Rune and Thunder Rune are born from this rune. The rune grants incredibly powerful offensive spells to its bearer.
True Water Rune
A True Rune representing the power of water. The Water and Flowing Runes are born from this rune. The rune grants powerful healing spells along with attack spells to its bearer.
True Wind Rune
A True Rune representing the power of the wind. The Wind Rune and Cyclone Rune are born from this True Rune. Also has healing and attack spells.

Backstory: He was a ruler of a prosperous kingdom that does not exist anymore. It was destroyed in the rune war that got started because he refused to give up the true runes he was guarding. Every ponie/creature was killed in that war which lasted many years. After the desruction of his kingdom he went into a forest which later became known as the Everfree. While there he not only practiced with his martial arts but his magic powers while also protecting the true runes he brought from his old kingdom.

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