JuniperSelkie 241 Popular Post Share Posted August 5, 2019 (edited) Galderes The first time I met him, I’ll never forget. Let me tell you the story… “Ulthar was home, it was paradise to us. Our little piece of the world, situated far from land. We were fishers and sailors, sages and artisans. A legacy stretching back across the ages. The Queen dug deep beneath the island in search of new resources, until she stumbled across it: that gateway of Antediluvian wretchedness that doomed us. The relic she brought up to the surface, that strange beating heart cloaked in chains, she swore it would bring about a new age for Ulthar. But that vile thing sang a song none of us could hear. And Things danced a dance none of us could see in response. The Chained Heart became a curiosity, something delved into over and over, and towers rose, to practice the sorcery gleaned from the relic. No one cared that fog crept into our harbors and shrouded our streets. We revelled in our new power, as Mages. But nothing lasts forever, and every song comes to an end. It happened on a clear day. The sun shone, the birds sang...and the earth heaved. The peak of our island exploded in fire and chaos, and the waves lashed at our shores. Then the dark water came, lapping, unstoppable, inevitable. The ocean, once our ally, now claimed all that we were with an insatiable hunger. We gathered what boats and wreckage we could, desperate. Our mages erected barriers to preserve their own lives...but it was as if the island shrugged. The foundation of the city cracked and crumbled as it was swallowed by the sea, and with it our mages. As the sea claimed our island, and the island claimed my ship, I looked around watching my friends drown. I reached for the surface as I sank, crying out for help. I didn’t expect an answer. A voice filled my mind, smooth, cultured, and rich. “Help? Why would you need help my dear? Isn’t the sea your friend? The cradle of all life?” He murmured to me. It was like time had slowed. I could feel something colossal looming in the depths, watching, curious. I begged for help again. A bargain, a deal, anything. “Interesting. I do love a good bargain. You’re broken, yet you still believe that no one should suffer like you are. You still plan to give humanity so many marvelous gifts… I know this because I see you… Allow me to lend you my strength, let’s forge a contract… Now get up, Darling. It is Our turn to administer the medicine, but be careful what you wish for..." A single eye stared at me from the depths, and something rose to me in a bubble… a crude mask, fashioned from some sort of massive scale… and I was lost the moment I donned it. Fresh air flooded into my lungs as if I stood upon the shore. “Let’s discuss… terms. Before one of my kin takes interest.” I learned much that day. His name, Dagoth. The fact that he’d been slumbering beneath our island, in a marine cave of massive proportions. I learned how to harness the sort of powers he used, if crudely. Capturing echoes of power from the water, and spinning them into charms and spells of my own like a fishing net... and that’s what I’m going to teach you. Before recorded history, Dresdrasil plunged from her throne in the Sunset Shoals, a twilight realm that touches all places where water exists, into the depths of the mortal seas. She did this because she had created all things that dwell within the waters, and had fallen in love with her creations, unwilling to live apart from them. But her actions had unforeseen consequences. The Mother of the Sea birthed innumerable creatures, some mighty demigods, some simple creatures or wise leviathans. But Divinity and mortality were not intended to mix in the long term. Her essence infused the waters around her, and spread through all the seas and oceans, rivers and streams. Exposed to her divine element, some creatures grew aware, and powerful. But they had a breaking point, where their minds shattered under the strain, turning them into mindless beasts that craved destruction. Heartbroken, Dresdrasil unleashed 2 new magics upon the seas. The first, a spell of her own working, one of forgetting. And so the waves wore down and washed away the memories and pain of her children, giving them more time before their insanity tore them down. But it also washed away her own pain, and the memory of the heinous error she had committed. To this day, the Mother of the Sea still produces many children, often forgetting that she already had others, a victim of her own magics. The second magic she created was her solution to the problem. Not a cure, but a culling. Mortals entrusted with occult knowledge, who would slay the poor broken creatures her children were slowly turning into. As an incentive, she offered them great power in exchange for their service, powers that would allow them to do their duties and more besides. The first to take up this mantle was Jugo, of the island kingdom of Ulthar. His Galdr did their job for centuries before vanishing. Now, Dresdrasil seeks new champions.” ~Jugo of Ulthar, the First Galdr GALDERES EXPLAINED Galderes is a deity magic revolving around Dresdrasil, the Daemon of Abundance. It is designed as a toolbox magic, with a significant amount of horizontal growth (versatility), but not much in the way of vertical growth (power scaling). A would-be Galdr can learn this magic by receiving instruction from a master (T5 with a TA), and by learning it over 6 irl months. Given that it is a deity magic, you must know no other deity magics, and in order to master it fully to T5 and beyond, it must be the only magic you possess (aka 5 open magic slots). The magic functions in conjunction with creatures written into this lore piece, labeled as “Children of Dresdrasil”. Children of Dresdrasil who have gone mad are hunted for their parts, and their parts are made into charms, then filled with magic Thread gathered from the sea using a Lantern, Distaff, and Bell. As you ascend through the tiers, you will need more and more advanced materials which are harder to get, but reap greater rewards, like powers from your Patron. There are currently Three Patrons for Galderes, and each one leads a Galdr down a different path of abilities. Each Pact provides useful and unique abilities to add to your toolbox, but you can only use the abilities associated with your Pact, not a different Pact’s abilities. Pact abilities however are not obtained before T3. While the magic is learned from a teacher, the various complexities of the different charms and abilities are too much for a person to recall, and so Hextomes exist.A Hextome contains all the knowledge a Galdr requires, scribed in some strange eldritch tongue that resists translation - an inch thick of swirling, shifting writing, detailing the rituals, rites, and spells available to the Galdr. Acquiring a Hextome is as simple as becoming a student of the magic. The books are made from byssus and monster hide, ensuring their waterproofing, and scribed in alchemical ink. Acquiring a Hextome is a basic process, merely leaving a blank book within the altar infuses it with eldritch knowledge. There always seem to be three of these Altars to start, but more can be made with a special charm. Carved into the sides of each altar are iconography relating to the Mother of the Sea, Dresdrasil, and the altars themselves are hollow like chests. Completing your pledge, and waiting a full cycle of the moon (1 week) results in receiving your Hextome, though the knowledge you possess is only sufficient to understand the first chapter. Progressing further into the magic results in obtaining more eldritch insight from your Patron and your teacher. Choosing a Patron is done with a second rite, and is required to progress to Tier 2. The second rite involves carving a token, and offering it on the altar. The material you chose decides your Patron. Coral for Dagoth, Bone for V'acta, and Prismarine for the Noble Circle. Studying Hextomes isn't without risk. The eldritch, otherworldly tongue scribed within twists the mind. Attempting to read sections you lack the knowledge to understand can result in fear, anxiety, headaches, nausea, and even paranoia. Even possessing the knowledge required to read a section of a Hextome doesn't fully protect a Galdr, as such they tend to develop at least one unusual behavior, such as attempting to eat things that are not food, or a fascination with a particular aspect. Attempting to transcribe a Hextome into another language results in gibberish, and as the ability to read and understand is linked to Galdreres, being stripped of your powers strips you of your ability to read a tome. Despite the risks, Galdr still study, for the waterproof pages of each book bear the rituals, incantations, materials, and timetables recommended for each of Dresdrasil's gifts. A note, the further one gets into Galderes, the more Dresdrasilian speech they can use and understand. This unusual tongue can be used to speak to sea creatures. THE PATRONS OF DRESDRASIL Galderes relies heavily on its three patrons, the Dresdrasil’s intermediaries who bestow her magic upon her mortal servants. Each of the three patrons unlocks a different path available to the Galdr, which means different abilities. However, picking a path does not mean you cannot access the other two. At tier one and two, a Galdr can switch to another Pact with no consequence. However, at tier 3 and above, switching Pacts will reduce you to tier 2 again. A pact only becomes locked with the ascendance to Kin. DAGOTH, THE SLEEPER One of the many beasts birthed by Dresdrasil, Dagoth slumbered for ages before being awoken. He taught the first Galdr, Jugo, and still teaches to this day. Dagoth leads the Lost Galdr in defending the sea from interior threats. He’s largely harmless, but loves deals and bargains, leading to a faustian first impression. His mastery of the mists and magic, as well as his size and natural abilities, make him a dangerous enemy to have. It is unknown if he has been slain, but some conversations have implied that Dresdrasil will ensure his continued existence beyond his death. Those who pact beneath Dagoth are known as the Lost, for Dagoth slumbered unknown for centuries. V’ACTA, THE DROWNER A strange case,V’acta enjoys telling tall tales to her visitors, such as the idea that she was once human. In fact, she is the daughter of Jugo, mutated beyond recognition from her delving into deeper ranges of her magic. V’acta prefers to dwell within sunken ruins, as opposed to Dagoth’s deep-sea forests. She leads the Broken Galdr in attacking sources of pollution and other threats to life within the sea. Her skill with the manipulation of shadows makes it hard to trust your own surroundings. Like Dagoth, she has implied that her continued existence is guaranteed by a power far beyond her own. Those who pact under V’acta are known as the Broken, due to how Dresdrasil views the daughter of her first mortal servant. THE NOBLE CIRCLE The odd one out, the Noble Circle is neither a child of Dresdrasil, nor even a solitary entity. The Noble Circle is a band of six Greater Celestials that made a bargain with Dresdrasil, and dwell deep within a marine crystal cave. The six of them, with each bearing a striking similarity to an ordinary animal, finds a mortal trait they deem to be ‘superior’ and will foster students to prove their points. Ohzra (manta) favors wisdom, Tecti (eel) ferocity, Gorvu (snail) tenacity, Kenatl (seahorse) survival, Yivi (crab) cunning, and Qhonphall (jellyfish) agility. While Dresdrasil cannot ensure their existence in the same way she has that of her children, their Arcanist Stones allow them to reconstitute themselves with relative quickness. When first discovered by Dresdrasil, she nearly destroyed the Celestials, but made a bargain with them instead. They would nest in her oceans, and seal rifts in the veil, and she would afford them a measure of protection and permit them to stay. While normally Celestials would be ill-suited for Dresdrasil’s purpose, she reached out and touched them, altering them to suit her needs, granting them powers beyond that of normal celestials. This arrangement has lead to the term “Redeemed”. THE TENETS OF THE GALDR The Tenets of the Galdr are the rules set out for them by their Patrons and by Dresdrasil. Following the Tenets set by the source of the magic ensure the endurance of your abilities. Breaking these tenets and angering Dresdrasil and her patrons can result in disconnection. Harm not your fellow Galdr, let them be as cousins to you.[Do not attack any Galdr or try to harm them willingly.] Take only what you need from the sea, and use all that you take.[Don't overfish or destroy parts of the oceans if you don't need them and use all of what you took in the end.] Protect the sea from the abuse of other minds.[Do not support people or events which would cause any harm to the oceans, instead try to protect the ocean from such.] War shall never be held, unless for the good of my children.[No war should be caused by a Galdr, unless it is for the protection of the Adherents or the Ocean's themselves.] Hoard not my gifts, for they are meant to be shared in defense of the ocean.[Do not keep Galderes for yourself. If you know someone that wants to learn the magic IC try to help them find a fitting teacher.] Do not disgrace them by showering them upon the unworthy.[Do not use your magic for entertainment. Do not use it unless it is needed for your work and to follow the other tenents. Do not give it to people who haven't earned it, and don't just hand it out like candy.] Abuse not my gifts, lest they be torn from you.[Do not abuse any of the magic or the tenents, as else you will face disconnection by the other Galdr.] GALDERES ABILITIES Simplified Spreadsheet for all Abilities Tier 1 Abilities Spoiler Dagoth’s Breath Description: A collar woven of monster hide, scales, and decorated with bone beads. This is a test of a Galdr’s mastery of their craft, to see if they are ready to choose a pact and ascend to Tier 2. If they make it properly, they can wear it, and breathe underwater as if they were breathing air. These collars require recharging, but give several hours of underwater breathing. Mechanics: Magic collar, allows you to breathe underwater. Specific Redlines: Can only be used 4h per charge. Requires at least 8h to recharge. Can be destroyed like any normal pendant, bracelet, etc. Loyalty Description: The first militant magic learned by a Galdr is applied to their trident, a wondrous work that causes the trident to return to their hand when thrown. Typically once applied, this charm only requires an activation word to be spoken in order for the trident to return to its master’s hand. In RP, this would be seen in a two-emote system after the initial launch of the trident. One emote would be to speak the activation word for the charm, and the second emote would see the trident actually returning. In terms of distance, a thrown trident will typically travel about as far as a spear or other polearm would for the purposes of RP, and as such can be returned from those distances. While in early days, the charm was applied exclusively to tridents, it has been found that various throwing weapons like spears can be used as well. Mechanics: Magic trident/spear/polearm that returns when thrown. Specific Redlines: A trident cannot return to its master from far-off distance (Further then 20 Blocks) and must be within sight for the charm to properly work. If the trident is thrown and then lost out of sight, such as down a hill, the charm’s activation can still take place, but the trident will have a more difficult time returning to its master, taking up another emote of time. Lure Description: One of the first charms learned, the cords woven using this magic call fish to them. For this reason, Galdr make them into fishing lines and nets. They lure in fish, just as the name says, as if a lure and bait was in place, increasing the success of even novice fishers. Lure is simply rped as fishing, but it has similar effects to the enchantments “lure” and “luck of the sea”. Mechanics: Basically a fusion of lure and luck of the sea. It takes the form of a cord. Specific Redlines: N/A Shroud Description: These charms and totems produce a befuddling fog that covers an area. Covering larger areas requires more of Shroud charms, and these are often used to conceal the places of residence or worship of the Galdr. A single Shroud charm can cover an area roughly the size of a 5x5 space, and when linked up with other Shroud charms, the expanse covered increases in a modular manner. Typically the Shroud covers a space where the user stands as a center point; however, with enough skill, the charm can be thrown about 5 blocks out from the user to cover a 5x5 area fully. 15 blocks away will cause the fog to be incredibly thin and rather ineffective, while any further will simply not work. The fog formed does not cause harm to those who walk through it or breathe it, and it cannot be thought of as a poisonous gas, but rather as a way to temporarily limit the vision and even blind others. The Galdr is also affected by this and will not be able to see well through the cloud. In addition, wind or air evocation, as well as similar effects, can clear away the fog, though stationary totem style charms gradually produce more fog over time, and require refueling. Mechanics: Charms and totems that can obscure an area and confuse those who wander into it. Specific Redlines: Short Duration and Activity (5 Emotes Max., less if dispersed) Can be dispersed by normal fans, movement, air evocation, etc. Has a limited range of 5x5 blocks. Can be thrown and activated if in sight. Breaks down after 5 Uses. Tier 2 Abilities Spoiler Horn of Flowing Waters Description: A drinking horn carved from bone, it has been enchanted so that there is always water within it. This charm does require recharging via threads periodically, and it draws its water from the air surrounding it. It’s entire purpose is for drinking. Mechanics: Drinking horn that is always full, drink up. Specific Redlines: Horn can only be filled with clean water. The Water will not run over the edge of the Horn, staying within it at any time unless someone drinks some of it. The horn can't be used to flood an area. Pelt Description: The culmination of Tier two, the test to see if they’re ready for Dresdrasil’s true gifts. A mantle of monster hide, lined with sea silk and decorated with monster bones and scales and embroidered with spiritual Thread. This cloak is left overnight in the waves of the tide under the full moon, pinned down so it doesn’t get washed away. The night in the waves catalyzes it into a usable artifact. When first used, its magic will borrow aesthetic traits from the nearest aquatic creature. However, the Pelt cannot copy creatures of immense size or power, nor does it impart the biological abilities of creatures, such as poison, or unnatural speed. The rule of thumb is that the creature is generally the same size or smaller than an average human. The true purpose of a pelt is thus: it is a reliable and sustainable way to breathe underwater. An example of the pelt’s use could be as simple as: it is used near a catfish. The wielder obtains scales and gills, and takes on the color patterns of the fish, and grow its trademark whiskers. They also become adept at swimming and can breathe underwater in this form. Pelts don’t need charging, unlike the Tier 1 collar, and it does not break down, unlike charms. Long periods of time using a pelt will begin to leave permanent physical alterations to their appearance, due to the changes in their soul. They may develop patches of scales, or fins, or may even begin having difficulty breathing above water without aid. Pelts CAN be stolen and used by non-galdr. Mechanics: Magic cloak that allows you to become part-aquatic, letting you breathe underwater but slowly changing you. Specific Redlines: Requires to be charged upon creation. Appearance-Changes are only cosmetic and don't grant any abilities, besides from the ability to breath underwater. The Pelt can be stolen or sold and used by a Non-Galdr. Purity Description: this charm can cleanse water, or purge curses, poisons, and venoms from whomever uses it. It can even cancel the effects of the Brackish Taint charm. This charm is useful for cleansing water of impurities (e.g. making saltwater safe to drink and ridding it of bacteria) as well as removing some poisons from the bloodstream (e.g. snake venom, night sap), and diluting others. More powerful poisons cannot simply be eliminated, but their effects can be weakened. The level of emotes needed for this charm typically depend on the level of cleansing being done; for instance, purifying a liter of water would only take 1-2 emotes, whereas removing venom from an individual would take 2-3, and 3-4 for more potent poisons. The patient in these circumstances would still need to take time to recover, roughly 1 hour of IRL time. Mechanics: A cleaning and charm that can help purge poisons and such. Specific Redlines: Can only weaken and cleanse poisons over time. Instant removal of poisons is impossible. Strangling Seaweed Description: When activated, this charm tangles all in its area in stinking seaweed. The area covered by this charm is typically a 5x5 block radius, with the most seaweed at its epicenter. The charm can only be thrown about 6 meters. The seaweed can temporarily grow on land even without the presence of water, but it will shrivel up far more quickly than if the area is waterlogged (or, wink wink, even recently soaked from the Dome charm). It will take 3 emotes to accomplish this; one to find and raise the charm, another to activate it, and a third for the growth of the seaweed to take place. The weed itself will shrivel up in 2 emotes if on dry land and 3 if waterlogged or recently wet ground. Typically the seaweed will let out a horrendous odor, not enough to cause vomiting for the average individual, but certainly enough to cause most to stop in their tracks. Many have compared it to mixing skunk odor with that of rotting food. In addition to this, the seaweed will attempt to entangle itself around all present, be they foliage, plants, or sentient beings, and while it will be easy enough to rid oneself of one stalk, trudging through the entanglement will prove difficult if unprepared (machetes are indeed a thing). If caught in their own Charm, even a Galdr will be hindered. Mechanics: Creates a tangle of stinking seaweed that binds and restricts. Specific Redlines: Can only cover a 5x5 Area. Can be thrown and activated (6 Block Radius Max.). 3 Emotes needed to activate this Charm. Shrivels on dry land after 2 Emotes. Shrivels in water or on wet ground after 3 Emotes. Tier 3 Abilities Spoiler Watery Dome Description: Technically a defensive charm, though it's use is limited by its casters creativity. Largely intended to protect from drowning or fire, it creates a bubble of water and air around the user. This charm allows the user to create a dome of water, wrapped around a bubble of air, in the user’s immediate position (1-2 blocks in game). The amount of air in the bubble would last the user a good six-seven emotes depending on their breathing rate and activity within the bubble. The waters flowing around this dome would have the capacity to smolder and even put out smaller fires, as well as water the ground or get those interacting with it wet. While providing a natural barrier, piercing projectiles such as arrows or polearms could break through the water bubble and into the user’s air space; as such, using this charm would not protect the user from being attacked necessarily, but would grant them some potential misdirection of arrows after going through a water current, as well as some simple coverage from fire or other elements. Mechanics: Creates a sphere of water around its user. Specific Redlines: Can't block objects bigger then arrows. Can only misdirect arrows. Can't block magma or molten ore. Can’t block physical attacks. Can create an air bubble which lasts for 5 Emotes. Wavespeaker Description: A useful charm, it allows you to project your awareness elsewhere, but you appear as a reflection at the other end, and can speak to people in the vicinity. It operates much like standard LOTC bird messages, but also adds a visual aspect, like opening up a window. This does, much like birds, require a small amount of relaying of information to those around you. The exact method of doing so is through the creation of a special water mirror, like a scrying bowl. It’s easiest to project from one bowl to another, though not entirely impossible to project from a bowl to another water source. You can only project to a place you yourself have seen in person. Mechanics: A communication form using magical scrying bowls to project your image. Specific Redlines: Requires a fixed body of water to work (Bowl, lake, pond, etc.) at both sides. Requires three emotes to be used. Acts the same as birds. Blessing of the Depths Description: Largely considered superstition, this charm guarantees the blessed item or person will wash up on shore if lost at sea. Consider it a sort of mystical life-vest. Mechanics: Largely RP item, no real mechanical use, but the charm falls apart after “saving” the item or person it’s connected to. Specific Redlines: Person or Item needs to be blessed beforehand. Charm does only work on people and objects smaller than the size of an average Orc. False Life Description: The ability to create magical prosthetics using Galderes Magic. Small body parts, like tongues and eyes, can simply be replaced with appropriately sized and shaped monster parts, like a graft of sorts. More complex parts like limbs require a replacement carved and assembled from bone, and bone prosthetics require weekly charging. While bone limbs lack the limits of flesh such as tiredness and such, they are more delicate and prone to cracks and breaks if placed under strain. Mechanics: Replaces a lost limb or body part with the part of a monster. Specific Redlines: Can only replace lost body parts and limbs. Can only use sea monster parts of fitting size. Can’t create or add additional limbs to the body. Replaced limbs are more fragile and can break as soon as too much force is placed upon them. Monster parts don’t boost sense or give and grant new abilities. Kraken Armband (Dagoth Craft) Description: An armband woven of bone beads, monster hide, and scales, this armband is crafted for one purpose, to bestow some of Dagoth’s magic upon its wearer. Wearing and activating the Armband, which is activated using the same “password” as your charms, allows you to transform your arm into a tentacle with suckers, which can be quite useful for climbing, if rather clumsy in combat outside grappling. The tentacle is roughly twice the length of your arm. Mechanics: Magic armband that turns your arm into a tentacle with suckers, activated with magic word. Specific Redlines: Can only grapple others, no real offensive usage. Can be used to climb, yet, requires a surface to stick against or to grab. Distance is limited to 10 Blocks. Lobster Bracer (Dagoth Craft) Description: A bracer crafted from monster hide and scales, this belt is crafted for one purpose, to bestow some of Dagoth’s magic upon its wearer. Wearing and activating the bracer, which is activated using the same “password” as your charms, allows you to transform your hand into a vicious crab claw, useful for both blocking and attacking in combat, as well as some more mundane activities. The claw can block blades fairly well, given it's hard shell, but fails a protecting from blunt weapons, which will crack the shell and damage the Galdr’s hand. Mechanics: Magic bracer that turns your hand into a crab claw, activated with magic word. Specific Redlines: The Lobster-Shell can be broken by blunt force. Heavy strikes with a bladed weapon can crack the shell. The Damage is also transferred to the human-form. Mermaid Belt (Dagoth Craft) Description: A belt woven of bone beads, monster hide, and seaweed fibers, this belt is crafted for one purpose, to bestow some of Dagoth’s magic upon its wearer. Wearing and activating the belt, which is activated using the same “password” as your charms, allows you to transform your legs into a fish-like tail or a set of tentacles which allows you to swim much faster. Mechanics: Magic belt that turns your legs into a tail, activated with magic word. Specific Redlines: Legs can only transform into fins, no tentacles, etc. Can’t be used for combative usage, as it only affects the swimming speed. Moray Headband (Dagoth Craft) Description: A headband woven of bone beads, monster hide, and scales, this headband is crafted for one purpose, to bestow some of Dagoth’s magic upon its wearer. Wearing and activating the headband, which is activated using the same “password” as your charms, allows you to transform your hair into a long sea-snake-eel creature, which remains attached to your head but can extend up to 3 squares to bite and grapple. Mechanics: Magic headband that turns your hair into a snake-eel thing, activated with magic word. Specific Redlines: Moray-Eel has a maximum length of 3 Blocks. Can be damaged and damage will be transferred to the actual hair/scalp. Mask of the Crab (Noble Circle Craft) Description: In wearing one of these crystal masks, you borrow the identity and boon of the Celestial associated with it. Only one can be carried at a time. The Mask of the Crab, associated with Yivi, allows its wearer to temporarily convert the ground around them into a swampy mire through which only they can move quickly. Masks are molded from crystal and bone through rituals and chants performed at one of Dresdrasil’s altars. Using a mask causes it to lose some of its charge, and when the charge is exhausted, it crumbles into sand. There is no way to recharge a mask. Masks crumble to sand after 2 elven weeks, unless used often, in which case they only last one elven week. Using a mask requires concentration. Mechanics: A crystal mask that allows you to create a temporary swamp that slows people within it. Specific Redlines: The Range is limited to 10 Blocks. The Area reverts back within 10min. An Area instantly reverts if the connection is broken. The Mask is falling apart after a duration of 2 weeks. Mask of the Eel (Noble Circle Craft) Description: In wearing one of these crystal masks, you borrow the identity and boon of the Celestial associated with it. Only one can be carried at a time. The Mask of the Eel, associated with Tecti, allows its wearer to part water around themselves, either creating an oblong path both in front and behind themselves through the water, or creating an air pocket that moves with them under the waves. Masks are molded from crystal and bone through rituals and chants performed at one of Dresdrasil’s altars. Using a mask causes it to lose some of its charge, and when the charge is exhausted, it crumbles into sand. There is no way to recharge a mask. Masks crumble to sand after 2 elven weeks, unless used often, in which case they only last one elven week. Using a mask requires concentration. Mechanics: A crystal mask that allows you to create paths through water. Specific Redlines: The Size of the path is fixed, 4 blocks behind, 3 blocks ahead, 1 on each side. The Mask is falling apart after a duration of 2 weeks. Mask of the Jellyfish (Noble Circle Craft) Description: In wearing one of these crystal masks, you borrow the identity and boon of the Celestial associated with it. Only one can be carried at a time. The Mask of the Jellyfish, associated with Qhonphall, allows its wearer to communicate with Dresdrasil’s Children directly, as well as to control more simple-minded marine life. Masks are molded from crystal and bone through rituals and chants performed at one of Dresdrasil’s altars. Using a mask causes it to lose some of its charge, and when the charge is exhausted, it crumbles into sand. There is no way to recharge a mask. Masks crumble to sand after 2 elven weeks, unless used often, in which case they only last one elven week. Using a mask requires concentration. Mechanics: A crystal mask that lets you talk to sea monsters without using magic symbols, and to control simple minded sea creatures. Specific Redlines: Only allows communication with aquatic animals. Clashes with druidic abilities (Higher Tiered One Wins). The Mask is falling apart after a duration of 2 weeks. Mask of the Manta (Noble Circle Craft) Description: In wearing one of these crystal masks, you borrow the identity and boon of the Celestial associated with it. Only one can be carried at a time. The Mask of the Manta, associated with Ohzra, allows its wearer to manipulate water around them, but only about twenty gallons worth, and their range is limited to 30 feet. Masks are molded from crystal and bone through rituals and chants performed at one of Dresdrasil’s altars. Using a mask causes it to lose some of its charge, and when the charge is exhausted, it crumbles into sand. There is no way to recharge a mask. Masks crumble to sand after 2 elven weeks, unless used often, in which case they only last one elven week. Using a mask requires concentration. Mechanics: Crystal mask that lets you manipulate about 20 gallons of water. Specific Redlines: Max. manipulation is limited to 20 gallons of water. The max. range is 20 blocks (30ft.). Can only manipulate water to the extent of splashing someone or knocking someone away with it. Can’t drown a person by using this. The Mask is falling apart after a duration of 2 weeks. Mask of the Seahorse (Noble Circle Craft) Description: In wearing one of these crystal masks, you borrow the identity and boon of the Celestial associated with it. Only one can be carried at a time. The Mask of the Seahorse, associated with Kenatl, allows its wearer to purify water of taint and pollution, leaving it pure and clean. Masks are molded from crystal and bone through rituals and chants performed at one of Dresdrasil’s altars. Using a mask causes it to lose some of its charge, and when the charge is exhausted, it crumbles into sand. There is no way to recharge a mask. Masks crumble to sand after 2 elven weeks, unless used often, in which case they only last one elven week. Using a mask requires concentration. Mechanics: Crystal mask that allows you to purify water. Specific Redlines: Purification requires time to be completed (Min. of 3 Emotes for a 5x5x5 Area). The Mask is falling apart after a duration of 2 weeks. Mask of the Snail (Noble Circle Craft) Description: In wearing one of these crystal masks, you borrow the identity and boon of the Celestial associated with it. Only one can be carried at a time. The Mask of the Snail, associated with Gorvu, allows its wearer to briefly convert their body into a water-like substance in order to rapidly move through water, far faster than swimming. Masks are molded from crystal and bone through rituals and chants performed at one of Dresdrasil’s altars. Using a mask causes it to lose some of its charge, and when the charge is exhausted, it crumbles into sand. There is no way to recharge a mask. Masks crumble to sand after 2 elven weeks, unless used often, in which case they only last one elven week. Using a mask requires concentration. Mechanics: Crystal mask that allows you to move through water over short distances extremely rapidly. Specific Redlines: Can only move you 10 Blocks per usage. Can't move through thin spaces, such as gates, iron bars, etc. Projectiles and physical attacks move through the liquified body. Electric Evocation can’t be avoided or blocked. Will move you at speed of a quick swimming dolphin. The Mask is falling apart after a duration of 2 weeks. V’acta Cuirass (V’acta Craft) Description: V’acta’s miraculous armor pieces are crafted through unorthodox means. Using monster hide, bone, and scale, as well as shells and driftwood gathered from the shore, you can assemble a simulacrum of a cuirass, and bind it together with seaweed and Thread. Once the item is secured into the shape you want, you can lower it into a volcanic vent on the seafloor. Left there, the potent essence and heat forges the simulacrum into the ACTUAL item. This cuirass will allow you to swim in any direction, under any conditions (excluding variables like heat and cold), regardless of currents, so long as you remain within the water. These items are not quite as good as iron gear, despite being magically forged and reinforced. They also degrade over time, damage being done to them restored by the magic they carry. But once that magic is exhausted, the armor falls apart into the original items you used to create it. Mechanics: Magic chest armor that lets you swim against any current at the users normal swimming speed. Specific Redlines: Can only remove the negative effect of currents. Can’t change your normal swimming speed in any way or form. Weaker than Iron. The Craft breaks down after 1 week. V’acta Helm (V’acta Craft) Description: V’acta’s miraculous armor pieces are crafted through unorthodox means. Using monster hide, bone, and scale, as well as shells and driftwood gathered from the shore, you can assemble a simulacrum of a helm, and bind it together with seaweed and Thread. Once the item is secured into the shape you want, you can lower it into a volcanic vent on the seafloor. Left there, the potent essence and heat forges the simulacrum into the ACTUAL item. This helm produces sonar that only the wearer can perceive, allowing them to detect their surroundings almost as if with sight, even in perfect darkness in the depths of the ocean. These items are not quite as good as iron gear, despite being magically forged and reinforced. They also degrade over time, damage being done to them restored by the magic they carry. But once that magic is exhausted, the armor falls apart into the original items you used to create it. Mechanics: Magical helmet that allows the wearer to have sight in the darkness of deep waters. Cannot be used to see out of water, but lets you see clearer through murky waters. Specific Redlines: Can’t be used outside of a body of water. Can be used in murky water. Maximum Range is 10x10x10 Blocks. Weaker than Iron. The Craft breaks down after 1 week. V’acta Shield (V’acta Craft) Description: V’acta’s miraculous armor pieces are crafted through unorthodox means. Using monster hide, bone, and scale, as well as shells and driftwood gathered from the shore, you can assemble a simulacrum of a shield, and bind it together with seaweed and Thread. Once the item is secured into the shape you want, you can lower it into a volcanic vent on the seafloor. Left there, the potent essence and heat forges the simulacrum into the ACTUAL item. This shield can carry its owner across water like a surfboard, or even propel them underwater. These items are not quite as good as iron gear, despite being magically forged and reinforced. They also degrade over time, damage being done to them restored by the magic they carry. But once that magic is exhausted, the armor falls apart into the original items you used to create it. Mechanics: Magic shield that can propel itself through and on water. Creates a localized water current that it uses to propel itself. Specific Redlines: Can move you twice the speed of your natural swimming speed. Can't be used for combative actions. Weaker than Iron. The Craft breaks down after 1 week. V’acta Blade (V’acta Craft) Description: V’acta’s miraculous armor pieces are crafted through unorthodox means. Using monster hide, bone, and scale, as well as shells and driftwood gathered from the shore, you can assemble a simulacrum of a weapon, and bind it together with seaweed and Thread. Once the item is secured into the shape you want, you can lower it into a volcanic vent on the seafloor. Left there, the potent essence and heat forges the simulacrum into the ACTUAL item. This weapon can use water in order to adjust its shape and size, such as extending its length by a few feet, or going from rapier to longsword, or longsword to bastard sword. Acceptable weapons include axes and other bladed melee weapons. These items are not quite as good as iron gear, despite being magically forged and reinforced. They also degrade over time, damage being done to them restored by the magic they carry. But once that magic is exhausted, the armor falls apart into the original items you used to create it. Mechanics: Magic weapon that use water as an extension of itself. Specific Redlines: Requires water to be nearby. Reshaping requires 2 emotes. Can’t actually cut, but adds some extra blunt force to attacks instead. Weaker than Iron. The Craft breaks down after 1 week. Tier 4 Abilities Spoiler Brackish Tentacle Description: This charm appears as a sort of hilt, and when tipped into a bucket’s worth of water-based fluids, draws forth a whip composed entirely of that substance. This charm is physically durable, though it can only be activated 5 times before it crumbles to dust. The water acts as a physical object under the effects of this charm, and acts as a magical whip that acts as a reach weapon with a grappling and attacking range of 5 blocks. The whip lasts 5 emotes before falling to the ground in liquid form again. While active, it can be manipulated, such as being encouraged to bend and wrap in certain ways. Mechanics: 5 block reach whip, it can wrap around things. Specific Redlines: Requires water to be nearby. Max. length of 5 Blocks. Can only last for 5 emotes. Can’t use the Horn of Flowing Water as source. Requires a recharge after usage. Tethering Bound Description: An advanced charm that is actually TWO items, not one. The first is a pendulum, which must remain hanging near an Altar, or it will cease to function. So long as a willing person carries the second item, a simple earring, the pendulum will always lean in the general direction they are located in. Popular for keeping track of small children. Mechanics: A pendulum that, so long as the bearer is willing, can point in the general direction of the bearer of the other half. Specific Redlines: Requires consent of both parties to be used. Pendulum needs to stay near the altar to work. Fetching Patron Description: An ability shared by all advanced Galdr. More properly known as Intercession, it is the ability to have a semblance of your Patron intervene on your behalf. A Fetch bears the appearance of your Patron, but is generally a luminous spectral thing, composed of the blue-green energy that fuels your magic. While a Fetch is active, a Galdr can wield no other magics, but the Fetch can battle on their behalf, and does not feel pain. If damaged badly enough, a Fetch disintegrates back into energy, but this allows a Galdr to wield their magic again. The abilities of a fetch vary from pact to pact. For instance, V’acta and Dagoth Fetch’s will wield the T5 ability of their pact. Whereas a Noble Circle Fetch can conjure up to 4 quartz-like spikes out of the ground, which shatter and fade shortly after, as well as spewing a sort of breath like broken glass. A Fetch can only remain while their Galdr can maintain focus, but will only stick around for 15-20 minutes. They CAN be used for non-combat situations, but can only be called once an elven day. A group of same-Pacted Galdr can summon a larger Fetch, but it caps at three, each one multiplying the size of the Fetch, stopping at three times the size of a great white. Mechanics: The ability to summon a tiny version of your patron to fight for you. Specific Redlines: Needs to hold the patrons appearance, no other forms are valid. Can’t use any magic while the patron is activated. Patrons can only sustain a few hits before vanishing. Patrons hold their T5 abilities or in case of the NC can conjure 4 quartz spikes. Spikes will vanish with the patron. Can only be used once every 24h. Can only last for 15-20min. Can withstand a max. Of 10 attacks before vanishing. Ocean Conduit Description: A complex charm carved from several pieces to form an orb of sorts. When set into a framework carved with the proper symbols, the orb activates, drawing in energy on its own from the sea. It has two purposes. First, it will provide people within its range with breathable air even underwater. Theses largely show up in Dresdrasil’s ancient temples. They have rudimentary judgement abilities, and can tell if someone engages in violence in their vicinity. When this happens, they simply cease to provide air to the source of violence. Secondly, they act as a sort of ward, intended for protecting sacred sites from monsters, creatures, and people that try to desecrate them. But it can only attack one target at a time, and badly damaging its frame will cause it to go dormant. When dormant, a Conduit provides no air, and no wardings. It requires at least three Galdr to craft. Mechanics: Mechanical Conduit block from 1.13, it attacks mobs and allows players to breathe underwater if they’re within its range. Specific Redlines: Can't be moved after creation. Requires 3 Galderes on T4 to be created. Can attack only 1 being at the same time. Attacks can only reach while the other person is underwater or in a water source. If damaged they stop working until they are repaired by a Galderes of T4. Tier 5 Abilities Spoiler Choking Brine Description: An unpleasant charm composed of ground up and infused monster parts. By getting someone to ingest it in any way, the curse carried within takes hold. This causes the subjects lungs to slowly fill with seawater. This can be broken by an Ascended, who can place the subject into stasis and fill their lungs with Astra instead. Paladins can simply purge the curse, while the more mundane method is to have the subject swallow a sea sponge, which will draw the curse into itself, severely limiting the amount of water it produces. Other Galdr can also lift the curse with a charm, but Druids and herb doctors have yet to discover a cure. Mechanics: Debilitating curse that fills the lungs with seawater. Specific Redlines: Charm requires to be directly casted upon a person and ingested. Lasts a max. of 5 days. Can be removed by Ascended Magic. Can be removed by Paladins. Can be removed by a Galderes Mage. Can't be removed through any other means besides the stated ones above. Depthcaller Description: An advanced charm making use of a part of a marine monster in order to call it to the surface. Requires a part of the creature you wish to summon to be crafted. The creature cannot arrive in areas that it would not logically be able to get to with ease. You must speak to the sea monster first, and attempt to convince it to give you a token of its friendship, one of its own scales or parts. However, the call is not a control, and in most situations, a Galdr has no control over the creature summoned. Activation requires 2 turns, plus a die roll to determine success (roll 20, a 15 or below is failure). Should no sufficient water be nearby, the charm fails and crumbles to dust. You cannot be guaranteed that the creature will be willing to fight or act on your behalf. Mechanics: Magic charm that can call forth monsters you have befriended. Specific Redlines: Monster needs to be befriended first (Through an Event, etc.). Must be performed near a big enough body of water. Monster can't be bigger than a bus. Activation requires 2 turns, plus a die roll to determine success (roll 20, a 15 or below is failure). Charm breaks and is destroyed if activation fails. Charm can only be used three times. Maelstrom Description: When thrown into a sufficiently large body of water, between a 3x3x3 space to a 8x8x8 area, this charm creates a whirlpool that can pull things in, and down. When someone is pulled into the maelstrom, to escape they have to roll. If they roll higher than ten, they don’t sink any further. If they roll higher than 15, they get closer to escaping. If they roll below 10, they sink deeper, risking loss of air or suffocation if they’re careless. Rolling a 20 results in instant escape. A maelstrom generally lasts until the charm exhausts itself and crumbles away, which takes six emotes generally. Mechanics: A charm that creates a specifically sized whirlpool that lasts about 6 emotes. Specific Redlines: Can only last for 6 emotes. Requires a 3x3x3 to 8x8x8 blocks of water to be nearby. Requires Rolls to be used (20 = Escape, 19-15 = Get further to escaping, 14-11 = Stagnation, Below 10 = Sucked in Deeper). Oceanic Banishment Description: Being disconnected from Dresdrasil is met with its own missing pieces. For the Daemon of abundance she was sure to take what she represented, an abundance of things. One who is forcefully disconnected from Dresdrasil for breaking the tenets will find a deep swelling pain like a ball of water growing inside their chest until it painfully bursts and removes them from using Galderes ever again. This of course is only the immediate consequence as they are then met with a slew of other effects such has tasting saltwater on their tongue at random, feeling a bloat of water inside themselves to a longing feeling of missing the sea and its inhabitants. The actual process to disconnecting a rogue Galderes is one in which two or more Teachers must come together and force the betrayer onto an altar. With this they fill the lungs of the betrayer with salt water and two threads around the arms of said person. After this the last thing that is needed is to engrave a charm into the altar that represents Dresdrasil in her purest form. This charm takes the shape of the sea and a siren inside it. After this is complete a person will begin to feel the water in their lungs swell with sea water and their powers stripped. No longer may they collect the gifts of Dresdrasil and instead will be left hollow and powerless.There is an alternative version of this rite which can be performed as a punishment. The rite is the same, but it does not require an altar, but instead an urn carved from prismarine to place the charm into. This strips away the powers of a Galdr down to tier one (unless they are Kin). This punishment is generally used on Tenet breakers who wish to prove themselves once more, and upon proving themselves, their powers are released from the urns, restoring their former might. Mechanics: Disconnection procedure of a Galderes Mage. Specific Redlines: May only disconnect a person who has obviously broken one or more tenets. This isn’t shown anywhere except the last page of ones Hextome where the page is usually blank, but is filled instead with what tenets were broken. Two Teachers are required and no other substitute may be used. Oceanic Brood (Dagoth Craft) Description: Dagoth’s final Pact power. You receive a squid-like symbiote from your patron, which is wrapped around a body part for safekeeping. All abilities involving Breath are produced from the mouth. The abilities range from a small burst of hallucinatory smoke to sticky slime, from stinging clouds of stinking fog to mystical bubbles that can contain and protect items or provide precious air. When utilizing hallucinatory smoke, Galdr must be at close range. It cannot be formed into a cloud, so it must be blown directly into the target’s face. The smoke can cause disorientation, drug-like effects, and hallucinations. The smoke’s effects last about 5 emotes, thought the smoke vanishes shortly after being released. Clouds of gas take longer to create, formed within the Galdr's lung. It requires two emotes to create the gas. One to breath in and hold your breath, and one to create the fog. A third emote is used to expel the gas. Gas clouds cover a 5x5x2 area, and primarily obscures vision. It also stinks terribly, causing the eyes and nose to sting and water, as well as encouraging coughing and retching. These effects fade shortly after leaving the cloud, with several breaths of fresh air. Galdr slime is thick and sticky, spat from the mouth like phlegm. Each glob is about fist-sized, and can be used as a crafting adhesive, or to try to ensnare a target. It takes 2 emotes to spit slime, one to create the glob and one to spit. Bubbles don't require the presence of water or other fluids, and are generated magically using the Galdr's breath. They come in a variety of sizes, from small enough to hold a snail, to large enough to contain a person's head with room to spare. Though stronger than a normal bubble, they will still pop under stress or if punctured. They retain air, and keep water out, making them useful for temporary waterproofing or helping someone breathe underwater temporarily. Mechanics: 4 uses; slime, bubbles, fog, and smoke. Only one can be used at a time. Slime takes 2 emotes, bubbles take 2 emotes each, fog takes 3 emotes. Each has range and duration; bubbles lasting indefinitely until popped, slime lasting until diluted with water, fog lasting 10 minutes, smoke lasting just a few seconds. Fog and bubbles are close range, slime is long range. Specific Redlines: Creates a Symbiote, which resides on your body. All abilities are cast from the mouth. Only one type can be used at the same time. Slime requires 2 emotes. Air bubbles require 2 emotes. Gas requires 3 emotes. Fog requires 3 emotes. All abilities last 5 emotes or until removed through magic or weather effects. Bubbles stay until they are popped or used up. Gorvu’s Shield (Noble Circle Craft) Description: When a Galdr is gifted their pact crystal by the Noble Circle, they can choose to build a shield if the crystal came from Gorvu, and set the crystal into it. The crystal bonds with the shield, storing it within itself and also imbues it with power. By speaking Gorvu's name, the crystal can be activated, recreating the shield around itself. When held over your head, the shield calls forth a crystalline barrier that surrounds the wielder. Mechanics: Magic shield that has a crystal. It can summon a barrier that surrounds you. Specific Redlines: Barrier is composed of salt crystals. Can be relatively easily broken (10 Attacks max.). If disarmed the shield disappears and the barrier crumbles. The shield can be broken or stolen. The barrier lasts for 4 emotes. Kenatl’s Compass (Noble Circle Craft) Description: When a Galdr is gifted their pact crystal by the Noble Circle, they can choose to build a compass if the crystal came from Kenatl, and set the crystal into it. The crystal bonds with the compass, storing it within itself and also imbues it with power. By speaking Kenatl's name, the crystal can be activated, recreating the compass around itself. The compass points the holder to things that they are familiar with, such as home, or a favorite tree. In addition, it grants the holder a small amount of protection from their environment, such as granting comfort in cold weather, but not protecting you from deadly conditions. Mechanics: Magic compass that has a crystal. Can guide and protect you. Specific Redlines: Won't stop serious environmental conditions, only things like heat, cold, sunlight. Can show you the way to things you already know of. Compass operates with a range of 30 blocks. Compass can not direct the wielder to people. If disarmed the compass turns into seafoam and vanishes. Ohzra’s Fan (Noble Circle Craft) Description: When a Galdr is gifted their pact crystal by the Noble Circle, they can choose to build a fan if the crystal came from Ohzra, and set the crystal into it. The crystal bonds with the fan, storing it within itself and also imbues it with power. By speaking Ohzra's name, the crystal can be activated, recreating the fan around itself. The fan manipulates water and light, and the two sides of the fan accomplish different things. The first side, when waved, forms magical projectiles, 4 at a time, by refracting and focusing light through the water in the air. They deal concussive damage equivalent to a simple punch. The reverse side of the fan manipulates light in a different way, creating reflections of the wielder in the air (up to three of them), that copy the wielder’s movements and actions. These two abilities are known as ‘Mirages’. They leave no shadows, and the reflections have no mass, and thus cannot physically or magically influence the world around them. Mirages require line of sight. Mechanics: Magic fan with a crystal in it. It distorts light and water to create Mirages. Specific Redlines: Can create a max. of 3 copies. Can create up to a max. of 4 projectiles. The max. range is 7 blocks for both abilities. Requires constant concentration to be used, else copies and projectiles will vanish. If disarmed the fan turns into seafoam and vanishes. Qhonphall’s Bow (Noble Circle Craft) Description: When a Galdr is gifted their pact crystal by the Noble Circle, they can choose to build a bow if the crystal came from Qhonphall, and set the crystal into it. The crystal bonds with the bow, storing it within itself and also imbues it with power. By speaking Qhonphall's name, the crystal can be activated, recreating the bow around itself. The bow generates its own ammunition and repeated shots from the bow can stun, or even temporarily paralyze. Mechanics: Magic bow with a crystal. Can create its own ammo, and can temporarily stun/paralyze. Roughly 4 shots for an average sized person, more if they are large like an olog, and fewer if they are small like a halfling. Specific Redlines: Doesn't require physical ammo. Uses Mana as ammo. Only 12 arrows can be fired per 24h. Requires 4 hits to stun a human, 6 for an orc and 2 for a halfling. If disarmed the bow turns into seafoam and vanishes. Tecti’s Dagger (Noble Circle Craft) Description: When a Galdr is gifted their pact crystal by the Noble Circle, they can choose to build a dagger if the crystal came from Tecti, and set the crystal into it. The crystal bonds with the dagger, storing it within itself and also imbues it with power. By speaking Tecti's name, the crystal can be activated, recreating the dagger around itself. The dagger can create a crystalline copy of itself, allowing its owner to duel-wield, but its blades produce a strange effect when exposed to poisons and venoms. The blades can produce more of the poison, causing it to last much longer than normal. Poisons based on sea life last 2 hours, and renew themselves when used. Poisons based on land life last 1 hour, and renew themselves when used. Inorganic poisons last half an hour, and renew themselves when used. Mechanics: A magic dagger with a crystal, renews poisons for certain amounts of time depending on origin. Specific Redlines: Can only copy existing poisons. Needs to touch the poison before usage. Doesn’t affect the strength of the used poison in any way or form. If disarmed the dagger turns into seafoam and vanishes. Yivi’s Shamisen (Noble Circle Craft) Description: When a Galdr is gifted their pact crystal by the Noble Circle, they can choose to build a shamisen if the crystal came from Yivi, and set the crystal into it. The crystal bonds with the shamisen, storing it within itself and also imbues it with power. By speaking Yivi’s name, the crystal can be activated, recreating the shamisen around itself. The shamisen’s abilities may be the strangest of all the crystalforged tools. It possesses two strings. The first, when strummed, creates a sweet note that makes magic easier to cast (-1 emote casting time) within a 3 block radius around itself. The second, when strummed, creates a discordant wail that makes magic harder to cast (+1 emote casting time) within a 3 block radius around itself. Mechanics: Magic instrument with a crystal. It can make magic slightly easier, or slightly harder to cast. The effect only lasts as long as the Shamisen is being played. Specific Redlines: Can reduce the required emotes for casting by 1 emote. Can increase the required emotes for casting by 1 emote. Only works within a 10x10x10 area. If disarmed the shamisen turns into seafoam and vanishes. Grasp of the Depths (V’acta Craft) Description: The T5 ability of the V’acta Path, fueled by a relic of a bygone age. This relic is often a piece of jewelry, encrusted with barnacles and tarnished from the sea. Through this relic, Galdr can call forth a fragment of V’acta’s own powers, taking the form of a peculiar thing. This ability allows a T5 Galdr, so long as they carry or wear their relic, to manifest additional limbs. While these limbs are incapable of wielding heavy weapons, they are able to manipulate tools, facilitate movement, and carry things. The limbs may be used to block or to attack, to grab and such. But while they lack true substance, being composed of seafoam filled with veins of magic power, the creator feels any pain or damage inflicted on them as if it was their own limbs and body taking damage. Due to the nature of the power, it requires a nearby source of water to operate.It takes 4 emotes to bring the limbs into existence, and only four can exist at a time. Creating only one limb will result in a limb twice the strength of a normal one, capable of actually wielding a weapon. Mechanics: Magic ability to call forth limbs made of seafoam. Only when summoned are they useful. Take 4 emotes to summon, can only have 4 at a time. ⅓ of damage accrued by the limbs is transferred to the torso of the summoner. Specific Redlines: Requires 4 emotes to summon. Can only have 4 limbs at a time. If only one limb is summoned said limb is able to wield a weapon. If a singular limb is being used it is twice the strength of the usual limbs. ⅓ of damage accrued by the limbs is transferred to the torso of the summoner. Requires a water source to be within a 20 block radius of the Galdr. The max. range for a limb is 5 blocks. Can only last for a max. of 10 emotes. Kin Abilities Spoiler Eldritch Link Description: Given that Kin can act as patrons to others, allowing them to make pacts with other Galdr in order to help them elevate their own powers, this advances that to a higher level. By taking hide and scales from sea monsters, and weaving them into 2 bracelets, including a lock of hair from both a Galdr and a Kin, those two specific beings can share a special bond, so long as the bracelets remain intact. When both are wearing their bracelets, and within 60 blocks of each other, the Kin can enact magics at their end, but pass off the effect to the Galdr. Thus, a lower rank Galdr can take a Kin’s place in situations where a Kin might not be able to act, or where it would be dangerous for them to go. This ONLY works with Galdr of the same pact time as the Kin. Only 8 spells can be transferred from Kin to Galdr, as this exhausts the magic of the bracelets, requiring them to be recharged. If the Galdr in question is tier three or above, the Kin can - instead of channeling spells through their ally - manifest their Tier 5 power through them. There is ONE exception to the 60 block rule, and that is if there are Wavespeaker Bowls nearby. Wavespeakers, being magical methods of communication from Dresdrasil, allow the magic of the bracelets to pass through as if it was a window. Mechanics: Magic bracelets that work within 60 blocks (can be doubled by Wavespeakers if those are brought into play, allowing for greater range). Allows a Kin to give 8 spells to a Galdr, though the Kin still has to cast spells at their end. Specific Redlines: Both parties need to be within 60 block radius. Wavespeaking doubles the radius to 120 blocks. Kin needs to cast the spell themselves. Spell will be transferred to Galderes and sent out by them. Both parties need to have the same original patron. Only 8 spells can be transferred before the item breaks. Kinsblood Description: The power wielded by Kin, borrowed from Dresdrasils Children. There are eight abilities a Kin can inherit, though each Kin will only receive one ability. Each ability is a copy of one wielded by a sea monster. The water jet of Aquatic Dragons, the wind barrier of the Schnis, the projectile quills of the Greesha, the dazzling bioluminescence of the Kucci, the thick ink of a Sea Goo, the lightning of the Gunva’rah’mo, the sandy armor of the Kri'il, and the sonic scream of a Skald. Each ability can only be used once every five emotes. The water jet of an Aquatic Dragon is a blast of hot water shot from the mouth. The wind barrier of the Schnis allows its user to hover, and deflect arrows and projectiles. The quills of the Greesha can be fired from the body of their user, but they have to grow new ones, which is painful. The lightning of the Gunva’rah’mo can be used to stun opponents. The armor of the Kri’il is gathered by rolling in mud or wet sand, caking on a layer of protective filth. The ink of a Sea Goo can be used to blind and impede people when shot from the mouth. The sonic scream of the Skald can push people and objects away, and potentially stun them or knock them down. And the bioluminescence of the Kucci can create light to illuminate the way, or dazzle an opponent. Mechanics: Grants one ability to the Kin, each with a different effect #1 Aquatic Dragon = Hot Stream of Water from the Mouth, can burn someone #2 Schnis = Creates a Wind Barrier, which blocks projectiles and causes the user to hover over the ground #3 Greesha = Shoots a series of quilts from the body #4 Gunva'rah'mo = Creates an electric shock to stun an opponent. #5 Kri'il = Creates an armor out of sand and mud, able to block a few attacks #6 Sea Goo = Blinds people and sticks them to the nearby surface #7 Skald = Sonic Scream, which can stun a person and even push them away #8 Kucci = Allows the person to create light to guide the way, or dazzle opponents. Specific Redlines: Granted Ability is decided with a roll [1-8] as soon as the player becomes a Kin (Needs to be marked on their CA). Requires 2 emotes to be used. Requires a 5 emote cooldown until it can be used again. Water Stream has the same temperature as boiling water. Water Stream can only push back a person. Wind Barrier can only block projectiles. Hovering Effect of the Schnis can’t be used to travel over holes, streams of magma, etc. Quills can pierce armor. A max of 4 quilts exist at a time. Lightning can only stun a person for 2 emotes. Sand Armor can only block 4 attacks. Blinding Goo does only blind one opponent. Blindness lasts for 3 emotes. Sticking Effect lasts for 2 emotes. Sonic Scream can only stun in a line of 3x6 blocks. Sonic Scream Stun lasts for a max of 2 emotes. Guiding light is long lasting, 8 emotes. Bright flash dazzles for 2 emotes. Skein Description: Living as Kin has its downsides, such as a borderline monstrous new appearance. While it is entirely possible that Kin will be accepted by those around them, due to their dedication to defending one of the world’s greatest resources, it is also possible they might be viewed with suspicion and fear. To counteract this, Jugo conceived of a method of concealing the otherworldly nature of the Kin. He created a technique that weaves pure Thread together into a veil that surrounds a Kin, disguising them as their original humanoid form, and ONLY their original form, with no modifications. This might seem like highly advanced magic, but it’s hardly perfect. The Skein, as the veil is called, is highly fragile. It fails in moments of strong emotion, revealing the Kin beneath, and is easily damaged. In addition, it does not fool shadows, nor reflections. So any reflective surface will reveal their true nature, as will their own shadow. In addition, it is difficult for Kin to conceal themselves from Drui, as they carry an echo of nature's song inside themselves. A Skein is not a physical item, so much as a net of magic that resembles a spiders web, draped over a Kin. Mechanics: A veil of woven magic that disguises a Kin as a normal mortal. It only uses their form, so no making yourself look different. Specific Redlines: Can only allow the user to appear like their former selves. Can't copy the appearance of another person. Can be destroyed. Can't change the shape of ones shadow. Mirrors will reveal the real form. Druids will sense something off about the person, a sort of echo to their presence. Uncarved Description: Having become attuned to the magic they wield to an extraordinary extent, a Kin can cut out the middleman when it comes to their spellcasting. This ability allows them to spellcast without spending large periods of time crafting charms. Instead, they just draw the sigils in the air while holding the material the charm -would- have been made out of. This only works with single-material charms, as multi-material charms like the Pelt and Conduit are too complex. Mechanics: Time-saving ability. Spellcasting still requires materials and the same amount of time to activate abilities, but you don’t have to make charms anymore. Specific Redlines: Can be used as a shortcut (Usage of raw materials instead of the crafted charm or item). Requires all of the needed raw items to be present. Can only be used for single material charms or two material charms. GALDERES REDLINES Galderes Magic is learned from a teacher or a patron, alongside a tome in which the knowledge is recorded. Each chapter explains one tier of the magic. Receiving a Hextome requires a specific ceremony. Hextomes can’t be copied or translated. Hextomes can’t be shared. Only Charms that have been approved can be utilized (leaving room for the creation of new, lore approved charms). The “tell” for Galderes is that the charms produce their own ghostly light, often a pale green-blue hue, and that their eyes are often showing a strong glowing of azure light. Learning successive Tiers requires the intervention of your patron, but only minimally. Essentially, they give you the means to translate the next chapter. You cannot learn any other forms of deific magic, as Galderes requires a permanent connection to Dresdrasil and the Patrons. A Galdr can only carry so many charms, usually 8, plus charms that do not require storage. Galderes takes up one slot per tier, means that you will need to use all 5 slots to reach tier 5 in this form of magic. Near to all abilities require a charm. Using charms requires both your hands and your voice. Lacking either prevents the use of this magic, unless you can write the Eldritch Sign that activates your charms. Galderes Charms can be disarmed, making it hard for the Galderes Mage to use abilities. Clashes with Druidism on communicating with sea creatures. Compatible with Blood Magic, but boosting to T5 does not give you access to the special pact powers, only Charms. Being away from the sea strips Kin of their eternal youth, resistance to disease, and fast healing, until they return to it. Becoming a Kin requires you to create a CA for the Kin and also state the Kinsblood-Ability you obtained when you became a Kin. Tier Progression TIER ONE Tier One charms are simple things that can be made from parts extracted from monsters found along the shore and in the shallows. Tier one introduces Galdr to the concept of recharging charms. Recharging charms (those that CAN be recharged), requires wrapping the charm in a cocoon of seaweed and Thread, and leaving it to absorb the magic for an elven day. Tier 1 takes up one magic slot, and is obtained upon connection. Abilities available at tier one include: DAGOTH’S BREATH LOYALTY LURE SHROUD TIER TWO Tier Two Charms are more complex and demanding than Tier One Charms, requiring materials harvested from beasts out in the open water. The Pelt, made at this level, is an EXTREMELY personal item that is highly difficult to replace. Tier 2 takes up a second magic slot, and is obtained after 2 weeks and 5 lessons total. Abilities available at tier two include: HORN OF FLOWING WATERS PELT PURITY STRANGLING SEAWEED TIER THREE Tier Three Charms are more complex and demanding than Tier Two Charms, requiring materials harvested from beasts found below the surface, in the coral forests. Tier Three unlocks the first round of pact abilities, listed below. At Tier Three, Galdr begin undergoing additional changes. The acquisition of aquatic traits like patches of scales and such becomes unavoidable, and their eyes change to a luminous blue-green sea hue or a sandy gold. In addition, they obtain what is referred to as an “obsession”. Obsessions fall into very clear categories, and are quite literally obsessions with sometimes obscure or esoteric concepts. Obsessions can, in certain cases cripple a Galdr, as they will focus on the minor trivial details of their obsession, and ignore what’s happening around them. Tier 3 takes up a third magic slot, and is obtained after 2 months and 10 lessons total. Here are 3 examples of obsessions: An obsession with stars will start to direct their life by horoscopes mainly, or being obsessed of the ocean view and the setting sun while not seeing the sun delve into the horizon deep each night will make them have no somber sleep An obsession with death will lead one to treat corpses strangely, having trouble recognizing that corpses and the living should be treated differently. they may collect bones and parts, assembling bizarre statues of them, and spend time in graveyards. An obsession with sound or music leaves one with the incessant need to fill silence with mindless noise, rhythm, and other sounds. General abilities available at tier three include: BLESSING OF THE DEPTHS NEW LIFE WATERY DOME WAVESPEAKER FALSE LIFE Dagoth Crafts available at tier three include: KRAKEN ARMBAND LOBSTER BRACER MERMAID BELT MORAY HEADBAND Noble Circle Crafts available at tier three include: MASK OF THE CRAB MASK OF THE EEL MASK OF THE JELLYFISH MASK OF THE MANTA MASK OF THE SEAHORSE MASK OF THE SNAIL V’acta Crafts available at tier three include: V'ACTA'S CUIRASS V’ACTA’S HELM V’ACTA’S SHIELD V’ACTA’S SWORD TIER FOUR Tier Four Charms are more complex and demanding than Tier Three Charms, requiring materials harvested from beasts that dwell in ocean trenches. Also acquired at tier four is the ability to call forth a defensive spirit beast known as a Fetch, which varies based on your progression and pact. Tier 4 takes up a fourth magic slot, and is obtained at 4 months and 15 lessons total. Abilities available at tier four include: BRACKISH TENTACLE OCEAN CONDUIT FETCHING PATRON TETHERING BOUND TIER FIVE Tier Five Charms are more complex and demanding than Tier Four Charms, requiring parts harvested from beasts that dwell in subaquatic cave systems. Also acquired at tier five are the ultimate abilities offered by each pact. Tier 5 takes up a fifth magic slot, and is reached at 6 months and 20 lessons total. General abilities available at tier five include: CHOKING BRINE DEPTHCALLER MAELSTROM OCEANIC BANISHMENT Dagoth Crafts available at tier five include: OCEANIC BROOD Noble Circle Crafts available at tier five include: GORVU’S SHIELD KENATL’S COMPASS OHZRA’S FAN QUONPHALL’S BOW TECTI’S DAGGER YIVI’S SHAMISEN V’acta Crafts available at tier five include: GRASP OF THE DEPTHS BEYOND T5 Spoiler Tier Five isn’t necessarily the end, when it comes to Galderes. There is a transformation available to the most dedicated, those who wish to TRULY be close to their deity. By performing a certain ceremony, they can undertake this transformation, becoming what is referred to only as “Kin”. Kin no longer require a patron, but have become something akin to a patron themselves. They lack the raw power and potential of a true Patron, but can, in some cases, act in a similar way, such as forming pacts. Where a Patron can form infinite pacts, a Kin can only form three pacts at a time, meaning they can slightly influence the paths of three students each in total. Being the nearest Galdr can get to their Goddess, Kin is often the goal of all devoted Galdr, and it holds great religious significance for them. The actual ceremony of becoming Kin involves the sacrifice of your collar and pelt, and the use of the special charm crafted from materials from all 5 regions of the sea. This act of magic is sparked with just the speaking of a single word, which consumes their tools, activating the charm. Activation of the charm is a call and an invitation to Dresdrasil, resulting in her very briefly inhabiting the body of the Galdr in question. Staying too long would kill the Galdr, so she has just enough time to make a single act of magic, or answer a few questions, or even just look around and explore the area she was summoned in. She has about five minutes before she returns to her own body, but even that brief presence of divinity within their frail moral frame is enough to permanently alter them, body and soul. Because of an ancient Bargain between Dresdrasil and the Aspects, Druids become capable of sensing Kin if they are nearby, due to them having become part of the sea, part of “nature”. As for what a Kin actually is, they’re more or less adopted members of Dresdrasil’s family, taking on a new appearance and new boons, as well as new weaknesses. Remaining in proximity to water sources provides Kin with immunity to aging, resistance to disease, and quick healing. However, as they are no longer quite mortal, they suffer from Dresdrasil’s curse, extended time spent in the sea washing away their memories over time. Spending time on the surface will restore SOME of their missing memories over time, but it’s generally an unpleasant process, reliving old memories and nightmares. Being aquatic creatures after their transformation, they get dehydrated more easily, and as such have a difficult time in hot, dry environments. As for their physical changes, only a few traits affect them all, the rest influenced by their pacts. All Gladr have a second set of eyelids, like a frog. The second set is transparent, and protects their eyes while they are submerged. When it comes to Lost Galdr, they take on traits of two sea creatures. Broken Galdr take on the traits of deep ocean creatures, generally more abyssal and monstrous traits. Redeemed Galdr take on one sea creature, and one creature of any kind. Kin have a special ability, known as “the Uncarved” which allows them to cast spells without spending long periods of time creating charms. Now, they still have to carry the raw material on them, and can still only carry raw materials to perform 8 spells. The Uncarved ability works like this: the raw material charms made out of has always provided the power needed to cast, and the sigils carved into them decided the effect. No longer needing to carve, since their bodies are now in tune with the magic of their goddess, they can draw the sigils directly in the air while holding the material needed. The materials will still be expended, crumbling to dust, but the Kin saves great amounts of time, in no longer having to painstakingly carve each charm. Galdr who have become Kin can also use their T5 pact power without a focus item, and can even temporarily create a second, watery version of their pact “weapon” that functions the same way their normal one does, though this second one only lasts 8 emotes. Even a third can be brought forth, though its appearance is spectral and it only lasts 3 emotes. But Kin have a great weakness that comes with all their power. Kin no longer revive at Cloud Temple. Instead, nearby bodies of water carry their souls to the sea, where they are reborn from one of Dresdrasil's altars. While this sounds like a blessing, if a Kin is slain in a place without water sources, their soul becomes trapped. When this happens, Dresdrasil sends vague dreams of the location to other Kin and Galdr, with no context. If a Kin or Galdr reaches the site, they can capture the Kin's soul in their lantern, and carry it back to the altars themselves. If this is not accomplished within 5 elven days, the Kin dies permanently, Dresdrasil claiming their soul for her realm, the Knot of Waters. Becoming Kin requires a CA. Becoming Kin gives you access to these special ability: ELDRITCH LINK KINSBLOOD SKEIN UNCARVED PURPOSE The purpose of Galderes is to create an rp-intensive magic that revolves around one of the least used and explored parts of every LOTC map: the ocean. The Old One, Dresdrasil, the former Daemon of Abundance, has existed for a while just for flavor, but has had no purpose outside of that.Thallassos briefly, and indirectly, changed that until it was shelved, but it never actually involved Dresdrasil, just one of her many Children. Galderes is a magic that, unlike others, relies almost entirely on crafting, but also relies on the hunting and slaying of rogue monsters in order to fuel that magic with materials. So it fits into three rather empty niches: item based magic, ocean magic, and ocean rp. Enchanting EXISTS but its not a form of magic on its own, just an extension of Void magic. CITATIONS Original Dresdrasil-Lore/Menitoning: https://www.lordofthecraft.net/forums/topic/155190-the-old-ones-daemons/ The Children of Dresdrasil Spoiler Dresdrasil, the Old One of the deep, was once known as the Daemon of Abundance. And, true to her name, she birthed all things that swim in the sea, then plunged from her throne to live alongside her creations. But some of her creations are greater than others, deemed “Children of Dresdrasil”. These Children are widely seen as sea monsters, but many of them possess shrewd intellect, and some possess crude intellect. Some are even fully intelligent, but these tend to be one of a kind creatures, rather than being a species. As they grow older, the chances of them growing corrupted increases, and they may go mad, or become mindless beasts of destruction. Herein are listed the children, in order of their habitats. These creatures are put down when they grow mad, and their parts are harvested to fuel the magic. Likewise, the living essence that was within them returns to Dresdrasil to restore her strength. Shallows Creatures Klurk “A common sight along the tidal zones of the oceans and beaches surrounding Dresdrasil’s domain. Frequently called ‘Klurks’, based off the almost clucking like noise they make when frightened, these creatures are often hunted for their mirror like scales and their greasy meats. Best be quick in catching them though! Once they get into deep enough water they easily slip away from even swiftest of predators!” --Wyrann’s Guide to Seabeasts The Klurk prefers beaches, tidal pools, and the shallow areas of oceans and seas. They tend to weigh roughly 55 lbs, and live on a diet of seaweed, small fish, and crunchy shells. These skittish creatures resemble salamanders, roughly 3 feet long, and covered in white pearlescent plates, each roughly the size of a dinner plate. These plates reflect light well, and make them difficult to spot in their low-tide environment. Most active during the day, they like to scavenge for food when it’s bright out, so they can dazzle their prey and predators with their reflective plates. They tend to reproduce once a year, when the weather is warm, laying three clutches of eggs in separate locations. Being of lesser intelligence, Klurks are easily manipulated by Galdr magic, and their plates are often prized as armor and decor. Cliffhanger “Not really a creature of the waves like most of what we hunt, but these beasts prove to be a nuisance to us on occasion. Enough so that a culling needs to occur on occasion. They are ambush predators and will stick around the rocky areas where they can lurk about, usually near water too. If ya have to deal with them, for bigger ones a spear to the head works. Smaller ones just cut them up. Maybe toss ‘em in a stew. Meat is stringy but flavorful. Great with some potatoes and seaweed. Or diced long-ways and rolled up with rice and then fried gently. MmmMmm~” --Chef Kusosiki Cliffhangers prefer oceanside cliffs and mangroves and tend to be roughly 25 feet in length, and around 80 lbs in weight. When born, they’re roughly 6 inches and 1 lb. They’ll eat almost anything but prefer smaller fish, sea urchins, and kelp, but will sometimes hunt mammals near their homes. These creatures are territorial of their breeding grounds, but rarely attack people unprovoked. Their grayish coloring allows them to easily hide in the ocean and on cliffs, though there are rare white-scaled cliffhangers. Cliffhanger tails end in fins that assist them in swimming, and this snake tends to live roughly 55 years unless slain, though one roughly 100 years old has been found. Cliffhanger scales are flexible and strong, used as both jewelry and armor. Cliffhangers tend to travel in swarms, serving a central queen, and lay eggs in early to mid summer, laying the eggs underwater or just above it, to prevent them from falling. Cliffhangers can be tamed, but requires care and knowledge. They lack poison, and instead use constriction to combat their prey. Given that they are simple minded, they are easily manipulated by Galdr magic. (Permission received from Ragnio to utilize the Cliffhanger) Schnis “A beautiful sight to behold, a flock of Schnis-fish surfacing the ocean waves as you go sailing by.. All till one skewers a sea bird and they all go into a feeding frenzy, stabbing everything they can see above the water.” -A sailor regarding common sights on the ocean. Schnis travel in groups of between 3 and 10, and are constantly on the move. They tend to favor the surface of the water near the shore, and are roughly 4 and a half feet in length. They tend to feed on seabirds, and closely resemble sturgeons, but with spear-like noses. Their prismatic blue coloring tends to attract the birds they prey upon. They have the unique ability to create a swirling barrier of wind around themselves to keep aloft and look for prey. They reproduce by dropping sacks of eggs into small spaces in the shallows. Far more intelligent than they appear, Schnis are not easily manipulated, but can be spoken to using Galdr magic. Bobobux “Gelatinous, fleshy, blob. All adjectives that accurately describe the Bobobux. To reiterate, the Bobobux is a gelatinous, fleshy blob that burrows into the sand, usually along the waveline, between dry sand and 5 feet of water. It waits quietly until prey passes over it before bursting out and grabbing it with its fronds and pulling it down to eat.” --Wyrann’s Guide to Seabeasts Living on sandy beaches, these sedentary carnivores weigh roughly 350 lbs, and resembles a blob of flesh when exposed. They tend to burrow into the sand, and trap things in the fans of fronds along their dorsal side, and then digest them. While they tend to spend their time underground, they will migrate every few years. Stepping onto their feeding fronds will cause them to attempt to devour you whole, and should they fail, they will emerge to seek out an easier meal before relocating. They reproduce asexually by budding. Given that they’re simple minded, they are easily manipulated by Galdr magic. Open Sea Creatures Brack “Have you ever been ran over by a horse-drawn carriage or slammed against a rock? That's what it is like to be headbutted by a Brack. The bloated beasts are like the bulls of the sea, capable of going from resting on the floor of the ocean to hurtling at you faster than an arrow. When hunting these bruisers, be certain to have something to put in between you and it, otherwise you’ll be hurting for a looong while.” --Wyrann’s Guide to Seabeasts Resembling a cow-sized sea turtle in most ways, other than its horns, shark-like tail, and spiny shell, the Brack prefers the open waters of the ocean, feasting on seaweed and coral as well as other plants. They’re highly territorial, and are most active during the day. They spend their time patrolling their territory, and can be quite aggressive. They reproduce by laying eggs and burying them in the sand underwater. Given their simple minds, they are easily manipulated by Galdr magic. ‘Hiss’ “Snakes..I never, ever, have liked snakes. They bite, they make messes everywhere, they come out of nowhere, they’re just a pain. But if you think the snakes we have on land are bad… then what sailors call ‘Hiss’ are nightmares. Camouflage that can let it hide in the open ocean, a poisonous bite that can stop a horse’s heart in seconds, teeth that can shred flesh like paper. You never want to come across a ‘Hiss’ when you’re not expecting it.” --Kingfisher Curo to his trainees.Dwelling near reefs, but out near the open, these 20 foot long beasts resemble boas, but have a sail-like dorsal fins, and another pair of fins alongside its head. They’re both carnivores and ravenous, devouring anything they can fit into their mouths, and are highly aggressive. Active during the day, they lurk around the edges of coral reefs and near the feeding grounds of large fish looking for meals. When they reproduce, they lay multiple clutches of 3 eggs, and then abandon them. When the eggs hatch, the siblings will fight for dominance, and the losers generally become the first meal of the survivor. Their simple-mindedness makes them easily manipulated by Galdr magic. Sartuka “Alright, laddy. So I need ya to go find my a special ingredient for our feast tonight, ‘right? I need a Sartuka limb to fry up and serve over rice. --What? Ya think I’m kidding. No, I want ya to go out on a boat and stab that blasted squid in the eye till it’s dead. I don’t care if ya think it’ll break ya boat in half with it’s massive tentacles!” --Chef Kusosiki to a now missing novice hunter Out in the waters of the ocean, one can find the Sartuka, a massive squid with a single large eye and thorny tentacles. These beasts are roughly elephant sized, weighing around 700 lbs, and they will eat literally anything. They tend to leave things alone unless they get close, when they will attempt to grapple them and pull them in to devour. It’s uncertain how they reproduce, as no one has survived long enough to share that information. The Sartuka’s lack of intelligence makes it easily manipulated by Galdr magic. Mobias “No, don’t even think about it.” - Kingfisher Curo to an overzealous trainee “Ignore Curo, child. But, he is right. You are not equipped to go after a tainted Mobias. The beast is the king of the ocean opens; giant spear-like horns that can piece a ship and drag it to the depths; armor tougher than the strongest steels we’ve seen. Even the most seasoned hunters fear it.” -Unnamed Adherent Dwelling in the larger expanses of the open ocean, these creatures rival any whale in size, but are adorned with heavy plates along its front and belly, complete with a large horn intended for ramming. They’ll chow down on krill, planton, fish, an entire ship, you name it. They wander aimlessly, but will aggressively smash, ram, and even eat anything that challenges it. When it comes to reproduction, they migrate to mate and give live birth. However, they abandon their young shortly after. Contrary to their hulking appearance, they possess a shrewd intellect that forces Galdr to speak to them rather than manipulate them. Coral Forest Greesha “You wonder where we get the heads for our harpoons, huh? From the Greeshas of course! Should have been taught about them already if ya haven’t. Large, testy fishmonsters that frequent the coral forests, ‘bout the size of a bear but it resembles a lionfish in a sense. Big, fan-like fins that stick out, barbs along the spine, mottled patchy coloring to the scales. We like to send the novices after them as a sort of introductory hunt sometimes!” -Kingfisher Curo The Greesha is a sexually dimorphic species closely resembling bear-sized lionfish. Females possess poisonous quills along their back that can be launched at prey and predators alike, and have a second jaw within their first. They also possess long, frog like tongues. The male is much smaller, and possesses none of these defenses. Greesha give live birth, but the males never survive the mating process. They possess a measure of intelligence that allows them to be spoken to, but are intelligent enough that they can also be manipulated. Kucci “Kucci, devils in the sand as I call them. You hardly ever know one of the slippery buggers is near you till you get blinded by a blast of piercing light. It’s so bright sometimes that you can see it through other living things. In all reality though, if they don’t get the drop on ya, they’re easy to dispatch. Clean swipe through the neck just below the cowl will end them.” --Wyrann’s Guide to Seabeasts Dwelling in the depths of the coral forests, Kucci are roughly 30 ft long, but only 4 ft in diameter. These worm-like beasts are carnivorous stalkers, with a cowl-like hood near the head, by the mouth. When targeting prey, it will unfurl its hood, and release a blinding flash of light. This is indended to stun its intended meal long enough for the Kucci to devour it. When not hunting, they burrow into the sand, with only their eyes exposed. Kucci are hermaphroditic, and will battle for dominance and then lay eggs hidden within the coral. The highly elastic nature of their hide makes it valuable as leather. Their simple minds make them easily manipulated by Galdr magic. ‘Sea Goo’ “Master Kusosiki, why on earth did you send one of the new Ospreys to go fetch you ‘a barrel of sea goo’? You know that those blobs can dissolve just about anything! The lad wasn’t ready for it!” --Kingfisher Curo to former master ‘Chef Kusosiki’ The peculiar sea goo is essentially mindless and passive, and is actually a colony of many smaller goos that will join up into a larger form. Their size and color vary considerably, from the size of a small house, to the size of a housecat. Dwelling in the coral forest, they will slowly digest their meals to expand their mass, then branch off into new goos. They’re able to shoot a sticky black ink from their mass, binding or blinding prey. They reproduce entirely by division. Their complete mindlessness makes them unaffected by Galdr attempts to manipulate them or control them. Jaekel “Oh boy, you’ve been tasked to down a rogue Jaekel? Lucky you, lad! These beasties are a wonderful opponent to hunt! Fast, hard armored, and dexterous. They will pose a true threat and face you head on if they can! They don’t like to cower or ambush you like some of the critters in the coral forests. These bulls know that they’re the top of the food chain! Now go show them that they’re wrong, lad!” --Unknown Osprey Instructor Floating just above the coral forests are the Jaekel, crab-faced creatures with the body of a shark, and many octopus-like arms. Females come with plating on the back and belly, but other than that, size and shape varies quite a bit. These omnivores tend to be relatively passive despite being Apex Predators. They use their tentacles to grapple and bring food to their mouths, and have many types of fins. After laying eggs, females will carry them on their backs to keep them safe. Their intelligence means they cannot be manipulated, but can be spoken to. Abyssal Trench Gubbler “They’re like dogs when ya get one to play with ya, otherwise they’re skittish, dastardly little blighters that will just pop out of a wall and bite ya! --If ya want to make sure there aren’t Gubblers in an area, or to see if there are. Just loose a big baitfish and send it swimming past the spot ya think they’re at!” --Wyrann’s Guide to Seabeasts Gubblers are roughly dog sized, closely resembling anglerfish, and burrow into the rocky walls of undersea trenches. They prefer carrion and small fish, but will be devious about attracting prey. They will dangle their lanterns outside of their den, then dart out and drag their prey back in to eat it whole. Female Gubblers lay clutches of eggs for the males to fertilize, and will guard their egg-laden dens with their lives. Their animalistic state of mind makes them easily manipulated by Galdr magic. Chumer “The assholes of the deep trenches. You’ve seen sharks before, these look a lot like them except the weird mouth and whiskers, the only difference between these and most sharks is that these don’t wait till their quarry is dead to take a bite out of them. They like to chase the giant trench salamanders around take bites out of their fatty hides.. Or to steal an Osprey’s arm when they’re not looking. Thats what happened to Kingfisher Kita back in the stories.” --Kingfisher Curo By the open areas of undersea trenches, you can find the Chumer, creatures that resemble thresher sharks, but with 4 eyes, whiskers, and a lamprey-like mouth. They’re roughly 4 meters long, and are aggressive carnivores. Only active at night, they search for Gunva’rah’mo, their preferred prey. Their method of feeding is to latch on, and take a nice chunk of meat before fleeing to enjoy their meal. Their eggs are left in sacs hanging on the walls of the trenches, and rarely check on them. Despite their actions, they are intelligent, and unfriendly. This makes communication the only thing Galdr can do with them. Gunva’rah’mo “Possibly one of the most unusual creatures in the oceans at large. They are not fish, but rather massive amphibians that will lurk in the trenches or in caverns deep below the ocean. All across their bodies, they have small glowing lumps that when you get too close, or they get scared, will jolt lightning at anything around it before they skitter away. --At least you best hope it skitters away and isn’t rogue.” --Wyrann’s Guide to Seabeasts Along the bottoms of deep sea trenches are the skittish herbavores called Gunva’rah’mo. About 10 meters in length and close to a ton in weight, these eel-headed salamanders have diodes along their backs that discharge electrical energy. Normally they simply traverse the bottoms of trenches, feeding on mold colonies and seaweed, but when threatened, it will charge its diodes and shock its attackers before fleeing. They’re very protective of their nests, where they will give live birth and raise their young for years, before allowing them to leave as juveniles. Their simple minds make them fairly easy to manipulate with Galdr magic. ‘Below’ “One of the Ospreys’ legends, a beast that lives in the depths untethered by age, one of the earliest children of lady Dresdrasil, and one of the most dangerous. We do not know much about the beast other than that numerous Kingfishers have spent their lives hunting it to no avail, and that it will emerge from the depths in times of great calamity.” --Wyrann’s Guide to Seabeasts Leviathan-esque carnivores that dwell in the trenches, both aggressive and territorial. These free-floating creatures are heavily plated and have jellyfish-like tentacles that sting upon touch. Their preferred feeding grounds are near deep parts of the trench, and they will ambush prey form below with their tentacles before using their claws to pierce and drag them down to be devoured. They’re quite stealthy, and lay parasitic eggs within larger creatures of the ocean. Despite being intelligent, their sheer malice makes them impossible to safely communicate with using Galdr magic. Subaquatic Caverns Skitterer “They’re like shrimp in a sense. They travel in swarms in the darkest, most secluded parts of the ocean and feed off of anything that lands on the floor down by them. If you end up in their sights, swim upwards. They won’t be able to get you as easily if they can’t latch onto you. If you need to get rid of them, swiping and stabbing tools are your best bet.” --Wyrann’s Guide to Seabeasts Oversized gray crabs, these dwell in the trenches and undersea caverns of the oceans, weighing roughly 15 lbs and being 2 feet in length. They live in colonies and scavenge for food wherever they can find it. They can strip a whale carcass of flesh in a matter of minutes, leaving nothing but waste and bones. Reproduction is similar to rats, giving live birth to up to 30 offspring at a time, though many will be devoured by their siblings. The birth is explosive, and the female never survives. Their simple minds make them easily manipulated by Galdr magic. Kri’il “Messy, mean, and one of the ugliest things an advanced hunter will find in the ocean deeps. The Kri’il is a sort of an abomination between a vulture and a giant shrimp. It likes to play with it’s rotten food.. Or it’s live prey. If you find one of these creatures, it is not wise to fight them but to just avoid them. If you need to get rid of one. A poison-laced corpse is your best bet.” --Wyrann’s Guide to Seabeasts Opportunistic omnivores that dwell in the lower levels of subaquatic caverns, these blind creatures resemble armor-plated shrimp with razor claws. They’re roughly 80 lbs and 4 feet in length, and spend their days active. They aren’t necessarily aggressive, but only really think about food and what they can eat. Generally, they will attempt to dice prey into small pieces with their claws before eating. They cake themselves in protective layers of filth by burrowing through sand and mud, and will hide their eggs in silt and sand to protect them. Their simple minds make them easily manipulated by Galdr magic. Skald “We call them, Skalds, but they’ve been called other things in other times. They are one of the earlier children of Dresdrasil, and certainly one of the more abominable. One of the alphas of the truest depths. A beast that can fight off anything else lurking below. A walking graveyard that will add to it’s pile at any cost.” --Wyrann’s Guide to Seabeasts Territorial carrion feeders that are roughly 10 feet in length and 350 lbs, they are salamander-like in appearance, but have “sniffing” whiskers that jut out on either sides of its gills. It is often covered in the hides and bones of things it has eaten. A hideous mystery of the deeps, the Skald is a corpse feaster that adorns itself in corpses and reeks of decaying flesh. It releases a blood-curdling scream that can shatter glass and leave predators senseless. It hides its eggs in corpses, sometimes even in the corpses it hides itself in. Sharply intelligent, Skald are inquisitive and enjoy conversations, unfortunate for them that only Galdr and Drui can hear them. Mork “Why, in the name of the immortals, would you ever try to hunt a Mork? We actively survey the oceans and mark where to avoid /because/ of Morks. Those little red rings on the maps of the seafloor. They’re like sea bears, but worse. We do not know why Dresdrasil birthed these critters, but this is one of the few that we don’t appreciate.” --Wyrann’s Guide to Seabeasts Foul-tempered omnivores that are roughly the height, weight, and length of three bears. They prefer caverns and the deepest parts of the sea floor, and resemble giant tusked grouper fish with mildly fuzzy scales. They are not fast swimmers, but will chase prey relentlessly for miles. They will eat almost anything, as they are voracious predators, scavengers, and foragers. When pissed off, they will lash out at the nearest target. They dig circular nests just outside their dens, and leave eggs within them after spraying them with pheromones. Highly protective of their eggs, they will pursue for miles to retrieve one that has been stolen. Their scaley pelts and their eggs are both highly valuable. One for aesthetic and armor, the other for their regenerative properties. Morks lack intelligence, making them easily manipulated by Galdr magic. CREDITS JuniperSelkie – Primary Lore Writer EmeralUpsilon – Co-Author and general Editor Ragnio – Co-Author, Format Editor and general Editor Zacho – Co-Author, Feedback Giver MamaBearJade, D4NNA and TheAlphaMoist – Feedback Giver and ST-Support Zidoax – Feedback Giver Edited August 27, 2019 by JuniperSelkie 31 Link to post Share on other sites More sharing options...
Zacho 1736 Share Posted August 5, 2019 Sure. 3 Link to post Share on other sites More sharing options...
Ragnio 499 Share Posted August 5, 2019 I love how the formatting turned out! Instead of a wall of text you got some nice, readable areas and spoilers! The spreadsheet is also a nice touch-up, as it makes it a lot easier to scan over the abilities! AND IT FINALLY GOT PROPER REDLINES! ❤️ 3 Link to post Share on other sites More sharing options...
JokerLow 1189 Share Posted August 5, 2019 has my support 2 Link to post Share on other sites More sharing options...
NotEvilAtAll 9926 Share Posted August 5, 2019 This is too long for me to read all of it, but at a glance it appears amazing +1! 1 Link to post Share on other sites More sharing options...
Unwillingly 11113 Share Posted August 5, 2019 hey this looks pretty neat, +1 4 Link to post Share on other sites More sharing options...
Yaldabaoth 743 Share Posted August 5, 2019 Epic.... 1 Link to post Share on other sites More sharing options...
L0rdLawyer 2271 Share Posted August 5, 2019 Not to be a downer. It's a solid post with a lot of detail. But it seems like a niche magic that has the interest of some but wont do anything in game other then be spammed or collected by a select few and then drop off the face of the earth. I'm not saying this is terrible. It's a great post and some decent writing behind it all. But from my eyes, it just adds another speciality club and doesn't do much beyond that. The aqua theme is new and all and I respect you taking that route. But how does it tie in with the world. Tldr. Good writing but I dont see it doing much on the server. 1 Link to post Share on other sites More sharing options...
The Fact Core 511 Share Posted August 5, 2019 The ocean is a scary place and I don’t even like. But this magic is lovely written and full of details I adore and I would like to witness in a roleplay experience, also for some reason I like it that one rule of the tenets said, that you do not keep the magic as a secret and hoard it. 1 Link to post Share on other sites More sharing options...
Zacho 1736 Share Posted August 5, 2019 29 minutes ago, L0rdLawyer said: Not to be a downer. It's a solid post with a lot of detail. But it seems like a niche magic that has the interest of some but wont do anything in game other then be spammed or collected by a select few and then drop off the face of the earth. I'm not saying this is terrible. It's a great post and some decent writing behind it all. But from my eyes, it just adds another speciality club and doesn't do much beyond that. The aqua theme is new and all and I respect you taking that route. But how does it tie in with the world. Tldr. Good writing but I dont see it doing much on the server. I actually like this feedback a lot, and that is something that I plan to change. There isn’t a lot of actual cultural substance to the lore but following its implementation (Should it be such) I want to vamp up a whole culture with it and what not. Affecting the current of lotc narrative is something that i dont feel any group should strive to be as that is just another ascended redo, but effecting groups of players without it being the entire server is a key ideal in my eyes. A lot of it isn’t written here, but the cultural aspect i plan to make very planned out and spread. 2 Link to post Share on other sites More sharing options...
NotAPan 459 Share Posted August 5, 2019 Seems fun +1 1 Link to post Share on other sites More sharing options...
Vermy 1346 Share Posted August 5, 2019 This is what you call solid formatting! +1 1 Link to post Share on other sites More sharing options...
L0rdLawyer 2271 Share Posted August 5, 2019 (edited) 4 hours ago, Zacho said: I actually like this feedback a lot, and that is something that I plan to change. There isn’t a lot of actual cultural substance to the lore but following its implementation (Should it be such) I want to vamp up a whole culture with it and what not. Affecting the current of lotc narrative is something that i dont feel any group should strive to be as that is just another ascended redo, but effecting groups of players without it being the entire server is a key ideal in my eyes. A lot of it isn’t written here, but the cultural aspect i plan to make very planned out and spread. Thing is. Lore should have a purpose in my opinion. When I sat down and read it, all I read was water magic. All of the spells were various different magic pieces chopped up and pasted together and the common factor was just water. I get that's the point. But it just seems like its going to become a niche magic that appeals to a small minority that offers no real advancement to lotcs story. The writing is good. I cant take that away from yall ever. It's a nice twist that groups haven't tried. But there isnt really much that sets it apart overall if you get what I mean. I'm writing both posts with little sleep so I do apologize if things are messy. Edited August 5, 2019 by L0rdLawyer Link to post Share on other sites More sharing options...
Ragnio 499 Share Posted August 5, 2019 5 hours ago, Zacho said: -Snip- 53 minutes ago, L0rdLawyer said: -Snip- As mentioned by Zach we are frequently working on additional lore in regards to Galderes, including cultural aspects, the religions as it's own lore, updates on Dresdrasil as Aengueldaemon and much more. By doing such we are exactly aiming for what you are looking for: Advancing LoTC’s Story. We hope that Galderes will become part of a foundation that focuses more on Oceanic topics, may it be new Creatures, Religions, Historical Aspects and also allow for new Event-Ideas, such as the possibilities to add Events to explore forgotten and maybe sunken kingdoms and much more. Also, as a remarking note: This magic is not to be hoarded, as we even added a tenent against such. We all agreed that we didn't want history to repeat itself and instead allow those interested in more Oceanic features to learn this magic and use it. Sure, it applies to a certain mindset or minority, yet, so do many other forms of magic. May it be Shades, Ascended or Druids. Not everyone likes the same and Lotc is offering different forms of magic and different roleplay options due to exactly that fact. However, thank you a lot for your feedback. It is always good to receive feedback from someone that has concerns, as it allows us to present out our pre-planned lore route and even get new ideas to add to it! As such, thank you. Link to post Share on other sites More sharing options...
chaosgamer_ 754 Share Posted August 5, 2019 The way of how this is formatted does give it a pleasant read. It’s a cool magic in my opinion and does make sense in a way. I think this could be a cool asset to lotc. +1 2 Link to post Share on other sites More sharing options...
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