Werew0lf 12019 Popular Post Share Posted November 7, 2021 BEASTSMITHING The Ascended Smiths of Yore INTRODUCTION This lore is being written to draw in people of low-fantasy who prefer to stray away from CAs and MAs in order to be able to use their hunts (through killing creatures) for low-reward enchanting that are both fair and balanced. Of course, this will be open to anyone. We are using the old lore for Beastsmithing as reference in this writing, and will ensure that it follows the appropriate redlines to ensure balance. All credits will be listed at the bottom. Spoiler ✯ Each monster can be used to quench three items that are no larger than a chest-plate. ✯ This will be feat-locked. ✯ You cannot quench more than one item with one specific type of blood. ✯ Certain monsters can be quenched under the discretion of ET / LT if they are not listed but fit the criteria. ✯ Quenching more than one item with one specific type of blood will require an MArt. ✯ You cannot quench materials of certain aspects if they go against the metal / materials redline. For example, quenching thanhium with voidal-smithing is not allowed. ✯ You cannot kill the same person or creature numerous times to farm blood. If you are caught doing so, it will be handled by the ST. ✯ You cannot orchestrate your character killing an OOC friend in order to farm blood. If you are caught doing so, it will be handled / reported to the ST. ✯ You cannot quench blood on materials or items that are already enchanted without making an MArt, as that defeat the whole purpose of the lore. ✯ You can reheat pre-existing items and quench them in blood, and thus not requiring to remake the whole item from scratch. However, these items cannot be enchanted beforehand. ✯ Items must be ST-signed. ✯ You must be taught each technique / smithing with someone who has knowledge of it. This must be listed on their feat application in the comments by an ST. THE HAMMER OF THE MARKED The blood of Man’s bounty, It will flow through our steel, And be quenched in blood, Of wicked creatures, Of proverbial kings, And come out anew. ORIGIN Once despotic smiths recorded in a posterity of elder-smiths; the ancient pupils of the old man’s craft, which were written and listed from the halls of Hexicanum, were passed on through priceless techniques scribed in marble blocks and, later, on parchment – all meticulously noted by Griffith of Gwynon. These beast-smiths claimed the corpses of their bounty, and through this unparalleled practice, were able to craft lustrous, powerful weapons, armours and other invaluable items to benefit their arsenal – the Beastsmiths Arsenal. Sadly, as years passed and these pious students of the Marked fell to old-age, as they were not scions of vile sorcery and unpolished techniques, the lessons that once flourished in the forges of Hexicanum were lost; dismantled books or otherwise left remnants of incomplete techniques that nobody could put together for the future generation. For the next few years, hunters of normal condition struggled to handle underlying beasts and creatures of all vices and sin, and in this struggle, they sought out the depositories of their forefathers. Eventually, the hunting-men had rediscovered a forbidden stash of parchments that retold the stories of great beast-smiths, who with blood of great dragons and ancient spirits, wrought steel out of ichor and used its pertinent forces to slay evil. Thus, came the return of the Beastsmiths and their forgotten methodology. BLOOD QUENCHING Amongst Beastsmiths, the knowledge of harnessing the inherent properties of monster’s blood by quenching steel and metal within is paramount for the process of Beastsmithing. It is relatively simple: A barrel or basin, for smaller items, must be filled with three parts water and one part blood for an even balance, and so the mixture is still suitable for extinguishing the heat of tempered steel. Over years of experimentation, and discovery of old texts, the effects of different lifeblood on materials has been documented and still continues to be learnt. The current known methods and recipes are outlined below: DRAGONS-SMITHING Unlike drake-smiths that can utilise dracanium, those harbouring this ancient technique are able to quench the blood of great dragonkin onto their metals, feeding it with the pertinent force of a dragon’s wrath. TECHNIQUE: The blood of an entire dragonkin must be boiled in a pot until it is reduced and removed of impurities; as it bubbles and becomes oil-esque in appearance, the metal must be drenched in this substance for as long as it takes to encompass the whole metal. Upon the metal being consumed, the material must sit in a burning pit (or any source of fire) until the solid encompassing blood has been quenched into the metal and turned a faint-to-vibrant red. EFFECTS: The metal will become a vibrant crimson hue, folding cracks infused by embers, though this seems to be merely cosmetic and has no underlying power. Upon being ignited, it will remain warm for the duration of an encounter and can apply second-degree burns. Spoiler ✯ The wielder is not immune from the heat, so they must take precautions to ensure that their body doesn’t touch the quenched area. Furthermore, they must have contingencies to ensure that their skin doesn’t burn from close-contact. (i.e gloves.) An example of what this can be used for are forges for smithing, etc. placing it on a hammer to shape metal easier. ✯ Dragonsforged material can resist flames and fires for ten narrative minutes, before it starts to crack and grow brittle. ✯ Dragon-Smithing can be done with Dragonkin only. OGRE-SMITHING There is a story of elves that fell to the demise of orcish barbarians; in their futile effort of reclaiming honour and glory, the elves utilized the corpses of large ologs in order to refurbish their weapons. However, it did naught but cause them to become more brittle and blunt. Luckily, this broken-technique was reworked by those of the Marked, and thus gave it more purpose. TECHNIQUES: The corpse of the olog must be cut open and bled out into a cauldron. Upon the carcass being fully drained, you must add four portions of murky water and mix it under a low-heat for four emotes. Eventually, the metal / material must be dumped into the cauldron and hooked back out, and allowed to dry under the sun for three emotes. EFFECTS: The quenched metal will become double its original weight, and its edges will become more blunt – not enough to cut through flesh or skin. You can also see the appearance of the object has been marred in marks and scratches. Spoiler ✯ While it doubles in weight, the material will not become more durable. ✯ Ogre-Smithing can be done with Olog or related event monster parts. CLAY-SMITHING An ancient practice of using wooden limbs and moulding flesh from clay. It was first an innocent, cultural disposition. To carve and crush clay into different statues that revered idol-deities, and sadly, this deformity came to derail into the existence of Sorvian. Thus, the Marked-Men utilised techniques of flesh-smithing and crushed the ephemeral bones of wood and clay into powder. TECHNIQUES: The beast-smith must crush the limb of clay into a dusty, powder-like substance. Eventually, this dust has to be brushed over the material / metal and left to rest for one OOC day. Upon returning, the material will be more malleable. EFFECT: The material / metal has to be set on top of a burning anvil and becomes malleable, and thus able to be molded into any shape as if using clay. However, the durability of the material decreases significantly, comparable to that of slayer-steel. Usually, this technique is utilised to easily shape items without strenuous and arduous hours of smithing; weapons or jewellry. Spoiler ✯ After one OOC day, the weapon hardens and is no longer malleable. ✯ It will retain the strength of slayer-steel upon hardening. ✯ Clay-Smithing can be done with Sorvian parts or related event monster parts. HORROR-SMITHING A long-lasting recipe, one that’s made its mark on the Beastsmiths, is harnessing the blood and properties of these abominations to allow more ease when dealing with them. However, a tool is just a tool and at the end; it is the skill of the Marked, or the individual, that decides if they survive an encounter, not the weapon itself. TECHNIQUES: The blood of these creatures must be quenched in with three portions of water, and one portion of ichor, allowing it to extinguish that of tempered steel. A rather simple method, yet one that’s worked for an eternity. EFFECTS: The quenched material will form a sharper, or more jagged-edge, allowing it to draw more blood from a wound, and allows more ease when cutting through flesh and skin, yet it isn’t sharp enough to cut through bone or metal. Furthermore, the metal will don a deep-red tinted hue to it. Spoiler ✯ The material doesn’t assist with the cutting of bone, it merely allows it to cut through flesh easier. ✯ Wounds cut will bleed for longer, the blood flowing more freely. ✯ Horror-Smithing can be done with Siliti, Varg, Corc parts, or related event monster parts. FAE-SMITHING It has always been in the heart of Man to claim resources from the natural environment; to lumber down trees and reel vines, to quarry minerals and metal, and so on. Of course, it has always been that of the fae who attempt to interfere in this extraordinary development. They sent their rugged ents and pests, and so Man learnt how to use their sap in order to strengthen themselves. TECHNIQUES: The parts of the fae-creature must be drained of their sap or blood into a cauldron that is surrounded by the natural environment (i.e likely outside or in an area with sources of plant). As the blood is being boiled, it will remove certain impurities, though remain potent-enough to be used and quenched in a material until it becomes a deep-green hue. EFFECTS: The material will draw a vibrant, deep-green tinted hue; it will be able to inflict a very-weak poison upon being slashed or cut by the object – this will inflict more pain onto the victim and make the area irritable. All fae-wild creatures will know the material is made from the remnants of their corpse, and so can incite hostility. Spoiler ✯ Fae within 10 blocks of the weapon will recognise their kin’s remnants upon their corpse. ✯ Wounds cut on CAs will feel more painful, yet it isn’t enough to distract. It is purely cosmetic. ✯ Fae-Smithing can be done with Epiphytes, Treelords, and event creatures that are left to ET discretion. ✯ If the parts of an Epiphyte is used, it must be something no smaller than a fore-arm and hand. GHOST-SMITHING To face off against the darkest hearts of man, forgers commonly used the body and residue of old phantoms to properly combat their spectral forms, and for other uses. TECHNIQUES: The ectoplasm and residue of these creatures must be quenched in with three portions of water, and one portion of ichor, allowing it to extinguish that of tempered steel. A rather simple method, yet one that’s worked for an eternity. EFFECTS: The material becomes translucent and glows a dim blue-hue. From this, it is able to collect ectoplasm when in contact with spectral creatures or objects. Furthermore, it can interact with the incorporeal but doesn’t carry the burning effects of Aurum. Spoiler ✯ Ghost-Smithing can be done with Ghosts, Spectres, Wights, or related event monster or CA parts that an LT rules is sufficient. FROST-SMITHING With the battles against monsters and terrors, another long-standing recipe came into fruition, one that’s served Beastsmiths throughout time is that of Frost-Smithing. TECHNIQUES: The blood of these creatures must be quenched in with three portions of water, and one portion of ichor, allowing it to extinguish that of tempered steel. A rather simple method, yet one that’s worked for an eternity. EFFECTS: The metal becomes slightly translucent, as if it was ice, and wisps of frost seem to curl within cracks of it. It’d be extremely cold to the touch, able to give minor bruises with prolonged impact. To this, it’s able to handle colder temperatures much more easily but with attacks of heat and flame, it grows brittle and weak. Spoiler ✯ The wielder is not immune from the cold, so they must take precautions to ensure that their body doesn’t touch the quenched area. (i.e thick gloves, or coats.) ✯ Frost-Smithing can be done with Frost Witches, Wendigos, Trolls, or related event monster parts. FAIRY-SMITHING Alongside Fae-Smithing did Beastsmiths experiment and conjure up this technique. It’s relatively simple, bearing minimal effects, which is why it was never used for weaponry – and more so jewellery. TECHNIQUES: One must place the wings or granted reagents of a sprite, or a fairy, upon a mortar and pestle. There, they’d crush it and grind it down onto a thick paste which would then be used as a coat for metal, which can then be quenched to grant it special effects. EFFECTS: While there’s no physical difference to a Fairy-Smithed weapon, one will find that upon interactions and when the item is moved – through combat, or in mundane situations – it’ll make a high-pitched harmonious noise, as if it’s singing. Spoiler ✯ Fairy-Smithing can be done with Sprites, and event creatures that are left to ET discretion. ✯ The noise will not be enough to harm someone’s ears, it’s purely aesthetic. FLESH-SMITHING Alongside Fairy-Smithing did Beastsmiths experiment and conjure up this technique to creatures similar to the sprites. It’s relatively simple, bearing minimal effects, which is why it was never used for weaponry – and more so other different uses. TECHNIQUES: One must place the dead body of an anthroparion upon a mortar and pestle. There, they’d crush it and grind it down onto a thick paste which would then be used as a coat for metal, which can then be quenched to grant it special effects. EFFECT: The item’s surface would bear cracks, filled with the rotting stench of flesh, or a decaying corpse. While it doesn’t have that much combative benefit, it can preserve dead matter or decaying objects for an extra OOC week per use. Spoiler ✯ Flesh-Smithing will only preserve dead or decaying objects for one OOC week, unless renewed with a new portion of blood from an Anthroparion. ✯ Flesh-Smithing can be done with Anthroparion, Afflicted or related event monster parts. VOIDAL-SMITHING Magehunter legions of ages past often made war with arcane emissaries, and it was through these conquests, exemplified by the many assaults against the likes of Judi and Skravia that a unique branch of smithing came into fruition - Voidal-Smithing. TECHNIQUES: One must collect the core of an Atronach or Liquid Mana, and crush it onto a fine dust. Once that is done, they must place it within a barrel or any container and fill it up with water in a 3:1 ratio. Afterwards, they can quench a material within it to garner different effects in correlation to the Atronach variant used. EFFECTS: The effects are outlined below: With the core of a Fire Atronach, the object will be granted with a resistance to fire. It will resist magical and mundane flames for up to 5 narrative minutes, but anything larger will crack and cause the item to shatter – etc, a Dragonkin. With the core of a Water Atronach, the object will avert water away or around the object twice in a singular RP encounter. With the core of an Air Atronach, the object will have a levitating aesthetic to it, as if fragments and parts of the item are floating amidst another in an aesthetic motion. Otherwise, the weight of the weapon will be reduced by 20%. With the core of an Earth Atronach, it will have a stone-like aesthetic and the weight of it will be lifted by 20%. Should it be made by the blood of a Voidal Horror, it will take on a crystalized deep blue-hue, much like Carbarum. It will be able to inflict a unique pain for those connected to the void; a typical mage garners much more pain from the blow of a weapon that is quenched this way. Spoiler ✯ This cannot be applied on Thanhium ✯ The appearances grant no combative benefit. ✯ Voidal-Smithing can be done with Voidal Mage Blood, Voidal Horrors, Atronachs or related event monster parts. INFERNAL-SMITHING In order to harness the malign of infernal smithing, one must procure the remnants of demonic creatures in order to create objects of profound, sinful nature. Those who attempt to craft materials of this accord are not friend or foe of dark creatures, and may be using their corpses to gain resistance to those of infernal descent. TECHNIQUES: First and foremost, a basin of blood – drained from the corpse of any inferi – must be procured. Unlike most long-lasting, numerous-step techniques in beast-smithing, it does not require as much effort. The material must be placed into a basin, and sit in an area devoid of light. After one OOC day, if the material holds a smoky, ashy-tint and darker hue, it has been completed. EFFECT: The material will become darker in appearance (likely gray, black or a deep, crimson red) and exude smoke and ash (all aesthetic). This quenched material will become more inflicted by damage from Aengulic boons, blessings and influences (i.e decreases in resistance, and may break under its force after ten or so turns). On the contrary, the material will marginally increase in resistance against infernal boons and curses. For example, an inferi-hex from a lesser-inferi may not work, though influence from an inferi-prince (or tier 4-5 naztherak) could likely still damage, harm or influence the material. On top of this, the weapon becomes denser and heavier by a ratio of 1.5x. Spoiler ✯ The material will become less-resistant to all holy and/or aengulic influences. This may be from Xan, Aerial, Malchediel or Tahariae. ✯ The material will marginally increase in resistance against infernal creatures. In order to nerf this appropriately, it should be able to defend against hexes, curses and other influences of lesser-inferi and low-tier naztherak. ✯ This material is not immune to Malflame and will still cause harm to the wielder should they come into contact with them. ✯ The weapon becomes heavier and denser, but that does not mean it becomes sharper and easier to cut through items. ✯ This cannot be applied on Thanhium or any other material which cannot be touched by infernal-influences. DJINN-SMITHING An art that has originated since ancient times; a smith holds the practice of hunting one of these creatures for their supernatural ichor, or earning the boon from this specter. A rare occurrence that makes any blade unique. TECHNIQUES: The blood of these creatures must be quenched in with three portions of water, and one portion of ichor, allowing it to extinguish that of tempered steel. An alternate way to garner a Djinn’s touch onto the material is to approach one of these creatures for its boons. The being will infuse the material with its fog, and there its material transforms. EFFECT: Depending on the original race of the Demi-Djinn, the hue of the material will change in colour: The material will become blue if they’re human, green if they’re elven, red if they’re dwarven, and purple if they’re of orcish descent. When the material is amongst its respective race, it will glow more vibrantly while leaking mist, the effect of light will be as powerful as a redstone torch. Spoiler ✯ This cannot be applied on Aurum. ✯ The aesthetic mists cannot be used to gain an edge in combat. ✯ The glowing cannot be used to metagame. AENGUL-SMITHING Though controversial in use, it is not always that those scions of Aenguls do not heed the needs of their own selfishness. In order to battle the tenacity of their boons, the Drake-Smiths of old committed to breeding their hatred, and in merciless wanton slaughter, found themselves using the influence of Aenguls without following their creeds. TECHNIQUES: The blood of an individual, creature or person under the direct influence of an Aengul - Paladins, Templars, Clerics, Ascended or wayfaring servants touched by the deific - must be drenched into a basin or cauldron. Unlike other smithing, this specific type of blood must be used during the smithing process. It must be dipped and quenched into the basin, and then hammered under steady-flames to whatever the user desires. As the blood is infused into the material, the smith will notice its slow change in appearance, and refined gilded shape. EFFECT: The quenched material will have an extremely gilded, vibrant appearance; it may be a pure, milky-white or a lustrous gold-tint. It will look divine and valuable to others, and will constantly shine without rust. At times, the material may exude harmless streaks of white-lightning across its edge, though it has no practical use and heeds no pain or damage to anyone. Of course, taking up similar - if not the same - properties of aurum. Spoiler ✯ This weapon will follow the same redlines of Aurum. ✯ The aesthetic streaks of white-lightning cannot be used, and they are purely aesthetic. ✯ Aengulic blood can be retrieved from Paladins of Xan, Templars of Malchediel, Clerics of Tahariae, the Ascended, or related event monster parts. When smithing, proof will be asked of the roleplay in which this blood was recovered from. It must be drained completely from the body, it cannot be a few drops of blood. ✯ This cannot be applied on Thanhium. Credit Writers: @Werew0lf@Undubitably Beastsmithing Arsenal [OG] Consultation: the boys in the cafe discord 69 Link to post Share on other sites More sharing options...
Ryloth 4312 Share Posted November 7, 2021 Yes +1 3 Link to post Share on other sites More sharing options...
Songwitch 1440 Share Posted November 7, 2021 Slayyyy queens !! 1 Link to post Share on other sites More sharing options...
ronin_champloo 5951 Share Posted November 7, 2021 :J 1 Link to post Share on other sites More sharing options...
Honourary 640 Share Posted November 7, 2021 looks sick +1 1 Link to post Share on other sites More sharing options...
Heero 4078 Share Posted November 7, 2021 but bro, blacksmithing on lotc already be like 6 Link to post Share on other sites More sharing options...
excited 10833 Share Posted November 7, 2021 Beat me to it 1 Link to post Share on other sites More sharing options...
Werew0lf 12019 Author Share Posted November 7, 2021 1 minute ago, Heero said: but bro, blacksmithing on lotc already be like thats how im hitting ur mom rlly 2 Link to post Share on other sites More sharing options...
JoanOfArc 4586 Share Posted November 7, 2021 based, and probably redpilled werewolf. i will be sure to make an aengulic harp once bardmancy comes out. 1 Link to post Share on other sites More sharing options...
Lojo613 1420 Share Posted November 7, 2021 Finally, more good smithing lore for normal smiths that doesn’t require me to hunt nodes +1 6 Link to post Share on other sites More sharing options...
ToddTheArchitect 182 Share Posted November 7, 2021 hell yea dude +1 1 Link to post Share on other sites More sharing options...
Hephaestus 1317 Share Posted November 7, 2021 hot 1 Link to post Share on other sites More sharing options...
King_Kunuk 888 Share Posted November 7, 2021 Yes yes yes yes yes yes yes yes yes 1 Link to post Share on other sites More sharing options...
z3m0s 1771 Share Posted November 7, 2021 It's beautiful 1 Link to post Share on other sites More sharing options...
Heero 4078 Share Posted November 7, 2021 4 minutes ago, Werew0lf said: thats how im hitting ur mom rlly 5 Link to post Share on other sites More sharing options...
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