Diogen 3110 Popular Post Share Posted December 14, 2023 “Come, sit ‘round. Scratch flint to tinder, kindle hopeful flames. Listen well, though, through breaking wind and shrieking hunger. Learn to fear the Winter’s appetite.” -Sif, the Liar. - A most unholy curse, that of the Fjarriagua; a curse, that freezes one’s soul, forever trapping both body and soul in an eternal cryostasis in the realm, turning them into horrible frost creatures. Witches, casting an endless cycle of misery, projected upon the poor Descendants. Yet, with such a potent curse, a Mother thought to herself- what if, rather than fully transforming a being, only a mere fraction of the curse was shared? A curse, enough to warp their mentality, granting them but a fraction of what they may potentially become. A way for them to climb through the ranks, allowing their respective Mother to oversee them, and to judge whether they are any capable. To judge, whether they are deserving of the full blessing. And so was the first Jøkul created. One still within life’s reach, yet warped, at their very core. An entity, that is no longer seen as an enemy nor food, but rather one of their own. A knight, a soldier who may carry out their Mother’s wishes, capable of putting more risk into their work. The beginning of a Jøkul’s journey involves a pact, one between the Witch and the Mortal. A pact, a promise of power, a way into their coven. However the Fjarriagua convinces the poor, mortal soul into such an agreement, begins with a mere handshake. A handshake, that will forever leave a bruise-like mark upon their palm. The curse now dormant within their soul. The activation of such a curse requires the completion of the Descendant's quest, as agreed by the pact. Only then, upon its fulfilment, may the curse then take ahold of their soul, beginning its course, yet to a much lesser degree, inflicting them with minimal changes to their body, unlike the physical attributes of the Fjarriagua. Their teeth do not grow sharp, their body isn’t rendered icy. Rather, the only visible change at first is the hue of their eyes, turned blue. A hue, that may no longer be changed.Yet, the curse requires fuel. But unlike their greater counterpart, it strives for Warmth. Starting with their innate Warmth at the start of their transformation, over the course of [2] OOC weeks, that warmth may only be refueled through either the sapping of one’s Warmth. Red Lines Spoiler -The Jøkul are considered a Feat. While not undead, rather retaining their mortality, they are to be considered a dark being for the sake of interaction with holy magics & other forms of lore.-The Jøkul grow a dislike to any forms of food that are not meat or flesh, often preferring them raw than not, finding themselves incapable of eating anything that is not meat nor flesh without discomfort.-A gnawing hunger overtakes them, one striving for Warmth. Through either stealing it from Descendants (under Abilities section), or other means, they may only temporarily satiate it, although their depthless hunger for it may never be fully quelled, only worsening the longer they go without it.-Their eyes are always blue in color. Cannot be changed through mundane nor alchemical means. Although magics that can cast illusions may veil them. (Such as Seer, or Illusion magic) -A Mother needs a TA to create more Jøkul , and may have a maximum of [3] Jøkul , with the current status of Jøkul under herself to be edited within her Fjarriagua TA. -This FA is incompatible with Corcitura and Heraldry, as well as any other similar Feats. Should they have such an FA, they may only become a Jøkul if their current FA is reversible, rendering their previous FA dormant so long as they remain a Jøkul . Otherwise, they may not be capable of turning into Jøkul. -Fjarriagua possessing a TA may create [1] Jøkul of her own. -To become Jøkul, one must have a non-lesser soul and be a Descendant. All genders allowed, unlike their CA counterpart. -The Jøkul becomes incapable of learning any Deific / Holy magics except Seer. Any other magic is allowed. Barred magics include but are not limited to: Shamanism, Paladinism, Templars, Naztherak, Azdrazi, Druidism. -Should the Mother decide to ascend them to Fjarriagua, their FA will become dormant. If they revert their Fjarriagua CA during its applicable reversion period, they have the choice between returning to the FA, or undergoing the Reversion process to rid of both. -May only curse [1] Jokul a week. -Upon the PK of a Jokul, the slot is freed up for the Mother. -Klones are allowed to gain the FA. Machine Spirits, on the other hand, cannot. The curse carries onto every klone. -Must be OOC consented. -No romance or FTB of any sorts upon gaining the FA. -Characters beneath the age of 18 may not be turned into this FA. -All CAs except beast races and klones are unable to get the FA. -Their palm will forever hold a bruise-like mark after the handshake, and cannot be cleared unless they lose their FA. Immediately they began to feel the effects of the Mark, a portion of their soul rendered frozen, shifting their body. Eyes turned uncanny blue in hue. As their Warmth begins to drain, through either casting magics or by going too long without the devouring of raw meat or flesh, the lack of such warmth begins to surface upon their body, depending on the amount of it that they lack.No changes are made to their physical strength upon being granted the curse. Although, their slow-coursing blood similar to a slowly melting ice allows them to have an easier time than the typical Descendant when it comes to bleeding out, being around 1/3rd of the pace of a typical bleeding out Descendant. Their heartbeat rendered slightly slower, although not to a noticeable degree, requiring them to breathe about 1/3rd of the pace of a normal Descendant to match the slow-coursing blood. A Jøkul may only possess a maximum amount of [6] Warmth units. [5+] Warmth units: Appearance is fully mundane. Blue eyes remain. [4] Warmth units: Slight discoloration on their extremities, such as their fingers, ears and lips. Skin is no longer warm in sensation, but rather off, as if hypothermic. [3] Warmth units: Mild patches of discoloration appear throughout their skin as if bruised, lips and extremities now tinted purple. Skin is as cold as a corpse. [2] Warmth units: Frostbite is apparent on their body, as if they are mildly frostbitten. [1] Warmth units: The frostbite looks severe in nature, with cracks akin to cracks on glass on their skin, ears, extremities and lips. [0] Warmth units: They look ghoulish, as if edging between life and death itself, their body looking horribly frostbitten, their cheeks turned inwards, eyes radiating in a dim, blue glow. Red Lines Spoiler -Their eyes are always blue in color. Although their body will begin to look exceedingly frostbitten should they pass [2] weeks without performing anything to harbor Warmth, or if they are below [5] units of Warmth. -They gain immunity to the cold, seeing as their soul is partially frozen, although due to their need of harboring Warmth within their body, they are now capable of wearing numbingly cold armor on themselves such as Rokodra. -They cannot stop breathing, although may hold their breath for 1/3rd longer than they were able to previously. Bleeding out is also 1/3rd slower. Their botched breathing renders them incompatible with Kani. -Their slower breathing does not stop them from drowning. -Alchemy affects them as it normally does. -Having a portion of their soul frozen, the Jøkul age slower than the typical Descendant, living twice longer than their race. -While the eyes are uncanny blue in appearance, it would be similar to the 'blue eye stare' syndrome that would put someone off, although is not enough to allow one to conclude that they are Jokul. Otherwise it would result in a metagaming infraction. The descent into the icy embrace of Icedom ravages not just the body but also the mind. Madness encroaches the boundaries of the Jøkul's psyche. A battle between their humanity and the Curse, the Jøkul are prone to emotional instability, bouts of guilt, and even depression, loneliness, or even going as far as to purposely isolate themselves from those they used to hold dear, in favor of those who share their cold-blooded nature. Rather, seeing their new kin as family, while keeping those within their previous, fully-mortal state away from arm’s reach, at an emotional level. Their mental health only continues to grow worse in the case of having no Warmth to fuel them, gradually obsessing over it as their ravenous hunger for that Warmth worsens as they reach [3] units and below, causing them to fall into bouts of utter rage, sometimes even lashing out at minor inconveniences, making them yearn to regain such heat through external means. A cycle of drops and rises in emotional stability depending on how well-fed their Curse is, a mere fraction of the sheer torment that the Fjarriagua undergo. Yet their mental sanity is only put further to the test, as they become one with ice, yet striving for Warmth. Heat, making them uncomfortable, yet addictive to their soul. Almost as if a drug, that they find themselves incapable of pulling away from. As Jøkul with low Warmth units may find themselves bordering insanity, some going as far as to attempt to touch a source of fire in a desperate attempt at gaining Warmth, should they not find any proper means of regaining such. Red Lines Spoiler -Jøkul’s mental health may be quelled for the most part by keeping themselves Warm. In the case of neglect, their gnawing craving for the Warmth gradually increases, slowly spiraling into insanity until satiated.-Should they fall at [3] units or below, their mental insanity begins to spike, causing large bouts of anger issues, and the lack of a clear mind, only worsening the lower they go. -At max units, their mental health is at its peak, exhibiting only lesser variations of their problems. Cursed by Frost, these servant-mortals are partially gifted with the very essence of the north.To serve their kin, offering themselves as their shield and sword, they shall never be in a place of unpreparedness. Using their innate Warmth, Jøkul may wield ice, although to a much lesser degree compared to their greater counterparts, at the cost of their own physical and mental state. Sapping their own Warmth, to fuel their capabilities. Abilities Tells: To cast an ability, would mean to harness its power to begin with, resulting in a tell, a tell remaining within the theme of cold & ice. Such examples may be: -Flakes of ice breaking off their skin. -A faint white mist swirling around themselves or a body part, enough to be seen. -An azure glow within their eyes -Exhaling a foggy breath as they chant, as if exhaling within an icy region. -Veins coursing in a very visible blue, almost as if presenting a faint glow. Red Lines Spoiler -They may only cast if they have the available amount of Warmth units for the spell. Should they be at [0] Warmth units, or should they not have the correct amount of Warmth left to cast a spell, they are incapable of casting. -A tell is necessary to cast. Without it, casting is impossible. -Abilities require concentration and line of sight. Should one lose line of sight, or take a Major hit, then their progress will be completely disrupted, and will have to start over. Cold Touch - [Combat | Non-Combat] [4-6] Warmth Units restored: [3 -> 6] By maintaining physical contact with a Descendant, or living and organic sentient being (Homunculus, Musin, Kha, etc.), over the course of [4] full emotes, the Jøkul may steal a portion of their Warmth to themselves. On the [2]nd emote, their body begins to feel chilly, slightly shivering. At [3] emotes, the victim's extremities begin to ache, grown slow and frostbitten, hands and arms covered in bruise-like marks On the [4]th emote, the victim loses their consciousness, their body made highly hypothermic and frostbitten, their body tremendously aching, although to no critical extent. As addictive as Warmth is to them, they may find themselves extending the amount of time that they remain in physical touch with the draining Descendant, further sapping the poor victim's warmth. On the [5]th emote, their body turns extremely frostbitten, to the point of a critical point, requiring immediate care. On the [6]th emote, they fully succumb to the frost, losing all innate warmth within their body, and fully feeding the creature [6] units of Warmth instead. Each emote of Cold Touch fills up [1] unit of Warmth. Red Lines Spoiler -Breaking physical touch will interrupt the spell, requiring them to start over from the ground up. -Cold Touch may only be performed on playable personas of organic matter. This means that Homunculi can be affected by it, although Machine Spirits may not be affected by it.-This ability may not be used on one of their own people (Jøkul, Fjarriagua, Mother) for they lack the innate Warmth to be sapped. -The final emote of Cold Touch will result in the death of the victim. Ice Manipulation - [Non-Combat] Becoming one with the Cold, the Jøkul find themselves capable of conjuring, or even bending the ice available around them, although to a very simplistic degree. Unable to benefit from such in combat. This means that they may not manipulate ice larger than a [1x1x1] area at a time, to a basic degree. While a Fjarrigua may be capable of creating a detailed and polished sword, and at higher tiers, even intricately carve it, a Jøkul may instead create the rough shape of a sword, resembling closer to a spike with sharp edges instead. Although, should they be near a Fjarriagua Altar, they will find themselves more capable at non-combative Ice Manipulation, allowing them to manipulate a whole [2x1x1] instead, with their detailing allowing them basic geometrical shapes. Warmth Units required: [0] Red Lines Spoiler -They may bend or conjure ice around them out of combat in a freeform manner, although they are unable to intricately detail what it is they manipulate. This means that their creations may be rough in shape, and simplistic in nature. Unable to conjure or manipulate more than what may be worn on one's person at a time. -This ability is merely for flavor, incapable of being used in combat. Call of Frost - [Combat] [2] In the span of [2] emotes (1 connection + 1 cast), they may conjure an icy weapon or tool of their choice, no bigger than the size of a spear or warhammer. Such a weapon would retain the physical appearance of that of ice, although possessing attributes akin to a ferrum weapon, in durability and strength. Yet, they remain weak to fire, melting akin to mundane ice against a flame, requiring a mere [2] flame strike of any nature to turn to puddle, or [1] single blue fire strike. Due to their icy nature, they may be shattered by blunt attacks, shattering in [3] harsh blunt strikes in the case of one-handed weapons, and [5] blunt strikes in the case of two-handed weapons. Warmth Units required: -One-handed weapon or tool: [1] -Two-handed weapon or tool: [2] Red Lines Spoiler -The weapon is as durable and tough as ferrum. While it cannot melt to the general temperature and climate of its surroundings, any form of direct heat - whether mundane or magical - making contact with the weapon, will melt it similarly to melting ice with fire. The intensity of the fire should be noted. For example, Dragonsflame would instantly melt the weapon away compared to a torch, and so on. -Creativity with its summoning aesthetics is allowed so long as it is purely for aesthetics and no combat benefits. This means, they are capable of pulling an ice weapon out of their chest, or shaping a weapon out of nearby ice, and so on. -The creation of Arrows, Bolts and other small munitions are summoned in a bundle of [3].-Should the Jøkul no longer need the weapon, it may be dropped, losing its ferrum-like attributes, turning it into typical ice. Where it may eventually melt away. -For all forms of lore interaction, these weapons are considered Magical ice. -Requires [2] flame strikes to be destroyed. Or [1] strike by dragonsflame or blue fire. Frost Mending - [Combat/Non-Combat] [2]Being no strangers to combat, the Jøkul will regularly find themselves in situations requiring medical assistance. By conjuring specs of ice, hoarfrost, and snowflakes in the span of [2] they may stack them on a wound, in order to temporarily cut off blood loss, until they get adequate help to heal themselves. Though, such a spell does not repair tissue, but rather merely seals them, until they get proper aid, a seal that may easily be broken should they be struck once more. Warmth Units required: -Minor wounds (no more than 2 inches wide & 1 inch deep): [2] -Moderate wounds (no more than a laceration or appendage loss): [3] Red Lines Spoiler -Unlike typical restoration methods, this is considered more of a band-aid, not repairing tissue. -Continued fighting and swift moments will cause the wound to reopen. -Cannot be used to bandaid fix a deathly wound, such as the loss of half of one's neck, nor can it be used to put a detached limb or appendage back on. Closing up the wound after losing a finger is allowed, although cannot close the wound left by the loss of an entire limb. Requiring proper medical aid. -Can only be used on themselves, or their own kin. (Jokul, Fjarriagua, Mothers) -Cannot move or do any actions while healing. Full focus is required, making them vulnerable for [2] emotes. -Anything more than light contact (such as an attack) on the mended area will easily shatter it. Disperse - [Non-Combat]Capable of partaking in select rituals with their kin, the Jøkul - harboring their Warmth - max rapidly expel it during a ritual, using it as a form of fuel, to grant their Greaters their energy. The use of such will quickly strip them of their mundane appearance, making them visibly look frostbitten, as they lost their Warmth. Requiring them to sap once more, their craving worsened. Warmth Slots required: [6] Red Lines Spoiler -Disperse can only be used in specific rituals, in order for a Jøkul to partake in a ritual, fully using their Warmth up. Should they not have the required units, they may not partake in a ritual. -The rituals they are allowed to partake in are only those considered 'essential' for the cycle of Fjarriagua, meaning resurrection and restoration, and nothing else. MArt-creation ritual is allowed as well, for the sake of players aiming to further the narrative. Beings of cold, they are naturally much more susceptible to flames than the mundane Descendant. Deific magics - due to their tainted soul - too, affect them.AURUM, due to their warped nature, causes both pain and discomfort to these creatures; upon being deeply stuck by Aurum, their Warmth begins to leak out, bringing out their horrifying, frostbitten nature. DRAGONSFLAME is extremely detrimental to their being, due to its harsh temperature compared to typical flames, melting them at x1.5 the strength of how Dragonsflame would affect a typical Descendant otherwise. MALFLAME, too, harms them at a faster rate than typical, due to their very soul being frozen, causing x1.5 greater damage than normal. Red Lines Spoiler -While not necessarily undead, rather retaining their mortality, they are to be considered a dark being for the sake of interaction with holy magics & other forms of lore.-They are about x1.5 more susceptible to fire than the typical Descendant, making fire a large detriment to their being.-Deep stabs caused by Aurum drain their Warmth by [1] unit each deep wound, bringing out their horrifying physical nature, which in turn - due to the lack of Warmth - causes their mental detriments to surface. -Aurum cannot reduce Warmth units below [0] -Damage taken by Dragonsflame and Malflame are amplified by 1.5 Having a portion of their soul frozen, the Jøkul may pull themselves away from death’s door, to return to lifedom once more. Yet, all is not without a cost. For the loss of what was their family - despite how twisted - is a large burden to bear. Their soul being slowly thawed, exposing them once more to the sheer volatility of human emotions, as their memories of who they were, and who they knew during such a period being stripped away from them, leaving them a ball of grief. Breathing and alive, overburdened by the sensation of loss, yet whom they lost, is uncertain to them. Reversion comes in two ways. Purging, and Exile. The former, can be done to oneself, should they seek to return to mortaldom, and close the frozen chapter of their life. Through Purging, the Jøkul would have to, essentially, thaw their soul out of the ice that hangs onto it, through an excruciating procedure, requiring the aid of a deific mage, such as a shaman or paladin, requiring them to be at full Warmth units. The Jøkul must place themselves in an uncomfortably hot room - although not a dangerously hot one, as the deific mage conducts the purge, beginning the process of thawing their soul. Then, over the course of [3] OOC days, the ice trapping their soul will slowly begin to melt off, causing excruciating pain- both to mind and body. Although without any physical detriment to their body. Should they leave the room in any shape of form, then the process will require to be restarted. It is generally advised that a Jøkul seeks assistance to be restrained within that room, so as to fully cure the curse without risk of escape. Exile, on the other hand, is one done through their own Mother, or the Fjarriagua they pacted with. An interaction that is detrimental to both the Witch and the Jøkul. For she will have to cast out one that she once saw as a child. With that, exiling is generally seen as a necessity, such as the Jøkul putting the coven and the daughters at risk. By tapping into the very ice within their soul, a Mother, or the Fjarriagua that directly pacted with them, may tear that ice out, leaving their soul thawed, stripping all that made them one with ice. Red Lines Spoiler -Purging requires OOC consent from the Jøkul to do (in the case of people trying to forcefully revert a Jøkul) -Purging also requires there to be a deific mage to help them, who are capable of purging afflictions such as Corcitura. This includes but is not limited to Paladins and Shamans. -Reversion means stripping all the faces and identities of their kin that they've learnt throughout the time, as well as anything in-between, including hideouts, magics, and so on. Essentially creating gaps in memory. -Purging counts as a soft shelving of their persona for [3] OOC days to complete. While Exile is instant. -Exile can only be done on a captured OR willing Jøkul. This can only be done out of combat, through either any Mother, or the Fjarriagua that cursed them. Should the Jøkul not be captured and also unwilling, then the Mother / Fjarriagua is incapable of tapping into the ice in their soul. -Reversion comes with a great mental detriment to the Jøkul, as well as the Mother/Fjarriagua should it be an Exile. Causing the Jøkul to experience intense grief for a period of their life, as if they have lost their entire family, yet they cannot put a finger down on who, or what happened. The Mother/Fjarriagua will instead feel as if she lost a child, to the detriment of her frail mental health. -Upon being free of their FA, they will forever struggle with the aftermath of it on a mental level. Being uncomfortable near flames, and believing themselves to be chilly at times, causing occasional light shivers. 60 Link to post Share on other sites More sharing options...
Kizaura 37 Share Posted December 14, 2023 this, I like +1 4 Link to post Share on other sites More sharing options...
Rebellionlife 383 Share Posted December 14, 2023 Hoard of whitewalkers incoming cant wait 5 Link to post Share on other sites More sharing options...
Wavey 1449 Share Posted December 14, 2023 This is pretty cool actually! 4 Link to post Share on other sites More sharing options...
_Leyd 689 Share Posted December 14, 2023 :) 2 Link to post Share on other sites More sharing options...
Crevel 4727 Share Posted December 14, 2023 6 Link to post Share on other sites More sharing options...
flexMate 328 Share Posted December 14, 2023 +1 Cant wait for it to get denied 5 Link to post Share on other sites More sharing options...
Chorale__ 1727 Share Posted December 14, 2023 +1 2 Link to post Share on other sites More sharing options...
ThatFunkyBunch 2066 Share Posted December 14, 2023 YOU DID IT. THE FROST WARLOCK 4 Link to post Share on other sites More sharing options...
𝙻𝚞𝚟 XO 3073 Share Posted December 14, 2023 @fighting evil by moonlight lookie, our snow elven man servants are… ALIVE!!! 🧊 ((great job dio ilysm please do a river dance on my face 🤍 going to come back and leave an actual review/thoughts later~)) 4 Link to post Share on other sites More sharing options...
Damnit_Delmar 1157 Share Posted December 14, 2023 Yes, bring back the Blackfingers +1 2 Link to post Share on other sites More sharing options...
Turbo_Dog 1490 Share Posted December 14, 2023 14 hours ago, Diogen said: A Mother needs a TA to create more Jøkul , and may have a maximum of [5] Jøkul , with the current status of Jøkul under herself to be edited within her Fjarriagua TA. Ok so with 5 total slots per mother. Is there a cool down between creation or can I create them all back to back same day? And I take it when a Jøkul PKs a slot frees up right? 2 Link to post Share on other sites More sharing options...
Privet 1840 Share Posted December 14, 2023 (edited) No cooldown or time required to be created? Instant disconnection of the jøkur if they refuse? This seems like an FA written purely to supplement the amount of Frost Witches required to conduct their rituals, more than a few of them requiring two or three witches to be together, and being able to instantly create 5 of these guys, 18 hours ago, Diogen said: Starting with their innate Warmth at the start of their transformation, they start with MAX warmth, they then can immediately use Disperse and take part in a ritual, this is basically a recipe to instantly conduct rituals and disconnect people after they've been useful, without having to deal with connecting and disconnecting frost witches who may potentially work against you. also. . . .. . . . . . . . froststalker. . . . EDIT: Also, there doesn't seem to be any actual effect caused by lacking Warmth, except for looking decrepit. For something that they would need and crave, this is very lacking mechanically, though I believe mana systems to be more bothersome than groundbreaking, anyways. Edited December 14, 2023 by Privet 8 Link to post Share on other sites More sharing options...
Diogen 3110 Author Share Posted December 14, 2023 2 hours ago, Privet said: No cooldown or time required to be created? Instant disconnection of the jøkur if they refuse? This seems like an FA written purely to supplement the amount of Frost Witches required to conduct their rituals, more than a few of them requiring two or three witches to be together, and being able to instantly create 5 of these guys, they start with MAX warmth, they then can immediately use Disperse and take part in a ritual, this is basically a recipe to instantly conduct rituals and disconnect people after they've been useful, without having to deal with connecting and disconnecting frost witches who may potentially work against you. also. . . .. . . . . . . . froststalker. . . . EDIT: Also, there doesn't seem to be any actual effect caused by lacking Warmth, except for looking decrepit. For something that they would need and crave, this is very lacking mechanically, though I believe mana systems to be more bothersome than groundbreaking, anyways. I feel like you haven't read the lore at all The effects of losing warmth 1) disables their casting, 2) makes them look obviously dark-adjacent, 3) makes them go mentally coo coo to the point of wanting to touch literal sources of fire in a desperate attempt to regain warmth. seeing as how this FA is mostly flavor than anything else, as their abilities are really just. instead of carrying a weapon you can conjure it out of ice with similar properties but objectively worse due to its weakness to fire, an ice bandaid and finally an ability that allows you to partake in rituals. i don't believe that giving them a harsh feeding mechanic beyond mental detriments / flavor would be healthy for the FA also good points to both you and @Turbo_Dogon the cooldown thing. also, disconnection requires CONSENT from the jokul unless it's their own mother, because this is a FA that serves as a form of trial period for the most part for the fjarriagua, where they get a taste of the CA, but also not fully, so they get to actually be involved in things and do things, while serving as a new niche altogether for the coven before they know whether to fully commit, or if they wanna stay as an FA and fill another niche, or just dip altogether. there WILL be cases where a mother has accidentally recruited a jackass, requiring her to disconnect that jokul later down the line. keep in mind, only that jokul's Mother can disconnect them without consent. everything else requires consent also who goes through the trouble of cursing people for an FA, making them join a ritual, then have to go through the entire ordeal that is having to disconnect them afterwards and contact the ST to keep them up to date on their FA? that's so mindblowingly stupid i didn't even think of it as a possibility 5 hours ago, Turbo_Dog said: Ok so with 5 total slots per mother. Is there a cool down between creation or can I create them all back to back same day? And I take it when a Jøkul PKs a slot frees up right? yh, adding cooldown and the FA freeing up slot after PK rn to the FA, gimme a moment to update it 7 Link to post Share on other sites More sharing options...
Calise11 62 Share Posted December 14, 2023 I remember reading a comment on a previous post about the FW's saying that you had previously created lore that's "passable" But not enjoyable. This looks very fun for all party's. This sounds like it will massively mitigate the issues into teething into this aspect of roleplay within the coven, allowing people to learn about the lore as their persona progressively grows creating a more effective and better quality roleplay for everyone. Appreciate how much time you've put into creating something everyone can enjoy. 2 Link to post Share on other sites More sharing options...
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