Pallodium 3779 Popular Post Share Posted August 21, 2024 PREFACE Spoiler I wrote this lore over two days. This piece was written to challenge myself; when I decided to write this, I wanted to see what I could do with only five days of writing during the last stretch of summer- the result was Hemalurgy, the schizophrenic experiment to see what I could do with only five days to write and design a magic. From the start, Blood Magic has been lacking. Even the lorepiece itself says so; the goal of Hemalurgy is to introduce a new playstyle of this art, in a simple yet interesting way- centric about two mechanics. Creating/utilizing spikes of blood, and burning genus for simple results. Its potential is freeform- much akin to the thematic basis of Blood Magic. So yeah I failed to pace myself and did this all in only two days instead of five. Granted, I am debating whether this should be a Feat or a true MA- that is likely up to the LT reviewing this piece. If this lore passes, I am going to be looking for Grandfathers. There is a significant ‘if’ on that, granted this was a lore written over two days, to improve my writing skill, whilst trying to add something fun to Blood Magic’s potential. HEMALURGY MICTLANTI’S SANGUINITY ORIGIN “Hemalurgy is a power about which I wish I knew far less.” It has been aeons since Mictlanti, the Turnkey, has directly set foot upon the mortal fields of Aos and Eos. Malghourn’s adjudicator most beloved, once Setherein’s prized architect and steelcrafter, Mictlanti bears prowess as one of the most baleful of the Siliti Archons. It went without saying that this tireless jailor bore aptitude in the hemomantic arts- a direct student of the Stone Serpent himself; Mictlanti helped Malghourn devise the Rite of Rest and Crimson Coffers alike ages prior- continuing to further their innovation and techniques, tugging at the limits of Blood Magic. Over the aeons, Mictlanti became more jaded and cruel after repeatedly being tasked to extract information from prisoners, and too did his self hatred bite and at himself for his dismissive betrayal of Hazm, leading Mictlanti to spiral to become a bitter misanthrope, believing himself among the worst. Mictlanti broods within his realm of endless cells, cages, coffins, tombs, and dungeons in a labyrinth without exterior where he tends to prisoners and sealed away relics and monstrosities Malghourn wishes to torment, await execution, or be locked away and forgotten for eternity- and yet within that all, from those cruelly blunt tasks and abhorrent halls of chain and shackle- did he become the progenitor of an art created to neutralize and quell escapees from his cells. Hemalurgy, the wrought art of blood-spikes, was born within his gruesome mind. Passed down to a choice few siliti of Mictlanti’s sparse congregation, the act of Hemalurgy found itself powerful in immortal hands. It was not long, however, before a spiteful silit, unwilling to be surpassed by others, began to leech the spiteful art of blood-spikes and it all among a choice few mongrel-slaves, aims to garner them as jail-guards of their own. However, it came to be that albeit this plan did succeed- the passing of it upon a mortal coil was a baleful act. The body, tattered, could last no more than five-decades, incapable of lasting any further with the surge of genus that churned within them, from the wrought-scar which they attempted to draw blood to form spikes unto the world. The teachings leeched, passing down from generation to generation, aeons upon aeons of these archaic arts passing from shaman-clan to priest-prophet to fell-knights. Within it all, at the end- did it eventually reach upon the far-off shores of Aevos, those bearing the archaic art, once prized by Mictlanti, unto the core of the world oncemore. Further information about Mictlanti, the Turnkey, can be found [here]. PROGRESSION “Shackles. Stakes. Fetters. They matter not to escapees.” Hemalurgy is an art which relies upon one’s innate knowledge of the sanguine runes and invocations of the more commonplace ilk; the baseplate of knowledge which Mictlanti branched off from aeons prior, in the creation of Hemalurgy. One cannot become a Hemalurge without bearing [2] slots of Blood Magic already, the bare minimum for their body to exalt this archaic art. TIER I: [Immediate] ஃ Bloodspikes: Congeal Spike, Tremoring/Rippling TIER II: [1 OOC Month Post-Connection] ஃ Bloodspikes: Push/Pull ஃ Consumption: Draining TIER III: [2 OOC Months Post-Connection] ஃ Bloodspikes: Expulse/Collapse ஃ Consumption: Metabolism ஃ Rituals: Shardforging REDLINES: Spoiler ꩜ Hemalurgy is a [1] slot Dark Magic. ꩜ Learning Hemalurgy requires that an individual already possess [2] slots of Blood Magic. In the event that Siliti/another 'Greater Vampire' becomes a Playable CA in the future, they may learn Hemalurgy at twice the normal pace. ꩜ Hemalurgy requires a valid Hemalurgy [MA] to use, and requires a valid Hemalurgy [TA] to teach. Hemalurgy is compatible with everything Blood Magic is, and vice-versa for other lores compatible with Blood Magic. ꩜ The Shardforging ritual may be partaken in if one does not bear a Hemalurgy [MA], but requires at least [3] Blood Mages to bear a Hemalurgy [MA].] ACQUISITION “Let it supplant your body. Waste not a drop.” A baleful method to garner usage of it- Hemalurgy requires a foul rite to fixate the body in a way which may properly expunge and utilize the inner genus in sudden and volatile means. Acquisition of it requires a rite- a sanguine circle, filled with the crimson runes of power, transcendence, flesh, and sancrosanctum to be etched out in a ritualistic pattern, which the soon-to-be-Hemalurge sits within. A wound is to be slit within someplace upon their arm- a wound that through the rite will become a Fetter, a scar from which genus may be expelled through in controlled yet volatile means, the method to cast. In this rite, [9] counts of genus must be funneled into the yet-bleeding wound, whilst the runes of mortality, draining, and power are carved about it thricefold- causing a rippling seal to wash over it, the body capable of practicing Hemalurgy. REDLINES: Spoiler ꩜ Going through Acquisition requires OOC consent to perform, yet does not require IRP consent. To connect somone to Hemalurgy, one must bear a valid Hemalurgy [TA]. ꩜ A Fetter is the scar that remains from the connection ritual- it may not ever heal from any ilk of magic nor alchemy, nor may it be hidden by magic, illusion, alchemy, nor mundane means. To utilize spells of Hemalurgy, the other hand must pierce a Fetter directly, to funnel blood from. Fetters seal if opened, once combat has concluded. ꩜ The Fetter’s wound permanently has the runes of mortality, draining, and power carved upon it, visible if the flesh is uncovered. They may only be ‘hidden’ by covering it in cloth or armor, yet the full Fetter must be visible and bleeding for spells of Hemalurgy to be cast through. ꩜ Hemalurges cannot FTB nor procreate; the Fetter rendering them infertile. ꩜ One may not apply for a [TA] if they are not IRPly taught this rite one-to-one. Being connected to/witnessing connection to Hemalurgy does not count as learning the rite. CONSEQUENCES “The power to bend the world; the cost is the unbending of the flesh.” The utility of bloodspikes, consumption, and even the warped rituals of this ilk are all laborious on the body. The volatile and manipulative usages of genus derived from Mictlanti’s teachings aeons ago were never made to properly be used by mortals; the volatile overflow of blood in the creation rite permanently scarring and setting off a chain reaction which one may never recover from. There are consequences- some beneficial, most detrimental. ≣ HEIGHTENED GENUS: The Hemalurge’s maximum amount of genus they can hold within them is increased by [1]. ≣ IRREVOCABLE FATE: The Hemalurge, if they are not ageless/immortal, instantly gains a [1] OOC Year PK-timer. ≣ SANGUINE SHACKLES: The Hemalurge becomes unable to drop Blood Magic, nor can they drop Hemalurgy. ≣ MENTAL ATROCITIES: The Hemalurge, even if they become another CA, retain all mental effects of Blood Magic. ≣ BLEEDING FETTERS: The Hemalurge gains a permanent scar known as a Fetter, which they utilize to cast. REDLINES: Spoiler ꩜ Bearing a Hemalurgy [MA] elevates the maximum genus pool of an individual by [1]. ꩜ If the Hemalurge is not an ageless/immortal creature as per Blood Magic, they gain an irrevocably [1] OOC Year PK-timer. This may only be circumvented by becoming an ageless/immortal creature or a Corcitura. Kloning/body hopping of any means does not circumvent the PK-timer. ꩜ Being connected to Hemalurgy is irreversible. Hemalurgy cannot be dropped by anything except magics which force-replace slots, and gaining this revokes one’s ability to use Blood Magic’s ‘Invoke Ignorance’. ꩜ All mental effects of Blood Magic are eternal upon an individual, unleaving even if they become another CA. BLOODSPIKES GENUS MADE MANIFEST The core of Hemalurgy, is the sapping of genus-bearing blood from one’s own Fetter, and shaping and forging it into a spike- yet such a simple decree invented by Mictlanti bears immense potential and finesse, given the vast range of modifying utilities one can place upon their spikes of blood. Casting any spell of Hemalurgy requires a ‘connection’ of sorts- [1] emote dedicated to cutting open the Fetter’s scar to permit blood to seep freely from it- the source of the genus needed to conjure Bloodspikes. Connection is not included in given emotecounts. Congeal Bloodspike - [2 Emotes] [1 Genus] [Combative] - [T1] By drawing a hand towards the Hemalurge’s bleeding Fetter, they may draw forth [1] genus’s worth of blood- proceeding to consolidate and solidify the genus into a Bloodspike- a physical form of blood bearing the dimensions of [10] inches in length, and [2] inches in diameter. When solidified, they bear one of two ‘natures’- an inherent form it bears of how the blood swirls and manipulates itself, Tremoring or Rippling in nature. ☱ Tremoring Bloodspikes created Tremoring bear vibratory motions, moving in a warping nature. Upon impact with something, the spike’s surface loosely ‘latches’ onto it with the tremoring slam. Spikes of this nature bear force similar to an uruk’s punch. ☴ Rippling Bloodspikes created Rippling bear spiralling motions, moving in a churning nature. Upon impact with something, the spike’s surface is ridged and attempts to bore into it. Spikes of this nature bear force/piercing similar to a longbow’s arrow. During the first emote, a Bloodspike is stabilized, and bears physical properties equivalent to a steel-spike until the Hemalurge falls dead or unconscious. During the second emote, it may be physically placed/slammed into something else, and from there on, it may be affected in the next emote by Push, Pull, Expulse, or Collapse. If the Hemalurge’s physical ability is deteriorated or lowered to the strength of a Voidal Mage, Tremoring spikes bear physical force equivalent to a human’s punch, and Rippling spikes bear force and piercing similar to a shortbow’s arrow. REDLINES: Spoiler ꩜ Congeal Bloodspike may only be used if [1] emote is used before it to ‘connect’ to Hemalurgy. This emote requires cutting the exposed Fetter, and letting blood run from it. If the flesh is sealed or the blood ceases to flow, one cannot form more Bloodspikes until the Fetter is capable of bleeding again. ꩜ Congeal Bloodspike consumes [1] genus upon cast and takes [2] emotes to cast- one of placing a palm atop the open Fetter’s wound and pulling out blood, and another of solidifying it. During the second emote, a Bloodspike may be directly slammed/impaled within something as if it was a melee weapon. ꩜ Tremoring Bloodspikes, if impacted into something, be that with manual usage, Push, or Pull, it impacts as if a Uruk-strength punch, lacking any sharpness/piercing effect. Bloodspikes launched this way ripple and ‘stick’ to the surface they land upon, lest they be forcefully pulled out. ꩜ Rippling Bloodspikes if impacted into something, be that with manual usage, Push, or Pull, it impacts and pierces as if shot from a longbow. ꩜ If the Hemalurge’s physical strength is weakened to be that similar to a voidal mage, Tremoring Bloodspikes hit with only human-strength and Rippling with that of a Shortbow. ꩜ If a Bloodspike is used as a melee weapon, the second time it is tried to hit against/into something when manually used (not cast), it splatters harmlessly, not triggering its ability. ꩜ Removing a bloodspike from a body, be it slammed or impaled depending on its ‘nature’, requires [1] emote dedicated to ripping out the spike. ꩜ Bloodspikes bear physical qualities similar to a steel spike, bearing the proportions of [10] inches length, with one end having a [2] inch diameter side which tapers into a point across the length of the Bloodspike. Bloodspikes remain solidified until the Hemalurge falls unconscious or perishes, after which they harmlessly splatter. Bloodspikes may be congealed. Yet that is not all that they may be utilized for. Creation is one thing- exaltation is another. After a spike of blood has been congealed, Bloodspikes may be exerted in differing means, which are slowly able to be used as tiers progress. These exaltations may only be used upon the last-congealed Bloodspike- if another Bloodspike is congealed, one cannot manipulate any Bloodspikes congealed before so. Push & Pull - [1 Emote] [Combative] - [T2] To translate an object across space and time; pushing and pulling are the core forms of propulsion Mictlanti taught his jail-silits to maneuver their projectiles aeons ago. Whilst the archaic arts of intricate manipulation from those eras have faded to obscurity, what remains is the simplest of mobility- a radial pushing and pulling from the Hemalurge’s form. ☱ Push Bloodspikes Pushed move linearly away from the Hemalurge with speed similar to a launched arrow, pushing forwards up to [20] meters before it hits something, treating as if it impacts such. If already tethered/impaled to something, it pushes whatever it is tethered to away by [2] meters. ☴ Pull Bloodspikes Pulled move linearly towards the Hemalurge with speed similar to a thrown baseball, pulling within up to [20] meters before it hits something, treating as if it impacts such. If already tethered/impaled to something, it pulls whatever it is tethered to inwards by [4] meters. If a Bloodspike has already been affected with Push or Pull once, it may not be affected again by either Push or Pull. Things impacted with it trigger the spike’s inherent nature of Tremoring or Rippling, as per above. REDLINES: Spoiler ꩜ A Hemalurge may only Push and Pull the most-recent Bloodspike they created using Congeal Bloodspike. Priorly congealed Bloodspikes remain, yet cannot be moved using Push nor Pull. Likewise, they cannot use Push or Pull on Bloodspikes created by other mages. ꩜ Push takes [1] emote to utilize, launching the Bloodshard directly away from the Bloodmage [20] meters if it is not already impaled/tethered to something. If it is, it drags whatever it is tethered to [2] meters away from the Hemalurge and prevents the target’s movement, so long as it is under the weight of an olog/golem. If the target is above that weight, they are not forcefully moved. ꩜ Pull takes [1] emote to utilize, launching the Bloodshard directly towards from the Bloodmage [20] meters if it is not already impaled/tethered to something. If it is, it tugs whatever it is tethered to [4] meters towards the Hemalurge and prevents the target’s movement, so long as it is under the weight of an olog/golem. If the target is above that weight, they are not forcefully moved. ꩜ Objects/individuals impacted by either Push or Pull feel the effects of the spike’s inherent nature, of either Tremoring or Rippling depending on what it was cast as. ꩜ Bloodspikes moved by Push or Pull can only move in straight lines away or towards the Hemalurge; they cannot be manipulated beyond those directions. ꩜ Push and Pull may only be cast if the Fetter is still bleeding, being their ‘connection’ for the magic. Expulse & Collapse - [1 Emote] [Combative] - [T3] Designed by Mictlanti’s prowess to hamper and neutralize escapees from his coffers, the abilities to Expulse and Collapse spikes already embedded within things sufficed as a powerful way to diffuse others. Whilst that which has been passed down has far-deteriorated in quality, what baleful remnants of his rancorous quelling arts still remain in unflinching intent. ☱ Expulse Bloodspikes made to Expulse will burst outwards; impacting where it lay as if that same type of Bloodspike (Tremoring or Rippling), would impact upon it oncemore. ☴ Collapse Bloodspikes made to Collapse will collapse in on itself- slewing outwards a plume of searing-hot blood which scorches all exposed flesh with Second Degree burns and mediumly armored regions within a [1] meter radius of the spike with First Degree burns. If a Bloodspike has already been affected with Expulse or Collapse, it annihilates the Bloodspike, leaving it unable to be casted from any further. Utilizing either Expulse or Collapse puts a [1] emote cooldown before Congeal Bloodspike may be used once more. REDLINES: Spoiler ꩜ A Hemalurge may only Expulse and Collapse the most-recent Bloodspike they created using Congeal Bloodspike. Priorly congealed Bloodspikes remain, yet cannot be exalted through Expulse nor Collapse. Likewise, they cannot use Expulse or Collapse on Bloodspikes created by other mages. ꩜ Expulse takes [1] emote to utilize, causes the spike to shatter; treating as if it’s effect (Tremoring or Rippling) would have impacted yet again upon that region. ꩜ Collapse takes [1] emote to utilize, causes the spike to implode; bursting into a sphere of searing-hot blood which rapidly evaporates, scorching all exposed flesh with Second Degree burns and all Medium Armored flesh or flesh covered with tattered or broken armor with First Degree burns in a sphere of [1] meter radius. ꩜ If Expulse or Collapse are used, the Hemalurge cannot use Congeal Bloodspike for [1] emote after they are used. ꩜ Expulse and Collapse may only be cast if the Fetter is still bleeding, being their ‘connection’ for the magic. CONSUMPTION A FEAST OF BLOOD The teachings of Hemalurgy from Mictlanti unto his silit-jailers and from the silit-jailers unto their mortal servants originally bore solely the arts of weaving Bloodspikes. Yet in the aeons where it has passed through descendantkind, a macabre emulation of the once-silit’s abilities were derived; consumption, a method to sup genus into their form, and to process it to uplift their mobility. Mimicry of the arts most archaic, it seemed, serves as a beneficial way to garner what one does not bear. Hemolytic Drain - [3 Emotes] [Non-Combative] - [T2] Like all blood mages, even those who practice Hemalurgy require bountiful gouts of genus to cast; over the aeons methods for even mortals to harvest it were designated. Taking after their predecessors, from a steady clasp upon the flesh of a recently deceased or greatly weakened foe- they can leech out [2] counts of genus- yet are only capable of using this ability once per [12] OOC hours, and only when utterly undisturbed. REDLINES: Spoiler ꩜ Hemolytic Drain takes [3] emotes to cast, and may only be done out of combat. It is relatively freeform, requiring only a bare palm be placed against a recently-killed corpse, and draining genus into a Hemalurge’s Fetter. ꩜ Hemolytic Drain may only be used to harvest from corpses who perished within the same RP encounter or unconscious individuals unable to fight back, and only if they bear over [3] counts of genus at base. ꩜ Hemolytic Drain may only collect [2] counts of genus once per [12] hours, and only to the Hemalurge who casted it. Metabolism - [2 Emotes] [Combative] - [T3] An anarchic burning of one’s inner genus, Metabolism is the accelerative feasting to temporarily give greater amperage to mobility. Requiring [2] actions of placing a finger upon one’s Fetter as blood trails out, one’s blood physically begins to overheat, the fetter’s runic arcs accelerating the metabolism of one’s gesus, causing it to be consumed at the rate of [1] count every [3] emotes, rounding up, until ceased. During this time, they are under the effects of ‘Metabolizing Frenzy’. ✶ Metabolizing Frenzy: During the span when the Hemalurge is metabolizing genus within themselves, they garner a sudden rush of bodily capacity. All exposed wounds steam pale-red gas, as do their eyes swathe to a crimson-red. Their mind becomes rushed, incapable of thinking properly of the long term, and more frantic and focused in-the-moment. Movement speed when both walking and sprinting is increased by [2] meters each, as are their visual senses augmented; they may dodge a singular arrow (or similar projectile) per combat should they be completely focused and aware of the threat, necessitating [2] emotes of focus. REDLINES: Spoiler ꩜ Metabolism requires [2] emotes of focus, and keeping a finger atop a bleeding Fetter to cast. After that, the Hemalurge goes into the state of ‘Metabolizing Frenzy’, consuming [1] count of genus every [3] emotes, rounding up. ꩜ The deterioration of genus lasts until the Hemalurge would expend their last count of genus- rather that expending it, the state would end, as they would fall stunned for [2] emotes, body critically faltering, whilst the effects of genus loss (detailed in Blood Magic lore) begin to function, leaving them unable to combatively proceed. ꩜ Metabolizing Frenzy’s mental effects are not debilitating, but are meant to be guidelines to follow. ꩜ Metabolizing Frenzy can be used to dodge a singular bolt/arrow/etcetera once per fight without fail, though it necessitates [2] emotes of complete focus. BLOODSHARDS THE TURNKEY’S RITES What once was thought to be an art of the blood-ridden craft long-lost to the erosion of steady time, those who still followed the acts of Hemalurgy managed to keep the bare knowledge of the creation of Bloodshards. A ritual most risk-bearing of their craft, it requires large quantities of genus and Blood Mages in twain to come forth- attempting a risky maneuver to bring such forth. 𐃉 Bloodshards: A physical, rune-laden crystal flooded with perfectly-preserved genus, Bloodshards stand as reservoirs of genus that can be used for a vast array of things, be it to refill from post-combat, to fuel rites, and to assist in creation of ensorcellments. Bloodshards hold only [5] counts of genus at maximum, and when created bear [0] counts. The amounts of genus added to it must be logged upon its [ST Sign], and updated whenever taken from or added to. They bear the form of a red, crystalline obelisk, and the dimensions must be contained within a [3x3x7] meter zone. Bloodshards may be broken in either [4] blunt strikes or [6] bladed strikes. Moving a Bloodshard is a hefty act- it requires [5] figures contributing to move it elsewhere. REDLINES: Spoiler ꩜ Bloodshards may only be created via Shardforging, and must be ST-signed. The amount of genus it holds must be logged upon the sign, with an SREQ made if that number is increased or decreased. ꩜ Bloodshards may only hold up to [5] counts on genus, and cannot go under [0] counts. ꩜ Bloodshards bear the size of a [3x3x7] volume, and are reasonably resilient- capable of tanking up to [4] blunt strikes or [6] bladed strikes until shattered. ꩜ It takes [5] figures to move a Bloodshard from place to place, the things immensely dense. ꩜ Bloodshards cannot be painted or disguised to look anything except for their crystalline, blood-red hues. Shardforging - [4-5 Emotes] [10 Genus] [3+ Blood Mages] [Non-Combative] - [T3] The sole way to forge and fabricate bloodshards- the rite of Shardforging is an impossibly taxing art, costing more to bring forth than any other hemomantic art, both in terms of risk-potent and genus required to exalt it forth. The shardforging ritual requires the circle to be inscribed similarly to an elemental ritual wherein a large rune of mortality is drawn and the emblematic rune of draining is put in its crescent. The circle is then added to with runes of metal, draining, and power and activated with a vastly expensive sacrifice of genus to satiate the rune of draining. Once the ritual circle is prepared at least three blood mages must activate it by placing open wounds against its outer edge, one of which must be at least a [Tier 3] Hemalurge, who leads the ritual. Then, the ST event actor presiding over the summoning will briefly teleport away to somewhere hidden to roll out of [20] in secret, add the appropriate modifier (see Blood Rites under Abilities in Blood Magic lore), and return to roleplay the result of the ritual. ☖ Roll [1-8]: The ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, and/or the appropriate mutation of the intended subjects spinning off the runes and/or magics used, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared. ☖ Roll [9-16]: The ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or infernal zar’ei, a gravity well, blinding and choking smoke, etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. zar’ei) if the ritualists are ill-prepared. ☖ Roll [16-20]: The ritual succeeds as intended. If decided by the ST, even successes may have unintended results. Shardforging is a ritual that does not require an emote count but should take around [4-5] emotes to perform, including the drawing of the circle and its runes in fresh blood and the ritual activation. This ritual requires [10] units of genus. REDLINES: Spoiler ꩜ Shardforging requires at least [3] Hemalurges, one of which must be at least a [Tier 3] Hemalurge. Blood Mages, no matter their tier, only add a [+1] modifier whilst Siliti add only a [+1] modifier. ꩜ Shardforging requires at least [10] counts of genus. ꩜ Shardforging requires ST-oversight. In the event of a success, the genus congeals into an empty Bloodshard, following all redlines above.꩜ Shardforging otherwise follows all rules and redlines of Blood Magic Rituals, as per Blood Magic lore. PURPOSE Blood Magic, no doubt, is lacking. It has been from the start, as has been stated many times by not only those who bear it, but also directly by its lorewriters. Hemalurgy is my answer to that- a ‘new’ magic, which functions as if a ‘third’ slot of Blood Magic, yet with a more combative focus- whilst still freeform, fitting the nature of Blood Magic very well here. Above all else, I feel like a new slot is the best way to grant more choices to people- a Blood Magic addition to the main magic itself, spearheaded by Zarsies among many others, is soon to come- Hemalurgy, above all else, is something which expands upon LotC’s playstyles in a non-aggressive way, whilst deepening some parts of it and adding tie-ins to already existing pieces of lore. Also I wanted to see how much I could write on a time crunch lol :3 CREDITS Writer - Pallodium Blood Magic Lore - Mordu, Zarsies Feedback - PrimnyaQuorum 83 Link to post Share on other sites More sharing options...
FlemishSupremacy 6115 Share Posted August 21, 2024 Blood magic, but cool? Epic! 3 Link to post Share on other sites More sharing options...
King_Kunuk 3025 Share Posted August 21, 2024 +1 pallodium lore write 1 Link to post Share on other sites More sharing options...
Diogen 3729 Share Posted August 21, 2024 love the writing +1 1 Link to post Share on other sites More sharing options...
Dj_McMuffin 150 Share Posted August 21, 2024 Upvoted for loot Link to post Share on other sites More sharing options...
Onnensr 1909 Share Posted August 21, 2024 I want to be able to explode people's eyes again . . . +1! Link to post Share on other sites More sharing options...
Royal_sheep 141 Share Posted August 21, 2024 +1 Love it Link to post Share on other sites More sharing options...
Kitomine 902 Share Posted August 21, 2024 +1 FINALLY blood magic gets a buff Link to post Share on other sites More sharing options...
LichinCrocs 257 Share Posted August 21, 2024 1+ blood magic but better Link to post Share on other sites More sharing options...
PrimnyaQuorum 4008 Share Posted August 21, 2024 Someone stop this man from writing lore hes insane +1 Link to post Share on other sites More sharing options...
luv 3469 Share Posted August 21, 2024 soooo, 3 slots? (2 bm + this?) looks pretty neat though :3 Link to post Share on other sites More sharing options...
Air 912 Share Posted August 21, 2024 (edited) this is cool, but i think the second slot to bm could use an expansion on its abilities rather than another slot tacked onto it. since the second slot as of now is just three more rituals + the ability to teach n not much else. didnt see the purpose section before, looking forward to that addition though +1 Edited August 21, 2024 by Air 8 Link to post Share on other sites More sharing options...
Itz_Cookie 1974 Share Posted August 21, 2024 babe wake up Pallo is posting lore again 1 Link to post Share on other sites More sharing options...
Holyland 3651 Share Posted August 21, 2024 6 minutes ago, Air said: this is cool, but i think the second slot to bm could use an expansion on its abilities rather than another slot tacked onto it. since the second slot as of now is just three more rituals + the ability to teach n not much else. didnt see the purpose section before, looking forward to that addition though +1 Something like that is in the works, but I won't really say any more Link to post Share on other sites More sharing options...
Jihnyny 5233 Share Posted August 21, 2024 thought this was gonna be a HEMA haenser knight meme but this is far better 2 Link to post Share on other sites More sharing options...
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