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Titanium430

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  1. The Forsaken Lands of Dunscreaf 

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    iJV0CZPjO6V_Wq-GPxiTYP0eVcv9g9aVKB5rlbPpoSWohwnj3gnh51P_EZKFmZmVEeUmezSBGHnqKOFOLM3oHR9jhvHVzmU1pyAJcCM6T5KH7p-bRpSgDMFCc0K5hWT1rJTE27A_

     

    History

     

    Mortal-Kind has always been curious and lovers of knowledge, and thusly exploration of the worldly realm around them was one of the earliest tasks submitted to members of those meager tribes. Maps were made of the landmasses they stood on and chronicles were made of history and natural phenomena. And as time has proven, again and again, more is always wanted, thus was exploration ships sent forth across the harsh seas to explore and find more. Many lands were found upon the water, but only one was to become Dunscreaf.

     

    Explorers set foot upon the rocky coastline of Dunscreaf, them taking note of the fairly mundane climate and wildlife. outposts were made for short periods of time as those knowledge seekers took notes and wrote down what they saw, before they returned across the sea to the homelands. Knowledge is all well and good, but certain rulers took notice of the lands across the sea and the opportunities that awaited there. Several large colony-ships were sent out by both a dwarven thanedom and a fledgling human nation.

     

    Civilisation soon spread across the plains, forests and mountains of Dunsceaf, those peoples each erecting forts and simple buildings upon those new lands. The dwarven folk settled in the north, upon the peaks of the newly christened Dun’sraf Mountains, while the human people’s settled in the central plains, north of a great and mighty forest. Both peoples progressed alongside each other, but the dwarven folk had an advantage over their taller kin. Complex technology was in its infancy amongst the human people of Dunscreaf, while the dwarves had brought with them the technology to make an empire thrive. They took advantage of the deposits of ore within the mountains and soon began to erect grand cities and citadels. The first new rulers of these cities knew that they would always play second fiddle to those back in the homeland, and thus they expunged from the records that they were even a colony, life had begun on this land, and that is what the future generations of both tribes would believe forevermore.

     

    Much time passed and the dwarven people thrived, them ruling over the north of Dunscraef while the humans to the south struggled to make ends meet, the once opportune forest to the south had revealed a dark secret, creatures lurked in its depths that defied imagination, and periodically they would emerge from the trees to attack those defenseless peoples. Thatched houses and wooden walls were no match for the monstrous might of those abominations, they lived in squalor while the dwarves sought to rival the heavens.

     

    Greed for more drove the dwarves to glory, yet it also brought them down from such heights. Two rival clans both sought the throne, and it divided the great council into two opposing sides, such at first was a peaceful conflict of words, yet it soon grew into outright civil war. Both sides mustered armies of thousands of men, yet as innate as greed is to the dwarven form, so is stubbornness, and as such, they had created a conflict that would never truly end. One side would achieve victory, only for the other to slink back and gather more forces for a counter-attack.

     

    For 212 years the war marched on, and one small clan sought to end it all. Consisting of powerful runescribes and sorcerers, the clan brought together numerous ancient relics to perform a ritual that would unify the dwarves once more. They sought to erase the hatred and animosity of all inter-dwarven grudges. This ritual was chaotic, and many elders objected to such brazen use of the mystic arts, yet they marched on with it, and greed once more brought the dwarves low.

     

    More and more power was put into the ritual circle, and such was too much for the great runestones to handle, all such that was put into the circle over decades of preparation erupted into a mass of pure arcane energy, it expanding forth and destroying the very thing that started the conflict. The capital was destroyed that day, as were the dwarven people as they knew it. 

     

    Sundered, the dwarven people collapsed into themselves, famines and plague took their toll as many suffered. Yet to the south, a young king of a small human kingdom took notice of this plight, and in his craftiness enacted a contract with all of dwarvenkind. They would move to his settlements and give him the trade secrets of the dwarven people, and in exchange he would feed them and give them housing within a separate quarter of his settlements. In their plight, the clans collectively accepted this bargain, and a new era was to dawn upon Dunscreaf.

     

    The Kingdom of young king Daric I had received a massive influx of skilled laborers and soldiers, and he set forth to both absorb the neighboring kingdoms and fiefs, and to tame the forest to the south. Dwarven legions marched alongside human troops as the kingdoms were unified in just two decades, and dwarven laborers constructed a grand wall to border the forest. From coast to coast it stretched, and finally, respite from those beasts came to the now unified central lands. 

     

    Daric ruled with a firm and just hand, him honoring his pact with the dwarves as each major settlement was outfitted with a dwarven quarter. Humanity was the new lords of Dunsreaf. For 50 long years ruled Daric, and when he died was he elevated to that of a legendary hero for his actions. The following rulers sought to follow suit, but none could match his guile and charisma. Meanwhile, A small group of peasant folk defied Daric, and thus a holy order was formed. 

     

    The Heavenly Order of Daric’s Light rose up to institute a new reformed church with The Creator and Daric as centers of worship, codifying the various folk beliefs into a single religious way. They and The Church they created grew to hold power equal or greater to the secular king and his political systems. The kingdoms were united, and so was the faith, people fell in line as a lasting order came to Dunscreaf.

     

    Close to three centuries passed as those institutes created in the time of Daric weathered the sands of time. Dwarven ruins still dotted the north, and the great wall still held to the south. Humanity thrived as they took in the secrets of the dwarven folk, cities rose to new heights and craftsmanship and other arts were taken to their logical and illogical peaks. Meanwhile, the dwarven peoples were confined to those quarters, now ghettos as clans fell apart into loose kinship groups, and ancient guilds crumbled to dust. Many turned to the life of crime as a system of gangs and criminal organisations were created.

     

    Rather recently, a variety of maps were recovered from a lost dwarven library, in which contained the secret all had forgotten - more was beyond Duscreaf, and those lands hosted peoples of their own. Paranoia struck, and invasion from outside was thought a serious threat, and thusly was strengthened the army and navy as outposts and watchtowers dotted the coast. Some exploratory ships were sent out by both kingdom and civilian, following age-old maps to new lands.



     

    Landmass and Climate

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    Dunscreaf is a fairly temperate continent of middling size, it having a coastal climate for the most part and having mild weather cycles depending on the season. These traits were the main reasons that prompted the original settlement in the first place. Vast plains mark the center of the continent, flanked on both the north and south by more exotic areas. To the south lies the great forest, barricaded for centuries for fear of the horrific beasts that lurk within, and to the north lies the remnants of the dwarven empire, mountains dot the landscape along with abandoned dwarven strongholds. All dominated by the cosmic storms emanating from the accursed and ruined capital. All regions are uncontestedly claimed by Humanity and its rulers.


     

    The North

     

    North to the central lands lies the corpse and remnants of the lost dwarven empire, a barren and mountainous landscape marked by abandoned dwarven cities, strongholds, and weapon testing facilities. These relics are oft explored by tomb-raiders and archeologists alike as what lies within is more valuable than any amount of gold. Permanent settlement attempts from the south have proved to be ineffective and costly, as those fledgling towns are wiped off the face of the earth by bands of malfunctioning dwarven automata, or decimated by the cosmic storms emanating from the capital.

     

    Legends say that specters of lost dwarves wander the wastelands of the north, yet most brush this off as superstition amongst the all too real threats of the area. The north holds a treasure of both material wealth, and lost secrets ready to be discovered.

     

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    The Central Lands

     

    The main center of civilization on Dunscreaf is the southern lands, which are dominated by vast sprawling plains and hills. This landscape proved perfect for farming as many farms and ranches dot the map, along with a smattering of towns and a trifecta of cities. These three cities mark the kingdoms of Daric, his original and two having been conquered and absorbed into his empire.

     

    A peaceful and tranquil land, there is not much to note in the way of ruins or destroyed structures aside from the occasional burial mound or barrow. Which within hold the bodies of petty kings and rulers from the time before the light of Daric’s rule.

     

    The South

     

    Blocked off from the central lands by the great wall constructed by Daric and his laborers. The south is dominated by The Great Forest and the beasts that hide within. The forest itself is fairly mundane, being mostly comprised of old-growth oak and beech trees, yet those abominations within are beyond imagination, each one unique and grotesque in its own way as they range from simple animalistic beasts to cunning creatures of the dark. It is utterly unknown where they originate from and all expeditions into its depths have proved futile, as those brave delvers seldom return to the land of the living. And those who do refuse to give up and speak about what they saw in those accused woods, them taking the secret to their graves.


     

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    Culture

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    Human

     

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    Humanity rose from nothing, from mud to be the undisputed rulers of Dunscreaf, they are unified by a consistent culture, language and religion and consider themselves above other races and peoples. People are perfectionists, always striving to be better at whatever they do, be it metallurgy, or fine arts and bureaucracy. The language of choice is a form of Divergent Auvergnian, with archaic common being taught from lost tomes rather recently as a way of recognizing outsiders if they perchance land upon the shores.

     

    The military is a large part of everyday life in Dunscreaf, it having the role of protector of the people, rebel states are crushed like ants under the boot as the legions of Daric strive to retain secular unity. They are outfitted in a variety of ways, but from the lowly recruit to the highest general, they are clad in the best available. All working together like cogs in a machine.

     

    Humanity on Dunscraef is nominally religious, almost everyone being devout followers of The Grand Church and The Creator, along with Daric elevated to the level of a saint or demigod. The church serves as an anchor point for all, with the separation of church and state being nonexistent, members of clergy allowed to have children and hold land and titles as they please.

     

    Light is considered sacred, as the dark is considered profane. This has led to many strange traditions, Dunscreafian Temples so bright that an outsider would feel discomfort, or people sleeping under bright lanterns. Streets are always kept well-lit, as are homes and other buildings. This separation between light and darkness has given Dunscreafians a very black and white view of the world, things are either bright or dark.

     

    Working alongside the Church is The Heavenly Order established all those years ago, it serving as the martial side of the faith compared to the church's theological side. The Heavenly Order’s task in this world is to rout out heresy and dark beings, as well as purging any Abominations that manage to breach or scale the grand wall to the south. This is no simple task, as many creatures of the night make their way through the barrier, influencing people to create cults in their likeness.

     

    The Heavenly Order’s troops are outfitted with the finest equipment humanity has to offer, with heavy war-flails they march to break the heretical as the chaff of wheat. Most recruitments come from the children of preexisting members, but all who wish are given a chance to undergow the arduous trials required to join the order. Those who serve with honor and skill are either given leadership roles, or sorted into a more elite section of the order. The Holy Arbiters are the most elite of the order’s troops, and together they efficiently bring light to darkness. These expert groups most often answer directly to the higher leadership within the organisation.

     

    The Heavenly Order operates throughout various forts and battlements across Dunscreaf, the center of power being the massive fortification known as Daric’s Rock. Being built atop a rocky outcrop in the time of that ruler by ancient dwarven craftsmen, as such being nearly impenetrable through mundane means. Dark relics and technology that can not be destroyed are contained and chained deep under the surface of the fortress, guarded eternally to see them never surface again. 

     

    The food of Dunscreaf ranges from practical and bland, to light and flavorful. Many landholders often bring in chefs from across the continent to further enlighten their palettes and gluttony. Peasants and soldiers often subsist on bread and its derivatives, along with a healthy serving of dried and cured meats.

     

    Clothing on Dunscreaf again varies, from simple and practical all the way to extravagance and grandeur. For the most part, however, clothing is made from a practical mix of hemp, linen and wool, giving clothes both warmth and durability.




     

    Dwarf

     

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    Dwarven culture used to be the peak, yet after the fall they have fallen to shameful nothings of that once great past. The guilds of old have either dissolved or turned to simple almshouses giving food and shelter to those even poorer than themselves, and the great clans have fallen to loosely knit kinship circles.

     

    Old military regiments have turned into groups of well-trained thugs, as crime has become an integral way of life in the harsh depths of the dwarven quarter. These gangs and criminal organisations are the new way of dwarven life, with gang warfare and conflict being a constant echo in the ears of those stout folk. Suits of old dwarven armour are still peddled as fine scrap by aging dwarves, and this is a true sign of the final death of the old dwarven way of life. As those elder dwarves die off from old age, or by way of violence.

     

    The old gods have faded to obscurity and minor spirits as religion has failed to keep the dwarven people united in the dark times. The main focus of worship is the forgotten and lost ancestors of each individual dwarf. These ancestors are marked physically on each dwarf by way of a tattoo on their dominant shoulder, it sprawling down the arm to depict important events in a dwarfs life.

     

    As with mainstream dwarves, grudges and oaths are still held in the highest regard, with each dwarf keeping on them a small rod of stone or metal, engraved with those grudges and debts. Life-debts are common within the violent nature of the dwarven quarter, as those dwarves become practical slaves to their honor as they forever accompany their saviour.



     

    Dwarven, Human Relations

     

    Dwarven-Human relations are typically of human superiority and dwarven resentment, with all things dwarf considered low-quality or acquired by less than savory means. Dwarves are however respected for their hard work, and groups of dwarven laborers are often peddled by settlements and the cities to speed up the productions of natural resources or building projects.

     

    Due to the deal that Daric struck with Dwarf Kind, most dwarves still respect the rule of humanity, albeit begrudgingly. The trade secrets of their people now reside in the hands of the more populous humanity, and dwarven steel is no longer considered the best.

     

    All major settlements still hold a designated ‘Dwarven Quarter’, where dwarves are segregated and live in low-income housing. The rule of law is often not even applied in these areas, and it is not uncommon for a guard or soldier to simply ignore a crime or serious offence he witnesses in such decrepit ghettos.

     

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    Credits

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    Titanium430 - Main Writer

     

    Norgeth_ - Grand and Greater Consultant 

     

    Various Other People

     

    ChangeLog:

    1/1 2022: Almost Complete Rewrite

    1/2 2022: Grammar Fixes

    1/6 2022: Small Edits

  2. MC Name:

             Titanium430

     

    Character's Name:

             Mathurin

     

    Character's Age:

             36

     

    What feat(s) will you be learning?

             Tawkin

     

    Teacher's MC Name:

             TelvanniMagister

     

    Teacher's RP Name:

             Hirano Nanako

     

    Do you agree to keep Story updated on the status of your feat app?:

             yes

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             no

     

    Are you aware that if this feat is undergoing an activity trial and fails said trial, that you will lose the feat? And that if it is apart of the Lore Games, it might drastically change soon?:

             yes

     

  3. MC Name:

             Titanium430

     

    Character's Name:

             Mathurin

     

    Character's Age:

             Old Enough - Around 31

     

    Character's Race:

             Human

     

    Link to your accepted MA:

            https://www.lordofthecraft.net/forums/topic/205631-alchemy-fa-titanium430/?tab=comments#comment-1866261

     

    What magic(s) will you be teaching?

             Alchemy

     

    Describe this magic or a creature as a whole:

             

    Alchemy is the art of understanding and researching the basic building blocks of the physical world around us, the signs and symbols of the Material Alphabet that are held within various regents like herbs, these can be extracted via various methods such as boiling in a solvent like Aqua Vitae and crushing and burning the dust among other things. Alchemy is an art native to the material world, and while the effects borne from it may seem magical in nature, they are in truth, wholly ‘mundane’ and of this realm - Alchemists may be simple herbalists taking the next step, or esoteric priests seeking to unravel existence as we know it or anything in between. Overall, Alchemist’s are knowledge seekers, who make the push to discover all there is in the realms we live in.

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    The basic subsections of Alchemy are as follows, Identification, Extraction, and PotionCraft. Together these form the alchemical art in its most base and pure form.

         

    Identification focuses on figuring out the signs and symbols [The Material Alphabet] that lie within regents and potions, these signs and symbols can then be combined to create various known potions, experiment to make new ones based on the intrinsic meaning of the signs/symbols or identify what lies within herbs or even potions, figuring out and learning the recipe of some less complex potions via careful examination and study.

             

    Extraction is the art of removing and extracting these signs/symbols from reagents via various processes, usually involving grinding or shredding them [if herbs] into smaller parts. These can then be processed via various techniques, that being: Mundane, Aether, Fire, Earth, Water, and Air extractions. This is normally the bulk of the work an Alchemist must undertake while making potions, for it takes time to extract and separate signs/symbols into pure form and away from waste matter.

         

    The final stage of Alchemy, and arguably the most important, is the creation and mixing of potions, Known as either Mixing or Potioncraft. The alchemist uses the skills they learned to combine signs/symbols, normally along with some form of base, to form a potion or concoction. The effects of such vary depending on the signs and symbols included, other ingredients, and the processes used to create the brew, these all work together to create the intended effect that the alchemist wishes for the potion or concoction to carry.

     

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Mathurin enters the alchemy lab, descending the stairs as he went about putting on his safety gear, that being a pair of gloves, goggles, and an apron - he gathered a small bundle of herbs, that being 2 measures of blissfoil, and 1 measure of oracle wood, him placing it in a mortar and pestle.

    Mathurin then went about grinding up the herb in the stoneware tool, using the mortar to crush and pulverise the material against the hard surface of the pestle. After this, he sets a pot of aqua vitae to boil above a flame.

    **And as the pot came to a boil, Mathurin took the pestle up, dumping the ground blissfoil  and oracle-wood into the boiling solvent - some time passed before it was but a powder at the bottom of the pot.

    Mathurin scooped out the powder, breaking it up and freeing it from the pot as he went to sieve and extract the signs and symbols of Mundane:2x Clarity, and Mundane:2x Balance. He took these and put them into 2 vials.

    Mathurin then turned about, going to set a small beaker of distilled water above a flame - him adding the extracted symbols into it and letting it come to a boil

    **And as it came to a boil, Mathurin removed the beaker from the heat, him adding a single spoonful of honey and stirring it about with a metal spoon till it formed a syrup like substance and was cool

    Mathurin poured this newfound concoction of Headache Reliever into a vial, marked for proper dosage and with a list of effects and instructions labelled onto it. The man corks the small vial off with a nod - his brewing complete.

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Mathruin ushered his student into the alchemy lab, the young monastic speaking out “Come come, it is time for your first lesson where you will make something”

    Mathurin maneuvered around the table, grabbing hold of a small lockbox and soon opening it, an array of pre-extracted signs and symbols within - namely, 1x Mundane:Chaos, 1x Mundane:Death, 2x Mundane:Light.

    “Combine these together according to /This/ recipe” he says, withdrawing a small piece of paper and handing it over to his student.

    Mathurin watches as his student reads the paper, the man nodding along as he watches the new alchemist take in the information.

    “Reference your guidebook to the signs and symbols” he reminds as he continues to look over the work.

    Mathurin smiles brightly as he sees his student following the recipe to a key, the man tapping his foot idly as he waits for the apprentice to finish

    Mathurin opens his palm, accepting the newly born Flash-Powder Paper, him throwing it away from himself, towards the wall - it flashing brightly as he looks away and towards his student 

    “Amazing, you are a natural!” he claps slowly, the man looking about himself “Study your books, and make sure to think long and hard on the meaning - come back in a few weeks for another lesson”

    **The young monastic smiles as he watches his apprentice leave the lab, him nodding to himself “A good choice to teach, that one.”

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    If a mistake was made due to a lack of explanation or the student rping alchemy in bad-faith/incorrectly, I would explain the proper process and how to do it according to the process, and linking the lore piece if necessary - Further mistakes or bad-faith will be punished if its a continuing problem.

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             no

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             No

  4. MC Name:

             Titanium430

     

    Character's Name:

             Svuli Metalfist

     

    Character's Age:

             147

     

    Character's Race:

             Dwarf

     

    Link to your accepted MA:

            https://www.lordofthecraft.net/forums/topic/199904-golemancy-fa-titanium430/

     

    What magic(s) will you be teaching?

             Golemancy

     

    Describe this magic or a creature as a whole:

             

    Golemancy, the art of bringing life to stone - legendary amongst the kin of Urguan. Golemancy is an intricate art involving the use of sigils which correspond to different functions of the golem or golem limb. Powered by a fragment of mana bestowed by the Golemancer into a core of various metals, sometimes along with either Thanhium or the captured soul of a descendent or descendent-equivalent being. Golem-limbs, favoured by dwarves for durability and restoration of strength, draw from the soul-template of the wearer for the energy to power the sigils.

    Golemancers are trained to hone and focus in on their inner mana, allowing them to bestow some fragment of power upon those sigils, those sigils then work together to bring faux life to a golemantic entity.

    The tools of a Golemancer are the hammer and chisel, used to carve those runes, sigils sacred to the dwarven people, they are handled with utmost care and skill by those skilled in the art.

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Though Golemancy does not technically have separate subsections, it does have the ability to make various things that I will list. 

    The main focus of the art is creating golems, imitating humanity and life from stone and runework.

    Golem-limbs are created to aid those who have lost a limb, or even rarely an eye - They draw from the soul-template of the wearer to power themselves to life and function

    Finally, the penultimate and most profane tool of Golemancy - The Disruptor Spike, used to sever the ability of a subject Golemancer to practise their art, severing such at the soul level.       

     

     

    Can you give an example of a casting emote, of a spell of your choice?

             

     

    Svuli Metalfist enters the chamber, looking about for his work-station, before nodding as he walks over to such, preparing the tools of his trade, a simple hammer and chisel - along with a rectangular block of stone.

     

    The Dwarf goes about roughly chipping away at the stone, using his tools with skill and speed as he reduces the hardy earth, to the rough shape of a leg.

     

    Svuli Metalfist begins to detail the piece, smoothing out any nodules or bumps, - he purposely excludes details of the toes, cept for a large split near where the big toe would be, like that of an oyashiman tabi. Content with this, he mutters a small prayer under his breath

     

    The Dwarf then begins the sacred art of carving those runes, those sigils brought down upon the stone by his hammer and chisel. The Dwarf places sigils upon the joints of the stone leg, along with this, he uses his tools to carve a sharp spike, where it would connect to the leg of the recipient - Upon this, he carves more sigils, corresponding to their use.

     

    Svuli Metalfist nods quickly, taking up a brush as he cleans up the dust and flakes from the stone leg - then nodding as he moves off with it in hand 

     

    -

     

    Svuli Metalfist enters the medical bay with the stone leg - looking to a dwarf with an amputated leg, he sighs as he moves over to the man, ushering him over to a nearby cubicle, sitting him down.

     

    The Golemancer then utters a small prayer under his breath, the man looking to him as he removes the bandages covering his stump.

     

    Svuli Metalfist grasped hold of the stone leg, going to drive its spike into the stump, the bone of the patient, he quickly brings up his hands after such - the man focusing on his inner mana, towards that of the sigils upon the stonework leg, hovering his hand over such

     

    One by one, the sigils would begin to light up, flickering a faint rainbow before settling on a faint green tone - the stone of the spike would meld to the stump of the man as such happens.

     

    “Et es done, meh child” he nods his head, looking to the pained beardling “Get sum rest” he says out - then moving off.

     

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

     

    “Meh child” he says, looking towards the 30 year old Beardling “Yeh will learn teh focus upon yer inner energy, en connect teh deh sacred Rhun of our peeple” He says, going to usher the dwarf over as he lowers himself, sitting crosslegged 

    “Do es oi do” he says out, the dwarven man bringing up his arms into a relaxed state, before closing his eyes and taking a deep breath

    A few moments pass before the dwarf opens his eyes, faint power swirling about within as he looks to his student doing the same - he smiles.

      


     

    “Now yeh will learn teh carve deh sigils” he says, reaching to a satchel, removing a slate, carved with various inert sigils, along with a blank one “retrive yer hammer en chisel” he nods, waiting for such 

    “Carve deh sigils, carve dem all till yeh remember dem by ‘eart, meh son” he nods his head, going back to meditating

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    If a mistake was made due to a lack of explanation or just being plain stupid, I would explain the proper process and how to do it according to the process, and linking the lore piece if necessary - Further mistakes or stupidity will be punished if its a continuing problem.

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             nope

     

    Do you agree to keep the ST updated on the status of your magic app?:

             yes of course

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             no

  5. I've always loved culture's on LOTC since I joined, always loved the history of them and how they evolved

    over time - And while I don't have the ambition to do my own group, I still like coming up with and picking cultural origins for my characters instead of just my subrace or race. This is very useful information in my opinion - even if your rping an already made culture or group, and just trying to revive and roll with it instead of make something new. It is very much, a helpful guide.

  6.  

     

     

    [!]

     

    A small booklet, crafted from a rough paper with blue-black ink scrawled across it - it reads thusly

     

    ALCHEMY

    Under the view of an Owynist.

     

    Written by Mathurin, Lector of The Owynist Rite

     

    -=[=]=-

     

    From the Temple of Kaer’Lassar, Du Loc, Almaris


     

    tI7nX633tQUCMig9J0QQW73Wr2F-HDGLB46v15ELgNb70tDeOtufzsJNIpmI4JBYSDHgziFLLW8nAKwAyH8aNEApUY5zVzatF_ONmr1LJVb3ler8-K9XOuh6cwZFcXILisErGQKo=s0

    [!] A small image of Exalted Owyn



     

    Alchemy, The learned art of skillfully rearranging the basic and fundamental building blocks of GOD’s world into various useful and wondrous things, while this could be compared to simple cookery or even a complex and extensive extension of herbology - and while this is technically correct in some ways, It is so much more than that when looked at from a religious perspective.

     

    The fact that more lies under the surface of the world, the visible realm is a well-known fact to those who have more than an inkling of life experience. Miracles are well attested, as are profane magicks practiced by Magi, Alchemy is similar, using the basic building blocks, the innate language of creation in the artform. You can not see such at glance, but everything is made from it and all is bound by it, even our mortal bodies that GOD has given us. And just as GOD’s eternal grace infuses and is in all things, so are these symbols derived from his almighty glory.

     

    The creations allowed by the rearranging of such symbols is a potent tool for the fight against the unholy blights on GOD’s realm, and while these creations may be used by those blights, does being used by such make them any less wondrous, created from the earth and sea’s that GOD has given us mortals. In my experience, more good has come from the artform than profanity. Numerous times my own life has been saved from such horrors by concoctions of alchemy.

     

    My own eye was taken by Daemonic Fire, spurned forth from an Inferi’s horrid devilry, yet it was ‘replaced’ by the art of alchemical tinkering, this has allowed me to continue my martial service to the Lectorate of Exalted Owyn, and having such has truly been a helpful boon in my daily life. I consider it a blessing of GOD, that such craft exists, and is able to be accessed in a way not tainted by Dark Magicks, as it seems more and more is corrupted by such in this dawning age.

     

    And while one could view Alchemy under the gaze of a faithful man, one could also look upon it with a twisted view, some years ago I met a man who was an ‘expert’ in the art, yet he was heretical in his teachings and claimed to be a prophet of sorts, ‘enlightened’ in a way most profane. One must be watchful for those who attempt to mix such Alchemical Arts with profane teachings and unholy magicks and rituals. GOD has given us free will, and just as we must choose to remain faithful, we must use the world’s basic elements around us for good, and in a just way.

     

    On that, I will end this script, for I have said all I wish to say.

     

    Farewell and GOD bless.

  7. MC Name:

             Titanium430

     

    Character's Name:

             Mathurin

     

    Character's Age:

             24

     

    What feat(s) will you be learning?

             Alchemy

     

    Teacher's MC Name:

             Gangsta_Gibbs

     

    Teacher's RP Name:

             Oijin

     

    Do you agree to keep Story updated on the status of your feat app?:

             yes

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             no

     

    Are you aware that if this feat is undergoing an activity trial and fails said trial, that you will lose the feat? And that if it is apart of the Lore Games, it might drastically change soon?:

             yes

     

  8. MC Name:

             Titanium430

     

    Character's Name:

             Svuli Metalfist

     

    Character's Age:

             141

     

    Character's Race:

             Dwarf

     

    Link to your accepted MA:

            https://www.lordofthecraft.net/forums/topic/201597-malchediael039s-radiant-templars-ma-titanium430/

     

    What magic(s) will you be teaching?

             Malchediaels Radiant Templars

     

    Describe this magic or a creature as a whole:

             

    A blessing bestowed upon the chosen of the Aengul of Courage Malchediael by himself or his fully-fledged templars, gifting them with tools and abilities to further quest and act in his name.  Based primarily around acts of bravery, courage, and valour, the Templar seek out acts to further their renown and personal goals. These blessed ones follow a dogma, which is interpreted differently among those who have received the blessing, sometimes leading to debate or disagreements, those that fester are settled by right of honourable combat, as are all disagreements amongst those blessed by courage.

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    here are no separate subsections for this magic, only the basic spells and effects.

     

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Svuli raises his hand into the air, him looking straight towards the large congregation of gremlins, him taking a step back as they approach him “Pfft, foightin en packs” He mutters under his breath, divine light soon spilling forth from his hand, it swirling for a moment, before coming to together into a small orb.

     

    Svuli continues to back-peddle as he rears his hand back, adjusting for the erratic movements of the gremlins as he aims to throw the orb towards them underhanded

     

    Svuli takes a step forward as he brings his hand up, throwing the ball towards the creatures, it landing amidst them and exploding in a flash of light, presumably blinding them.

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    “Toss yer weapon aside.” The Dwarf utters, looking over to the young human who stood before him, them gathered beside a roaring blaze of a campfire.

    “Now, concentrate on et, imagine et coming toward’ yeh, let deh patron werk through yeh” he says, observing his student as they toss aside the weapon, him letting out a huff.

    Svuli watches as the weapon of the man moves slightly, something one could miss if they were not looking, him nodding slowly as he looks back to his student, noting the bead of sweat forming upon his brow

    “Good!” Svuli claps his hands, a small smile coming upon the dwarf’s face as the weapon flies quickly back to the student’s hand in a display of aengelic power “Practice til lets natural, den weh contineh deh lessons”

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    If a mistake was made due to a lack of explanation or just being plain stupid, I would explain the proper process and how to do it according to the process, and linking the lore piece if necessary - Further mistakes or stupidity will be punished if its a continuing problem.

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             no

     

    Do you agree to keep the ST updated on the status of your magic app?:

             yes of course

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             no

  9. 50 minutes ago, Sybbyl0127 said:

    Generally speaking, I would say that this is incredibly lacking for an addition.

     

    I like the modify voice spell, with a small touch up I could see it being added to housemagery, but the scribe spell isn't terribly unique or useful. Housemages can already use their magic to have a writing tool go ahead and do its thing all on its own, although it is neat to generate the ink without the need to dip in an inkwell, its only a very slight change.

     

    Aside from that, I'd say that I would want to see a little more content in an addition, rather than just one or two abilities

    Thank you for your response, I will see if I can rework the scribe spell or replace it entirely. As for the reason I kept it quite short. its because thats what i've seen be accepted recently, short additions with one or two spells. But I will see if I can add a bit more - Thank you once more for your feedback.

  10. Thaumaturgy 

    A Housemagery Addition.

    iCr5SwcWY-cjHyx5VuSrMH1XP0S61Mo0YO2CH9Qa8AMZgXfL5CGx82oEAG_ZtL-VQDCqmehoIs7jV9Zth98ENZP1hNkFtf4QG63cktxyk0rDkDUXJM0LooxuoPUTsQdJmPgaLr6i=s0

    nW-3-C-bezExp8Vm1HBDtJgZYCVu_twqPqmXzEHNCG6gzQamLvZE9YhKjYForljJUaMPqibGdrbGUn3QxU9guut01Lf-sJi-wgsnsNovQLNunC5t_JcPJ7sj1LJSwSpFX_mzumfs=s0

     

     

     

    Spells

     

     

     

     

    Modify Voice - T3

    [Non-Combative]

    A housemage may influence the volume and tone of their own voice, it booming across a valley or growing soft and floral. These number amongst other flavorful options that are up to the player. [Limited to #S range mechanically.]

     

    REDLINES

    • Can not deafen or harm anyone with your voice

     

     

    Scribe’s Pen - T2

    [Non-Combative]

    A housemage may pull mana from themselves, focusing it onto a writing implement within their hand to generate ink or charcoal for writing, directly within the reservoir or pencil. Used mostly by scribes and monastics for ease and speed of writing.

     

    REDLINES

     

    • The ink or charcoal generated by the spell may not leave the reservoir of the pen or pencil other than by being deposited onto the page - you may NOT squirt ink onto someone.
    • This spell must be taught by a tutor or learned from a book.

     

     

    [OOC REASONING]

     

    This is somewhat of a recycling and simplification of ideas from my justly denied lore piece. I thought that some things in it were still interesting ideas.

     

    This lore piece somewhat expands housemagery’s span, growing to include generals shouting orders to soldiers, or priests preaching mass to a group of peasants. I feel as though this is a good thing, though others may disagree. If this gets accepted, I request it gets edited into the main housemagery page for ease of access and viewage. Thanks for reading and looking it over - Titanium430.


     

  11. MC Name:

             Titanium430

     

    Character's Name:

             Mathurin

     

    Character's Age:

             21

     

    Character's Race:

             Human

     

    What magic(s) will you be learning?

             Housemagery/Culimancy

     

    Teacher's MC Name:

             Self Teach Book

     

    Teacher's RP Name:

             Self Teach Book

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             none

     

    Do you agree to keep Story updated on the status of your magic app?:

             yes

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             yes

  12. 8 hours ago, DISCOLIQUID said:

    Why not put these spells under housemagery? Elevating some of the normal housemagery spells & writing your own expansions of it with a cultural/role-play view could also work, instead of having a separate feat 

     

     

    This was a concern when I started writing the lore, but I thought this was thematically different enough to be its own thing.

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