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Kimika

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  1. Chi Guide Lore post Summary Chi is the use of a more potent version of mana, one that exists inside most living things. A Descendant is able to use and manipulate chi once their chi channels have been opened by a teacher via overloading them with chi. General Redlines Dead chi (the absence of chi) cannot be manipulated. Your character will not know that chi is mana/lifeblood in roleplay. They only know that it’s chi, and chi is an element that can be harnessed in every living being. A chi monk may only learn one path. Chi ‘Tells’ and Channeling Chi tells function somewhat similar to the lore regarding auras, however, the main difference lies in the colors that are displayed by the monk. The two paths of chi draw upon specific emotions of the user, red colors for Sun, blue colors for Moon, they aren’t strictly the same color across the different monks and shade can alter depending on the state of the monk, but you will never find a monk with a green, black, or purple aura. As another note, certain chi abilities might have specific tells added upon the normal tells. A good example of this would be Solar Flare. These will be covered in the emote examples of the abilities that have additional tells. A chi user may even have a unique tell-- instead of the mundane aura, glowing vines grow upon their body, or dragons snake their way over their skin. As long as it gives no advantage in combat, these aesthetic differences are fine. Tell Redlines Cannot give any form of advantage in combat (ex. Blinding your enemies with the glow) A chi user may have a unique tell, but it cannot change excessively (like a dragon for one spell and vines for the next). It must be consistent to that user, and if any ST asks, it must be explained as part of your specific tell. The tell can change very, very rarely-- maybe once in a being’s lifetime. The only two colors that can be used are red and blue. These colors can vary in shade, though-- light blue or dark blue, for example, would be fine options. Full on pink/yellow/orange, or purple/green are not allowed. The colors also correspond to your path of chi-- blue for Moon, red for Sun. Slots only regenerate out of combat. Focusing Your Chi Chi must be focused before each spell. You’ll see on the lore post that each spell has an emote count, and one of those emotes is your focus. If you’ve already focused, it will last for 2 spells of the one-slot exhaust variety, and for one spell if it has two slots of exhaustion. Focus Redlines You can move, defend, and attack while focusing chi unless stated otherwise in a specific spell. Prosthetics, Armor, and Infusing Chi To use chi with a prosthetic, it must be infused with chi by making a MArt. In the future, we hope to add onto Chi Scribing to include a prosthetic infusion spell that will allow them to be made without MArts. Additionally, you may use armor and weapons as a chi monk, provided you take any unallowed items off of your person before beginning to focus your chi. You may not begin to channel chi without doing so, as the material will insulate and negate the effects of chi. Armor means any armor, including leather. Weapons may not be more than 5 pounds or so if they are to be used with chi, and may have no sharp edges. Generally, what is considered a ‘lethal weapon’ is not allowed. Sparring staffs are a common weapon used with chi. Prosthetic/Armor/Weapon Redlines Prosthetics must be infused with chi, and a MArt must be made to use chi through the prosthetic. No armor or lethal weapons may be used with chi. All lethal weapons and armor must be removed before channeling chi. As long as you do not attempt to use chi with armor/weapons, you can wear/use them normally. If you attempt to use chi with weapons/armor, it will simply not work. That is all. Nothing cataclysmic. Example emote of channeling/focusing- Valliline inhales deeply, closing her eyes. Chi in the form of flowering vines begins to form at her hands, slowly spreading over her body until it’s encompassed in the crimson aura. When she opens her eyes, they appear to be completely scarlet, burning with her chi. Chi Slots Monks have 5 slots in total, which do not increase with tier progression. Once a slot is used, a single slot will regenerate every 2 hours, provided the monk is out of combat. If they use their slots in combat, they will not start regenerating until the end of the encounter. Using chi is a physically exhausting practice-- as such, using chi will cause one to become more and more exhausted. Tier Progression Base Monk Abilities Most abilities will not include the channel/focus emote, which is mandatory before casting any spell. Each spell is cast on the final emote. Chi Feeling Ritual of Preparation | T4 Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 chi Slot Connection | TA Required Emote Count: 5 Exhaust: 5 Chi Slots (1 focus + 4 cast) Disconnection Emote Count: 4 (1 focus + 3 cast) Exhaust: 5 chi Slots Way of the Sun Abilities Dance of Fire | T2 | Non-Combative Emote Count: 4 (1 focus + 3 cast) | Radius of 5 blocks, effect lasts 5 emotes Exhaust: 1 Chi Slot Swift of Foot | T2 | Combative Emote Count: 2 (1 focus + 1 re/action) Exhaust: 1 Chi Slot Solar Flare | T3 | Combative Emote Count: 3 (1 focus + 2 cast) | Lasts for 2 Emotes Exhaust: 1 Chi Slot Burning Hand | T4 | Combative Emote Count: 3 (1 focus + 2 cast) Exhaust: 1 Chi Slot Mantis Stance | T4 | Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 Chi Slot Staggering Strike | T5 | Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 Chi Slot Crushing Strike | T5 | Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 Chi Slot Way of the Moon Abilities Ritual of Calming | T2 | Non-Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 chi slot Slow Fall | T2 | Non-Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 chi slot Enhanced Resilience | T3 | Combative Emote Count: 2 (1 focus + 1 re/action) Exhaust: 1 chi slot Ritual of Cleansing | T3 | Non-Combative Emote Count: 6 (1 focus + 5 cast) Exhaust: 1 chi slot + chi pool Rejuvenating Meditation | T4 | Non-Combative Emote Count: 5 (1 focus + 4 cast) Exhaust: 1 chi slot Nerve Strike | T4 | Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 chi slot Ritual of Mending | T5 | Non-Combative Emote Count: 5 (1 focus + 4 cast) Exhaust: 2 chi slots, over the course of 3 OOC days, requires a chi pool Ritual of Purification | T5 | Non-Combative Emote Count: 1 OOC Week Exhaust: 5 chi slots, 2 master Moon monks, requires a chi pool thanks for helping me with this pup
  2. Forgot to close this, so it's now closed! I'll be messaging the winners shortly.
  3. I forgot to add when this closes lol. I'll edit the post, but noon EST on May 10th.
  4. Yong Ping Fundraising Auction Rules Bidding must increase by 10 mina per bid You must be able to pay for the bid when the auction closes Don’t edit your bid, please make a new comment if you’re out-bid No edits to pre-made pieces, other than placing skin parts on existing skins. For that, message Kimika#9499 on Discord. For custom pieces, you'll be DMed asking for references on Discord if you win, so please have some ready. Auction closes May 10th, 12pm EST Pre-made Skins Sunset Sash by Kemobrown- SB 50 mina ~-~ Northern Mountain by Kemobrown- SB 60 mina ~-~ Spring Obi by Kemobrown- SB 50 mina ~-~ Lotus Shawl by Kemobrown- SB 50 mina ~-~ Blue Dress by Kimika- SB 50 mina Custom Skins DM Kemobrown (Kaiz#4082, skin examples above) or Mona (monAAAAH#1878, PMC linked) for commissions! Custom Art Single-person Portrait (completely custom, finished, shown below is an example) by Kimika- SB 500 mina ~-~ YCH Sketch by Kimika- SB 100 mina (Kimi drew someone masculine for once! It will be a colored sketch when finished.) ~-~ Finished Bust by Blue (custom finished art, shown below is example)- SB 100 mina ~-~ Chibi by Blue (custom finished art, shown below is example)- SB 100 mina Comment Format: Discord: IGN: Bid(s): Item(s) bid on:
  5. Thank you! I rly should've updated the compatibility section before posting T-T
  6. Woops lmaooo, I was using the old chi lore for reference on compatibility and know nothing about paladins. Thank you, I'll edit it!
  7. Chi Rewrite Table of Contents: Origin Explanation Base Monk Abilities - Connection - Chi Feeling - Chi Pools Path of the Sun - Summary - Abilities - Redlines -Tier progression Path of the Moon - Summary - Abilities - Redlines - Tier Progression Magic compatibility Purpose Previously used lore & Cited Sources Chi is a one-slot magic that must always be emoted with a tell of either a red or blue aura. This aura can take shapes of any kind, as long as they are only aesthetic. Origin [The following excerpt is heavily referenced by the current chi lore origins, found here.] Many moons ago, in the isles of Axios, the Hou-zi were created by Metzli. The first among them was Hou-shen, who was gifted with the art of Chi manipulation by Metzli herself. The great Hou would be the only one to ever master both the calming tides of the moon and the great fires of the sun. Nonetheless, he passed the art down to his fellow Hou-zi, teaching each Hou one path or the other. Finally, the secret of chi was revealed by The Order of Wayward Monks. In the land of Arcas, all Descendants with a soul pure enough would be allowed to learn and bend chi around them, under the guidance of master Hou monks. In the present day, monks reside in orders, bound by paths of either Sun or Moon-- occasionally, monasteries will take in monks of either path. These chi monks spend countless decades of their lives, traveling across various lands in search of new chi energy in their surroundings. These monks become enlightened, every emotion in their arsenal balanced to fully control chi. The path of the moon focuses on resolve, peace, and the utilization of internal strength to defend themselves and others. The path of the sun focuses on exploration, devotion, and external strength for the good others. Both paths live rather altruistic and neutral lives, looking to stay away from conflict that does not involve them. However, many monks will find themselves dedicated to protecting others, loyal to the way of Huajiao. Explanation General Chi is essentially a more potent version of mana, a kind of life-force that the typical Descendant cannot manipulate until their eyes are opened to the ways of chi via connection. The way a Chi monk uses mana is vastly different than a Voidal Mage, instead of using it to reach into the Void to draw upon its power, they simply use this Mana as it is to grant themselves the abilities of the one of two paths of a Chi Monk. Chi monks are those that have learned to manipulate this mana, using their own chi to enhance their body. They cannot draw chi from the world around them-- there’s so much chi in the world that it would overwhelm a simple mortal, destroying their chi channels. They may only use the chi that exists inside their own body. To gain access to a path of chi, an aspiring monk must have their chi channels opened by a master monk with a rush of excess chi that their body would not usually produce; of course, not enough to fry their channels, as it would if they drew from the surrounding environment. This opens their chi channels permanently. The chi seeping from living entities almost always carries emotion with it. Monks see these emotions as colors, once their channels are opened. This is known as Chi Feeling, which a monk might use for a replacement for sight with enough practice. At first, though, the colors are blinding, disorienting to the user and difficult to make sense of. Colored chi like this is known as living or alive chi. Anything that is lacking of a soul and without mana will still be visible to a chi user. This is because of the absence of the chi energy. The monk will see this as mana without chi, or dead chi, and will make up anything that isn’t alive-- buildings, armor, stone, etc. When a monk wishes to use chi, they must first focus their chi channels, working up the strength to do so. Focus is defined by a brief meditative-like state which a monk will enter in order to channel their power. It helps them achieve a connection to their inner chi. Once focused, the user will passively burn through their own mana to create the residual chi. When focused, a monk cannot be ‘knocked out’ of their focus-- for example, punching them would make them stumble, but the fire of their mana would still be burning. The only way to force a monk out of a focused state is to incapacitate them, via knocking the monk unconscious or stunning them. Additionally, a monk may channel while moving, defending, and attacking. A chi 'tell' must be emoted, which must be a noticeable aura. For example, an intense glow would light up their body, specifically bright in any parts of the body in which chi is channeled. Aesthetic uses of this aura are allowed-- for example, glowing crimson dragons snaking down your arms as you prepare Burning Hands. Finally, the amount of chi each monk has is split into five slots. Certain abilities take different amounts of slots. When a monk uses all five slots in one encounter, they gradually become exhausted; finally, their speed is halved, they’re sweaty, shaky, and slow. Generally, they’ll find themselves almost useless in combat and unable to use chi. A single slot is regenerated each 2 hours, provided that they are not at a full 5 slots already. Slots do not regenerate in combat. Below is a guide of what you should emote as your chi slots dwindle. 5-4 slots- Able to use chi normally, as described in this guide. 3-2 slots- Beginning to show signs of exhaustion; a bead of sweat forming, heavy breathing, or something similar must be emoted; as if you’d just gone on a light run. 1 slot- Much slower, beginning to become shaky and lightheaded. None- Nearly useless in combat, and completely unable to use chi, close to passing out as they hyperventilate. General Chi Redlines With all chi, one must emote a red or blue aura (for Sun or Moon chi respectively) when focusing their chi. This aura can have minor aesthetic differences, such as shape, shade, intensity, glow, etc. Unless stated otherwise, chi may be focused while moving, attacking, and defending oneself. Chi takes up one magic slot as the base magic listed here. Chi may not be used with armor or heavy weapons. Use common sense for what classifies as a heavy weapon-- usually, no sharp edges, or anything weighing over 5 pounds. Monks typically use staffs, or sparring weapons. Any kind of armor, even leather, is unacceptable. When in doubt, ask another chi monk or ST. A chi monk may only learn one path. If they wish to learn another path, they must disconnect themselves from their current path and learn the other from the start. This is because the chi would overload their body with two paths, and the only one who has learned two paths is Hou-shen. To use chi with a prosthetic, it must be a mundane design (functions as regular limb) and the material must be infused with chi. To do this, you must make a MArt. Animii, golem, and other prosthetics may be infused with chi to function as a prosthetic with chi, but they must only function as a limb. They can't have, for example, a hidden blade in the wrist, or any other kind of extra weapon. You may use armor and weaponry as a chi monk, but you must remove all armor and weapons before beginning to channel chi. It is too heavy to channel chi through, and would negate the effects of it. Slots do not regenerate in combat-- only after the encounter ends. Your character does not know that chi is lifeforce/mana in roleplay. They simply see it as chi, and chi is a force that exists within every living being-- unless an ST ever says otherwise. Dead chi cannot be manipulated. Requires a KO or stun to stop a monk channeling chi. Base Monk Abilities Connection | TA Required | All Chi Slots | Non-Combative | 5 emotes (1 focus + 4 cast) Disconnection | All Chi Slots | Non-Combative | 2 T5 monks | 5 emotes (in total, not per monk, including focus) Ritual of Preparation | T4 | Non-Combative Emote Count: 3 (1 focus + 2 cast) Exhaust: 1 chi slot Chi Feeling Chi feeling is the inherent ability gained from connecting to chi. It allows a monk to use a sense that, with enough practice, can even replace sight. Young monks will always be overwhelmed upon connection, due to their chi channels being burst open. Normal creatures with souls passively ignore chi in its entirety, but once the channels have been opened it’s too overwhelming for new monks to handle. This causes nausea and dizziness for at least the first year of exposure. This sense views everything in terms of color and shape as normal vision does; however, it has unique traits. For example, even if a monk’s eyes are closed, or they’re blindfolded, they can always passively sense the surrounding chi. The chi they can feel is split into two categories-- alive and dead. Things that are transparent without Chi Feeling will also be transparent with it, but tinted in its respective color. Living, or alive chi, is the constant flow of residual energy from all living things, filled with emotion and vibrant colors. A chi monk is able to see these colors with Chi Feeling, and as such, can roughly determine how a living being is feeling. For example, if one is depressed, their chi would be blue. However, this could also simply mean they are feeling tranquil-- so it’s never an exact measure of their emotion at that time. All colors carry both negative and positive feelings with them, so a monk can never tell exactly how one feels simply by looking. Additionally, there’s only two colors of living chi. Red represents an aggressive and/or passionate energy that is channeled for the Way of the Sun. Blue, as mentioned before, represents either sadness or Peace, and is channeled in the Way of the Moon. Dead chi is simply the absence of chi. Through Chi Feeling, it appears as a grey-black energy. This would be considered anything without a soul, living, or otherwise producing chi. Examples of dead chi include stone, buildings, soil, etc. One cannot see through dead chi-- for example, they wouldn't be able to see chi through a wall. Undead specifically will be visible as a regular lifeforce, and unable to be differentiated from living beings with chi. Regular dead have dead chi. Chi Pools Chi pools are typically used in Moon chi rituals, but are available to Sun monks. Sun monks typically only make them either for the use of their Moon comrades, or simply for meditation. Even when not being used for a spell, one will find relaxation in a chi pool, and meditation will come easily. Way of the Sun Abilities The Way of the Sun is defined by the aggressive and passionate ways of the monks. Chi Feeling | All tiers | Passive Chi feeling is the inherent ability gained from connecting to chi. Dance of Fire | T2 | Non-Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 chi slot Swift of Foot | T2 | Combative Emote Count: 2 (1 focus + 1 re/action) Exhaust: 1 chi slot Solar Flare | T3 | Combative Emote Count: 3 (1 focus + 2 cast) Exhaust: 1 chi slot Burning Hand | T4 | Combative Emote Count: 3 (1 focus + 2 cast) Lasts for 2 emotes Exhaust: 1 chi slot Mantis Stance | T4 | Combative Emote Count: 3 (1 focus + 2 cast) Exhaust: 1 chi slot Staggering Strike | T5 | Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 chi slot Crushing Strike | T5 | Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 chi slot Tier Progression [Way of the Sun] All time estimates for tier progression are in OOC time. Tier 1: Starts Upon Connection After the monk is connected, they must meditate and practice channeling their focus, attuning their sense of the surrounding chi, gaining the base understanding of chi and chi feeling upon completion. Abilities Learned: Chi Feeling Tier 2: 2 Weeks After Connection | Monk Pupil The Monk has finally mastered the basics and can begin channeling their chi, manipulating their chi into simple maneuvers and abilities. Abilities Learned: Swift of Foot, Dance of Fire Tier 3: 2 Months After Connection | Studied monk The monk has progressed significantly in their studies, enhancing their chi feeling and learning several new abilities. Abilities Learned: Solar Flare Tier 4: 3 Months After Connection | Elder monk This monk is an elder among the monks of chi, gaining fabled abilities and access to the dances of the Sun. Abilities Learned: Burning Hand, Mantis Stance, Ritual of Preparation Tier 5: 4 Months After Connection | Master Monk This monk is a master of chi manipulation, able to feel chi with unprecedented accuracy, as well as unlocking the most powerful abilities of the Sun monk, and gaining access to the greater abilities. Abilities Learned: Staggering Strike, Crushing Strike, Grand Chi Feeling Way of the Moon Abilities The Way of the Moon is defined by the tranquil and defensive ways of the monks. Chi Feeling | All tiers | Passive Chi feeling is the inherent ability gained from connecting to chi. Ritual of Calming | T2 | Non-Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 chi slot Slow Fall | T2 | Non-Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 chi slot Enhanced Resilience | T3 | Combative Emote Count: 2 (1 focus + 1 re/action) Exhaust: 1 chi slot Ritual of Cleansing | T3 | Non-Combative Emote Count: 6 (1 focus + 5 cast) Exhaust: 1 chi slot + chi pool Rejuvenating Meditation | T4 | Non-Combative Emote Count: 5 (1 focus + 4 cast) Exhaust: 1 chi slot Nerve Strike | T4 | Combative Emote Count: 4 (1 focus + 3 cast) Exhaust: 1 chi slot Ritual of Mending | T5 | Non-Combative Emote Count: 5 (1 focus + 4 cast) Exhaust: 2 chi slots, over the course of 3 OOC days, requires a chi pool Ritual of Purification | T5 | Non-Combative Emote Count: 1 OOC Week Exhaust: 5 chi slots, 2 master Moon monks, requires a chi pool Tier Progression [Way of the Moon] All time estimates for tier progression are in OOC time. Tier 1: Starts Upon Connection After the monk is connected, they must meditate and practice channeling their focus, attuning their sense of the surrounding chi, gaining the base understanding of chi and chi feeling upon completion. Abilities Learned: Chi Feeling Tier 2: 2 Weeks After Connection | Monk Pupil The Monk has finally mastered the basics and can begin channeling their chi, manipulating their chi into simple maneuvers and abilities. Abilities Learned: Ritual of Calming, Slow Fall Tier 3: 2 Months After Connection | Studied monk The monk has progressed significantly in their studies, enhancing their chi feeling and learning several new abilities. Abilities Learned: Enhanced Resilience, Ritual of Cleansing Tier 4: 3 Months After Connection | Elder monk This monk is an elder among the monks of chi, gaining fabled abilities and access to the rituals of the Moon. Abilities Learned: Rejuvenating Meditation, Nerve Strike, Ritual of Preparation Tier 5: 4 Months After Connection | Master Monk This monk is a master of chi manipulation, able to feel chi with unprecedented accuracy, as well as unlocking the most powerful abilities of the Moon monk, and gaining access to the greater rituals. Abilities Learned: Ritual of Mending, Ritual of Purification, Grand Chi Feeling Magic Compatibility Chi is compatible with most Deific Magics and feat magics. It is not compatible with Dark and Voidal Magics, as their chi channels are permanently blocked with corruption. This includes certain magics and CAs that might affect the soul in a drastic way. Chi is compatible with the following magics, as examples- Kani Paladinism Golemancy Animii crafting Other feats that don’t affect the soul Shamanism (Not dark) Seers of Vassek Druidism (Not soultrees or shapeshifters.) Housemagery Templars Enaction of Yeu Rthulu Other Holy/Deific Magics It is specifically incompatible with any Dark or Voidal magic, or anything else that affects the soul (Kha, Azdrazi, Fae, and other CAs with altered souls.) It requires the ability to hold life force, though not necessarily mana or genus, to cast chi (meaning golems/animii cannot). Purpose (OOC) I personally believed that chi very much needed a rewrite. It’s an old magic on the server, and doesn’t deserve to be shelved; however, that’s exactly where it was headed in its current state. In my opinion, it was overpowered for a single slot, and lacked flavor and utility-- or any use outside of combat. Sun was objectively better than Moon, and as such, people never learned the Way of the Moon. The source of the magic was vague, and there were contradictions in the lore. Disconnection made little sense at all, and tenets were written into magic lore when they were only culturally enforced. All of these reasons lead to us rewriting chi. I hope you enjoy chi rewrite #503. Citations Lore used Chi Springs Current Chi Manipulation Huajiao Hou-zi Credits ElvenMommaHacker Droppu/Fruune Stargazerology Zacho Kujo Saffryie Vic Sevastiel Feebis MonkyEatingCommie Jax All the ST I bothered in the making (Consultation) ... and many others! Changelog Fixed some formatting and general issues with compatibility. 4/29/21 After pending status - Fixed general formatting and ST's requested changes
  8. Watanabe Setsuna kneeled at the shrine containing the ashes of her ancestors, her sister Watanabe Miyako at her side. The pair was silent as their gazes remained fixated on two particular urns, vivid red ceramics branded with twin black dragons. Moving in tandem, they began to pray, reciting a poem known to them since birth; As the moon descends, the fire rises. Kokuryu spreads his wings, His silhouette blackening the sky. His eyes are burning with omniscience; He will raise his children above all else.
  9. THE BALLOT ((MC name: Kimikaa )) Name: Solana Lyun'akal Vote for Okarir'hiylun: ( ) Seth Calith ( XX ) Valyris Wynasul
  10. THE BALLOT ((MC name: Kimikaa)) Name: Solana Lyun'akal ((Her age isn't set in game, but it's definitely over 50-- probably around 80-- just in case.)) Vote for Okarir'tir: (XX) Kiljarys an Iarwaïn ( ) Finnadh Uradir ( ) Kolvar Trafina
  11. Lair PRO MC Name: Kimikaa Lair Name: Yujin Monastery Proposed Lair Locations (Highlight 3 on the map): https://imgur.com/O8FLvBM -- We only highlighted two as we didn't exactly have a preference beyond these. Our first choice would be near the Talon's Port bay, still on the water, but far enough away that it's on it's own region. Our second choice is off in the desert, near the swamps. Lair Lore (could link to an existing creature or other lore) (1000 words minimum): Lair Build and Infrastructure (photos required): https://imgur.com/a/F0Yrwu2 The interior of our build isn't quite finished, but the exterior and first floor are already finished. We might add a small outer farm, if allowed. Why can you not accomplish the niche of this lair’s roleplay in an existing settlement or nation? (We expect a substantial answer for this, not just ‘I don’t like them’).: Chi monks are supposed to be a neutral, balancing force in the world-- being affiliated with a nation would ruin that neutrality. What does this lair add to the greater world around them?: It offers a place to learn chi, and an opportunity to grow the chi niche on LOTC.
  12. Eos scoffed as she read over the missive, tossing it aside. "I have nothing to fear. Those that drag down Haelun'or are those that ignore the very teachings of maehr'sae hiylun'ehya. Put me on trial if you wish. Kill me if you wish. I'd rather die than watch the Silver City kill itself slowly, as it has been."
  13. An Essay on Purity and the ‘Aheral Mindset By Eos Sinruil A neatly composed book is distributed freely about Haelun’or, advertised as ‘Malaurir-reviewed as a valid interpretation of purity’, and complete with illustrations. https://www.youtube.com/watch?v=ze6IzipLUc0&ab_channel=BrandonFiechter%27sMusic Maehr’sae Hiylun’ehya Overview Maehr’sae hiylun’ehya is the core philosophy of the ‘aheral, translated to Common as ‘progress and health’. A pure high elf believes in the betterment of their race by means of maehr’sae hiylun’ehya, putting the wants and needs of the high elven race first. In terms of purity, there tend to be two categories that connect back to maehr’sae hiylun’ehya. Physical and mental purity are what makes a single ‘aheral pure. The wellbeing of the mind and body are the foundation of a progressive society. Progress Progress refers to the overall development of the high elven race. High elves will constantly strive to seek new knowledge, inventions, and innovations. The only thing they would not risk for the sake of progress is the other half of maehr’sae hiylun’ehya-- health. Health Due to the infertility of the high elves, they believe that ‘thill life is precious and worth protecting. High elves are long-lived, and do not produce many children. It simply stands to reason that you must therefore treat high elven life as precious-- to end or harm a life of a peer is incredibly damaging to the progress of ‘aheral, after all. Physical Purity Blood A pure ‘aheral must have no lineage of any other race. High elves find themselves to be the superior beings, with intellect and lifespans unmatched by other Descendants. Due to this, they wish to keep their bloodlines pure, free of the taint of other races. For example, a half elf and human would find that they have both curses of their lineage-- infertility and a short life. Naturally, high elves choose to only have children within their race; in the long run, it’s better for both their children, and the ‘aheral race as a whole. Physical Traits High elves find classic ‘aheral traits to be most attractive and pure. Pale hair, such as white, blonde, or platinum, and lightly-colored eyes, such as blue, green, or purple. Red hair or gold eyes are also seen in ‘aheral, and while they are not considered inherently impure, they are seen as a rather bad sign. Additionally, high elves see long ears and tall, slender physiques as conventionally attractive. Tattoos, Piercings, and other Body Modifications To permanently modify your body in any way, shape, or form is considered impure. This includes tattoos, piercings, and even hair-dye, despite not being permanent. Makeup is used lightly among ‘aheral, to enhance natural beauty at best. This is because a pure high elf believes their body to be perfect as it was born; it needs no modifications. Clothing and Self-Presentation High elves prefer long, flowing clothing, of light colors such as silver and white. They are slightly conservative in how they dress; women may show their shoulders, but legs and chests are typically covered by all. They also enjoy delicately framed jewelry, such as ear-cuffs or circlets. Mental Purity Worth, Value, and Contribution to Society Above all else, a high elf’s worth is determined by what they can contribute to society, with certain exceptions. For example, ‘aheral believe in re-education (to be elaborated upon in the next section), if a fellow ‘aheral is deemed “impure, but redeemable”. This means that they have proved that they can still contribute to society, and are willing to change back to the ways of purity. What qualifies as a contribution to society depends greatly on the mali and the current atmosphere of the society itself. However, even minor things such as fine arts, agriculture, and commerce play large parts in the overall function of the Silver City. Of course, those with physical disabilities are typically given a bit of a pass, so to speak, but most can still do simple things. Mali’aheral are not entirely uncompassionate-- they won’t throw out a child or an unable person simply because they don’t contribute. It’s for the sake of these ‘aheral that the more able-bodied ones do what they must for the Silver City. Re-Education As previously stated, ‘aheral allow re-education for those that are considered “impure, but redeemable”. Re-education typically means classes at the Eternal College on purity, the ways of the Silver City, and maehr’sae hiylun’ehya. Those that are re-educated must express true remorse for their actions, and a willingness to change. Religion and Deities Mali’aheral do not worship any particular deity-- some don’t even find them worthy of the level of respect they would give another ‘aheral. They see them as beings that have no business dealing with mortals, and as such, should mind their own. That being said, they do not deny the existence of gods, goddesses, or deities, and will often treat them with any respect they have earned. Illness of the Mind The mind is the most sacred part of the mali’aheral’s body. Naturally, some of these things cannot be helped. However, impurity in itself is seen as an illness of the mind; perhaps the only one that cannot be fixed, unless the one in question is re-educated. Romance and Relationships Mali’aheral may romance whoever they want, but they must understand that if it’s not an ‘aheral that they plan to settle down with, then it’s nothing more than a childish fling. If one has already done their duty to the Silver City by having high elven children, then some would argue that there is frankly no harm in an interracial or homosexual relationship-- as long as they don’t procreate. ‘Aheral Purity Etiquette So, how does a pure high elf act? And how should non-’aheral act in the Silver City? Guidelines for both are listed as the following. Mannerisms of a Pure ‘Aheral Visiting the Silver City Other Notes Lessers As you’ve probably gathered at this point, high elves see all others as lesser beings. This doesn’t necessarily denote being unworthy of respect, or life-- simply that they are… well, lesser. They will never have the intelligence or civility that an ‘aheral does. Politics ‘Aheral politics are a bit complex, but in short, the Silver Council is led by the Sohaer and Maheral. You might think of the Sohaer as the king, or political leader, and Maheral as the pontiff, the leader and role-model of purity. The current Silver Council is listed as the following, as of Year 5 on the Second Age. Interpretations of Purity One may be more or less conservative depending on their personal experiences and views. Purity is a concept that is open to interpretation and debate. Some are racist not based on purity and logic, but for the sake of racism and bigotry. Some are considered too soft, finding that one might defer to a lesser before another pure ‘aheral. It’s best to aim for a middle ground, knowing the things learned here.
  14. Discord: Kimika #9499Skin(s): Bar Lady and Magenta ManiaBid(s): $10 each
  15. I didn’t think of that either, so I’ll be making some big changes to this doc soon TM before it gets in the mag. And that is how u learn to not post lore at 1am without anyone reading it over
  16. Maybe I’ll elaborate on it later, I’m just gonna see what the ST say for now. But I do like that idea; this could just be one type
  17. I just edited it to specify the poisons it can and cannot heal. As fae are from a different realm, I assume their venom’s chemical makeup would be different. Therefore, I redlined that a Fae’s poison can’t be healed by this.
  18. That’s a good point! I’d think of it as a sort of chemical reaction, like how salt can draw out both poison and infection, but Clarite would only do so to specific poisons. If that’s the case, I should redline what exactly it draws out. Thanks for pointing that out owo
  19. Clarite Material Name and Description Clarite is a smooth, shiny stone, typically found in the waters of Almaris. Its sea-green color makes it harder to spot in oceanic waters, but it’s a bit rarer in clear waters. It has the ability to draw infection or poison from a wound, subsequently “filling” the stone. When full, it crumbles into a dust that can be used as an ingredient in alchemy. In drawing out the infection, it increases blood flow to the wounded area. The amount of infection the stone can hold depends on the size of the piece. When used, the rock fills with a white, slowly moving mist-like substance, and becomes completely white when full. There’s specific amounts of infection that can be brought out, depending on the size of the wound. Typically, for every inch of stone, a half-inch of wound is cured of infections and poisons. This is measured in the biggest length of either. As it’s formed in the water, the rock is eroded down, giving it its lustrous appearance. It’s about as strong as regular sedimentary stone. It’s impossible to find pieces big enough to make into weapons or armor, due to erosion and the way the crystal forms. If broken, it becomes jagged and sharp, but it would still be no more useful as a weapon than your average rock. Clarite is typically kept on hand by medics, occasionally made into jewelry. As the use of Clarite depends on the chemical reaction of Clarite with the poison or infection, it can only draw out certain things. Similar to how salt can draw out infection or poison, but more specific-- in return, it’s a bit stronger, and far less painful. Most naturally occuring toxins can be drawn out. However, magical ones, especially those that affect the soul, can’t be helped. General Redlines Mystical poisons such as Sprite toxins (or Fae venoms in general) or Blight cannot be drawn out. Anything that damages the soul cannot be drawn out. Things that are inhaled could not be drawn out. Alcohol or alcohol-based venoms aren’t drawn out. Applications Clarite is typically kept on hand by medics, occasionally made into jewelry. Besides the healing properties, Clarite dust (made after the stone is used and broken) can also be used as an alchemical reagent. The unused stone itself has no alchemical properties. Alchemical Properties of Clarite Dust Signs- Earth, Water Symbols- Life x2, Strength x1, Purity x1 General Redlines Clarite stone cannot be ground to dust and consumed. It only works by touching a whole piece of the stone to an open wound. Clarite cannot be consumed at all, unless you want to choke on a rock. Pieces small enough to consume wouldn’t be enough to heal the inner wounds, even if you ate a multitude of them. Clarite cannot heal ingested poison, as it doesn’t leave any open wounds. Even if the poison results in leisures on the skin, it would only draw the poison out of that wound, and not the entire body. You cannot resurrect or bring back anything that’s already been damaged. For example, if your organs fail due to poison before you use the stone, you cannot “un-damage” the organs. The dust only has alchemical properties after the stone is used and breaks apart on its own. While you can grind down the stone, it wouldn’t have alchemical properties until it has been used. Harvesting Method Harvesting Clarite is a bit of a feat, only because swinging a pickaxe underwater isn’t an easy task. Besides, it’s much harder to find in actual water due to its color. As such, Clarite is typically harvested in underwater caves. One can harvest it as they would any normal gemstone-- best done with a pickaxe, of any material that can break your average stone. Harvesting Redlines Can only mine pieces up to 5lbs at a time. Purpose (OOC) Citations (OOC)
  20. I say that sometimes, but usually eh-lehk-hai. No reason why, you can pronounce it however you want uwu
  21. Elekhei Origins In the ancient days of the Fae Realm, the Elekhei were apex predators of the Nightfall Domain, favored by natural selection through their wits and sharp bite. Their rule as an advanced species lasted decades, and they savored the many Fae that made up their prey. However, natural selection is very much a double-edged blade. The imp kin, who swiftly established their dominance throughout the Fae Realm, brought an end to the reign of the Elekhei. The imps were simply far too smart, and stripped away the lush hunting grounds from the Elekhei. Satyroi were similarly forced to flee any habitat which the imps dominated, most notably the Nightfall Domain and Twilight Bound. Those who survived nature’s cruel game of life fled to the Dayward Lands, the only place free of the imp’s conquest. However, the Elekhei soon found that these lands were far too unbefitting of them. They entered a place filled with prey, yet they knew nothing about them. Regardless of their efforts to adapt to this new diet, their hunting no longer supported their kind. The endangered Elekhei remaining soon dwindled, swiftly inching closer and closer to extinction. But on the night of a full moon, a hunting group stumbled into a Fae Ring, and were met with the phenomena of such a thing. They found themselves teleported to the Mortal Realm, yet again entering a foreign, alien land. Seeing this as a new opportunity, they decided to take full advantage of this world. They worked towards their survival immediately, searching for a new home, and preying upon the many species in such a lively realm. They settled in caves and produced offspring, and thrived on their new diet. Their children migrated, and the species soon discretely became a part of underground and forested habitats. Culture Elekhei culture varies among their tribes, although certain archetypes may be noticed. Life-mates and Gender Elekhei tend to mate for life, and to do otherwise is generally frowned upon. However, if something is to happen between a pair, re-mating is permitted. The Ritual of Life is the ceremony required for a pair of Elekhei to reproduce. This generally appears as renewing wedding vows. Weddings are typically held over the course of 3 Elven days, in the form of Prin Ninctio, Equen Ninctio, and Meta Ninctio. Prin Ninctio, the pre-wedding ceremony, is typically held with family and close friends the night before the wedding. Equen Ninctio is the actual wedding, where the pair are locked together by giving vows. Meta Ninctio is the after-wedding ceremony, which involves the whole village. Elekhei don’t have a concept of gender, and appear from anywhere on a spectrum of male to female. Appearance tends to dictate pronouns, although this is not guaranteed. Gender has no bearing on reproduction, internal structure, or capabilities. It is purely an aesthetic variation. Government and Social Structure Elekhei are one of the few Fae creatures who advanced enough to develop the concept of society. They were governed by a council, or sunedrion, in their ancient days within the Fae Realm. This council was formed with the heads of tribes considered noble. In recent times, the council has dwindled down to one leader; however, a common goal of Elekhei is to rebuild their council. Noble tribes are chosen by the others on the council-- thus creating a sort of cycle. They are usually decided by who contributes the most to Elekhei society. There’s a set amount of council positions, dictated by what the society needs-- however, there’s no limit to noble tribes. Architecture and the Arts Elekhei excel in sculptures and paintings, with a unique hieroglyphic-like style. They often tell stories of their history, or legends that vary from family to family. Elekhei architecture is detailed but harmonious, often featuring their art and sculptures embedded in or painted on the walls. Arches and geometric designs are common, as are open-air buildings. Language Basics Misc Words Hello - Hairve Goodbye - Valei Thank you -Tibi Parent - Mimitiki Child/Dear One - Unum Pari Prewedding Ceremony - Prin Ninctio The Wedding Ceremony - Equen Ninctio Postwedding Ceremony - Meta Ninctio Council- Sunedrion Numbers One - Unum Two - Vio Three - Tri Four - Drew Five - Cir Six - Lan Seven - Tini Eight - Eme Nine - Anu Ten - Hev Anything after ten is the word ten, and then the number. For example- 15 - Hev Cir For numbers after 19, you say the amount of tens, and then the smaller number. 33 - Tri Hev Tri Physiology The physiology of Elekhei is similar to that of a Descendant’s from the chest up, for many of their organs share the same locations. The most crucial difference is that they have two stomachs, two pairs of lungs, and two hearts, as pictured below. This does not make them easier or harder to kill-- as per usual, if one vital organ is struck, the others are sure to fail. The posterior heart is lower in the body, helping pump blood all the way down to the ends of their tails. Similarly, the posterior lungs allow blood pressure to be regulated throughout the entirety of the body. The anterior and posterior stomachs are connected, more for swallowing small prey, such as a squirrel, whole. The transition area in the waist from human to snake is similar to that of a cobra, as they are the only snake capable of rising vertically in the manner an Elekhei does. Their ligaments and bones are specifically suited to support their ability to stay upright. Their back is a bit stronger than the average descendant’s, for this sole purpose. It would not allow them to lift heavier things than a human-- their strength is about on par with a human’s, for that matter. When moving, the higher an Elekhei is raised vertically, the harder it is to move. This isn’t a problem for normal movement, but in combat or in other scenarios where speed is necessary, it’s much more efficient for the Elekhei to lower itself to the ground. The snake half would be on the ground, moving as a regular snake does, with mostly side-to-side movements. Elekhei are cold blooded, preferring warm places. If they are in a cold area for too long, their bodies will go dormant. Elekhei’s scales will fall off naturally as opposed to the skin shedding of snakes. This will intensify during their mating period, which begins upon completing the Ritual of Life. In short, it will increase the rate at which their scales drop, allowing them to reproduce-- as elaborated upon in a later section. Elekhei may live up to 300 years old, but often die earlier, due to their warrior-like lifestyles. They age similar to a human (from the upper half) to age 20, and then slow down. Childhood is considered from birth to age 35. They also grow to be about the size of a human, up to 5'0" to 6'4" in standing height. However, this does not include the full length of their tail. Tails, minus the torso, range from 7ft long on the small end to 14ft long on the longer end. Less than half of their tail will attribute to their upright standing height-- most of it usually propels the Elekhei forward on the ground. Their tails cannot constrict anything-- while being quite flexible, nearly impossible to break, they do not have the proper muscles to wrap around something tightly. Physical Appearance Elekhei have the upper half of a humanoid, and the lower half similar to that of a snake. They have slitted eyes with a wide range of colors and scales that come in a variety of colors, depending on the snake they resemble-- as elaborated on below. They can have specific features of the snake they represent, within reason-- for example, a horned viper might have small horns above their eyes. None of these extra features can have any function or benefit, they are purely aesthetic. Their skin tone may be shades of whites, grays, blacks, any average human complexions, or even a pale shade of their scales. Their jaw unhinges similar to that of a snake, with a forked tongue and sharp teeth. This makes them speak with a slight accent, though they can usually learn and speak Common with relative ease. The snake that the Elekhei is inspired by can only be those in the following list, to ensure quality characters are being made. These are not considered subraces, as the differences are purely cosmetic. Viper: Viper scales can be shades of brown, orange, green, yellow, etc. Eyes can be red, yellow, and black. Cobra: Cobra scales can be shades of red, black, white, and brown. They can also be mottled or banded. Eyes can be black, light brown, yellow, or red. Mamba: Mamba scales can be green, yellow, black, red-- typically bright colors. Their eyes are usually black, yellow, or red. Python: Python‘s scales are almost always mottled black or brown, but they can sometimes be bright green with red eyes. Otherwise, they’d have black, brown, or yellow eyes. Sunbeam snake: Sunbeam snakes have iridescent black and white scales, and black eyes. They’re the rarest type of Elekhei. Reproduction In order to reproduce, an Elekhei must complete the Ritual of Life with their life-mate. This will allow their scales to drop at an increased rate for an Elven week, and the pair will then begin the process of building an egg out of their scales. This process takes another Elven week, and when the egg is complete, the pair protect it with their lives. After a final Elven week, the egg will hatch, and a baby Elekhei will emerge. Alchemical Reagents The scales and fangs of an Elekhei contain applications in alchemy. Any fallen scales become useless, however, and the scales and fangs removed from an Elekhei’s corpse also bear no alchemical effect. Similarly, if the reagents are forced from an Elekhei, their effects will be null. The production of a reagent is a triggered ability, and must be activated through the Elekhei’s willingness. The fangs and scales both contain an Aether sign, as well as symbols of: Poison x6 Agility x4 Reagent Redlines Gathering of reagents must be overseen by ST Reagents become useless if you kill the Elekhei in question. They must give the reagent willingly. Only one of each reagent can be produced every 2 IRL weeks. Weaknesses As fey, an Elekhei’s soul is not like that of a Descendant’s. Therefore, they cannot learn the majority of magics that exist in the mortal realm. Any blight that affects nature will affect Elekhei, due to their fey background. The blight will pump through their veins rather quickly, over the course of five IRL hours-- which is when it reaches their anterior heart, causing them to quickly begin to wither and die on the spot. A Druid can heal blights from an Elekhei through Blight Healing. They are susceptible to dark and voidal magics. Mindset Elekhei typically only hunt for need. They eat everything they catch, swallowing it whole, or it is used to reproduce. They don’t hunt intelligent animals, though they are cautious of other races after their time in the Fae Realm. They tend to be cold to these other races, but once their stony exterior is broken, one will find that they have a colorful variety of personality. Abilities Nature’s Communion || Non-Combative Like most Fae encountered by Descendants; Elekhei may speak to plants, animals, other Fae, and Druids through communion. This is a passive ability that functions within a 15 block radius. It’s an exchange of thoughts, feelings, and visual messages. However, plants and animals cannot be requested to move, as Druids can. Redlines Cannot move plants or animals with this ability. Must be within the 15 block radius. Venom Bite || Combative Emote Count – 3-4 (2 focus for Adult, 3 for Child, and 1 cast) In the Nightfall Domain, poison is a common occurrence. In this case, Elekhei have a venomous bite, not unlike that of a snake’s venom. The venom is emitted from their fangs, and cannot be collected, as it is rendered useless when it comes into contact with air. The only sure way to deliver the venom is for the Elekhei to bite the target. This can only be used twice per day before the venom in their glands runs out and it needs to regenerate. The venom clouds the senses of the target, like a neurotoxin. It’s not lethal, but it is heavily disorienting. Specific symptoms of Venom Bite include- Blurred Vision (for at least 3 emotes) Dizziness Sweating Shakiness (not to the point of being unable to stand, but to the point of losing fine motor control.) Before biting a target, two emotes are required. The Elekhei prepares the venom, gathering it in their fangs for maximum damage. For child Elekhei, three emotes are required, but the bite would sting a bit more as children cannot control their venom. (This is purely for flavor, and has no real consequence on the effects the target must RP.) An adult Elekhei will show a small bit of physical strain as they gather the venom, but it’s a bit more intense for child Elekhei, to the point that it’s near impossible for them to do it discreetly. Redlines Poison cannot be collected without rendering it useless. Even if you find a workaround to the air-rendering-it-useless issue, you cannot collect it, due to balancing concerns of Elekhei in general. Two emotes are required for an adult Elekhei before biting, on the third emote. A child Elekhei may bite on the 4th emote, after 3 preparation emotes. Elekhei, especially children, must emote some kind of discomfort or tell that they’re gathering venom. Does not cause permanent damage or knock a creature out. Can be stopped by armor. Elekhei can only bite what their mouth fits around-- they can’t bite an Olog, for example, as their mouth doesn’t fit against their skin. Fangs are only about an inch long. Elekhei can use venom bite twice per day, once for children. Strike || Combative Emote Count – 2 (1 focus, 1 cast) The Elekhei is able to strike incredibly quickly when threatened. They must lower their snake-like half to the ground in order to effectively move, so they have to strike low or straighten back up once they reach their target. This does not heighten their other senses or reaction times-- it only acts as a temporary speed boost. In order for them to properly strike, they must first coil back for one emote. Redlines May be used twice per combat encounter. Must lower themselves halfway to the ground and coil back for one emote before striking. May strike twice as fast as they could normally move, when “running” (whatever you’d call snake running...). They typically move about as fast as a human when ‘walking’ or ‘running’ respectively. May only move up to 2 more blocks than a normal Descendant in combat (for one emote) with this ability. Can only speed boost with this ability for one emote. Stalk Prey || Non-Combative As an apex predator, the Elekhei is able to stay extremely still for hours on end. Their only movement would be that of a barely noticeable breath, and a slowed heartbeat. If the Elekhei chooses to move, they will be barely audible, perfect for stalking prey. Redlines May not be used during combat. Anyone paying attention could hear an Elekhei, if it moved during complete silence. If it stayed still, it would be much harder to detect without seeing. General Redlines Any extra features cannot aid the Elekhei in combat. The differences may only be cosmetic. Elekhei cannot FTB or reproduce with any other race Elekhei cannot learn magic, including Chi, Kani, or Druidism. Cannot eat players due to the unhinging jaw, no matter the race or size. Elekhei may not reproduce by themselves-- their scales only gain the ability to do so after the Ritual of Life with another Elekhei. If Elekhei must move quickly-- in a combat situation, for example-- they must lower their snake half to the ground in order to properly slither about. Elekhei cannot wrap tightly around things and constrict them, as their backs aren’t properly designed for it. Despite Elekhei’s appearance varying on the gender spectrum, they have no breasts, or very little if they’re chubby. Purpose: OOC Credits Changelog
  22. I am learning to skin so pls be nice uwu RULES - Please do not edit your comment once posted! - You must be able to pay the full amount of mina as soon as the auction ends. - Bidding starts at 1k mina. Autobuy is 5k. - Bidding ends on Friday, 8/14/2020. - This thread will hopefully be updated once every two weeks or so. I’ll post a comment when it’s updated to let everyone know. - To bid, use the following form. Skin Name: MC Name: Discord: Bid: Sailor Blossoming Wisteria Scarlet Devil Spider Lily Elven Wedding Dress
  23. Minecraft IGN: KimikaaDiscord Username: Kimika#9499Link to example(s) of past work: https://imgur.com/a/YQpY1Gm
  24. hey yall, I’ve decided to cancel all commissions and reimburse any payments-- if I didn’t message you about it, please DM me on discord! I’ve just gotten way too busy irl, and it’s not fair to make anyone wait longer. Thanks!
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