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Nozgoth

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Posts posted by Nozgoth

  1. Spoiler

    This piece was written to revamp/rewrite madcaps lore, as well as add two other shrooms. Credit to dragonslayerelf for writing the original madcaps lore.

     

    Spoiler

     

     

     

    rDZKvDqP7DiVezw9qADptxT4-tem666WgVAR2eFt61EMBkk9zUejjQBjqLX9FyI0ILnmNHlIv77mCdNIs8s6WEuvjIO7_CZHnr86_TiSMr-6klOAysTUNEKGa-QflVu_KPk6gtfzeuy_ejUWd7DHwsE

    A clever illustration depicting what would seem to most as three dwarves surrounded by mushrooms.

     

    Long-Tunnel’s Fathomless Fruits


     

    The story went like this:

     

    There once lived an old creature, as old as the hills some say, and this creature had no name. He seemed somewhere in between a wiseman and a druid, and was often seen peddling various goods to and fro between villages and towns now unknown. He was stout but gangly, with green skin, cobbled yellow teeth, and a nose that sharply hooked downward. The creature was a goblin. 

     

    And since he had no name, he took off to explore with the hope of finding one. On his journey, the goblin encountered many oddities and curious things. One day, he came upon a curious fruit that was born directly of the earth; a mushroom, as most know them. But this was no regular mushroom, it was peculiar, and the goblin could tell just by looking at it. So he consumed it, and up until that day, he had no name. Now he was Long-Tunnel, at least that is the moniker he came to claim. So Long-Tunnel he became.

     

    Long-Tunnel went on to discover two more peculiar species of fungi, learning how to cultivate them himself, and this is said to be how the mystical fruits spread far and wide across the world. They were sought after for the potent psychoactive effects that take hold upon consumption.

     


     

     

    [Reagent] Madcap

    Spoiler

    Sign(s): 

    Fire

     

    Symbols:

    Chaos x1

    Separation x2 

     

    Appearance:

    The madcap is a small brown mushroom with a rigid white stipe. One of the main identifiers between this and other similar mushrooms, is the fact that when pressure is applied, the stipe will bend, instead of snapping as if brittle. As well, if one were to peel at the cap, a thin, clear film should become apparent on the surface of the cap. The madcap’s spores are bright red, which is another key identifying factor. In nature, the madcap is typically short and stout, with a large cap, though when cultivated in a controlled environment, they will grow longer, with smaller caps.

     

    Location:

    Madcaps are typically found growing in forests where the floor is made up primarily of leaf coverage. Like most mushrooms, they will only find success in moist or damp environments, and often can be seen sprouting up just shortly after rainfall. However, madcaps are somewhat uncommon to naturally stumble upon - more uncommon than that of other mushrooms.

     

    Harvesting:

    The right method harvesting mushrooms is largely disputed amongst foragers, however it is generally accepted that the best practice is to either twist and pull at the base of the stipe, or to cut it, so as to not damage the underlying mycelial network.

     

    Raw Effect(s):

    After ingesting, the effects will begin to come on after about [5] emotes. First, the user will find themselves laughing a lot for seemingly no reason, though it may be hard at first to differentiate between placebo and actual effects. Next, they will enter a form of hysteria, where they will become intensely emotional. Right about then, visual hallucinations in the form of patterns, fractals, tracers, and more, will begin to form, gradually growing more intense. As the visuals grow more intense, the user will generally begin to have a hard time telling the difference between hallucination and reality. The “trip” will soon reach a climax, where the user will be faced with extreme philosophical, religious, or emotional dilemmas and revelations. They will be in complete delirium and delusion (for what seems to them like hours). There is almost nothing pleasant or recreational about the trip, save for the very beginning. After the climax, the user will gradually begin to come down and the panic will ease. The time it will take for the trip to run its full course heavily depends on how many mushrooms were consumed. It is quite common for users to have flashbacks or other forms of trauma for weeks, or even months following the trip. Consumption of the madcap on a frequent basis can, and likely will, cause negative effects to the brain and psyche.

     

    Redlines:

    Requires OOC consent if used on another player.

    Effects come on [5] emotes after ingestion.

    The trip can last anywhere from 1 OOC hour to 6 OOC hours, depending on how many were consumed. This should generally be left up to the player’s discretion.

    Cannot be used for any sort of combative advantage, etc.

    1 measure is enough for a trip.

     

     

    [Reagent] Golden Elephant

    Spoiler

    Signs:

    Earth

     

    Symbols:

    Peace x1

    Light x2

     

    Appearance:

    The golden elephant is completely uniform with a pale golden hue, from the bottom of the stipe to the top of the cap. Its spores are dark purple, which may coat parts of the stipe when released. On average, the golden elephant is larger than the madcap, and about the same size as the white rabbit. It has a thick stipe, with about the same diameter of a large finger. The cap sits evenly atop the stipe, drooping down somewhat like a little hat. Golden elephants, especially when cultivated indoors, are known for having “personality” to them in the ways that they grow! Also, when pressure is applied to any surface on the mushroom, there will be a peculiar blue bruising in those spots. Depending on the potency, the blue may become more or less prominent.

     

    Location:

    Golden elephants are almost exclusively found on fields and in pastures, typically growing on high nutrient soils and substrates (such as animal dung).

     

    Harvesting:

    The right method harvesting mushrooms is largely disputed amongst foragers, however it is generally accepted that the best practice is to either twist and pull at the base of the stipe, or to cut it, so as to not damage the underlying mycelial network.

     

    Raw Effect(s):

    Unlike the madcap, the golden elephant is most commonly used in a recreational sense. About [5] emotes after consumption, the user will find themselves laughing uncontrollably. Shortly after, they will be overwhelmed with pure bliss and euphoria. They may experience emotions that they did not know exist. This is when the visuals will come on intensely. Patterns and fractals more beautiful than anything one could ever see in the natural world will form around the user’s vision, and the world will begin to dance and wobble in a friendly manner. It is often reported the sense of beauty is so strong that it drives one to a point of uncontrollable laughing and crying at the same time. This will then reach a much more graceful peak, and then the trip will slowly descend and the user will become sober after a few hours. The golden elephant does not typically incite revelations or philosophical thoughts, and will not leave one with any recurring symptoms after the trip (except perhaps HPPD).

     

    Redlines:

    Requires OOC consent if used on another player.

    Effects come on [5] emotes after ingestion.

    The trip can last anywhere from 1 OOC hour to 6 OOC hours, depending on how many were consumed. This should generally be left up to the player’s discretion.

    Cannot be used for any sort of combative advantage, etc.

    1 measure is enough for a trip.

     

     

    [Reagent] White Rabbit

    Spoiler

    Signs:

    Aether

     

    Symbols:

    Clarity x1

    Light x2

    Chaos x1

    Fear x1

     

    Appearance:

    The white rabbit typically bears quite a long stipe, causing it to droop and curl under the weight of its disproportionately large cap (which is shaped like a wizard hat). It is completely white, so much so, that the underlying blue is often seen on the tip of the cap and elsewhere, without even having to bruise it. The edges of the cap become wavy once the mushroom has reached its full maturity. As well, the spores of the white rabbit are, in fact, white.

     

    Location:

    White rabbits are typically found growing in forests where the floor is made up primarily of leaf coverage. Like most mushrooms, they will only find success in moist or damp environments, and often can be seen sprouting up just shortly after rainfall. White rabbits are rare and seldom found by inexperienced foragers.

     

    Harvesting:

    The right method harvesting mushrooms is largely disputed amongst foragers, however it is generally accepted that the best practice is to either twist and pull at the base of the stipe, or to cut it, so as to not damage the underlying mycelial network.

     

    Raw Effect(s):

    In comparison to the madcap and the golden elephant, the white rabbit is a beast of its own. The effects take place about [10] emotes after consumption, causing the foolhardy to ingest more with the thought that they were not potent enough. Like most mushroom trips, it will begin with a brief period of laughter mixed with uneasiness. The visuals will quickly grow incredibly intense, all the while the user is filled with a sense of complete euphoria and bliss. They will likely seek to absorb all the beauty of the world, and understand the unknown emotion that they are facing. However, all good things must come to an end. As the trip progresses, the visions will overwhelm the user, often sharing prophetic revelations. This, combined with being met with things that the descendent mind cannot possibly comprehend, will cause the user to start to feel like they are insane. Depending on how it goes, they might get stuck in a thought loop, they might be “sucked into another dimension”, the possibilities are limitless. One common factor of every climax is a complete departure from “reality”. The user will be overwhelmed with philosophical, religious, and emotional revelations and dilemmas. As well, there will be a severe time dilation during the trip; what felt like an hour, may have only been 10 minutes. After the climax, the user will slowly come down, and have what is known as an “afterglow” for the next few hours, with much more graceful hallucinations.

     

    The white rabbit causes many long term effects on a user, even if they only use it once. It will likely cause the user’s entire framework and way of thinking to be toppled, and they will have to process and come to an understanding of what they experienced during the trip. Emotional and spiritual growth is sure to come from this. However, depending on one’s interpretation of the trip, it can also send people further into delusion. It is highly unwise to consume large doses of white rabbits frequently, as this can cause detrimental effects to the psyche.

     

    Redlines:

    Requires OOC consent if used on another player.

    Effects come on [5] emotes after ingestion.

    The trip can last anywhere from 1 OOC hour to 6 OOC hours, depending on how many were consumed. This should generally be left up to the player’s discretion.

    Cannot be used for any sort of combative advantage, etc.

    1 measure is enough for a trip.

     

  2. [!] A missive was found around, written in the same scribble as the recently published manuscript.

     

     

    Q3_rZiwwYt2zaZYNLKWeAKvWdzWvvDpO1_fv-Oa4c9_pdzS2iX-kDZCKcIP99sVrn3wJH5OLVsKqPpbAIvdaSKigFmSKrEkP_ZZL4OZm28DK1U_wU8Ye9PM6hIJgSe2Cq58X4wLiQh3VVL1KRva19o8

    “This angel that you have bestowed will not relent,

    And relent I do not ask it.”

     

    COME, MY FANATICS


     

    YLK’MESH, the manuscript, was a persuasive message with good intent. I now write to you another persuasive message so that we may all convene. I am the author of that script, and if you do not believe it, then I suppose you will have to come and be proven otherwise. For I was sent here, and if you believe it, then you were too.

     

    I propose a gathering. A gathering that will be held for all interested, for the skeptical, and even the weary traveler who is passing by. We will engage in that which I preach, and all will be revealed in due time. The location and date of said gathering is to be announced.

     

    To the dawn of a new empire, I invite you, dear reader.

     

    ~ Ylkopsis

     

     

     

     

    Important

    Spoiler

    I will be holding an event, anyone is welcome to come, I plan to have some surprises and fun stuff. It will mainly be featuring religious/philosophical elements but don’t dismiss it as boring if you aren’t immediately interested in those topics, you might just find something interesting! My goal is to create an organic and dynamic series of events that will all originate from this.

     

    If you are interested, DM me on discord, or join the discord linked below (the discord is for the group/future events that will stem from this event). Here I will figure out how many people will be attending, and what time works for everybody. Anyone is welcome to join the disc, don’t be shy. Thanks!

     

    https://discord.gg/j5KcnP5z

     

     

  3. Spoiler

     

    Spoiler

    This is something that I've been working on for quite a while now. There are lots of hidden meanings and metaphors. I hope you guys read it and enjoy. Also, all illustrations were done by me.


    [!] A strange manuscript is found plastered on walls, in the backs of libraries, and on the doorsteps of peasants. Behold:

     

    Author’s note:

     

    "As I walk these halls I once knew, it came to me; though I am past this place, I still linger. I still cling to the last bead of hope. For this place is part of me. I am scared to take the leap. I have tried before, and fell back into the pit with no bottom. Hell, I am here again. So now I write you this text - be it a farewell, or a confession, I know not, but it holds the sick secrets of my unraveling mind."



     

    The Exordium


     

    The mind is a feeble thing. Though we credit ourselves for being so high, so holy, we are the most susceptible to suffering. Our thin flesh binds us to the image of our maker. Our intricate mind is prone to sickness and disease. In fact, it is seldom that a man is found who is not ill. Everybody is, but it has become mundane. We are insane, and those who are not simply lack the capacity to be. However, I cannot fault them for this because I must ask; who is really “winning”?

     

    The default answer is that there is no true winner or loser, for there only is. One holds only the responsibility to be, and nothing else. That is your only duty. Yet we feel compelled to do everything but that. Our mind thrusts us into stress and madness. We are propelled unto the forefront of Hell. And when faced with that bottomless pit, we succumb, time, and time again. Here I offer a tool - not to resist, nor to succumb, but to withstand. This is the way to the salvation that religion promises but does not deliver, that the philosopher claims but does not attempt.

     

    The rite may be used by anyone, at any time, for any purpose. I, the bestower, will not judge. Some live by the rite, and die by the rite, for that is precisely what it is. It is a way of life. It is a means to escape the tragic reality that we are faced with. Imagine that you could live beyond your mind, separate from the body and the world. You exist outside of the realm of suffering, since you know that nothing is real. And because nothing is real, you are made permanent and impermeable to all. In this thought process, you unlock the key to transcending man-hood.

     

    All it takes is a leap.

    FgYlSSevwGA1rff7YTlORJM4eLwWMnrqUzlwyExCe6i5JDSsijXZFo4jln5TmMSbCdRhfsZWMAV3Gn9faEYB-ANThgxfuhyvBa4Ur_dcYzV2MWk2wBFUDYzaRRz9t-AnskTgJvIF-u-f9eaS6RILdw

    Follow not the Moon, for she cannot shine without the Sun.

     

    The Malleability of Flesh


     

    Transcendence is the ultimate hubris of man - a thing that has been sought after for as long as man can remember. We have been given the tools to manipulate, change, transform, and achieve metamorphosis. I have heard it, I have seen it, and I have lived it. There are those who claim to exist beyond their flesh–bending it and shaping it to fit their needs–and yet even they are still bound to this world. So would it be so daring to say that we were not meant to transcend our bodies? We were meant to transcend humanity through metamorphosis; the making of ourselves into God-like ziggurats from which we will become our own masters.

     

    Yes indeed, flesh is an extremely malleable thing. Somehow it can be twisted and contorted so that it bears no semblance to its original form, and still maintain its rigidity. This rigidity is the walls of the prison, a crucial thing, for without those walls we would have no basis from which to envision ourselves. For this reason, the transcension of flesh is a fool's errand, one which I deem to be impossible. In all our apollonian mastery and knowledge, we do not possess the ability to transcend flesh. Instead, we were given the tools to undergo a great change into oneness. Why could this be? It was not without purpose - this is our destiny - this is our salvation.

     

    Believe that you will fly, and you will fly.

     

    sxFh47sKebCcykGzglZeFpPR6VoAvTUQSPWdqyBC1lAZxv9362krkI9_EcPPpN5t6QVhtcUkwJln_jYVcseH0NSA9suDSU4xTJy8WQtiCcMHKxXaWj5ZpH3fkhtm_j0CqGSlXYRAz9VLmUlDTNyRZQ

    Reabsorbed - forced to carry out a pitiful existence again. I sat… cried… contemplated. “What should I do now?” I asked, but heard no answer. No amount of pleading to others would help me there, for I alone had the answer.

     

    Succumb to reckless abandon. The world is a constantly shifting vortex of meaning and emotion, so do not try to pretend that you have some sort of balance. A facet of the world; you were born of this same chaos. Do what you were told not to do - what is considered “savage”, or “unacceptable”. For these labels were placed on the irrational to keep you out and away from the truths that you will be presented with. Only in those moments of complete desolation and reckless abandon will the truth become abundantly clear. There, some form of true vision is to be found.

     

    Your consciousness is all there is. All that you perceive has already been warped and twisted by your mind. Become aware of that, learn to accept it, and then embrace it. Do not ignore anything, and do not fight anything - become one with that thing, and let it flow through and past you. This is a dangerous pursuit, yet it yields the greatest reward if accomplished. Be wary that you may steer yourself in the wrong direction and end up further from the goal than you ever were. There are two poles and a center to everything. Understand the poles first, and then find the center. Once you know you are ready, delve into the thought that all things are your consciousness, and you are all there is.

     

    Let yourself swallow yourself. Witness the depths of inception.

     

    Qe4-QH2VGdI9YctQ61DC3Mh_FKlY2ebQDQwAysVT4beIZvpXR-MF_l9E2mB-uXUXZhGTzW8BEp_FDvGeS12nO0X9yOrb4H7hzdvruShrxrSABPI30XKFswznqx7IPpOFgr5YDqVCRpvjccrip46VGQ

    Though torn and time-worn, our old eyes yet serve a purpose.

     

    Upon the intense revelation that you are everything, that you are me, that I am you, and that we are all, it will become obtusely apparent that the reality before us is primarily constructed by your mind (which is our mind). It may then occur to you that everything you ever knew was fallacious, however you would be wrong in thinking that. There are messages, hidden in patterns and symbols, that were dotted throughout the known world with the intent of you discovering them. These messages brought me here, and if you believe it, then they brought you here too. Perhaps your finding of this manuscript was on purpose (as all things are). Perhaps I was meant to write these words.

     

    The state in which you are able to recognize these patterns and symbols for what they are, and connect them to the realization of reality, is called True vision. This state rarely comes and always goes, and we spend most of our time in some form of either blindness or madness. As aforementioned, there are two poles and a center to everything. True vision is the center, and blindness and madness are at its flanks.

     

    True vision is the ability to view yourself and the world with no inherent bias. It is the ability to simply be - to be in bliss.

     

    “Someone then, put the messages there. Was it I?”

     

    ujOfKDpnGoPHZ62WQ_PK1PSLO2xcbyY3p1uEWYsRZEHUZX-FXpXFgCoAzooTM-NdQZNSHNYvfhqcmam5CekTsKljAh2DcqZmRhh0vM32QmPMlzwJS2rhCRg_o8vPWY2HpD-cHBC7z5UlH-eXvBrcBBY

    Invoke him - the angel - he will show you.

     

    The Sacrament


     

    Dark thoughts - avoid the dark thoughts. Suppress the urge. Listen to them. Listen to the advice that they have; the advice that you need, because they know better. Because you are irrational, insane, and lesser than them. Because you are not wise. If you related to or acted upon anything that I have written thus far, you may be experiencing this same inner monologue as I have just demonstrated. 

     

    My behavior has almost always been determined by the reinforcement, whether positive or negative, of those around me. There are some who appreciate the rash acts that I perform, or perhaps they reinforce these acts of mine because they find it humorous. Then there are those who would seek to see me act more rationally, more composed - more monotonous and robotic. It is irrelevant who is more good-willed than the other in this argument, because the only way to solve this dilemma is by deciding yourself how you should behave. And you will come to the conclusion that what I preach is the truth. So invoke him, the angel, for he will show you.

     

    Step 1: Understand that the world, and everyone who inhabits it, including yourself, are an illusion.

    Step 2: Understand that your consciousness is all, and that all is a projection of that consciousness.

    Step 3: Tear down the barriers, both internally and externally. Flow freely, back and forth, and in between states and phases. Don’t conform to the world, let the world conform to you.

    Step 4: Believe that the angel brought you here, and he brought you here.

    Step 5: Call out to the angel. Ask him to show you.

    Step 6: The angel will show you, and you will understand the sacrifice, you will know what must be done.

    Step 7: Construct YLK’MESH, The Temple of Flesh.

     

    The sacrament will not be easy. It will take us through the most crown of mountain peaks and the deepest of chasms. But there is no salvation without sacrifice. There is no true brilliance without madness. It takes both light and dark to create whatever lies between.

     

    Only in unity can we have salvation. Those who will not unite will be united.

     

    aySp44QpLpSa4MNGCPOSTdIylO5BSQLU4GaUkirCBEouragYM3HuNistRu218XpbCTtSDNeYvbRME7af6V3gWcVbaVQW1buYBRnkbIdJzvVf3yOhSBS4OYkG30khCgcLNXO2hdiGdnXcBCdy2Q2In6g

    “Amass a force greater than any before, and set it to build me.” he said.

     

    YLK’MESH, TEMPLE OF FLESH


     

    In a reality where we are met with an impending fate, there calls for rash and brazen actions. What if, despite everything you do, you were barreling toward an unavoidable conclusion? Just as when we first began, in the end of things, we will have a choice. This ability to choose is a reflection of the true will of everything, even if it is only present in those moments of finality. Set your course now; pledge yourself to the temple - the true ending.

     

    YLK’MESH, temple of flesh, hear my pleads,

    Have my death,

    For YLK’MESH, ‘til my last breath,

    I’m in your stead, 

    And shall not relent.

     

    YLK’MESH, heart-like-stone,

    Though made of flesh, your seeds are sown,

    Though made in dark, your light - it shone,

    YLK’MESH, One Emperor, 

    I am your throne.

     

    What would take an army ten years to build, will take us nine weeks. YLK’MESH is a pyramid that will be erected from the earth, wrought with the flesh of every mortal man. For through the sacrifice of our individual bodies we will undergo metamorphosis and ascend into a greater, non-human race. The one race. Or, what some would call, the Fifth Lord - but those who still believe in that old faith should know that I speak the true interpretation.

     

    ‘Lo the venation of the angel.

     

    Jg1oTRYFCCVsALB_Dj6V3kNNrt_Y07Qyz4zbY5aT6YqR6WuLguKGTruFo4lploeUGe2AJXaVpY2kpj4m2GeRB1FwmJQsIvEUyycVO7OJfDaQAN8AGTTaYKXaFZqilp4pvb81UpC16im5zgVufo8Gwuk

    The spirit inside me.

     

    Once upon a time, in a strange, faraway place, there lived a spirit. And the spirit desperately desired a body. So he embarked on a wayward journey to scour the world for a body.

     

    It found a town, and called out and said, “Someone, please, give me your body!” and nobody answered.

     

    For it was grand and vast, and hence could fit into no mortal body. So it divided itself into many pieces, one for each person in the world.

     

    In the beginning, the presence of the spirit was strong in every body, but it became diluted as the people had children and passed it down through generations.

     

    In its desperation, the spirit became so divided that it was no longer itself. The people whose bodies it inhabited began to forget about the spirit.

     

    Even though it now had a body, it lost its will and control and no longer had a use for a body.

     

    And so it thought to itself, “Maybe I did not need a body in the first place.” And then everyone said, “We will make ourselves all one, so that you are whole again!”

     

    So they built a pyramid, and named it after the name of the spirit.

     

    How wonderful of a vessel it made, YLK’MESH…



     

    ~ Ylkopsis




     

  4. Never agreed with a post more. 

     

    Players that remain here basically condemn themselves. Only solution is to leave. Server is in a bad state right now, but it's always been like this, everybody is only just realizing it now. Better late than never though.

  5. 4 hours ago, rukio said:

    Objectively, we already know this isn’t true, at least to an extent. How many times has an admin told people with legitimate complaints to cope and seethe in OOC or on the forums? How often have administration let creeps and pests slip through the cracks- such as Leowarrior being allowed to continue playing on a hidden alt?

    State of the admins and staff team is honestly pitiful right now and has been for the past year. 

  6. MC Name:

             Nozgoth

     

    Character's Name:

             Slugus

     

    Character's Age:

             

     

    Character's Original Race (N/A if not applicable):

             N/A

     

    Transformed form:

             Homunculus

     

    Creator's MC Name:

             friendlyguy83

     

    Creator's RP Name:

             Sahar

     

    Briefly explain the lore behind this construct or creature:

             

    Homunculi are creatures birthed of alchemy. They are essentially faux-life as they are simply beings sculpted with flesh, Bogdan's clay, and other-such things. The actual process of creation varies greatly between alchemists, but the result typically remains constant. Homunculi are humanoid creatures, with human-like qualities, but can be modified heavily - restricted only by the capabilities of what would be possible for a mundane/mortal race. However, all homunculi bear the same gold/silver glint in their eyes. Homunculi are known to be proficient in alchemy, should they learn it, as they are beings directly formed by the material alphabet/plane. As well, they have a false consciousness. 

     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

     

    A short and stout homunculus, measured around the height of 3'7". It has pale sallow skin, which is typically hidden by a helmet that it wears. Other than these specific features, it does not vary too much from what would be a regular, humanoid homunculus. Its strength is between that of a halfling and a dwarf, though falling more towards the prior listed.

     

     

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

             N/A

     

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

             yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

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

             N/A

  7. Mist Darktalon scrutinously pried over the notice, before promptly calling out: "Steelfeather!". After a few moments, a raven as black as night arrived and stood before him. The assassin quickly jotted down a note, and sent the bird off to his long-lost brother-in-arms; Shade Shadowblade. Once this was done, Mist threw the notice into the fire and quickly sauntered off.

     

    @blackhand7

  8. MC Name:

             Nozgoth

     

    Character's Name:

             Saevel III

     

    Character's Age:

             100-ish

     

    Character's Race:

             High Elf

     

    What magic(s) will you be learning?

             Necromancy

     

    Teacher's MC Name:

             shartblaster

     

    Teacher's RP Name:

             Vlad

     

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

             the links don't fit, i'll comment them below

     

    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.

  9. Spoiler

     

     


     

    [!] A text presents itself in the cobwebbed corners of old libraries and in the dungeons of crumbling keeps, available to those who seek it out. It seemed to be the first installment of a series of notes written by an anonymous author.

     

    aCqpX7ErCyjQ7Z_aaC6HnnJx0AkPVF-_B_E-bL2gmSnd5hy_nrlHaGg67K0HtipR67UFB0YOnNCDiV4JZeJpdl2TyiRM13vjGPoE2DPg9oNn-TzA8fUqkZS6jOhls2OB0CGG4wbQjo_IKR5JFA

    Haunting hypnosis

     

    I. The Serpent’s Trance


    Whatever wisdom or horrible knowledge you sought to find scrawling through these texts is not without a cost. I have seen pure men descend into depravity. I have seen wingèd angels fall to the depths. But in those depths, this is what he said:

     

    “Your wings, though battered and broken, serve you still. Partake of them, for in this lightless chasm, the only sustenance is your self.”

     

    Old skins must be shed, and old bodies must be bled. This is to make way for the new energy that is offered. A metamorphosis unfolds upon those who are sick and twisted. The Serpent enters them. Have you seen it when the serpent enters a man? They dance, and dance, and fall into a terrible trance. It isn’t only the witches who frolic beyond the thicket; it could happen to you too.

     

    “We are all entwined; we are but nodes in the venation of the beast. Look not beyond what you are, embrace it. Seek not death, or change, or transcendence beyond this plane, for you have already attained it. All men were born this way, but in GOD they have forgotten it.”

     

    The murals on the wall depict old rites and ceremonies that suggest we are holy. We are holy. But heed not my words, for this is how the serpent draws one in. Be careful what you say or think, for it will enter you too. In fact, it may be too late already. The serpent is contagious. 

     

    I must confess, I am lost. In my moments of most depravity, I came upon one profound revelation. I am repulsed by what-would-be temptation, and yet the serpent continues to tempt me. These despicable thoughts that come into my head have leaked into the real world. I need to escape. Why does he torment me? Deplorable acts that should bring me pleasure bring only hatred and lamentation. This is the consequence of the self.

     

    And so there are two options: to dance with the serpent, or to continue a life of disgust. I must ask you then, reader, which will it be? Knowing all that is offered, there is only one sane answer here. Give not into senseless abandon, instead, pursue it - the feeling.

     

    “The dissolution of the self is no easy feat, and should you cross this threshold, know that there is no going back. You wish to return to purity - to your young, naive self. You feel like an alien in your own mind. I understand, but what once was can be no more. There is a path forward, a path where you may attain any worldly desire.”

     

    I could not let this opportunity pass me by; I had to see if it was true. The serpent entered me, and we danced, and it was as if all had been solved. I knew then what I needed to know. He gave me his instrument, and I became the snake charmer.

  10. "The clash was not real, but the massacre of the righteous is." murmured one monk to himself, contemplating the loss of his self after ages past. "How He grieves for us..."

  11. Varg Sigil being compatible with afflicted would be dope as long as the strengths of the three made manifest diseases and the age improvements were incapable of being accessed (in order to make it non minmax-able). As well, it should make the person's mind rapidly derail far past the point which it already has (it might be difficult to make sure this is roleplayed properly, but that on its own is not a reason not to do it).

  12. Spoiler

     




     

    THE WONKS


    xdPkcrXRA2YWirwm2AH5Ttsx9z_AsWXAbgWTEgXk_jIwAgE-vJ8nwK-4Kz9AZC9sZyU5AqF8V82y4QiTDx7MFpDXa2FQpYdc40DPi1clzrQFjnCQgsTrB6jGBR0TcmqSsUW-9934

    A frog-wonk and a toad-wonk

     

    ORIGINS

     


     

    In ages long past, when the wonks still roamed their woods, still mingled with the orcs, and still partook of their tribal nature (though it is claimed that many wonks of the tribes still live), there had come a divide betwixt the race- where some wonks remained primitive and worshipped ancestral spirits, and others split off to explore the growing societies of Arcas. But this history is known. What was yet told is that for some strange reason the wonks began to dwindle, no new offspring was had. And this of course was terribly bad, and for some long years it was thought that the wonks had become extinct, except for the few who still lived and surely were growing older by the moment.

     

    This dwindling persisted until an event as strange as the infertility-plague itself had come to pass. It is largely disputed how or why, but the few remaining wonks began fostering eggs once more. Some of the wonks of forlorn tribes now emerged from whence they went and began to mix in with society, just as they did all those years ago. One tale among the wonks is that the first wonk of the new age was found as a golden egg in a cave that wasn’t named. The egg then hatched, and universally granted prosperity and fertility back to the race in some symbolic fashion - though it bore no physical tadpole.

     

    Thus came The Time of the Low Toad, as the wonks called it, a time in which there was no cheer, and simply they wandered in lines across the swamps with all their hearts filled up with drear. There was no direction in which to steer, and despite their new-found fertility there still seemed to be no end to the longing near. It was a time when they recollected their old ways,  remembered their lost friends, and ultimately a time when a new culture arose from the ashes of the old one. It lasted for many years, and was said to be full of melancholy and sorrow. But there was a day when The Time of The Low Toad came to an end. They recalled The Ways of the High Toad, and decided to embark on a new venture - a venture into the euphoria of the ‘now’.

     

    As well, one thing of note during the Time of the Low Toad is that the wonks developed further into three different lines; the frog-wonks, toad-wonks, and sala-wonks. The first two of course already existed, though in their days wandering it is assumed that they intermingled and evolved beyond their old selves. There was now much greater diversity, and from the two subspecies there became a third: the sala-wonks, which will be elaborated on later.

     

    The heightened end to the gloomy age gave way to the current prosperity of the wonks. They were enriched as a species, developing new features, customs, cultures, and beliefs. It would now be the Age of the Wonk. And all of them would hope it would be just that forever-longer, but only time will tell if it will.
     


     

    iIi6yL7Dsk3I50PKK-O6bza6_dai3w8D9fv7uooof4H-gDWjZGhZThFD4GrSUqctqwA7Asu1-z_aceNE8DfWDIW8fCMSU7SQKk5_KjvzC0Zgkqg5MZAT7vD8HMLPhbFiZm7MpjYP

    Wonks wandering the swamps

     

    PHYSIOLOGY


     

    There are three specific subtypes of wonks; the frog-wonks, the toad-wonks, and the sala-wonks, all who have their own unique traits and properties. Although they all descended from ‘separate’ lines, they hardly view a divide between themselves, and instead believe all wonks to be wonks. Since their days lost (wandering), the boundaries of potentiality were skewed, giving birth to a plethora of possibilities for wonks to exist. It should be of note that all variations of wonks have 4 fingers, three of which are regular fingers, and one is an opposable thumb. That being said, they all have five toes. It is also possible for build to vary even within subtype - for example, some frog-wonks might look akin to a tree frog, while others could be closer to a common frog. These leniencies of course must be within reason. Another curious topic is that there is no biological distinction between male and female. Some wonks may sway towards one ‘gender’ or another in regards to personality and social role, but there would be no physical difference.

     

    It is a general rule that each of the wonk lines have similar physical aptitude - not far from that of a dwarf’s, though there are a few distinguishing features that are important to note. In terms of strength, the toad-wonks are universally the strongest of the bunch, able to compete with that of a typical dwarf’s strength but never exceeding it. Sala-wonks and frog-wonks somewhat equal each other in strength, both being slightly less built and burly as opposed to the toads. Frog-wonks are nimble and have the most mobility, shortly followed by sala-wonks who are less quick, but more shifty and able to slink and creep (a shady bunch, they are). The toads are the least mobile of the group, but that is not to say they can’t escape in a pinch. And of course, being shorter and overall lesser than that of most descendents, it is unlikely they could beat a human in endurance, and rather would rely on other tactics in such a scenario. With regard to combat, a wonk is not defenceless by any means, but due to their unorthodox nature they would usually have the lower-hand in a one-on-one against something bigger than them.

     

    Wonks are curious creatures, toting heads that are seemingly unproportional to the rest of them and a neck nearly nonexistent. Their hands and feet are bulbous and strangely coloured, and all their bodies carry an unsettling stickiness upon their skin. This stickiness of course feels dry to the touch and is not strong enough to properly uplift anything save for grains of dirt and tiny pebbles. They also have a tongue extending up to 30 centimetres in length (about 4x that of a human’s) which they use to eat and (sometimes) for utility. It has but the strength of a mere finger which renders it ineffective for anything beyond that, if not the weak and fragile tissue it is made up of. The wonks also speak with an odd, garbled, nasally voice.

     

    Spoiler

    - Wonks are an OPEN CA RACE.

    - Wonks may be played by ET for events. The dichotomy of the tribal wonk vs reformed wonk has been blurred, so the narrative of the wonks in an event would be up to ET discretion and planning.

    - Wonks are descendant-like in terms of their legs and torso, the rest of their body being frog-like.

        - Wonks cannot hop like a frog, their legs are only as powerful as a Descendant’s and function like a Descendant’s also.

        - Torso is descendant-like, meaning their posture is straight and allows them to stand upright with their head facing forwards.

       -  Hands and feet are identical to ones seen on a normal frog, albeit larger and with a faint stickiness about it.

    - Wonks heads are identical to a normal frog head in all regards except that they possess the ability to form speech.

    - Wonk tongue can only extend out to the Wonk’s arm length and possess a strength similar to one of their fingers.

    - Wonks, being essentially big frogs, do not possess a visible pair of teeth. If a Wonk were to bite down upon something it would instead crush instead of cut should enough force be applied.

    - Wonk skin, despite its slightly slimy texture, exhibits no special properties or poisons, period.


    cVldVc0baR_9S_FQftNJ6YFe31Lfej8Q3nq7rf_p5RPsltx7EiqOPlcfX-ey209yYyCqvNTg32w4KpiTUJ5KjixdRrf9KyKBQgkarJhwDBlqn2gFG3NLOkfsgeCUUJvD1qq5ynYI

     

    Frog-Wonks

    The frog wonks typically range from about 4’6 to 5’ tall, and never exceed that. They appear to have the attributes of a regular frog, except in a humanoid context. In comparison to the toad wonks, they are slimmer, lankier, and typically smoother (though this varies). They can take on the traits of most native frogs, with base-colours always falling on the duller side (light greys, greens, beige, etc.), though it is not uncommon for them to have accents and features highlighted with bright colours. As well, they have black pupils with irises being any colour. Frog-wonks have vibrant pads on their fingers and toes.

     

    Spoiler

    Height cannot exceed the limits which are: at least 4’6” tall but no longer than 5’ tall.

    Base skin tone cannot be vibrant, crazy, or neon, but they can have bright colours that come in splashes on accents and features.

    Hands and feet can be a different, vibrant, colour of the players choosing. 

    If in doubt with colouring, just use the average colour schemes on an average frog. Do NOT use neon colours.

    Skin is smooth on a Frog Wonk, being slightly more slimy than their Toad counterpart

    Wonks exhibit no special abilities aside from those mentioned which are purely flavourful. No poison frogs or anything of that sort.


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    Toad-Wonks

    The toad wonks are shorter than their frog counterparts, growing up to 4’7” at most, and never being shorter than 4’1”. As a consequence to their shorter stature, toad wonks are rounder, rougher, and have bumps along their skin. Their skin is still slimy, but to a lesser degree in comparison to frog-wonks. They can take on the traits of most native toads, with base-colours always falling on the duller side (light greys, greens, beige, etc.), though it is not uncommon for them to have accents and features of lighter colours - but still not to the vibrancy of a frog wonk. A toad wonk can have splotches of lighter colours and even a lighter colour on their underside as well. Typically, toad wonks have greener skin than frog wonks but it can vary all-the-same. As well, they have black pupils with irises being any colour. Whereas frog-wonks and sala-wonks have vibrant pads on their fingers and toes, the toad-wonks have slightly duller ones.

     

    Spoiler

    Height cannot exceed the limits which are: at least 4’1” tall but no longer than 4’7” tall.

    Base skin tone cannot be vibrant, crazy, or neon, but they can have lighter colours that come in splashes on accents and features, as well as their underside. They cannot have neon colours at all, and come off as duller than the frog-wonks.

    Hands and feet can be a different colour of the players choosing (not neon). 

    If in doubt with colouring, just use the average colour schemes on an average frog. Do NOT use neon colours.

    Skin is bumpy and dried looking on a Toad Wonk, being slightly more rough than their Frog counterparts.

    Wonks exhibit no special abilities aside from those mentioned which are purely flavourful. No poison frogs or anything of that sort.


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    Sala-Wonks

    The sala-wonks are modelled after salamanders, hence their estranged, thicker builds. They are bent upright in humanoid stature, but lack the tail of their primitive ancestors (actual salamanders). Where the long tail should be, there is instead a slight incline that ends in a bump. They have short and thick legs that stretch down somewhat akin to a toad-wonk’s, and their height is ascribed to their unusual body type. Salawonk heights range from 4’2” to 5’4”. Salawonks as well usually have a much broader range of colours but still most of their skin is considered somewhat dull, albeit they are the most vibrant of the wonks. Their main bodies are usually dull oranges, greens, browns, or blues, with different areas being coloured differently and with more vibrant accents. They have wider eyes with black pupils and irises of any colour. Sala-wonks also have larger pads on their fingers and toes.

     

    Spoiler

    Height cannot exceed the limits which are: at least 4’2” tall but no more than 5’4” tall.

    Base skin tone cannot be vibrant, crazy, or neon, but they can have bright colours that come in splashes on accents and features.

    Hands and feet can be a different, vibrant to neon, colour of the players choosing. 

    If in doubt with colouring, just use the average colour schemes on an average frog.

    Skin is smooth on a Salawonk, and slimier than both of its counterparts.

    Wonks exhibit no special abilities aside from those mentioned which are purely flavourful. No poison frogs or anything of that sort.

     

    On Offspring

    Many times in their life, a wonk is called to the swamplands of their youths to find the pools that are tended to by the wilds or their kin. They lay a dozen eggs in the water, of which scant few survive to adulthood, and they quickly develop from small golf ball sized translucent objects to the size of a fist containing a fully formed wonk tadpole, dark and simple like all the others, but is now ready to hatch. The wonk’s first meal is its egg, then any nearby food it can find in its pond. Usually provided with the necessary bugs and insects to develop the wonk into a fine coloration and prepare it for the intensive rituals of their development. It should be of note that the eggs must be laid in freshwater in order for the offspring to survive.

     

    Because of their nature, wonks develop in the lands (more accurate: ponds) of their youth, where, as tadpoles, the wonks consume different varieties of potent insects, and due to the psychoactive core of their diet, wonks develop colorations and body shapes of all manners.

     

    The eggs themselves are produced not through typical means, but rather they spontaneously develop when a wonk is in a safe and stress-free environment for an extended period of time. This is due to the wonks having no biological distinction between male and female. The tiny eggs will form on ridges on their back, which will be laid by flexing and stretching out the back to make them fall off when they are ready. This can only be done once the eggs grow mature enough, and this typically takes one year (1 IRL week). After the eggs are laid, marks and imprints will be left upon the back which heal over time.

     

    Spoiler

    An adult Wonk can start growing eggs whenever they wish OOCly, though ICly it’s random and they can only do so once.

    There is no male or female Wonk, simply Wonks.

    Wonks cannot FTB, either together or with other races.

    Wonks can assign ‘genders’ of a sort to themselves, similar to other constructs that might.

    Wonk eggs are carried on the back of the parent, from the lower back to the shoulders.

    Said eggs start as the size of marbles, but grow to around the size of a tennis ball.

    This process from creation to full size takes around 5-7 days.

    The Wonk’s back will slowly return to pre-carrying state over several years, the specific time is up to the player to decide.

    Eggs must be ‘laid’ in freshwater, otherwise they will die.

    It’s possible that several of the eggs may die or be eaten, depending on where one lays them.

    One day after being ‘laid’, the eggs will hatch and become rather large tadpoles of around 1 foot in length, from head to tail.

    Over the course of 3 in-game years, or weeks in real time, a Wonk will grow from a tadpole to a fully grown adult Wonk.

    A Wonk will always take the subtype of their parent. IE, a Frog Wonk’s parent would have had to have been a Frog Wonk.

     

    On Lifespan

    Wonks do not gain proper cognitive ability until they reach the age of 5, at which point they are fully physically mature. From that point on, their moisture only recedes and their skin grows pale and wrinkly. As they get older, they will find their bodies beckoning for retreat to the waters more often to remedy the leathery feeling and the cracks-abundant (which begin to appear upon the skin around the age of 50). At the ripe age of 75, their skin would be in a constant state of cracking and flaking. By 100, a wonk would have trouble retaining any semblance of moisture in its skin, forcing it to spend most of its time submerged in water. The maximum age for a wonk is 120 years, and should they reach that milestone they would typically return to the pond from which they spawned to slowly wither away and become one with the cycle of nature.

     

    Spoiler

    - Wonks are playable at 5 years, they will be a fully grown Wonk in a ‘young adult’ state.

    - Wonks continually dry out and will need to bathe in a damp place for a short time every x amount of years in order to stay alive. This x value changes with age and will be summarised below. Keep in mind these values are just a general guideline and do not need to be RPed to the exact value.

        - 5 - 49 YEARS: Every 5 years.

        - 50 - 74 YEARS: Every 3 years.

        - 75 - 99 YEARS: Every 2 years.

        - 100 - 119 YEARS: Every year.

        - 120+ YEARS: By now, a Wonk is too aged to survive outside of a submerged, wet environment and will die very quickly unless kept in water. This becomes the effective death of the Wonk. If one remained permanently  submerged they could in theory persist for a while beyond this point, but would be incredibly feeble.

    A Wonk ages visibly also, for the sake of simplicity the stages will be listed below.

        - 5 - 49 YEARS: Skin is perfectly normal with no signs of cracking, wrinkles or dryness (unless Toad, in which case they’re always slightly dryer appearing than a Frog)

        - 50 - 74 YEARS: Skin is slightly leathery and dry with slight cracks upon their skin to form.

        - 75 - 100 YEARS: Skin would be cracked, wrinkled and flaked at all times.

        - 100 - 119 YEARS: The Wonk becomes wrinkled, and placed in a weakened state alongside constant cracked and flaked skin even when submerged.

        - 120+ YEARS: Same as 100 - 119 except they will wilt and dry up if outside the water for even brief periods.

     


     

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    A sala-wonk partaking of an old ceremony

     

    STRENGTHS, WEAKNESSES, ABILITIES


     

    Wonks possess lesser souls; meaning they cannot learn any soul-dependent magic. On the other hand, they can in fact learn magics of different nature that do not require a greater soul. The true origin of wonks is vastly disputed, but ultimately unknown - though it has been ruled out that they are not creatures of the fae. A druid connecting to a wonk would yield the same results as connecting to a descendent. Wonks have certain psychedelic properties which have yet to be mentioned, and will be elaborated upon later. One example of this is the potent psychedelic effect that takes effect upon consumption of their blood. A curious detail is that wonks are semi-warm blooded. This allows them to warm themselves should they need it, but it is common for wonks to stray from cold areas because it is ever-uncomfortable. As aforementioned, a wonk’s tongue may extend up to the length of its arm, but with the measly strength of a finger. This means it would be rendered ineffective for any combat situation. One final point on the topic of wonks, is that their skin, if left out of water for extended periods of time, will develop an aversion to salt as well as becoming slightly flammable (about the flammability of a corpse). If a wonk were to make contact with salt while in a dry state, they would feel burning as if lemon juice was squirted into an open cut. This is because the salt promotes further drying.

     

    Spoiler

    - Wonks possess lesser souls, resulting in the inability to learn soul-based magics that require the Greater Soul of a Descendant. For instance, voidal magics, things that require aenguldaemonic connections, etc.)

        - Wonks are not Fae creatures, and not of Aspectual origin. As such, they cannot use Nature’s Communion and Druids cannot commune with them.

        - They WOULD be able to learn, however, anything that doesn’t require a Greater Soul.

    - Wonks are partially warm-blooded. This means that, while they prefer the warmth of their homes and any rather warm and humid place, they won’t die from visiting a cold location for fun reasons. They do, however, feel the cold much more keenly than other races, giving them the tendency to avoid it if they can, or at least bundle up, drink warm fluids, or keep their visits short.

    - Wonks exhibit a tongue that functions similarly to that of their frog counterparts. Extends roughly, at maximum length, the distance of one block. However, once they extend it beyond halfway, their control of it lessens.

        - Their tongues maintain the strength of a finger, and until extended fully can be manipulated rather well. This doesn’t apply well to combat situations, however, given how soft and malleable the tongue tissue is.

    - Wonks are required to actively bathe or visit the water. If a Wonk hasn’t visited a body of water in at least a week, they are noticeably more flammable. Not to any substantial extent, but enough to make them as flammable as an old corpse. As well, skin contact with salt will begin to burn them until they bathe again.

     

    Tongue Manipulation [Non-Combative]

    A wonk may extend its tongue from various utility purposes.

     

    Spoiler

    Wonk tongues can extend about the length of their arm, and can be moved easily enough by a Wonk, but are only as strong as a Wonk’s finger at best. The further a Wonk extends their tongue, with a maximum of one block out, the more difficult it is for them to move and control it well. About half a block out is where their control starts to degrade, making it difficult and dangerous to use it beyond that, particularly in a combat situation, with the weak and vulnerable tongue tissue.

     

    The tongue is only about the length of a wonk arm, and IRP can only extend up to a block in front of them.

    The tongue is useless in combat due to soft tissue and weak strength/maneuverability.

     

    Aquatic Aptitude [Combative/Non-Combative]

    A wonk possesses the ability to see and breathe underwater.

     

    Spoiler

    Wonks are incapable of drowning from air deprivation, being able to absorb air through their skin via the water around them. This allows them to remain submerged for lengthy periods of time, coupled with their ability to see underwater. They aren’t able to speak underwater, however, having to keep their mouths closed or risk drowning. Wonks have two sets of eyelids, the innermost being transparent. This gives the impression a Wonk may not blink, but they do, simply with the transparent eyelids. This also allows them to keep their vision clear underwater, with their transparent eyelids closed but the outermost ones not. A Wonk can close their outer eyelids, but there is simply no need to do so.

     

    This is a passive ability, but may be harnessed in a combat scenario.

    Wonks cannot drown by typical means.

    Wonks can see clearly underwater.

     

    Kro’akan Spirit [Non-Combative]

    Wonk blood is potent with psychedelic and psychoactive effects, but on top of this, there lies another lost tradition; the kro’akan sap that comes from bulbous nodes in the backs of certain elder wonks.

     

    Spoiler

    On wonks over the age of 75, bulbous nodes might begin to appear on their backs. They secrete a potent psychoactive juice, which can be collected and drunk for an intense experience that scars the minds of some for years on end. Harvesting the juice does not require harm done to the wonk, and can be collected simply by squeezing the nodes and collecting the juice that secretes.

     

    Wonk blood exhibits its special properties depending on the temperature of the Wonk’s location, their blood will alter in colour. In warmer, more comfortable climates, Wonk blood will be a bright, cherry red. In colder climates, Wonk blood will quickly become a deep blue. Consumption of Wonk blood, to any non-Wonk, will result in a light high if the blood is red. If the Wonk is cold, however, and the blood is blue, then it will only cause a feeling of being ill and an intense dizziness.

     

    Wonk juice effects last anywhere between [1] emote to [12] emotes, depending on dosage and potency of specific wonk. In other words, it is up to player discretion.

    The illness of consuming cold wonk blood is strong enough to inhibit one in combat should they still be under its effects. The effects last for [3] emotes after consuming, whether it is warm or cold.

     


     

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    A depiction of the visuals during a wonk-juice trip

     

    MENTALITY AND CULTURE


     

    As was always established, long ago, the wonks who are now of the modern age, split off from their tribal predecessors. In the current day, not a lot has changed in what some call the “reformed wonks”, for they still act curiously, explore other civilizations, traditions, and cultures - but this is not to say that they do not have a culture of their own. Much of their habits, style, and clothing is influenced by the neighbouring societies that they spend time exploring.

     

    Wonks prefer to stay in closely woven groups and covens, where they explore and actively shape their own revived tribalistic culture. The wonks are a simple race. They do not seek war or conflict, and seldomly have human desires, such as those for wealth, royalty, or ones that ultimately lead to bloodshed. There have historically been some instances of this though, such as the esteemed brotherhood of wonks who occupied the sewers of Helena in Arcas.

     

    In short, reformed wonks can range from independent wonks who follow the habits of descendants, to village wonks who focus primarily on living in and protecting their land. Despite this, it’s not uncommon for village wonks to wander, particularly in groups. Village wonks are, additionally, not prone to aggression unless goaded. Individual wonks may be, of course, aggressive, but the general attitude and vibe of a reformed wonk village will be much more relaxed, if guarded towards nosy outsiders. A surefire way to cause the otherwise placid wonks to grow aggressive, though, is to interfere with the area they call home, as well as whatever meagre possessions they may cherish.

     

    The wonks have an innate fascination with their own mind and soul, perhaps this is because they are of the lesser variety, and as such, are not desensitised to being separated from mere creatures and animals. This leads some of them down a highly spiritual path, causing them to form tribes and cults surrounding their many beliefs and theories, which is where one flaw erected within the culture of wonks; zealotry. A common practice among wonk villages and societies is to nominate a solemn “Priest-King”, who would be the leader. Hierarchy is usually decided by the potency of one’s blood and wonk-juice, with the most potent being highly respected as teachers and elders. These elders will then go on to teach the younger generations, and ‘enlighten’ them by use of these substances.

     

    Spoiler

    This section aims to be a foundation of the culture for the players to then expand on with their own elements and creativity. Clarifying too much and writing too much about the specific culture risks boxing the wonks in, and not writing enough risks having meme-rp, general surface level rp, and boredom, causing them to die out.

     


    Purpose


     

    Ultimately, the purpose of this lorepiece was to breathe new life into the concept of wonks because it has so much potential to be something great. They missed their mark in the past, and were wrongfully shelved because the true potential was not yet realised. I believe that this lore piece accomplishes what they were always meant to be. A fun CA race with a culture and room for events.

     


    Citations


     

    Nozoa - Writer

    Archipelego - Writer of previous wonk lore

    Zarsies - Writer of original wonk lore

  13. Spoiler

     

     




     

    REMEMBRANCE:

    Alchemy as Sacrilege



     

    Preface

    What follows is the denunciation not of alchemy as a whole, but of the modern alchemist who warps its original meaning and purpose. Its power has long been abused. Its origin has long been forgotten. This thesis does not mean to call out or reprimand any specific individual(s), but rather to make it known that there are many who corrupt it, and unless there is a paradigm shift, that corruption may leak into the Church if it has not already.

     

    I. Faithful Alchemy

    Alchemy, since its inception, has always acted as a bridge between science and magic. Some practitioners lean more towards the science side, some consider it wholly a magic, and others treat it as though it is an art. The latter I believe to be the most appropriate and faithful; for anything but this seeks to use it as a tool for individual desire and benefit (and treats it with a lack of respect). Alchemy can, and historically has, fit into Canon law by being faithful and appropriately used. 

     

    Q. “But do we not treat other things of nature as a tool? Is it unfaithful to chop down a tree and use it to build?”

     

    A. Alchemy meddles with the very fabric of the world, it is the manipulation of the fibers and elements that our plane was woven with. Does this not mean that we are manipulating what was once manipulated by GOD for our own benefit, and hence using a quasi-magical practice to bring ourselves beyond our role as Man and closer to His level as GOD? “16 So to you magicians, I admonish: GOD is unknowable. 17 He cannot be divided nor made again, and His mysteries are the holy mysteries. 18 No art is alike to His boundless ability.” (Scroll of Spirit, 6).

     

    Q. “Surely, though, this would mean that all alchemy is profane and forbidden?”

     

    A. In accordance, once more, with The Holy Scrolls; we were given hardships, diseases, and struggles both of spiritual and physical makeup. To counter this, we were as well given the cures to these struggles. “5 And as I have created for you the struggles of the world, so too do I create the struggles of the spirit. 6 And as I have created the struggles of the world and the spirit, so too do I bring their remedies. 7 For I have given you the pains of the world, and I have given you their cure. 8 And you shall know the trials of this theater of virtue, and know that they shall strengthen you.” (Scroll of Virtue, 5). To use alchemy to heighten the spirit or soul is clear blasphemy, for we were given faith as a means to rise in that column and fulfill our duty. However, we were given remedies and cures to our physical maladies. This is where alchemy might be acceptable as long as it is used faithfully, and for a just cause beyond oneself. A sword is no more evil than its wielder.

     

    II. Alchemy as a Tool

    The former section distinguished when alchemy is appropriate and detailed the importance of faith and understanding when using it. This section focuses on the cancer that infects the minds of many alchemists, alchemy as a tool. The fact of the matter is; alchemy is not but a tool. It is a facet of GOD, and must be treated as such. To use alchemy as a tool for selfishness, sin, or desire, is to blaspheme GOD. It is akin to using prayer, or twisting scripture, with the intent to cause harm or for one’s own personal desire.

     

    Though I do not have first hand accounts, and therefore cannot divulge on the specifics, some instances of this which should be outlawed include (among others):

     

    1. Alchemy for prolonging life.

    2. Alchemy for altering the soul/spirit in any way, shape, or form.

    3. Alchemy for altering the body/face/hair for non-medicinal reasons or for concealment.

    4. Alchemy for use in combat or destruction (outside of fending against dark creatures).

    5. Alchemy for cursing, prognostication, or other uses in witchcraft.

     

    III. Conclusion, Remembering the Art

    Alchemy is an art just as much as prayer is. It is pivotal that one employs proper ecclesiastical and canonical practice, philosophy, and respect when using it - for it is not just a science, and it is not a magic to be abused. It is a representation of the interconnectedness of Man, but also of the venation of the beast. And thus it is one of many worldly allegories for the nature of sin.

     

    Though I do not dictate the law, some acceptable applications of the art of alchemy include (among others):

     

    1. Alchemy for medicinal purposes.

    2. Alchemy for use in construction or other skilled trades.

    3. Alchemy for use in cosmetics that do not disguise or overly change oneself.

    4. Alchemy for fending against dark creatures.

    5. Alchemy for use in tandem with spiritual and canonical practice as long as it does not go against one of the aforementioned uses that should be outlawed.

     

    Even for these purposes, however, alchemy can still be used in a blasphemous way if the user does not have faithful intent and does not use faithful practice.

     

    In conclusion, to those who still seek to use alchemy in a sacrilegious way, know that you blaspheme. To those who are of true faith, continue to spread the word and stop at no bounds, for the remedies were bestowed upon us.

     

    Citations

    (…), The Scroll of Gospel

    (…), The Scroll of Spirit

    (…), The Scroll of Virtue




     

    Signed,

    Brother Yahya Al-Nabeel of St. Foltest’s Monastery

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