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_Twi

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About _Twi

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    The Pale Lady

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  1. Background/Origin While most over the years have forgotten the name Astral-Harnessing by the Descendants one name has lasted, Velurana, one who was thought to be a living goddess created the art of using the power of stars and even connecting one’s self to the stars. A tribe of Descendants had blindly followed her long ago, in her false religion. But one was different from the others not. He was no moth running to a flame, to the powers presented, as he wanted more than what she could offer through blindly following, by kissing her boot and submitting. He wished to learn her arts, but he wanted something more, something he could not conceive. Deep in the night while the other tribal descendants were busy following Velurana to see her mystical art he was visited by a demon, its name unknown - as well as its purpose, at least for now. The demon could sense his jealousy, his envy for what Velurana had, and her effect over the rest of the tribe. He made his motives clear not long after to him, a whisper in his ear. He would offer to bestow a book that was bound with a seal in the shape of a fractures star. At last, power, did the man think.. Though it was not what he wanted. It would tell the envious descendant to use the text upon a full moon after watching the living goddess conjure forth her energies. The descendant still fueled by his jealousy hungrily accepted the bound tome. In the night he watched from a distance as the living goddess brought forth a strange cosmic cloud around her body. After the envious descendant took close watch he scurried back into the forest and tore open the seal on the tome. The demon would watch the descendant eagerly as the seal was ripped from the surface of the tome. As the tome would open a similar solar mist seemed to lift from the pages before swirling into a small star-like object, that then collapsed in on itself turning into a black hole. The tome corrupted what Velurana had done, starting to suck out all light within the area, draining the light from the descendant himself as well as that of.. The energies surrounding Velurana. The color drained from his hair turning it to a midnight black, his eyes appearing to be nebulas with the iris having the appearance of a black hole. Cracks started to rise up his skin, his mental state itself began to change. From what may have been idle jealousy and envy grew into anger and hatred. In the process of the corrupted light drain, the demon itself was sucked into the tome, trapped inside of its own twisted creation. Though there he would bestow something upon the descendant, a cackling laughter, as the demon’s dying form was preserved - albeit restricted. The corrupted descendant would close the dark tome, now becoming the first Astral-Harnesser, the first of the corrupted. He would now go out separating from the tribe that had followed the living goddess to learn more of his new power, as she was nothing more to him now. Over time he would hide the dark tome before his passing, making lesser tomes, ones that could be used by others to travel down the dark path that he had with the help of the demon, and the effects it bestows. Magic Explanation “What was yours is now mine” Overview Astral Harnessing is a strange variant of the lost art of Astromancy, far more twisted in nature than its ancient predecessor. Its primary focus revolves around the usage of deific energies that caress the fleeting-force of a celestial body, a fallen deity. The wielders of this odd variant of Astromancy more oft-than not take on severe mental deterioration as a result of the influx of deific energies channelled through their mortal form, these deific energies being derived from fallen deities that have taken their final rest amongst the cosmic-expanse. These individuals, those who channel this cosmic energy, are ushered forth into the ephemeral planes - twisting the very rays of light around them, warping them into something that resembles a construct of their own cunning design. It is with this manipulation of light that these so-called astral harnessers gain the fuel for their craft, leaving the space around them sapped of light itself. These individuals do not simply banish light - it is with their innate abilities that they capture brilliance, siphoning it back to their cosmic-lordships in exchange for furtherance and sustenance of their respective abilities. The process to achieve the unsung feat of astral-harnessing is extremely unpleasant, requiring years of study and dedication. It is a long, strained process, though the individuals that manage to survive are, more often than not, rewarded for their sufferings during their respective trials and tribulations. An individual descendant, be it of any of the Races, is brought to a place of great reverence in the eyes of the Astral Harnessers, a sacred land of which cosmic energy runs rampant. When an individual has successfully attached themselves to the site, it is made evident by the influx of chaotic energies flurrying throughout their mortal frame. It is with this newly established connection, this influx of energy, that the true path of the Astral-Harnesser begins. It is, of course, absolutely required for the individual Astral-Harnesser to take on some slight alteration after the attunement, whether this is through cerebral-warping or degradation of the physical state - the Astral-Harnesser takes on something that reflects the individual cosmic-mass they are connected to. Like in folktales of yore, the Astral-Harnesser's hunger grows, even moments after the connection is it made evident that the Astral-Harnesser must feed - like the wolf with hunger gnawing at it from within, the Astral-Harnesser seeks to devour the brilliance of light, in order to provide themselves and their cosmic-lordship sustenance. It is an addiction to them, one that must be indulged in, lest they wish to suffer the consequences. Astral-Harnessing takes up [3] Magic Slots, it is not a feat. Astral-Harnessing requires the user to have undergone a Soular-Collapse and have ample energy to cast Astral-Harnessing can be learned from those who possess an [TA] in the magic. Astral-Harnessing users must have a valid [MA] to use it in-game. Properties of Astral-Harnessing The energies brought forth by an individual astral-harnesser may vary, as it seems not each one is connected to a singular celestial-body, rather there are multiple that one may connect to, though they should choose wisely as they have but only one chance. Taking the aforementioned statement into account, it should be noted that the manifested energies of each Astral-Harnesser appear to differ from one to the next; almost all spells are reflected with some level of an odd light that is best described as ultra-violet, or perhaps a black light. It is not uncommon for Astral-Harnessers to have their energies appear as strange masses that reflect a cosmic miasma- the same of which is painted above in the night-sky of Aos and Eos. Properties of Physical and Mental Changes Physical Changes The changes that the body goes through when practising Astral-Harnessing is one to match the progression of the mage. A mage practising Astral-Harnessing, to begin with, will gain black hues to their features, specifically targeting their hair from the ends, and as they progress, to their roots. Another inevitable change is in their eye colour. Immediately upon ritual connection, their eyes will begin to lose all colour, the sclera of their eyes shifts to gain a dark tint to them, over time colour drains and drains and what was formerly the iris and the pupil take on a black hole look, their sclera now dark in colour, as if what was once their pupil had become a black hole itself and eaten the light, the white, from their eyes. The only colour to grace one practising Astral-Harnessing is when they undergo the second ritual, which is when their eyes will erupt with a misty cosmic miasma, their pupils resembling black holes and what was formerly their iris distorts the colourful mass that now emits from their eyes, swirling what is in the eyes itself around the pupil. It is at this time that their complexion will begin to shift to become paler, they will gain a rather sore looking affliction around their eyes stretching onto their cheeks, the actual immediate areas around their eyes up to their brow will look like they have thick eyeshadow on. The next changes are ones that purely come over time, due to the magic itself not causing incredible amounts of exhaustion, primarily bodily harm, the cracks that form on the body never fully heal the next elven day. Instead, they remain as nasty scars, almost like the user about ready to fall apart with a hard thwack from a hammer. And that is precisely a good description of what would happen, whilst one who practices the magic is not physically weak, they experience harm inflicted by overs thrice over, leading to some serious issues for the user. These changes will not stop until the mage has mastered their craft, so to speak, and cannot suffer further changes as they have undergone all changes possible. Mental Changes Not all changes are physical, able to be seen. The most powerful drawback of Astral-Harnessing is that of the mental changes one will suffer whilst practising the magic. Most should expect the changes that harnessing the power of a fallen daemon would inflict, but many are unprepared for the true effects. At the early stages, one will find their morals have changed, no longer is the thought of pushing a pregnant woman over so foul, no longer is standing on that cat so cruel. For the early stages that are. As one progresses down the line of Astral-Harnessing and masters their craft they will slowly and slowly turn more chaotic and dark in nature. Practitioners of Astral-Harnessing and find themselves undergoing very common mental changes Such as a fear of socialising and such fears often lead to practitioners of Astral-Harnessing seeking shelter within fortresses and fortified homes or residences mayhaps even drive themselves to live a life Underground. Another common reason for them seeking such is to safeguard themselves against the changes which constantly bombard their personality. Such changes to their personality may include mood swings and personality swings as a whole influenced by the energy they are Harnessing from aenguls and daemons. This often leads to encounters where one moment they might be praising someone the next, they wish to attack them through words... Mayhaps even physically. Guidelines Casting Astral-Harnessing The process for casting Star Magic is essentially the process in which the mage will slowly draw forth the light and energy they have stolen from the dead aenguldaemon’s stars. To begin with, the process of casting this energy that they have harnessed is their tell, typically the user will begin to emit a noticeable colour that can only be described as black light and related descriptions, again, still bright though around their person will primarily be a kind of warping/distortion like that of a black hole. Their eyes will turn black, at early stages, and at later stages, their black eyes will light up with specs of stars and emit a black mist, from them which carry the same starry property to them. Secondly, the user will begin to cast their respective spell, the most frequent spells will begin to condense the blacklight and energy they are harnessing or form tears above their heads, hands and other locations, to cast the said respective spell. It is hard to not notice that the mage is casting at this point unless one suffers from sensory impairment. Thirdly, depending on the length of the spell, the user will be preparing to launch their offence or ready their defence during combat. Their light has now either condensed into an almost space-like mist or energy, or it has remained a black light, preparing to cast a beam or primarily offensive spell, mayhaps a more complex spell if they possess the ability to do so. It is to be noted that once cast the user's glow will flicker or disperse momentarily but it does not need to be emoted coming back, as it will naturally come back within the same second. If one were to start exhausting themselves they will begin to find glowing cracks on their form as they have harnessed too much energy and will find themselves unable to cast as their blackhole above has been spent of it’s stolen energy, thus leaving the user practically exhausted. Alternatively, the second appearance the user will show when casting is some form of dark particles that seemed to condense around them and go into something such as a weapon of their choice (see spells below.) This is a form of a darker tell and could be mistaken for other things, other magics, so if one would cast this alternative to leave they should not be doing it in public unless it is an unavoidable scenario Magic Abilities Astral Harnessing is the way that the mage gains their power, as they are stealing the light of surrounding stars and turning it into energy that they can wield. It enables the user to use their arsenal of abilities and spells, both passive ones and ones designed for an offence on another individual. Soular Collapse This is the system in which the user takes over a star and corrupts it and from this, they will find a black hole has replaced it shortly after. It is to be noted also that this black hole is purely a background mechanic, and it cannot really be seen, moved closer to consume the world and so on. It is simply untouchable. From this black hole, warped energy is created, twisted within the depths of the black hole. From this, the dark energy, the dark particles and or dark matter produced, Is what allows the Astral-Harnesser to have a variety of abilities and spells. Rite of Harnessing In ancient times, when the heavenly spheres beyond ephemeral planes were widely regarded as untouchable, left to the awe-struck thoughts of the mortal mind when setting sight on the cosmic advance above. These thoughts, these dreams and ideas painted out across the midnight sky, became the very foundation upon which practitioners of Astral Harnessing came to create the ritual of harnessing. Light has come to be revered throughout countless centuries as a benevolent, powerful concept. The extent of its influence and power is still, after many varying generations have passed, unknown to any corporeal being, though this fact only encourages arcane delvers and those enlightened few to theorize, manipulate, and create. In ancient Aegis, there were few individuals like this, those who gazed up into the wonder of the cosmic expanse ahead, only to be given a purpose. Notably, the first from which all those blessed with the craft of Astral Harnessing came to know this well, and in turn taught his ilk various methods of ascending among the stars: through projection and a physical rite. Cosmic Poisoning [Passive] Being bound to a Black Hole means that you are also going to hold part of that Black Hole within yourself. For an Astral-Harnesser, this comes in the form of your body outright rejecting pure iron. With the rejection of pure iron, the AstralHarnesser will find it hard to even get near the stuff nor manipulate it in any way they need. As well as holding this terrible weakness, when casting from any form of Astral Harnessing, the mage's eyes will get covered in a see-through veil of a starry night sky or another image of Space. Tome Creation Tome creation is the practice in which the user will create a replica of the book that the demon bestowed upon the original discoverer of Astral-Harnessing, it will contain the same texts that he read after being gifted the book by the demon when it was based around a tribe of Descendants. A practitioner of Astral-Harnessing will typically use their energy to coat a book or tome as well as a more focused form of Astral marking to specifically avoid the user. Disconnection The method in which a practitioner can be disconnected comes in two forms. The first being a self-caused disconnection and the second being an external disconnection such as being forced or disconnected by another. However, an astral harnesser may not disconnect another astral harnesser without them having shared or leaked secrets, only justified disconnection is allowed. Self Caused Disconnection is simple, the user has broken the tenets that they are bound to, or have gone against other harnessers and released information and secrets, essentially starting infighting or inciting betrayal. There are not a lot of tenets to follow, but as the tome states - they are; ‘Revealing the information bestowed upon you, by their will, is a betrayal to me, and a betrayal to all who follow. I strip you of your rights, should you do this.’ ‘Your guide is wise, and they have maintained my lineage. Listen to them’ ‘Unjustly attacking those who follow the tomes is a severe punishment. You will be punished. Mental Projecting An ability in which the user will be able to commune with allies and those comfortable with their presence mentally. What this does is remove the hindrance that is their mental changes during a tactical/combat scenario, though unfortunately for those new to it the ability is only present for those in tier 4 or above. Warped Reality The changes made evident both physically and mentally are hard to miss, though there is a benefit to the physical changes, specifically the vast changes one’s eyes undergo. They are able to see those who are not present physically, such as phantoms, however in no way is this actually.. Normal. What they see are monstrous silhouettes, blurs, moving around. Not only this, but they will be able to see flickers of those concealing themselves with magic. As combat ensues, or stressful situations, this will.. Begin to grow worse, those concealing themselves with magic become something like a strobe light to them, and things such as phantoms will grow worse in their blurry silhouettes. Spells Star-Light [Non-Combative] An ability in which the mage can make a ball of light in their hand, it’s quite bright and will light up an effective area of 5x5, however, the most comparable light is that of a UV light. This will cost the user 25 energy and will remain for different times depending on the tier. Alternatively, the user may spend an extra 25 energy (50 total) to make a permanent light at t5 which will no longer be in the user’s hand, but more a floating light. This takes 1 connection emote and 2 emotes to cast. For a t5 light, it will take an extra emote. Spatial transporting [Non-Combative] A small circular tear opens up, this can be used if the mage is successful in getting through doors. (Aka if they succeed their /lockpicking.) However, if they fail they will be spat back out of the tear. This ability is simply out of Combat and it cannot be used during combat to teleport behind someone due to the stress required to focus the top and not be lost within the vastness of empty space. This ability may have many uses though it depends on the creativity of the user. If a practitioner of Astral Harnessing is captured and stored in a Cell they may try to use this to escape. it is to be noted that if you are successful and manage to get to the other side of the door at the base of the tear or you originally stood there will be a charred like effect on the ground until removed. Astral Marking [Non-Combative] The ability in which a mage can write using cosmic miasma looking energy to mark their students or allies. To everyone outside of Astral-Harnessing practitioners the markings appear warped and distorted - but still able to be discerned, however, they will be unable to understand the marking. The markings take on a darker tone, and will typically be a sure sign to those outside of the magic that the marking carries magical properties if they hadn't guessed such from the warped appearance. This can be used for a variety of reasons, to mark property, to mark individuals as allies, friends or foes and to enable a student in their rite of harnessing. Only those practising Astral-Harnessing may read this and understand the markings fluently. Astral marking can also be used for a demonstration type scenario, in which a mage is able to cast, on a solid surface, a tear that takes on the appearance of space. This map will show a localized cluster of stars as one would see if they looked to the night sky above and can be used for a variety of reasons, however, it is to be noted that this will cost the user more energy, as well as more time to create. Astral-Projecting [Non-Combative] Astral projecting is something that comes in three forms. The first variation of Astral projecting is the ability in which the user will propel their warped, corrupted, soul from that of their physical form. The physical form will remain static, the way it was left pre projection. What this will enable is that a near-invisible form (until revealed to someone) will be able to travel forth in a local area of 100x100. Alternatively, the second is a type of projection which is more so projecting yourself over to the area of a target that you both know the appearance and name of. In such, you will not be able to venture from the area they are currently in and will appear as a figure of cosmic mist, with the eyes of such akin to blackholes. Only the person they are projecting to is able to see such. The third and final is a far more.. Different form of travel. The user will be ripped out of their form, and sent far above to the stars, to gaze upon them, though they may not stay for long at first, as the light of such is far too.. Powerful for them. When they return, they will find themselves at the nearest soulstone pillar - as when they return they will find themselves having travelled, with their physical forms. If another has consented, they too will be able to travel with that of the practitioner, though most likely they will fail, if they are not prepared. Meteor Shower [Combative] An ability in which the user will create a tear which has stayed in to resemble space. with a process in which this happens is if one would look into said tear and into the vastness of space there, they would be able to see several small flaming lights approaching. Upon getting close enough the tear will then release a singular projectile based on the tier or multiple projectiles at a later level. This spell will essentially release flaming hot rocks from space at the user, roughly the size of a tennis ball. Fragmented Weapon [Combat] The ability in which the user is able to over the course of three emotes conjure and form a temporary weapon of choice this weapon will weigh nothing and require a constant connection to the wielder. It is not possible to keep it forever, however, as it costs the user 5 particles per emote during the encounter or scenario in which it is used. Those who practice astral harnessing will also find that they cannot cast the weapon on another person as it is purely a self weapon only. If one were to be struck by this weapon they would experience a brief flash of sickness followed by that of a typical blade doing slashing damage and all piercing. The weapon’s form will typically not be able to take on a form that would deal blunt damage as it is much more difficult for the dark particles to cluster together like such and form a blunt faced weapon Gravity Field [Combat] The gravity field is essentially a spell in which the user is able to create a 7 by 7 area that will manipulate gravity. Gravity can either struggle to exist within this area or simply become too much for an individual and they will feel like they're wading through thick swamps or bodies of water in full plate-armour. If the user chooses to lighten gravity then the target will undergo anything from being able to walk correctly as they won’t be able to gain proper traction on the ground. Alternatively, if the user chooses to strengthen gravity within the area then they will find that it's similar to being shoulder-deep in a swimming pool or body of water and trying to run against a mild current. At T5 Gravity field can be increased to a 10x10 area for increased energy spending. Vision Warping [Combat] If a practitioner is to make physical contact with another person whilst casting this spell they are able to distort someone's vision to make it appear extremely stretched out to the point of more than 4 blocks in front of them or 4 metres being condensed to the size of a pencil dot. depending on the tier at which this is cast will depend on the duration it lasts. Soular Poisoning [Combat] Is the ability in which a user can unleash cosmic miasma toward opponents be it a Voidal Mage, a Holy Mage or Dark Mage. However, this ability primarily serves those of the better and gives them a rush, a boost or more like taking an adrenaline shot, where this affects the previous listed as well as anyone else that is specifically mentioned in a like manner akin to that of a weakened state. they will often feel something similar to radiation poisoning, however, in no way is it actually such - and will fade shortly after the encounter. Warped Vitality An ability in which the user, over the duration of three emotes, is able to cast some of their harnessed/stolen energy unto a target, be it an ally - or foe. If this connects with an ally, i.e typically darker mages capable of handling the warped energy, then they will either feel invigorated, akin to adrenaline. alternatively, the CASTER is able to declare that it is used for the opposite of the adrenaline rush-type feeling it induced for others - being a sick feeling, that makes the recipient want to vomit and feel feverish. Time Warping An ability in which the user can cast on an ally or foe and they will feel the energy surge within them, allowing them to spend the energy on a one-time usage deduction from their casting time for the present scenario. Alternatively, this can be used on those incapable of tolerating the warped energy to increase their casting time is to be noted that this is not strong enough to allow mages to start throwing instant spells around Tier Progression The progression in which Astral-Harnessing uses is a custom time frame, as when a user delves further and further the slow, drawn out, process in which they will undergo changes and abilities rapidly begins to change and speed up - though their mastery stays at a relatively fair pace. Tier 1 - Novice The practitioner of the magic has undergone the rite of harnessing, and with such will be in a state of limbo whilst their form adjusts and their mental scape shifts. This lasts 2 OOC weeks. Tier 2 - Apprentice At this stage, things have successfully begun to change, some physical features visible. They will find themselves able to cast that of their first spell, though it is quite a taxing process. This stage lasts for 2 OOC weeks. Tier 3 - Adept At this stage the practitioner is able to now cast things with more ease, albeit they have a restricted arsenal. At this point they are able to bring forth their weapon for the first time, and manipulate its matter when casting. This stage lasts 3 OOC weeks. Tier 4 - Expert This stage is at the point where the practitioner has a solid understanding of what they are becoming, what they are shaping to be. They have a considerable pool of energy to cast from and their abilities and spells have increased, they are able to cast with a bit more ease, though newer spells may be more taxing. This stage lasts 5 OOC weeks. Tier 5 - Master A guide to those before them, a master practitioner is a deadly foe, and moreso a powerful ally to boast. They have before them all astral-harnessing has to offer. This is the final tier for the magic. OOC Purpose Astral-Harnessing is something that I have written up in order to provide natural conflicting magic with Astromancy (and its other areas) and those who practice it. I also wished to try my hand at writing a new concept on the more taboo magic scene, something for both other people and myself to experience. Though, the actual mechanics of astral-harnessing is to fill that support role that every team needs, just... Maybe not so much for the good guys this time. Though of course this isn't enforced, and the future of this magic could, in fact, go in any direction, regardless of the abilities and the lore underneath them. In my opinion, this magic also boasts a lot of routes it can take based on the initial encounters during its early stages, especially with the support role esc type class that this magic is. Overall, this magic serves to add strength to certain communities also, as alone those who would practice it will struggle. Citations Thanks to: ElvenMommaHacker/Pup for giving me the idea to write a wacky side to a star-based magic and giving me some ideas and feedback. Also, spell checking. Ztrog provided me with the origins story. The material used for ideas when writing this piece: Mephistophelian’s “Effect of Funnelling Deity Powers” https://www.lordofthecraft.net/forums/topic/151046-%E2%9C%93-the-effect-of-funnelling-deity-powers/ ShameJax’s “Space; From Within the Void” https://www.lordofthecraft.net/forums/topic/165638-%E2%9C%93-space-from-within-the-void
  2. Name of your plant/reagent: Splutter-Root Appearance: (Credit to Zirngibl for the ‘Spitting Plant’ artwork used above) In its natural form, Splutter-Roots will appear as a rather aggressive-looking piece of flora, which is compromised of thick roots that burrow its partially exposed roots into river banks or water sources. Their primary colour is a green appearance from roots, to the stems, to the leaves along the stems, though sat atop these thick green stems/roots is a large bulb, with a feather-like appearance around the stem connection point, and a colour palette most comparable to that of flames. Pointing outward, away from the stem are a series of small spikes. The main feature is the end, that appears to be a semi-translucent tube, with yet another spike pointing outward. If one were to examine the tube they would find several pieces to the plant inside and what appears to be that of a glowing light. If they touch this plant the semi-translucent tube will light up further, and a flint like material will move inside and strike the spike at the front. The plant is about 35cm on average in height, though it can be shorter or taller (by 5cm) depending on how much the plant has rooted. Location: They will typically reside in these spots due to the fresh supply of water, i.e river banks or just behind river banks where the grass ceases to grow, and it is either muddy or fertile, but alternatively, they can hide in fields due to their green appearance, and be a general pest to the likes of adventures and farmers. They will typically avoid colder areas that come to be layered in snow as they cant really survive well there. Their typical climates are areas such as Korvassa as well as generic green landscapes. Raw effect(s) of the plant/reagent: When someone approaches the plant, and attempts to pluck its thick roots from the ground it will come to regurgitate a ball of liquid the plant produces after processing water. This flame is produced as the liquid it produces is flammable, and inside the bulb of the plant is a naturally developed organs that is similar to the process of a flint and steel. The flame, it launches is roughly the same size as a baseball, guided by the point at the front of the bulb’s tube. They typically can do this 3 times before losing all of their energy, and are unable to do so further. Alternatively, these plants can choose to self combust if they come to be threatened by someone in the form of outright being uprooted. If one is struck by these balls of flame then they will experience 1st degree burns, and if struck by all 3 balls in a similar area they will experience 2nd degree burns. Thus the name of the plant, splutter-root! As it seems to spit.. well, fire. Harvesting: The method in which one is to harvest these plants in the wild is to approach them with a shield, or some form of protection, and allow them to regurgitate its balls of flame at such. After which, they should cover the Splutter-Root in some form of blanket, as to convince the plant it is some form of abrupt night time. From there, they can uproot the plant, and transport it. To grow this plant within one’s walls or garden they should carefully remove the spike from the front of the plant, which will disable them from spitting fire. After which, they will be able to harvest the flammable liquid that the plant them produces. Be warned that allowing this liquid to naturally drip into the soil WILL destroy the soil and if left in direct sunlight causes risk of gardens setting fire. This flammable substance is not capable of burning much without alchemical tinkering or influences, and will be akin to a flammable shot of alcohol. The reason it is capable of burning gardens on its own is the flame will engulf the plant, and that’s not very good. Red Lines: This is a rare plant, and with such should not be freely gathered unless you are capable of having someone else with you to emote the plant defending itself. The flammable substance produces by this plant is nothing special without undergoing on alchemical process and or craft. It is akin to a setting a shot glass of alcohol on fire. These plants cannot be used to start wildfires, and they cannot be used for arson reasons without consent. The burns of these plants are not permanent, and will heal, as they are akin to 1st degree burns. The fireballs spat when they are in the wild are spat out in 1 emote per fireball. i.e all 3 fireballs will take 3 emotes, 1 for each. To grow these in a garden or greenhouse you must roleplay, and screenshot, you removing the ‘flint and steel-esc’ point from the tube otherwise they should be considered active and able to spit. These plants must be sat next to a supply of water, otherwise they will wither, die, and prior to such, stop producing their flammable fluid. To collect the flammable substance one should have something like a plant pot or jar placed beneath the plant, and some kind of sign explaining to people WHAT the plant is, not just some flower on its own in a garden.. If simply left out, the flammable substance will evaporate after 1 OOC hour. {field_name_279} {field_value_279} Alchemical Sign(s) (put N/A if none): Strong fire, with weak traces of earth.. pretty irrelevant traces. {field_name_281} {field_value_281}
  3. I like this lore, i do. My only grudge is the mana business
  4. A young woman sat atop a frozen piece of construction equipment, idly kicking her legs as she watches the waves crash against the cliffs. She always liked the sound of water hitting the rocks from up here – it was a treat to her. A few moment pass of this, the white haired woman taking in a deep inhale of the cold air of the north as she twirled her hair around a digit as thoughts washed over her. “Karina, Miss Karina” A courier called out, ascending the construction equipment timidly. “Miss Karina, I have news for you!” The courier stated with a shaky voice, waggling a piece of paper about, only pausing as he finally delivered it to Karina. Karina Lunner, having recently taken over the frozen cliff she was in after the prior ruler stepped down, was caught off guard as she will still unused to receiving frequent news. “W-.. oh, give it here! Much appreciated! Do hold there for a moment in case I ought to send a response!” The young woman stated to the new arrival, providing him with a light smile and a friendly tone. She inhaled for several seconds as she read through the news, though only a sigh emits from her, the friendly tone a moment ago becomes more.. devoid of the friendliness she gave off. “So much effort wasted, they slay one of ours and make a mockery of us.. not us.. i wont tolerate my name being ruined like this.. maybe we ought to respond thanking them for the mina we have produced from felling their people along the roads shortly after, because that obviously meant we put our blades down. What did we stab them with? Wit and will power?” The young woman paused, her vision panning down to one of her friends below who held a rather fine looking bow, a prize for him to be sure. ”Quite ironic how they left out the part that states they probably found bodies on the road during one of their patrols.. suppose that makes sense, their lack of empathy, considering they began to aggress mostly unarmed mourners who wished to see justice done peacefully.” The young woman states to the courier, her gaze trails down to the sword that lay next to her, frozen blood layering the blade. “I wont have my name tarnished like this.. if i have to have my men kill more of their people, so be it but i will not take pleasure in it.. you there, send word to the men in the barracks on your way out.. tell them to go hunting in the morrow to make up for being.. shamed like this. If they want us to leave them alone they will not associate the actions of Caedric during mourning with our own.. such a mess..” And at that, the young woman was left alone once more with nothing but the sound of water slapping against rock, wind howling as it passed through the frozen cliff.. though it was mainly her thoughts that dominated her focus.
  5. Personal preference, no. I’d sooner get shot with crossbows and bows rather than a firearm.I just prefer the medieval aspect of the server itself. Here’s my thoughts: Yes, we are moving forward with time and thats fair to say, its also fair to say we should be granted newer technologies for everyone to use irp. That being said my issue is the use of the guns irp and I feel like they are going to be powergamed more than your average crossbow/bow. Just because time is progressing doesnt mean that we *need* to jump to guns. There are other things we could think of that would be just as nice of an addition. This is another thing im concerned with when it comes to roleplaying the firearms. I also agree with this. 1700s irp does not have to mean that it has to match 1700s irl. But the issue is, i feel that human nations could use something fresh, as lets be honest theres more magic amongst elven communities and such and if I have to say so myself i felt that places such as Oren have been progressing icly – and it’d be nice if it extended towards areas such as technology but mayhaps we can do off with firearms If you get shot with that you are dead. Thats not fair. You can get nailed by an arrow or a bolt and survive – but this thing is lethal dude. Look at the size of it. Not fun. No, just not the best system for it. I appreciate your effort and the time you took to write out this small system but this thing is a firearm. If I had to suggest something alternative i’d suggest that rolling a natural 1 should mean the device blows up in your hand, a 2 it should jam. Not rolling to hit? Then this should be the case for crossbows and bows. If this was the system then im going to run up to someone after my first emotes and aim right at their head to get an instant shot on my fire emote and even with normal damage they are dead. If a correct system was implemented, and say a firearm was 4 or 5 emotes instead of 3 it’d be an alright system – and would allow people to roleplay them better. After all, this is a msuket/handcannon. It is not a rifle, it’s barrel will not have rifling. It shouldnt be incredibly accurate, it should hold poor accuracy but do big damage. I agree with the gunshot noise though. It shouldnt sound like it has a medieval-silencer equipped if it existed on lotc. Ive spent a lot of time on servers with firearms, years, and it can really dampen out a lot of other aspects. if you add firearms that takes 3 shots to fire you dent magic a lot. If you quicken magic you dent everything else a lot. If added, please understand theres just as much negatives, if not way more in some cases, than positives to firearms. The system should be done correctly, they should be informed of how to emote it correctly (none of that loads gun, aims gun, fires gun BS) and there should also be something on the lore that explains the injuries for both parties If its not added, well you guys im sorry but theres no pew pew firearms because as much as you want it, a lot of others dont, and it will ultimately cause a lot of issues irp if handled poorly.
  6. Ira sits upon her throne, staring down at the empty table which spanned her great hall. She receives the news and scans over it’s contents. After a moment of silence she finally bobs her head lightly “Hail King Caedric, We velcome you to ze frozen kliff anytime”
  7. Heisir Ira’ella aus Hodeskallefel scratched the top of her head wondering why they want a bunch of raiders at a feast, but she passes the notice on anyway.
  8. The pale, white haired mali once more receives news from the south, her archery practice now interrupted. Ira releases a huff as she reads through the news. “Bah, zis is just more of zis payper ztuff vit fancy worts on eet. Though vat zey say about zis Ruberni playce is true, and zis bit about” she runs her ringer over the part reading ‘The claim that we allow banditry within Darrowmere to persist is simply untrue.’”Is also zimply true, as we arent even allowet to rait zem” She then comments to this bit of news, before handing it off to the soldier flanking her and waving him off to share the news with the others. ”Eh, zo much payper vasted, zis is vhy zey just shut say ‘no’”
  9. The news travels far north of Morsgrad, to a frozen cliff face. There a tall, white haired and pale woman looks out over the many swords that seem to have risen over the past elven day, watching as they patrol the lands. “Zis iz vhy I dowent liyke zout’ernerz, zey liyke to zent lots ov wortz on zis payper stuff inztead ov burning eet for warmth” The mali would comment, adjusting the spiked circlet atop her head and instead of then burning the paper for warmth in the brazier most local to her she makes a little paper glider and sends it down to the snow below, turning her attention back to the men in the courtyard as she watched the rebirth of Hodeskallefel.
  10. What is your favourite colour though..?
  11. i need a permanent monk guide pls ty am new and dont know my way around
  12. “Oh no.. well.. this is just going to be more of the same. Well, better give the guy a chance.. at least I can say I hit this one with a sword once..?” A blind elfess loudly grumbled upon hearing the news, she took in a loud sigh as she lingered in the corner of the square.
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