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Shiredom

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Posts posted by Shiredom

  1. MC Name:

             Shiredom

     

    Character's Name:

             Ellie Maelstorm-Pinemaw

     

    Character's Age:

             77

     

    What feat(s) will you be learning?

             Animii Crafting

     

    Teacher's MC Name:

             Sparklypowder

     

    Teacher's RP Name:

             Moss

     

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

             Yes

     

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

             N/A

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             Yes

     

  2. Before:

     

    Spoiler

    REDLINES

    A Hou-Zi’s strength is comparable to a Human across all three sub-races. Legacy Hei-Zhu [Gorillas] are the exception, who possess Orc strength.

    A Hou-Zi’s grip strength will NOT inflict harm beyond a standard grip. This is to say that a pinch will not pierce skin, nor is a Hou-Zi capable of tearing flesh in a fell-swoop. The grip strength of a Hou is intended to be more akin to a clamp that is difficult to remove.

    A Hou-Zi’s sense of balance enables them to withstand concussive forces that would otherwise knock them down, such as is seen with some magic spells and blasting potions. That said, they remain vulnerable to tackling and will still receive the damage from said concussive abilities.

    A Hou-Zi’s ability to manipulate objects with their feet and tail is passive and CANNOT be utilized in combat. Beyond balance, the reasoning is simply that they cannot focus per their engagement.

    A Hou-Zi, given their Lesser Soul, is only capable of learning the MAs of Housemagic, Bardmancy, Kani and Seer. Feats which do not have prerequisite magic requirements other than those listed are also compatible. NOTE: If the magic is not listed but explicitly includes compatibility with Hou-Zi, it is permissible.
    Hou-Zi cannot reproduce with Legacy Hei-Zhu to produce more. In general, avoid ERPing with Hou-Zi.

     

    After:

    Spoiler

    REDLINES

    A Hou-Zi’s strength is comparable to a Human across all three sub-races. Legacy Hei-Zhu [Gorillas] are the exception, who possess Orc strength.

    A Hou-Zi’s grip strength will NOT inflict harm beyond a standard grip. This is to say that a pinch will not pierce skin, nor is a Hou-Zi capable of tearing flesh in a fell-swoop. The grip strength of a Hou is intended to be more akin to a clamp that is difficult to remove.

    A Hou-Zi’s sense of balance enables them to withstand concussive forces that would otherwise knock them down, such as is seen with some magic spells and blasting potions. That said, they remain vulnerable to tackling and will still receive the damage from said concussive abilities.

    A Hou-Zi’s ability to manipulate objects with their feet and tail is passive and CANNOT be utilized in combat. Beyond balance, the reasoning is simply that they cannot focus per their engagement.

    A Hou-Zi, given their Lesser Soul, is only capable of learning the MAs of Housemagic, Bardmancy, Kani and Seer. Feats which do not have prerequisite magic requirements other than those listed are also compatible. NOTE: If the magic is not listed but explicitly includes compatibility with Hou-Zi, it is permissible.
    Hou-Zi cannot reproduce with Legacy Hei-Zhu to produce more. In general, avoid ERPing with Hou-Zi.

    ⬦ Hou-zi are biologically unable, and OOCly prohibited from breeding with Non Hou-zi

     

    Reasoning:

    If Kha's can't FTB with Non Kha's then Hou-zi's shouldn't either.

  3. MC Name:

             Shiredom

     

    Character's Name:

             Ellie Maelstorm-Pinemaw

     

    Character's Age:

             76

     

    Character's Race:

             Elfen

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/232894-alchemy-fa-hidadimtrans/

     

    What magic(s) will you be teaching?

             Alchemy

     

    Describe this magic or a creature as a whole:

             

    Alchemy is the act of utilizing the reagents in an object to create into various potions, salves, and pastes. There are currently, at the time of writing five signs that exist in Alchemy which can be used for creating certain alchemical items. These are listed as follows: 

     

    • Earth
    • Water
    • Air
    • Fire
    • Aether

     

    Additionally, an alchemist may alternatively extract reagents by using the Mundane Method if for any reason they do not wish for a reagent to have a specific sign, which is the same process as Aether Processing but without using an aurum pestle or laddle. 

     

    Following reagents there are things called symbols, which have more specific properties. A symbol may belong to more than sign, an example of this being how King's Ivy's symbols can be processed with either the Fire or Air Methods and still have a sign. Symbols can be combined with a base to create various alchemical applications. A few examples of symbols are as follows:

     

    • Order
    • Connection
    • Peace
    • Coldness
    • Heat
    • Rage
    • Blindness

     

    There exist three tiers in alchemy, during with a student will gradually learn how to identity signs and symbols until eventually being able to make alchemical potions, first with aid, and then later on their own. 

     

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

             

    Currently, there are 32 subsections or additions to Alchemy. If I listed them all this TA Application would be much more longer than necessary. But examples would be Confectionary Alchemy, Adunic Alchemy, Alteration Alchemy, or the Lector Alchemy Packs. There is also something called 'Further Alchemy', which requires more than just an FA Application in basic Alchemy. Examples of Further Alchemy would be Tawkins, Smoggers, or Animati Crafting. To learn Further Alchemy a person must also be T3 in base Alchemy.

     

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

             

    Flashpowder

     

    Ellie went and cleaned off her table before placing a bowl onto the counter. There is no base for this potion, but the symbols required are:

     

    • 2x Light
    • 1x Chaos
    • 1x Death

     

    Ellie quickly went to go grab her symbols, which were already extracted beforehand by the Mundane Method, which is shredding an herb, grinding it in a mortar and pestle, being coated with Aqua Vitae, and then being boiled off till only powder remains. Quickly she adds the Chaos and Death symbols into the bowl and takes out a spoon, beginning to mix the symbols together until they are homogenized into a powder. Then, she remembers to take out another bowl, and fill it a little bit with water, adding in the Light symbol, putting in the created powder and a tiny bit of red dye. The dyes are purely optional and are not required. 

     

    Then she pours the creation into a vial and corks it, ready to be used whenever the time comes for it.

     

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

             

    Ellie slowly turned her head up as she heard the door creak, letting out a faint smile as she saw [Insert Name Here] walk into the room. "Oh? Hello again, anyway.." Ellie said pausing, staring down at the table for a second. "So we've already begun to learn the Alchemical Symbols and Signs and how to identify a few, yes?" Ellie said, already knowing the answer. "Come sit down."

     

    As [Insert Name Here] sat down across from her Ellie went and put a burner onto the table, turning it on. "I'm going to show you the Fire Method today." Ellie said, putting an herb onto the table. "So, what you are going to do-" Ellie said, turning on the burner. "You are going to hold it over the burner until that herb dries out, it's already pretty dry to begin with so it will be pretty quick, just make sure not to burn yourself." Ellie stated, as [Insert Name Here] began to do what they were ordered. 

     

    As soon as the herb was dried enough, Ellie put a mortar and pestle on the table. "Good, now put the dried reagent into the mortar and start grinding it till it's powder, tell me when you're done." Ellie said, before staring at the wall and blanking off till their student speaks back to her, showing the reagent nothing more but a fine powder. "Good, good!" Ellie said, taking out a match. "Then we light it, till it burns off into nothing but ash, then I'll give you a magnifying glass and some tweezers to pluck the symbols out."

     

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

             

    I would immediately talk to them upon hearing word of it. If it was unintentional and they didn't mean any harm I'd instruct them the best way to avoid that happening again. If it was intentional though, or done in bad faith, I would forward it towards an ST Member.

     

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

             N/A

     

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

             Yes

     

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

             N/A

  4. On 2/22/2024 at 10:36 PM, StingyParrot said:

    Hell yeah - adding a scent to aura would impart an even greater sense of personality to spellcasting. Perhaps it could also be affected by the type of magic used. E.G Blood magic smelling like, well, blood along with whatever the mage's own aura scent is, and maybe Voidal Magic causing the scent to be almost too strong, a hint that it isn't natural.

     

    ST does give some room for aesthetics, but it's a shame it doesn't extend to scents, especially for aura.

  5. ry1dh__DElLtas8nxYFurIYeO8z68SZfDNsyT6WgUHnCAE66a_S2CY4aZeGKFqmkkstf7oAuKQxIJRTBSaDPE3j6aYRPMPtDSyyvZcJ_B5vtCsKKxGGVuWI69O_QAHmD-UYiDQCvzet3gM_zOncm_lg

    VYD6okg_ZoDcJR6zxDZtZHHEq-TjzS7zUx_uBG-htlC_d-KHGAJMe-Gd_EG4rcv_4vIlv24iEspd_NRgliq7oMJ9zZ5U49qSwHIAb4antzSTXMmPQ1kX5muDpIOCDxEbKKEurlgrMLDtsM72ECtJf-M

    Dúnkeld Contract of 764 S.R

     

    Article I - Territory

    The Shiredom of Dúnfarthing, henceforth referred to as the ‘Shire Authority’ in this document shall grant the House of Pinemaw and any other settlers accompanying them a plot of land south of the Capital-City of Dúnwen near the coast called Dúnkeld, given the title of Port-County.

     

    Article II - Taxation

    The Port-County of Dúnkeld will pay 150 Minae per year towards the Shire Authority to pay for their Charter of Dúnkeld. The Port-County shall retain the right to tax the occupants of the Port-County if desired.

     

    Article III - Law & Governance

    If desired, the Port-County of Dúnkeld will have the ability to create a legal code, including the right to maintain their titles and the ability to maintain the land in their possession with such.

     

    Article IV - Self Defense

    The Port-County of Dúnkeld shall have the right to maintain its own defenses, and to come to the defense of the Shiredom or their allies when requested. 

     

    Article V - Internal & External Relations

    The Port-County of Dúnkeld shall have the right to negotiate and have dialogue with other aspects and vassals of the Shire. But however will need permission granted from the Shire Authority to conduct any treaties with foreign bodies.

     

    Article VI - Equality

    All Bigguns, Weefolk, Musin, Sorvians, and others expressing sentient life shall be permitted as equals in the Port-County of Dúnkeld, their rights shall not be infringed upon by any means.

     

    Article VII - Succession

    Any Sovereign of the Port-County of Dúnkeld will be able to designate anyone they prefer as inheritor. When this document takes effect, Archer Sar’bellar-Pinemaw shall be designated as the heir of the Port-County of Dúnkeld.

     

    Article VIII - Loyalty to the Shire

    The Port-County of Dúnkeld agrees to serve the Shire Authority through peace and through any potential conflicts, and shall not do anything that would intentionally hurt the Shire. If a Sovereign of the Port-County of Dúnkeld wishes to depart from power, they must give a notice to the Shire Authority or help provide a safe transfer of control.  

     

    Signatories,
    His Majesty King Cyris Collingwood the First, the Second 

    Former Thain of Dunfarthing and her vassals, Prince in-Law of the Petra, Protector of the Wee, Lord of Greater Bramblebury, Bywater, Barnsley, Honeyhill and the Hillmen. Father of Foxes, Liberator of Frogtopia, Leader of the Merrymen, Slayer of Gods,  The Oathbreaker, Grand Wizard of Bogwartz: School of Shamanism and Housemagery, Tamer of the Forest, Chairman of the League Of Super Best Friends, Wielder of most holy Knoxscalibur, Emperor of the Former Holy Orenian Empire of Bywater, Shogging Champion, Tar retriever, Price Gouger, Guild Mason, Market Manipulator, Attorney at law. 


     

    jG3KMtgnR10pIDujtvyMGX6S2Ulm6JD7NiYx4aH4rWIUmXIwdCMT6M9Ec83Q3vpNx9sveBhOr9ZFLvCHdrFfJDKwNkJlxUeo-r4GBCz75chIRYGntaNd50TNYh7m83E2F5f4VZKHBa8Uf4ibokuzpIM

    Reevess of the Barony of Pinemark, Unlanded Countess of Old Pinemaw, The Silver Quill, Laird in the Kingswood, Defender of the Rozanian Realm, Ellie Ambrose Kagura-Maelstorm-Aurelius-Pinemaw

    l-HZl8hm2vNhL5aH9NUreGpEaat-1GEB5j_HFXz9ey1KZnB-kkuRxJEdgIXd9q838x48j3-dDT7niCZb4EZ57ViKhHF4J4sf2Nvh3ldM15nEFgZg5UMZO3rjoXdVcAQcueDb-sCqL2rPeXW7GnrOrQI

    Dagger Wielder Extraordinaire, Archer Sar’bellar-Pinemaw

    zKtuaJPBPHfwImMTlVRQKXLtWU7eU-_zhfb8aKBIAR0juiNkJUV1tq7o2Fsp9TiDYRI67amQuipnrFphDq9u2F6oqGUBBcVuGjKhnbKKmIh28j2X7AdmXGx9Rqv7MZikpKxM8yrydoTYW8YrcafCqxA

    The Favorite Sorvian of Lurin, Bestfriend of Ellie Pinemaw, Most Spoiled Construct in Aevos, Kleptomaniac, Holder of Deranged Ideas, First Ever Sorvian Mage, Claimer of Free Land, Best Lawyer in the Business, Moss Mawce Kervallen

    PjM0Br6G-vMqGqZTKSlnO4PGrHBRhaC-HrSuR35qpAJpvLwiwkVA2W37612fgRWex6XajrGQaxlk-NCOZrIVphAsx6UcwhEnzqppFBMm65DOWyM-TsMIEGYzTSN3fDg4M2nxm9LJCHQgVWtsKLlZnYo

    House Knight of Pinemaw, He of Providence, Ancient of Rites, Beholder of Imperial Legacy and Last Claimancy and Knight of its March and its Forgotten Armies, Aleksandr Corvus Raven-Ambrose 

  6. 14 hours ago, PrinceJose270 said:

    In all honesty tho, It's prob best to cull the abandoned realms. (that generate almost 0 activity). But if there is some purge of realms. Please for the love of god just ruin them. having /clear on everything feels so weird

     

    Vortice?

  7. 2 minutes ago, KKgame1 said:

    I have read over corc lore and cannot find what "weaklings" you talk about. So please send it to me over discord DMs if I missed something.

     

    You are the weakling, mortal, I down raw cloves of garlic, grind them to paste with my molars and swallow them whole. The stench of pure natural garlic filling my nostrils is perhaps the best feeling one can have, a euphoria and a high off of kitchen-spice. My love for garlic succeeds all else, those who cannot down the ginger-onion liquor are the ones weak. I eat garlic cloves like an apple, like a pear or a sweet fruit.

     

     

    7 minutes ago, KKgame1 said:

    Additionally, if you truly cared about originality, you'd obviously have a problem with the siliti clans being pretty obviously inspired by vampire: the masquerade, but that part of the lore worked fine and dandy.

     

    I don't read siliti lore, and I don't know what a clan is, all I do is violently oppose the garlic-haters. But I shall concede this battle.

  8. Just now, KKgame1 said:

    1. in real life, garlic has a very strong smell

     

    2. Vampires having a weakness to garlic have been included in vampire stories for god knows how long, I wanted to at least represent this in a minor way.

     

    Yes, garlic does have a very strong smell, but that is smell, not hearing. Besides, garlic is already repulsive to the weaklings.

     

    If we were basing Corcurita's off of real life Romanian Folklore they likely would have already included the garlic issue, and along with a stake to the heart and silver. The more you base Vampyres in LOTC off of IRL Folklore the less original it gets. 

  9. 3 minutes ago, Jihnyny said:

    no, not at all. Think about Veletz in the Veletz + allies v Coaltion war. They lost every warclaim (but 1), however  they were certainly beating the nations in morale both IRP and OOC, and also were beating them in every single raid. If that type of RP held any effect, the war would've surely turned out differently.

     

    But unfortunately banditting, and ambushes hold 0 advantage as you can simply see name tags, and if that doesnt happen, someone will just see it as a metarally or an annoying encounter, /d20, and ignore that it ever happened.

     

    Only way this would work would be with consenting parties, and only time I seen it work was between two communities that were rivals IRP, but chill with eachother OOC.

     

    OIP.png?ex=65d53d5d&is=65c2c85d&hm=402b9

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