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Althea_

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  1. Sounds logical! An interaction with medium density boomsteel and dracanium mayhaps. Not quite sure if I could/should change it now or wait for an early feedback or verdict first.
  2. Black Ashwood Bows “The black ash holds heat the way banked coals hold a hearth through the night - draw it, and the strain wakes what sleeps in the wood. By the time the string falls silent, the arrow is already carrying fire to its ending.” Origins: In the Elden Days of Norland, a humble woodsman walkened beneath the boughs of the Great Ashwood during a Temple Procession. It was then that a great twig split from the main branch of the tree, striking the snow before his feet like an omen. The man reached to take it, and was given leave by the High-Keeper, who remarked no Ashwood gave its flesh without purpose. Skilled with seax and chisel, and having been endowed with the secrets of Black Ashwood by the Keepers, the man shaped the timber and discovered veins of crystalized sap within, hardened like amber. When the wood was set by the fire, it drank from its heat and held it like stone from a forge. Curious, the man pleaded for raw sap to study, and through the coldest winter in a decade - when snowstorms sealed the roads and the sun vanished for days - he labored alone, binding the sap into a bowstring that would not stiffen in frost, but seemed to hunger for warmth. That same dreary season, word spread of a Great Grendel from the Rimelands tormenting a nearby village. No hunter nor purifier could turn it aside, for the winds snuffed all torches, and the beast was too mighty to face head-on. The woodsman took his bow from its stand by the hearth-fire, and went to meet the monster. When he loosened his arrows, they struck deep with searing heat, burning into its pale-flesh, causing the Grendel to wail and flee into the wastes, never to return. People claimed the winter eased not long after, as if driven away alongside the beast; from that day on, folktales remembered the day a man taught fire how to fly. Alas, the woodsman is said to have disappeared, perhaps to chase after the Grendel for glory and deliverance to Verðrhölla. The knowledge, fading with him… until now. Description: Black Ashwood Bows bear limbs characteristic of the wooden-bark of the Great Tree: dense, blackened-grey, and hardy, with a surface akin to a piece of wrought iron, should it be crafted adequately. Faint veins and dots of darkened, crystalized, ashwood sap can be scrutinized by a keen eye, microreservoirs buried deep within the marrows of these bows’ arcs. The bowstring is likewise colored with glints of amber bound onto ashen cords. These bows are limited to the format of Long, Flat and Warbows, given the hardiness of the wood which makes them more resistant to bending, affording them low stress tolerance for the tight curvature short, recurve and composite bows carry, with the same being said about crossbows designs. Crafting: {1 - Ashwood Collecting} First, in order to craft the Limbs & Arc of the Ashwood Bow, one must first either extract from, or rummage around, the Ashwood Tree a specific Twig or Branch bearing the hardened resin - the Crystalized Sap - within its body. These branches can only be found near the Winter’s Solstice, for it is during this time the Ashwood production of sap has hit its apex, and its red-leaves and branches are most prone to fall or be ripe to be collected. They would have dim dots of orange hinting at the inner-amber. Mechanically, once a (1) IRL Week one may roleplay trying to grab or find a branch with this resin, requiring to roll 1d20 → should the roll be a 15 or higher, they succeed in acquiring one. {2 - Black Ashwood Crafting} Upon collecting the wood, it may be treated and shaped similarly to the ordinary Black Ashwood Crafting Process, going through the processes of shaping, filing and firing. Likewise with all black-ashwood work, this is an extensive and exhaustive labor that would take at least nearly a narrative day. By its end, during the firing, the amber within would noticeably be heated, albeit not ignited or dissolved away, due to the hardwood sheltering it within. {3 - Treating the Sap} Next, one must collect Fresh Ashwood Sap to apply it onto the bowstring, by simply scraping it off the tree’s branches before ignition, or by collecting it as it falls down the canopy (note that old stale sap, and sap mixed with any other product or essence, would be unusable). The Sap then is tampered by the heat of low coals, until it is slowly reduced into a thick, dark-orange resin, with the impurities of the sap distilled away. {4 - Fiber Preparation} Core fibers are to be gathered for the string, namely strong sinews and tendons of large, resilient, quarry belonging to the winterlands: Stoneback Avetas, Mammoths, Bedlamms, Arctic Giants, Rime-Trolls, Thundermaw Ravens, etc; often associating the craft of a Black-Ashwood Bow to a Great Hunt. This is because the sinews and tendons of these creatures are not just more robust - required to withstand the bow’s tension - but also adapted to resist moisture and thermal-cycling better, thus prone to form a strong composite string. The fibers then are cleaned, dried and stretched under tension on a frame to align their strands for maximum strength. {5 - Resin Impregnation & Tempering} The heated Ashwood Resin is then brushed and worked repeatedly into the taut fibers, allowing it to penetrate between the strands rather than merely coat the surface, thus forming an unified composite structure. Fine ash and charcoal powder is then to be mixed with the mixture, to improve heat resistance and durability, while maintaining flexibility once cooled. Noticeably, it is not treated with animal-fats nor wax, as the objective is to keep the innate abrasion and friction of the string to potentialize heat generation. {6 - Assembling the Bow} At last, with all pieces of the bow completed, the string is fastened onto its limbs alongside other measures and steps, following the ordinary manufacturing process of any other bow. Crafting Redlines: Usage: Black Ashwood Bows function similarly to any other bow of comparable length and composition, with the sole distinctions of producing slightly more force (detailed below) and - by combining the stored warmth in the form of the sap within their fire-hardened limbs with the high friction generated at the moment of arrow release - being capable of conducting heat onto metal bolts and arrow-heads shot by it. Regarding the superior power behind the bow, it is only marginally superior to ordinary longbows due to the stiffness of the black ashwood allowing the bow to sustain higher draw weights with less energy loss; thus being capable of assuring an arrow that pierces the target is able to be lodged onto their flesh, mostly unhindered and unhalted by undergarments such as cloth and lesser armors beneath one’s plates, or by certain types of natural armors in case of beasts; likewise, wooden-shields would be pierced through (though logically sparing the wielder should they also have armor behind it). For the ‘heat’ effect: when an arrow is drawn and loosed, the sap-composite string grips and slides against the nock under immense tension, producing intense abrasion and compression that transfers both frictional energy and stored warmth into the shaft and especially the metal arrowhead, which conducts heat rapidly. The result is not a burning projectile but one that strikes with noticeable heat. This effect can be potentialized by the use of Daemonsteel Projectiles, that best cling onto the generated heat, delivering a Stinging-Burn Effect should it drive onto one’s flesh. The effect causes remarkable pain, so great in fact it is prone to momentarily halt one’s motion and break mages’ connection upon hitting their mark, due to the intense burning sensation that would lessen over time. Mechanically, upon being shot the pain would be enough to hinder one’s immediate movement: a fleeing target might stop on their tracks for a moment, before picking their pace back up; a warrior hoisting their sword high for a strike might hesitate from the swing upon being shot; a mage casting a spell is prone to being disconnected (all individual lore pieces of connection appropriately considered). This is not a one-emote stun, but rather a momentaneous hindrance/pause upon one’s actions within the timespan of their emote due to the sudden shock (not one that lasts for throughout their entire emote). The damage would be considered an internal burn, with the stinging pain lowering to usual levels of 1st degree burn damage and pain the following emote, as the shock-effect ceases yet the throbbing, searing aftermath pain lingers (the continuation of this pain, the emotes following being shot, do not necessarily prevent any magic-user from re-connecting, as it is not intense enough for such, comparable to the aftermath of sustaining a first degree burn). Due to the heft of Black Ashwood (comparable to iron), one must be of a physique comparable to at least a great warrior or knight to wield one of these bows. Yet as such: Those with Strength below Peak Human/Elven/Dwarven (which for the purposes of this lore, may only be attributed to those who are explicitly given such levels of strength by Lore-Pieces) are given a minus two [-2] movement debuff while wielding the Black Ashwood Bows; Whereas those between this tier and up to Peak Uruk Strength are given a minus one [-1] movement debuff; Anything stronger would cause the Bow to break, should they attempt to wield it. Given the size-restriction of these bows, they are also inefficient to be utilized in small internal spaces, being more suitable for hunting and battlefield uses. Furthermore, an archer bearing this bow should suit themself with heat-insulant gloves (such as leather and rubber), instead of doing so bare-handed or with a metal gauntlet, lest they risk damaging and burning their hands (shooting twice without these gloves would result in small first degree burns to the hand on the string). Another disadvantage of theirs being that should the Bowstring interact with any source of source of tangible flame (a torch, a lighter, any fire-related spell capable of generating considerable heat), it would ignite ablaze, causing the bow to be damaged and pending repairs (following a procedure akin to the original crafting process above). At last, in order to preserve these bows, they must be periodically kept nearby fires in order to prevent the sap from growing too cold and solidifying. Usage Redlines Purpose: The main drive for this lore-piece was to make a small world addition that may both benefit from and enrich not only norlandic, but overall northern culture, driving forth a considerable RP process that may convey narrative for multiple parts involved, and hopefully interesting narratives (especially considering the IRP cultural significance, red-faith symbolism, and even the requirement of a great hunt for its crafting process). It also serves to answer the question of “but what about black ashwood bows?”, that aren’t mentioned in the original lore, in a much more interesting way, using its precedents, to create something special. Furthermore, how might Norlanders react should one of these bows be broken or stolen? How would misuse of it be perceived by the Faithful? Might other groups (such as druids, azdrazi, imperials, etc) covet them, and how to prevent that for the sake of protecting tradition and culture? What trials might be necessary for one to prove themself worthy of such a weapon? It is intended as a thematic addition with little mechanical benefit and no strings attached to it (well, at least metaphorically), with any advantages countered by appropriate downsides and specific requirements that may balance out such minor lore addition. Likewise, the conditions and time restrictions (atop the IRP implications of these bows’ significance) are intended to prevent them from being overspread. The focus here is on enhancing the mystique behind the Ashwood and these Bows, adding another layer to this facet of the story and roleplay, to foster further interest and curiosity.
  3. Seer, to me. Seer is a magic about enhancing not just your own but those around you's stories. When well used, it allows you to add more life to / enhance cultures and create intimate narratives, entities, cults and even "realms" (if you are creative and witty enough) that would otherwise hinge on ST Lore and Events (in a sense, like Shamanism, but way more open to creativity). Imo it should be understood by Seers, however, that the MA should be seen as their main magic, with others serving as additions to this building story/narrative by adding to it and to their "schemes". For example, a single Seer can (potentially) make it so their entire cultural group's religion/faith suddenly "becomes alive/'real'", serving as a storytelling device for them all. Another example being claiming to have invented a new form of magic that aligns with their tradition, or perhaps a forlorn craft (transfiguration + seer = rune magic laddeh). With the Seer themself either wholly believing in this self imposed lie/fallacy (as a type of "blind fool" egregore creator) or doing it purposely to trick all and attain influence. So yes, it can be way more than just great personal aesthetic, folks.
  4. I just think that instead of heavy armor decreasing the intensity of lightning burns, it should be the material of the armor that does so. Any metalic armor should, if anything, increase the intensity of the burns by one tier, due to the conductivity of metal.; whereas leather armor, gambesons, etc, should decrease it by one. In case of no armor? Then the base intensity value should apply. This would be very interesting in adding a bit of dynamism to the choice of armor on LOTC, as right now everyone still uses heavy plate armor. If you are bound to fight a mage with electrical evocation? Then suit yourself properly for it, just like people tend to exploit the weaknesses of creatures and other magic users in combat.
  5. I like this. Gives some love to the hippies druii, fae, and other nature folk, granting others another reason to seek them out IRP, and adds flavor and more potential RP to constructs. +1
  6. I find this a really fun addition to lore, and enjoy it tackling the concept of a "magic blade" capable of producing those projections of sorts, adding a new layer to martial characters who are otherwise mundane. To me, Thanhium was always "the great equalizer" for mundanes, allowing them to contest magi and creatures alike, but it did so by negating magic only, which is a rather dull way. Through this, however? It adds a new opportunity, exploring a layer of lore that was mentioned, yet untapped so far (with the whole thannic cold forges and such). Looking forward to it, as it might be enjoyable to encounter characters with the alloy.
  7. Great work! I believe this might be just the one, after some alterations highlighted by the ST's review.
  8. I enjoy how they stand in a rather unique spot among Dark magics and CAs. Prone to contempt of the arts of undeath, yet of a similar (but not quite) nature; demanding of lifeforce to harvest from mortals, yet held back from wantonly taking lives; honorbound, but disgraced. There is a lot of potential for these knights to shine, especially given the current state of the RP World Bravo 💯
  9. Said 'unnamed warrior' would sit down beside a campfire inside a cave after the battle. He who was they all along would undon their horned helm, unveiling organic ones beneath; tossing it onto a small bag of possessions. Within it was a book dubbed 'The Tale of Earendil', which spoke of a mortal man who supposed sailed across the heavens to seek aid and blessing from the gods to combat great darkness - an inspiration for a guise, perhaps, especially seeing the stolen lightstone dangling at their necklace. They washed their face, and set meat to a stick to roast upon flame; a hefty, worn out and uncertain sigh exhaled. "Guess the Harrower also was the sort to run away..." ungauntleted, reddish and inhuman, hands taken to rub their temples. "Can't blame him. Shame he couldn't trick one who does just the same, it would take a way-bigger ruse." A curt and dry chuckle given, swiftly washed away as brooding took place. The 'warrior's' gaze turned to a mural in the cave, showcasing a myriad horned figures dressed in runes "Damage's done, they'll remain away... and the dipshit didn't even pay." In frustration, a hurled rock cracked against stone. "Maybe I shouldn't myself, then..." They would take time to consider, for now but eating and laying their head to rest away, upon the black furs of their lupine-friend.
  10. Upon last conversating with Marus, in the Commonwealth of Petra, Leikn had taken to the Memory Tree, and there the 'sylvan fiend of sorts' sat cross-legged on the dirty soil, watching as a neighboring serpent shed their scaly skin. "Hope that one-eyed goof realizes there's always time to start anew" as their gaze hovered higher to contemplate the riple in the waters which irrigated the elder-tree "Some memories are better faded away, so new ones may take place - in a new place! Maybey." A meagre smile curling up, as their focus honed back onto the snake "Isn't that right, sinuous friend?" as it hissed its tongue Leikn's way. Little did Leikn know, that was the last time they would see Marus, at least with shine on his gaze, and after what's happened, they dearly hoped it remained that way. Upon finding the truth, would Leikn feel sadness churn their stomach, wondering if, had they spoken something else, or uttered things in another way, mayhaps they would still be able to meet their friend again.
  11. "HOT HOT HOT HOT HOT!" Cried Leikn, wildly flailing the parchment around the air in hopes of extinguishing the 🔥fire🔥 signature.
  12. POWER TO THE TRICKSTERS! Just feels like a really fun and thought-out piece to indeed tackle the whole 'faerie' part of lore that until now hasn't been much explored beyond event-related activities. The liberty of aesthetic and sub-thematics for each court can also allow for a lot of diversity within the lore (maybe a Court can be closer to Hags, other one can be like a Band of Leprechaun, etc), which is something imo a good lore should have. It's also great how it isn't "alignment locked", allowing it for both good and evil usage alike after all with great powers. . . comes great irresponsibility (and mischief). +1
  13. Delving into the Deep Northern Woods, where the nights are long and days short, stood alone a reddish Jötunn Runt, still plagued by youth and its crises, chasing away to find solace among the tall spruces. Tears of anguish trailing down, onto clenching pointy teeth which stuck out, dangling off the jaw and into mossy grounds. Brutish fists, ornamented by gauntlets of faux gold, hacking and ripping at innocent bark; the frantic motion soundtracked by a cacophony of wails of anger, blending with guttural humanoid-howls, uttered by the aggrieved one, who sought naught but to escape and vent, unknowing there is one they may never be freed from. “How many tears have you already spared?” A voice came, disembodied and silent to all bar the Jötunn, who could only erratically lurch their torso upward, trying to scour for its source; savage arms flailing across the air, Svärdstav piercing through it, pointing hazardously at whatever could be in there. Hostile and eager for retaliation, to force upon another the pain which they felt but could not bury, nor be healed from, for none seemed to wish to comfort them now. “Goooood” Said another voice, deeper, more malicious, savoring each swing “Let it out on the world, on those who hurt you. . .” As a myriad of familiar figures were weaved from shadow, amid the trees, before their very own eyes; auric spears and blades wielded by them. The Jötunn’s heart pounded on, throbbing louder and faster, bolstered by anxiety and fear, - a bark out in response “THEY DIDN’T!.. Not ALL - IT’S NOT!” Their excuses, weak, faulty, and worse of all: dishonest with themself, trying to defend those who mightn’t defend them back in return. “Are you so sure?” The second, foul, voice inquired; followed by the original, softer, one “Running off. . . Always running. . . to what end?” As indeed, the Jötunn took to pivot and flee from the images cast before their gaze. Across thorn and bushes they dashed, clashing and tripping on overgrown roots, into the feet of two ‘maternal’ figures. One human, whose hand gestured the small Jötunn away; another, more monstrous, but still bestowed with sylvan grace, simply, into the woods, fading away. “Alone… again.” Spoke the tender of the two voices. “They fear you, don’t trust you, so they try to bind you - for how long will you allow it?” Followed by the other, cut short by a sudden arrow, narrowly missing its mark upon the Jötunn's back. Two figures, tall, armored and masked, encroached nearby, followed by the others from yore. The forest itself shifted: its Mightiest Tree’s canopy losing its leaves, replaced by soaring Flame, gallows’ ropes dangling from its branches. “We should’ve never let you into our walls.” - “STOp!” The Jötunn cried - pleaded - in response. Flashes of horns and tusks, snow and stone, all painted in blood - human and elven blood - flushed the Jötunn’s mind and eyes alike, their wheezy breath coming to a sudden halt as… “. . . Snake, Monster.” The Jötunn snapped - a great screech, raw and guttural, of trepidation and anger, breaking the scene. Serpents of Raging-Flame hissed, lunging onto the many figures tormenting their master, opening maws wide to devour them whole, spiraling out of control as they mercilessly entangled all that surrounded them, in response to the Jötunn’s fright, angst, and hurt. To put an end to this pandemonium, a Great Direwolf - Hróðvitnir - rushed into the scene, howling and barking in search of their owner, their friend, in despair. The Lupine Beast would spot, curled tight together, frozen upon the soil, the figure of Leikn; scooping them up as they both escaped the burning forest; flora screaming, fauna fleeing. This could be no dream… for these Leikn had ‘tamed & mastered’, all was seen and felt vivid by them, foremost on the mind and heart. Lacerations left, stitches reopen. They were tired, and now . . . There was Wildfire in the North OOC:
  14. MC Name: Drasanee Discord: altheabr Image: Description of Image: A depiction of Veist, Spirit of Illusions, Tricks, & Thievery; for a shrine. Dimensions: 1 wide x 2 high (2 maps)
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