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E__V__O

Creative Wizard
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Posts posted by E__V__O

  1.  

    1 minute ago, chained man said:

    -snip-

     

    Thank you for clarifying, I don't have much experience in the lores above and was taking it off a basis from what I initially read. It seems some things need to be added to lore if not specified significantly already (Golem limbs for example, animii limbs are all good- except for level of strength gathered).

     

    Focusing on the atronach limbs, we're in agreement that it would have to be specified, I put the Auric oil in the lore due to "Elemental Affinity" being of level of T3 and below, and depending how the limb is made, if it is an enchantment (due to transfiguration needed), auric oil would destroy it/make it null.

    Quote

    -Enchantments that use Mana based spells would be NULLED and ILLEGIBLE FOR USE FOR THE REST OF COMBAT if effected by Auric Oil as these are mana based objects.

     

    For the clarification on other points so it isn't a back and forth, i'll take the discussion to discord to help gain further clarity.

  2. 1 hour ago, chained man said:

    Primarily, the reason why I did this is not to 'further take down some Voidal Lore' but to offer balance and identity onto the prosthetics. So far, Atronach Limbs have the best coordinatio, durability, are painless and can be enchanted. This is to further tie into the Mage 'niche' that has been carved out by Voidal Lore.

     

    The disadvantages for the other limbs are as follows:

    Animii

    - Cannot replicate Hand-Eye coordination.

    - Stiff

    - Needs constant repair, and check-ups.

    - Connected to the body itself, which grants pain.

     

    Golem Limbs

    - Unironically the worst(?) durability as the runes on the limb can be wacked.

    - Golem Spikes

    - You have to talk to a Dwarf.

     

    Atronach

    - None. The lore doesn't state any.

     

    A weakness to Thanhic-Steel is universal for all limbs, save for Animii, so I won't be counting that for any of them here.

     

    Personally, I hope the balance to Atronach Limbs will allow further writes to have more of a focus onto their aesthetics, and strength within the 'mage' niche.

     

    Note: I really do hope Golemancy gets buffed.

     

    I will get to the point of negatives over positives which you put in your reply, to further clarify that I do believe Atronach Limbs do need more clarification, specifically how they're made/attached to the body, refix of 'telekenetic limbs' as the magic no longer exists and overal greater look-in to what the limb can do.

     

    Taking into the advantages of the limbs:

    Animii

    - Replacement limb.

    - Made of [specified] material.

    - Can feel pseudo-feelings.

    - Strength of descendent.

    - Can overlock to that of greater strength (Doesn't specify if orc strength or not).

     

    Golem Limbs

    - Replacement limb.

    - Made of stone.

    - Prone to brute force damage over piercing/slashing.

    - Strength of descendent.

     

    Atronach

    - Replacement limb.

    - Can do non-combat RP of evocation flavor.

    - Strength of descendent.

     

    ----

     

    To further clarify the disadvantages of the atronach limb are not present in the written lore however I would assume; 

     

    Atronach Limb disvantage

    - Prone to unexpected movement/reaction/control in the voidal hollow.

    - Can be abjurated/Auric Oil to 'deconjure'/destroy the limb.

     

    Due to this post being posted for Atronach limbs, i'll believe that clarification should be made on what the arms can / cannot do. Does an atronach limb of fire burn people on touch? Is the limb technically ethereal? 

     

    image.thumb.png.c3740012bc2866ab090dc077a915b62d.png

     

    A bigger discussion can be had on the strengths and weaknesses of the atronach limb which I do agree and the amendment could expand on. I don't believe however putting in a debuff/weakness without a compensation of advantage be it minor such as turning the limb 'off' so it doesn't need to be removed to not suffer from the voidal weakness proposal you suggested here.

     

    Edit: If you prefer we continue the discussion elsewhere, my forum PM's or discord.

  3. I am indifferent on this amendment but if you're putting voidal poisoning on someone with an atronach limb without a positive to counteract it then I don't really know what this is for but further taking down some void lore.

     

    If I could suggest since the lore is vague you add in an addition that allows the user to 'switch off' the atronach limb much like a toggable enchantment. The reasoning on basis for characters to not wanting to suffer from voidal weakness which this lore proposes when not utilizing the limb in a prolonged situation. 

     

    It'll offer a good counter balance. Though that's my own opinion.

  4. 32 minutes ago, overlord2305 said:

    deciding to bend over backwards to please a small minority of players that up until now had made no effort whatshowever to actualy revitalize Haelun'or. 

     

    I'll just share screenshots from Novemeber in the subfourm to the PK post of Gavin (voided death) to see how active Haelun'or was up until the war which the city forfeited.

     

    1.

    6BlgGEk.png

     

    2.

    SZLqpFB.png

     

    3.

    ub8MwtJ.png

     

    4.

    htZiN2Z.png

     

    5.

    aw6l6OK.png

     

    I don't see how Haelun'or made no attempt to revitalize the city, though that isn't to say Haelun'or wasn't thriving, having large portions of activity and percent of players in the city. Though, as aware come war the roleplay did falter. The players did eventually return and role play within the city. Primarily being a non EST player group I can see how you don't see the 'numbers' being rallied during your peak times when half the players in the city where asleep.

     

    Though queen, carry on.

  5. MC Name:

             E__V__O

     

    Character's Name:

             Evo'lur Tartarus

     

    Character's Age:

             N/A

     

    Character's Race:

             High Elf.

     

    Link to your accepted MA:

            https://www.lordofthecraft.net/forums/topic/208846-alchemy-fa-e__v__o/

     

    What magic(s) will you be teaching?

             Alchemy.

     

    Describe this magic or a creature as a whole:

             

    The material alphabet is the barebones component to learning what alchemy is and how one can utilize it; taking the knowledge of signs and symbols, one can learn mundane ways of creation, also known as alchemy. As one progresses the material alphabet and can read signs, symbols, or from teaching, you can take the knowledge to the realm, taking plants, stones, or other phenomenons natural to the land and extracting the base components. Alchemy utilizes the base components of extracted symbols or signs to create something new; by rearranging and combining the different elements, one can create wondrous things, which may seem magical in various concoctions.

     

     

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

             

    There are a few different sections to alchemy, not taking from the other DLC lore,

     

    Signs and Symbols:
    Each natural object has a base component of alchemy and has individual set signs and symbols. Extracting the signs, consisting of; Earth, Water, Air, Fire, and Aether, must be taught as they serve a significant purpose in identifying alchemical potions with one of the five categories alongside symbols. Symbols are paired alongside one of the five symbols, although not limited to one group with specific identities of the material plane, able to be grouped with several symbols attributed to a reagent.

     

    Reagents
    Alchemy has many components, and breaking it down leads you to the source being; reagents. Reagents are gathered from the source materials such as flora, creatures, and other methods. As you collect one of the source materials, you can use an extraction method to harvest reagents from it, being signs or symbols to assist in alchemy potion crafting. Each reagent has a maximum count of dosages attributed to the source material that can be collected and stored for future use.

     

    Potion Crafting
    Potion crafting is taking the components listed above, being signs and symbols gathered from reagents and with an understanding of them combining to create alchemical potions. The potions concoctions can be a mix of creating solid matter, gaseous substances, liquid, or elements following a set recipe or from the creation of your concoction.

     

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

             

    Daydreaming Powder of Lucidity

     

    [!] Evo'lur begins by stretching his arms out to the side, loosening his joints before he focuses down on the task ahead, following the stretch with a nod, he goes and takes the flora reagents from the barrel to his side, he'll remove several 'Elf Hair Vine' and 'Tippen's root' placing them both on the counter beside him. He moves to take one of the two plants onto the stone platter and starts to carve down the spine, working from the base upwards. The elf would continue to slice at the plant until nothing but thin slices remain, he'll go to scrape the slices from the stone platter and put them into the mortar to the side of him. [!]

     

    [!] The elf would take the mortar in one hand and pestle in the other starting to crush the plant up and grinding it into a more juiced mush on the bottom of the mortar allowing all of the hardened pieces to be crushed so none remains besides the soft juice mess at the bottom of the mortar. Evo'lur once finishing with the pestle, rests it on the side before kneeling down and taking the sieve from under the counter out with a separated bowl and placing them close by. [!]

     

    [!] Evo'lur looking at the mortar, he begins by pouring a bit of aqua vitae within it allowing it to move round the mixture before pouring it into the sieve that now rests over the bowl. With the pestle he softly pushes through the juices seeing them spill through to the bowl below leaving the remaining carcass of the plant to fend for itself as the elf places the sieve somewhere else. The mali would take the bowl and place it further away from him, looking over the last plant to repeat the same process over of 'Tippen's root'. [!]

     

    [!] With the two reagents in separated bowls, the elf would take parchment papers out from a box, starting to roll them out flat away from each other before taking each bowl and filling the contents within a page each, once the last mixture has been taken he'll wrap them up similar to dumplings before turning to the boiling cauldron in the middle of the room and placing the two wrapped reagents within, like teabags the mixture would pick to float up to the surface which the elf pushed back down and held in place. [!]

     

    [!] Allocated time has passed since the bundles have been boiling, finally being removed and placed on the stone platter cleaned from last use he unwraps the bundle to find powder and beginning to extract the counts of symbols within each plant and placing them into the bowl by his side that're required for the potion, two counts of peace, order and clarity. With each count being extracted. The elf rolls his shoulders taking back to his journal reading the recipe again. The elf turning towards the cauldron still boiling with aqua vitae, he clicks his fingers as the flames seem to lower the intensity back down to a moderate temperature before adding in two counts of peace and stirring the mixture, repeating the process until all symbols within recipe order have all been placed within a stir for each count inserted. [!]

     

    [!] Evo'lur would continue to stir the mixture until it begins to take a new shape of colour, transmuting to a ethereal white tint with noticeable shines and reflection being cascaded round the room around the elf. He would follow the next step raising the temperature of the fire underneath the cauldron to a more intense heat allowing the mixture to fully burn and reduce the mixture to nothing but a course powder, white in colour with a resounding shine coming from it. The last step for the elf, would wait for the mixture to fully dry before sieving it into a more fine powder. [!]

     

     

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

             

    [!] Evo'lur would take out his journal moving it to the page listing of 'Goblin's Ivy' before procuring the plant itself. The elf would place the plant on a counter beside his student before they'll speak out, "This is Goblin's Ivy, earth sign with three symbols being; life, poison and endurance. The extraction method we'll be using today will gather the three symbols seperating them into individual bowls." [!]

     

    [!] Evo'lur gesturing towards his pupil to grind up the plant into a powderize state with the mortor and pestle watching the student as they do so, leaving the ground up mixture within the bowl. "We're left with a pile of broken leaves, powder or mush depending what ingredients you grind up." he moves to the cauldron in the middle of the room. "We'll fill this with aqua vitae and rise it to a boil." he speaks raising the temperature of the cauldron from a kindling flame to an inferno heating the pot up. [!]

     

    [!] The high elf gives a small hum before turning back to the student, "While we wait, we'll work on seperating the bulk of the mush into a more refined status. If you can press it against the sieve, running it against running water. We want to filter out the reagent to a more workable status". The elf watches the student work, pressing the reagent into the sieve and collecting the purified substance on parchment paper below it. Waiting for the cauldron to heat up, he takes the journal he picked up, looking it over momentarily before handing it to his student. "Since you're unaware of some of the symbols we'll be extracting, you'll be looking for these." he speaks tapping the symbol representations upon the journal as the pupil would begin to study the intricate drawings. The cauldron finally heating to a boil.

     

    [!] Taking the parchment paper which has the seperated purified mush, he places it ontop of the cauldrons water to boil. The paper not enacting much change but acting as a barrier from spreading out throughout the boiling waters. The parchment paper would wrap itself around the mixture, forming an almost teabag casing surrounding it as it bobs and works itself within the boiling aqua vitae. "While we wait for the mixture to correctly run its course, set up the magnifying set to your right." the elf speaks before taking the casing from the boiling water and placing it next to the counter where the pupil has setup. [!]

     

    [!] "Now we'll need to seperate the symbols from the mixture, here use these" the elf handing the student some tweezers, "You'll notice several discolourations within the ground up powder, those are the reagents we'll be harvesting today." He speaks taking one of 'life' out with a set of tweezers himself. "This symbol is of life, the mixture here has two counts of it so we'll gather those up into these bowls here." The elf would continue to explain the other two symbols out and guides the student in extracting the resource seperating them into individual bowls under guidence, as the student required more precise learning, he gestured them to utilize the magnifying glass. [!]

     

    [!] The elf speaks once more "Now that we've extracted the varying counts of Goblin's Ivy we can now store and utilize it for later potion crafting. The lesson today being an introduction on obtaining these kinds of symbols as we explained before." the elf speaks taking several lids and placing them over the bowls making them containers of the symbols. "Not all counts of the reagent will be used in potion crafting, which is why we collect and store them for later use." [!]

     

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

             

    If the student has been found to powergame alchemy, through crafting or the utilization of such, i'll first ask them if they understand what they've done if they're aware that they did powergame the situation at hand. If not, i'll further explain to them the correct process of alchemy and its use. I'll go through the specific use of alchemy they powergamed and methods to improve roleplay so they're aware and understand how to change the powergame to fun-game for everyone.

     

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

             No.

     

    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.

             No.

  6. 6 hours ago, Laeonathan said:

    Yes, because flying horse force you to make your builds ugly and people want stuff to be pretty.

     

    I mean. We did have flying horses, specifically. Pegasus horses in accepted lore. However due to the revamp of the wiki and creature index being put into denied lore they where shelved.

     

    You couldn't fly them while riding however as ya'll to fat.

     

    Found it:

     

  7. 7 minutes ago, SaviourMeme said:

    It is 
    - Objects beyond 25lbs/~11kg may not be lifted via Alter Position collectively. That being said, incredibly particulate substances such as sand may not be lifted in large amounts more than a few grains. One may be able to cause rain around them to miraculously deflect off their attire, but throwing large globs of water is not a feasible task.

     

    Look at the altered text, "Objects" (plural) beyond 25lbs/~11kg may not be lifted via Alter Position "collectively". Meaning that as a collective all the objects do not exceed above 25lbs/~11kg. Also literally seen in the example where it says you can move multiple particles of sand at once, or keep multiple raindrops from hitting you.

     

     

    Here was the reason it did get denied. So it seems not only I did we miss that but also the ST.

    image.thumb.png.0ab055562f6eb28ee44d70657bb26732.png

     

    :skull: Oh well.

  8. Just now, SaviourMeme said:

    Is the second redline not already encompassed by this redline from the lore, seems a little redundant.

     

    - Objects beyond 25lbs/~11kg may not be lifted via Alter Position collectively. That being said, incredibly particulate substances such as sand may not be lifted in large amounts more than a few grains. One may be able to cause rain around them to miraculously deflect off their attire, but throwing large globs of water is not a feasible task.

     

    It isn't explicitly stated that you can lift multiple objects, such as a teapot and teacups as example. The only reference to multiple instances is lifting more than a few grains. This is supposed to amend such.

  9. rIhGdw34WGDKQlWwLKPBkGflKYT52J3r5jVk2HjU

    Amendments

    Alter Position

    Including two separate redlines, which has no added benefit other than flavour, promotes RP engagement and interactivity, especially when performing mundane tasks. Do note, this cannot be done in combat.

    Add Redlines:

    - “The caster is able to perform separate **transmutation or enchanting** spells while alter position is active.”

     

    - “The caster is able to utilise this spell on multiple objects as long as they don’t accumulate a weight of 25lbs/~11kg in total.”

     

    Purpose:

    The past attempt at pushing this addition through, was denied due to the ST not wanting for it to be used in combat. To iterate, the spell is non-combat only on the main transfiguration page and stated so. The second was due to not having accumulate weight in total. Both have been addressed.

     

    Citation:

     

  10. Bone Basilisk

    EKRxcL6.png

    https://mir-s3-cdn-cf.behance.net/project_modules/disp/fa130c12125043.56257ae2ed4c2.jpg

     

    Physiology

    The bone basilisk is a variation on the other basilisks adapted and changed to work with its surroundings, the creature's growth is somewhat unique as it developed chitiin armor encompassing itself strong to protect against most physical and magical attacks able to spread each hit round the whole surface of its armor instead of a single point. The basilisk likes to reside under sand dunes by heavy amount of rock formations, often found within caverns and tunnels it constructed if not found naturally. The bone basilisk unlike other variations of the creature is not a pact animal, the territorial creature will hunt and attack any that enters its cavern.  If the creature is in a matured state, they’re able to create noises almost like earthquakes hitting against the stone to radiate the strongest echo throughout the caverns to attract and charm a mate, for both male and females, they can also use this as a cry for help if need be.

     

    The size of the creature has three stages of life hitting the max sizes of, two feet from birth, 21 feet middle age and 46 feet being mature age.

     

    The bone basilisk would be considered a full carnivore. The diet consisting of an all meat diet without judgement of who or what the creature is. The basilisk would attempt to devour the prey whole however if unable due to not being able to unhinge the jaw, rip the meat into smaller chunks before devouring. 

     

    Habitat

    The biome of choice for the bone basilisk would be sand dune caverns with heavy rock formations. Able to shift through the sand when needed impleaded and at discretion of other creatures who reside in the dunes surrounded by desert rock formations. The creature does not spread far out from the cavern except on the surface to protect the territory it captured.

     

    Behaviour

    An interlectual creature using echo-location from the vibrations sent through the sand dunes, the basilisk is able to pinpoint locations and forsee future movements from the imbalances of such. The creature being a hostile preditor would wait for the prey to be in a prime location for an attack, striking to kill with either tail or fangs. The creature is also able to detect different scents of its surroundings to assist further in finding the location of who resides in the den. 

     

    Abilities

    The basilisk doesn’t have any venom, or noticeable large fangs that differ from the rest of its teeth, however they’re sharp and able to crush stone and iron alike, being a knife to flesh. The chitin hide of the basilisk would circumference the upper body, sides and the head of the bone basilisk leaving the under-belly revealed without protection to assist in movementality. The chitin armor actually being plates like scales upon the basilisk which assists in how the creature is able to absorb physical blows and projectile attacks easily.

     

    Red Lines

    • This creature can only be played by ET/LT.
    • The creature is listed as extremely dangerous.
    • The strength of the chitin armor/plates is quantified to be the similar strength of steel, range/magic strikes would have little to no affect if it cannot break through the armor, besides high concussive forces/forces to push the beast back.
    • If harvested the plates cannot be moulded round surfaces but rather stiched on as non-moldable pieces.
    • Weaknesses of the creature include the underbelly when revealed, blinding/stunning the creature with abundance of scents and/or breaking through the chitin plates. The underbelly of the creature is similar to that of thick hide from an elephant.
    • The creature has no venom.

     

    Citations

    Creature Index:

     

     

  11. Mana-Weave Bug

    TpODcOYNp2PiJfUMwPKw1YJJDtdncX8JUJ2T2QZs

    (Starship troopers bug biology)

     

    Physiology

    The mana-weave bugs origins are from the firefly, throughout generations from naturally occurring liquid mana areas across the lands. The fireflies began to selectively breed among themselves upon acquiring natural blending traits of its water source to assist in hunting and catching prey. This did come as a catch however, due to the density of liquid mana and it’s different properties from water over-time the bugs had more change than simply just blending, the whole abdomen would begin to expand over making it hard for the firefly to keep flight for a long distance, the tip of the abdomen would shift its coloured glow to suit the liquid mana below it. Eventually the bug would continuing the selection process would become flightless the abdomen becoming to big for the wings to contain losing a major property of defense and escape for the bug.

    The firefly would begin to resort itself to more unconventional measures of survival and begin to burrow itself into the ground besides nearby caves where they’ll of resided before however this creating a new problem ground predators. They’ve gained the chitin crust over the body frame as a coping feature which protects the abdomen as much as possible while also gaining a spit-fire ability.

     

    RkySId4pPT51LPnN0z3nJrOp1gGmiTvL4DNiEWJx

    (Turbosquid model)

     

    Generations of selective breeding has come across the evolutionary dominant species mana-weave bug, constructed of a strong chitin surface covering the adult besides the parts where the plates would separate revealing a soft tissue organic sack which is used to collect liquid mana. The bug itself doesn’t necessarily have a purpose besides mostly eating small bugs such as larvae, snails and roughly anything around similar size. The mana-weave bug does have a defense mechanism due to the high contrast glow it’s soft tissue creates when hydrated offers easy spotting for prey, the mechanism being the ability to build up and spit up the liquid mana close to the rectum. This’ll be known the ‘arcane ball’ due to the density the bug builds up before firing appearing like a ball, hitting a target with the arcane ball would splatter into a stickable paste which’ll both sting on direct touch on skin and radiate to a glow.

     

    The size of these bugs have significantly grown since the firefly, being average upto a foot in length for an adult and 1/6th that size for children, the children themselves don’t get the exposed abdomen covered with a shell until the mid adult stage. For full adulthood the bug would take from birth three human years (3 IRL weeks) and live upto 12 human years (3 IRL months).

     

    The diet besides 'mana-water' to refuel the abdomen for it's defenses, it'll resort to eating small bugs/insects burred within the ground.

     

    Habitat

    The bug would stay around high concentrated mana areas, specifically liquid mana resovours so it may consume the waters for the defense mechanism and it having a natural glow to help draw in other insects and bugs for consumption.

     

    Behaviour

    The behavior of the bug is mostly calm, staying close towards the mana-water it requires for fuel and mostly within dim-lit areas safe from most predators. The way it'll gather food is burring itself within the earth or try to find small insects above to eat which are attracted to the glow that abdomens give off. The bugs reproduce with eggs once fertilized by the male host.

     

    It’s open abdomen leaves it for easy attack unprotected by the chitin shell protecting the rest of its body the soft tissue can be easily broken into whereas the chitin can sustain people stepping over it. If one burst the soft tissue during the build up of an ‘arcane ball’ the bug would explode with the resin of the ball that it would’ve fired off. Which causes the creature to try and stay underground or far distance before revealing itself to larger preditors.

     

    Abilities

    27SQ2ACOO3GQ2cGE0eAHSJ1zZSXXHaRnnkL9HNnq

    (Starship troopers - Movie)

     

    Through the consumption of liquid mana, the mana-weave bugs have been known to utilize the energy given by it, through a strange deconstruction process within the organs the bug has the possibilities to unleash a range spit attack. The attack however mostly used to scare prey as it has no real damaging purposes, the attack being mostly comprised of a built up ball of liquid mana weaponized by the bug to shoot at a grand distance of 10 meters(blocks) to scare off potential predators against it. The ‘arcane ball’ that the bug is able to fire out close to the rectum carries a glow like substance having a comet trail render behind itself, if a target would be hit by the ‘arcane ball’ it’ll splatter across it like an explosion secreting a glue like substance that compliments an adhesive, offering a light gradient glow. On open skin it’ll begin to sear and leave a rash after some time has passed, these creatures would have good accuracy despite the ‘arcane ball’ moving relative slow, able to blind aggressors. The mana-weave bug would only have a certain amount of these charges, being three. If the bug would attempt to perform another ‘arcane ball’ it’ll leave itself dehydrated and left to die unless bathed within the liquid mana to re-hydrate itself.

     

    Red Lines

    • Can be roleplayed by non-ST/ET. 
    • Cannot be tamed in any way bees could not be, nor capable of being commanded by druids due to the connection to the 'void'.
    • The mana weave bug isn't neccesarily deadly or dangerous except to insects and other small bugs.
    • The creatures only 'hunt' small insects/acracnoids/bugs, ext. They don't directly go out to hunt large preditors.
    • The chitin casing can withold a regular human stepping on it, however a stomp would break through.
    • If stepped on when the abdomen is revealed when using the defense ability the bug would explode with the adhesive liquid mana.
    • The adhesive liquid mana can be harvested. The adhesiveness acts as a fine bond glue, able to be pulled away through minimal force, no more than a child's strength. It'll degrade if remained on skin after one narrative hour.
    • The adhesive liquid if left on the skin will cause irritation and a rash similar to focii taint even to non-void magi.

     

    Citations

    Previously Accepted from Creature Index:

    Focus Crystal Lore (For focii taint information):

     

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