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Avacyn

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Everything posted by Avacyn

  1. Me not that kind of orc!

    1. Esterlen

      Esterlen

      >:: Hello, inquisitor. I hath come for thee. 

    2. Avacyn

      Avacyn

      >:: Lord de Sarkozy. You have disrespected Lady Toov for the last time.

  2. im autistic and generally avoid using this word but are you ******* retarded anyways glad -call them empyreals
  3. fly eagles fly 

  4. whose 4th grader made that apply banner in computer class

  5. literally dont care if plant people make plant babies, its just absolutely munted that a plant person can make regular ones that's all that needs to be fixed lol
  6. this is basically the most telling part of this situation i dont really care about the existence of bryophites, i have a very lore liberal stance when it comes to what exists but the fact this was supposedly passed without the current LT even knowing it was a thing just leads me to assume negligence and not paying attention to the lore being submitted on multiple counts the fact of the matter is it actually makes no sense at all for this to be possible, it's contradictory to every single lore standard currently in place on the matter of making babies: no other creatures of a similar nature are capable of it and bryophites have absolutely no reason to be an exception to that. this shouldn't be an amendment in any formal sense at all, even, this should be an admission of a mistake on the part of the people who reviewed this piece of lore and allowed something like this to pass
  7. How on earth did Bryophites, literal plant people, being able to carry and sustain regular babies to full term get passed through the LT?

    1. Show previous comments  7 more
    2. Corvoo

      Corvoo

      i still have a problem with soul trees bearing ******* children jesus ******* christ @_Jandy_ it's some of the dumbest ******* ****, and I play one.

    3. _Jandy_

      _Jandy_

      Also if they go from elf -> byro/soul tree do they keep the infertility curse?

    4. Corvoo

      Corvoo

      Not for soul trees, no. There's only a 10% chance of failure, if any chance at all

  8. Where is your Midi-Chlorians lore, George?
  9. It's time you swallowed the truth, downs-facers @Brandles gets oc credit for this one
  10. Below are a set of clarifications and amendments to the Naztherak magic intended to give clarity and detail to a few things that were overlooked in the initial post, as well as add a few needed things to help keep the magic prosperous and stable. Apologies, this is less lore and flavor heavy than other posts, and mostly functional adjustments. This has already been processed through the Naztherak community and has its entire consent. Additions I. The Infernal Climb Artist credit to Peter Mohrbacher. Ambition does not drive only the Princes, but the beasts of their Court as well. It is known that Greater Inferis, Zar’kiel, are not made so great: they are born as lowly as any other, and must bite and claw their way to power in order to rise amongst their discordant kin. It is a rare thing that a Zar’ei live so long as to be able to prove themselves, but when they do manage to, the rewards are resplendent. It is believed that a Zar’ei must consume the fresh essence of fifteen souls, making their life’s purpose one of hunger and excited ambition as they seek out victims to devour. This is not done explicitly through violence, however. It is rather within the toolbelt of the Inferis and their dark master to make business with mortalkind and barter for a chance to feed upon their souls. Contracts and deals are surprisingly common methods of peacefully earning a healthy feeding of essence for the growing Zar’ei. A mortal who agrees and offers their soul up for consumption will end up rather drained for the next elven year as their essence regenerates slowly. With each soul consumed, the Zar'ei does gain a bit of change: their power does not grow, but they do slowly inch outward in stature, their essence and body developing and mutating. Once they fully consume their quarry, they find new strength in their chaotic, Infernal soul: They are able to learn and practice a single sorcery of dark nature, their wretched spirit gaining the potential it once lacked and they also gain a new Malice that affects their personality and their Malflame. Redlines - Once the Zar’ei has eaten enough they and the Prince controlling them may approach a Magic Team member with their proof. If valid, their initial CA may be adjusted to make them Zar’kiel. - Thorough screenshot evidence of each ‘kill’ or 'earning' must be provided. Not just the death emote, but context around it, to give some semblance of validity. - The newly-made Zar’kiel can learn one Dark magic up to T5. Nothing more. This can only take up 1 magic slot. They cannot be made Fjarriauga, Shades, Liches, Wights, Wraiths, or any other sort of new creature. Their Infernal souls are incompatible. They are still afflicted by any sort of physical or mental ailments that learning the magic may induce upon them. II. Severance There come times when a student of an Archprince may prove problematic during their training, and their ambition and dedication come into question. If deemed unfit to continue on their path as a Prince, it takes the combined efforts of two Archprinces to sever their soul from its Infernal ties. This is known simply as Severance, and all that is needed is the ill-fated Naztherak’s soul: present in their body or in some sort of phylactery, it matters not. The Archprinces devour their bond to the Infernal Courts, leaving their collected Maleus dull and grey and their Grimoire just a simple, useless book. This is a punishment reserved only for the most grave of betrayals or the faintest of heart who do not belong on the Prince’s path. Redlines - Necessitates two Archprinces (Naztherak with TA’s and the Zar’akal CA) to complete. - Any player Inferis within the disconnected Naztherak’s court are immediately permanently killed and their apps are denied. - The disconnected Naztherak may never practice the magic again. Archprinces cannot be Severed. III. Naz’kuthun Image credit to WoTC, LLC As masters and rulers of the Inferis, none know their foul hearts and beings as well as the Naztherak themselves. The weavings and chaotic essence of the Infernal Soul is their expertise, and with enough time in their studies a Prince is able to learn how to warp an entire soul into an Infernal one through a dark ritual known as Naz’kuthun. It is simple in practice; a sacred bath is prepared, large enough to contain the entirety of the victim’s body, and then filled with the collected blood and gore of any variety of beasts, monsters, and animalia. The creatures’ lifeblood poured into the bath will alter the resulting Inferis’ appearance accordingly: traits will be inherited in twisted and vile ways, wretched reflections seen within the newborn creature’s form. Once this is accomplished, the Naztherak must submerge the subject within the concoction and then simply add an entire souls’ worth of their Maleus from their Cistern to the bath. It is unclear exactly how painful the transformation is, but the agonizing screams that have been noted as a result speak loud enough for themselves. Once warped, the Inferis is rather drained and an easy target to be bound to a Prince’s Court. Redlines - Becoming an Inferis is irreversible. Any other ‘transformations’ are useless, not functioning with their discordant souls. - A player-character transformed will result in them becoming a Zar’ei and a CA must be posted. - Animals can be transformed this way. - A player-character that becomes a Zar’ei will lose all their magical ability. If they so happen to become a Zar’kiel later on, and happened to know any Dark magics up to T5, they may regain their - use of that single magic. - Having a body is necessary for this. Liches, Darkstalkers, Wraiths are all ineligible. Clarifications 1. Malflame cannot be used in other magics akin to Transfiguration: It cannot be enchanted or bound to anything to any effect. It is lawless and discordant, resistant to the orderly nature attemptedly imbued on it. 2. A Prince is able to ‘steal’ an Inferis from another by simply binding it themselves. This also enables ‘trades’ of the creatures for bartering between Princes. 3. Inferis are in fact able to roam around on their own. If they are killed, they must wait 2 weeks before their spirits manage to recollect themselves. A Zar’ei will lose their ‘progress’ towards ascending to become a Zar’kiel if killed. 4. One must be a Zar’akal to be eligible for a TA.
  11. Never stated the opportunity wouldn't be given, that's the opposite of the intention, actually. Not aiming to just cut ropes and send everyone off, but to instead re-focus.
  12. P.S. : Yes, it would mean you'd have to be made re-eligible for teaching if you had a TA up! P.P.S. : Yes, that's the point for the time being. The intention was never to spread it like herpes.
  13. Totally legitimate concerns/questions posed here. At the moment, I don't feel secure at all in the magic's current playerbase and this is a step in stabilizing so I can better build and establish a functional group that I'm confident will be able to go forward and keep the magic going in the proper spirit I intended once I'm ready to push it out of my hands. As it stands, I departed in the magic's infancy, and never got beyond teaching anybody T2-T3 and developing the roleplay I wanted to with the students which is definitely something I made a mistake in doing. This is also something I wanted to include rather quickly after the magic was posted: the character I played and taught people on already looked this way and I want to chisel that element of RP into stone. As for the 'endgame' dilemma, I don't find it much of a problematic endgame, more of an aesthetic reward to people who commit their characters to the heart and soul of what the magic's about, because that's something I take as a personal philosophy with magic/endgame RP. People should be committed when they step into learning something like this, and not treat magic and endgames like sweets at a candy shop. Hope that's sufficient.
  14. Sorry! Just had to assume it was made by the LT since it was never posted or submitted in a public place and the topic was just edited as so: I'll edit the initial post now.
  15. Intended to replace the LT-approved addition to my lore that enabled uncontrolled connection and teaching among Thallassians, the Drowned will also serve as an almost entirely aesthetic ‘endgame’ to Ketomancy roleplayers who want to commit their character to the magic. The Drowned “You do not drown by falling into the ocean: you drown by staying there.” - Old Craetaein adage Murky is the water the Thallassian treads. Lovers of the sea and all things within it, they yet remain shorefolk: landwalkers in life and spirit. For Nerea, this does not do to see in her prized singers. To give the blessing of the ocean to others, one must embrace it in body, blood, and heart. To truly understand such as she does, one must Drown. Drowning is not death. It is rebirth for those who undertake it, a second chance at a new life as one of the waves. To Drown is to give yourself entirely to Nerea and the sea you serve, and become one with them entirely. In order to do so, a few key things must be accomplished: The Drowner must be an expert Thallassian and have learned all the hymns. The Drowner must be fed the Brine produced by another Drowned. Would-be Drowners are placed in a sarcophagus or some sort of container to hold their entire body and which can be sealed tight to prevent escape. It is usually wrapped in chains or other bindings to help keep the prison secure and to weigh it down. Once the Drowner is laid within for their final rest as a shorewalker, they are closed within and then lowered down by chain into a Mouth. A Mouth is simply the Thallassian’s term for a cavernous, secluded body of water that Nerea has connected to her home in the Black Depths. The descent is quick, and so is death. Drowning is not a peaceful death, however: tumultuous and violent, yet just like the ocean itself it bears resplendent life within. As the saltwater fills their lungs and breath leaves them in choking gasps, Nerea’s tender embrace grips them and they are forever changed by her magic. The coffin is pulled from the deep and dredged onto dry land once more, and so the Drowned emerges into the world. They are christened with a new title reflective of their personage. ‘The Drowned Sentinel’, for example. Changed irrevocably, they gain the complexion of a sunken corpse with a somewhat surreal beauty: pallid flesh and milky eyes forever mark their body along with a shift of their hair colour towards marine tones of green and greyish-blue. Curiously, their hair itself seems to be in a constant state of ethereal drift, shifting and swimming about sluggishly as if it were always underwater. Beyond this, there are three key and distinct boons gained from the Drowning. Drowned are able to breathe underwater. They may still be choked, suffocated, asphyxiated, but water is no longer a hindrance. Drowned’s bodies no longer bear any blood, and instead Brine flows through their veins. They do not need to concentrate on using the Pelagia to turn their blood into Brine. This grants a second, stranger effect to the Drowned: Their mutations induced upon themselves through Anagennos no longer have any duration. Drowned are able to create and implant Pelagia just as Nerea is. They are also able to strip another of their Pelagia by simply unmending the sutures and removing the coral heart. Additionally, two key weaknesses are earned through the transformation. Drowned are susceptible to magics that target impurities and imperfections in the soul. Drowned are susceptible to great harm via radical changes in body temperature. Their watery lifeblood can be frozen or boiled with more ease than a blooded being. Redlines: - Drowned require a CA to play. - Thallassos TA’s necessitate the teacher being Drowned to be valid. They are unable to connect anyone otherwise and cannot be teaching. - Drowned are not any more durable, strong, or even physically weak than they would be otherwise. - Drowned are not undead. Their souls are in a warped state of being induced by Nerea. - Drowned cannot coincide with any other creature types/soul twisting magics. Fjarriauga, Wraiths, Wights, Shades are all examples of this. - Drowned are thusly harmed by Ascended and Clerical magics.
  16. This is actually wholly incorrect, though. Mana does not come from the Void-- it doesn't come from anywhere. It is an existent, corporeal part of the world we dwell in and is essentially the building blocks of existence itself: everything is made of mana. Mana is used when spellcasting as the body's fuel for the feats its undergoing, but to say people channel mana or get it from the Void or any other source is wrong.
  17. You keep saying "druidic energies" or "aspect energies". These are very vague terms. What are they?
  18. t. brainlet who didn't use the thesaurus right when looking for a bigbrain word
  19. thank you for yet another exceedingly insightful post of yours, i look forward to the next time you look for my name on the forums to comment on something i say i really appreciate the special attention uwu Let's pretend it's an excessive amount of mana. Also, the blood is pretty quickly mixed with water, so we're also gonna say that watering it down and creating the mixture lets the blood remain there, albeit diluted and unsuitable for blood magic.
  20. Here comes a quick bit I did that aims to provide some mundane and low-fantasy worldbuilding to some of the more 'normal' aspects of roleplay life. Ideally this should need no monitoring at all- death to applications and the bureaucracy involved. Run wild with some detailed blacksmithing roleplay. ~=~=~=~ The Beastsmith’s Arsenal: Fourth Age Forgery “And by the heat of the fire I found him, swinging his hammer with such haste and vigor I thought it miraculous. Verily, he smithed at incredibly high speed.” -The Beastsmith’s Arsenal, Vol I., Foreword All but forgotten are the drake-smiths of the First Age, their ironworks masked beneath the heavy and old layers of secrets and ash from the burning of each previous era. Steel and hearth and flame are not things easily buried, though, and so it was inevitable that their work would resurface elsewhere. While the scaled and crowned children of the Titan may have reclaimed the true heritage of their Dralachite, what became of the ancient language of the forge that the strongest of Man’s children knew so long ago? The answer lay far over the seas and through the temperate storms of the ocean, upon the shores of a land called Aeldin, where monsters and men have a long and bloody history with one another. Deep within the halls of the Hexicanum, in the old forge of the Marked, an aged smith of the venerated beast-slayers claimed elder knowledge of the forging techniques long lost to the ebb of time. It would be Griffith of Gwynon, a member of the Hexicanum and a student of the old man’s, who put quill to ink and then to parchment and began scribing a text, to pass the techniques onward. Thusly, The Beastsmith’s Arsenal and its subsequent volumes were borne. ~=~=~=~ Volume I: Blood-Quenching “It was a gorey place, reeking of blood: that odorous, coppery tinge in the air. Blood was kept by the barrelful. But for what?” It is known among the beastsmiths that the blood of monsters has keen properties upon metal when forgeries are quenched within it. The recipe is simple: A barrel must be filled with three parts water and one part blood for an even balance, and so the mixture is still suitable for extinguishing the heat of tempered steel. Over years of experimentation, the effects of different monsters’ lifeblood upon weaponry and armor has been documented and still continues to be learned. Dragonblood --- Sometimes the most difficult to collect, the blood of all dragonkin grants a noticeable heat resistance to steel. Not much damage is inflicted upon swords which are oiled and lit aflame. Striga blood --- A rarer sort, striga blood acts as a sort of ‘blood thinner’: cuts inflicted with quenched weaponry bleed for longer, the blood flowing more freely. Fjarriauga blood --- The chilled blood of the ‘frost witches’ simply gives a residual chill to metal. Though not the most practical in combat, it’s seen some use in keeping wine and ale cool. Bryophite blood --- The saplike blood of the Bryophites grants a very weak poison to quenched steel. Wounds inflicted hurt a bit more. Aengulic blood --- The holy folk of Aeriel and the Keepers of Xan possess a unique lifeblood within their veins that grants a shimmering, gilded appearance and often makes things appear more valuable than they are. Infernal blood --- Opposite to Aengulic, the blood of the Inferi has been observed to give a darker, almost smoky tint to metal quenched within it. Horror blood --- Mystical and otherworldly, the spilled blood of Voidal Horrors grants steel a unique pain inflicted upon those connected to the Void: the typical mage will feel more pain from the blow of a weapon quenched this way. It must be explicitly noted that any attempt to mix blood with one another to produce layered effects is disastrously corrosive to the metal and will result in a ruined project. ~=~=~=~ Volume II: Ingot Infusions “It was bizarrely religious the way he sat before the melting steel, and yet I myself could not help but marvel at the way the Dreadknight’s gauntlet bubbled and oozed into molten liquid. A machine of gore and war, reduced to slag.” The invention and temperance of various alloys has remained a part of smithing knowledge and practices for centuries, though since the discovery of steel and bluesteel and their near-perfect practicality there has not been much ingenuity in the matter of ingots and material used during the forging process. The beastsmiths, however, through experimentation and the dangerous collection of various parts and trophies, have found a few pseudo-alloys by combining the remains of magical creatures and beings with their ingots during the smelting process. Just like with the techniques outlined in Volume I, mixing these effects proves disastrous for the metal. Apelpinium --- A combination of the slagged armor from a fallen Dread Knight and any practical alloy. The addition of the once-mundane metal’s dark, eldritch infusions results in an odd alloy that is significantly heavier and denser than normal. The metal itself takes on a darker color as well, closer to black iron. Ossitation --- Not an alloy itself, Ossitation is the use of magical bones of a particular sort (See: Compendium entries on Liches and Darkstalkers) by grinding them into a fine powder and dusting the line of the ingot mold before pouring slag. The result is a metal that does not easily chip or dull: while structural damage and the wear and tear of battle will still ebb away at it, the superficial lustre will remain pristine, almost idyllically so. Petrite --- Perhaps the strangest of infusions in the slagging stage, Petrite is a result of the crushed and dusted remains of a Golem’s core being added to an ingot while it is being set. Whenever the metal is cool, it takes on a rough, almost stony texture to it and could be mistaken for rock itself though bears no structural improvements or weaknesses in comparison to unaffected metals. ~=~=~=~ Volume III: Mundane Techniques The drake-knights of Gwynon use old dragonflame smithing practices to achieve their vibrant hues of red. Alas, reader, you come to the least marvelous of all there is to read in The Beastsmith’s Arsenal. Outlined here is an ever-growing list of materials and techniques with much lesser effects to be used at your leisure and your own ingenuity. Experimentation is encouraged: perhaps you will discover properties and uses I overlooked when scribing this. Draconic Dragonhide, when tanned and cured into leather, makes for a sturdy material for grips. Dragonbone, while being dense and difficult to shape, rewards effort at chipping and carving it over a long time: It bears surprising flexibility, making it an interesting substitute for wood in weaponcrafting. ‘Dragonflame’ smithing is a technique adapted from the old work of the First Age Drakesmiths and simply refers to tempering metal for very long times at high heats in order to produce vibrant hues of red in steel. Undead Ghoulhide or the rotting skin of any undead being has proven entirely impractical and its use is not advised. However, the bones of fallen liches and darkstalkers have a keen durability and have seen use in weapon handles and ornamentation for armor. Monsters While the bestiary of known monsters in the world is far too vast to cover and detail the uses of all their bodies, let it be known that monster hide is a durable and suitable replacement for regular tanned leather in just about any situation. Utilize different textures and colors to achieve the desired appearance of your weapon’s grip. Monster bones have not proven any better than a regular animal’s in crafting purposes. The strung innards and hairs of monsters have also seen prolific use as bowstrings.
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