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Wretched

Creative Wizard
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  1. No problem at all, I’ve removed it My bad, thought it was already canon, did get the information off the wiki though
  2. Noted, I’ll fix it up. I’ll be making a few edits tomorrow, so if anyone does see something that doesn’t make sense then do let me know.
  3. [[Disclaimer: This is a proposed lore consolidation (with alterations and additions) of the Planes of Existence. I am the author of the original lore, but it has become very outdated. This lore aims to update and clarify what the nature and limits of Mortal and Immortal Planes are, as well as attempting to introduce event accessibility via an attached eventline proposal. If you believe I have missed anything, please comment on this thread and I’ll endeavor to add it. Should this lore and accompanying eventline be accepted, this disclaimer will be removed.]] The Mortal Planes What Descendants might think is commonplace, is in fact exceedingly rare. There are only two mortal planes, and they exist on opposite sides of a disc that spirals endlessly through a vast expanse of nothing. One side is named Aos, and the other, Eos. Both are very similar, littered with vast continents and islands, the true scope of the planes’ size still entirely undiscovered. Though many theories may pass through the minds of the few that understand the nature of mortal planes, the true reason for this planar duality remains unknown - some may suggest that should ever a mortal plane fall into ruin, the Descendants may find refuge in the other. Some others would theorise that the two planes represent a balance, and it is the fate of the Descendants to forever dance between the two. But if history is any indicator, the most likely reason would appear to be for escape; when crisis strikes Descendant homes, often they are forced to make a retreat, and often do portals open at the most opportune times. Our Mortal Planes were designed for us, and not for the Aengudaemonica. However hungrily they may watch us, they take great risk to manifest here directly. Aos: Aos is the mortal plane on which the Four Brothers founded their civilisations. Its native species are: Human, Elf, Dwarf and Orc. Visited Continents & Isles: Aegis Thales Athera Vailor Axios Atlas Arcas The Abyss: The Abyss was formed after a cataclysmic battle took place between the Aengul, Aeriel, and the Daemon, Iblees after the Descendants fled Aegis. Now located where Aegis once rested, the Earth fell away, and in its place a colossal dark pit emerged, even larger than the continent itself. The Abyss is only found on Aos. Eos: Eos is the opposite mortal plane, unexplored by the Descendants until the fall of Aegis. Its native species are: Kharajyr, Mori’Quessir and Bohra. Visited Continents & Isles: The Verge Asulon Elysium Kalos Anthos The Fringe The Verge Portals: ‘Verge Portals’ is the collective term for magical gateways that lead from one Mortal plane to the other. In every instance discovered so far, these portals are not two-way. After the Descendants have travelled through a portal to a new home, they will need to discover another one to return to the other plane. Verge portals are an immobile, standing structure; usually a stone arch with a portal swirling within it. The creator, and process of creation for these Verge portals is entirely unknown. When discovered, they appear to outdate all of known civilisation. Usage: (1351, Aegis) The Descendants flee from Iblees through an ancient portal located at the Cloud Temple, discovering Eos through a place known as ‘The Verge’, which is what these portals were henceforth named after. (1465, The Fringe) The Descendants find a hidden valley surrounded by mountains named The Fringe, and use it as a refuge against the attacking Black Scourge in Anthos. Here, another ancient portal is found, and used to travel back to Aos. Unvisited locations: Littered across both sides of the Mortal Realm are smaller isles and continents known of by the Descendants, but have so far never been travelled to by the Descendants as a whole. When new Descendants arrive, it is usually from one of these locations, and is travelled from by means of wayfinding: https://www.lordofthecraft.net/forums/forum/910-starting-locations-in-the-mortal-realm/ Aeldin Skjoldier Vectra Magara’lin Djiazecko Oyashima Marenesian Islands Judi Vyranni The Edge: If a Descendant might sail to the edge of either of the Mortal Planes, they would find the ocean crash into an impossibly tall wall of life-less mountains, seemingly encircling the entire plane. It is a silent place, and no greenery or wildlife inhabits it. Even the wind here does not blow. Atop those bleak cliffs, the sky is dimly illuminated by streaks of light across its entire spectrum. Should those colossal mountains be climbed regardless, these lights harden into a translucent barrier, of which no Mortal force may penetrate. The Nether: The Nether is located far beneath the earth and the bedrock of the Mortal Planes, it was once occupied by the Daemon, Iblees, but it outdates even him. It was from here that Iblees launched his invasion of the Undead against the Descendants within Aegis. Planar laws: The Mortal Planes are bound by mortality and physicality. Unlike in the Immortal Planes, things here will age, wither, and most importantly; die. Entities born of the Mortal Plane lack the inherent ability to travel between planes. To fully manifest within a Mortal Plane, an Aengul or Daemon must take on a physical form, which in turn renders them susceptible to mortality. Prolonged, full manifestation within a Mortal Plane will render an Aengul or Daemon unable to return to the Immortal Planes, unless through specific and often challenging means [[Eventlines]]. With its Immortal Planes undefended, a fully manifested Aengul or Daemon that is unable to leave the Mortal Plane will slowly lose what power it had as its voidal tethers are claimed by other Aengudaemonica. If an Aengul or Daemon loses all of their Voidal Tethers, they lose most associated power, becoming akin to a powerful mage. The Immortal Planes (Artist: XuanLong) “Where stars cast no glow, Where mountains may bend. Where men may not go, And fate not attend. Where time seems to slow, Where Gods go to mend. Where void seeps in flow, And all things ascend.” - The Slumbering Library It has been theorised that there are potentially infinite Immortal Planes, but the scope of these ethereal realms is only understood in part by the Aenguls and Daemons that call them home. In most cases, these Immortal Planes are non-physical, abstract realms of energy, consciousness and thought, only becoming material when a Descendant soul steps inside it, and finds it manifest around them in order to be perceived by mortal eyes. However, the Immortal Planes do not all strictly follow the same set of rules. There are some unique Planes that even Aenguls and Daemons have no chance to control, and some planes are created in a physical manifestation regardless, usually for the purposes of Descendant interaction (in whichever form this may take) and designed by the Plane’s master. To this extent, the laws of time, physics and all perceivable reality may alter drastically between Immortal Planes, with the only constant being the power they draw from the Void. The Immortal Planes are in a constant state of conflict and transformation; Aenguls and Daemons explore and colonise vacant planes in order to grow their power and influence, and should their power exceed their neighbours’, Aenguls and Daemons may invade and conquer each other’s planes, causing constant shifts in the power dynamics of the unseen immortals. Classifications: Though the Immortal Planes are not easily labelled, there is a mutual understanding throughout the Immortals that a Plane must fall into one of four categories: Locked: The Plane is inaccessible by the Aengudaemonica. This type of Plane is rare. Barren: The Plane has no Voidal Tethers, and can only be influenced by the Aengudaemonica to a minor degree. This type of Plane is common. Habitable: The Plane has one or several Voidal Tethers. This type of Plane is uncommon. Bountiful: The Plane has a large quantity of Voidal Tethers. This type of Plane is rare. As well, Planes fall under two more additional categories: Manifest: The Plane has been made physical by design of its master. Non-Manifest: The Plane will only begin to exist physically when entered upon by a physical entity, and revert to its previous state upon their exit. Aengudaemonic Power: While an Aengul or Daemon’s power and influence is directly correlated to the number of Voidal Tethers they control, it is not the only factor. A deity that possesses a particularly complex Plane will be expending a higher amount of Voidal energy to sustain it. Similarly, an Aengul or Daemon may choose to conceal their plane from other Aengudaemonica, and this in turn expends voidal energy. Therefore, it is unknown what variations of power exist amongst the Aengudaemonica, and it is not as simple a matter as how many Voidal Tethers their Plane(s) has. The Void: https://wiki.lordofthecraft.net/index.php?title=Void The Void is the dominant Immortal Plane, and does not obey by the laws of all others. It is older than Aenguls, and more fierce than Daemons. It is timeless, and forever. It is the place from which all of creation was forged, and the place where creation must inevitably return to. It is infinitely large, and It totally surrounds our cluster of Mortal and Immortal Planes. It is only stopped from consuming all of reality by the existence of the Veil. The Void is so incomprehensibly vast in both size and power, that it cannot be totally controlled by anything. Even Aenguls and Daemons are only able to draw from its power through other planes, and despite this power being immense, bearing unmatched potential in both creation and destruction, it is but a small fraction of the Void’s true cosmic potential. Voidal Nodes: Voidal nodes are limited to the Mortal Planes, and are specific geographic points where the Void’s power seeps through places where the Veil between planes is thinnest. Mortal mages may find great use in these rare, but powerful nodes. It is common for Voidal Horrors to manifest in close proximity to Voidal nodes due to this thinning of the Veil. Voidal Tethers: Voidal tethers are limited to the Immortal Planes. Similar to nodes, these tethers are direct connections to the Void. An Immortal Plane's size is determined by the numbers of tethers it has to the void, and an Aengul or Daemon’s power is directly correlated to the number of tethers they control across all of their dominated planes. While Planes may exist without any Voidal Tethers at all, these places are quite useless to the Aengudaemonica. They draw no power from the Plane and will be unable to directly influence it. Voidal tethers, unlike nodes, are capable of releasing far greater flows of power, limited not by mortal bodies or physical restrictions. If a voidal node drips, a voidal tether streams. Planar Laws: The Void is a Locked Plane. The Void is Non-Manifest. Travel to the Void is near impossible for lesser and greater souls, but if achieved, the entity that enters becomes imprisoned there and will have no direct influence over the plane. Entities trapped in the void, will not be so for long. They will degrade slowly into their base voidal energy. They are consumed and join the Void permanently, eventually becoming indistinguishable from it. The Veil: https://www.lordofthecraft.net/forums/topic/189036-world-lore-the-breaching-of-the-veil/ The Veil is another unique plane closely connected to the Void. It is a barrier plane, and its purpose is to fill the space between Planes and keep them separated. While not only is it what separates Mortal and Immortal planes from each other, it also protects them all against the wrath of the Void, for if it were not for the existence of the Veil then the Void would consume everything. All of the Mortal and Immortal Planes are encased within the shell of the Veil. It is within the Veil that creatures known as ‘Celestials’ roam, repairing damage to the Veil where discovered. These Celestials are often prey to the things that slip through these damaged sections of the Veil: Voidal Horrors. These are the enemies of creation itself, and even the smallest tear in the Veil may lead to catastrophic consequences. Planar Laws: The Veil is a Barren Plane. The Veil is Non-Manifest. The Veil is fragile, and prone to become disruptive and volatile when acted upon by outside forces. The Veil is inherently avoided by Aenguls and Daemons, for to meddle with the barriers between planes is to bring ruin to your own. The Soul Stream: https://wiki.lordofthecraft.net/index.php?title=Soul_Stream The true nature of the Soul Stream has baffled scholars and deities alike for millennia. It is a ‘stretched’ plane that sails from the Mortal Planes and through the Immortal ones. When a person dies on a Mortal Plane, the soul is swept through the Soul Stream and sorted; eventually emerging in the plane that soul was destined to spend its afterlife. Its origin is disputed, but its purpose in bringing souls to afterlife is clear. It is a Plane mostly unable to be interfered with by the Aengudaemonica, and they have never been able to replicate its complex, yet unknown design. The Soul Stream is closely protected by the Caretaker of Souls; The Arch-Aengul Aeriel. Planar Laws: The Soul Stream is a Locked Plane. The Soul Stream is Non-Manifest. The Soul Stream is directly connected to a variety of other Immortal Planes, it is outside their powers of influence, and only receive whatever souls it spews. The Soul Stream is a constant, and regardless of what power struggles and fluctuations exist in other Immortal Planes, the Soul Stream is rooted to them, and will forever remain unchanged even if a deity conquers a Plane it passes through. Though the Aengudaemonica may not directly enter the Soul Stream themselves unless experiencing a Mortal death, they are capable of stealing souls from the Soul Stream as it passes through their own Plane. Ebriaetas: https://www.lordofthecraft.net/forums/topic/140411-ebriet%C3%A6s-the-soul-stream/ Manifested as the Moon itself, the Ebriaetas is truly ruled by no singular deity despite having involvement from the Aengul, Aeriel. It is a plane where damned, wretched souls will collect to live out an afterlife of mindless wandering on a barren plane, many driven mad by torment. The creatures and entities that when die, emerge in the Ebriaetas, are creatures that have been deemed ‘dark’ and ‘unworthy’. Descendants that practise in Dark magic, or in some way alter the purity of their souls, are forced to reside here upon death. Souls that fall to madness are known as ‘Geists’. The Golden City: The Golden City is exactly that, a manifested city of glistening gold stone and blinding light. It was constructed by the Aengul, Aeriel to oversee the passage of the Soul Stream through the Ebriaetas. The Golden City is commonly believed to be where Aeriel primarily resides, and rules over the dead. Planar Laws: The Ebriaetas is a Habitable Plane. The Ebriaetas is Manifest. The Ebriaetas is passed through by the Soul Stream. A soul sent to the Ebriaetas is trapped and bound there. Retrieving a soul from this plane is a challenging task, and will provoke the wrath of its guarding Aengul. The Seven Skies: https://www.lordofthecraft.net/forums/topic/151676-%E2%9C%93-seven-skies-lore-addition/ [[Disclaimer. Unfortunately the current Seven Skies Lore is not compatible with existing lore, and remains an anomaly amongst Immortal Planes. Such an example of this, is how it is written to be located within the Void itself. For this reason, the following section contains changes and alterations of the original lore to make it fit amongst its greater archetype. If this lore is accepted, ‘The Seven Skies’ lore will be edited accordingly, and this disclaimer will be removed.]] One of the oldest known Immortal Planes, familiar even to the early Descendants of Aegis, is known as the Seven Skies. It is believed that this may have been the home Plane of the now deceased Aengul, Availer (The Wandering Wizard), It is the final resting place for the souls of the descendants of Horen; Humans, after travelling here through the Soul Stream. The Seven Skies was formed long before Aenguls and Daemons existed - it is believed to be an inherent component to creation itself, and has always been capable of self-warding against potential Aengudaemonic threats. Souls that enter the Seven Skies get assigned a classification by the collective soul population that already inhabits it. This process is based on how good, honourable and just they were during their time in the Mortal Plane, and in this Plane they are rewarded. The Human souls that exist here, are fiercely protective of their plane. With no Aengul or Daemon dominating the plane in recorded history, the souls were able to draw upon its Voidal Tethers themselves and earn a certain degree of control. Though no individual soul may overpower the Aengudaemonica, the collective mass of souls having access to Voidal Tethers makes them a near-impossible foe for any invading Aengul or Daemon to overcome. [[Original Lore edits: The Plane no longer exists within the void. Expanded on the nature of the inhabiting souls. The origin of the plane is slightly altered and mention of the Creator in the lore is removed. The Plane is not ‘pure energy’ and obeys the same laws of power accumulation as all other Immortal Planes do.]] Planar Laws: The Seven Skies is a Bountiful Plane. The Seven Skies is Manifest. The Seven Skies is passed through by the Soul Stream. The Seven Skies is susceptible to invasion, but remains well defended by the elevated souls within. The souls within the Seven Skies may have acquired more power than common souls and have limited control within their environment, but they are still trapped there and may never leave. The souls trapped here are unable to exploit as much use out of their Void Tethers as an Aengul or Daemon could. The Spirit Realm: https://wiki.lordofthecraft.net/index.php?title=Shamanism The Spirit Realm is the home to unique entities known as Spirits, a kind of pseudo-deity that shares traits with both Aengudaemon and mortal, and yet is neither. It is only accessible to mortals via the magic of Shamanism, where the Shaman does not physically visit, but instead projects themselves onto the Spirit Realm. Both Spirit Realm and Spirits were created by the Daemon, Apohet, who is the presiding owner of the Planes. The Spirit Realm is divided into three separate, but connected Planes: Elemental, Immortal and Ancestral, and each house a respective type of Spirit of the same name. There are many types of Spirits, and all may take differing forms from Greater to Lesser, and while usually they may live in tandem, they have been known to war against each other. Planar Laws: The Spirit Realm is not a Plane, but the collective term for the three Planes. The Elemental Plane is a Habitable Plane. The Immortal Plane is a Habitable Plane. The Ancestral Plane is a Bountiful Plane. All Planes within the Spirit Realm are Manifest. The Spirit Realm is passed through by the Soul Stream. Spirits and other entities created by Apohet are able to move freely between the three Planes, but will choose to more frequently reside in their own one. The Fae Realm: https://wiki.lordofthecraft.net/index.php?title=The_Fae_Realm Otherwise known as the ‘Domain of the Aspects’, or ‘The Eternal Forest’. This Plane is unique in that it is mutually shared amongst three Aenguls: Cerridwen, Cernunnos and Nemiisae, more commonly referred to as the ‘Aspects’. The Fae Realm is connected tightly to the Mortal Planes, and has historically opened gateways and doors between them for Fae creatures to pass through, usually with the intention of the Aspects to restore balance to nature upon the Mortal Planes. One such method of transportation for the native creatures of the Fae Realm is ‘Fairy Rings’, being mirrored in the Fae world when created in the Mortal one. However, druids may also access the Fae Realm itself via the magic of Transcendence, appearing there as a spirit. The Fae Realm is fully manifest, and is teeming with life of an exotic nature, and some of that life being sentient. Despite very real danger in this realm, it exists in a constant state of balance; where beautiful sense is made of chaos. Planar Laws: The Fae Realm is a Bountiful Plane. The Fae Realm is Manifest. The Fae Realm is passed through by the Soul Stream. The Fae Realm is designed manifest and compatible with the Mortal Planes and its laws of time and physics, and is thus capable of merging itself in-part, or in-full with the Mortal Planes. Full manifestation of the Fae Realm with the Mortal Planes is irreversible. Moz Strimoza: https://www.lordofthecraft.net/forums/topic/193556-world-lore-moz-strimoza-and-the-inferi/ The ever-expanding Moz Strimoza is not limited to a single Plane, it is a collection of conquered Planes that have been sewn grotesquely together. The Inferi that inhabit this realm are the most renown Planar Invaders within all of the Immortal Planes. Like Spirits, they are neither Mortal nor Aengudaemonic, but are entirely capable of exploiting Voidal Tethers to a significant extent in much the same manner as any Aengul or Daemon. At the centre of Moz Strimoza is the original home Plane of the Daemon, Iblees, known only as ‘Iblees’ Domain’. An important note is that this is not the Nether and Iblees himself is not the active threat here, it is the Inferi warlords on the outskirt Planes that constantly seek to expand and consolidate more power, and more Voidal Tethers. Moz Strimoza is not governed by a single master, and is itself wrought with inner-conflict. Chaos, materialised. While exploring the vast expanse of Moz Strimoza, you might stumble upon a fiery hellscape, a corrupted glade, or mountainous, barren terrain. These biomes will shift and vary widely, often without a smooth transition. Moz Strimoza is divided into five major kingdoms, each with a capital, across numerous Planes, the borders of which have become muddled due to the twisted amalgamation of Planar merging. Each of these kingdoms is ruled by a Zar’rokul - A fallen Dragaar or Drakaar. Capital cities: Natla zu’Velkka, the City of Goats, seat of Velkuzat Natla zu’Drazka, the City of Bats, seat of Drazhana Natla zu’Kiizka, the City of Serpents, seat of Kiiztria Natla zu’Kholka, the City of Crows, seat of Kholidav Natla zu’Zathka, City of Cats, seat of Zathairn Planar Laws: Moz Strimoza is mixed with Barren, Habitable and Bountiful Planes. All of Moz Strimoza is Manifest. Moz Strimoza is passed through by the Soul Stream. When invading and successfully conquering neighbouring Planes, these attacked Planes are forced to become manifest, if they are not already, as they are merged with Moz Strimoza. When Planes are merged with Moz Strimoza, they also acquire its existing laws of time and physics. The Gilded Court: https://www.lordofthecraft.net/forums/topic/176426-%E2%9C%93-deific-realm-the-gilded-court/ A Plane once ruled over by the Aengul of Justice, Zecharael, now deceased. Alas, his Plane still bears the fruit of his legacy, yet it has fallen from the beacon of light it once shone as, to a dark and empty place, abandoned even by the radiance of its previously eternally shining sun. The Plane took the form of an immense disc, much like the Mortal Planes. At its centre, sat the grand court itself, with a single long straight road that led to its entrance; a road travelled by passing souls, awaiting judgement. The magnificent halls and towers have since fallen into ruin, and a lonely servant still lurks within. Planar Laws: The Gilded Court is a Habitable Plane. The Gilded Court is Manifest. The Gilded Court is without an Aengul or Daemon to protect its Voidal Tethers, and as a result if it becomes discovered, it will be claimed by another of the Aengudaemonica. Xan’s Domain: https://wiki.lordofthecraft.net/index.php?title=Xan A glistening, marble temple that floats within an empty black sky, occupied by the Aengul of Order, Xan. Despite the surrounding darkness, it gleams brightly. It was here that the Golden Lance was forged, and used by Descendants to slay a malevolent Drakaar. This Plane has been the meeting place of Aenguls for millenia, where Xan would hold council over all matters related to the Aengudaemonica, with others of his kind, and with his own Descendant Paladins. It is understood that the souls of Xan’s paladins will emerge here after experiencing a Mortal death. Planar Laws: Xan’s Domain is a Bountiful Plane. Xan’s Domain is Non-Manifest. Xan’s Domain is passed through by the Soul Stream The Realm of Purity: https://www.lordofthecraft.net/forums/topic/157049-%E2%9C%93-tahariae-aengul-of-purity-updated/ The Realm of Purity is the Plane occupied by the Aengul of Purity, Tahariae. It is represented similar to Xan’s Realm, appearing as a single large structure; a glamorous marbled courthouse with a seemingly endless garden that stretches out in all directions. Inside this court, there is no jury, and only Tahariae himself atop a grand throne. It is understood that the souls of Tahariae’s clerics will emerge here after experiencing a Mortal death. Planar Laws: The Realm of Purity is a Habitable Plane. The Realm of Purity is Non-manifest. The Realm of Purity is passed through by the Soul Stream. The Bastille https://www.lordofthecraft.net/forums/topic/160903-%E2%9C%93-rewrite-aengul-eshtael-aengul-of-balance/ The Bastille is an enormous Plane ruled by the Aengul, Esthael. Appearing as a vast city riddled with immense white spires. The entire city rests on a cloud layer. However, looks may be deceiving. The Bastille is not in fact a city, but a prison of epic proportions, wherein lay trapped hundreds of souls and entities deemed too dangerous to be free by the presiding Aengul of Balance. Each one is kept in a timeless stasis within these pearl towers. It is possible Eshtael has gathered a myriad of horrors across the centuries, from powerful mortal souls to fallen Aengudaemonica, now all safely locked away. Planar Laws: The Bastille is a Bountiful Plane. The Bastille is Manifest. Pax: https://www.lordofthecraft.net/forums/topic/185634-%E2%9C%93-aengudaemon-lore-vaasek-daemon-of-anxiety-and-fallacy/ Pax, otherwise known as ‘The Crow’s Nest’ or ‘The Gallery’, is a Plane ruled over by one of the most reclusive and little-known Daemons; Vaasek. Littered with maze-like tunnels and bleak cliffaces, Pax is an unsettling place to explore that defies many of the Mortal laws of time and physics; designed to confuse and disorientate any that might tread there. The Plane is a dry, lifeless place tormented by a ceaselessly howling wind. Scattered across Pax are churning black monoliths, that when approached, will whisper. Staring too long at these objects will lead to the hypnosis and control of Mortals unfortunate enough to discover them. Planar Laws: Pax is a Habitable Plane. Pax is Manifest. A portion of this Plane’s Voidal energy has been siphoned into the Plane’s concealment from other Aengudaemonica - it is difficult, but not impossible, to stumble upon or find directly. Kavenjun https://www.lordofthecraft.net/forums/topic/184731-%E2%9C%93-aengudaemon-lore-yeu-rthulu-aengul-of-contentment-and-compassion/ [[Credit for this section: Quavinir (original author)]] The realm of Yeu Rthulu, Kavenjun acts as an afterlife for Yeu's chosen. On the surface, a dull place where none would wish to live. Yet in truth, a paradise for those acclimated to such. The realm of Kavenjun consists of large, snowy bowl, its edges being visible from its center like a great domineering mountain range. The realm is dim, lit only by a white celestial ring arcing through its skies, twisting out of view over the hours for some semblance of day and night. The darkness and snow is punctuated by odd trees trees and dim shrubs, alongside bizarre bioluminescent animals and creatures. Bizarre icy stella dot the landscape, visible to most as graves, but in truth, markers to mark the location of those who choose to slumber. What may be seen as initially as a barren, gray plane hides its true worth. The souls of Yeu's chosen live huddled in villages and hermitages along the the rims of the bowl, most wandering for days before finding a village, yet being welcomed with open arms and jubilation. Life is adversity in Kavenjun, but the struggle bears fruits. Conflict, pain, toil, sadness, all such things exist in Kavenjun- But free from death, all eventually grow from such. The intial decades of discomfort inevitably widen out to true contentment. Self-expression, love, kindness, and rest find their pinnacle within the snowy lands. Planar Laws: Kavenjun is a Bountiful Plane. Kavenjun is Manifest. Kavenjun is passed through by the Soul Stream. A portion of this Plane’s Voidal energy has been siphoned into the Plane’s concealment from other Aengudaemonica - it is difficult, but not impossible, to stumble upon or find directly. The Weeping Spires: https://www.lordofthecraft.net/forums/topic/186373-%E2%9C%93-aengudaemon-lore-patron-the-tyrant-of-greed-uzhrun/ The Weeping Spires was once an Aengulic Plane, with great spires and temples of silver and gold, but has fallen from grace and become a twisted, barren landscape strewn with muddied foundations and crooked, blackened towers. Many structures have been reduced to dust, and many others sansacked for their valuables by the creatures that now lurk in this realm. In its centre, a great lair has been formed, and surrounding it are all the hoarded gold and divine relics once spread across the Plane. The Weeping Spires does not have an Aengudaemonic master, but instead is ruled over by an opportunistic Drakaar, ‘Balek’oz.’ The Drakaar successfully conquered the Plane after being abandoned by its previous ‘Aengul of Success’. Balek’oz, otherwise known as ‘The Inept One’, and is the only Drakaar seen capable of dominating an Immortal Plane. Balek’oz rests upon a mountain of gold at the centre of the Plane. This Plane is avoided by the Aengudaemonica, for its master is not like them, and the twisted corruption that breeds there is an unpredictable danger even to other Immortals and their collected Planes. Planar Laws: The Weeping Spires is a Habitable Plane. The Weeping Spires is Manifest. Balek’oz may not exploit as much power from this Plane’s Voidal Tethers as an Aengul or Daemon could. This Plane has been permanently damaged by the Drakaar. Its Voidal Tethers have entwined with the corruption that lingers there, and may now never be fully restored. The Terrae: https://www.lordofthecraft.net/forums/topic/167589-%E2%9C%93-daemon-ydea/ The Terrae is a peculiar and volatile Plane ruled over by the Daemon Ydea. It appears like an ocean, but the surface is covered with seemingly random objects, landmarks and creatures. It is a sea formed from memories, and above the sky glistens with a hundred times the stars of the Mortal Planes, stars that often fall and crash deep into the ocean. Beneath the surface of the ocean, further memories rest, and exploring it unguided is a foolish errand. Mortals may encounter anything beneath the waves, but will often find it surreal and madness inducing. Hidden even further beneath the sea, is a lone island of poppies and pansies, a glowing white tree planted in its centre. Planar Laws: The Terrae is a Habitable Plane. The Terrae is Manifest. The Laws of Time and Physics in this Plane are constantly shifting and follow no standard. In this Plane, the lines between thought and physical are muddled. Memories may exist as abstract forces or feelings, or take on a physical and sometimes dangerous form. Val’garis: https://www.lordofthecraft.net/forums/topic/165192-%E2%9C%93-garumdir-the-daemon-of-craftsmanship-and-innovation/#comments Like the inner-workings of a watch, Val’garis is a colossal machine city, each district slowly turning upon titanic steel cogs, bridges between these cogs often separating and connecting at various points about their twisting circumference. It is ruled over by the Daemon Garumdir, Daemon of craftsmanship and innovation. Souls may emerge here if they fall within Garumdir’s favour; these are usually inventors, craftsmen and futuristic visionaries. Upon arrival, they are granted flesh bodies to inhabit, though many will begin exchanging these biological hosts for mechanical ones, piece by piece, limb by limb. This Plane bears both marvels and horrors of a mechanical nature; each cog (referred to by its inhabitants as ‘spheres’) contains a varied ecosystem of nature and metal, though it is steel and iron that predominantly covers the Plane. The two most notable spheres are the Avant Sphere and the Dissonant Sphere: The Avant Sphere: A thriving, breathtaking city built many layers tall and whirring with unusual machine life. A place of true luxury, where every need is catered to by impossible mechanisms. It is within the Avant Sphere that the Daemon himself resides, inside a tower at the centre of the cog known by the inhabitants as ‘The Progress Engine’. The Dissonant Sphere: A graveyard and a scrapyard. It is where the broken machines lurk, some still conscious and wandering, salving scrap and welding it to their frames. The sky is covered in a thick industrial smog, making day and night imperceivable. The broken constructs here are considered very dangerous, and prone to attack passers-by in mad, mechanical rage. Planar Laws: Val’garis is a Bountiful Plane. Val’garis is Manifest. Val’garis is passed through by the Soul Stream. Val’garis is one of the largest known Planes, and contains a much higher abundance of Voidal Tethers than the average Bountiful Plane. For this reason, ‘spheres’ may alter significantly from each other, and each have varying levels and forms of complexity, almost as though each sphere were a separated Plane, yet all remain tightly connected. Trompe L’oeil: https://www.lordofthecraft.net/forums/topic/165477-llahir-daemon/ Ruled over by the Daemon of Trickery, Llahir, Trompe L’oeil is a Plane that continuously takes many forms, and never remains static. The only permanent section of this realm is dedicated to housing Llahir’s followers; it is a gamgling hall, a giant casino, filled with illusionary images of Descendants, joyfully playing with dice and cards at tables. Souls that emerge here after experiencing Mortal death are indistinguishable from the illusionary native inhabitants, and will follow much the same mannerisms. Planar Laws: Trompe L’oeil is a Habitable Plane. Trompe L’oeil is Non-Manifest. Trompe L’oeil is passed through by the Soul Stream. The Nebula: https://www.lordofthecraft.net/forums/topic/159291-%E2%9C%93-daemon-lyes-architect-of-dreams/ [[Disclaimer: this original lore’s source of power is dreams, but to maintain the set standard, I am editing it to instead be Voidal Tethers. Dreams remain an important part of Lyes’ purpose and function, but have no influence over the deity’s nor her plane’s power. If this lore is accepted, this disclaimer will be removed.]] The Nebula is a curious Plane, and is in fact the one most frequently visited by Mortal Descendants, despite them being entirely unaware of it. During their dreams, they find their soul projected onto the Plane, where Lyes is able to bless them with pleasant sleep, or stir them with horrific nightmares. Lyes uses her realm to carry out subtle influence over the Mortal Plane. Due to this Plane’s nature, it does not fit a single physical description; what is perceived in this Plane entirely depends on the individual that subconsciously explores it. [[Original lore edits: Lyes and her plane are empowered by Voidal Tethers, like all other Aengudaemonica and their respective Planes.]] Planar Laws: The Nebula is a Habitable Plane. The Nebula is Non-Manifest. A portion of this Plane’s Voidal energy has been siphoned into the Plane’s concealment from other Aengudaemonica - it is difficult, but not impossible, to stumble upon or find directly. The Slumbering Library: https://wiki.lordofthecraft.net/index.php?title=Dragur [[Disclaimer: This Plane is not currently canon, and is a part of this lore’s proposal. If this lore is accepted, this disclaimer will be removed.]] Believed to be where the inactive Daemon, Dragur, is bound, the Slumbering library takes the form of a colossal rounded cathedral, about the same size as a large capital city. Every square inch of the Slumbering Library is lined by bookshelves, some stacked messily atop each other, and some seeming to defy normal laws of physics in order to make the most of the space. However, the place is unkept and abandoned, all surfaces thick with dust. At the very centre of the Slumbering Library, there is a rounded chamber with hallways that stretch to the end of each of its eight wings. In the centre of this chamber, sits an ominously dark pit, far too sheer to scale. Should one listen close, they might hear a deep breathing blow like wind from deep within the downward darkness. Should a Mortal fall in, they will never be seen or heard from again. The Plane is not undefended, for its library is able to defend against invaders itself. The library is conscious and aware, by result of an ancient spell. It siphons on the Voidal energy of the Plane in its master’s stead, allowing ultimate influence and total control of its interior, and all those that explore its depths. The Slumbering Library is directly connected to the Mortal Planes through the use of Dragaar and Drakaar lexicons. When either of these Greater Dragons stores knowledge into their lexicons, this knowledge appears bound in leather within the library, automatically sorted and organised by the library itself. Planar Laws: The Slumbering Library is a Bountiful Plane. The Slumbering Library is Manifest. Despite being inactive, The Slumbering Library’s Voidal Tethers remain protected by the library. Other Aengudaemonica avoid this Plane, for risk of awakening its master. Planar Conquest The Aengudaemonica is a restless and shifting thing, with power struggles and ethereal, unseen disputes. Since there were Planes to Conquer, Aenguls and Daemons have fought ferociously over them. Though Aenguls and Daemons bear great moral differences, and these are often the reason for their conflicts, they would lie to say they are never hungry for the acquisition of more Voidal Tethers. While the Aenguls may work in unison, the Daemons share no such quality, and are rife with inner-conflict. It is Daemons that most often invade other Planes, bound by no Aengulic codes, but this is not always the case, and wars have been started from both sides. The most renowned Planar Invaders are Moz Strimoza and its Inferi, but the act of physically merging the Planes together is a trait particular to them. Though many of the Aengudaemonica have no interest in conflict with each other, sometimes it is forced upon them, and when the process of Planar Conquest begins, an attacked Plane enters three phases: Invaded: A hostile Plane is invading, but the Plane is still under the influence of the defender. Disputed: The hostile Plane has established a foothold that has not been suppressed, and begins stealing from Voidal Tethers to strengthen itself, mixing the influence over the Plane between the invader and the defender. Conquered: The Plane’s Voidal Tethers are now fully under the control of the invader, and the previous host(s) is removed. The Laws of Conquest: A Plane may only invade neighbouring Planes. A map of the Planes has never existed, and the Planes themselves may shift positions. However, the larger the Plane is, the more neighbours it will have access to, and this list of neighbours is prone to change. If an invader’s power is greater than the defenders, depending on the quantity of controlled Voidal Tethers, the Invader will slowly win. The more Tethers, the faster this will occur. If a defender’s power is greater than the invader’s, the defending Plane may become Disputed, but no further, and the invading force will be driven back to its own Plane. Control of Voidal Tethers is not the only factor of Aengudaemonic power, and results of a Planar Conquest will not always depend on this. It takes immense Voidal energy to invade a defended Plane, as the invader will need to safely open a gate between the two without causing damage to the Veil, meanwhile, the defender will be exerting its energy to close the gate. Damaging the Veil will cause destruction to the invader’s Plane, but not the defender’s. If the invading Plane is Manifest, it will force the defending Plane to also become Manifest if it is not already. If the invading Plane is Non-Manifest and the defender is Manifest, it will force the invader to become Manifest. If both attacking and defending Planes are Non-Manifest, then the battle occurs as a sightless clash of raw Voidal power, where one will slowly dominate the other in much the same manner as a physical battle. If the laws of time and physics differ between invader and defender, they will clash, causing the very environment on which the battle takes place to become unpredictable and volatile. Consequences: Victory for the invader will begin an exponential growth of power. The more Planes acquired, the easier others become to conquer. Victory for the invader means it may alter the make-up of the Plane to be like its own, keep it the same, or change it into something entirely different. Victory for the invader means it will be able to travel effortlessly between its dominated Planes. If a defender loses and owns no other Planes with Voidal Tethers, it may flee to an allies’ plane, be cast into the Soul Stream to drift until acted upon, or become mortalised and experience Mortal death, causing it to be sent to the Ebrietas. If a deity dies or loses all of its Planes, and had ties to the Mortal Plane, these ties are broken. For example if a magic was deity-based, the magic would become null and lost. A defeated invader will be unable to invade again until power is re-accumulated, and in this period it exists in a weakened state, and is open to counter-attack. Likewise however, depending on the severity of the damage, a victorious defender will also be left in a weakened state, and may be invaded several times to slowly whittle its defenses until victory may be achieved. The Great Tear [[Eventlines]] Pythas emerged with a gasp onto another waste, tucking the pale flute under his belt. He quickly got his bearings, scanning his immediate surroundings as he had so many times before. He found himself in a vast, flat waste. Small, jagged rocks that curled up toward the sky were scattered across the landscape. Overhead, a scarlet thunderstorm crackled, striking violently at the Plane’s floor with bolts of crimson, but producing no rain. While Pythas had been leaping through Planes, something had pursued him. Something known only as the ‘Outvoker’. With pale skin, two yellowed tusks, a pair of sunken eyes and glowing blue veins, he was a terrifying sight to behold. Pythas was always ahead of him, as it seemed to take the Outvoker some time to locate him across the vast Immortal Planes, but now he appeared again. A short distance away, a split occurred; light distorted and bent to form a fracture from which the Outvoker marched. It seemed to Pythas that he was getting faster at finding him, and the realisation that he may never possibly escape his endless pursuit suddenly dawned. This time, instead of running, he tried something new; he confronted the creature: “Back! Get back, damn you!” Pythas stood his ground, withdrawing the flute and extending it above his head, as though to smash it. For the first time, the Outvoker also stopped. He stood motionless, only to slowly turn his head to peer back across the barren Plane, and away from Pythas. With a deep grunt, the Outvoker turned round to him again, what distinguishable facial features he had curling into a frown. He took several steps backward, and another shimmering split materialised behind him, pulling him back out of the Plane with a ‘crack’. Pythas’s moment of victory was soured almost immediately as the Plane around him began to shift. Rock formations collapsed, large cracks opened in the ground, and the raging red storm above parted to a clear black sky. From this opening, a swirling white portal manifested, growing in size and announced by a chorus of ethereal drums. From that portal, descended three figures, a blinding stream of white light in their wake, causing Pythas to shield his eyes. They landed before him, and the light subsided, allowing him to make out their features clearly. By unknown means, Pythas instantly acquired the knowledge of these figure’s identities, as though announced themselves without the use of words. Stood on his left, was a soldier, a figure standing far taller than the average man, and plated head to toe in a set of gold-rimmed, gleaming white armour. His presence radiated light, and through the helmet that covered what was surely a face beneath, shone two glowing golden eyes. This was Xan, Aengul of Order. On his right was a woman, a pair of pale white wings sprouting from her back and long ebony hair swaying as if weightless behind her. She was dressed in silver armour, but not as heavily as her companion. This was Eshtael, Aengul of Balance. Between the two, now approaching Pythas, floated forth a creature draped in long blue robes, loose tassels dancing and flicking across the air around him. From beneath his hood, Pythas could only make out two intensely glowing blue eyes. This was Gazardiael, Aengul of New Beginnings. Pythas found himself awestruck, but it quickly turned to panic. He reached for the flute in his belt buckle, but instead it flew from his grip, being caught into the gauntleted hand of Gazardiael. The Aengul inspected it, turning it over in examination while the other two watched with arms folded, and finally he spoke: “SEE WHAT YOU HAVE DONE” Gazardiael motioned his free hand across the sky, and instantly what remained of the storm dissipated. Now clear, visible fractures of white light could be seen far above, shimmering faintly at the borders of the Plane. Liked forked lighting, these anomalies littered the sky, and from them petals of light descended, swaying in the air like falling leaves. Gazardiael then crushed the instrument within his hand, causing a deep purple fire to take its place. “THIS WAS DAEMON” “BUT YOU WILL NOT BE” Gazardiael motioned his hand across the fire, and it turned from purple, to the purest of whites. With another flick of the same hand, Pythas was violently lifted into the air and pulled towards the Aengul, landing in his grip by the scruff of his dirtied shirt. “NOW FIX WHAT YOU HAVE WROUGHT” “PLANEBREAKER!” And with that, Gazardiael thrust the fire into the chest of the Planebreaker, proceeding to cast him backward with an effortless flick of his arm. Pythas yelled, but instead of striking against the ground, he was expelled from the Plane, and sent into another he may claim as his own. The Great Tear has occurred, meaning that the Veil between Planes has been broken, and it is as a result of two separate events, culminating in a single disaster: The Breaching of the Veil: The Daemon, Iblees be responsible, though not by design. His wounded entity fell upon the Plane of Moz Strimoza, sending shards of the Plane piercing through the Veil. Voidal Horrors now run rampant, consuming the Planes of two Aenguls. Significant damage to the Veil was done, but still remained intact enough for both Mortal and Immortal Planes to stay separated. The Planebreaker acquired the ‘Pale Flute’, stolen from the Outvoker himself. It was capable of making small tears in the Veil for means of transport, and as the Planebreaker jumped through the many Immortal Planes, the small tears grew larger, eventually arriving at a critical point where The Great Tear occured. Had the Veil not already been damaged, this could perhaps have been avoided, but it was the Planebreaker that finished what Iblees had initiated. The Pale Flute: The Pale Flute was a nameless Daemon manifested as an object. Fallen and powerless, this Daemon performed one final act of incredible violence against the Aenguls, and became the Flute; a hideous magical artifact that seemed to defy Planar Laws. The Daemon knew well what would occur should the Flute be used. Outvoker: The Outvoker is an entity from Descendant history, though very little is known about him. He is known to have acquired several pages from a powerful book named the ‘Planar Dictate’, and became capable of safely travelling the Immortal Planes without consequence. The Outvoker discovered the Pale Flute during his travels amidst the Immortal Planes, and returned it to the Mortal Plane where he might safeguard it, unable to physically destroy it himself. However, he failed to protect it, and by chance it was stumbled upon by a simple human scholar. The scholar took it, entirely unaware of what it was, and what it was capable of doing. And so the Outvoker pursued him, desperately trying to stop the plane-hopping scholar before all Planes suffered cosmic consequences. Pythas ‘Planebreaker’: [[Disclaimer: This is the lore for the event-line’s main character, the Planebreaker, however, they cannot be used before being correctly established as an Aengul. If this proposal is accepted, the Planebreaker will be given a separate Lore submission, officialising him as an Aengul and further detailing the scope and limits of his power. If this lore is accepted, this disclaimer will be removed.]] Pythas was once an uninfluential nobody; a simple human scholar that had departed his nation to seek knowledge of the divine. He discovered an ancient set of ruins that happened to be one of the many points of interest to the Outvoker, and in it he acquired the Pale Flute, simultaneously turning from entirely unimportant, to the most important creature across all Planes. With the Veil torn asunder, the Aenguls were trapped within their Planes, desperately attempting to seal the breaches that had been made and stem the endless torrent of Voidal Horrors. Gazardiael merged the soul of the Daemon with Pythas’ in an act of desperation, creating a hybrid; a Mortal Aengul. Unlike the other Aengudaemonica, the Planebreaker is able to wander the Immortal Planes freely, and as an Aengul, no longer damage the Veil in the process. The Aenguls reached the conclusion to create this hybrid, as they became more concerned with the security and repair of their own Planes and associated Voidal Tethers. The damage done to the Mortal Plane however, had no such guardian, not until now. It is the Planebreaker’s purpose as an Aengul to repair the damage done to the Mortal Planes while other forces see to the Immortal ones. But, Pythas Planebreaker is the weakest Aengul by a large margin, and will need the help of Descendants to seal the breaches and gradually grow his power. Planar Tears: Planar Tears are as a result of Arcane Displacement, the use of a magic to pierce through Planes. The ‘Law of Cosmic Correction’ will eventually correct the damage, but the cycle of tearing and self-repairing has now been set in motion. The Veil has been irreversibly damaged, and as some Tears close, others will open. https://www.lordofthecraft.net/forums/topic/194244-world-lore-the-law-of-cosmic-correction/?tab=comments#comment-1790897 Planar Tears form as streaks of white light, resembling that of a static lightning-strike, and are direct gateways to any of the above documented Immortal Planes (excluding Locked Planes). Planar Tears will vary in duration, but will eventually become closed by the Law of Cosmic Correction. However, frequent use of a tear will increase the damage done to the Veil, and may keep it open permanently unless forcibly closed. Planar Tears are only able to be closed forcibly by the Aengudaemonica, but it must be done from inside the Immortal Plane the Tear leads to, and with great effort on behalf of the Aengul or Daemon. When using a Planar Tear and travelling to an Immortal Plane, the laws of chaos still preside, and the Descendants will draw more hostile attention from greater entities the longer they stay within the Plane. Descendants capable of receiving prophecies may be able to predict various aspects of Planar Tears, from their locations to their contents. Consequences of The Great Tear: Immortal Consequences: The Aengudaemonica will have Planar Tears form across their Planes, connecting to other Immortal Planes and to the Mortal ones. Through which, anything may pass. Voidal Horrors rise drastically in abundance, sieging many Immortal Planes in varying quantities, slipping through the Planar Tears. Immortal Planes will have exceptionally easy access to the Mortal Planes, allowing for the Aengudaemonica to influence the Mortal Planes to a much greater effect. Planar invaders, such as Moz Strimoza, may now be unleashed in greater might to both Mortal and Immortal Planes, able to make use of the many Tears that have become scattered across Moz Strimoza’s wide range of acquired Planes. Mortal Consequences: Voidal Horrors will become a more serious and abundant threat as they slip through Planar Tears and into the Mortal Plane. Descendants will be able to access a variety of Immortal Planes. Descendants will be prone to sudden and random attacks from hostile Aengudaemonica that wish to exploit the presence of the Planar Tears. The forces of Moz Strimoza will strengthen, and continue invading the Mortal Planes with renewed vigor, now through the easily accessible Planar Tears. Pythas ‘Planebreaker’ will walk amongst the Mortal Planes. Duration: The Great Tear will become repaired somewhat over time by the celestials within the Veil and the Law of Cosmic Correction, eventually reducing the onslaught of Voidal Horrors to a more tolerable level. However, the Great Tear may never be fully undone, and the Mortal Plane will always spontaneously form Tears to random Immortal Planes, allowing the Descendants constant potential access to many realms of both wonder and terror. When the crisis has passed, it is possible that the Aengudaemonica will learn how to manipulate these tears, and control them to work in their favour. OOC Notes: This lore hopes to not only begin a new event-line, but to provoke the creation of many others that do not necessarily revolve around the Planebreaker and the Great Tear. This lore will open up the Immortal Planes to become more accessible for the creation of such events. Players will be able to mechanically explore Immortal Planes, meaning that many of them will now receive a physical build to represent them. The Planebreaker is designed to be reminiscent of The Wandering Wizard that roamed the land of Aegis - A benevolent and wandering, playable event character, who will primarily appear at the sites of Planar Tears, guiding Descendants into it to see them closed. Players will be able to get involved with large-scale, Planar Conquest events, and their input will sway its outcomes. Ultimately, player-interaction will play a part in deciding on the fates of the Aengudaemonica and their Immortal Planes. This lore is designed for longevity: Planar Tears will become a permanent feature of both Mortal and Immortal Planes. [[Disclaimer: The following is a list of edits made to this lore after its initial posting. If this lore is accepted, both the list of edits and this disclaimer will be removed.]] EDITS: Khaz’A’Dentrumm is removed. It is not yet canon, but a proposal is in the works by others. If Khaz’A’Dentrumm becomes canonised, its description will then be edited back into this post, and the lore linked. House of Tayl is removed. The Daemon is being worked on, and an introduction of a canonised plane at this time interferes with ST plans. Unseen Realm is removed. It does not exist canonically, and due to it being absent of description, it is a redundant piece of information. Kavenjun has been rewritten with the assistance of its lore-writer. The Spirit Realm has been edited to remove outdated lore. The Veil has been edited for clarity. The Nether is a part of the Mortal Planes, and has now been moved to that section. The Realm of Purity’s physical description has been edited. I have linked Arcane Displacement into the lore of ‘The Great Tear’. The reasons for the formation of ‘The Great Tear’ has been edited. Added ‘Aengudaemonic Power’ sub-section to the Immortal Planes for further clarity. Added a list of known but unvisited locations. Added detail to the Veil, the Void and the Soulstream. Added a prophecy clause. Edited Fae Realm to remove an error. General tidying.
  4. “Give them back…” A voice cried in anguish to the looming dark. “Give me back my eyes…” An Elf named Ode found himself isolated. Alone in a field of swaying barley that stretched out endlessly to each horizon. A place from a dream, he believed, but never really knew for certain. Hungry far beyond starvation, the man’s gaunt frame knelt amidst the crop, and where once sat his eyes, now rest two deep horizontal gashes. Though the bleeding had ceased, the pain had not. To come to terms with one’s blindness is a feat only capable by the strongest of wills, but this Elf was not strong. Weakness engulfed him, and in his shameless self-pity, he found himself pleading with the unseen, with the vacant void that had consumed his vision. “Anything. I will do… Anything…” Could that darkness laugh, it would have surely howled at the pitiful creature that so desperately called for its aid. He cried and yelled into that abyss, fists dirtied from pounding into the mud below, but much to Ode’s surprise, something answered. By blessing, by curse or by miracle, Ode slowly found his vision restored. But soon he would learn that fate is a wicked creature. As light and colour were gradually perceived through the still-bloodied scars that had replaced his eyes, he found himself staring up to a colossal entity that towered above, tentacles and appendages writhing and contorting. (Artist: Craig Spearing) Ode screamed. Shrieking in dread at the abominable sight before him, he placed his hands across his eye-sockets only for the immense horror’s image to persist. From the earth around him, more tar-like appendages sprouted, wrapping themselves around his limbs, delicately caressing his body as he sat frozen in petrification. “C̱̺̺̤̅́o͇̬̻̱͚̻͚̅̾͂͋ͭ̎́v̡̺̻̲̳̠͍̹̐ͧ̽ͣͮͣ’ͬ̏̽̎r̴̆ ̉͐̉͋̒ͧ̃͜y̶̬͎̱͖ͮ͊̃̒o̘̟̤͈͚͚̺̊ͫ͠ư̿͗͐̋̌ṟ̲̼̘̉̾͌̉̀ ̖̩͔̜ͥ̏̌ͨe͔͗̃́y̫̭̝̟ͯͥͭ͋̔̑e͚̠ͩ̇̍̎̉s̭̰̠͎͚̫̲.̽́̓ͫ” An entity spoke in his own voice. He knew only to obey, tearing at his sleeve and removing a length of fabric. Gasping and panicked, he clumsily tied it around his face, wrapping it around his head multiple times until finally, the conscious nightmare subsided. He was in a barren field of barley, and no evidence of the horrors he saw there remained. With sight restored even through cloth, even through the absence of eyes, Ode came to a conclusion: we are all born blind.
  5. Not much magical about it. It's anti magic. Besides, it already exists. This is more of a compiling/clarification lore if anything.
  6. As long as your character knows enough about metals and thanhium, sure
  7. Idea was that completing the process would get the resources taken, and the item given by a staff member. If LMs/Staff dont think that's possible, would be happy to change it to iron instead of diamond. I just want the sword to be blue lmao.
  8. Entirely up to you LMs, personally I'd limit it to just this way and have whoever was using the old way figure out that it's easier to do it like this. Otherwise, becomes more of a challenge to moderate it.
  9. That was the original unspoken way, as harbingers used frostfire to forge it. So that method was the way of creating frostfire without being a harbinger. This lore aims to make the process more accessible since frostfire is long gone.
  10. Quick Preface: Thanhic alloys have been a small, minimally used thing for a while. Specifically during the Anthos antagonist, Harbingers had Thanhic alloy weapons/armour for a while. An outdated lore piece did actually implement the alloy for a while, but was shelved when new Wraith lore came out that encompassed Harbingers within it, thus that segment of lore was lost. Seen Here: https://www.lordofthecraft.net/forums/topic/139645-lore-rerevison-harbinger-theory/ This lore hopes to clarify the limitations, the possibilities and the power of Thanhic Alloys. This document is an OOC lore proposal, if accepted, the method of making these weapons must either be discovered in RP, or self-taught by characters that consider themselves adept in Thanhium. Thanhic Alloys Thanhium’s nature is both delicate and volatile, to shape it into anything has never possible until scholars of the unusual substance developed a means to do so. Through great sacrifice and time consuming effort, did they discover a precise procedure that allowed for the creation of weapons like no other. Such a weapon, would prove a particularly powerful menace to those magically orientated, thus is born the ultimate mage hunter’s weapon: The Thanhic Sword. (For details on the properties of Thanhium, see here: https://www.lordofthecraft.net/forums/topic/142474-thanhium/ ) While a shard of Thanhium can make for an easy weapon, it is toxic, and prone to collapse/detonate if its environmental requirements are not met. On top of this it could only be used once before shattering into dust, harming anyone nearby. For this reason, shards of Thanhium alone do not make for effective weapons. The Process: It should first be noted, that the process to creating thanhic weapons has a significant chance to fail. It is a long, laborious task that is exceedingly dangerous at every step, and without protective measures anyone attempting to complete this process would surely perish to poisoning before it ended. Step 1: First, acquire the necessary materials and devices: An iron sieve (A hopper). An anvil. 2 blocks of Thanhium for forging (lapis). 4 blocks of Thanhium for temperature/humidity control. 2 ferrum ingots (iron). A Cauldron with water. A Crusher mechanism (dispenser) A large furnace. A small bowl (flower pot) The end result should look something like this, but need not be exactly the same: Step 2: After those have been acquired, the second step is to create the environmental circumstances that allow for the process to take place, and that is to bring pure Thanhic crystals into the room to reduce its temperature to the point where frost begins to form. The furnace should be extinguished whenever not in use to allow this to happen. This reduces the room’s humidity to the point where the Thanhium is essentially, replicating its own natural habitat – under these conditions it is far less prone to detonate or otherwise react unexpectedly. Step 3: Small amounts of Thanhium should then be fed into the crushing mechanism, which will then pour its content into the iron sieve. The aim here is to create as fine a powder as possible, as even small chunks can congeal together and explode. The sieve should be emptied out after every use, as frost will form from residue thanhium and block it up. Step 4: Melt down the Ferrum ingots to fill a mould, for example a blade mould. Sprinkle the fine thanhic dust into the mould while the metal remains in liquid form. Be warned, if any chunks enter the mould, it will immediately detonate, and send fiery hot metal splashing across the room. Let the metal cool naturally. Step 5: Repeat steps 3 and 4 for four days, at which point the blade will become imbued with the maximum amount of thanhium without effecting its durability. Attempting to deposit all Thanhium at once into the blade would result in immediate detonation – the thanhium must be fed in small doses to prevent it from congealing back into explosive crystals. Step 6: Reheat the sword for the last time and begin to shape it into its desired shape with a hammer. Be warned: this is the final test, if everything went to plan then you should be able to shape the sword, give it an edge, then attach whatever hilt and pommel you desire after cooling it in the cauldron of water. However, should any of these steps have been neglected, or by chance measurements were wrong, then all it will take is a swing of a hammer to cause the sword to explode upon impact. (For the final step, you must do /roll 20. Rolling 5 or under will detonate the sword, and you must start the process again. It is recommended you have a witness/staff member watching for the final step as confirmation.) (The forging takes four IRL days. RP of the forging must be provided in screenshot form as well as the end /roll 20 result, and must be timestamped (do /date ingame and take the screenshot then) before being submitted to a Lore Master, who will get the weapon renamed, enchanted with unbreaking 2, and signed after the process is complete.) Properties of Thanhic Alloy: Cutting/stabbing anything will deliver to them almost instant Thanhic poisoning, making it particularly effective against mages. See poisoning effects here: https://www.lordofthecraft.net/forums/topic/150268-addition-thanhium-properties/ The blade remains incredibly durable, even more so than regular Ferrum swords. The blade is freezing to the touch and a soft mist would be seen falling from the blade. It is safe to touch the flat edge of the blade for a short amount of time, but any cut would induce Thanhic poisoning You can turn the alloy into a set of armour, but it would require significant padding in order to prevent the metal’s contact with the skin, and to insulate you from the cold it would produce. As an armour, it would be particularly resilient against spells, the specifics of which can be seen here: https://www.lordofthecraft.net/forums/topic/150268-addition-thanhium-properties/. And if turning it into an armour, the ratio of ferrum and thanhium remains the same. (So a sword is 2 iron, 2 thanhium. A chestpiece would be 8 iron, 8 thanhium, etc.) only one piece of armour can be made at a time. Red lines: You must learn this process from someone, or discover it yourself if your character is considered to be an expert in Thanhium – LMs may ask for evidence of this at their own discretion. Only one sword can be made by one person at a time. Mass producing these weapons would reduce the precision with which they are made, and would detonate upon completion. You do not have to consecutively complete part of the process everyday, you can have gaps. For example, it might take a week if you only worked on it for 4/7 days.
  11. Axios spoiler No.1: http://i.imgur.com/sX7NKzg.png

    1. Archbishop

      Archbishop

      pft thats a library!

    2. chaotikal

      chaotikal

      phew almost thought we weren't getting poop builds, thanks for the reassurance

  12. Dragonkin (Credit to Viper3X) “From stone to scale, my wings are torn, A song of death do I sing. A curse to fear, a rite to mourn, Love not the pain I bring. Splendor to dust, my soul forlorn, We are your fallen kings. But now we die, to be reborn, When Daemons clip our wings.” -Written by the Dragaar, Aruzond. Said to describe the transformation of a dragon into a drake. The Birth Of The Dragon When the world was young and the sun was low, the Daemon, Dragur, came to the realm of Aegis as a simple black hawk. The Daemon had been tasked by the Arch-Daemon Iblees to create life, but more than life - ultimate life. Dragur sought to conjure a beast so majestic, so intelligent and so mighty that it would dominate the world and call it its own. For Dragur envied Man and its unique gift of potential, for man was many things and it could become so much more given the time and guidance. But man was flawed, he could make something better. Dragur summoned forth great pillars of stone from the earth, which shaped into a large winged beast with claws sharp and teeth many. He would breathe life into this statue of perfection, and thus give birth to the first of many. The Dragon. Dragur created many more of this breed, each varying in some way. Some were stronger or bore a different pigmentation of scale, some were cunning and some were peaceful, but all mastered the truest form of devastation Dragur could bestow upon them - fire. It remains no secret that Dragonkin have mastered the art form that is fire, all are capable to spew flame on demand to whoever would be unlucky enough to be in their path. Dragur however, did not believe it to be enough. These creatures alone could not see to the world he envisioned, they would need guidance. Thus he imbued large fragments of his Daemonic essence into a handful of dragons, and he named them ‘Dragaar’. These creatures existed with great magical potential - gaining the ability to assume the guise of a mortal Descendant on a whim, and bore the power to bring about great change. Dragur tasked these ‘Greater Dragons’ with the protection and accumulation of knowledge. They were to see all life protected and were to use the dragons as their tools of protection, for destruction is the enemy of knowledge. Greater and Lesser Dragonkin are not capable of reproduction, their designs are too powerful and too complex for any natural biological method of reproduction to successfully mimic their nature. To create Dragaar, a number of Dragaar must gather as a group and magically craft them. Alas, Dragaar although powerful, cannot hope to master the power of creation wielded by Dragur himself. Their product will likely be imperfect, the creation of the egg to birth the Dragaar will require trial and failure, and each failure is a Drakaar. It is understood that this is how Setherien and his sister, Chysteria, were born - they were the failed products of draconic creation, but the Dragaar did not have the heart to slay one of their own, and thus sealed them deep away only to later be discovered by the dwarves. The Great Corruption The trickery of Iblees runs deep, and extends far beyond the reach of the mortal Descendants. Dragur himself was deceived by the Arch-Daemon, and his visions of a world shaped by his creatures fell to ash when Iblees stole many of the creatures away that Iblees was unable to create himself. Iblees’ influence turned the Dragaar into something now known as a ‘Drakaar’, its corrupted variant. He did the same to Dragons, and saw them turn into Drakes. These dragons became corruption itself, their scales turning black and withering away, they’d spew a vile black flame that would singe and twist life into abominations. Iblees did this, by cursing Dragur’s Brood. The curse he bestowed was immense corruptibility. All of dragonkin could lead itself into corruption through a variety of means. Anything resembling Iblees’ taint, anything of a vile or immensely dark affliction, and perhaps worst of all, existing Drakes and Drakaar. This corruption, was a disease. It drastically shortened the lifespan of the Dragonkin it affected, and caused them to become enraged with a fury like no other, gaining an insatiable thirst for malice and destruction. The corrupted Dragonkin, would become an extension of the will of Iblees - the sad truth is that regular dragons and dragaar wish no ill-will upon the descendants, they exist in hiding but become hunted regardless for the actions of their corrupted variants. Dragur’s Brood Lesser Dragons Dragons: Dragons are the base product of dragonkin, they are the great flying serpents that in truth bear no particular sense of evil or destruction. A dragon is a predator, but without guidance it is a simple beast, similar to that of a wolf. It is vastly intelligent, and incredibly powerful, making it one of the single most successful hunters in the known world. However, its intelligence is able to recognise significant danger, and thus dragons tend to avoid direct contact with descendant life. Seldom will a dragon directly attack descendants unless in an act of desperation, starvation or self-defence; there are far easier prey. A dragon is incredibly muscular and can produce a thick jet of flame from its maw - an important note is that a dragon is more powerful than a drake. A dragon can come in a variety of shapes, sizes and colours, and are also known to bear different forms of draconic breath, for example, a breath of frost that freezes all before it, and a breath of life that grows shrubs and plants where it lands. A dragon will on average grow to about 20m in length. Drakes: A Drake, was once a dragon. It has by some means become corrupt and thus both its body and mind have befallen the same fate. Its scales will turn a sickly black colour and begin to wither away and fall from its wiry body. A Drake, unless influenced by a Greater Dragon, will be in a constant state of anger and bloodlust, constantly seeking out something to destroy and consume until its inevitable demise, either by its withering entity or being defeated in the combat it so greedily throws itself into. A drake will not breath regular flame, but instead a corrupted black variant, which is known to both burn and distort the flesh it touches into irregular wounds and abominations of flesh, always unpredictable, but always vile and destructive. A drake is significantly weaker than a dragon, but a dragon will forever fear it. For a drake is able to corrupt a dragon with ease, and thus the dragon shall forever avoid it. Greater Dragons Dragaar: A Dragaar is a powerful dragon, a ‘Greater Dragon’. It is incredibly powerful and almost always has incredible magical potential. These creatures are able to switch on a whim between two states, one humanoid and one dragon. Their dragon state is significantly larger than a normal dragon. Most Dragaar can grow to up to 80m in length, but history has recorded certain greater dragons to have grown beyond an incredible 300m. This type of dragon is able to speak fluently in most tongues, and as a creature birthed from knowledge is capable of great intelligence and philosophy. A Dragaar is a protector of knowledge and by extension, the descendants - in this form they wish nothing but good upon the descendants. They exist to hoard as much knowledge as they can, and each are known to possess an item known as a ‘Dragaar’s Lexicon’, which they use to store any knowledge the come across. Drakaar: A Drakaar is the corrupted variant of a Dragaar, much like how a drake is to a dragon. Their powers remain immense but of course, become incredibly twisted and corrupted. Their inherent flame becomes one of immolation, a form of destruction capable of burning the very soul itself. Drakaar mimic Dragaar in that they too are capable of changing from a humanoid to a great black dragon, but their intelligence is usually effected by the withering corruption they bear. Most Drakaar will become consumed with ideals of destruction, alas this is not always true. A Drakaar can only ever be a fanatical destroyer of life, but their intentions are known to vary. Their greater intelligence allows for them to become the most deadly of threats. The only thing known to better the destructive capabilities of a Drakaar, are the Aenguls and Daemons themselves. Wyrms (All credit for Wyrm lore goes to Raptorious) Wyrms are small, feral creatures that are in themselves not directly dragons, but related to them. Of the dragons that were forged in stone, these are the residue, the pebbles of life left in the wake of the great Draconic creation. These creatures are known to take many shapes, and each bears a resemblance to the pure dragon breed, but they are each far inferior, and without the dreadful draconic curse of corruptibility. Unlike Dragonkin, the complexity of Wyrms is far less prominent, and thus they are capable of breeding quite naturally. Their types are as follows: Wyverns: Wyverns are generally the most common and well known type of Wyrm. Their features greatly resemble that of their dragon counterparts, taking on most of the typical draconic traits such as the razor sharp teeth, spined backs, leathery wings, scaly bodies and often horns sprouting from their heads. Wyverns never have more than two legs, their hind legs being quite strong and taking almost full responsibility for their movement on land. All wyverns are raptor-like in their forms, with a pair of large leathery wings sprouting from their shoulders. More often than not, their wings will have claws, useful for climbing buildings and assisting the Wyvern in moving on the ground. They will often, but not always, have the ability to breath a liquid fire, which is produced from deep within their chest. Sometimes, Wyverns have other weapons at their disposal, such as being able to spit acid or produce a thick smog. This is not always the case, however it is known to have happened. Wyverns are physically strong and quite large (as shown in the picture), taller than the average horse and more than twice as long (tail length and all). Their claws are extremely sharp as are their teeth, but contrary to popular belief their bones, teeth and claws are not unnaturally durable (definitely not a viable weapon material). Much like any other beast, their bones are merely bones. Their scales are much softer than that of a dragon or dragaar (and their corrupted cousins), taking on a more snake-like appearance. Their scales are often rather smooth, but should not be confused for weakness, as their hides are quite thick and able to withstand being embedded with numerous arrows. Much like most predators, Wyverns feed on a surplus of raw meats, preferring to catch their prey themselves and savagely feast on them. Their young also pick up this instinct at quite an early age; a baby wyvern is far more vicious than it is cute. They breed much like fish do, in the sense that the female Wyvern will lay a surplus of eggs, while the male (the bull) will fertilize them. Because of this, a great majority of Wyverns are female. Note: Bull Wyverns (male) are far superior to their female counterparts, but far rarer, being almost twice as large and having much more coarse and hardened scales. Basilisks: Unlike the rest of their kin, Basilisks are always legless and wingless, taking on a far more serpentine body than the rest of them. Most Basilisks choose to live in watery areas, be it in lakes, seas, watery caves or sometimes even sewers (if they’re large enough). Generally Basilisks are quite large, at full length being able to stretch to the top of most trees. However because of their snake like bodies, their movement is fairly limited. Having no legs and no wings, Basilisks often slither across the ground, dragging their heavy bodies with them. However, with their loss of flight, they have gained a great affinity to swimming. Basilisks enjoy remaining in the water, often hunting large sea creatures as well as large game on land. Much like snakes, Basilisks secret a potent, acidic venom from their teeth, using it to slow down their larger prey. This acidic venom can also be spat, often burning through most organic tissue, barring bone (not through steel or stone). Oddly, Basilisks use this at the end of their “feast”, cleaning the carcasses of their prey and using the bones to decorate their caves. Different from their kin, their scales are mostly soft and snakelike, with a hard layer of tough scales across their backs. They have no claws (of course), but have great horns and spines across their back and covering their tails, often using it to pummel large landborne victims. Their teeth are very sharp, however their snouts and noses are strangely tough and hardened, often using their faces to hammer into large creatures. Basilisks tend to reside and nest in great caves, often on coasts and by the sea. They will often come out of their caves, be it to the sea or to land, to catch and kill their prey, not feasting until they return to their nests. Because of this, their caves are often filled and covered with the clean, white skeletons and bones of all their prey; a horrifying site. Hydras: Hydras are the strangest of all the Wyrms, being the only draconic beings to have more than one head. Obviously, the most famous Hydra is the wingless, five headed coastal Hydra, however Hydras take on fairly different forms. Sometimes a Hydra will have two heads and wings, sometimes it will have three heads and no legs, sometimes it will have five heads and four legs. Although they are all large and all dangerous. Due to the nature of their bodies, Hydras’ separate heads have their own thoughts and “personalities”, however have found a way to work together in absolute unison. They appear to have some form of telepathic communication with one another, being able to coordinate with each other fairly well. Hydras don't have particularly hard scales, but have a thick hide and long sharp teeth. Like most dragons and Wyrms, they gnash and gnaw at their prey, tearing them to shreds and feasting on them. Hydras often have some form of “breath” be it fire, smog, etc while others divide up their duties, for example one might have the ability to spit an organic oil on their victim, while the other might ignite it etc. Their multiple heads often make them a very tricky foe. For the most part, Hydras tend to live by coasts and cliffsides, nesting in caves and coming out to hunt. Hydras, similar to Wyverns, often have great hoards of gems and minerals in their nests, laying their eggs amongst piles of them. They have an unnatural obsession with it shiney objects, much like magpies and gather the stuff for their nests. Pygmy Dragons: Pygmy dragons (or dwarf dragons) are the smallest draconic beings ever recorded. Easily recognisable by their size alone, Pygmy dragons are usually no bigger than a cat or a small dog. However their size should not be mistaken for vulnerability. They will almost always travel in packs or even swarms, overwhelming their prey with savage strikes and bites, tearing into their enemies viciously. Similar to Wyverns, their bodies are quite similar to their dragon counterparts, sometimes having four legs, other times having two like wyverns. Always a pair of leathery wings, scaly hides, long tails (often dotted with spines), sharp short teeth and vicious claws. Unlike Wyverns and most other Wyrms, Pygmy Dragons cannot breathe fire or much else other than air. Whether this is attributed to their small stature or some other defect with their bodies, it is unclear. However not once has a Pygmy Dragon been known to breath fire. Instead, Pygmy Dragon’s rely on their size, their speed, their size and their numbers to annihilate their prey, behaving much like bees. Pygmy Dragons travel and hunt in swarms rather than alone, overwhelming their prey with sheer numbers. Like the rest of their kin, they are predatory and feed on meat, usually attempting to subdue their prey one way or another, sometimes blinding, biting ankles, attacking their victim’s throats, etc. Amongst themselves, like bees, Pygmy Dragons are mostly males, workers for the rest of the flight. They are led usually by a single female, a Queen much like bees, and work to serve her. The queen is usually three times as big as the males, but wingless, remaining in their nest to breed. When there is a shortage of food, the Queen will often eat some of the worker Pygmies, their lives practically fully dedicated to her. The Lexicons (Credit for Lexicon lore goes to Tsuyose) As Dragur produced Dragaar they were born with an inherent calling; each of his children were bestowed with the eldritch power of creating a lexicon that stores the copious amount of knowledge a Dragaar discovers in its seemingly immortal lifetime. These lexicons can come in all forms, from a mere book that’s pages sprawl with an unparalleled amount of knowledge and seemingly endless text. To an obelisk that can produce an illuminant hue akin to a nexus, reading out specific sects of knowledge a Dragaar has obtained in their lifetime. These lexicons could be revoked and produced albeit can only be one per Dragaar, storing knowledge within the confines of this lexicon for no other reason than their birthright. This feature is contained within each, and every Greater Dragon, after Dragur weaved it into the very fibres of their being and is therefore unavoidable Drakaar or Dragaar. However they use this knowledge depends on the individual itself; with malicious intent or to nary lift a finger and do their dutiful task for their father. However, tales were spun by the oldest of their ilk of a nexus so grand it derives from their father itself; the hub of all lexicon’s forged on by Dragur to await the moment in time they’re tasked with returning the knowledge they’ve gathered back to their father. For these lexicons were not only a means of obtaining knowledge, they were also a means of returning back to the great Slumbering God itself. When Dragur sent these primordial beasts on their way, and as they fell by whatever means, their lexicons remained, only to be discovered by foe or ally; legend foretells of a man who plucked a crown from the corpse of a decaying, everlasting dragon and foresaw the great beast himself in corporeal form, and later became a tyrant of the draconic beasts. From Scale To Stone While Dragur was not able to directly cure his children of the corrupting affliction bestowed upon them by Iblees, he was able to provide them with a means to escape it. When a Dragon or Dragaar has been exposed to corruption, they will begin a painful transformation into their corrupted counterpart. Should the dragonkin be able and willing, they will be able to commit the ultimate sacrifice for the good of all those they would otherwise harm as a Drake or Drakaar - they are able to turn themselves back into the matter of their creation, and turn themselves into stone. Often will descendants mistake great stone images of dragons for statues when in truth, it is a grave. A stone dragon is a symbol of sacrifice for the betterment of the world, but not always is a dragon willing to commit this sacrifice, as like all creatures, they are prone to preserving their own lives, no matter the cost. Should a Dragon or Dragaar die by normal means, then its body will remain as any other living creature’s does. However, should a Drake or Drakaar die then their body will fall to ash, their withering shells finally breaking apart, all memory of the once proud and mighty creature being lost on the wind.
  13. I see nothing wrong with a necromancer storing like, a life's worth of lifeforce then transferring it to the Draconic Vessel. I imagine the same would be possible for the druidic trees if it was worked out on both sides beforehand.
  14. The current harbs won't need the catalyst, being wraiths already essentially. But, I will be handing out some to ex-wraiths, and give some to existing harbs so that they can reproduce more. This'll probably be done through a mini-event.
  15. I've clarified to which specific dark magics have the boost and which do not. I've also rephrased that bit to: '100% as fast', '50% of the time' was a bit confusing. This is up to the roleplayer themselves really, but I imagine many will adopt this attitude. It worked very nicely for the wraiths in the past. Thankfully we don't review lore on the 'feeling of a circlejerk'. All dark creatures are hunted nearly constantly, that's the idea really. The lore team removed them because they didn't work well, this lore is the hopes to remedy that by ordering wraiths, and giving them a purpose, so that their activity can be maintained and something unique and interesting could be made of it. And finally, Geo is fully in favour of this lore.
  16. I too assisted a lot with this lore before it was posted. Believe it or not I want to see it accepted, personally.
  17. Hence the reason I didn't mention it being this lore in particular. This is simply a very recurring theme. But thank you for allowing me to clarify that regardless.
  18. Jistuma raises a very valid point. Every other magic and magical artifact does this, you don't get to be the exception. I'm not sure where this mindset of 'if we bash the LT enough they'll be forced to implement our lore' came from but trust me, it isn't going to work. We're not asking you to write a novel - we're asking you to clarify on the limitations because yes, otherwise it could very well be blow up into a serious issue later down the line. To be frank, I've had enough of the toxic attitude. If this snarky "LT can kiss my ass" attitude continues then as a matter of policy, lore submissions, no matter how detailed and perfect, are going to be denied. All of you, I don't give a **** how mistreated you feel, how cruel past LMs have been to the druids, since my time as lead I've seen nothing but maximum hostility, minimum cooperation. If this continues, there won't be any lore to argue over - kicking and screaming isn't going to get you what you want. I'm not bluffing, if lore submissions are going to become more trouble than they're worth I'll be nipping them at the bud.
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