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Wretched

Creative Wizard
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  1. Not much magical about it. It's anti magic. Besides, it already exists. This is more of a compiling/clarification lore if anything.
  2. As long as your character knows enough about metals and thanhium, sure
  3. 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.
  4. 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.
  5. 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.
  6. 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 An outdated lore piece did actually implement the alloy for a while, but was shelved when new Wraith lore came out that encompassed Harbingers within it, thus that segment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.
  7. its called Dreinlock, was meant to be a big event line but I guess nobody picked up on it after I left. Was a lot of fun building but a lot of credit goes to Wrynn.
  8. Very outdated now, but here ye are.
  9. The final cry of Orgon resonated across the fallen realm of Vailor, with his defeat his final act was to open a great portal out at sea that led directly to the spirit plane, allowing for his taint to spew forth uncontrolled and unmoderated. The opening of this portal sucked the destructive spirit, Orgon, dry of his power, sealing his demise and forcing him deep into the spirit realm, where he may never recover. The taint quickly consumed all life in its path, laying waste to cities, forest and mountain, but the Temple Docks were the first to fall to the taint, its once magnificent centerpiece tree withered to a dry husk. A mysterious stranger duely appeared atop the Dock's Auction House, his identity still a mystery. His voice rocked the skies, revealing to the Descendants that the Spirit Realm held the key to their salvation. He spoke of a second portal within the Plane of Spirits, that would take them away from this awful place. The Descendants, with no other option to turn to, obeyed the guidance of this stranger and boarded their ships. As the sky fell black under the thick smog of Orgon's taint, the Descendants sailed forth to the portal that had destroyed their world, and entered a new world unlike any other they had seen. For some time the Descendant's advance was unhindered as they sailed calmly across the Ethereal Tides of the Spirit Realm. But an entity that inhabited this place made itself known, drifting with an unsettling air of grace between the ships, speaking to each of the Descendants in turn. This spirit was called 'Varunav, the Spirit of Warning'. Apohet had sent the spirit to enact its purpose and warn the Descendants of the path ahead, speaking cryptically at how they were unprepared for the world they sought to enter, and how what lay beyond them was like nothing they had experienced before. Varunav warned the Descendants that the creator and keeper of the spirit realm, the Daemon Apohet, did not grant them passage. But with courage in their hearts and adventure in their soul, the Descendants proudly sailed onward, embracing the danger to come. Wave after wave of Apohet's spirits attacked the sailing vessels, taking forms of fire, water and death itself. The boats each sustained significant damage and lives were surely lost in the conflict, but beaten the Descendants were not. They fought for many hours, but their advance through the Spirit Plane was never faltered. No matter what Apohet could throw at this great fleet, he was unable to stop them. And so they were victorious, and sailed through the portal at the other end of the plane, emerging into a new world, and a new beginning. But questions remained unanswered: Who was the mysterious stranger that guided them? Why did the spirit realm connect to this new land? Why did the previously silent Daemon, Apohet, seek to stop them? The Descendants could only pray that they discover the truth in the world they were about to inhabit, The Isles Of Axios
  10. 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

  11. The Elder Wraith, Orithur, stood with his gauntlets outstretched by his sides as the great serpent spread its flaming wings for the first time. He could do naught but stare in awe and fascination. Some minutes later the Wraith found his way to an empty tome and inkwell, and began to write.
  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.
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