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Quavinir_Twiceborn

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  1. While initially I may agree, its intent is moreso for labor or workaholics forcing themselves to stay up at night, a story I saw massively in my previous line of IRL work, (seeing people buy 6 5 hour energies, and slam them all down at once to deal with the day) and admittedly I've yet to see exertion or tiredness have an application in combat RP or ever really be brought up, especially since most CRP sessions happen in what would be only a few minutes or so narrative time, and the time-told reasons for lack of exertion such as 'shock' or 'adrenaline' or 'Im just very angry'. Though it may be prudent to write in something as to discourage combat use. I'll probably edit it to address said concern. You'd be surprised how much people would use athin or even thanhium for stuff like refrigerators, and allll that needs ST signatures. General temperature control with a low capacity to be abuseable is something I feel LOTC could use, especially with something better defined and more consistent. Golden Salve was the first thought up of the trio so its a bit more tight.
  2. As alchemy spreads, and new minds find it, so to do the new minds find new mixtures, decoctions, and other such things to create and use. While many seek to find means with alchemy to slay their enemies, or shore up one’s own defenses, the potions and alchemical recipes found below were developed by more kind, gentle minds, or atleast ostensibly so, to make the lives of those around them better. Golden Salve [Tier 2][Rare*] Golden Salve, a light golden yellow- to vivid lemon yellow wax substance, was created from experiments intended to create an instant wound stabilizer (hence its incorrect name as a ‘salve’), though in truth was found useless at the task. However, further experiments with the substance yielded fantastic results for the preservation of perishable food for later consumption. Though despite the attempts of the salve’s horned creator, the salve itself is not edible, or atleast not advisably edible. Commonly mixed with fragrant herbs to give it a pleasant smell, Golden Salve is among the few alchemical recipes that are both non-combative, yet easily utilized in one’s daily life. Recipe: ▲︎ Base: Water △︎ A handful of aurum dust x1 △︎ Mundane | Rigidity x1 △︎ Mundane | Curtailment x3 △︎ Mundane | Order x1 Effects: Redlines: Energy Potion [Tier 1][Common] The Energy Potion, created by an alchemist who wished he could work for days on end, is a simple, bright green, effervescent potion that glows softly. When drank, it fills the imbiber with an intense energy, helping them to stay awake when they otherwise wouldn't. A notably bitter, and acrid potion, it is not uncommon for it to be flavored extensively with substances such as coconut sap and anise to lessen the unpleasant flavor. Recipe: ▲︎ Base: King’s Ivy Tincture △︎ Mundane | Vigour 2x △︎ Mundane | Instability 1x △︎ Mundane | Light 1x △︎ Mundane | Endurance 1x Creation: First, a full measure of King’s Ivy flowers must be dissolved in vinegar or alcohol. Next, the vigour, and instability symbols must be added and stirred in, and left to settle. Finally, the light and endurance symbols will be mixed in. Once this is done, the liquid should become effervescent, and begin to glow lightly. Effects: Redlines: Liquid Ice [Tier 2][Common] Initially made in an attempt to combat various fire breathing beasts,the created liquid in the end had little combative uses. The potion of Liquid Ice is simply that, a glowing, sparkly light blue liquid which is freezing cold, yet remains liquid, commonly coating its bottle its contained within with a thin layer of frost. Recipe: ▲︎ Base: Seawater △︎ Water | Freezing 2x △︎ Water | Cold 2x △︎ Mundane | Grace 4x Effects: Redlines: Purpose: I will aim to be brief, as I tend to ramble in these sections. There are many many many potions on LOTC, yet I struggle to find potions that may be utilized in the daily life of the alchemist, or others which the potions are shared with. Most are combat focussed, or heavily situational. These are intended to be utilitarian potions with much less situational uses, and the capabilities to be used in the daily life of characters on LOTC. As for the individual purpose for the choice of each of these potions- Golden Salve: Energy Potion: Liquid Ice: Citations: Potion images from "The Legend of Zelda: Skyward Sword".
  3. Peragius Additions (Background/Lore) As time has passed, and more become familiar with the heavy pink liquid known as ‘Peragius’ (or World Ichor, as it is more commonly, if not inaccurately known as) additional uses and means of refinement have been discovered for use. Just as it may be left to freeze in freezing water, experiments with liquid mana have yielded the most promising, and applicable results. Though nonetheless odd, and recognizably Peragius, these new variants, each made with at least some involvement of liquid mana bear a single through line. They’re reactive to the introduction, or ‘casting’ of mana into them. Phasemote Peragius (Refined Form) Phasemote Peragius, otherwise known as mage-armor, or phase-metal, appears very similarly to standard peragius. Bearing its same weight, same vague translucency ,its same smooth, scratch resistant ceramic esque texture, its same blade-catching powers and capabilities, same lack of insulation, same soft glow, same inability to gain an edge, same resistance to cutting force, same fragility to blunt force, even the same bubbling effect beneath the surface. However, its first notable difference is its color. Instead of a shade of vivid hot pink, salmon, or maroon, Phasemote Peragius bears a deep, dark cyan color, otherwise called ‘pine green’. However, its true differences arise when one with the magic ability to do so channels ones mana into the metal, whether with the intent to enchant it, to imbue it with life as a housemage, or any other reason one would focus mana into an object. When mana is focussed into Phasemote Peragius it will glow a bright vivid green, though the mage may not know it at first, this process of injecting their mana into the metal is ‘binding’ the metal to them. When the mage stops channeling mana into Phasemote, it will seem to suddenly shift into a almost ghost-like apparition of itself, turning very translucent, changing color to a very light shade of blueish, or ‘glacial’ green, and seeming to phase out of existence, weightless and no longer to be affected by gravity, or seemingly any other outside force. One would find themselves able to pass one’s hand, or objects through the specter of the substance. Additionally, the mage shall find that the plate has bound itself to the mage, moving in tandem with the body of the one whom imbued it with mana. This will specifically be bound to the closest, singular appendage or part of the body it is closest to when bound. For example, if one were to be wearing the unbound phasemote as a gauntlet, and than imbue mana into it, they would find the ghostly apparition of their gauntlet still on their arm, moving as it did before. However, said piece of metal need not be touching the body of the mage,as they may have it held in front of their face, above their head, or away from their body (though no more than half a meter away) and have the plate bound to them whilst it is away from their body, creating floating, spectral apparitions of the craft floating about them, affixed in position to the closest body part. For example, if a halo like ring was made, held above the mage’s head, and than the mage bound his mana to it, he would have a halo like ring floating above his head. If he were to bow his head, or tilt it to the side, the ring would follow. And if he were to go under a particularly low doorway, which would intersect with the placement of the ring- the floating pale green ring would simply phase through it. However, a secondary quality which earns it its name as ‘mage-armor’ , is that if mana is channeled into Phasemote Peragius by the mage it is bound to AFTER it is bound to a mage, it will glow, become solid once more. Becoming solid fixes the Phasemote plate in place, though also causes the portion of the body the plate was bound to become fixed in place as well. This solid plate, aside from being fixed in place, and potentially floating if it is fixed in place in a position where it is unsupported, has the same strength, durability, and weakness as standard Peragius Plates. However, if there is anything, or anyone that is taking up the space the plate is in and would solidify in, or ‘phased’ into the specter of the Phasemote, the solidifying shall fail, and nothing shall happen. Whilst bound to a mage, it is unreceptive to the mana of anyone else, and will gain no effect from anyone else attempting to channel mana into such save the mage it is bound to. If one wishes to unbind a plate of Phasemote from oneself, all it takes is for one to go unconscious. Whether induced from blunt trauma, death, or some form of drug, to simply falling asleep. The plate of Phasemote shall simply become solid once more, and if it was bound in a point that it would be floating, it will slowly float down wards, solidifying harmlessly once it touches a solid.If the plate of phasemote is phased into an object when its mage it is bound to goes unconscious, it will naturally move to the nearest point by which it is not phased into an object, and solidify harmlessly. Additionally, if a plate of phasemote is broken or shattered whilst it is channeled into being solid, it shall be unbound from the mage. TL:DR Phasemote Peragius Applications: Phasemote Peragius, unbound, bears the same set of applications regular peragius does, in addition to a few new ones. However, when bound, even more applications open up. Firstly, Phasemote may be used to have impossible, and eccentric floating jewelery about one’s person. A spectral green halo above one’s head, a plate of symbols and heraldry on one’s back. So long as it is no farther than half a meter off the mage’s body, it may be made. Weightless, glowing green decorations may cover one’s body, with no cost aside from the effort to make them, and the eventual pain of taking them off when the mage goes to sleep. Secondly, one may make items of Phasemote that they than can make unobtainable, or simply out of the way and not needing to be carried, such as locking a cell door with a phasemote key and making it ethereal, or bringing a box of goods in a phasemote box, and than channeling mana into it to make it ethereal, as to not have to carry it on the way home. Alternatively, it could be worn as standard peragius armor, and than bound and made ethereal after the heat of combat is done for ease of movement. However, Phasemote itself can only make itself ethereal. If one were to have a phaseweight Peragius box made out of apples, with copper hinges, if one were to channel mana into it and make it go ethereal, both the apples, and the copper hinges would tumble to the ground. Thirdly, Phasemote may live up to its tertiary name, ‘Mage-Armor’. Allowing a mage to wear a piece of Peragius armor, and channel it into a solid when needed. Given the strength (or lack thereof) afforded to the practitioners of the void, wearing a standard piece of Peragius would render them unable to cast their magic, being able to have one bound to them, but not feel weight Mechanics: Redlines: Phasemote Peragius Creation (Refining Method): Just as standard Peragius Plates are created through having liquid Peragius frozen in freezing water, Phasemote Peragius is made similarly, simply by saturating the liquid Peragius in liquid mana, (otherwise known as liquid essence) instead. After a narrative hour of being left to sit in liquid mana, the peragius shall turn green and gelatinous, in which it may, similarly to standard peragius, pressed into a mold, shaped like clay, or otherwise formed into a shape, and left to sit for another narrative hour in liquid mana, it shall harden into Phasemote Peragius Plates. Similarly to standard peragius, if a item of Phasemote is shattered or broken, it may be organized back together, and left to saturate in liquid mana, it will naturally repair to its previous form over the course of a narrative day. Phasemote Peragius Creation redlines: Phaseweight Peragius (Refined Form) Phaseweight Peragius, also known as ‘Sapphire Peragius’, or ‘Magi Clay’, like Phasemote, appears extremely similar to Peragius. Bearing exactly the same properties and appearance to standard peragius, save it bears a vivid blue, vaguely cyan color, and an oily feeling, almost slippery surface. Phaseweight Peragius bears a simple reactivity to mana. If mana is channeled into it, its weight increases 20 fold. If one had a 5 pound plate, it would suddenly weigh one hundred pounds, and so forth The instant phaseweight peragius does not have mana channeled into it, its weight returns to that which it was, mirroring standard peragius once more. This channeling of mana is not like Phasemote peragius, which much be bound. It may simply be done by anyone capable of channeling mana into it. This does not require line of sight, simply that the person focus upon where the Phaseweight Peragius is, and focus their mana into that. This works so long as the peragius is within 2 meters of the one channeling their mana. Additionally, Phaseweight bears a slight oily slickness. Though not secreting any oil, or leaving any residue on touch, it is still somewhat slippery, and tends to work well in machinery or moving parts. If phaseweight were in motion, such as being swung, and additional weight were added, the additional weight would serve to significantly lower the force applied. Fopr example, if one were swinging a mace with a core of phaseweight at someone, and suddenly channeled mana into it, Phaseweight Peragius Applications: Firstly, Phaseweight Peragius is good for about everything standard Peragius is good for. Both utilitarian or combative as with armor. Though just like peragius, its still useless for weapons. Just as brittle. Though one way think it may be useful for weapons, the fact that all intertia is gone when extra weight is added makes it useless for any sort've super powered hammers or axe bases. It will simply fall to the ground when mana is channeled into it- as if simply dropped. Secondly, Phaseweight Peragius is well suited for being in place with machinery, bearing both standard Peragius’ blade catching abilities, its slickness, and ability to change weight when mana is channeled allow it for unique use within machinery. One may make a lock with no keyhole that opens when mana is channeled into it, or have mana activated counterweights. It would even be possible to create a trebuchet whose counterweight only applies when mana is cast into it. Thirdly, Phaseweight Peragius may be used as test armor, or even mana activated training weights. Given all one needs to do is channel mana into the material to cause its weight to increase 20 fold, one could make an armor piece that acts in standard effect, until a mage casts on it, causing the wearer to be immobilized by the weight. Or for one to train with bars of phaseweight on their person, only have their endurance tested when mana is channeled into them. However, one would not be able to make use of phaseweight to effectively drop very heavy weights on people, as the moment it leaves a 2 meter radius of the one channeling mana into it, it will immediately return its normal weight. -Phaseweight's slipperyness makes simply putting a weight on somebody as a means of stopping them not viable, as it is more likely to simply slide off the person when any resistance is applied. It must be fastened on somehow for it to remain on at all. Fourthly, this additional weight may be used defensively. Though the construction of Phaseweight Peragius boots, one may be able to channel mana into their boots at the right time as to be able to weather through a blast or spell that would otherwise knock them over or off their feet. Mechanics: Redlines: Phaseweight Peragius Creation (Refining Method): The means of creating Phaseweight Peragius is exceptionally easy. All one needs to do is set an already created item of standard peragius into liquid mana, and leave it to saturate for a narrative day. During which, it will slowly change color from pink, to red, to orangish yellow. If the peragius is removed before 24 hours elapsed, it will slowly return to its previous pink coloration. Just as with Phasemote Peragius, if it is shattered or cracked, Phaseweight Peragius may be repaired via being reorganized back into shape, and saturated in liquid mana. Redlines: Anchor Glass (Refined Form) Anchor glass, also referred to as ‘True Glass’ or ‘Alchemist’s Glass”, is the final mana reactive form of Peragius. Starkly different from any of the other forms of Peragius, it is is somewhat light, ever faintly pine green shaded transparent glass-like substance. Though visually different from green glass, it is most visually similar to green amethysts, appearing green where thick, and mostly clear where thin. It bears a naturally smooth texture, however, it is only as strong as fired clay, mildly weaker than standard glass. Able to be struck apart, or if in the shape of some pot or bottle, tossed against the ground and shattered, leaving dull-edged green fragments. It is roughly as heavy, if not ever faintly heavier than fired clay. If a item of anchor glass were viewed closely, it could be seen to have a vague, telltale bubbling effect, shared with Peragius plates, beneath its surface, however it is far more faint, and the bubbles far smaller and less numerous. It is equally as uninsulative, and unreactive to cold and heat, never melting, nor becoming more brittle from cold temperatures. When mana is channeled into a whole item of Anchor Glass, it will glow a brighter green, and the bubbling effect would intensify greatly, looking as if the foam of a beer beneath green glass, which subsidies the moment the mana no longer is channeled into it. However, its true effect is found when broken. If a shard of broken Anchor Glass has mana channeled into it, all anchor glass shards within a 5 meter radius will begin slowly being pulled to the shard of which mana is being channeled into. Over the course of a narrative minute or two, the shards will float back to where they would be in relation to the shard if they were whole, and given every shard is available to be pulled, reform back into the item that was broken over the course of 30 seconds,cracks sealing up with a vague, yellowish green glow, making it as good as new. However, if any shard is outside the 5 meter radius, it has strong implanted into something, or there is something blocking any avenue of the shard returning, the shards shall simply continuously float where they should be, not reforming into a singular object, and upon mana no longer being channeled into the object, will cause all the shards to fall back down. A similar effect shall happen if there is an object intercepting where a shard should go in relation to the complete item. The shards returning is a somewhat slow process, the shards themselves returning with no more force than a firm push with an index finger, and no faster than a slow, underhand toss of a ball. If there is something directly blocking a shards path back to the channeled shard, it will usually roll or rattle around it. Anchor Glass Applications: Though useless for armor, and a good bit less pretty or remarkable as standard Peragius, Anchor glass bears a myriad of uses. Firstly, it is suitable for any form of mundane use any bottle, vase, cup, or otherwise that standard glass or terracotta would be used for, albeit with far less insulation (whether that is good or bad). With the ease being that if it is broken, it may be repaired with a small introduction of mana. This makes it invaluable for potions which must be tossed at one’s enemies, or mayhaps as substitutes for window panes which are frequently broken though. Secondly, Anchor glass works phenomenally as both inner cores for molds, and molds themselves. Given both the smooth, nonstick texture, the lack of reactivity to heat or cold, and ease of shaping initially, and that the mold, or mold core may be made to be broken with ease, than reformed both standardly, or with the core already within the mold. Thirdly, Anchor glass works phenomenally for sealing in a container, given a vessel may be broken, have an item placed atop the shard in an angle and have the rest of the sealed vessel form and seal itself around it, OR pour liquid into the vessel through its cracks while it is reforming. Redlines: Anchor Glass Freezing(Refining Method): The means of creating Anchor Glass is relatively simple. One must simply take the initial form of Phasemote Peragius, before it fully hardens, that being when it looses its pink color and starts turning green, (After a narrative hour but before 2 narrative hours has elapsed) out from the liquid mana it is being created in, and simply finish freezing it in natural freezing water as standard Peragius is frozen in. This latter freezing takes one narrative hour. There is no time limit between the time the mushy unfinished Phasemote Peragius is removed from the liquid mana and it is placed into natural freezing water and finished freezing. Just as with the other forms, it may be shaped in a mold, or pressed into shape like clay in the freezing water before it hardens. Unlike with standard Peragius, finished items of Anchor Glass are able to be reshaped with the use of transfiguration, however, just like previous forms, are unable to be reforged or have its shape changed by mundane means. Redlines: Purpose: I will try to keep this brief. My initial intent with Peragius was to make multiple forms for it later, more specialized, and utilitarian forms with maybe a use in combat, but for the most part with a myriad of utilitarian uses for the playerbase to go ham with. Though some of these may seem weirdly specific, their uses are far and fun, and with a little bit of brain juice, could probably do WAY more than I’d ever expect them to. LOTC seems to struggle with making a new ore, a new element, a new whatever the heck every time they want to have a substance with a new quality. This is annoying to me, as there is frequent chances to make something excellent with what we already have, or to explore the possibility of currently accepted materials or ores having more potential. This is my answer to that. A weirdly magical material with extra weirdly magical means to use it. I hope this is found acceptable, and I look forward to the reaction and critique I receive with this. P.S: LORE REVIEWERS PLEASE READ: This section is a bit frustrating, as a lot of the requested changes or amendments were already in the previous post, lending me to believe that those who voted on it didn't fully read each section. However, there were a few legitimate issues that needed to be fixed, and I have attmepted to make it easier for the lore to actually be read. -I have better clarified, that like standard peragius, phasemote cannot work while hidden, and nor can it be made solid if under clothes, though noted both being already written in the previous iteration, it has been attempted to be made clearer. Alongside removed the redline asking it be depicted on one's skin. -I have clarified its strength even moreso, and provided convenient TL;DR on Phasemote for lore reviewers. -I have clarified the immobility effect on phasemote. -I have removed the ability for practicioners of solely blood magic to channel mana into items. -I have made channeling mana into phaseweight a major action, and clarified its knockback immunity to only be spells or explosions. -Phaseweight has been clarified to be unweaponizeable either for quick bindings, or heavyweight blunt weapons. -Anchor glass was remarked as being 100% fine so no edits have been made.
  4. Its a flattened cylinder, coin shaped.
  5. I hope I can atleast minorly contribute to this conversation, and not be too rambley. As of late, I have taken to playing a child character, whom has slowly grown up into a young adult. He is more timid, discomforted by new things, and easily frightened by violence with weapons. He acts irrationally when afraid, and tends to be more skittish and cowardly. Upon one of his first outings from his home to the nearby Elysium, he had a scary enocunter with a ghost. He was fearful, and ran off. That same day, a separate ghost began whipsering in his ear and jeering at him, and he ran off. The next day, another, separate ghost began attempting to haunt him, and he ran off. By the 4th haunting, on the same day, he was tired, and given none had been a threat to him shouted for them to begone and stop messing with him. Another time, when he was far younger he was accosted by 4 '100% unnamed' men needing corpses for some nefarious purpose- and though he was afraid and pleaded- they were going to kill him nonetheless. At this point, I noted in OOC that whilst I wasn't opposed to the RP, that most RP on my part would be effectively sitting there and begging for mercy while an evil uncaring force didn't care and brutally murdered him- and that such wasn't really all that fun, especially because it would have no valid impact on anyone involved, hence, It'd be preferred that such just be fast-forwarded through and both parties could go on with their day. The assaulters agreed, and we went on our way. However, this character has experienced genuine fear in many other ways, especially with family and social situations, he is still cowardly and skittish, but every outwardly, or violent 'terrifying' situation has been OOCly a drag. Fear in roleplay would be more interesting if it had much value or impact. For almost every scary or badguy group, they wish to elicit fear. And while playing someone who is vulnerable and willing to be afraid may be fun, in the context of 'big scary bad guy' it at the end of the day is unimpactful, and makes little difference. It becomes tiring to be afraid again, and again, and again. It isn't fun to emote fear in great detail for the purpose of vividly uncaring horribly murderous forces. If one isn't guilty for murdering innocent people, them crying and begging is not likely to add to that guilt. Furthermore, it is made significantly worse by the overall commonality of these horrible evil forces, that it feels nearly impossible to not be jaded. We have a half dozen giant armies of evil creatures appearing every month or two, we have a quartet of evil dark mage orders, we have bandit groups and crusading nations attacking weekly, it just becomes tiring. I have just stopped attending events and have no wish to start attending, just because everything is done the same over, and over, and over again. Another big and evil goresmeared or eldritch horror monster. Another evil badguy group of animal or corrupted peoples. You see the world ended 9+ times and it becomes less of a horrifying and worrying event, and more of 'welp, time to move again' feeling. Interesting, impactful fear needs to have some form of investment, it necessitates a response for being scared from the one causing the fear, lest it becomes just another 'Ooo uncaring evil thing who doesn't give a **** about you being scared'. If a horribly, evil uncaring force of darkness was rare, than maybe it would be less of a slog, but its not rare, its every Tuesday just after dinner. P.S. It never ceases to make my brain further ferment into a mush whenever I see a forum thread of a big event, or a large poster of something happening where people make forum posts of their character speaking aloud of their indifference. It is better form to show a character's indifference through not commenting than to specifically comment 'I am indifferent to this horrible or impactful happening!' *tosses poster into the flames.*.
  6. Peragius Additions (Background/Lore) As time has passed, and more become familiar with the heavy pink liquid known as ‘Peragius’ (or World Ichor, as it is more commonly, if not inaccurately known as) additional uses and means of refinement have been discovered for use. Just as it may be left to freeze in freezing water, experiments with liquid mana have yielded the most promising, and applicable results. Though nonetheless odd, and recognizably Peragius, these new variants, each made with at least some involvement of liquid mana bear a single through line. They’re reactive to the introduction, or ‘casting’ of mana into them. Phasemote Peragius (Refined Form) Phasemote Peragius, otherwise known as mage-armor, or phase-metal, appears very similarly to standard peragius. Bearing its same weight, same vague translucency ,its same smooth, scratch resistant ceramic esque texture, its same blade-catching powers and capabilities, same lack of insulation, same soft glow, same inability to gain an edge, same resistance to cutting force, same fragility to blunt force, even the same bubbling effect beneath the surface. However, its first notable difference is its color. Instead of a shade of vivid hot pink, salmon, or maroon, Phasemote Peragius bears a deep, dark cyan color, otherwise called ‘pine green’. However, its true differences arise when one with the magic ability to do so channels ones mana into the metal, whether with the intent to enchant it, to imbue it with life as a housemage, or any other reason one would focus mana into an object. When mana is focussed into Phasemote Peragius it will glow a bright vivid green, though the mage may not know it at first, this process of injecting their mana into the metal is ‘binding’ the metal to them. When the mage stops channeling mana into Phasemote, it will seem to suddenly shift into a almost ghost-like apparition of itself, turning very translucent, changing color to a very light shade of blueish, or ‘glacial’ green, and seeming to phase out of existence, weightless and no longer to be affected by gravity, or seemingly any other outside force. One would find themselves able to pass one’s hand, or objects through the specter of the substance. Additionally, the mage shall find that the plate has bound itself to the mage, moving in tandem with the body of the one whom imbued it with mana. This will specifically be bound to the closest, singular appendage or part of the body it is closest to when bound. For example, if one were to be wearing the unbound phasemote as a gauntlet, and than imbue mana into it, they would find the ghostly apparition of their gauntlet still on their arm, moving as it did before. However, said piece of metal need not be touching the body of the mage,as they may have it held in front of their face, above their head, or away from their body (though no more than half a meter away) and have the plate bound to them whilst it is away from their body, creating floating, spectral apparitions of the craft floating about them, affixed in position to the closest body part. For example, if a halo like ring was made, held above the mage’s head, and than the mage bound his mana to it, he would have a halo like ring floating above his head. If he were to bow his head, or tilt it to the side, the ring would follow. And if he were to go under a particularly low doorway, which would intersect with the placement of the ring- the floating pale green ring would simply phase through it. However, a secondary quality which earns it its name as ‘mage-armor’ , is that if mana is channeled into Phasemote Peragius by the mage it is bound to AFTER it is bound to a mage, it will glow, become solid once more. Becoming solid fixes the Phasemote plate in place, though also causes the portion of the body the plate was bound to become fixed in place as well. This solid plate, aside from being fixed in place, and potentially floating if it is fixed in place in a position where it is unsupported, has the same strength, durability, and weakness as standard Peragius Plates. However, if there is anything, or anyone that is taking up the space the plate is in and would solidify in, or ‘phased’ into the specter of the Phasemote, the solidifying shall fail, and nothing shall happen. Whilst bound to a mage, it is unreceptive to the mana of anyone else, and will gain no effect from anyone else attempting to channel mana into such save the mage it is bound to. If one wishes to unbind a plate of Phasemote from oneself, all it takes is for one to go unconscious. Whether induced from blunt trauma, death, or some form of drug, to simply falling asleep. The plate of Phasemote shall simply become solid once more, and if it was bound in a point that it would be floating, it will slowly float down wards, solidifying harmlessly once it touches a solid.If the plate of phasemote is phased into an object when its mage it is bound to goes unconscious, it will naturally move to the nearest point by which it is not phased into an object, and solidify harmlessly. Additionally, if a plate of phasemote is broken or shattered whilst it is channeled into being solid, it shall be unbound from the mage. Phasemote Peragius Applications: Phasemote Peragius, unbound, bears the same set of applications regular peragius does, in addition to a few new ones. However, when bound, even more applications open up. Firstly, Phasemote may be used to have impossible, and eccentric floating jewelery about one’s person. A spectral green halo above one’s head, a plate of symbols and heraldry on one’s back. So long as it is no farther than half a meter off the mage’s body, it may be made. Weightless, glowing green decorations may cover one’s body, with no cost aside from the effort to make them, and the eventual pain of taking them off when the mage goes to sleep. Secondly, one may make items of Phasemote that they than can make unobtainable, or simply out of the way and not needing to be carried, such as locking a cell door with a phasemote key and making it ethereal, or bringing a box of goods in a phasemote box, and than channeling mana into it to make it ethereal, as to not have to carry it on the way home. Alternatively, it could be worn as standard peragius armor, and than bound and made ethereal after the heat of combat is done for ease of movement. However, Phasemote itself can only make itself ethereal. If one were to have a phaseweight Peragius box made out of apples, with copper hinges, if one were to channel mana into it and make it go ethereal, both the apples, and the copper hinges would tumble to the ground. Thirdly, Phasemote may live up to its tertiary name, ‘Mage-Armor’. Allowing a mage to wear a piece of Peragius armor, and channel it into a solid when needed. Given the strength (or lack thereof) afforded to the practitioners of the void, wearing a standard piece of Peragius would render them unable to cast their magic, being able to have one bound to them, but not feel weight Mechanics: Redlines: Phasemote Peragius Creation (Refining Method): Just as standard Peragius Plates are created through having liquid Peragius frozen in freezing water, Phasemote Peragius is made similarly, simply by saturating the liquid Peragius in liquid mana, (otherwise known as liquid essence) instead. After a narrative hour of being left to sit in liquid mana, the peragius shall turn green and gelatinous, in which it may, similarly to standard peragius, pressed into a mold, shaped like clay, or otherwise formed into a shape, and left to sit for another narrative hour in liquid mana, it shall harden into Phasemote Peragius Plates. Similarly to standard peragius, if a item of Phasemote is shattered or broken, it may be organized back together, and left to saturate in liquid mana, it will naturally repair to its previous form over the course of a narrative day. Phasemote Peragius Creation redlines: Phaseweight Peragius (Refined Form) Phaseweight Peragius, also known as ‘Sapphire Peragius’, or ‘Magi Clay’, like Phasemote, appears extremely similar to Peragius. Bearing exactly the same properties and appearance to standard peragius, save it bears a vivid blue, vaguely cyan color, and an oily feeling, almost slippery surface. Phaseweight Peragius bears a simple reactivity to mana. If mana is channeled into it, its weight increases 20 fold. If one had a 5 pound plate, it would suddenly weigh one hundred pounds, and so forth The instant phaseweight peragius does not have mana channeled into it, its weight returns to that which it was, mirroring standard peragius once more. This channeling of mana is not like Phasemote peragius, which much be bound. It may simply be done by anyone capable of channeling mana into it. This does not require line of sight, simply that the person focus upon where the Phaseweight Peragius is, and focus their mana into that. This works so long as the peragius is within 2 meters of the one channeling their mana. Additionally, Phaseweight bears a slight oily slickness. Though not secreting any oil, or leaving any residue on touch, it is still somewhat slippery, and tends to work well in machinery or moving parts. Phaseweight Peragius Applications: Firstly, Phaseweight Peragius is good for about everything standard Peragius is good for. Both utilitarian or combative as with armor. Secondly, Phaseweight Peragius is well suited for being in place with machinery, bearing both standard Peragius’ blade catching abilities, its slickness, and ability to change weight when mana is channeled allow it for unique use within machinery. One may make a lock with no keyhole that opens when mana is channeled into it, or have mana activated counterweights. It would even be possible to create a trebuchet whose counterweight only applies when mana is cast into it. Thirdly, Phaseweight Peragius may be used as test armor, or even mana activated training weights. Given all one needs to do is channel mana into the material to cause its weight to increase 20 fold, one could make an armor piece that acts in standard effect, until a mage casts on it, causing the wearer to be immobilized by the weight. Or for one to train with bars of phaseweight on their person, only have their endurance tested when mana is channeled into them. However, one would not be able to make use of phaseweight to effectively drop very heavy weights on people, as the moment it leaves a 2 meter radius of the one channeling mana into it, it will immediately return its normal weight. Fourthly, this additional weight may be used defensively. Though the construction of Phaseweight Peragius boots, one may be able to channel mana into their boots at the right time as to be able to weather through a blast or spell that would otherwise knock them over or off their feet. Mechanics: Redlines: Phaseweight Peragius Creation (Refining Method): The means of creating Phaseweight Peragius is exceptionally easy. All one needs to do is set an already created item of standard peragius into liquid mana, and leave it to saturate for a narrative day. During which, it will slowly change color from pink, to red, to orangish yellow. If the peragius is removed before 24 hours elapsed, it will slowly return to its previous pink coloration. Just as with Phasemote Peragius, if it is shattered or cracked, Phaseweight Peragius may be repaired via being reorganized back into shape, and saturated in liquid mana. Redlines: Anchor Glass (Refined Form) Anchor glass, also referred to as ‘True Glass’ or ‘Alchemist’s Glass”, is the final mana reactive form of Peragius. Starkly different from any of the other forms of Peragius, it is is somewhat light, ever faintly pine green shaded transparent glass-like substance. Though visually different from green glass, it is most visually similar to green amethysts, appearing green where thick, and mostly clear where thin. It bears a naturally smooth texture, however, it is only as strong as fired clay, mildly weaker than standard glass. Able to be struck apart, or if in the shape of some pot or bottle, tossed against the ground and shattered, leaving dull-edged green fragments. It is roughly as heavy, if not ever faintly heavier than fired clay. If a item of anchor glass were viewed closely, it could be seen to have a vague, telltale bubbling effect, shared with Peragius plates, beneath its surface, however it is far more faint, and the bubbles far smaller and less numerous. It is equally as uninsulative, and unreactive to cold and heat, never melting, nor becoming more brittle from cold temperatures. When mana is channeled into a whole item of Anchor Glass, it will glow a brighter green, and the bubbling effect would intensify greatly, looking as if the foam of a beer beneath green glass, which subsidies the moment the mana no longer is channeled into it. However, its true effect is found when broken. If a shard of broken Anchor Glass has mana channeled into it, all anchor glass shards within a 5 meter radius will begin slowly being pulled to the shard of which mana is being channeled into. Over the course of a narrative minute or two, the shards will float back to where they would be in relation to the shard if they were whole, and given every shard is available to be pulled, reform back into the item that was broken over the course of 30 seconds,cracks sealing up with a vague, yellowish green glow, making it as good as new. However, if any shard is outside the 5 meter radius, it has strong implanted into something, or there is something blocking any avenue of the shard returning, the shards shall simply continuously float where they should be, not reforming into a singular object, and upon mana no longer being channeled into the object, will cause all the shards to fall back down. A similar effect shall happen if there is an object intercepting where a shard should go in relation to the complete item. The shards returning is a somewhat slow process, the shards themselves returning with no more force than a firm push with an index finger, and no faster than a slow, underhand toss of a ball. If there is something directly blocking a shards path back to the channeled shard, it will usually roll or rattle around it. Anchor Glass Applications: Though useless for armor, and a good bit less pretty or remarkable as standard Peragius, Anchor glass bears a myriad of uses. Firstly, it is suitable for any form of mundane use any bottle, vase, cup, or otherwise that standard glass or terracotta would be used for, albeit with far less insulation (whether that is good or bad). With the ease being that if it is broken, it may be repaired with a small introduction of mana. This makes it invaluable for potions which must be tossed at one’s enemies, or mayhaps as substitutes for window panes which are frequently broken though. Secondly, Anchor glass works phenomenally as both inner cores for molds, and molds themselves. Given both the smooth, nonstick texture, the lack of reactivity to heat or cold, and ease of shaping initially, and that the mold, or mold core may be made to be broken with ease, than reformed both standardly, or with the core already within the mold. Thirdly, Anchor glass works phenomenally for sealing in a container, given a vessel may be broken, have an item placed atop the shard in an angle and have the rest of the sealed vessel form and seal itself around it, OR pour liquid into the vessel through its cracks while it is reforming. Redlines: Anchor Glass Freezing(Refining Method): The means of creating Anchor Glass is relatively simple. One must simply take the initial form of Phasemote Peragius, before it fully hardens, that being when it looses its pink color and starts turning green, (After a narrative hour but before 2 narrative hours has elapsed) out from the liquid mana it is being created in, and simply finish freezing it in natural freezing water as standard Peragius is frozen in. This latter freezing takes one narrative hour. There is no time limit between the time the mushy unfinished Phasemote Peragius is removed from the liquid mana and it is placed into natural freezing water and finished freezing. Just as with the other forms, it may be shaped in a mold, or pressed into shape like clay in the freezing water before it hardens. Unlike with standard Peragius, finished items of Anchor Glass are able to be reshaped with the use of transfiguration, however, just like previous forms, are unable to be reforged or have its shape changed by mundane means. Redlines: Purpose: I will try to keep this brief. My initial intent with Peragius was to make multiple forms for it later, more specialized, and utilitarian forms with maybe a use in combat, but for the most part with a myriad of utilitarian uses for the playerbase to go ham with. Though some of these may seem weirdly specific, their uses are far and fun, and with a little bit of brain juice, could probably do WAY more than I’d ever expect them to. LOTC seems to struggle with making a new ore, a new element, a new whatever the heck every time they want to have a substance with a new quality. This is annoying to me, as there is frequent chances to make something excellent with what we already have, or to explore the possibility of currently accepted materials or ores having more potential. This is my answer to that. A weirdly magical material with extra weirdly magical means to use it. I hope this is found acceptable, and I look forward to the reaction and critique I receive with this.
  7. Real talk, man-to-man, serious pickle recommendation. Grillo's pickles are actually the bomb and I feel a proper pickle connseuir such as yourself would enjoy such. If you ever get the chance, I would highly recommend you buy a tub and treat yourself.
  8. Seems good. Aint got any substantial issue with it. Ironically, the only change Id make to it would be to change a trait that was carried in from the original lore, which is probably just to remove the note of "always being intricate". (Admittedly a 14 year old should've known that an ink isnt what makes a tattoo intricate, but eh, as were the lore standards of the day.) It would be advantageous, and probably more accurate to note that the tattoos do not "blur" over time as regular tattoos have a tendency to do, allowing for more consistant and long lasting intricate tattoos than standard inks.
  9. Oooh boy Question 1: What is one thing you dislike about Orcs/Krugmar? How can it be improved? I wil try to break this up, and explain such as coherently as possible. IRP: In the past 3 IRL years, I have had very few enjoyable RP interaction with a Orc aligned with Krugmar, not all but the vast majority of interactions have been terrible, and I can count on one hand the amount of pleasant RP I've had with the orcish playerbase. Why so- you may ask? Simply, every single interaction I've had with an orcish character has been either: A. A raid, which mainly consists of just shouting, memes, and pvp. B. Low effort meme RP. (Not even high effort memes!) C. Banditing/Slaving, which mainly involves copy pasted emotes, shouting, and than PVP. D. Thinly veiled attempts at harassment. More on that in the OOC section. E. Direct IRP recreations of historically reviled people-groups and organizations, such as the 3rd Reich, including both uniform, traditions, and goals. Now, reasonably, there is definitely more to orcish culture than that. And there is most definitely more to such a playerbase. But I have yet to see it. And while I understand, orcs are intended to be dangerous creatures, it is unenjoyable to have an entire playerbase whose main interaction is poorly done villainy. A villain is fine, as is a villainous race, but it has to be mutually enjoyable, and to some end other than 'hurr hurr don' like them'. OO(R)C: I will try to keep this brief, but for the past year- maybe 2, I have been harassed (both on LOTC, and other mediums) by members of the orcish playerbase, a few times death-threats, gore PM'd to me, heck, even found a discord whose primary purpose was harassing LGBT people on twitter- mainly headed by members of the LOTC orcish community. Gladly, many of these harassers are banned, but despite the bans- this is so prolific in the community- rather than simply a few individuals, that I've had a couple new players who join the orc discord immediately seek me out and ask if Im aware that banned players and current players alike are still up to the same stuff. Its to the point that whenever I see an username I don't recognize referring to me with slurs or accusations, I can pretty accurately surmise they're from the Orcish playerbase (with as of current, 100% accuracy). And while there are a good hunk of people who do not like me in many communities, the sheer amount of venom from certain members of the orcish community crosses the border from '****-talk' to downright harassment. Question 2: What is one thing you like/admire about Orcs/Krugmar? LOTC orcs are relatively unique in some ways from orcs of other medias. They're visually colorful, with differing skin tones, appearances, subraces, and subgroups with unique gods, a shamanic caste, and a clan based governance system with a effective dictator at its head. Question 3: What do you think Orcs/Krugmar biggest opportunity for improvement is? Orcs have been basically doing the exact same thing on LOTC for the past 5-6 years, that anything new or different could be revolutionary. Whether being villainous with a defined, achievable goal, or even being more friendly, either would be able to cause massive ripples in many communities.
  10. Peragius (Background/Lore) (Tier 2 noded material) It is said that nothing new is every born or created of stone and matter. That what has existed beneath the earth has always existed. To an extent, this postulate is true, at least mineral wise. Though somewhat novel crystalline formations form with the shakes and shudders of the world, and the seepings of water through volcanic bubbles, these new creations more or less follow through with everything that has previous been. It uses the same metaphorical paint all else has been made from, simply being a different organization of strokes on the canvas. That was, until creation ended. With the death of Metzli, the incursion of the Inferi, the creation and death of the creator egg, and finally the death of Gazardiel, there had come a subtle shift in all that existed. Permanence was assured, even if what was permanent was destruction, and new weavings of magic and matter formed deep beneath the ground. New passages of creation formed with the residual aengullic energy which twisted Arcas apart, and confluences of this energy formed. Though in truth, most of this subtle meta-physical changes of hidden matter happening deep below has no tangible impact. A crystal here grows a month slower, a portion of molten stone here cools faster a fraction of a second faster; Yet, atleast one new thing came about. A swirling pink liquid, arcing its way through the veins of the earth. Peragius. TL;DR: Liquid Peragius (Raw Form) Peragius is a heavy, glowing, pinkish liquid. The liquid, though thick, is not sticky, and will ebb and flow against and down most solids. However, it will not merge with water, nor any other liquid in existence, being incapable of being ‘mixed’ with anything, rather, forming independent globules suspended within the liquid, before settling into one homogenous mass at the bottom. This quality of both settling at the bottom, and lack of ability to mix applies to every liquid, gelatinous mixture, and otherwise nonsolid. Additionally, liquid Peragius is entirely immune to both shamnistic identification or refinement, and transfiguration’s feeling, identification, or manipulation. Peragius is found in odd hollow crystal ‘tunnels’ that spiral about within the earth. Referred to as geode veins, these are crystalline tubes no larger than 3 inches (or 7 and a half centimeters) in diameter comprised entirely of naturally formed crystals. Whether calcite, amethyst, quartz, or other, these tunnels arc throughout the stone sporadically starting and ending at random. The exterior of these tubes is smooth, and merges with the stone around it with little issue. The interior of these tubes is comprised entirely of millions of fine, sharp crystal points, with the peragius flowing like blood within the veins. In truth, one could break open a geode vein,drain it of its peragius, and than return a few years later to find the vein resealed, and refilled with the liquid. These veins can be found both underground, and even arcing up into the surface in small arcing swirls before returning to the ground, looking akin to a sea serpent curling in and out of the water. The appearance of Peragius looks akin to white hot molten metal, save with a lavender, or pinkish hue, though it flows akin to a thick liquid, such as cream or milk. Peragius is exceptionally heavy, and weighs roughly 5 times more than water, with a single gallon weighing just over 33 pounds (or 15 kilograms). The taste of Peragius is akin to bleach, though not poisonous or harmful as such, it will trend to cause indigestion, and cause the stool and vomit of the imbiber to glow vivid pink for the next few days after consumption. Peragius itself bears somewhat unique thermal properties. It is not insulative, simply mimicking the temperature of its environment, going from hot to cold just as quickly as the air around itself. Though it cannot be boiled standardly, if the liquid was to be subject to 700 degrees celsius, it would begin to rapidly evaporate into a chloric smelling mass of purple smoke. This smoke, aside from its smell, is harmless. Likewise, Peragius will not solidify or freeze into a solid save for extremely specific circumstances. Liquid peragius bears no notable applications in its liquid form, necessitating refinement for any form of use. Redlines: Harvesting Method Liquid Peragius may be gathered in a myriad of different ways with little issue. The first, is to simply break open a geode vein from the bottom, and have the liquid drain out into a suitable receptacle. Another is to create a ‘tap’, akin to how one makes a tap for sap. Simply hammering it into the vein, and letting the glowing liquid seep out. Wells may be created for Peragius, by which one keeps water over the open hole as to keep it from ‘healing itself’ closed, and dropping in a bottle or other container to scoop out the peragius from the geode vein, given it will always separate and float to the bottom of any liquid. Redlines: Peragius Plates (Refined Form) Peragius Plates (Or solid peragius) manifests most commonly as thin plates, given in almost any other form, it would be unusable. Solid Peragius appears as sheet of a smooth, ever so vaguely translucent, glass-like material. However, beneath its surface, it would seem to be filled intermittently with fine fizzy bubbles, which form, disappear, and occasionally cling to the inner surface of the sheet akin to a bottle of open fizzy soda. Depending on its make, this sheet can either be shades of pink, pastel red, or maroon. Its inner bubbling gives peragius a look of depth, even if it was a wafer thin sheet. The vague translucency of peragius only allows bright light to slightly pass through it. It is notably hard, and scratch resistant. Peragius plates are extremely heavy. The physical weight of a plate of peragius would equal to almost 6 times that of a plate of iron. Additionally, peragius plate is somewhat brittle. Though not brittle to the extent of regular glass, or even some metal alloys, peragius plates are unable to bend whatsoever, and remain forever rigid, unable to either flex or bend. While able to be jostled about, and even thrown at walls and remain sound, a solid strike from a blunt weapon would heavily crack a plate of peragius, the plate bending inward with hundreds of fractures and cracks, whilst a second would shatter it. Additionally, it is unable to be sharpened, and will never hold an edge beyond that of a butter knife. Though it is notably scratch resistant. Initially, given its relative low durability, and extreme weight, one would think it nigh unusable for anything aside from ornamental pieces. Yet, peragius plate bears a few unique characteristics which set it apart and alone. Peragius itself seems to bear a form of magnetism towards sharp objects in motion. Perhaps due to its formation inside sharp geode veins (whether born of geodes, or simply creating the tunnels around it being unknown). If there is any form of sharp thing in motion near peragius, it will naturally pull it to itself. Upon an edge striking the surface of the peragius, it will absorb the impact force, simply causing whatever edged item or weapon that struck it to bounce off harmlessly. Thermally, peragius plates are fantastically non-insulativel. They are not able to be melted, though they will retain any heat of the air around them, meaning if the plate is struck with a fireball, it will ever briefly become as hot as the fireball, but cooling off just as quickly as the fire dissipates. Peragius Plate Applications Firstly, Peragius plates may be used within machinery as to create unique and and complex gearworks, given the redirection of sharp edges towards Peragius may be used both almost as a spring mechanism, to ensure a gear, piston, or other dowel may fit out, and than back within a slot, or to facilitate a particularly powerful motion towards a direction that would not naturally occur. Additionally, its extreme weight may be used both as compact weights, or compact counterweights for advanced machinery. Secondly, Peragius itself is a aesthetically pleasing substance, that suffers no form of corrosion. As such, it is extremely utilizable for mundane finery. Jewelery, silverware, vases, crowns, etc. Its soft pink glow, alongside its moving, bubbling texture acts as a significant eye catcher. And its vague durability assures that most daily wear shall cause no issue. Its refining and shaping method even allows for inlays on materials that would burn up or be damaged from the process standard metal inlaying. Thirdly, Peragius’ edge catching powers render it greatly useful for mundane job safety equipment. A handguard on one’s palm and back of the hand would serve to keep someone from cutting themself when sharpening a blade, or dicing vegetables. Goggles with peragius frames would serve to catch sharp shrapnel that would otherwise strike the eyes, or side of the face. Peragius soles would keep one safe from stepping on a nail, or even caltrops. Fourthly, Peragius’ lack of insulation, and physical properties grants it a myriad of uses, both industrially and culinarily. Given, a pot made out of peragius will immediately be hot when put over a flame, and immediately cool off when taken off of it (so long as the contents of the pot are not extremely hot or cold,) it allows for quick preparation, and clean up of various things. Its gentle glow may be used as to ensure something is findable in the dark, and the constant movement of it beneath the surface may be used as to identify the glow of peragius against the glow of something else. Its general immunity to damage from heat allows it to be used or placed in areas that are dangerously hot or cold, with no worry of damage to the peragius item itself. Fifthly, given Peragius Plates’ proclivity towards blade-taking, its obvious use would be for armor. However, its extreme weight necessitates a differing form of construction, for a full suit of peragius armor, made in the form of a standard suit of plate-mail, would weigh just over 250 pounds, necessitating thinner plates. Peragius likewise has with it only a certain amount of range by which it may redirect a blade’s edge to itself, necessitating one to be choosy with how they craft their armor. Additionally, peragius armor must be relatively uncovered to display its miraculous blade catching powers, it will neither redirect blades, or absorb impact if it is painted over, hidden underneath clothes, or other forms of armor. The following is a list of all viable armor pieces made from Peragius, how much each piece takes to make, and the areas they shall protect. Peragius Plate Redlines: Peragius Freezing (Refinement Method) The means of refining peragius is somewhat simple.All that one must do is to submerge the liquid within natural, freezing water, such as that of a frozen lake,or icey river, of which it shall go from a thick liquid, to a gelatinous mass over the course of a narrative hour, so long as it is left still in the water. This mass, if left unmolded, will refine into a solid glob of Peragius Plate, and be unusable. Whilst in its gelatinous form, it must be pressed into a suitable mold (though this mold can be made of anything, even wood or clay) and left to sit. After another narrative hour of being submerged within the water, the peragius shall harden into a plate (likewise, needing to be kept still) Over the course of the next narrative hour after it is hardened, it shall slowly change color, from hot pink, to pastel red, to maroon slowly. If the plate is removed from the water during any period of this color transition, it shall keep its color at the point of removal. This freezing shall not take place if the water itself has frozen into a solid around the peragius. However, 2 complications can arise. First and foremost, peragius must be refined in a natural source of freezing water, in its natural source. So for example, it must be done in a lake, river, or sea, and cannot be done, say, in a thannic freezer, or with water transported out from its source. Second, the area it is being refined must have movement of water, as to ensure no ice crystals shall form either on the mold, or peragius itself, and have it misshaped. Thus, it either must be done where water is naturally moving, or simply have the water constantly disturbed, such as by stirring. If a peragius plate is cracked or shattered, it may be organized back into its shape, and left to saturate in the same conditions it was froze in, which will naturally repair the plate to its previous form over the course of a narrative day. TL;DR: Peragius Freezing Redlines: Purpose: I will try to avoid being too rambly with this. I find most of the noded materials relatively boring, in both the crafts they produce, their effects, their aesthetic, and their crafting processes. Additionally, I think there is a massive aesthetic niche of types of clothing and armor common in fantasy that is notably missing that can be remedied. This lore aims to remedy what I see as an issue, as well as provide a springboard for the creation of additional magical-items created by peragius. I intended to put one of such creations within this lorepiece (a magic gemstone infused with the sun’s power) yet, given the rather brief times for lore reviewal, I am fine with having this piece have all issues ironed out, before adding more refined forms for such. P.S. There is a notable lack of pictures in this lore piece. If this is accepted, I will invest in getting some good art showing what this stuff looks like. P.P.S: Lore reviewers! PlEASE READ. I have done my best to address most of the criticisms. I have outlined its myriad of noncombat uses, drastically simplified the ‘armor limit’, as to simply go with the exact intention rather than making an in depth system for the same result (simply ensuring people wearing peragius armor will always have a significant gap in their blade-catching armor, so people using swords and bladed weapons could still have a way to readily beat them.) I have outlined the refining process, and clarified it within a TL;DR to assuage any confusion or thoughts of it bearing much complexity. It is intended to be super duper simple. Additionally, some critique in the verdict said the metal was too powerful in combat, other critique claimed that it was so ineffective in combat that no-one would want it. Given the massive contradictions, I think I have hit a sweet spot with its power level, and have done little to no changes to such.
  11. When is the last time you've been to a K&W? Favorite type of soda? Least favorite mass effect character, and why?
  12. Peragius (Background/Lore) (Tier 3 noded material) It is said that nothing new is every born or created of stone and matter. That what has existed beneath the earth has always existed. To an extent, this postulate is true, at least mineral wise. Though somewhat novel crystalline formations form with the shakes and shudders of the world, and the seepings of water through volcanic bubbles, these new creations more or less follow through with everything that has previous been. It uses the same metaphorical paint all else has been made from, simply being a different organization of strokes on the canvas. That was, until creation ended. With the death of Metzli, the incursion of the Inferi, the creation and death of the creator egg, and finally the death of Gazardiel, there had come a subtle shift in all that existed. Permanence was assured, even if what was permanent was destruction, and new weavings of magic and matter formed deep beneath the ground. New passages of creation formed with the residual aengullic energy which twisted Arcas apart, and confluences of this energy formed. Though in truth, most of this subtle meta-physical changes of hidden matter happening deep below has no tangible impact. A crystal here grows a month slower, a portion of molten stone here cools faster a fraction of a second faster; Yet, atleast one new thing came about. A swirling pink liquid, arcing its way through the veins of the earth. Peragius. Liquid Peragius (Raw Form) (Pronounced Per-Rah-Gee-Us) GEE with hard G, like GRAPES or GUN Peragius is a heavy, glowing, pinkish liquid. The liquid, though thick, is not sticky, and will ebb and flow against and down most solids. However, it will not merge with water, nor any other liquid in existence, being incapable of being ‘mixed’ with anything, rather, forming independent globules suspended within the liquid, before settling into one homogenous mass at the bottom. This quality of both settling at the bottom, and lack of ability to mix applies to every liquid, gelatinous mixture, and otherwise nonsolid. Additionally, liquid Peragius is entirely immune to both shamnistic identification or refinement, and transfiguration’s feeling, identification, or manipulation. Peragius is found in odd hollow crystal ‘tunnels’ that spiral about within the earth. Referred to as geode veins, these are crystalline tubes no smaller than 3 inches (or 7 and a half centimeters) in diameter comprised entirely of naturally formed crystals. Whether calcite, amethyst, quartz, or other, these tunnels arc throughout the stone sporadically starting and ending at random. The exterior of these tubes is smooth, and merges with the stone around it with little issue. The interior of these tubes is comprised entirely of millions of fine, sharp crystal points, with the peragius flowing like blood within the veins. In truth, one could break open a geode vein,drain it of its peragius, and than return a few years later to find the vein resealed, and refilled with the liquid. These veins can be found both underground, and even arcing up into the surface in small arcing swirls before returning to the ground, looking akin to a sea serpent curling in and out of the water. The appearance of Peragius looks akin to white hot molten metal, save with a lavender, or pinkish hue, though it flows akin to a thick liquid, such as cream or milk. Peragius is exceptionally heavy, and weighs roughly 5 times more than water, with a single gallon weighing just over 33 pounds (or 15 kilograms). The taste of Peragius is akin to bleach, though not poisonous or harmful as such, it will trend to cause indigestion, and cause the stool and vomit of the imbiber to glow vivid pink for the next few days after consumption. Peragius itself bears somewhat unique thermal properties. It is not insulative, simply mimicking the temperature of its environment, going from hot to cold just as quickly as the air around itself. Though it cannot be boiled standardly, if the liquid was to be subject to 700 degrees celsius, it would begin to rapidly evaporate into a chloric smelling mass of purple smoke. This smoke, aside from its smell, is harmless. Likewise, Peragius will not solidify or freeze into a solid save for extremely specific circumstances. Liquid peragius bears no notable applications in its liquid form, necessitating refinement for any form of use. Liquid Peragius Redlines: Harvesting Method Liquid Peragius may be gathered in a myriad of different ways with little issue. The first, is to simply break open a geode vein from the bottom, and have the liquid drain out into a suitable receptacle. Another is to create a ‘tap’, akin to how one makes a tap for sap. Simply hammering it into the vein, and letting the glowing liquid seep out. Wells may be created for Peragius, by which one keeps water over the open hole as to keep it from ‘healing itself’ closed, and dropping in a bottle or other container to scoop out the peragius from the geode vein, given it will always separate and float to the bottom of any liquid. Peragius Harvesting Redlines: -A single peragius bottle or ‘item’ contains one measure of peragius, (for use in crafting) rather than 2, such as standard ore chunks. Peragius Plates (Refined Form) Peragius Plates (Or solid peragius) manifests most commonly as thin plates, given in almost any other form, it would be unusable. Solid Peragius appears as sheet of a smooth, ever so vaguely translucent, glass-like material. However, beneath its surface, it would seem to be filled intermittently with fine fizzy bubbles, which form, disappear, and occasionally cling to the inner surface of the sheet akin to a bottle of open fizzy soda. Depending on its make, this sheet can either be shades of pink, pastel red, or maroon. Its inner bubbling gives peragius a look of depth, even if it was a wafer thin sheet. The vague translucency of peragius only allows bright light to slightly pass through it. Peragius plates are extremely heavy. The physical weight of a plate of peragius would equal to almost 6 times that of a plate of iron. Additionally, peragius plate is somewhat brittle. Though not brittle to the extent of regular glass, or even some metal alloys, peragius plates are unable to bend whatsoever, and remain forever rigid, unable to either flex or bend. While able to be jostled about, and even thrown at walls and remain sound, a solid strike from a blunt weapon would heavily crack a plate of peragius, the plate bending inward with hundreds of fractures and cracks, whilst a second would shatter it. Additionally, it is unable to be sharpened, and will never hold an edge beyond that of a butter knife. Initially, given its relative fragility, and extreme weight, one would think it night unusable for anything aside from ornamental pieces. Yet, peragius plate bears a few unique characteristics which set it apart and alone. Peragius itself seems to bear a form of magnetism towards sharp objects in motion. Perhaps due to its formation inside sharp geode veins (whether born of geodes, or simply creating the tunnels around it being unknown). If there is any form of sharp thing in motion near peragius, it will naturally pull it to itself. Upon an edge striking the surface of the peragius, it will absorb the impact force, simply causing whatever edged item or weapon that struck it to bounce off harmlessly. Thermally, peragius plates are not special. They are not able to be melted, though they will retain any heat of the air around them, meaning if the plate is struck with a fireball, it will ever briefly become as hot as the fireball, but cooling off just as quickly as the fire dissipates. Peragius Plate Applications: Firstly, Peragius plates may be used within machinery as to create unique and and complex gearworks, given the redirection of sharp edges towards Peragius may be used both almost as a spring mechanism, to ensure a gear, piston, or other dowel may fit out, and than back within a slot, or to facilitate a particularly powerful motion towards a direction that would not naturally occur. Additionally, its extreme weight may be used both as compact counterweights. Secondly, given Peragius Plates’ proclivity towards blade-taking, its obvious use would be for armor. However, its extreme weight necessitates a differing form of construction, for a full suit of peragius armor, made in the form of a standard suit of plate-mail, would weigh just over 250 pounds, necessitating thinner plates. Peragius likewise has with it only a certain amount of range by which it may redirect a blade’s edge to itself, necessitating one to be choosy with how they craft their armor. Additionally, peragius armor must be relatively uncovered to display its miraculous blade catching powers, it will neither redirect blades, or absorb impact if it is hidden underneath clothes, or other forms of armor. The following is a list of all viable armor pieces made from Peragius, their associated weight, and the areas they shall protect:. Peragius Plate Redlines: Peragius Freezing (Refinement Method) The means of refining peragius is somewhat simple.All that one must do is to submerge the liquid within natural, freezing water, such as that of a frozen lake,or icey river, of which it shall go from a thick liquid, to a gelatinous mass over the course of a narrative hour. This mass, if left unmolded, will refine into a solid glob of Peragius Plate, and be unusable. Whilst in its gelatinous form, it must be pressed into a suitable mold (though this mold can be made of anything, even wood or clay) and left to sit. After another narrative hour of being submerged within the water, the peragius shall harden into a plate. Over the course of the next narrative hour after it is hardened, it shall slowly change color, from hot pink, to pastel red, to maroon slowly. If the plate is removed from the water during any period of this color transition, it shall keep its color at the point of removal. This freezing shall not take place if the water itself has frozen into a solid around the peragius. However, 2 complications can arise. First and foremost, peragius must be refined in a natural source of freezing water, in its natural source. So for example, it must be done in a lake, river, or sea, and cannot be done, say, in a thannic freezer, or with water transported out from its source. Second, the area it is being refined must have movement of water, as to ensure no ice crystals shall form either on the mold, or peragius itself, and have it misshaped. Thus, it either must be done where water is naturally moving, or simply have the water constantly disturbed, such as by stirring. If a peragius plate is cracked or shattered, it may be organized back into its shape, and left to saturate in the same conditions it was froze in, which will naturally repair the plate to its previous form over the course of a narrative day. Peragius Freezing Redlines: Purpose: I will try to avoid being too rambly with this.Firstly, with the removal of lunarite from Tier 3 nodes, it has made so all tier 3 nodes are crystals. I find this silly. Secondly, I find most of the noded (Both Tier 3, 4, and 5.) materials relatively boring, in both the crafts they produce, their effects, their aesthetic, and their crafting processes. Additionally, I think there is a massive aesthetic niche of types of clothing and armor common in fantasy that is notably missing that can be remedied. This lore aims to remedy what I see as an issue, as well as provide a springboard for the creation of additional magical-items created by peragius. I intended to put one of such creations within this lorepiece (a magic gemstone infused with the sun’s power) yet, given the rather brief times for lore reviewal, I am fine with having this piece have all issues ironed out, before adding more refined forms for such. Much of the restrictions in place are less so to keep people from making interesting items, but to allow for niches of this material to be made and formed. It cannot be messed with by transfiguration, due to the wish to make a refined form with interactions with the void and voidal magics, for example. P.S. There is a notable lack of pictures in this lore piece. If this is accepted, I will invest in getting some good art showing what this stuff looks like.
  13. 5 Years on the AT finally has some use. Most of the applications posted are actually decently good comparatively to the badstuff I've seen, though this one is the most blatantly terrible.
  14. Runesmithing's previously accepted iteration was a exceedingly powerful and freeform, with almost unlimited potential, yet it was used only by a select few, who were careful and choosy with their use of Runesmithing. It is hard to understate how powerful old runesmithing was, and many bear a bad taste in their mouth due to previous interactions with it. When lore-games standards were set in place a rewrite was required, both limiting the power and effects of magics, and requiring what is possible being fully written out and quantified. The first official rewrite of the magic did not follow the standards required, was far too powerful, and was thus denied. 2 additional rewrites were made in a similar timespan to each other by different players. One was finished, and was subsequently denied for problems similar to the initial denied lore (being far too vague, all encompassing, and powerful to oversimplify the reasons), whilst the other has been noted as WIP since its submission 6 months ago, and has not been reviewed.
  15. The Rune of Darkness is always activated, and cannot be turned off. The darkness effect shall still comtinue even if you have it stuffed in a bag.
  16. "Truth is, lore was rewritten from the start."
  17. New runes I'd assume could be added either through an amendment (like making a post saying 'lets add these runes!) after the lore goes through, or through making a MArt for a special rune technique your character, or those around your character know. Also ofcourse, I'd be mad as heck if something I used for years was suddenly stolen up by other people and I was locked outta it.
  18. Background/Origin The magic of Runesmithing bears a storied, and somewhat convoluted history. Said to have been created - or better yet ‘discovered’ by one of the sons of Urguan, and passed to both his kin and heralded by the Scribefolk of old Asulon, its true origins, or mayhaps, simply its original ‘discoverer’ has been a subject of debate and conjecture for centuries. In truth, its discovery was humble, accidental, and many times by those who knew not its worth. Though clearly most prolific amongst the dwarven folk, its origins in truth don’t stem from Urguan’s brood. the sacred runes which name reality itself have no origin amongst mortals or men, rather, the very script of reality has always existed, left almost like a receipt of fabrication from the Creator himself. The runes, even if not ever used or known, inevitably will always exist, just as much as air or grass or dirt may exist. Distinct from the material alphabet, the runic alphabet is its own descriptor, a language and script which call each stone, speck of dirt, and physical mechanic by their name. This is language is spoken, or quantified most heavilly in stones, where the material alphabet is translated, re-written, and translated. Nonetheless, like all magic arts of Aos and Eos, the Runes of Creation, and the ways of Runesmithing change with the ever constant shifts in reality. Though for a time, the runic script has been scrambled in the minds of its practitioners, as reality and thought are reshaped with every passing land, so to have the Runes changed. Nonetheless, as the runes still exist, so to shall those whom know how to utilize them eventually rediscover this art. Magic Explanation Runesmithing is the art of learning, carving, and utilizing a written language henceforth referred to as the ‘Runic’ language. This Runic language draws upon the innate, and for the most part, inert magical energy present in non-living stone, as to power their enchantments, and the genus-bearing blood of descendants to activate them. Runes are the letters of the runic language. To call upon the powers of runes and stones, one must first have both an entry point into the understanding of runes, alongside be taught the basics of the workings of the runes. The entry point of any runesmith is to learn the true name of a type of stone. Not a general type, nor simply one specific rock object, but rather a ‘variety’ of stone, such as black granite, gypsum alabaster, or malachite A true name is the rune, or set of runes which identifies that physical object, and allows it to be utilized. While not being something that is translatable into words or spoken verbs, the set of runes that make up the true name of a stone communicates, to those whom understand it, the fundamental make up, quintessence, and place in the world the stone bears as a object. This understanding of a true name will flood the mind of the neophyte runesmith, and create an unbreakable bond between that Runesmith, and the variety of stone whose name they have learned. As if learning every facet of a person and falling in love, the Runesmith becomes bound to the stone, and the stone in return acts as the initial book of translations by which the runesmith understands the runic language. Though not directly giving information, the name of the stone acts as a point of reference for translating concepts into this runic language. While physically unable to find the true name of any other being, or stone, the runic language learned through the stone allows the runesmith to draw upon the stone’s power, and perform feats of magic and enchanting through it. Learning the true name of the stone is a tricky thing. First, the prospective runesmith must be shown the written runic names of at least one other stone, and had the concept of true name explained to them. And than- it is simply getting to know the stone. Whether through working and carving the variety of stone repeatedly, or simply carrying around dozens of stones and rocks of the same variety on oneself for weeks or month. Once the runesmith has known the stone enough, they shall need to attempt to discern the name of the stone, and carve it out on the stone itself. At the time clueless, they shall most likely carve chicken scratch and gibberish initially, though eventually (most likely after a couple weeks of attempts) they shall carve out the true name of the stone, which shall begin their path into runesmithing. After the runesmith has discovered the name of the stone, they will begin to discern the names of phenomena and objects much in the same way, the understanding of the initial stone acting as reference. The runesmith will eventually be able to translate the names of other objects into runic, though such names shall never be as explainative or potent as the initial true name of the stone, they shall nonetheless be useful for use in runic enchantments. Runic enchantment: Gabbro Protect (from) Weapon The name of the stone, just as it is the key to knowing the runic language, is equally the key to utilizing the runic language. Standardly organized in a vertical fashion, first is the runic name of the stone itself, of which the rune must be carved on, the action of the enchantment, and than that which the action is to affect. The name of the stone acts as a key, or password, that thence allows one to carve runes as to ‘order’ the innate power of the stone into action. After that, a verb, or action must be carved under the name of the stone, and than the receiver of that action. To finish the runic enchantment, the runesmith must than line the inscription with their own fresh blood, the genus in the blood acting as a catalyst and finish to the rune. One will know their rune is successful if the blood disappears into the stone, and the rune briefly glows. Depending on the type of enchantment, the glow of the rune can be constant if the enchantment is passive, or activated through one tracing their finger over the engraving of the rune to activate it. This process of engraving and activation is not a quick process, and requires the utmost focus to do so. As such, it isn’t necessarily possible for one to carve and enchant a new runic item in the heat of combat. Runic enchantments fall into roughly 3 categories. Runes that attract or repel stone, stone adjacent materials, and later magical energy, runes that make light from stone, and runes that change the composition or qualities of stone. The Runic language in itself is a bizarre and difficult to discern language, and a lot of its connotations, nuances, syntax, and definitions defy themselves. Standardly, a specific concept, is communicated either with one, or two runes set next to each other, yet, this concept is contextual based, and the exact meaning of the two runes can change drastically depending on what runes are above, and/or below it. Though a learned runesmith would be able to discern the use of a runic enchantment and its supposed target somewhat easily, one isn’t able to read or write a coherent sentence in runic. Being bound to this variety of stone is as freeing as it is restricting. As the information of the stone variety whose true name they know is ingrained into the mind of the runesmith, the runesmith is unable to obtain, or understand the true name of any other variety of stone, hence, the runesmith can only create runic enchantments on the exact stone whose name they initially learned. Additionally, learning the true name of the stone fundamentally changes the runesmith’s view of matter, reality, and natural phenomena. This changed view, though mostly accurate to reality, is swayed, and in some areas lacking, yet as long as they know the true name of the stone, and understand the runic language, it will remain nonetheless the same. This changed understanding is subtly, yet impactfully different than that of objective reality, which interferes with magics that call upon intrinsic understanding or knowledge; As such, those well versed in the runic language are unable to draw upon the void to evoke any elements, images, or alter the world with the use of transfiguration, given the perception of reality runesmits have differs significantly enough that what they would evoke would not be consistent with reality, and thus, be unable to be evoked. A runesmith could still have a voidal connection, but they would be markedly unable to use it. Additionally, the added magical knowledge and constant giving of genus ever so faintly disrupt the channels by which chi flows. Water cannot flow from stone, and thus, those who practice runesmithing cannot practice either form of Chi magic. Additionally, a Runesmith must be of relatively sound mind, body, and soul, both as to fully understand the true name of the stone and the runes surrounding it, to translate such into physical written runes, and to properly activate any enchantment with ample untainted genus. -Runesmithing is a 2 slot misc magic, powered by the innate power of stone and a magical set of runes to activate said power. These runes are effectively a bastardized dialect of the material world, similar in concept to the material alphabet, yet functionally different, understood and translated through stone. It requires a greater soul to practice. -Runesmithing is incompatible with any void magic, Naztherak, Necromancy and chi magic. -Runesmithing, despite being able to create items useable in combat encounters, is not able to be utilized to create new items or runes during or within combat encounters. -To learn Runesmithing, one must be taught by a runesmith with an accepted TA. -Runesmithing follows the baseline requirements for progression, taking a total of 16 weeks to reach tier 5. However, a Runesmith may make a TA at tier 4, which is attainable after 10 weeks of learning the magic. -Runesmiths are required to choose a specific variety of stone to specialize in, and only carve runes upon that stone. This stone must be a specific complex type of stone, such as heliotrope, or black granite, etc, and cannot encompass many varieties of differing stones within itself, such as just choosing ‘marble’ and than using red, white, black, and tan marble, etc. This stone cannot be a precious gemstone, nor a native metal. -The stone the runesmith is specializing in must be noted on the runesmith’s MA, next to the answer of the ‘What magic will you be learning?’ Answering it with “Runesmithing - [stone variety]. This specialization cannot be changed. Abilities/Spells Tier 1 Spells: Runic enchantment: [Stone] Ward (keep safe) (Ability of) Sight Rune of Sight Description: One of the first runes a runesmith shall ever know, the Rune of Sight is a rune which repels any and all small non-organic particles away from itself in a radius of 5 inches. Additionally, it absorbs any excessively bright light that shines upon it within that radius.Standardly carved on something small, a stone carved and enchanted with this rune is usually held in place (whether by hand or by a small crown of string or cloth, or being carved on a stone crown itself) above the brow of the wearer. Any particles which enter the radius of the Rune will be pushed away and redirected from the eyes, as if by wind. Any exceedingly bright light, sans magical light, that would cause damage or pain to the wearer’s eyes will be absorbed by the rune. Mechanics: -The rune of sight acts as a combination pair of goggles and sunglasses, acting both to protect the wearer’s eyes from particles (whether solid or liquid), and from overly bright light. This protection does not protect the wearer from magically conjured light, but does protect from magically conjured particles that could damage the eyes. This protection does not extend to any objects or portions of liquid over the size of a housefly. -The enchanted item itself must be held against one’s forehead or brow to work, with its glowing side facing outward. Once the rune is carved, it will glow a dim white, and continue working indefinitely, so long as it is not damaged. -At a minimum, there must be the flat area of a circle with a 2 inch diameter to carve this rune into. Redlines: -Rune of Sight requires an item to be made to represent it, renamed, signed, and described by the Runesmith, though does not require an ST signature. -Stones enchanted with the rune of sight cannot be enchanted with any other runes. -Magical spells that conjure bright light as to blind someone are unaffected, and the wearer of a Rune of Sight is just as affected as anyone else. -This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on. Runic enchantment: [Stone] Make (from oneself) Light Rune of Light Description: Another simple rune, the Rune of Light is a set of runes which produce a vivid, bright light from its engraving. Appearing from within the indents of the carved script, this light is white, and bright, though not blindingly so. Once this rune is carved in place, and fully lined with blood, it shall shine forever. Mechanics: -Stones carved with a rune of light will glow brightly from where the rune was carved. This light is not blindingly bright, nor does the rune give off any heat. This rune may be utilized both for RP items, or used as an explanation for light sources in builds. -Runes of Light can vary greatly in size, though at a minimum it requires the flat area of a circle with a 3 inch diameter to be carved, and at a maximum can fill a 1 meter square. Redlines: -Runes of Light cannot glow bright enough to blind or damage the eyes of others, nor can they be magnified to do so. -Stones enchanted with Runes of Light cannot be enchanted with any other runes. -Runes of Light have an equal brightness to an ingame block of glowstone. -RP items enchanted with Runes of light requires an item to be made to represent it, renamed, signed, and described by the Runesmith, though does not require an ST signature. -This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on. Tier 2 Spells: Runic enchantment: [Stone] Command (to show) Light [Different Stone] Rune of Finding Description: The Rune of Finding, also known as the ‘Miner’s Runes’, is a set of runes which must be made with another stone named. This stone, unlike the one the runesmith knows the true name of, can be known only vaguely, and can be any gemstone, ore, refined metal, or even an unnatural stone. The Rune of finding causes any of the chosen stone within a 2 meter radius of the runic item to glow a vivid light blue, matching the glow of the rune itself. Mechanics: -Runes of Finding take 3 emotes to carve, with the rune glowing and activating on the 3rd emote, once blood has been applied. -The Rune of Finding can be made to make any single specific non-organic material within a 2 meter radius glow a light blue, matching the blue glow of the activated rune itself. This selection is comprised of elemental refined metals, stones, ores, and gemstones. -Elemental metal refers to a metal one cannot break down further into differing metals, a non-alloy. One would not be able to make a Rune of Finding that specifically works on bronze, but one would be able to make a Rune of Finding that works on copper, the main component part of bronze. -These refined metals must be comprised of at a minimum 80% of the specified metal to glow. For example, a slayersteel sword would not glow if the chosen metal was ferrum, but a thannic steel sword would. -The glow of material effected by the Rune of Finding is just slightly above that of a redstone torch, and cannot be seen beneath 2 layers of cloth, or a thick, opaque cloth such as leather. -Runes of Finding can vary greatly in size, though at a minimum it requires a flat area of a circle with a 4 inch diameter to be carved, and at a maximum can fill 8 inch diameter circle. Redlines: -Stones enchanted with Runes of Finding cannot be enchanted with any other runes. -This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on. -RP items enchanted with Runes of Finding requires an ST signature, and requires the RP of creation of the item to be provided, alongside the description to specify the exact material it is made to affect. -Stones enchanted with Runes of Finding cannot be enchanted with any other runes. -Runes of Finding cannot be made to work on a material with an organic source, such as alchemical plants, types of wood, animal parts, etc. Runic enchantment: [Stone] (Become) Willed (To) [Runesmith] Rune of Shaping Description: The Rune of Shaping, also known as the ‘Stonesmith Rune’ is a rune which allows the runesmith to change the shape of the stone as if it was but clay. Once this rune is carved, and lined with blood, the rune will begin to glow a bright yellow, and the runesmith themselves will be temporarily bound to the specific stone object. From there, the Runesmith will be in a trance, and the movements of the runesmith’s body shall begin shaping the stone. This usually manifests as the Runesmith gesturing, and the rune seeming to follow said gesture, such as the runesmith pressing their hands together, and causing the stone to flatten in a area, or flatten completely, or slowly balling one’s hand into a fist, causing one of the sides of the stone to taper into a conical shape, etc. This shall last until the runesmith either looses focus on the stone, or willingly severs the connection to the stone, in which the Rune of Shaping shall fade away, and cease glowing. The rune of shaping will than need to be recarved, and relined with blood to continue shaping it, the rune itself only lasting so long as the runesmith maintains their connection with the stone. The level of detail afforded for shaping the stone is only limited by the ingenuity of the runesmith. Mechanics: -Runes of Shaping take 4 emotes to carve, with the rune glowing and activating on the 4th emote after blood has been applied. It can last indefinitely, so long as the runesmith is focussing on it, and utilizing the rune. -The Rune of Shaping allows stone objects of the Runesmith’s specific specialized stone to be molded and changed as one wishes. This includes, but is not limited to, flattening, widening, elongating, shortening, splitting, embossing, engraving, raising, and curling. Any and all forms of shaping should be accompanied with a gesture, with each gesture (unless repeating the same gesture(s) over and over and over again) accompanied with an emote. -The Rune of shaping requires, at a minimum, the flat area of a circle 3 inches in diameter, and can affect a stone object up to the size of a ingame half-slab. Items may be made larger than a half-slab, but the stone itself- if re-shaped, should always be able to fit within such an area. -Runes of Shaping can only change the shape of an object, and cannot create, or destroy matter, nor can it change the density of a stone. Additionally, the stone itself has no ‘strength’ of its own when it is being shaped, and cannot be used to ‘push’ or ‘pull’ anything whilst it is being shaped. -The Rune of Shaping itself shall not be required to remain indented into the stone whilst it is being shaped, the area the rune was carved into will continue glowing, even if it is stretched of split apart, and will fade away when the shaping is done. Redlines: -The Rune of Shaping cannot be used to shape any stone over the size of the area of half a square meter (an ingame half-slab) of stone, nor can it be used to meld 2 smaller stone objects into one larger stone. -The Rune of Shaping cannot be used as a means to harm or encase a living being, nor can a stone be shaped within a combat encounter. Should combat begin whilst a runesmith is shaping a stone, the runesmith shall loose their focus, and have to recarve the rune into the stone. -Items made with The Rune of Shaping do not require ST signatures, however, should another rune requiring an ST signature be carved onto an item previously shaped with the Rune of Shaping, the roleplay of the item being shaped must be included with the roleplay of the enchantment. -The Rune of Shaping can only work on one stone object at a time. -The Rune of Shaping cannot be used to carve runes. -The Rune of Shaping cannot be used to change the shape of already runic enchanted item, with the sole exception of items enchanted with the rune of strength. Runic enchantment: [Stone] Protect (from) Brothers (kin) Rune of Stoneward Description: The first of the 3 true ward runes, Rune of Stoneward, also known as “Miner’s Salvation” is a rune which, much like Rune of Sight, causes any thrown or falling rocks or stones to be redirected away from the wearer. Standardly engraved onto a plate of stone held in place atop one’s torso, the Rune of Stoneward creates an effective invisible dome of protection around the wearer, causing any stones, or items made of stone rapidly approaching the wearer to be pushed aside, as if by an invisible wind, either to the side of the wearer, or directly down to the ground. However, this protection has limits. Whatever stone that is warded away must have somewhere else to go, and if there is no rune for said stone to go, it shall still strike the wearer. Likewise, this rune cannot protect one from stones from siege weapons, whose size and velocity overpower the small stone rune. Glowing a vivid yellow, the rune of stoneward is a constant hedge of protection around the wearer, so long as the rune itself is kept open to the air, and the back of whatever stone object the rune has been carved onto is kept pressed against the chest of the wearer (atop clothing, or an armor piece), usually held on with some belts of string or leather. Mechanics: -Runes of Stoneward take 4 emotes to carve, with the rune glowing and activating on the 4th emote after blood has been applied. -The rune of stoneward effectively gives the wearer immunity to thrown and falling stones, alongside strikes from stone weaponry. The rune is constant, and glows a vivid yellow. -For the Rune of Stoneward to work, the item it is carved on must be held in place against the chest of the wearer, with the glowing side facing forward, and uncovered by either cloth, armor, or beard. -This immunity does not preclude someone from picking up stones, being handed stone objects, or having a small sharp stone slowly pressed into one’s flesh, or being slowly crushed by a rock, this only works on objects made of rock or stone hurtling towards one’s body. Additionally, it cannot be used to block or divert large stones thrown by siege weaponry. Additionally, if there is no room for a stone to be diverted to (such as a cube of stone falling down a square square slot to fall on someone) the rune will not be able to divert it, and the wearer will still be crushed. -Additionally, this does not stop objects with ornamental stone parts or stone components, only objects predominantly made out of stone. Having jewels or stones in one’s blade will not cause one’s blade to be warded away. -This effect does not apply to stone weapons enchanted with the Rune of Strength, nor does it apply to the bodies or bodyparts of golems, paleknights, or creatures made out of stone. -Runes of Stoneward require a minimum of a flat area comprising of a circle with a 8 inch diameter to be carved onto, and must be worn to have an effect. Redlines: -Stones enchanted with Runes of Stoneward cannot be enchanted with any other runes. -RP items enchanted with Runes of Stoneward requires an ST signature, and requires the RP of creation of the item to be provided. -Someone equipped with a Rune of Stoneward must have the ST signed item in their inventory, and if possible the item depicted on their minecraft skin, covering a minimum of a 2 by 2 pixel area on the character’s chest, with at least 1 yellow pixel. -A character may only have 1 Runic Ward item on their person at any given time. If someone is carrying about more than 1 ward item, all ward items on one’s person will ward nothing and have no effect. This includes more than 1 ward item of the same type, or 2 differing types of wards. -This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on. Tier 3 Spells: Runic enchantment: [Stone] Protect (from) Weapon Rune of Weaponward Description: The second of the 3 ward runes, far more limited in both its effects and scope, the rune of weaponward is nonetheless among one of the most formidable of the runes creatable by a Runesmith. The Rune of Weaponward, which glows a vivid bright blue when active, will redirect one strike from a hand-held melee weapon away from the wearer, before temporarily loosing its glow and going inert for a time, though recharging passively and returning to its former glow after a time. Following the same requirements as the Rune of Stoneward, the object the Rune of Weaponward is carved on must be held in place, pressed against the chest of the wearer (standardly atop clothing or an armor piece), with the side the rune is etched on facing outward and uncovered. Whether a weapon of stone, wood, or metal, the rune shall divert a single strike from any weapon, so long as it is not conjured from some magical means. A single strike from Swords of Ironwood or Maces of Thannic Steel being tossed away the same. This time a bit closer than the rune of stoneward, a weapon attack will be deflected away mere inches from the body of the wearer. Mechanics: -Runes of Weaponward take 4 emotes to carve, with the rune glowing and activating on the 4th emote after blood has been applied. -The Rune of Weaponward effectively allows one to deflect one attack from a melee weapon. This melee weapon can be one handed or two handed. -The Rune of Weaponward’s effect is activated on the first weapon attack against the wearer, it cannot be selectively used on this or that weapon attack, only the first, in which case it will loose its glow, and be unusable again in this encounter. -For the Rune of Weaponward to work, the item it is carved on must be held in place against the chest of the wearer, with the glowing side facing forward, and uncovered by either cloth, armor, or beard. -Additionally, the Rune of Weaponward can only affect one attack from one weapon held by one person. It cannot be used to deflect multiple attacks at once from multiple people. -The Rune of Weaponward recharges naturally, and is able to be used again 1 OOC hour after the combat encounter it was used in has ended. While it is unusable, the rune will cease glowing. Once it has recharged and is properly useable again, the rune will glow light blue once more. -Runes of Weaponward require a minimum of a flat area comprising of a circle with a 8 inch diameter to be carved onto, and must be worn to have an effect. -The rune of Weaponward does not stop bolts, thrown weapons, arrows, unarmed strikes, or strikes from metal or stone creatures. It must be from a handheld melee weapon. Redlines: -Stones enchanted with Runes of Weaponward cannot be enchanted with any other runes. -RP items enchanted with Runes of Weaponward requires an ST signature, and requires the RP of creation of the item to be provided. -Someone equipped with a Rune of Weaponward must have the ST signed item in their inventory, and if possible the item depicted on their minecraft skin, covering a minimum of a 2 by 2 pixel area on the character’s chest, with at least 1 light blue pixel. -A character may only have 1 Runic Ward item on their person at any given time. If someone is carrying more than 1 ward item, all ward items on one’s person will ward nothing and have no effect. This includes more than 1 ward item of the same type, or 2 differing types of wards. -This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on, excluding the rune being in its inert state after a successful deflection. -A deflected strike shall always be deflected harmlessly, and can’t be used by the the person wearing the rune, nor the person whose attack was deflected to claim it was deflected and than hit another target due to its deflection. Nor will a defected strike disarm an opponent, save unless the opponent chooses to disarm themselves by their own volition. Runic enchantment: [Stone] Likened (to) Bounded (Metal) Rune of Strength Description: The Rune of Strength is simple in both its concept and effects. Make stone stronger, given its relative fragility compared to many other materials, the Rune of Strength acts as to strengthen the stone. Once carved into the rune, the stone shall become much more durable- and depending upon the type of stone, fluctuate in weight slightly, though, little else. Once the rune is carved, and lined with blood, it shall glow a vivid bright yellow, the stone shall seem to vibrate momentarily, and than the rune shall fade away. The resultant stone now roughly bearing the durability and weight of solid black ferrum. Though retaining its previous appearance, heat resistance or vulnerability, and previous surface texture from the stone it was made from. Mechanics: -The rune of Strength takes 3 emotes to carve, glowing and converting the stone on the 3rd emote. -The Rune of Strength allows one to objects made from the stone variety that the Runesmith has specialized into a metal like material, with the durability and weight of black ferrum, regardless of previous stone type. This does not affect the thermal properties, appearance/color, nor surface texture of the stone. Objects converted can be sharpened, and used as tools, weapons, or most anything else metal is useful for. -Though not able to be worked in a forge, due to retaining the thermal properties of stone, objects converted using the Rune of Strength are able to be filed or carved down, or shaped using the Rune of Shaping. Additionally, stone already shaped with the Rune of Shaping is able to be converted using the Rune of Strength. -At a minimum, there must be the flat area of a circle with a 2 inch diameter to carve this rune into, and can affect a stone object up to the size of a ingame half-slab. Redlines: -Items made with The Rune of Strength must be ST signed, and have roleplay of its fabrication provided tp the ST. Additionally, these items must follow a consistent naming convention, beginning with the word ‘Runic’ followed by the variety of stone, followed by other component parts and what the item is, making it [Runic] [Stone] [Item]. For example “Runic Gabbro Blade” or “Runic Bloodstone Mug” etc. -Stones converted with the Rune of Strength cannot be enchanted with any other runic enchantment, sans the Rune of Shaping. Runic enchantment: [Stone] Return Embrace (Oneness) Rune of Reformation Description: Also known as the “Rune of Frugality”, the Rune of Reformation is simple in its effects and purpose. Once carved onto a stone, the stone will begin to attract any and all particles and fragments of stone of its same kind within a 1 meter radius, and pull it in- almost like a magnet, and meld it into the stone. These melded dust and fragments shall become part of the whole, turning into a singular cohesive stone. Almost like a vacuum, this small stone can be brought around, with any particles or fragments floating their way to the stone and joining it as one. Mechanics: -The Rune of Reformation when applied to a stone creates an effective ‘katamari’, that is, the stone shall vacuum up any and all fragments (that being pieces of the stone smaller than a 1 inch cube) of the same type of stone (that being the Runesmith’s bound stone variety), and absorb it into its mass, creating a larger stone. This effect shall continue for one OOC hour after the stone is carved, in which after the rune shall fade away and stop glowing. The end product will either be a sphere, or box shaped stone, depending one the Runesmith’s preferences. -The Rune of Reformation requires a minimum flat area of a 1 inch square to be carved onto. The rune of reformation cannot make a new stone that is larger than a ingame half-slab. Redlines: -The Rune of Reformation takes 2 emotes to carve, activating and glowing a vivid yellow on the 2nd emote. -Items made with the Rune of Reformation do not require an ST signature,and expire after an hour. -Items enchanted with the Rune of Reformation cannot be enchanted with any other runes. -The Rune of Reformation cannot be used to form a stone ‘around’ anything, nor can it be used to pull hazardously hot stone into or though anything. -The stone fragments and dust cannot cause any harm whilst travelling, and cannot be used to stab, abrase, or blind someone. Tier 4 Spells: Runic enchantment: [Stone] Protect (from) Invade (Void) Rune of Mageward Description: The most difficult to create and understand of the 3 wards, The Rune of Mageward, otherwise known as Voidward, is arguably the strongest, or weakest of the 3 wards, depending on one’s point of view. Capable of redirecting one offensive voidal spell away from the wearer harmlessly. Glowing a vivid red, the Rune of Mageward is unable to affect anything of the mundane world, and is feeble against weapons or stones, yet, its ability to swat away a mages spell makes it nonetheless useful when dealing with those of voidal proclivity. Just as with the other ward runes, this must be worn on one’s chest likewise, and must be open to the air. Just as with Weaponward, it will be able to deflect one projectile or spell, before going temporarily inert, and requiring time to recharge, as if covered by an invisible dome of protection, the spell shall veer off course just inches away from the body of the wearer. Mechanics: -Runes of Mageward take 4 emotes to carve, with the rune glowing and activating on the 4th emote after blood has been applied. -The rune of Mageward allows the wearer to deflect one damaging (that being concussive, piercing, painful, disorienting, or burning, freezing, bludgeoning, or detrimental to the health of the wearer) voidal spell. If it is a projectile based spell, the rune shall deflect it off course harmlessly. If it is multiple projectiles shot at different times, it shall deflect the first projectile that would reach the wearer, and than de-activate, not effecting any subsequent projectiles. If all projectiles would strike simultaneously, it would deflect all projectiles simultaneously. If it is an AOE or shockwave, the shockwave shall pass over and around the wearer harmlessly. It does not affect illusions nor conjured creatures, though it can deflect a spell casted by a conjured creature or atronach. Additionally, it works on voidal spells conjured from enchantments. -The Rune of Mageward’s effect is activated on the first spell attack against the wearer that would otherwise hit the wearer, it cannot be selectively used on this or that spell attack, only the first, in which case it will loose its glow, and be unusable again in this encounter. -For the Rune of Mageward to work, the item it is carved on must be held in place against the chest of the wearer, with the glowing side facing forward, and uncovered by either cloth, armor, or beard. -The Rune of Mageward recharges naturally, and is able to be used again 1 OOC hour after the combat encounter it was used in has ended. While it is unusable, the rune will cease glowing. Once it has recharged and is properly useable again, the rune will glow red once more. -Runes of Mageward require a minimum of a flat area comprising of a circle with a 8 inch diameter to be carved onto, and must be worn to have an effect. Redlines: -Stones enchanted with Runes of Mageward cannot be enchanted with any other runes. -RP items enchanted with Runes of Mageward requires an ST signature, and requires the RP of creation of the item to be provided. -Someone equipped with a Rune of Mageward must have the ST signed item in their inventory, and if possible the item depicted on their minecraft skin, covering a minimum of a 2 by 2 pixel area on the character’s chest, with at least 1 red pixel. -A character may only have 1 Runic Ward item on their person at any given time. If someone is carrying more than 1 ward item, all ward items on one’s person will ward nothing and have no effect. This includes more than 1 ward item of the same type, or 2 differing types of wards. -This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on, excluding the rune being in its inert state after a successful deflection. -A deflected spell shall always be deflected harmlessly, and can’t be used by the the person wearing the rune, nor the person whose spell was deflected to claim it was deflected and than hit another target due to its deflection. -Rune of Mageward only works on voidal spells, and is ineffective against combat spells of any other magic. Runic enchantment: [Stone] Bind (Self) Bind (Other ) Rune of Binding Description: Also known as the rune of sealing, the Rune of Binding is a simple but extremely effective rune. Capable of binding and holding anything that is touching the surface of the stone at the time of the rune’s carving, it is commonly used to hold component parts together, or to magically seal something shut. Anything, (anything not living, or organic), that is touching the stone whilst it is activated becomes bound to the stone, held in place as if the stone itself melted around it. Nothing can be taken from the stone, save unless the item itself, or the runic enchantment on the stone is broken. Mechanics: -Runes of Binding take 2 emotes to carve, with the rune glowing and activating on the 2nd emote, once blood has been applied. -The Rune of Binding acts as an effective magic super glue. Anything non-organic touching the stone it is carved on will be attached to the stone at the point(s) of contact as if it and the stone were one singular object. This bind cannot be undone except for destroying the rune itself. -This rune cannot be attached to anything living, nor any constructs, nor can it be carved or activated in the heat of battle. -This rune may be utilized both for RP items, or used as an explanation for contraptions, machinery, or other such things in builds. -The rune itself is only as durable as the stone itself, and though it is not possible to separate the stone from the objects it is bound to whilst the rune is active, it is possible for the rune to be torn or crumble apart given enough stress is put on the stone. Additionally, the rune can be smashed apart, which will immediately unbind anything attached to the stone. -The Rune of Binding requires, at a minimum, the flat area of a circle 3 inches in diameter to be carved onto, and can affect a stone object up to the size of a square meter, or an ingame block. Redlines: -Once the Rune has finished being carved and been activated, nothing can be added or taken away from that which is already attached to the stone. -Stones enchanted with Runes of Binding cannot be enchanted with any other runes. -RP items enchanted with Runes of Binding requires an item to be made to represent it, renamed, signed, and described by the Runesmith, though does not require an ST signature. In a build it must have an applicable sign denoting its presence and use. -This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on. Runic enchantment: [Stone] Consume (Take into self) Light Rune of Darkness Description: The antithesis to the Rune of Light, the Rune of Darkness, otherwise known as the Rune of Night does what one would expect, it takes in light and ‘creates’ darkness. Any light within a meter radius of the runic item will be significantly dimmed. Those outside of the radius looking towards the rune would see a large spot of shadow, as if there was something blocking most of the light entering in, though one would still be able to make out what, or who was within that shadow. Conversely, those within would see everything as if blanketed in darkness. In daylight, it would look as night, the sun only as bright as the moon, a bright bonfire would only give as much light as a candle, and areas already dark would be tenebrous to an unseeable degree. To those outside the radius, the rune on the stone would look to be completely black, whilst for those within the radius, the rune would glow a vivid white, shining soft light on anything it is held up to, acting as a beacon in the self imposed darkness. Used as an anodyne for those stricken with sunsickness, or for those seeking to sleep under the gentleness of night in the middle of the day. It likewise serves as a shield from blindingly bright lights, both conjured magically, or occurring naturally. Mechanics: -Runes of Darkness take 4 emotes to carve, with the rune glowing and activating on the 4th emote after blood has been applied. -The Rune of Darkness creates a localized spot of darkness, looking to others like a heavily shaded area, yet anything under shade still being visible. Those within its radius see everything as if it was night in day, and night as pitch black. Additionally, those within the radius are granted immunity from blinding light, both from spells, or other phenomena. To those outside the radius, the runic script on the stone item looks black. To those within the radius, it is the only source of bright light. -At a minimum, there must be the flat area of a circle with a 4 inch diameter to carve this rune into. Redlines: -This rune cannot be used as a means to claim one is hidden or unseeable to those outside the item’s radius. Especially in daylight, one would appear more visible given the reverse spotlight following one around. -RP items enchanted with Runes of Darkness requires an ST signature, and requires the RP of creation of the item to be provided. -Stones enchanted with Runes of Darkness cannot be enchanted with any other runes. -This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on. -Runes of Darkness have a 1 meter radius from the point the rune is carved onto, and such a radius cannot be increased nor decreased. T5: Runic enchantment: A oath of fealty to the Dales between the first Mountains, and the trees and dirt and water and Stone held within. Runestone: Description: Runestones, the masterwork of stone and descendant together. Created in ancient days as wards against ancient Ibleesian corruption (whether by the stone or descendants first is unknown) Runestones are promises and vows written unto stone for protection of land from that which would seek to defile it. Acting as great standing wards against corruption, Runestones are erected from large pillars of the Runesmith’s bound stone, and carved with perhaps the most complex runic enchantment possible by mortal hands. Bizarre promises of protection carved into the stone, seeming somewhere between poetry and legal jargon, one must write out fully that which the stone is bound to protect, and sign it with the stone’s true name. From thence, the stone shall put out an aura of protection on the land around it, warding off any form of unnatural or magical corruption that would seek to change the land around, and that which sits atop it. Though, while a runestone can protect its fief from any invading corruption, it is unable to remove corruption already present where it has been erected, only acting to assure it shall not spread further into its domain. Bound and sealed with the Runesmith’s blood, one can only have one Runestone bound under themselves at one time. Additionally, the creation of the Runestone itself is taxing, not just for the logistics of moving a massive pillar of stone about, nor for the sheer amount that must be carved, but also for the large amount of blood that must be drawn to line the runes as to activate them, as such, for a time after a Runestone is created the Runesmith shall be unable to carve or create any new runes. Mechanics: -A runestone is a tall structure that disallows any form of land corruption (whether voidal, alchemical, infernal, aengullic, shamanic, or otherwise) within a 50 block radius. A runesmith may only have 1 functional runestone of their own make existing at any point. -The aesthetics of a runestone is somewhat freeform, as is its build requirements. At a minimum, it must be 1 block wide, and 3 blocks tall, at a maximum it may be 2 by 2 blocks wide, and `12 blocks tall, at a minimum being twice as tall as it is wide. -A runestone must be made from a solid pillar of the runesmith’s specialized stone, with a minimum of a 1 by 2 meter rectangle of flat carving space. -To destroy a approved Runestone, one must make an sreq, and successfully strike it with a mining tool 8 times, in which case it shall be destroyed. Most mace or sword strikes being completely ineffective. -The Runestone has no affect on any magics cast within its radius, aside from specific spells or rituals made to specifically corrupt land, which shall simply not work within the radius of the Runestone. -A runestone cannot purge corruption, such must be done by druidic blight-healers, whose magic is unaffected by the Runestone. -Harmless and useless magical aesthetics with the Runestone (such as floating stones, wisps of light, etc) are allowed to the discretion of the overseeing ST. -The Runestone cannot be enchanted with any other runic enchantments. Redlines: -Runestones have no emote requirement for their creation , though the runesmith should fully emote the process of erecting the stone, alongside the carving and lining. -After a Runestone is made, the Runesmith will be tired and magically weak, unable to make any runic items for 2 OOC days. -A active runestone must be a ST approved, and have a locked sign noting its approval somewhere near the stone itself. Roleplay of the Runestone’s creation must be provided by the Runesmith. On the sign, a ‘name’ or identifying number must be noted, as for use with Runestone Compasses. -Runestones have no tangible magical effect aside from making the land within its radius unable to be corrupted or tainted by magical or alchemical means. This does not preclude the blessings of druids, given such is natural. -To destroy a Runestone, one must have ST oversight. [Stone] Guide (Point) Stone (Runestone) Runestone Compass Description: A Runestone Compass, otherwise known as a Rune of Guidance, is a sliver of stone taken from a Runestone, and carved with a runic enchantment to ever be bound with the Runestone. Notably, the rune does little more than glow when held in the direction of the Runestone, acting as an effective ‘compass’ aligned to the magic stone. So long as the Runestone remains in function, so to shall the runic compass, Mechanics: -A Runestone Compass takes 2 emotes to carve, with the rune activating at the end of the 2nd emote. -Runestone Compasses act as magical markers for the location of a Runestone, and the direction one is in relation to the Runestone, which they’re made from a sliver of. When held in the direction of the runestone, the runes etched onto the stone shall glow a color matching that of the Runestone it was carved from. -This is done both through including the name of the Runestone in the description of the item itself, alongside the coordinates of the Runestone itself. -Conversely, if such is possible, a lodestone may be placed within or underneath the runestone, and a Runestone Compass may simply be represented by a normal Minecraft compass attuned to the lodestone, and than properly described as needed. -A runestone compass requires a minimal flat area of a circle with a 2 inch radius to be carved upon. Redlines: -One cannot automatically know the location of a Runestone based from the description of the item alone, one must first go to the Runestone to know its exact location. -Should a Runestone be destroyed, a Runestone Compass shall continue working for the next OOC day, before no longer being functional. If such happens, the Runestone compass must be destroyed at earliest convenience. -A Runestone Compass requires an ST signature. -No other Runic enchantment can be put onto a Runestone Compass. General Red Lines: -All rune enchanted items must be made on the stone the runesmith specialized into, which is the same one listed on the runesmith’s MA. -One must have a accepted runesmith of the applicable tier to make any runic item. -With the exception of Runestones, and items made with Runes of Strength, all runic items can be rendered broken and unusable by one strike solid from a blunt weapon, such as a mace, hammer, or club. For the purpose of balancing, all runic items, no matter the stone they're made from, are of the same durability. A granite item shall not be any stronger than a cinnabar item. -A runesmith can only make 1 ST signed runic item a day. This one item consumes all 3 daily ‘slots’ for the ‘3 item a day’ rule. Runes that do not require ST approval are not counted for the daily items one is allowed. Purpose (OOC) I will attempt to keep this brief. Runesmthing has been a very problematic and controversial magic over the past few years. There has been many rewrites that have failed to stick, with none of the proposed rewrites fixing any of the notable issues. This rewrite aims to remedy most of the issues previous Runesmithing had, reimagine Runesmithing into something more specialized and interesting, and with plenty of room for cultural interpretation, alongside fill a specific niche with stones, stone-carving, and ‘rune’ based magics. With this rewrite, should it be accepted, I would ask that 3 grandfathers for the magic be allowed (as to ensure the magic will be given to other players and thrive) alongside the chance for all previous runesmiths to get their MAs reinstated within the months following its implementation (should this piece be implemented), using the new MA format, and following the requirements put in place for stone specialization. Citations: https://www.thatshaman.com/tools/orrian/ For the symbols used as the runes. Though the symbols are useful for visuals, they’re by no means required to be depicted or described as they’re pictured. https://www.lordofthecraft.net/forums/topic/171730-runesmithing-2-electric-boogaloo/page/2/ Original lore. P.S: If there're typos I shall crush them, just give ma bit :P
  19. Material Name and Description A Lumber Juice Cactus is a squat, or ‘barrel’ cactus which grows in sandy, coastal locations. The cacti is standardly orbular in shape, and can grow up to 2 and a half feet tall, with small short needles extending from 15-19 ribs along its pine green body. The cactus can live for roughly 12 years, and blooms bright magenta flowers in the early spring every year. If properly fertilized, the cactus shall produce a small bundle of 2-3 red ‘fruits’. These fruits are small, red and thorny and roughly the size of a plumb, akin to a rounder prickly pear. They bear a vaguely sweet taste, and contain roughly 20 almond shaped seeds. These seeds can be planted in suitably sandy soil in a hot, coastal environment, and will sprout into new lumber juice cactus plants. The cactus bears a hard outside which standardly measures one inch thick, however, the interior of the cactus is comprised entirely of a thick fluorescent green substance. This substance is a thick, akin to cake icing, and is a bright green in color. The ‘juice’ of the cactus is overpoweringly bitter tasting, yet bears an aloe vera like scent. An average adult plant contains roughly 2 gallons of this juice. However, should the juice of the cactus be left out to dry for over a day, the juice shall eventually harden, at first becoming a vaguely damp, spongy material, before eventually hardening to a porous, yellow-green wood like substance, akin to black palm wood. The hardened juice, or ‘Kaktowood’ is effectively a porous hard wood, able to be utilized for nearly any purpose a standard piece of wood would be able to be used. However, given its initial liquid state, the juice of the cactus may be placed into molds or containers, and harden, maintaining the shape it had in its liquid form. For kaktowood to harden, the juice must be left either in the sun, or in a warm, dry place, in which case it will harden over the course of two days, becoming spongy after the first 24 hours, and fully hardening after the next 24. Should the wood not be fully dried, it is liable to become liquidy once more should it be wetted or rain or being submerged in the water, or simply brought to a notably humid environment. However, fully dried kaktowood is immune to such issues. Red Lines -Kaktowood is as strong as black palm wood, and acts as a hardwood with a inconsistent grain. -Kaktowood is created through drying out juice of a Lumber Juice Cactus over the course of 2 narrative days. -The juice of a Lumber Juice Cactus requires a cool dry environment, and will not solidify around a living creature. The juice of the cactus is disgusting to descendants to consume, though not poisonous, simply revolting. Applications Kaktowood is notably porous, and for all intents and purposes acts as a green wood, and while resilient enough to be used for construction, hafts, or any other purpose wood might be used for, and is equally liable to rot, and receptive to anti-rot treatments as regular wood is, however, due to its porous nature, it is not able to flex well, and is thus not suitable for use in bows or other tension based apparati. Harvesting Method Lumber Juice may be either siphoned from inside the cactus via a tab or simply boring a hole through the cactus and draining it, or breaking or cutting off the top of the cactus, and simply scooping the thick juice out. If one wishes to save some for later, one must simply store the juice in a sealed container, of which it shall be kept in juice form indefinitely.
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