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Quavinir_Twiceborn

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  1. [Common, un-noded not requiring ST signature.] Material Name and Description Almari Effervescent Spring Water, as the name implies, is naturally occurring, cold bubbly spring water that appears in founts around Almaris, standardly in temperatures varying between 16-19 degrees celsius. This water bears a vague blue shade, is vaguely pleasant to drink, and bears a slight chalky taste, yet consumption wise is unremarkable. This liquid can be bottled up, and will still remain effervescent and fizzy indefinitely. However, the spring water bears remarkable reactive capabilities. Due to a unique, and possibly magical mixture of minerals, micro-organisms, and/or enchantment, the spring water is able to convert metal and metalloids into a rubber like substance. This is done through submerging the metal within the water, and leaving it there for a day or longer. This can be done in a portion of the spring, or in bottles or barrels of this spring water. The spring water will begin to fizz around the metal piece, eating away at it and causing a thick layer of irrecoverable corrosion to form and fall off of the metal, standardly creating a dark grey layer of dust at the bottom of whatever container the metal-item is converted in, should it not be converted in a open spring. This process is lengthy, and the converted item will at first visibly look exactly the same as it did before, being the exact same shape, thickness, and lustrousness as before. However, after conversion, it will be 1/10th the weight it previously was, soft, and depending upon thickness, stretchy. This rubber like substance holds the appearance of metal, however, itself is somewhat soft, and extremely hardy and elastic. Though it is well possible to cut and hack into, and not well utilizable for armor given its stretchiness and softness, the use of elastics opens up many doors for crafts and clothing. Partial submersion, or should the metal be removed from the spring water too soon, will cause the metal to be weak, and crumbly, and will cause it to break apart- or even disintegrate at the lightest touch. The created cloth will hold the appearance of whatever metal has been converted. If it was a untarnished piece of iron before, it will look akin to untarnished iron there-after. If it was a shined piece of gold before, it will look akin to shined gold there-after. This appearance will hold over with any metal, even those with special qualities or treatments, however, the end product shall always be the same. Any special or magical non-aesthetic qualities of the metal before shall not carry over to the cloth. The shape of the item likewise will keep, standardly requiring a metal facsimile of whatever garment or item to be made, and than submerged in the water to convert it. This cloth is stretchy, sleek, and notably unbreathable, akin to rubber, or latex, and is not shape-able once the metal is converted, aside from cutting it apart and sewing or glueing it together. The cloth transmits heat and coolness well, however, much like normal cloth, it is somewhat flammable, and if held up to flame for any extended period of time, will combust. The cloth keeps exceptionally well, and will not fall to rot or corrode, however, it is liable to be chewed into by bugs or small rodents. The cloth, so long as there is no gaps in it, is entirely waterproof, and can stop water completely, making it useful for keeping things dry, or keeping liquids from spreading. However, it is not particularly resistant to acid. And will be eaten through as easily as any other cloth. Red Lines -For all intents and purposes, aside from its ability to convert metal into a different substance, almari effervescent spring water is just bubbly water. -The fizz of the spring water is purely aesthetic, and cannot be used as to pressurize or shoot things at people. -Given metal cloth’s resistance to water, metal cloth itself cannot be effectively treated with oils, or be infused with herbs in boiled water. It is in this same way that any non-aesthetic treatments to the metal shall not carry over, and given its stretchy and smooth surface, beeswax or lard treatments on the surface of the cloth shall slide off, or crumble and fall off quite quickly. Unless directly stated otherwise, metal cloth cannot be treated with any notably botany herbs, such as athin or paddfoot. -For metal to be converted to metal-cloth, it must be completely submerged in the water for over a day. This water cannot be used to make one’s enemy’s armor less effective in the heat of combat, or to make one’s weapons soft, etc. -The created cloth isn’t particularly useful as armor or weaponry. -Once metal is converted to cloth, it is irrecoverable from the cloth state, and will simply burn up if one attempts to melt it down. -Standardly Almari Effervescent Spring Water, nor the metal-cloth it makes requires ST signatures. However, if metal-cloth is made from a metal standardly requiring ST approval (such as lunarite, thannic steel, etc) despite losing any non-aesthetic qualities in the conversion, will still require ST approval. -Despite its rubber-like appearance, metal-cloth has no notable anti-electric properties. Applications Almari effervescent spring water alone is little more than pleasant, clean drinking water. Metal-cloth for all intents and purposes acts as a refined form of rubber or latex, with a metallic appearance. Metal-cloth can be used for padding, shock absorption, elastic banding, move-able piping, form fitting or insulative clothing, etc. However, for something to be without seams, it must first have a metal version be forged in the desired shape, and than converted in the water. The cloth itself is exceptionally elastic, hence making sewing-work or adhesives difficult to maintain. Harvesting Method Almari Effervescent Spring Water can be harvested from any notable cold spring in almaris with little issue. One must simply scoop and bottle it up. Naturally, should the container remain unsealed for more than a few days, algae will begin to grow in the container, and promptly ruin the water’s effectiveness. One must also store the water in a non-metallic container, lest the container itself be converted to metal-cloth.
  2. Category: Material (Noded, Rare (T3) Material Name and Description A Quietus crystal is a non naturally formed hollow biconical red crystal, which contains in its center a glowing red ‘core’ suspended in a murky red fluid.Created by some past intelligent denizens of Almaris, Quietus crystals can be found buried or implanted into the earth in piles, clusters, and even hidden in caches in ruins, and bear many bizarre properties. First and foremost, if a quietus crystal is punctured or broken open, its ‘core’ shall spring out and dissipate into nothingness, while the rest of the crystal evaporates into a foul acidic smelling red mist. However, whilst whole, the core of the crystal shall emit a soft red light, and if moved, leave a trail of red light, streaking through the air and than dissipating after a few second’s time. Likewise, it bears a bizarre sensitivity to blood, and will magically react if ever exposed to such. Quietus crystals are standardly no smaller than 8 centimeters long, yet will not be found any larger than 15 centimeters long, and bear a maroonish-red color. The crystals are standardly very smooth, with no angled edges or corners, save through its center, where a vague ‘seam’ is marked around its middle, joining 2 curved conical halves. The crystals are always hollow, with 3-5 millimeter thick walls, and contain a spherical core in its center measuring 2-3 centimeters in diameter, suspended in a red murky fluid. The core glows a dim pinkish red, and sheds light equal to that of a ingame redstone torch. When one of these crystals is moved, the red light the core sheds will ‘hang’ in the air, so to speak, before dissipating. This makes so if one were to wave it in the air, or simply move it around, it would leave a trail of light wherever its been, even within bags or containers, these streaks of light will faze through their vessels and trail though the the air. Unlike the stone itself, these ‘trails’ do not emit any light on their surroundings, and after 5 seconds, disappear into nothingness. The most hindering aspect of working with one of these crystals is its bizarre dependance on its core to maintain form. The core of the crystal is relatively unmoving inside the crystal, however, should the crystal be punctured, shattered, melted, or in any way shaped as to have the internal liquid of the crystal unsealed- the core shall fly out immediately, it itself being incorporeal and unable to cause any harm, and dissipate into the air in but a second, and the rest of the crystal, fluid included, shall immediately evaporate into a puff of acidic smelling red mist. This mist is harmless, and itself will fade away after roughly 30 seconds. Quietus crystals are not fragile, and can be dropped or thrown about with little effect, however, a firm strike with a hammer at its center will shatter, and destroy it. The crystals are eerily very smooth, with attempts to sand, or file them being entirely ineffective, being completely immune to shearing force, and for all intents and purposes, are unable to be cut apart. Quietus crystals are somewhat heat resistant, up to 1300 degrees celsius, in which case it will soften, and is able to be molded, or pressed into shape akin to glass, so long as its internal volume is kept consistent and the crystal is not punctured, in which case it will be entirely destroyed if its hollow section is unsealed. At at 1,600 degrees celsius, the crystal shall melt, releasing its core, and promptly be destroyed. In this same way, if someone were to attempt to meld two crystals together, they will need to still keep the internal fluid of each crystal sealed to itself, for it matters not if the only place a core can escape to is another crystal’s fluid, if a core leaves its crystal- the core and the crystal shall be destroyed. Likewise, if the crystal was made malleable, and a piece of the crystal is separated from the portion with the core yet somehow keep the core sealed- the separated piece shall dissipate into a red mist, just as if the core had escaped. Finally, if a quietus crystal comes into contact with a drop or more of descendant blood, the crystal will evaporate the blood immediately, and its core will begin glowing brighter (akin to an ingame normal torch) and begin very quietly hissing for the next narrative hour. The hissing is inconsistent, and almost vocal in tone, as if attempting to whisper something, yet with the only sounds of it pronouncing syllables with ‘Ss’ able to escape from its core. These hissings are untranslatable, and the core itself will not respond to anything said or done to the crystal in this state (aside from the crystal being unsealed, in which case it will still be destroyed.) Applications Quietus crystals are notably receptive to most enchantments, and may be used as a focus crystal, however, any summoning voidal spell either powered through one of these crystals, or cast through them as a focus, will be a reddish hue. The specific hue could range from a dark maroon, to a light pinkish red, to a deep crimson, however, it applies to almost any spell. Cast illusions will be ruddy in hue, fireballs or bolts of ice will appear as if put through a red filter, and conjured creatures or beasts will appear eternally bathed in red light, as if a red spotlight was constantly pointed at them from above. This summoning effect is inconsistent with other magics, for some it way work, yet for others it wont. Persay, one may be able to cast a Yeu-wispal-servant red through the crystal, yet persay, a cleric may not be able to cast through such. (Let lore-holders choose if they want quietus crystals to have the color changey ability) Aside from magic, Quietus crystals are useful for dim lightning, decoration, or even blood powered lamps, should one wish for such. Red Lines -If a quietus crystal is broken open, or its internal liquid unsealed, the crystal shall be entirely destroyed. -The glowing and hissing effect from blood can be proc'd via the blood of any playable creature, both descendants, tainted descendants (siliti, Frost witches, etc), or animal people (such as Kha, Musin). If it is playable, and it bleeds, the blood will work on the crystal. Animal blood, or from non-playable creatures does not. -Filing or ‘cutting’ the gem as a means to shape it is entirely ineffective, the gem requiring to be heated to being malleable, and carefully pressed or molded into shape. -Despite being immune to being cut apart, they can still be shattered with significant compression force, such as the strike of a hammer or blunt weapon. -The items of Quietus crystals themselves, alongside items made with the crystals do not require ST signatures. -Any spell cast with a quietus crystal will be notably reddish. This does not mean the spells are any more powerful or dangerous, simply colored red. Harvesting Method Due to the variance of where Quietus crystals may be found, the environmental factors for harvesting them is nebulous. However, the one consistent issue with harvesting these crystals is their susceptibility to be destroyed by compression force. Were someone to errantly strike the crystal with a pickaxe or chisel, the crystal would shatter, its core would fling out, and the crystal would be destroyed. Likewise, one bears the risk of accidentally causing a cave-in should they break more than one crystal, given it may start a domino effect of crystals breaking, disappearing, and than leaving the walls they’re embedded into without support, which will cause them to fall over- potentially shattering more crystals- et-cetera, et-cetera. As such, the wisest move is to attempt to cut around the crystal, and remove the entire chunk of stone it is embedded into, or if the crystal has a large visible surface area- simply pry it out from the stone itself. Harvesting Red Lines -Quietus crystals are liable to be shattered if struck directly, which may cause other problems. -Quietus crystals are usually intentionally embedded into caves, stone walls, or buried.
  3. Mushnooman (Noded ST Approved Herb) Sign(s): Aether Symbol(s): 2x Rigidity 2x Curtailment 2x Sound Appearance: A mushnooman is a seemingly semi-sentient walking mushroom. It appears akin to a rotund, bipedal Fly Amanita mushroom, with 2 stubby white legs, 2 stubby white arms, and a small face, comprising of 2 black eyes, and a small mouth. The cap of the mushroom looking almost akin to a hat atop the small white body of the plant. These mushrooms measure at roughly 5 centimeters tall, and wander the forest floor, picking up various detritus and dead bug parts, such as cicada carapaces and snail shells. They’re demure and easily frightened, running away into small narrow-dug burrows when danger approaches. The burrow of a mushnooman is little more than a dark hole, filled with various stones and bones the creature has found, as some rudimentary form of fortification for its home. The creature itself has no discernable organs, seemingly having a gooey white mass of mycelia beneath its mushroomesque ‘skin’. Location: Mushnooman thrive in dense temperate and tropical forests with ample canopy and little direct sunlight. They do not wander far from their root-nook burrows. Harvesting: To ‘harvest’ a mushnooman, one must simply find and catch one.Though they’re not particularly stealthy or quick, It is moreso ensuring that he mushroom doesn’t see the one wishing to catch it, for with any sign of danger, the creature shall run off into its nigh unfindable burrow. It is akin to chasing a wild mouse through the forest. Once caught, the mushnooman will begin making a quiet, high pitched scream of terror, and attempt to escape its captor. This usually requires a small devoted cage, or a suitable jar to keep the creature for wriggling out of one’s hands and running off. However, should the captor decide to kill the creature (simply by breaking or slicing apart its little body) it will loose its alchemical effectiveness 30 minutes after its death. The mushnooman will eventually calm down after a few hours in captivity, however, it is never properly tamed, attempting to escape if possible, but otherwise must simply be fed detritus or bug parts once a day, if not fed, they will die after 3 days. Though these creatures can be kept alive, they cannot be farmed or bred for additional mushmooman. Raw Effects: Mushnoomen offer no notable effects aside from simply being small living creature themselves. They cannot be tamed, trained, taught, or spoken with, though they do warble to themselves, and scream and cry when in pain or scared. The mushnooman may be cooked and eaten akin to a portobello mushroom, and bear a notably pleasant, vaguely chicken-like flavor. To extract the symbols from this reagent, its entire body must be processed accordingly. Redlines: -Mushnoomen aren't pets or companions, given they cannot be trained, and will continually attempt to escape to the wild if captured. Though communing druids can lessen the creatures fears and calm them, this does not equate to taming. (Should the ST wish these creatures tameable, or the community at large, a separate submission for these as tameable creatures will be made, yet as of current, they’re purely ‘reagent’ based creature.) -If a mushnooman is killed, one has 30 minutes before it becomes alchemically useless. If processed before the 30 minutes have elapsed, the extracted symbols act the same as all others.
  4. Day 1 of requesting Vortex Professions' immediate removal.

  5. This is actually due to metal elementalism (and/or any future iterations of magic that may try something similar.) which can apparently circumvent all of that and magically refine things perfectly. Not actually due to transfiguration.
  6. Magegold Ore/Arcaurum Ore (Raw Form) Magegold, otherwise known as Arcaurum, is a notably magical, gold-like metalloid that exists in the realms of Eos and Aos with a notable prolificness. Found both deep below the earth, and in highish crags and cliff-faces, Arcaurum veins can be found nearly anywhere, though found most commonly in veins of quartz in its native form. Mining it out of the earth is no more easy or difficult than mining anything else out. Magegold ‘ore’ standardly looks identical to veins of native gold, or aurum. In truth, seemingly exactly like gold to those not specifically trained to notice its differences. The main tell-tale difference of mage-gold ore and native-gold is its strikingly light-weight in comparison to standard gold. When separated from its rock, unrefined magegold nuggets weigh only two-thirds of that which a gold nugget of the same size would weigh. Likewise, magegold ore, if put above a flame, would begin to heat up far quicker than standard gold, and is capable of being melted down completely in under half a minute by a low forge flame into a vividly red molten liquid. Likewise, unlike standard aurum, magegold ore will naturally resist any form of magical purification or inspection, wether through transfiguration, or shamanism, magegold ore will resist such completely. A transfigurationist being unable to either feel the component parts of the ore, nor separate it apart, hence demanding the ore be refined through more mundane means. It is notably not resistant to magic which aims to heat, or shape it,or otherwise, only identify or separate it. These qualities are actually not due to the mage-gold itself, but due to the unique chemical structure of the ore it is contained in. Magegold ore is a unique combination of elemental Arcaurum, and lithium, being comprised of roughly 40% lithium, and 60% Arcaurum. This chemical structure gives the magegold an identical appearance to gold, however grants it its bizarre qualities in ore form. Applications (Raw Form) Magegold ore is relatively useless. Though it looks pretty, and is somewhat light, it is little more than a chunk metally rock. Though it can be melted quicker than normal gold, this melted ore is not particularly insulative, nor able to radiate heat well, making it less effective than even burning oil as thermal weaponry. Likewise, mage-gold ore lacks the anti-undead effects of standard aurum chunks. Red Lines (Raw Form) -Magegold ore looks identical to native gold, and other than its weight, quick melting time, and magical differences, is visually indiscernible from gold. -Magegold ore cannot be sensed, refined, or separated magically, (Mainly to keep people from getting hunks of elemental lithium.) though is susceptible to any other magic stimuli like anything else. -Magegold ore is not receptive to enchantments, nor particularly effective against undead. -Magegold, and its ore, does not require a node, nor ST oversight to be gathered, refined, nor worked. However, enchanted items made with magegold does require ST oversight and signatures where applicable. Magegold/Arcaurum (Refined Form) Refined Magegold, dubbed simply Magegold, or Arcaurum, is distinctly different from gold both in appearance, strength, and qualities. First and foremost, magegold bears a ever so slightly darker coloration than standard aurum, however, it bears a slight, yet clearly notable translucence, with most bright lights vaguely passing through its surface, and shining a dim yellow light out its opposite side, even refracting the light if faceted like a gem to do so . Despite its significantly differing appearance, magegold weighs the exact same as standard gold, to the point that if one were to cast 2 of the same object, one out of aurum, and one out of Arcaurum, they would have the exact same weight and distribution of weight. The softness and malleability of magegold is extreme, to the extent that a medium sized coin of magegold could be bent, and broken apart by hand with notable effort. A dagger blade of magegold would be so weak that one could snap the blade over one’s knee with little difficulty, and a firm mace strike would immediately snap- or even shatter such a blade. This combined with its weight makes it nigh useless for functional weapons or armor. Magegold is exceptionally soft and malleable, and does not require any notable heat to be shaped. Though it is able to be both hot, and cold forged (though with some matter of delicateness given its fragility), it is still able to be melted down and cast just as easily. Likewise, unlike its ore form, magegold is notably extra receptive to being shaped via magical means, those with magical abilities able to shape or change the metal finding it far less fatiguing than most any other substance to work with. However, magegold lacks the anti-undead burn of aurum, and is completely useless for such a task. If enchanted, (and the relevant magic does not have its own description of enchanted mage-gold, which would apply instead of this one), items made of magegold will have a vague, swirling glow in their center, looking akin to glowing, flowing water, swirling inconsistently on itself. This glow is only noticeable up close, with the light, nor the movement within the item noticeable unless holding the item up to one’s eye, or in complete and total darkness. Applications (Refined Form) Magegold, other than its use for jewelery or baubles due to its visible beauty, is exceptionally receptive to enchantments, more than nearly any other substance in existence. Though a small gem of magegold may be made for use as a mana-gem for enchantments, its ability to be used for enchantment scales with the size of the magegold item itself, allowing for objects made entirely of mage-gold to be used for some of the most powerful enchantments known to the descendants.* Red Lines (Refined Form) -Magegold has no notable anti-undead qualities. -The glow of enchanted magegold, unless stated otherwise with specific enchantment lore, is barely noticeable. -Magegold is notably fragile, with most magegold items able to be destroyed or significantly damaged with strikes from most weapons. -*Magegold does not empower enchantments, though it has the capacity for greater enchantments than any other material (at the time of writing). These enchantments, or requirement for magegold in said enchantments must be written down in their own respective lore-pieces. -Magegold bears a melting temperature of roughly 1,000 degrees celsius, Refining Technique Magegold ore is laughably easy to refine. Given it is standardly found in its native form, all ‘refining’ magegold requires is its separation from whatever stone it was found on, and melting it down. Magegold ore, due to its high lithium content, bears a melting temperature of 700 degrees celsius. If heated to 700 degrees celsius or higher for 30 seconds, the ore shall catch fire in a brilliant red flame, and instantaneously melt. The magegold must be continually heated, and kept in its liquid form for a minimum of 4 minutes, in which all the lithium shall be burnt away. Should the metal be cooled before the lithium has burnt away, it shall create an impure alloy, which will be functionally identical to the ore, both magic rejecting and weak. Once the lithium is burnt away, the melted metal can be cooled, and cast into ingots or whatever shape one pleases with little issue. Refining Red Lines -The lithium component of magegold ore is irrecoverable, and unable to be either isolated, nor gathered up. -Magegold ore must have all its lithium burnt away to be properly refined. -Alloys with magegold, though well possible, are by no means advantageous. If mixed with ferrous metals, it would make the alloy yellowish, weak akin to gold, yet not have any notable capacity for holding enchantments. If mixed with aurum, it would weaken aurum's undead harming capabilities, make an alloy ever so slightly weaker than gold, yet not have any special capacity for enchantment. Though certain high magegold content alloys could be made as to make a colored, vaguely translucent metal, none will be strong at all, nor have any special capacity for enchantment. -At the initial refinement of magegold ore, the melting temperature is 700 degrees celsius due to its lithium content. After being refined, and all its lithium content removed, magegold bears a melting temperature of roughly 1,000 degrees celsius. Purpose (OOC) Magegold has been a part of LOTC for years and years and years, and despite a post being made specifically saying magegold isnt required anymore as a material, or a distinction between materials, its been very specifically mentioned as part of a half dozen lore-posts (including one by the person who wrote that magegold wasn’t a thing anymore???) and also written to be a required part of certain enchantments. This piece was written both to re-interpret magegold in a fun and flavorful way, and to actually define the stuff for all the magics and lore-stuffs using it.
  7. Eh. Homophobia is sorta just something I’ve come to expect from the bulk of the nations of LOTC, coming from someone who primarily plays gay characters, its been gratingly bog-standard for years. Whether this is purely IC, or OOCly motivated, is probably above my paygrade. LOTC is, oddly enough, one of the more excessively evil and violent fantasy worlds, where there is a constant stream of violent bigots and racial purists, blindly loyal and moralless soldiers willing to commit heinous atrocities by the whim of a superior, murderous 100% greed driven bandits, sadistic torturous psychopaths who take great joy from pain, and hyper-psychotic killers and dark mages. By comparison, homophobia seems a bit tame. However, its in that same vein that the world of LOTC has shockingly large amount of freedom of movement. If one’s character is persecuted for X-Y and Z, they can just... go elsewhere at the drop of a hat, and be able to integrate into a more accommodating society. Most characters and creatures are not physically nor mechanically bound to a community, and it is in this way that if a character doesn’t want to be persecuted by an oppressive and bigoted people- they can take a 5 minute walk to a settlement filled with people that will accept them more or less as they are. Despite what people may initially think, there are relatively safe places in LOTC where divergent and non-neurotypical characters will be accepted pretty easily. As vexing and annoying as fantasy homophobia is, its not something you have to deal with.
  8. Added a few more facts to the thread. Theres some weirdy ones.

  9. Added a few more fun facts, decently happy at the growing length of this thread. Ehh, the issue is that LOTC has had many different periods that different people may claim to be the ‘dark days’ of LOTC. I may say I view mid-late Anthos, or late Vailor as the darkest times of LOTC, but I know a good swath of people who claim those as their favorite. Heck, some view the present as the worst LOTC has been.
  10. Added some new facts to the bizarre and fun facts thread.

  11. I added a few more fun facts that hopefully some people will enjoy. Im glad people are liking this post so far. Not especially, but I just have been wanting to make something like this for a good while, so I put a good bit of effort into it. My memory is notoriously bad with alot of things, but stupid LOTC facts with no outside use I remember surprisingly well. Makes sense. Though would south be directly below Atlas? Or is the map not necessarilly aligned with the cardinal directions? Type in <https://www.lordofthecraft.net:80/wiki/wikka.php?wakka> into the wayback machine. Direct links don’t seem to be working with this unfortunately. The anthos temp wiki however is still accessible. https://lotc-wiki.wikidot.com/
  12. Aloha! Given LOTC has had such a bizarre history, I thought it’d be fun to write down some of the more crazy and fun things I’ve seen. This is both lore-wise, and OOC, but hopefully this will let some people learn some things, or atleast have a decent chuckle. (The “You’re Banned Game” post by Watyll) #1: The longest thread on the forums is a forum game. Made in mid 2012 and running until mid 2016, the “You’re Banned Game” on the forums boasts a whopping 927 pages. Originally, before the forums updated and changed how comment pages were calculated, it had well 1,000 pages. The “You’re Banned” game was simple. all one did was find a reason to ‘ban’ the person who commented above them, and simply say ‘banned for ‘x’. Given the forums ran differently back than, and featured most recently updated content rather than most recently posted content, the You’re Banned Game, and other forum games were constantly featured. The You’re Banned Game was favored due to its simplicity and lack of any real competition, and many renamed themselves or gave themselves custom forum titles specifically referencing this game. It was really pretty nice. (An excerpt from the application of Ghonnereabag12 #2: The most Repped Post on the Forums is an Application Made on March 25th, 2012, the most repped thread on the forums was made. The application of “Ghonnereabag12”. A vulgar, vaguely racist, comedic application telling the story of the Jamaican, Jewish, Detroit-born gangster and criminal Tyrone. Applying once and never applying again, our dear friend made one post, and that was that, the king of joke applications, and arguably the most well liked of all memes, it goes to show you dont need to stick around to make an impact. #3: LOTC has a Dinosaur Land Yes you read correctly, dinosaurs arnt just still alive in the world of LOTC, there is an entire country far off on the world LOTC takes place on that is inhabited not just by large dinosurs such as Trexes and Sauropods, but man eating plants and animals. Inhabited by wandering clans of desperate hunter-gathers, elves in cities on trees, and even a thriving human port city. Vectra, LOTC’s own Dinotopia, is a implemented and canon land in the world of LOTC where one can claim their character was born and raised before immigrating to Arcas, or whatever previous or subsequent land you choose. Speaking of lands... (A screenshot of Telarith, a town owned by Telanir) #4 There has been a Played Map that is NOT CANON. In late 2012, LOTC’s 2nd major continent, Asulon, became physically unplayable due to a myriad of reasons, with the backup of the map file being difficult to obtain. Though a tempoary-map was planned between the move from Asulon to Anthos, the corruption of Asulon made the transition inexplicable in-character. To remedy this issue, the administration decided to create a temporary, non-canon map for the players of LOTC to RP on. Set in an alternate universe where the descendants failed to travel from Aegis to Asulon, and instead crashed on a few islands, this map was fully freebuild with little to no regioned areas. Given the freedom to build wherever one pleases, the apathy of the lore team, and the freedom to temporarilly play a completely new character, many chose to play extreme and outlandish characters, such as 10 foot tall high elves, or flourescent pink orcs. (A basic graph of the world LOTC takes place on, shared by Zarsies) #5: LOTC’s World is a Giant Frisbee The world LOTC takes place on isn’t a sphere, a square, or even a box. LOTC’s world is a double-sided disc, with each side being generally inaccessible from the other, to the point that they’re viewed as separate dimensions. The ‘origin’ side, where the bulk of the 4 brother’s history takes place is called ‘Aos’, whilst the opposite side, which was home to both Anthos and Asulon, is referred to as Eos. (Excerpt from the earliest lore-post of the Khrarjyr, made by Xerdun.) #6: Kharajyr were originally made by Iblees. Kharajyr, LOTC’s troubled aztec cat people weren’t always the creation of a now giant skeleton, infact, in of the earliest drafts of the lore still on the forums, Kharajyr are specifically Iblees tainted animals with vague intelligence, that were blessed by a variety of aenguls simultaneously with sentience, bipedal legs, and opposable thumbs, kharajyr were made to be weapons of Iblees turned against their initial creator. (Excerpt from the Asulon Wiki) #7: Dwarves had an entire official language that was so unpopular it was forgotten. In modern day LOTC, most races atleast have a decent history with another language. The Valois (or auvergnians depending on who you ask) introduced French to humans in Aegis, Elven has been used since near the server’s beginning, orcish blah has become nearly synonymous with orcish culture, yet, the dwarves have only begun using a unique language recently- or so one might think. A decently long list of words and substitutions can be found on the Asulon wiki, originally posted by Kirrekith in early 2012, yet barely any forum posts can be found using any of the unique dwarven words. It wouldn’t be until Anthos that the first speckles of the modern ‘ancient dwarves’ would begin being used. After the Asulon wiki became defunct, asulonic dwarven has scant ben heard from ever again. (Excerpt from ‘The Abyss’ By Swgrclan) #8: The Starting land of Aegis got New Londo’d. The starting land of Aegis is quite literally infused with a consuming evil darkness and is also in a giant pit, filled with cancerous mutants with dark magic, undead, and ruled by a eternally undead armored telepathic philomath. Made so due to a big battle between Aeriel and Iblees (and a few lore-writers’ penchant for dark souls-esque writing), it was used as a source for dark magic, and for possible events. (Archive Screenshot of the Game Team in early 2019.) #9: There have been nearly twice as many defunct staff teams than current ones. The history of LOTC’s staff has been a rocky one, however, it has been worse believe it or not. Currently there is 6 separate teams, Story, Community, Moderation, Technical, World, and Admin. However, there have been far more separate staff teams, with even more members. Not including rebranded, or merged teams, the list of defunct teams is as follows: 1. Wiki Team – Volunteers for wiki updating and maintenance, this team saw 3 separate iterations over the course of a decade. Though many times very useful, each iteration seemingly fell to having large swaths of its member group do very little, causing the decision making teams at the time to can them, favoring to put their duties to the Application Team (now Community Team) or even Lore Team (now Story Team). 2. Villain Application Team - The team incharge of reviewing and judging villain applications (applications required for one to play a villainous character) had 2 separate iterations, one in Asulon and Anthos, and another in Axios. The Villain Application team (or VAT) was useful so long as villain applications were a thing. When villain applications were removed, so were the VAT. 3. Server Moderator - One of the most shortlived staff teams in the server’s history, the server moderator (or SM) was made as to be a non-decision making counterpart to the Moderator Team. This team was simply to deal with basic conflict and the ever-constant stream of modreqs for various game issies. 4. Game Moderator - A bizarre separation, a Game moderators, separate both from standard moderation, or forum moderation, is a team I know very little of admittedly. From what I can tell, it was a similar team in early 2019 to server moderator. 5. Magic Moderator - A team technically separate from both the Lore Team, GM, and ET, the Magic Moderator was a staff member specifically capable for dealing with issues and lore to do with magic and magical creatures, places, and items, and took a more proactive role ingame than the LT of the day. 6. Magic Application Team - Separate both from Magic Moderator, Lore Master (Later changed to Lore Team, and than Story Team) and either of the other application teams, the Magic Application Team was a team specifically for reviewing, judging, and keeping track of all users of magic on the server. In times past, magic applications were some of the most difficult applications to finish on the server (with things such as ORQs, RP scenarios, full character backstory, personality, etc.) with the MAT reviewing each and every one. 7. Mentors - Going from a standardly player run team, to a staff team, to a player run team again, the mentor team was made to help new players become integrated to the server, as well as educate willing players of lore, proper RP etiquette, and overall provide information as needed. 8. Guides - Similar to the mentor team, but being distinct as their own team, and even existing parallel to the mentor’s team, the guide team was made to educate the playerbase, create guides on the forums, assist with the wiki, and generally be a good example for other players on the server. 9. Media Team - A team with a couple iterations, the media team was a group whose entire focus was providing media (whether be it music, skins, srt, renders, screenshots, videos, etc)for both use by member of LOTC, or to promote and advertise LOTC to the outside world. The team was commonly plagued by long swaths of little to no activity in both iterations, leading to their disbanding. The ‘Content Creator’ rank in Community Team is somewhat similar to the Media Team of old. 10. Forum Moderator - The bane of trolls and the patron saints of the You’re Banned Game, forum moderators were a team whose entire prerogative was ensuring the forums were organized and orderly. Before the advent of discord, the forums were used far more frequently, and for a more wide variety of reasons. When the forums started to be used less and less, with laxer standards and with less consistency, the forum moderation team was disbanded, with a few GMs given the reigns to keep the forums in check. 11. Safety Team - A ill fated, and vestigial team that in the end may not have even been originally assembled, the Safety Team was intended to work against moral degradation and sexual predators on the server. Due to its vagueness, early announcing, and lack of planning, the Safety Team was removed as quickly as it was made. The top of the Lord of The Craft Planetminecraft Thread #10: Voting didn’t use to be rewarded, it was mandatory. Due to the popularity and consistent use of websites such as Planetminecraft, Lord of The Craft’s promotion on these sites was extremely important to its growth. Hence, for a period of time around late 2011 to early 2013, to be accepted to the server, it was mandatory for a player both to copy and paste their application in its entirety onto LOTC’s planetminecraft thread, but also to vote for the server on planetminecraft, and write down one’s voter number. This voter number would be cross-referenced, and one could have their application denied for not voting. Donations listed on the previous Kharajyr Thread #11: Some of the most influential changes have been due to server donations. Whether done in back ally deals or official donations, money has a way of getting things done on LOTC. Both the ascended, and kharajyr were added as official ‘races’ due to donations of only around 2-300$ USD (Im an aether donator, where is my race?) Though there are dozens of unconfirmed rumors of other large changes due to ‘donations’ or money changing hands. (An excerpt from ‘(4.0) Ghouls by Druinsbane) #12: There has been almost 20 separate varieties of playable undead on LOTC Talk about a rough crowd, there has been many separate versions of undead non-ET/ST members could play regularly on Lord of The Craft, whether sourced from some kind of god, one’s own internal darkness, or a fancy set of evil runes and binding magic, there has been loads of different kind of undead. The list is as follows: Ghouls, ghosts, gravens, liches, wraiths, wights, Harbingers, Ibleesian Undead, Burzdukutotaz Intelligent Undead, zombies, dopplegangers, pale knights, dread knights, death knights, abyssal knights (But only half undead???), darkstalkers, dreygur, and drowned. Also, for this fact SPECIFICALLY, I was asked to ding in a disclaimer, even if I do find it a bit silly. #13: There has been 2 accepted playable frog men on LOTC, that isn’t alot but its weird that its happened twice. Wonks, through some bizarre turn of events, were somehow not the first playable frog people on LOTC. The Man-Frogs of Lenfarthing, a race so complex they had atleast 8 known words, 4 of which were written down, encompassed their entire spoken language. With a complex hormonal system and limited intelligence, the man-frog was the original frog men on LOTC, unfortunately leaving little lasting impact on the server as a whole. #14: Aeldin exists due to a server exodus In mid 2013, many were extremely unhappy with the way the server was being ran. Not just bandits or a couple unhappy players, but moderators, admins, and many prominent members of the community. At the time, LOTC was the only largescale RP community bringing in large numbers. High-school RP hadn’t taken off, and LOTC had very few competitors. Hence, it was a big deal when a large group of prominent LOTC players announced their departure for a new startup server made by a former LOTC player. This departure, at the time, was referred to as the mass exodus, and in character, was a large amount of characters hopping on boats, and sailing the heck off Anthos. However, a good few months later, this competing server was beginning to fall apart, causing most of the players who left LOTC to return. However, given it hadn’t been that long, most people wanted to play their previous characters, or descendants of their previous characters- but they had all sailed off into the great unknown, where did they go?... The answer: Aeldin. A mystical land now ruled by the Oren empire with its own history and societies and people groups, extremely similar to the Oren of the day, but better and more stable in almost every way. Initially, a large amount of LOTC staff rejected Aeldin, however, whether through genuine acceptance, erosion of resistant, or simply writing it in and not taking no crap, Aeldin became accepted into LOTC cannon. Its also argueable that orcish horns stem from the same origin, as the orc-like race on this competing server (referred to as Hobgoblins, but were just as large as orcs, spoke orcish, had tusks, and were basically just LOTC orcs) had horns, and horns only started popping up on orcs after the fall of the competing server. Thats all I have for now. I might edit in some other fun or interesting facts I find, or forgot to put in. I hope you guys enjoy! Lemme know if there is anything I missed, or simply whether you liked something like this.
  13. As of current, there is the precedent of mounted crossbows, those being high powered crossbows just under the size of a ballista, which though requiring permanent or semi-permanent emplacements, bear the strongest power of any regularly used non-siege based weaponry. They require a team of two, and take 6 emotes to fire between the two users (3 emotes from each person manning the crossbow.) Though this is quicker than an arbalest, and punches significantly harder, it requires 2 devoted characters manning it. Though there is historical examples of certain forms of mounted crossbow being manned by a single individual, both for larger historical precedent, and for balancing purposes, it was elected that mounted crossbows take 6 emotes total. Likewise, they’re relatively unmovable in certain circumstances, requiring a proper cart (of which there is large amounts of historical depictions of siege-crossbows on carts with 2 men manning them.) With that explained, something like this is extremely powerful. Given the 3 emotes needing to fire split between 2 people, the mobility of this crossbow, and its power equating to a ballistae, this would dominate any and all engagements (both sieges, and daily use) it would be brought into. Given its able to fire faster than a shortbow, is more maneuverable than a mounted crossbow, and punches as hard as a weapon used for siege warfare. While I dont think something like this would cause issue in events, the moment it is taken out of such I worry greatly. As for the writeup of the item itself, I have a few critiques. If a bow is able to be set in place and strung in two emotes in the heat of battle, it is not likely that it will be able to hold much tension (especially not ballistae level tension), given neither the rope, nor limbs would likely be very secured. 99% of bows and bow-based siege equipment have relatively permanent limb placement. Black ferrum is seemingly a more brittle form of steel, given it can apparently shatter if struck in a worn place, as such, I dont think bows made with black ferrum would be suitable for many tension based weapons. Quantifying things would be helpful. A bracket is something usually used to attach something to a wall, yet I assume you mean that this is something akin to a tripod set-up? Likewise, defining its accuracy or lack there of would be advantageous, what quantifies as ‘low number of shots (3? 9? 80???) alongside the item’s average weight and size given its specifically made to be carried around. There are a good few ways for one to mobilize their siege force, whether through carts, siege towers, boats, and pre-set out minecart tracks. Outside of this, I worry for the GM, ET, or just general players who have to keep watch for players moving ballistae around in the middle of warfare with no designated build, given a relatively permanent emplacement is far easier to deal with for anyone moderating.
  14. Heya, I gave this a read over, and am a good bit... confused. This material isn’t bad at all, but its comparisons leave me confused, and it seems to contradict itself in a few places, given the equivalencies are done with bronze and copper. I will try to phrase these questions and critiques in a legible manner. - Things need to be more defined. Something being very light should be given a comparison (For example, half the weight of iron, etc) or how great a ‘great amount of force’ is and how that would apply for ‘shattering’ it. (would a hammer strike shatter the metal? Yet its specifically not supposed to shatter and specifically written it couldnt???) -Ductility directly translates into durability and edge retention. So persay, if something was as ductile as copper, it would loose its edge as fast as a blade made out of copper. Durability is the same, if something is as easy to bend into shape as copper, it would be just as easy to bend out of shape as copper. Though I understand wanting to make something easier to repair, it makes the lore confusing. If it as easy to bend as copper, it would be as durable as copper, thats what ductility means. -Bronze itself is very ductile, and depending on the mixture, can be even more ductile than copper, however, where copper can be deformed alot with little change, bronze bears a greater capacity to be work hardened. What does that mean? Effectively, bronze can be bent and beat to be harder than it would be when its cast, yet if this is done too much at a single point, that point can become brittle and that section will snap. However, bronze as a general rule is very ductile, even after being work hardened, and its bending the thing back and forth over and over and over again that would cause it to break. As such. unless you’re using a extremely nonstandard bronze alloy (Such as speculum bronze, which was used for observatory mirrors), bronze never shatters. Making comparisons to bronze in that degree makes it a wee bit silly. -Theres a dozen or so different types of bronze, with differing strengths, rigidity, and brittleness. Finding a good equivalency (for example, 12% tin bronze, etc) would be very advantageous, given one could one day claim their blade is as bendable and unaffected as mild bronze, but than another claim it can flex like phosphor bronze. -The refining method leaves me confused. It seems to sound like one needs to beat and and fold it akin to a bloom of bog iron, however previously its remarked that beating the ore effectively ‘kills it’ making it loose all of its color and use- does heat nullify this effect? But also it mentions a great amount of force would shatter the metal so wouldn’t this shatter it? -How is Saldorsite worked? Is it beat into shape like iron and steel? Or cast like bronze and silver? -Is this material alive? What does dead saldorsite do? How do you avoid killing it while working with it? -This is probably my most flaccid of critiques, and the one you should feel more free to entirely disregard- but I feel its sorta... silly making this form the exact same, and with green and oceanic kuila. While I can understand the chlorophyte inspiration, it makes it a wee bit silly with this just randomly popping up and having nothing to do with druids or the aspects, given kuila is specifically a crystal formed from nature energies to hold and use that same energy- it is a bit nonsensical. If you want it to be something that grows- I advise trying to find a niche of making it grow somewhere there isnt already a fringe use sometimes glowing material.
  15. I am leery with many of the supposed changes, though-... namely with the realm of Yeu Rthulu being re-written. I am somewhat annoyed that not a messge was sent my way with a rewriting of a very important part, and even more annoyed that in the end its-... you again, doing it. I can well understand if no issue or offense was meant, but this would not be the 3rd time I’ve had to find out you specifically are messing with Yeu lore stuffs without saying a word to me. It is very vexxing. Atleast a forum message saying ‘Hey, im messing with your crap again’ would be sufficient. On one hand, yes, I can entirely understand wishing to make something standardized, and to lessen something seeming over-powered, or over done, where a character has abilities trumping others, and with the whole ‘planar warfare’ narrative you want to do, I understand the wish to put everything on an equal playing field and homogenize stuff. I also understand if you don’t like a just ‘happy ending’ place, an actual heaven or place where a soul can just chill out and have a good time, as I can see you wish for a more gray, or even grimdark mood. On the other, every single suggested change is done with not a shred of care of any of the actual roleplay done, any thematic intent, precendent, or even asking. And the amount of space spent rewriting Yeu’s realm specifically as compared to others is annoyingly telling. If need be, I can provide an explaination for every part that is supposed being changed, explain why it was put there and its justifications, and why I believe the supposed changes are not good. If you’d like to converse or debate about it- sure, im open to such. Though I’d overall prefer it simply not be messed with.
  16. Allow me to dismantle this piece by piece. Firstly, it is noted that any means of working such a metal is both difficult to find out, yet known by a select few who know how to work it, alongside it being very difficult to find. The fact a group would already have any knowledge on it puts them significantly higher in the rungs with this metal. The implication that they can even make fancy specially made bowls with the stuff displays that they both know how to both work, and find it, again, lending credency to the ideathat this is a piece made to give legitimacy to your new clan, especially given the lack of existence of the clan (and the metl) untill recently As for the 2nd rebuttal: As stated initially, I’m fine with something being broadly used. However, you do explicitly mention in the lore its specific ability for making discs with pre-recorded sounds on such, as such, it can only be understood that that is something specifically you wish for such to be done with this. As for the 3rd point, I am going to be plain here and ask that you actually look into what you’re saying. The image you linked is for CPVC pipes, and is strictly being used with relation to PSI and water pressure and their adjustments in different temperature. For the love of God please actually click the link before you start using something from google images as reference. Though even so, it is listing those in terms of /thickness for a pipe and the contained water pressure. If the limits set for this lore are mainly in relation to piping and water pressure- that link graph might actually be applicable. Heck, on the same website, there is actually a table of the types of steel piping and their capabilities. Pretty dang high numbers, yeah? Certainly higher than what you linked. The issue is that these numbers are not for ‘external’ force, but internal PSI, or ‘pound force per square inch’, specifically in the context of piping, given instead of dealing with a object hitting an object by force, it is dealing with its ability to stay together through inward pressure pushing outward. Though one can say this is used as a testament of strength, much of it has to do more with the bindings of the metal than its physical ‘strength’ persay. Heck, just take a look at the numbers for this copper piping. Though now that this is cleared up- lets take a look at the lore. The lore piece isnt concerned about how much force these can take, but how much they can return. As in- transmit the force back into the one striking it. The 2,000 pounds is not listed as a limit for the steel, it is listed as a baseline, noting it can go past such. A defined thickness isn’t given, implying such abilities could be used for things such as armor, weapons, shields, at any thickness. To put this into perspective, the image you have linked is in relation to pipes bursting at 2,000 pounds of force while having an internal radius of 1/2 inches. However, most of the pipes we’ve both linked themselves are usually arround 5/8ths of an inch thick What this means is roughly ½ an inch cylinder of water is pressing outward at a single section with 2,000 pounds of force on a 5/8ths of an inch thick wall of metal around it. Most plate armor in medieval times was between 1-3 millimeters, less a 3rd of the thickness at the absolute maximum. Given its being used in the context of arms and armor, something like that not just absorbing- but returning 2,000 lbs of force, no less absorb, or block more than 2,000 lbs or more is insane. Likewise, the point by which the reverberation can damage the tool/weapon being used is not defined, making such very wishy washy. Now, if any of this was defined- sure, I might not be so worried about it. Likewise, dissipation of the energy isn’t defined, leaving me worried either that such has an alternative use, such has not been thought of, or that a specific means has been through of yet not divulged. As for the 4th point: Make it. Theres so much you can do. Everything in any expansive cave is deep caverns. But you can do lods of stuff, start underground horticulture, solve issues of ventilation/overuse of underground flame. Make some hidden mines or winding tunnels. Develope breeds of common animals exclusive to underground lifestyle and get sunsickness whenever above ground. Saying that adding a harvestable node will somehow assuage a lack of something underground is just silly. As a side note, the concept of being able to fold a metal that physically resists and returns the force by which that is applied to it would make it seem that once it is refined it is nigh unworkable, given it would simply take to returning a great deal of the force applied in shaping it, such as hammering or prying it into place.
  17. No. No! Take a moment to think about making something that is not the be-all end for metals. Take a moment. If ya' want to make something with multiple uses- power to ya. I understand. If you want to make something pretty, go for it. If you want to develop RP technology for a version of records or sound-catchers that allow for proper record players, go for it. If you want to write out a special metal or alloy for your character’s family, go for it- or HECK- make an alloy in character of existing metals. It’ be badass. If you want to write out something flavorful and special with limited capacity and uses meant to be cloistered/special- all good, go for it.. All these things are fine and dandy, there is nothing inherently wrong with any of these things. So why am I so vastly opposed to this lore? This lore is almost the epitome of poorly written. It is vague in many areas of its exact uses, levels, harvesting, refining, separations, etc. Its limits are so vastly insane in capabilities that it is comparable with something like vibranium or adamantine from Marvel. The means of balance are ill-defined and allow a massive amount of room for powergaming. Mining, blacksmithing, crafting, caverns- are some of the most rich and interesting types of things to interact with, so the idea that this is made to fill those ‘niches’ sounds laughable. Its extreme beauty, extreme power, technological prowess, alongside being specifically being associated with your specific dwarven clan seems almost moreso as if its a specific metal to curate respect/power for your group. Im more than fine if you’re wanting to try and make some cultural, or clan based interesting materials, but this is the worst way physically possible.
  18. Sling is A tier man. Fast shooting, breaking bones with proper bullets. Blowgun is D tier- even lower if that was a possibility. Do little more than stick into people a bit. Shortbow is under-used, though outdone by most other bows, its still viable. solid B+. Crank crossbows are mostly hunting weapons, though are somewhat viable. Solid C tier.
  19. I can only express how much I appreciate this guide, and empathized with certain examples. (Accents are a ***** aint they). Great job on this.
  20. Enaction of Yeu Guide The purpose of this guide is to make clear the intricacies of roleplaying, the now magic, Enaction of Yeu. This is useful as to help guide one whom is taking the self teaching route, and to give future teachers a clearcut guide to assist them. This guide shall explain what the ins and outs of each spell, alongside examples to help one better understand the limits of each. Original Lore FAQ “What magics are compatible with Enaction of Yeu?” The better question is what is not compatible with Yeu magic. Yeu magic is compatible with all voidal magics, sans unsound magic. One is able to learn any of the applicable crafting feats such as golemancy or animii, and likewise (atleast to what I’ve been told) able to learn Kani and Chi magics, so long as the use of those magics does not require one to go against the 30 strictures. Diety magics, such as druidism, and paladinism are unavailable to learn, s re dark magics, such as blood magic, necromancy, and shade magic. “Why are all these spells not able to be used even slightly in combat scenarios?” Enaction of Yeu was made as a magic to utilitarian, with each of its spells made to this mindset. These spells were made intentionally with combat excluded. Enaction of Yeu allows for feats of strength, reaching of previously unprecedented temperatures, and extreme abilities of control, allowed expressly under the condition that it would not be used against other players in combat scenarios. “Do I have to have my character follow Yeu Rthulu to get this magic? What if I just ‘honor the strictures’ but persay, remain cannonist?” This is a diety magic, which effectively means you’re getting such provided by a in-universe living, breathing, diety, whose very much interested in the current, or eternal state of one’s soul. As one might imagine, such a being wouldn't be all too pleased to be connected to someone who at random could go ahead and bat for a different team, especially if such a team were on average directly against her own. It is in this way that Yeu would not allow self-connection to herself for, persay, a cannonist priest, given they’re one whom has aligned themselves wholly with another god. This is not to say a follower of Yeu Rthulu could not believe in other gods, as one can believe there are other forces at work in the universe as we know it, it is however important that Yeu be acknowledged both as her own sovereign being, and the specific provider of the magic given. “Wasn't this a feat?” Yes. Though, originally Yeu magic was submitted as a magic, and was told to become a feat. I was told to keep it a feat upon submission, however, among the changes requested to the post was it to become a magic. A single slot magic at that to. The conversion to a magic came with the introduction of 3 new spells. “What if my character is a complete asshat? Can they still be a Yeu follower?” The strictures are the moral guide. There has been precedent of rude, crass, and even anti-social Yeu followers. The 30 Strictures: The 30 strictures are the tenants and guidelines for one’s life set out by Yeu Rthulu, and the use of this magic is dependent upon one following each of these strictures. However, should one break one of the strictures, they shall temporarily be disconnected from Yeu Rthulu, and unable to cast any of her magic. Whilst one is in this disconnected state, one cannot progress their learning of the magic, each stricture breakage compounding this time. Should one break a stricture, they will be unable to cast for a real-life 12 hour period, with each subsequent stricture breakage within this time period resetting,and multiplying the time by two. If a follower were to break 2 strictures at once, they would be unable to cast for 24 hours. However, if the follower were to break a stricture 17 hours into the 24 hours, they would be unable to cast for 48 hours from that point. Should the follower break ANOTHER stricture within the 48 hour period, it would than extend the disconnection time to 4 days from the point of the stricture breakage. For casters at tier 1 and 2, the breaking of a stricture will not come with any noticeable effect on the caster, they will simply find their attempts to send soul essence to Yeu, and later draw upon it entirely impossible. For casters at tier 3, breaking a stricture would be accompanied by a tangible feeling- this feeling though feeling little more than slight indigestion, an unease in their stomach and chest that passes in but few minutes. For casters at tier 4 and tier 5, however, the breaking of a stricture is met with both the disappearance of their mark or ‘tell’, and a tangible and sharp pain in their chest. For those at tier 4, this passes in but a few minutes, but for those at tier 5, this pain may persist well for hours, if not the entire period for which they’re unable to cast, their body and soul so acclimated to the presence of Yeu Rthulu that it causes them sharp physical pain. This pain can range from annoyance, to nearly debilitating. Given the confusion a good few people have had with the ins and outs of the strictures- I shall define the limits of each, so that anyone/everyone may be able to know and see what warrants breaking a stricture, and what doesn’t. Self-Teaching [SUBJECT TO CHANGE]: Enaction of Yeu, as of the time of this being written, is the only deity magic by which one can self-teach it. The process by which one learns this magic on their own starts with the potential caster taking up, and living by the strictures on their own volition. Yeu Rthulu is careful about whom she chooses, and searches the heart of the follower over the course of a few years, looking both for a follower centered of both Yeu Rthulu’s existence as a god, and a wish specifically to work with, or to Yeu Rthulu’s ends above any other possible beings or gods the follower may believe in. If the follower meets the criteria, Yeu Rthulu shall connect to them herself. At first, this will not be tangible to the follower, who may only feel a slight feeling of being watched. However, slowly, through dreams, and intangible nudges, careful untraceable whispers and idle thoughts, Yeu will begin to push the follower to learn her ways and spells. Though the messages are vague, wordless, and hard to pin down, they would have an innate sense that this is Yeu Rthulu guiding them. At first, it will simply begin with the meditations, where the follower will first attain their mark, and slowly, ever slowly, they will learn the spells Yeu Rthulu has blessed them with. Effects of Enaction of Yeu: The effects of Enaction of Yeu magic on the user are in some ways beneficial, yet in others, detrimental. The first, and most radical change is on the soul of the caster. At the start, one’s soul becomes weakened due to the constant duress put on it through the essence meditation spell, leaving the caster increasingly apathetic and tired. However, as one progresses through the tiers, the soul of the caster becomes progressively larger and stronger, growing like a exercised muscle, until it is roughly twice the size of even the largest of descendent souls, becoming a beacon of vitality and strength. This massive soul has little effect on the caster aside from increasing the ease of which they use Yeu magic, however, it does make their presence palpable to other deity mages, and even some shamans. Bodilly, Yeu magic neither strengthens nor weakens the body, however, as mentioned previously, breaking strictures at higher tiers can and will cause physical abdominal pain to the caster. SPELLS: Essence Meditation, and The Tell: Active/Passive | Tier 1-5 The cornerstone of Enaction of Yeu magic is the fact that almost all the spells are powered through soul essence, the sole exception (or soul exception… Heh) of these is the spell by which soul essence is sent to Yeu Rthulu’s realm of Kavenjun. It is through this spell that all others of this magic are possible by. This is done through a deep form of meditation, by which one sits around, and channels their soul essence to Yeu. This initially is a tedious and tiring process, however, as one progresses, this becomes easier and easier, the caster’s soul growing to accommodate the strain. The soul essence sent to Yeu Rthulu is the basis for about every single other spell, with each spell being ‘made up’ of channelling this previously sent soul essence back into the mortal plane. As such, to accommodate a frequent caster, your character should be frequently meditating, (atleast up to tier 4, of which the meditation becomes passive), and not meditating in general making the casting of any spells borderline powergaming. This is to say- you dont need to spend half an hour emoting at a wall everyday, however, in the early tiers, your character should be meditating when idle, meditating whenever the chance provides itself. The most striking feature of Yeu-mages is each one is endowed with a unique mark or ‘tell’. This tell can be nearly anything* with the only consistencies being that it glows dimly, and is incorporeal.For some, it may be certain tattoos begin to glow, or new, glowing tattoos appearing on their body, there has been runes and marks that appear on one’s bodies, to even bands of light snaking up one’s arm. These tells do not change, warp, or interact with objects or gravity. The glow of a tell does not change color, and for the most part, remains mostly the same- though one can have it glow slightly brighter upon focussing or casting. It is important to note that once a tell is chosen, it is not to be changed. Hence, it is important one has one figured out and chosen before taking this magic. Tier 1: At tier one, the caster is a neophyte, and has only begun their progress.After connecting to Yeu Rthulu, the caster will feel an almost supernatural urge to meditate. While beginning these meditations may be relaxing to the caster, during, and after surely are not. Whilst channelling soul essence to Yeu Rthulu, their breathing shall become heavy, and their body may start to shake, one may even break a sweat. The caster’s tell shall appear- though its glow shall be shaky, and flickering, disappearing the moment the meditation ends. Thereafter, the caster shall be exhausted, and be unable to meditate again until they’ve rested. The caster requires a completely still, and quiet place to meditate, and cannot keep focus somewhere even slightly noisy. Example: Tier 2: At tier 2, the caster has become proficient at meditating, and can do such without nearly as much duress as previous, and be tired out far less. At this stage, they will begin being able to channel what is referred to as Yeu’s buoyancy (More on that in its own devoted section). The caster shall no longer have much strain whilst meditating, though shall still be tired out. The tell of the caster shall now be consistent, not flickering or fluctuating, but remaining strong for the entire duration of the meditation.The caster requires only a moderately quiet place to meditate, with most ambient noises having little to no effect on the caster’s focus. Example: Tier 3: At tier 3, the caster is an expert at their meditations, and can do so with little preparation nearly anywhere, with no notable tiredness due to casting. The caster is unhindered by most outside distractions, connecting to Yeu and channelling soul essence being as easy as closing one’s eyes. Example: Tier 4-5: At tier 4- and 5 after, the meditation becomes a passive ability, and is a constant for the caster. The mark that would previously only appear when meditating is now a permanent facet of the character, and will only disappear should the character sleep, or break a stricture. Wispal Servant: Active | Tier 1-5 The baseline spell, and the one most Yeu mages will find use of early on is “Wispal Servant”, the ability to summon a intelligent ball of light to complete various tasks. Referred to by many names, “Yeu-wisp”, “Fire-servant”, “Wyrd-hands”, wispal servants appear akin to a ball of white flame, roughly the size of a cantaloup. These balls of light bear the ability to extend from themselves one 5 fingered hand. This hand is unjointed, and extends from the center of the ball of light like a tendril, or tentacle, splitting off into 5 smaller tendrils, or ‘fingers’. These balls of light re somewhat fragile, as any strike or slice from a weapon will destroy the ball of of light immediately. To summon a wisp, the caster must focus upon drawing upon Yeu Rthulu- in an almost exactly opposite way to the way by which they sent their soul essence to Yeu, and bring that into physical form, usually by focussing on a part of their body, such as their palm or shoulder, or envisioning the area, and than the wisp forming relative to in space to their body, which will summon a wispal servant into being. For additional wisps to be summoned, one must simply keep channelling from Yeu, and keep envisioning where it should be summoned. Once the wispal servant has been summoned, the Yeu mage must than envision the task being done. For a beginner, this is usually done through imagining the task being done in first person, being conscious of every movement they would do for the task, every gesture of their own hand, every step, every tilt of the head. At later tiers, the caster should become proficient at envisioning the wisps completing the tasks, how they would move and act, eventually, ordering wisps to do things becomes as muscle memory, only requiring great focus for complex tasks requiring multiple wisps. Wispal servants act based upon the memory of the caster. A wisp can know the location of anything the caster knows, and can perform any task the caster has the physical ability to- given, enough ‘hands’ are provided for the task.A standard, summoned wisp shall due its task as imagined by the caster to the fullest extent of the caster’s will, and upon completion, disappear into nothingness. One wisp is capable of performing any task the caster could do one handed, whilst 2 wisps summoned for the same task shall act in tandem to perform the task as the caster would with 2 hands. Furthermore, should more wisps be made than the caster has hands- 3 or more, all wisps summoned for the task shall act in tandem to complete the task akin to multiple of the caster working together, given such a task is possible in the first place. However, wisps shall not know, nor bear the ability to find things the caster does not know the location of, and in the same way, are not capable of doing any task the caster does not know how to accomplish. Should a caster not know where their keys are- they would not be able to effectively send a wisp to retrieve it. Likewise, should a wisp be made or sent to a task in which things are not to the caster’s memory, such as to retrieve an item that has been moved, or should an unexpected interruption arise during the task at hand, the wisp shall become briefly confused, before disappearing into nothingness. Wispal servants will do no task that will result in the direct, or indirect harm of living creature or person, or property of others- not explicitly allowed to be damaged, and are unusable in combat situations. Should a wisp be summoned and ‘ordered’ to do a task by which the caster believes shall cause any harm to an individual, they will simply disappear without fulfilling any such task, leaving the caster exhausted as if it was successful. Furthermore, should a wisp be in the middle of a task, yet somehow a being should come into harm's way- such as a hand coming between a nail and a wisps’s hammer, the wisp shall pause, and wait for the being to pass, before resuming as planned. This is the only sort’ve ‘adaptation’ the wisps can make to unexpected happenings, with any different form of interruption and unexpected happening, wisps shall simply become confused, and disappear. Wisps, tier 3 and after, can be made to persist after their task is complete, given the task is repeatable or daily. For example- a wisp may have a job of sweeping a room, or cranking a winch for machinery for a day- once these wisps finish their task, they shall rest in a designated spot, simply ‘sitting’, and will repeat their task after 24 hours from the initial order has been complete. These wisps require a spoonful of honey a day, which simply disappears into their form, to persist and keep doing their job. It is as such that Yeu mages in the past have had somewhat elaborate schedules for their wisps, up to including other wisps to feed honey to the other wisps and themselves. These repeatable-task wisps are to act as little more than flavor to allow the completion of simpler tasks that require repeating. These wisps cant be used as elaborate security systems, given wisps bear no means to ‘react’ per say aside from avoiding causing someone harm. The process of creating a repeatable task is quite simple, one must simply envision the task being done daily, and than envision the spot for which the wisp is to rest. Tier 1: At tier one, the caster is just a neophyte, and has only barely been able to practice the act of sending soul essence to Yeu Rthulu, and drawing from Yeu Rthulu is a abstract and difficult concept to grasp. Any attempts to draw upon Yeu’s power are clumsy, and unproductive, at most summoning forth flashes of white light that blink and flicker out of existence just as quickly as they’re summoned, and leave the caster tired and confused. This flash alone takes 3 emotes to summon, and leaves the caster entirely exhausted. Example: Tier 2: At tier two, the caster has become proficient at sending soul essence to Yeu, allowing their experiments with drawing soul essence from Yeu far easier. The caster, with time, focus, and a lot of effort, successfully summon a single Yeu-wisp. Initially, these casting are clumsy, with the caster having to train their brain to thing in a task focussed way, once they orient their mind to such, they’re capable of having the wisp perform simple rudimentary tasks, such as moving things,pulling levers, closing doors, turning spit roast, etc. Wispal servants at this tier take 2 emotes to summon, and leave the caster too tired to cast again. Example: Tier 3: At tier 3, the caster has become relatively practiced at creating wisps, and their mind has begun to acclimate to the bizarre requirements of using wisps. The summoned wisps are able to do simple tasks, and even follow steps, such as for the preparation of food, cleaning of wide areas, and are even capable of being summoned as for the purpose of repeatable tasks. Wispl servants at this tier take 1 emote to summon, however, the caster is able to summon up to 3 wisps before being tired, and is capable of summoning all 3 at once. However, each additional wisp summoned for the same task shall require yet another emote. Tier 4: At tier 4, the caster has become very proficient at creating wisps, and their minds are fully used to the abstracts of wisp assignment. The summoned wisps are now able to do relatively complex tasks, and work together in synchrony, being able to do things such as playing musical instruments whilst holding to a tempo, writing things down, or even weeding a garden or farm. Wispal servants are able to be summoned with no form of preparation, with the caster being able to summon 2 wisps with one emote. Furthermore, the caster is now able to summon 5 wisps before needing to rest. If the caster wished to summon all 5 wisps at once, it would require 3 emotes. Tier 5: At tier 5, the caster is a master at creating and using wisps, creating and ordering wisps feeling akin to a standard state of mind, many times influencing how they view the abstract concept of space, distance, and movement in other situations. Anything the caster is capable of, the wisps are capable of, so long as it does not require free thinking, a wisp is capable of repeating any task the caster is able to do. The summoning of wispal servants is second nature to the caster, one may do it with the wave of a hand or the twirl of one’s fingers. Likewise, the caster has become so proficient as to be able to summon up to 8 wisps before requiring rest, being capable of summoning all 8 within 2 emotes. Unburning Flame/Yeuflame: Active | Tier 1-5 One of the two quintessential spells available to practitioners of Enaction of Yeu magic is the ability to summon the unburning flame. Though known by other names, such as yeuflame, or snowfire (though usually specifically when made to be cold) the unburning flame of Yeu is a flame powered by aengul-blessed soul essence, of which bears capabilities and qualities that are nigh impossible for any flame produced through any other magic. The first important quality of Yeuflame is its ability to reach and emanate temperatures far above, and far below that possible of standard fire. Yeuflame may be made to emanate temperatures as cool as 3° celsius (or 37° fahrenheit) to as hot as 4,000° celsius (or 7232° fahrenheit). Given the world of LOTC has little to no means to accurately gauge temperature, and one isn't necessarily able to ‘feel’ a temperature past the point by which the heat causes significant pain, the abstract concept of making a flame to a temperature is made relative to its effect; That is to say, the main deciding factor of the temperature of Yeuflame is what it is created to do. A caster may create yeuflame for the purpose of melting iron, or may will it to be above that temperature to quicken the melting. Yet, if the will of the caster requires something that is beyond the temperature limits of Yeuflame, it will do as close as it can. For example: If a tier 5 caster willed its flame to freeze something, it would emanate temperatures as cold as it would physically be able to, that being 3°. It is in this way that most users of this magic are able to experiment, and find out their own limits at near any tier. Likewise, yeuflame’s brightness may be chosen, it may be made only to glow lightly, or burn bright akin to a large bonfire, however, whatever light it creates shall never be able to be blindingly bright. However, no matter what is done with it, Yeuflame shall always be white in color. The next important quality of Yeuflame is its ability to selectively affect specific, or certain types of things, to the will of the caster. However, this selective effect casting comes with a range, as Yeuflame is not able to affect anything more than 2 meters away from it, however, this area of effect is not restrained by presence or lack of obstruction. A caster may decide, for example, that their Yeuflame should affect nothing but rain or snow within a 1 meter radius, and emanate a temperature selectively to any and all rain or snow that it would evaporate such immediately into steam, hence working as a extremely effective umbrella. This flame is than able to be set inside a vessel, or even stored on one’s person, and still effect any and all rain or snow within a meter radius, even through the vessel or the very body of the caster. However, Yeuflame can be made to not be selective with its heat, however, if not selective, its temperatures are only able to affect items and people between the temperatures of 3° to 44° celsius. The matter of selectivity is open ended, and there is no limit to how many different things a yeu-mage may assign one tongue of flame to effect. The unique exception to Yeuflame is that it is unable to produce other flame, though it is able to effect items identically to flame. Likewise, wherever Yeuflame is, no new flame can appear, making yeuflame able to be casted upon, and snuff out flames, allowing one to effectively “fight fire with fire.” A Yeuflame enchantment can be made to 'cool something down' or 'heat something up' to a temperature. One single flame cannot both cool something, and warm something (such as maintaining something as 60 degrees in cold and warm environments). though, such may be possible with 2 separate flames. To cast yeuflame, the caster must connect to Yeu, and draw upon her power, focussing first upon her, and than upon upon a point of their own body. Given Yeuflame does not float, it must be summoned as to be held, or to arc out and onto something. After one focuses on where Yeuflame is to be summoned, they must than impart their will on how much yeuflame, how hot it should be, and what it should affect. Yeuflame is weightless, though can be tangibly felt and, and even picked up. Like wispal servants, yeuflame also bears a inherent morality, and is not useable in a way that would cause harm to an individual, and is unusable in any combat situations. Of course, this means yeuflame firstly cannot be used to burn anyone, or induce any form of heatstroke, but this applies likewise to the objects heated. This effect is based upon the intention of the caster. For example: A caster may not create yeuflame as to heat something that would later be used to harm someone, such as heating oil for an oil trap, or burning some rope as to drop a piano on someone. The rule of thumb with yeuflame is if the heat of yeuflame shall be used to directly or indirectly cause someone harm. A caster is able to melt metal as for the purpose of making a sword, but one cannot melt metal for the purpose of using that molten metal to than pour on someone. Should Yeuflame be created with such a purpose, it shall be summoned and be useless, affecting nothing. However, this does not preclude stupidity, as a yeu mage may heat boomsteel and accidentally explode themselves, or boil water and hand it off to a wisp, only to have the wisp fail at something and drop the boiling water all over the floor. The last thing of note of yeuflame is its permanence, both of its qualities, and itself. Firstly, yeuflame’s specific qualities, once casted, are not able to be changed. One can neither increase nor decrease its temperature after it is casted, nor can one change that which it is supposed to effect. The only ability of change a yeu mage has on the casted flame is their ability to snuff it out at will. This ‘snuffing’ is done simply through the caster focussing on their created flame, and will that it be out, though this is many times accompanied with some motion to help better focus this ‘will’, such as balling one’s hand into a fist, or a motion as if pushing something down. However, Yeuflame may be snuffed out by a layman by simply being submerged in water, which douses the flame as if any other. Yeuflame requires no fuel, and though yeuflame may be created to burn away something as if it was fuel for a flame, it requires no physical fuel. In early tiers, yeuflame shall exist for a set amount of time, before naturally sputtering out. However, at tier 5, one is capable of making yeuflame that shall exist indefinitely, only being snuffed out by the will of the caster, or through being submerged in water. Tier 1: At tier one, much like with wispal servant, the caster is only able to summon brief flashes of light, though it is indiscernible from the miscast wisps, and the process to attempt to summon Yeuflame would be identical to that attempts to summon wisps. Like the wisp attempts, attempts to summon Yeuflame would end up leaving the caster to exhausted to attempt again until rested. Tier 2: At tier 2, the caster has become proficient enough to be able to successfully cast Yeuflame, though the mind of the caster has not fully acclimated to the way of thinking required to realize much of its potential. The created yeuflame can last at most an hour, and only reach temperatures between 32° and 204° celsius. Yeuflame at this tier takes 2 emotes to summon, with the caster able to make enough yeuflame to cover a flat area of 1 square meter before becoming too tired to cast further. Example: Tier 3: At tier 3, the caster is beginning to realize the full potential of Yeuflame, with their mind becoming used to the concepts, feelings, and abilities of Yeuflame. The caster can create Yeuflame that can last a elven day, and that can reach temperatures from 26° to 400° celsius At this tier, it only takes 1 emote to summon up to one square meter’s worth of Yeuflame, however, the caster can create up to 3 square meters of yeuflame before needing to rest, as such, if the caster would wish to cast all 3 meters of Yeuflame, it would take 3 emotes of preparation. Example: Tier 4: At tier 4, the caster has fully acclimated to the way of thinking required for effectively using Yeuflame, the caster is now able to summon flames between 21 and 2,000 celsius. The caster at this tier should fully understand the limits and boundaries of Yeuflame’s range, its qualities, and its limitations. At this tier, the casting of Yeuflame does not become particularly easier, as it still takes one emote to summon one meter’s worth of flame, however, the caster can now summon up to 7 square meters of Yeuflame, and furthermore, is able to make flames that last up to an elven week. Tier 5: At tier 5, the caster has reached the pinnacle of whats possible with Yeuflame, their understanding of the magical fire, and the abstract mental processes required for its summoning are at its zenith, with yeuflame acting as a direct extension of their will. The caster is able to summon flame between 3° and 4,000° celsius. The caster has reached the pinnacle of their progression with Yeuflame, and is capable of summoning up to 12 meters of Yeuflame before needing to rest, small tongues of Yeuflame are capable of being summoned with but twirls of the hand, requiring little focus. Light-Rope: Active | Tier 3-5 A somewhat bizarre spell, Light-Rope is the ability to summon a fully controllable, and relatively durable length of rope. Light-Rope appears as a long, somewhat smooth chord made of shimmering light, roughly as thick as the diameter of a american half-dollar coin. Lightrope is weightless, though very tangible. The rope itself is moderately elastic, and can stretch slightly. Light-rope is able to created once the caster has reached proficiency with Yeu Magic. To summon Yeuflame, the caster must connect to Yeu, channel power from her, and envision a length of rope. This rope can be envisioned in any position or orientation, so long as one point of the rope is within one meter of the caster. The rope shall first appear as a trail of white sparkles spreading outwards from the caster’s hand, before consolidating into thick chords of light. Lightrope, once casted, is fully to the whims of the caster, and is capable of moving quickly and suddenly, the caster able to move the rope as if it was a part of their body. The rope itself is capable of moving up to 90 kph (that being 55 mph.) fast, and is capable of floating in the air. However, the rope itself bears no strength aside from its ability to move itself, and is not capable of bearing weight on its own merit. However, if tied onto or between something, light-rope is capable of holding up to 700 pounds (317 kilograms) without breaking. Should light-rope be stressed with over 700 pounds at one point, be sliced part, exist beyond the time it was created for, or simply willed out of existence, the entire chord shall dissipate into sparkles immediately. Like all spells from Yeu Rthulu, light-rope follows an inherent morality, and ontop of being unusable in combat situations, will refuse to follow the whims of the caster, should they cause harm to anyone. As such, light-rope cannot be used to ‘lasso’ to capture someone, nor can it be used to strangle someone. Uniquely, light-rope will refuse to dissolve by the will of the caster should someone be using it as to climb up something. Though light-rope is still beholden to the time limits according to the tiers, should the caster will light-rope away whilst someone is climbing, or hanging upon it, the tight-rope will simply refuse, and wait for the person to be done with the light-rope. However, should someone be using tight-rope when it has reached its end, the tightrope will still dissipate immediately, disappearing out of the hands of whomever was using it. Tier 3: At tier 3, the caster is capable of summoning light-rope. Though initially confusing and clumsy, the caster eventually acclamates to the feeling of control. Light-rope summoned at this tier however is short and and stumpy, measuring only at 8 meters long, and lasting for at most 5 elven minutes. Light-rope requires notable focus to summon, and requires 2 emotes to summon. Example: Tier 4: At tier 4, the caster’s mind has firmly grasped the concept of control and summoning of tight-rope, the control of such feeling akin to moving one’s own arm, and is even capable of having tightrope tie it self into knots or shapes. The caster now being able to summon light-rope 16 meters long, that is capable of existing for 30 elven minutes before dissipating. Light-rope still requires 2 emotes to summon, however, intense focus is no longer required. Tier 5: At tier 5, controlling light-rope is not considered a separate way of thinking for the caster, it is simply like moving a part of one’s body. The accuracy and understanding of the rope’s positioning, speed, and orientation matching the kinesthetic sense of the caster’s own body. The caster is now able to summon light-rope 35 meters long that can last up to 1 hour. Light-rope requires one emote to summon, and requires little focus, allowing the caster to summon light-rope in a reactionary manner. Wispal Companion: Active | Tier 4 The most bizarre of the spells provided to Yeu-Mages is the ability to summon living, breathing, rabbit-like creatures. Though given many names, such as ‘Snuggits’, ‘Pipyots’ or even ‘Biffs’, wispal companions are rotund rabbit-like creatures with 4 small legs, 2 small far-set black eyes, a small mouth with rodent-like teeth and a split lip, 5 ear like flaps that create a half circle over the creature’s head, and smooth, glowing skin. Wispal companions are smooth, and somewhat squishy, as if covered in a thick layer of blubber. They exert a notable warmth as is standard for mammals with body heat, however they have no blood nor heartbeat. If one were to cut a wispal companion, one would find simply bright light. Wispal companions bear a vegetarian diet, and are capable of eating most grasses, vegetables, leaves, and fungi with little issue. They are capable of drinking most liquids, however they will avoid all alcohols. They hop akin to a rabbit, however they rarely squeak, moreso making sounds akin to a small sheep or lamb, ba-ing and bleating with moderate frequency. Wispal companions do not age, nor grow, and are capable of living indefinitely. Mentally, Wispal Companions are stupid. Though most are innately obedient, their ability to understand orders or dangers is limited, being able to do little more than understand ‘dont chew that’, and ‘sit’. Though some may actively look for food or things to do, it is not uncommon for wispal companions to remain completely still and vacantly stare off into space. However, they bear a unusuaL emotional complexity, able to feel such things such as loneliness, sadness, frustration, happiness, curiosity, and fear, and are fully capable of expressing said emotions through sounds, facial expressions, and movements. Wispal Companions can be summoned with differing dispositions, whether sanguine, active, vacant, disobedient, depressive, cheery, etc. To summon a wispal companion, one must connect to Yeu, and channel her energy into the concept of a living being. The specifics of the being to must be envisioned, its size, temperament, even color, once the specifics are decided, the caster must maintain the focus as the creature is formed in front of him, starting off as a vague white blob, before slowly its features are defined, first color, than arms and legs, its ear like flaps, before finally its eyes and mouth appear. Once the creature is fully formed, it is imbued with life, and comes into being, blinking and moving about. Wispal companions can be made in nearly any color, however, they will always glow just as brightly. Likewise, wispal companions can be made in a variety of sizes, the smallest of which being a little over 7 centimeters long, with the largest being over 1 meter long, and weighing just over 50 kilograms. Wispal companions can be killed as if any other animal, however, should they die, they will disappear similar to both Yeuflame and Wispal Servants. However, it is possible for the caster to summon previously killed wispal companions they themselves have created back into existence, bearing the same owner, memories, and ‘training’ as the previous. One must instead simply envision the previously slain wispal companion when summoning. Wispal companions become available at tier 4, and bear no difference in summoning at tier 5. At both tiers, 4 emotes are required to summon a wispal companion. Wispal Companions summoned directly contribute to the limit of how many wisps can be summoned before the caster must rest. One Wispal Companion counts as one wisp. Bottled Wisp: Creation | Tier 4 Given how useful wispal servants are, it is no surprise that one may wish to give wisps to others, or even sell them for a profit. This is able to be facilitated through ‘bottling’ wisps. Bottled wisps, for all intents and purpose, work exactly like standard yeu-wisps, being the same strength, limits, intelligence, and morality. However, bottling a wisp allows it to be used by another person, or by the caster themselves, as to not expend the energy needed to summon a new wisp. Bottled wisps, like wisps with repeatable tasks, are able to be re-used. Once their task is completed, they shall return to their bottle, and can refreshed with a spoonful of honey, and are useable after 24 hours have elapsed since the last task was completed.If a spoonful of honey is not put in the bottle within 24 hours, the wisp shall disappear into nothingness. To use a bottled wisp, one must first open the bottle to release the wisp, and than verbally order the wisp what to do whilst focussing on it. The wisp shall than do the task to the best of its ability, based upon the memory and knowledge of the opener of the bottle. For example, a bottled wisp would not be able to do a task the opener does not know how to do, nor find an object the opener does not know the location of. To bottle a wisp, one must simply set out a suitable jar or receptacle, and summon the wisp for the express purpose of being bottled, than one must simply seal the bottle. Failure to seal the bottle shall cause the wisp to fall out of the bottle once it is moved, where it shall remain still for a brief minute, before disappearing into nothingness. Like with wispal companions, bottled wisps become available at tier 4, however, progressing to tier 5 does not make the bottled wisp easier to summon. Both at tier 4, and tier 5, it takes 3 emotes to bottle the wisp. Likewise, all bottled wisp items must include this description (save, one may have the wisp be in any sealable receptacle they wish, not just a glass bottle.): “A glass bottle with a small ball of light inside. Should the bottle be opened, the ball of light shall squeeze in through the neck of the bottle, and than expand outward to the size of a cantaloupe. The ball of light is capable of doing any one handed, physical and nonmagical task the holder of the bottle is able to do themselves, using a single tendril like hand extending from its own form. The ball of light cannot find anything the user doesn't know the location of, or do anything the user doesn't know how to do. The ball of light shall not do any task that would end in the harming of any living being, or damage the property of others. The ball of light shall not do any task that is involved in combat. Upon completion of this task, the ball of light shall return to its bottle if there is a spoonful of honey inside waiting for it. If there is no honey, the ball of light shall disappear into nothingness. [1 emote to open the bottle, and one emote to order the ball of light.]” Yeu’s Buoyancy: Passive | Tier 3-5 As mentioned back in the Essence Meditation spell, upon reaching tier 3, the caster gains the ability to float at will. A vestige of the magical power bestowed to the now defunct Augurs of Yeu Rthulu, the ability to float is less so a direct channelling of Yeu Magic, but a instilled and useable power. At first, only possible whilst in a meditative state, Yeu’s buoyancy later becomes a passive and useable ability just as the meditation does. Yeu’s Buoyancy allows the caster to float at will, up to one meter off the ground. This floatation is freeform, and does not require the caster to be in a specific position, nor does it bear a time limit to its use. This allows Yeu-mages to be able to consistent reach and interact with things one meter higher, as well as avoid possible threats on the ground, such as caltrops or floor traps. One is able to apply strength to objects just as easily as one would on the ground, able to push with the same leverage as if pushing with ones feet braced against a floor. One may even float upside down, (though that is not advisable, given the factors such as gravity on one’s clothes, equipment, and pocket-change are still in effect.) or float in a lounging position. One is able to float at a speed by which one would be able to move their own body, being able to float at a speed of running. Likewise, this floatation has limits. Firstly, one is not able to float if they’re carrying more than 25 kilograms of weight, including clothing, armor, and weapons. Likewise, the flotation only works on solid footing, a rule of thumb being that if one could not walk ontop it, one cannot float over it. Likewise, like all of the spells of Enaction of Yeu, it is unable to be utilized in combat, and should one be struck whilst floating, they would promptly tumble to the ground. Channelling Yeu’s Buoyancy is an abstract and bizarre feeling. Akin to one learning how to move their own ears, one must first be aware of their own ability to do such. First they must identify the feeling whilst meditating, and than must aim to replicate it. Once they have identified the feeling of inner weightlessness, they must focus upon such, and mentally excise it begin channeling it. Once this has been identified, one is able to float reliably with extreme ease. Tier 3: Yeu’s buoyancy is only channelable in a focussed state, requiring one to be doing nothing else, and even than, it is only up to a few inches, the caster being unable to do any other tasks except floating in place. They have only just been able to identify the feeling whilst meditating, and must consistently practice. Tier 4: At tier 4, much as how when someone learns how to do a new motion, or a new sound they’re able to do such again, one is now able to channel Yeu’s buoyancy with great ease. It is akin to moving a muscle, and one can float. Though maneuvering in bizarre ways is still difficult, it is possible with a little bit of time and focus. Tier 5: Like walking, floatation is but a natural motion for a Yeu Mage at this tier. There is no border of thought for one to float, they simply do. They can control themselves, their position in the air, and even the speed by which they float as easy as one would flex their fingers or nod their head. Many times, a Yeu Mage may begin floating unintentionally, jumping and slowing down as they land even when not floating. Plagueward Charm: Creation | Tier 5 At tier 5, the Yeu Mage has reached the full potential of their connection to Yeu. Their mind, body, and soul have all been changed in meaningful ways, and they have been with Yeu Rthulu for years. This devotion does not go unnoticed by Yeu Rthulu, and her value for the Yeu Mage is great. As such, Yeu shall ordain the creation of a Plagueward charm. A plagueward charm is something extremely important to Yeu, as such, Yeu herself will urge the caster into first creating a charm (what the charm is being to the caster’s personal whim.), guiding them through quiet intangible thoughts and whispers, and than order them to a private, or safe place, urging them into a meditative state. There Yeu shall take control of the caster, and infuse her power into the charm, using roughly an entire soul’s worth of soul essence to do so. This will visually manifest as the caster convulsing violently whilst clutching the charm, with bright light shining out of their hands, eyes, mouth, and nose. This shall remain for a few minutes, with the caster loosing consciousness once the light subsides. Once the caster awakens from their stupor, they shall find the charm imbued with Yeu’s power. Truly, a Plagueward charm can be any small object made by the caster, though preferably with religious significance. It may be anything from a small statuette, to a dried bundle of incense used to worship Yeu, the bone of a dead Yeu-mage, an Eye-of-Yeu rune, or even a bizarre piece of/or recreation of a religious rite done in service to Yeu. All that it must be is something small, and relevant to Yeu Rthulu. Once imbued with Yeu;s power, the plagueward charm may either glow white, or be imbued with a small facsimile of the creator’s tell. A plagueward charm may be made of nigh anything, however, its effect is always the same. A plagueward charm grants the the holder of the charm immunity to all organic based diseases or maladies. Ranging from the common cold, to allergies, to deathly plagues and infections. However, its limits are strictly to organic threats to the body. Toxins, poisons, magical maladies and sicknesses from dangerous substances (such as thaniumm ruibrium, or redstone) one shall not be spared from. As such, all plagueward charm items must include the following in their description: “Whomever holds this item shall not catch any non-magical diseases or infections, whether viral, bacterial, fungal, or otherwise organic based. This charm does not affect poisons, or toxins, of which the holder is still otherwise affected by normally.” A plagueward charm is a special and powerful thing, and its creation is not something Yeu does flippantly, nor does she let go unvalued. Firstly, one is not able to make another plagueward charm if one is currently in possession of the caster. Secondly, one may not begin the process of creating another plagueward charm within 2 weeks of the first being created. Thirdly, one is more than allowed to give their plagueward charm to another, for its gift is great and powerful, yet should one sell their plagueward charm, whether in exchange for money, knowledge, or power, the caster will be unable to create a new plagueward charm for 2 months. Aside from the restrictions presented, one is able to RP whatever they like of the charm. Both what it is, what it looks like, or even the events that precede the plagueward charm’s creation. One may have the charm’s creation depend on the behaviour of the caster, requiring for themselves that they not break a stricture for a month before they’re able to make a plagueward charm, or even have such be transactional with Yeu, only being spurred on by sacrifices, or good deeds done in Yeu’s name. A plagueward charm should be treated as a item of extreme importance due to its extreme effect, with it being bestowed to everyone else treated with great respect.
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