Jump to content

Quavinir_Twiceborn

- Aether VIP -
  • Posts

    5792
  • Joined

Everything posted by Quavinir_Twiceborn

  1. [!] Various bounty posters are set about in applicable realms and lands that allow such. BOUNTY: MAYOR PHILIP 2,000 Mina for the removal of eyes, and thence blinding of the current mayor of Helena, Philip Louis, or the live presentation of such for blinding. Money shall be given upon proof of blinding being brought to the goblin, Anethryn Arinenur, or Philip being presented, alive, bound, and restrained. Bounty issued on reason of treachary. The seizure of funds, the vandalism of property, and the corruption of intentionally wrongfully framing one as to cause harm to the individual of Anethryn Arinenur. Kindness shall earn you an ally and a friend, yet treachery shall earn you an enemy for life. Seek out Anethryn Arinenur for additional details, or for price negotiation for such job.
  2. I am... conflicted on the notion of guns in LOTC. I feel that it would be best to have a publicly viewable concrete proposal first, given there is extremely varied discussions for all sorts of things- as many of the arguements in this thread hinge upon certain expectations of what said guns would be like. I have a level of apprehension with guns (though I have that apprehension with most new combat related magics, critters, feats, etc.) but LOTC has implemented far more extreme things. If accepted guns are different in capabilities from IRL ones, I hope that such differences are something that are pasted on half everything LOTC-gun related, as to keep from wide-spread misunderstanding.
  3. Selling foodstuffs for cheap on auction, finding and selling to buy-shops for wood, and voting are a good way to get some money to begin investing in better supplies. After such, selling large amounts of bulk goods in shulker boxes, funding RP item creation (whether having others make it, or making them yourself), or filling certain niches by selling commonly used, yet undersold items (book-cases, maps, etc) can be extremely lucrative, but takes a bit of mina investment to get the needed items. If you write good enough, books can be unfathomably lucrative, especially if priced well. Furthermore, multi-part series (that actually fill the books entirely) will ensure that every new addition gets bought up by those whom had bought the previous, and those wishing to fill their libraries will do their best to gain the entire set. (Just remember to sell copies of copies so that the books you sell cant be rescribed.)
  4. MC Username: Auric_Saint, Hireling, and Slaves_To_Armok Discord: Quavinir#1445 Which Category you wish to work on: Metallurgy Why you wish to work on that Category: Most of my time on the server is spent with things atleast vaguely related to metallurgy. My main character is a bronzesmith who works cuprous alloys, and I m messaged quite frequently regarding things to do with smithing and metallurgy What you want to see from that Category: I would like to see defined limits. I would like to see what materials we have access to, and what things we’re able to use and experiment with. Given the magical nature of Lordofthecraft, the discovery, isolation, and processing of materials would happen differently than IRL, as such, I would like to see materials used that our characters would reasonably be able to use, yet have our characters’ knowledge restricted on things they’d have no ability to understand given our technological and magical prowesses.
  5. I guess this more comes as confusion as to how magnetus works. I’ve done a good hunk of research on lodestones (naturally magnetically charged hunks of iron ore) and I am a bit confused. How is magnetus ore refined, and not somehow loose its charge? I assume the ore would be /melted down/ in temperatures above that acceptable for its refined state to maintain its magnetic charge, yet somehow retain its magnetic charge? How is this metal refined if not in that method? Is Magnetus ferromagnetic, ferrimagnetic or diamagnetic? How strong is this metal? Is it very rigid? malleable? ductile? How magnetic is this metal? If it pulls at something than to what extent- would it yank something out of a sheath? Would having a magnetus sheathe undo the effects of a magnetus pillar pulling at the weapon?
  6. OK. I am going to try and be coherent with this- but this needs some heavy work. Writing lore for a god who acts as an origin story for behaviors that are downright intrinsic to humanity is a heavy enough proposition, and while I can appreciate the more traditional approach to such (such as how Odin revisited the mortal world as to create society) it is an extremely finnicky thing to write an origin story for /art and music/ and birdsongs nearly 10 years into this server’s lifespan. It is a heavy thing to retcon the origin of the arts (basic bird behaviour) to be from an aengul whose name has never been uttered on the server previous, and than even further, posit that the most common symbol, both IRL and OOCly for the arts, is sourced from this same aengul. While conceptually, a aengul of arts and emotions is cool and interesting, making it the origin story for so many things is something I cannot agree with, especially purely to justify the creation of a magic. ONTO specifics: Aenguls are not formed based on a response to descendental happenings or emotions akin to the warp of Warhammer. There is creation lore on the forums that explains where the aenguls came from. This lore posits that there was no such thing as music, dancing, art, or birdsongs before the battle of iblees and the curses, likewise, it ties the origins of the ‘birdsong’ a basic animal behaviour tied to the perview of the aspects, to this aengul... Furthermore, it posits that every land has had this aengul’s magical auditorium, which while I understand we have to BS things a little bit to write anything happening in the past, that would claim that there is a physical place in every single land (including our current one, in Arcas) created by this aengul-... which there hasnt been, ever.
  7. [Emblem done as a commission by https://twitter.com/AatsChronicles ] The Metal-Workers Guild The Metal-Workers Guild is an guild for both the teaching, employing, and fostering of skill for smiths and workers of metals. The guild-house is located in Sutica, however, the guild is open to people of all races, creeds, and nationalities; so long as they bear the skill or wish to gain the skill to work metal, and the ability to work together with others in a civilized manner. Within the guild exists 3 ranks. Member, Journeyman, and Guildmaster, the last of which is filled by Quavinir Twiceborn. A Standard Guild Member is the starting rank of any whom join the guild. They’re expected to either have the know-how of how to work their metal of choice, or the initiative to be taught how to work said metal. A Standard Guild Member is afforded the following: The ability to receive and fill orders and assignments issued by the guild for payment. The allowance to use guild supplies, and make use of the forge in the guild house. The ability to request both supplies, aid, and teaching from the guild/guild members. A Guild Journeyman is a standard guild member whom has proven their competence and consistency in their craft through the filling of orders and guild assignments, and has proven a asset to the guild. A Journeyman has a higher bar of expectations, yet a greater amount of boons from the guild. A guild journeyman is expected to display their alignment to the guild on his commercial property, and is expected to maintain the consistency of their work. A Guild Journeyman, in addition to the privileges of a standard member, is afforded the following: First pick of any orders submitted to the guild within the perview of one’s specializations. Free drinks from the tavern in the main square of Sutica. If the smith does not have one already, and wishes for one- the guild shall act as to attain for the smith a shop, or stall, in the smith’s city of choice The guild is searching both for able smiths, those looking to learn to be smiths. To join the guild as a standard member, please send a letter [Forum PM] addressed to Quavinir Twiceborn at our guild house in Sutica. (address- Old Town 1). General Rules: Do not steal from, or harm another guild member. We rise and fall together. If you pickup an order, follow through, as one member’s failure is the guild’s failure. We rise and fall together. Treat your fellow guild member well, a bad smith is simply a good smith who does not know good techniques. We rise and fall together. Represent the guild well, and tarnish not its name. We rise and fall together. We’re a team, and one member’s prosperity is the guild’s prosperity. We rise and fall together.
  8. OK. I am left a bit confused by this. I understand the basis of this, one basically turns sand into some form of metal though a magical process. Ok, cool. But what is this metal? What is its properties? Whats its rigidness, its density, its melting point, (etc)? How does the differing compositions of sand affect the end product? How can a metal be embroidered? How can a bow be made of this metal? Do seashells in sea-sand have any affect- or is this only able to be used with desert sand? How was this magic discovered? Whats it based from? How are these weapons honed? How do you work this ‘sand-metal’? How much sand can someone affect at once? How much does imbue strengthen something? Can imbue be used over and over again to strengthen a single item to being insanely strong? You do realize that the sharper something is- the less ragged or inconsistent the cuts will be? How does this magic make things sharper or lighter? Is this sand harder than steel or just normal iron? If these items are superior to iron items, and acn be further strengthened even moreso- how does it not give someone a signifiacnt advantage over someone just using iron? Purpose wise: Currently, special or magical items are on hold, given none may be made during the lore-games. Likewise, examples of specifics of what exactly ‘diverse’ weapons would be would be extremely helpful. Metallurgy and smithing is something that is really fun, and has an insane amount of depth, yet I am left confused reading this rather than excited to see something unique and interesting being added into the item creation department.
  9. I am not opposed to the idea of a endgame for void mages, heck, I think if done right it could be something thats extremely fun and interesting. However, it being done the ‘right way’ is the overall problem. Standardly, the bulk of void magic (that being telekinesis, evocation, conjuration, illusion, arcanism, etc) is either combative, or used to gain power over other characters. As such, past voidal ‘endgames’ have been somewhat in the same vein, which I view as being a massive issue. A character gaining ‘power’ in an endgame thing is not something I am opposed to, however, it is important to define what this power is over, whether self (one’s awareness, self control, state of body, knowledge, etc), power over one’s environment (powers allowing one to affect or change the world, items, physical concepts, etc) or power over other players. (abilities that allow one to better control, or overpower in combat characters played by others.) Making an endgame that gives a mage more power over other players, to me, is the worst way to go, and I think exploring more outside the box concepts would be prudent. The lore of LOTC is surprisingly allowing of many ingenious, or many times wacky concepts. I think taking time to consider something that would both prove interesting, and be able to change how someone roleplays said ‘endgame’ mage drastically would be the best path to take in formulating an ‘endgame’, rather than putting what ‘power’ they could have.
  10. Yooo! Long time no see! Dont really have a group to offer you, though just wanted to say its good to see you back.
  11. It was a magic at the time if its first writing, yet was told by the LT at the time to make it a feat. I asked the ST before i was rewriting this whether I should make this a magic, and I was told to keep it as a feat. Emote count was added mainly just cause all the parameters in the criteria pages kept asking for such.
  12. Background/Origin: In the waning years of Axios, the aengul known as Yeu Rthulu was left with a conundrum. Her augurs had failed her. Many called on her power to be blessed with life and purpose, yet so few yet stayed with her. The few who did stay, stalwart and active they may be, were not enough. Her strictures remained true, yet even her augurs floundered at them. Far too many times, those she had blessed and tied to her will, rebelled just as quickly, and would reverse to the very antithesis of her ways… ‘What was the cause?’ she thought, her mind wrestled with the concept. Surely not, though the ones who were supposed to be the bastion of her ways became more often fortresses of deceit or evil there-after. What was the cause? ...They were lacking. But what? What failed? What went wrong? She did. Not them. Yeu Rthulu thought such and was struck almost dumb at the realization. Her augurs she made better, sure, but it wasnt them who improved, it was only her power involved. The Augurs felt no anger not because they controlled themselves, but because she removed it from them. They didnt gain or realize their potential, Yeu did it /for them/. They relied not on their strength, but hers. Yeu Rthulu’s mind bent with anger at her own failing. She could do better. She would do better. Her few stalwart followers trusted her, loved her though their struggles. If she was to help them, it would be for them to realize their own strength, their own power. She’d enhance it, sure, but it would be theirs. Their will, their strength, their power. Not hers which would be on display. She would just be the one making it happen, it would be their power, her enaction. Magic Explanation The ‘Enaction of Yeu Rthulu’ is a non-combat diety magic, based from the aengul Yeu Rthulu, and the use of soul essence. This magic is based off the giving of soul essence to Yeu, who keeps such in store for user to draw upon for the summoning of unburning fire, or balls of light known as ‘wisps’ that can be used to complete various tasks. This magic is able to be taught either by a teacher, or taught on one’s own. 30 Strictures of Yeu Rthulu: “Self-Moderation” Clause The 30 Strictures of Yeu Rthulu, or simply ‘The 30 Strictures’ are a set of self-restricting rules made by Yeu Rthulu. For a person to practice this magic, they must, for the most part, follow all the strictures to the letter. If a user of this magic were to break one of the strictures, their connection to Yeu Rthulu would weaken for a half of an IRL day (12 hours), decreasing their ability to use the magic by half. This stacks by a factor of 2, so long as another stricture is broken, it will multiply the maximum of the previous penalty. If a user were to break 2 strictures, it would be an entire day, with no ability to use the magic. If the same person broke another stricture the following day, the user would be unable to use the magic for 2 days from the point of the next stricture breakage. If a user were to break 4 strictures at once it would be 8 days before the user would be able to use the magic again. This likewise applies to the user’s tell. If a user of this magic breaks a stricture, their tell, if they’re Tier-4 or above, will disappear, and not re-appear until the user is able to use the magic again. Here is a list of the 30 strictures: Connection: The connection to Yeu is a bizarre thing (atleast compared to most dieties, that is.) Though one may be connected by someone whom is already connected by Yeu, Yeu is not one to rely solely on her mortal followers. Should one be following Yeu Rthulu already, adhering to her strictures, and revering Yeu Rthulu as their sole god for atleast a few years, Yeu herself shall slowly probe the dreams of the follower. Testing and listening to the wants, the aspirations, the prayers and the ambitions of the caster. Once finding the follower suitable, Yeu Rthulu herself shall connect the follower. Through dreams and unknowable urges, she pushes them to learn, whispering the secrets of their spells and ways into their mind. Spells: Spell: Essence Meditation Description: The foundation for which this magic sits upon is the intrinsic need to meditate, and send Yeu Rthulu small portions of one’s soul essence as to assist Yeu Rthulu in her providence of magical abilities into the mortal realm. As the essence of the soul is something intrinsic to a descendants existence, such is difficult to send through the verge to the place of aengullic dwelling. A deep and maintained connection is required to begin sending one’s soul essence to Yeu Rthulu, and this is achieved through entering into a deep and focussed meditative state. A expenditure of mana, or ‘magical energy’, is required to establish and maintain this connection at the start. Once this connection is formed, the caster must open up their soul to Yeu Rthulu. Once the caster has opened their soul to Yeu, Yeu will begin chipping off small parts of the soul of the caster. Gently and carefully it is done, as to not cause any loss of memory, or in fact who the caster is. These chippings will only ever fully amount to at max 5% of the soul at any given time. Always leaving atleast 95% of the soul entirely intact. Whenever one casts this spell, they shall show somewhere on their body a divine mark. What this mark is varies from person to person, and can be nearly anything. The only consistent qualities of the mark is that it is glowing, and incorporeal. It could be a floating blue symbol on someone’s body, glowing eyes or tattoos, complex designs or words running across one’s skin, the marks that appear vary as madly as the mindsets of those whom use the magic. Upon becoming adept at this magic, the connection to Yeu Rthulu is constant, as the aengul draws from the caster’s soul without end. Ever present, and ever felt, the aengul’s connection to the caster is strong, and a sense of aengullic symbioses hangs about the caster in all walks of life. The divine mark will always be on the caster, so long as they remain stalwart with the strictures. A soul being constantly chipped away at is a duress that’d be assumed to cause great problems for those it has been pressed upon, as such. Yet, the soul is vigorous and resilient in more ways than expected. The soul of the caster gradually adjusts to the strain, and like a excercized muscle, it grows stronger with its strain. Growing rather than callusing, the soul of the caster overtime becomes more and more robust, increasing its ability of metasis, the soul’s blueprint over time adjusting to accommodate more soul essence. Should there be any magic which wishes to wretch control of the soul, they would find their efforts doubly difficult. Should the caster disconnect from Yeu Rthulu, their soul shall feel the same pains as any disconnection, and their soul shall slowly shrink back to their original size. Mechanics of the spell: This spell only requires roughly one emote to cast, and one can remain in the meditation for as long as they’d like. One can be roused from their meditation by loud noise, or physical touch, and one remains conscious whilst doing so. Once the caster reaches tier 4 of this magic, this spell is effectively constant, and becomes a passive ability. The increased soul of the caster is palpable to any user of magic that revolves around the soul. For those sensitive to such, such as shamans, paladins, clerics, or mystics, there is a genuine feeling of strength of spirit that emanates from the caster, especially during the latter tiers. Red Lines -The increased soul of the caster bears little to no affect outside of the magic. The caster does not gain excess mana or lifeforce, or even more astra, simply more soul essence. Spell: Wispal Servant Description: The wisps, also referred to as ‘Yeuwisps’, summoned by the caster are small, floating beings that appear akin to small balls of white fire, or a comet, roughly about the size of a cantaloup, while initially ball-like, these wisps bear the ability to summon from themselves a single tendril like hand from their mass, in which to do their task. They will enact any non-combat-based order to the letter, and unlike golems, they bear an innate sense of that which they’re summoned for. Standardly, a wisp will immediately take to the task it is ordered to do, and upon completion of said task disappear into nothingness. If multiple wisps are summoned for the same task, they shall act as one being together, in perfect sync. Wisps bear an innate sense of morality, and will never cause any harm to anyone, or the property of anything that is not the caster’s, (or something the caster has been allowed to interact with.) as such, the caster is unable to order a wisp to do any task that would harm, or aid in harming of any living creature. Though they may be used to construct weapons, wisps are never able to use them. Wisps are surprisingly fragile, and if one were to strike one with their sword, or blast them with a fireball, they would simply disappear into nothingness. Wisps act entirely with the memory of the caster, and can do anything the caster can physically do. A wisp can float to a task exactly as fast as the caster can run. One wisp will be half as strong as the caster, whilst 2 wisps will be exactly as strong as the caster. If a caster can play piano, so can the wisps. If the caster can tie a knot with one hand, so can the wisps. However, wisps are not able to ‘react’ to the same extent as the caster. Persay, if anything happens that is not according to the casters will and memory at the time of casting, the wisps shall become confused, and disappear into nothingness. Hence, any task that has any form of uncertainty, or requires the wisp to react to something, is unsuitable. A wisp’s actions is based entirely off the memory of its caster, acting as a direct extension of the caster’s will. As such, wisps only know what the caster knows, and are unable to find something the caster does not know the location of. Once a caster reaches a point of mastery, (tier 3) they’re able to summon wisps with long repeatable tasks. A wisp may be made to revitalize itself though the consumption of a single provided spoonful of honey, and a day of rest. If given such, a wisp may be able to repeat it’s task on the daily, continuing such indefinitely if left unhindered, and things remain to the memory of the caster at the time of the wisps creation. Mechanics: Emote Requirement: Tier 1: 3 emotes Tier 2: 2 emotes Tier 3: 1 emotes Tier 4: 0.5 emotes Tier 5: 0.25 emotes. The emotes required to summon wisps varies based on tier, and become far easier as the tiers progress. However, if one is summoning multiple wisps, the emote count per wisps is multiplied by how many wisps are being summoned. For example, if a caster at Tier 3 wishes to create 2 wisps at once, it would take 2 emotes to summon the wisps. Should a wisp’s task not go exactly as intended by the caster at the moment of casting, than the wisps shall become confused, and disappear into nothingness. As such, interruptions to their task will almost always ruin whatever they’re doing. Wisps are likewise somewhat fragile, and will be destroyed by nearly any attack, whether magical or non magical. Red Lines. -Wisps may not be used for anything even remotely combative. They’re entirely harmless, and will refuse to do anything that could result in the harm of any person, creature, or person’s property. -Wisps can only do things that one is physically capable of doing. Their abilities are grounded in what is physically possible for a person to do. Though they can float and fly around, their skillset it locked to the abilities of the caster. -Cannot be used to aide someone in combat in any way shape or form. Are un-usable in an RP fight. Spell: Wispal Companion: Description: As the caster progresses, new possibilities begin to open up, among them is the wispal companion. A rabbit-like wisp with 4 small legs, 2 black eyes, and a small curved mouth, and 5 poined ear-like ‘flaps’ along their head, summoned with the intent of being pet, this creature for all intents and purposes acts as a big rabbit. Though magical in origin, it seems to bear a legitimate spark of life. It requires food and water to subsist, seems to bear a general mass and warmth, but is uncommunicative to the efforts of druids. They shall seek out their creator, or creator designated caretaker if left alone for too long, and seem to not wish to escape into the wild for any reason. Should they be hurt or wounded, they shant bleed merely exposing portions of bright glowing light for lack of better terms, but they shall express pain and torment, and overtime heal their wounds if given proper rest and nutrition. Wispal companions vary greatly both in size and color. Wispal Companions can be summoned in nearly any color, (though they shall always glow) and in a variation from roughly the size of a teacup, to just over a meter long in size. They’re rotund, and will be atleast 2/3rds as wide and tall as they’re long, and weigh between a quarter of a kilogram at the smallest, to 50 kilograms at the largest. Wispal Companions are not very smart. They’re not very trainable, and seem roughly as smart as a rabbit. A particularly nice rabbit, but a rabbit nonetheless. And are unable to understand commands more complex than ‘go here’ and ‘dont chew that’. However, they do bear a surprisingly deep emotional complexity, and are fully emotive and aware. Depending on the caster, the temperment of a Wispal Companion can vary madly, some may be created particularly obedient, while others may be made stubborn and unlistening. Wispal Companions will never harm anyone, though ones made with a poor temperment may antagonize their owner through their disobedience, such as eating papers or refusing to move unless physically picked up and put somewhere else. Despite their name, Wispal Companions, despite being able to follow their master if requested, are not very good travelling companions, given they’re not especially fast, smart, or even aware enough to be able to keep track of their owners location over any significant distance. Wispal Companions are biologically immortal, and do not age. Wispal companions dont squeak, but seem to make highish bleats, almost like that of a sheep or goat. If one were to kill one of these creatures, similarly to a wisp they shall disappear into nothingness. However, seemingly, should the creator will such, the same wisp that is killed can be resummoned in the same way as the original. Mechanics: Wispal Companions are summonable at Tier 4, and take 4 emotes to summon. Their function is mainly as a pet creature. They’re useless in combat, dont bleed, dont have mana, though they do have soul essence. They’re uncommunicative to druids, though otherwise they’re treatable as a living animal to all other magics. Red Lines: -Wispal Companions will never act hostile to anyone or anything, though they may be beligerent or antagonistic to their owner or creator. -Wispal Companions are decently stupid. They’re not able to be trained to do any task of any means of complexity. Spell: Bottled Wisp Description: Given the inherent usefulness of a wisp, it may come to the mind of the caster to share such with their companions, friends, family, or merely for one to earn a fair profit. This can be done by ‘bottling’ a wisp, or summoning one for the specific intent of being given to one another, and put into a small corked bottle. In a bottle a wisp shall remain dormant, and may rest in such indefinitely. If opened up, the wisp shall come out, and listen to the command of whomever opened the bottle in the same accurate manner as if it was the caster. These wisps can made to re-invigorate themselves in the same manner as those whose task needs repeating. So long as their rests a spoonful of honey in the wisp’s bottle it shall return to it’s bottle, and rest for a day. These bottled wisps will bear the same strength and speed as the original caster, however, should they be used by anyone other than the caster, the wisp shall go off the memory and wishes of the user. The same failings and restrictions of standard wisps apply to bottled ones. Mechanics: Bottled are only summonable after Tier 4, and require 3 emotes to summon one. A empty bottle must be present for the wisp, which effectively must be ordered to reside in the bottle. This spell is to basically fascilitate the creation of a ‘Bottled Wisp’ item. The spell for such would be detailed as follows: ‘Bottled Wisp’ ‘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 doesnt know the location of, or do anything the user doesnt 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.]’ Red Lines: -Exact same red lines as standard wisps. Spell: Unburning Flame of Yeu/ Yeuflame Description: The unburning fire of Yeu Rthulu is a tool of unbound utility, a summoned, un-spreading white flame with the capabilities to only affect that which is intended by the caster, and to burn as bright, dim, hot, or cool as wished when summoned. Unconsuming of fuel, and bearing the exact heat wished by the caster, the unburning flame of Yeu Rthulu is a marvel of magical ingenuity. The flame of Yeu Rthulu works solely on that which is not living, it can not be used to harm anyone, and in accordance with the strictures of Yeu Rthulu it can not be used to harm or destroy that which is others. Its utility is unfathomable, as it may be put in places that fire would otherwise spread, it will remain stagnant. In places in which flame would be too close or grow to large as to cause harm, it shall remain the same, unburning and unharming, making it an ideal choice for torches or lanterns. The heat of the flame is an odd subject, as though it may warm a room as any other flame, drawing close to it one would find that it’s heat is surprisingly constant, not going past about 110 degrees to the touch of a mortal, yet it may burn or cook objects as if any normal flame if intended, seemingly incapable of harming anyone. Notably, due to this, it is unable to be used for cauterization. The unburning fire affects none living, or those caught within undeath, or those of which that imitate life as constructs. It shall harm no living being, no matter how twisted that definition of 'living' may be. That which it heats notably does not follow the same logic. A heated cooking pot shall still give the sting of hot iron, boiling water shall still gnaw at the flesh, and a well cooked meal shall still burn the tounge. However, Yeuflame may never be used to heat something that is used for the purpose of harming someone. Yeuflame may never be used as to heat a weapon, or boil oil in a trap. It cannot knowingly set fire to objects that will knowingly be used to burn someone, or someone’s property. The flame’s power only grows as the caster’s does, later still, it shall be able to burn indefinitely, burn at heats almost unattainable by standard means, and even burn lightly ‘cool’. The only thing able to snuff out Yeuflame being the whims of the caster, or to be fully submerged within water. However, once a tounge of Yeuflame is created, its purpose is set in stone. It is separate from the will of the caster from that point forward, only reconnecting if in direct sight of the caster, with its only use being itself being snuffed out. Mechanics: Yeu-flame takes 2 emotes to summon from tier 1-2, and one emote to summon from tier 3-5. A single emote’s worth of Yeu flame can fill a 3 square meters. If one wished to summon more than 3 square meters, such would require an additional emote per 3 meter area. Yeuflame is able to emanate temperatures felt by descendents from 3° to 44° degrees celsius. However, to objects, it is able to affect objects with heat of 3° to 4,000° degrees celsius. Yeuflame bears the capability to burn selectively. It can be made to only burn single objects, single kinds of objects, or even single parts of objects. The specifics of such are entirely up to the caster. However, the max range by which Yeuflame can affect another object is 2 meters, though it can be made to have far less of a range. Once Yeuflame is casted, its qualities cannot change. However, any Yeuflame made by the caster that is in line of sight by the caster can be snuffed out at will. Yeuflame can never be used on the property of others, save, without explicit permission and allowance to do so, likewise, it can never be used in combat. Yeuflame ‘enchantments’ are not enchantments, persay, as much as they’re tounges of Yeuflame created for specific purposes, ( as to give off certain temperatures, light, or burn specific objects at specific heats,) and put into, or onto an item. Yeuflame ‘enchantments’ are unable to be used to cause harm to any being or creature, and are able to be destroyed both by having the flame fully submerged in water, or by the will of the creator of the flame willing it out. Red Lines: -Unable to be used in combat, unuseable in an RP fight. Cannot be used indirectly to cause harm to a living being, or their property*, (With the exclusion of being explicitly allowed by said being to cause harm to said property.) -Able to be completely snuffed out by water. Spell: Light-Rope: Description: Light-rope is a spell by which allows the caster to summon a length of bright glowing white rope. This summoned rope, oddly enough, bears the supernatural ability to move on its own and upon command. Strong and resilient, this rope- which appears to onlookers as simply a coil of bright white light, can be summoned by the caster to do various tasks. Though unable to move things around it, (bearing little strength on its own), the rope may shoot out and wrap itself around things at will, as if being guided by an invisible hand, even capable of tieing itself in a knot. The rope may shoot out and wrap around things with supernatural speed, even capable of being guided to make small weaves or shapes with itself. The rope is resilient, and is notably elastic, able to be pulled and bent freely, though it bears no pulling strength on its own, and pulling anything will require the caster (or someone else) to pull it. However, should it break, be struck or attacked with a sword (or simply should the cast end) the rope will dissipate into nothingness in a shimmer of sparkles. The rope bears the same morality as the rest of Yeu’s boons, and may not be used to attack or hinder someone, nor be used in a way that’d be against the strictures. Despite the rope itself being weightless, it may support up to 800 kilograms of weight without breaking, and at highest proficiency, capable of moving itself at up to 90kph. The rope, for all its strength, bears almost no staying power, and even at a masterful level of proficiency, only last at most for an elven hour or so, before disappearing. Mechanics: Light-Rope takes 2 emotes to summon at tier 3 and 4, and one emote to summon at tier 5. Light-Rope may not be used to bind someone unwillingly, nor can it be used to catch or ‘lasso’ any living being. Light-Rope can be directed and moved to the whims and will of the caster, and can be controlled until the spell ends- or the light rope is destroyed. However, any movements the rope makes bear no force in them, and it is incapable of applying any form of strength aside from moving itself. If one part of Light-Rope is severed, the entire length dissipates. Red Lines: -Light-Rope cannot be used in any roleplay fights. -Light-Rope cannot be used for any malignant, or stricture breaking activities. -One can only have one length of rope summoned at a time. -Light-Rope is fragile to the attacks of others, and should one attack it, it will be destroyed. Spell: Yeu’s Buoyancy Description: The last of old magic used in the bodies of the Augurs of Yeu Rthulu of old, Yeu’s blessing of buoyancy is an initially fickle thing, felt only as a vague weightlessness whilst meditating, only supplanted later on by an unintentional float off the ground when meditating. A vestigial gift from Rthulu, Yeu’s buoyancy- once the caster realizes that they’re doing it, is able to be channeled, allowing the caster to float off the ground, and with practice, even move about in the air. Little more than a simple hover akin to the movement once done by Augur’s of Yeu, the caster eventually neednt even cast it, the ability becoming simply a passive part of movement, able to be toggled about at will. The caster, when adept with this ability, would find themselves able to float almost a meter off the ground at will, and move about, able to match the speed of their floating to that of walking or running, able to move about with little to no effort. The ability to hover admittedly is just that, lacking the power for one to hover over water or any such non-solid, likewise giving no assistance to climbing or scaling any path. Additionally, should the caster be heavily armored, or carrying more than 25 kilograms, the ability shall simply not work. Mechanics: Yeu’s Buoyancy is the ability to float at will. Initially only able to be done whilst in a meditative state, once the meditation becomes passive, so to does the ability to float, one being able to do it at will freely, becoming simply a passive ability. The user may float up to one meter off the ground, and maintain such, being able to move at the same speed they were previously capable on the ground. Red Lines: -Yeu’s Buoyancy is little more than flavor, with the only advantages being ale to reach something higher slightly better, and the ability to float over possibly hazardous items littered on the ground, such as spiked, caltrops, or a spilled hot drink. -Yeu’s Buoyancy cannot be used in combat in any way shape or form, if someone is floating and they’re struck with any amount of force- they shall tumble to the ground immediately. -Yeu’s Buoyancy will not work if the user is heavily armored, or carrying more than 25 kilograms. -Yeu’s Buoyancy only works on solid ground/footing. If your character could not stand on something, they cannot float over it. -Yeu’s Buoyancy cannot be used as an excuse to reach somewhere one would be unable to reach MCly. Spell: Plague-Ward Charm Description: The last of Yeu’s gifts, and a strong one at that- a Plague-Ward Charm is less so a spell, as more as its a physical blessing endowed by Yeu to their astute followers. A Plague-Ward charm is a small charm, created by the caster, and than directly blessed by Yeu Rthulu. These charms must be something of relation to Yeu or her faith, whether be a depiction of her, her sacred eye (or lacktherof), a depiction of one of her patrons or important followers (sans the caster) or a small copy or etching of one, or all the strictures. Upon a suitable charm being created as a base, Yeu Rthulu shall urge the caster to a private place, and push them into a intense time of meditation and prayer, entering a near trance-like state. One the caster is suitably entranced, and the charm prepared, Yeu Rthulu herself, though the caster, shall bless the item, filling it with a powerful spell powered by almost an entire soul’s worth of soul essence, making the charm glow a dim white, or rather, many instead times endowing the charm with a facsimile of the tell of the caster. This charm, now filled with divine energy acts as a shield from all viruses and diseases for the holder, and those graced with a charm shall find themselves immune to all forms of plagues. Though not cured of any current ailments, the holder of the charm would find themself unable to catch any diseases, whether that be a common cold, or a deadly plague. Despite its extreme effectiveness against diseases, the plague-ward charm is ineffective against most toxins, congenital diseases, poisons, or magical maladies. Plague-Ward Charms are well valued by Yeu Rthulu, and it is in her way that she detests these being hoarded. Her blessing shall not repeat itself, save after 2 elven weeks have passed, and the follower has given away their charm. Yeu shall not call for the creation of a plague-ward charm should the caster have a plague-ward charm in their possession (whether their own, or one created by another follower of Yeu). Mechanics: This spell facilitates the creation of an ingame item with the ability to ward off diseases. The caster must roleplay out a ritual for its creation, and than have the plague-ward charm approved. Any plague-ward charm must include the following as a description of the enchantment: “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. Plague-Ward Charms do not affect already caught diseases, rather, they ward off any possibility of catching any additional diseases or infections. Red Lines: -Plague-Ward Charms have a 2 week cooldown upon creation. Likewise, one may not make any additional Plague-Ward Charms if their character currently owns one. -Plague-Ward Charms only work on organic diseases and infections. They do not affect poisons, already caught diseases, natural or unnatural toxins, or magical maladies. -Should one sell their own plague-ward charm, they will be unable to create a new charm for 2 IRL months from when the charm was sold. Red Lines -Unable to learn any other diety magic, shade magic, necromancy, or blood magic. -Must maintain following to Yeu to use this magic. Tier Progression Tier 1: Caster is able to meditate, summon a single base-ball sized ball of Yeu-flame able to burn between 37°, and 65° degrees celsius and lasting only but a minute, and conjure a single, albeit useless wisp. Doing any of these spells entirely wares out the caster, leaving them unable to cast until they do another spell. Meditation slowly becomes easier by the end of this tier. The caster’s soul is under notable duress, and is weaker than average. Tier 2: Caster is able to meditate far easier, summon enough Yeuflame to fill a single square meter,and is now able to have Yeuflame able to burn from 32°, to 204° degrees celsius which lasts for roughly an hour, and summon a wisp able to complete basic tasks. Meditation wares out the caster significantly less. The soul of the caster has begun to acclamate to the duress, and has returned to its previous strength. The caster shall begin unintentionally floating off the ground just barely a centimeter whenever they meditate. Tier 3: Caster’s meditation is second nature to them, and they’re able to meditate without a second thought. The caster is now able to summon enough Yeu flame to cover 3 square meters, and is able to summon Yeu-flame with temperatures between 26 and 400 degrees celsius which last for almost a elven day. The wisps the caster summons are now able to do complex tasks, as the caster has become proficient with them. The caster is now capable of summoning wisps with schedules and purposes, and that are able to rejuvenate themselves with spoonfuls of honey, and is capable of summoning 3 wisps before needing to rest. The caster’s soul is now at the pinnacle of a average mortal’s soul, strong and robust. The caster can now summon light-rope, and can summon a length of rope up to 8 meters long, for up to 5 elven minutes. Likewise, whenever the caster meditates, they shall find themselves floating a few inches off the ground. With focus, they can replicate this affect whilst not meditating, however, only for a few minutes at most. Tier 4: The caster has transcended needing to meditate as to connect with Yeu. Whenever awake, the caster is in a form of meditation with Yeu, though occasionally distracted by such. The holy mark that only appeared on them when they meditated now remains on their body, only disappearing when the caster goes to sleep. The soul of the caster is now beyond the size of regular mortal’s souls. A shining beacon of vitality and robustness. The Yeuflame the caster summons has truely begun to unlock its full potential. The caster is now able to summon up to 7 square meters worth of Yeu-flame before needing to rest. The Yeuflame is able to emit temperatures between 21° and 2,000° degrees celsius, and is able to last up to a week before disappearing. The Yeu-wisps the caster summons have now become an extension of the caster’s will, capable of doing complex tasks exactly as the caster envisions such. The caster can now summon Wispal Companions, and even bottle his wisps now. The caster can summon 5 wisps before needing to rest. The caster can now summon light-rope with a length of up to 19 meters, being able to maintain the rope in existence for up to 30 elven minutes. Likewise, the caster is able to channel Yeu’s Buoyancy properly, and intentionally float above the ground significantly. Though initially clumsy, with practice, the caster will become proficient in its use. Tier 5:The caster has reached the pinnacle of their connection to Yeu. Whether awake or asleep, their holy mark shines on them. The mind of the caster has fully acclamated to Yeu’s continual presence, and for them it is not a distraction, but the norm. Should they break a stricture and feel Yeu’s connection loosen, it would feel to them as a tangible pain in their chest, their mind intrinsically linked to their goddess’. The soul of the caster has reached the pinnacle of what a soul may be. Double the size of a regular soul, those attuned to the workings of spirits, gods, and souls can feel the presence of the caster almost tangibly. The Yeuflame the caster summons has reached its true pinnacle. Able to burn as cool as 3° degrees celsius, yet as sweltering as 4,000° degrees celsius. Flame the caster makes can last indefinitely, so long as they’re not snuffed out by water, or the caster themselves. The caster can summon up to 12 square meters of Yeuflame before needing to rest. The wisps the caster summons are not merely servants to the caster, they’re part of the caster themselves. The caster neednt overthink the task he needs done, all he must do is think, and do. The wisps he summons are in sync with eachother, and the caster to such a degree that they’re no less under the caster’s control than the caster’s own hand. The caster may now summon up to 8 wisps before needing to rest. The caster can now summon light rope up to 35 meters in length, and is able to maintain the rope for up to 1 elven hour. Likewise, the caster has become proficient at using Yeu’s Buoyancy, and is able to float though the air with great proficiency, able to transition to walking and floating with but a small thought. Finally, the caster is now able to undertake the process to create a Plague-Ward Charm. Purpose (OOC) I will attempt to keep this from getting too rambly, I made this magic to make what I believe is severely lacking in magic on LOTC, as well as make a fitting magic to be bestowed by Yeu Rthulu. I believe almost all diety magics are too combat focussed, and I believe that the few non-combat magics on LOTC are used many times as a removal of deep processes and detail, rather than an expansion to such. (Such as transfiguration/transmutation being able to magically forgo processes in which to get something to a certain state, as to simply be able to make the desired item as best as possible.) The spells listed in this magic were likewise made as to curb any possible abuse one can think of. Though it is well possible to gain some form of combat advantages from this magic, such will be far flung, and creative, if even viable compared to the other available alternatives. The alignment required by the strictures shall also assist in keeping such to a minimum. Citations:
  13. Eehh... Blue dark elves have been a pretty consistent staple on LOTC, we usually have atleast a good few blueberries.
  14. I am... heavily confused now. Illusion works by going into a something’s head, and messing with its subconscious and the mental processes. From what you explain to me, it is less not conjuring images or such physically, but messing with the processes involved with the perception of already present images. (It is not conjuring physical light that than enters someone’s retinas/eyes, but rather making so that the light that goes into the eyes isnt what is translated to the brain, correct? Atleast as an example for sight.) ...But than you say they dont need to put their mind into the mind of others if they’re.. chaotic? And they’re free from... what-... problems? Cause they got people faces. Though some can grow beards. Trolls actually were on LOTC for a time, through they were a very limited race. These were classic tolkien-esque trolls, with large bulbous noses, and who stood at about 4 meters tall, and turned to stone immediately in the sunlight. (this was later retconned to ‘would turn to sun if they remained in the sun for around a minute) They were always intended by the creator of them to be few in scope, however, to my recollection, the few that were played for a time all went inactive, and the creature was shelved.
  15. 1st part: Night trolls have the mashed up souls of a dead person, and a dead animal, with minds that arnt exactly properly put together or formatted proper. Their souls are too mish-mashed to allow for proper connections to the void or dieties, or any magical ‘connection’, for that matter other than the brief one they form to siphon soul essence from those whose blood they suck. This may be an inaccurate understanding of illussion and mental magic, but I was under the impression a magical connection must be formed in for such to be used. (If I am wrong I am more than happy to be corrected and adjust accordingly.) 2nd part: Blood magic: Due to the far differences in their blood, and the lack of astra. Magically speaking, a night troll’s blood is moreso nasty black water than it is blood. Mysticism: Night trolls bear no mana, or astra, and hence dont have any ectoplasm, like ghosts and gravens do. These are all the magics I could think of that would apply specifically to the night troll. To my knowledge, the rest of the magics on LOTC are physical. A night troll if its blasted with a fireball will still be burned by it, if Xan’s mists are summoned they shall still be affected by it, etc, etc. The “deadzone” part admittedly is more mechanical than it is roleplay. I do not want these creatures to be able to circumvent their own weaknesses or drawbacks with enchanted items. The lack of reasoning to such is moreso due to the vagueness by which the activating of enchantments work. If I had a better understanding of how such actually worked I would be able to explain accordingly. I dont know how voice activations work, and I dont know the nitty gritty of how touch activiation works, and my efforts to find such have been fruitless so far. 3rd part: I will openly disagree that giving an immunity to anything magical or creature related is no fun to play with at all. I could understand if one is frustrated if their one means of dealing with a problem doesnt function, but LOTC isnt in a vacuum by which every character can only do one thing and nothing else. If one thing doesnt work, than something else very well can and will. It is than, important to me that atleast some form of creatures not be affected by some things as to encourage this sort’ve creativity or problem solving. One of my gripes with creatures and magics (the section of which I left out’ve the ‘purpose’ part due to it almost being longer than the lore-post itself) was the use of any and every magic one has at their disposable to fix any problem, due to almost every magic having some form of viability against any opponent no matter what. (Though this also falls moreso to my general opinion on magics itself which is a tangent I need not get on.) Though admittedly this falls heavily on my own subjective opinions on magics and creatures etc- and may well be flawed and biased. Initial drafts of this creature had additional ‘immunities’, though I axed them in favor of that which would make most sense given what this creature is, and not be often used in dealing with a creature such as this. Despite this text wall, I do appreciate you taking time to fully write out your comment, and I hope my explanation and answer is sufficient.
  16. … Did... you actually read the post? The MO of the Night troll’s, by the requirements of this lore is that the cant have any sort’ve benefit from their ‘bloodthirst’ if they actually kill someone. The villain by necessity must take something from someone, but leave them 100% alive. As for the over-powered arguement- specifics would be appreciated. I did my best as to make it effective at the job it would need to do, yet able to be defeated given the opposition had basic armaments or preparation, urging the players of such to be extremely cautious, and choose how they go about things wisely. Your average man with basic armaments is going to be more than well equipped to dispatch one of these guys on their own. Night Trolls need to be cunning and work with their restrictions to survive. The aesthetic side is mainly due to my like of what is classically considered a troll. The earliest version of what we can call a troll, is simply depicted as a hairy, ugly, weird looking man (Humbaba the ogre of gilgamesh), yet later times, in scandinavian tales- a giant fuzzy man with a massive nose. In more recent times, what a troll is depicted as varies madly, ranging from simply big orcs, to downright ape-like fur-covered beasts. I did my best to mix what I thought were the most fun traits of ‘trolls’ and make something unique.
  17. On the surface level, I would agree. It is a very strong creature. It is tireless and stronger than an orc, and bears an ability to heal its wounds. However, I do believe its drawbacks (being unable to use most conventional arms and weaponry, death bearing significantly more issues for them, alongside standard weakness to gold) make it balanced. One may be strong, but they shall still be a match, if not directly outmatched by your average man in armor with a blade. The efficacy of proper weapons and armor in combat should not be under-estimated, and lacking such can make many encounters entirely one sided. This coupled with its almost inability to disguise itself lends that it will be in consistent danger- should the creature not be thoughtful about how they go about their business, which shall become an issue given their limited lives, and their means or procuring more. Likewise, their need for their host to go off alive is a insane drawback I dont believe most truely recognize. Every single time these creatures take the blood of a unwilling descendant, they now bear a herald of their evil, and people seeking revenge. The healing of the blood I wrote as to ensure it would be difficult for the night troll to gain any viable benefit of such during combat, though possible, it would be extremely difficult. The immunity to certain magics to me is fair. Deception is well possible, but those aiming to deceive the creature must be clever about such, not simply have a magical illusion to try and trick the creature. This likewise gives the creature some form of utility in co-operation with others, given certain magical immunities and the ability to see through illusions can be quite potent in many situations, though not common enough as to have the ability be considered a massive boon in most situations. I did my best to write out each part with full understanding of what every trait would entail, and I encourage those who read the lore to consider what each trait would lead to.
  18. Grouping C – Standard Creatures Night Trolls Art by Meb90/SuperMeb90 on Twitter Origin The will of a descendent is a fickle, unknowable thing, wavering with the day and hour, yet many times persistent both in life, and in death. It is the will and soul of a descendent which persists after death. It is through the persistence of the will that the a soul may be split after death, the will of the descendent so intrinsically tied to reality that it tears itself in two, a portion consigned to Ebrietas, and a portion consigned to reality, as to continue its existence amongst the mortal plane. It is in this way, ghosts, apparitions, and gravens occur, not always by the meddling of mystics or necromancers, but by the will of the soul, unable to depart. Yet, a soul, torn, yearns for completion. For truly, the will of a ghost or graven is controlled solely by a shadow of a soul, a thin pallid sliver of what it once was. Almost in the way of a natural crystal formation, a soul, if able, will begin reforming whatever it can from whatever suitable materials it may be provided. Alas, even if the latent mechanisms of a soul were able to be willed in its reformation, a soul shadow alone is yet too weak to siphon even a small mote from a being with a greater soul, even upon death, only gaining any semblance of completeness upon the loss of their will and fusing with other soul shadows to become the conglomerate of broken minds known as an apparition. A soul shadow may exist for years, decades, even centuries in its broken state, forming and de-manifesting for various reasons, neither gaining or losing soul essence. Yet, in a soul shadow’s de-manifested state, if not bound, it will waver throughout the air, travelling and blowing with the wind, (hence how gravens or ghosts may re-manifest in a place that they were not de-manifested at) which for the most part, aides the soul shadow little. Yet- in their windblown wanderings, the fragmented soul, ever rarely, may be blown upon a boon. The souls of the animals who tread on the earth are stalwart in life, lesser souls they be, are still are strong and vigorous, yet upon their death, compared atleast to the greater soul of a mortal, are feeble, lacking the will and complexity to persist after death, the souls of most animals (for the most part) arc to the soulstream with no chance of reformation or resurrection. Most. In the rare chance a soul shadow- blown on the wind like a invisible miasma, meets with the just departed soul of a suitably large animal’s dying breath, it will wrestle with, and consume the soul of the animal (Usually of a creature about the size of a deer, or larger, such as a cow, large pig, or moose.). The process is unknown to the individual of the soul itself, the workings of soul-shadow more akin to a chemical reaction than a creature devouring another. The soul of the animal is split and torn by the soul shadow, and assimilated into itself. The soul shadow than rests in the corpse of the creature whose soul is now its own, and slowly reforms its physical form. Dissolving the organs of the deceased creature, the soul shadow reforms a physical body in the false womb that is the corpse. Yet, the body the soul reforms is twisted and abberrant, cobbled together from both the blueprint of the animal, and blueprint of the individual of whom the soul belongs to, it is almost more beast than it is man. Despite the variances of which an animal’s soul may provide, the same twisted shape is formed no matter. Whether be it cow, or bear, or yak, elk, or direwolf, the same wretched thing is grown. In the course of only but a few days, a new, wicked body is formed, slowly, it gains consciousness, awakening in a dark slurry of dissolved animal organs and rotting flesh. It tears itself out’ve its decayed mother, flies and carrion birds its midwife, a new beastly creature is born. Covered in blood soaked black fur, and bearing glowing yellow eyes, the individual now is left with the wretched workings of a broken soul seeking completion. Not beast, but not man, it is a monster. A large brutish troll of twisted birth and twisted life, now no longer what it was, and cursed to be what no waking man would wish to be, it is a Night Troll. (TLDR: A Night troll is made from the soul shadow of a yet unformed spectral, or de-manifested ghost or graven, with the soul of a recently deceased large animal, where it than forms a new body in the corpse of the creature. ) Physical Description Art by Sonja.OK/Sonny.ok A night troll is a creature between the height of 7 and a half, to 8 and a half feet tall, with the variance of weight being 350-460 pounds. They’re lithe and limber, with long arms, which hang nearly about to the creature’s knees, and have digitigrade legs. The hands of a night troll bear 5 fingers, and its feet bear 3 toes. Night trolls are covered nearly head to toe in short, soft fur, which ranges in coloration from dark grey to pitch black. The ears of a Night Troll are pointed and almost catlike, and covered in fur. Their eyes bear yellow irises, which glow a brilliant bright yellow, and bear wide, almost rectangular pupils, almost exactly like those which goats bear. A night troll’s mouth is filled with sharp teeth, with notably large fangs. Finally, Night trolls bear 2 tails that protrude from the base of their spine, usually slightly shorter than the night troll’s thigh, the tails are thin, with tufts of fur on the end, not dissimilar to a cow’s The exposed skin of a night troll is gray in color. Night Troll’s occasionally will bear horns upon their head, ranging from those of an oxe or ram, to the antlers of a deer. The horns of a night troll will fall off, and regrow (many times differently) at random, and there is no discernable pattern to said cycle. Night trolls may wear clothes over their furry bodies, given such has been tailored specifically for someone of their build, leg-shape, and size. The face and hands are the only parts of the night troll that are not covered in fur, save for the top of the head, (though occassionaly the face, in the case of a beard) of the troll, which will grow hair dark black hair, occasionally bearing streaks of grey or white. The face of a night troll will bear nearly the exact same features of that of the descendant whose soul formed the creature, looking exactly like the dwarf, human, elf, or orc whose soul now lives in the twisted body, marred only by its glowing yellow eyes, and its large fangs. A ***ht troll, no matter whether it is 7 or 8 feet tall, will bear strength just above that of an uruk, but only just. In a contest of strength, a night troll would win, though only by a very very small margin. The claws of a night troll, both on its hands and feet, are marginally sharp, yet are not sharp or strong enough to do much more than small scratches which barely puncture the skin. The jaw of a night troll is not much stronger than that of a regular descendent, though the teeth of a night troll will remain very sharp, and are capable of easily piercing skin and flesh, however, the fangs of a night troll secrete a odd clear blood coagulant, causing most wounds caused from troll bites to almost immediately scab over if not kept open by other means.. The 2 tails of the troll are weak, and can do little more than flick away flies. Night trolls do not sleep, and will only tire minorly from exertion, being quick to recuperate after a brief time sitting or laying down.. Though a night troll is capable of feeling restful relaxation, they’re entirely unable to loose consciousness due to exertion, and are unable to dream. A night troll is able to be knocked out by force, however, like a regular descendent, though like a normal descendent this is much more liable to damage the troll’s brain than give it any form of unconscious rest. Night Trolls, like descendents, need to eat, and are able to eat all matter of things a normal descendent would be able to, though they bear a notable resistance to plagues, diseases, and other illnesses, allowing them to many times eat things that other descendents would reject as rotten or rancid. However, they notably are not effected by mind altering substances such as drugs or alcohol, being effectively immune to most mind altering effects. Night Troll’s blood is pitch black, and notably sludge like, which significantly slows the rate by which a night troll would lose blood from a wound, taking roughly 3 times longer than an average descendent to bleed out. The innards of a Night Troll are significantly different to that of a standard descendent. The ears of a night troll are catlike, and will raise and lower both by que, or as a show of mood. Night Trolls bear 2 hearts (which both beat to a separate rhythm), though if one fails the night troll shall die, 2 separate stomachs, and a notable bundle of nerves just above the base of the troll’s 2 tails. This nerve bundle effectively asks as a vestigal brain for the lower body, though its presence does little more than allow the troll’s tails to be especially accurate when flicking flies away. Should this nerve bundle be damaged, the night troll would temporarily lose nearly all natural coordination for its lower body and legs, effectively crippling the creature. The blood of a night troll bears no astra, despite the night troll having a semblance of a complete soul. Night troll’s are unable to utilize any form of magic, and even with command words, are unable to utilize any form of activatable magical enchantments, essentially acting as a magic deadzone. However, Night Trolls are entirely immune to the works of Mysticism, Blood Magic, Mental Magic, and Voidal Illusion, however are susceptible to every other magic. Druids are able to sense the presence of night trolls, almost exactly the same as animals, though they’re unable to be contacted through communion. Night Trolls age slower than a human, yet faster than most orcs or dwarves. A night troll will begin weakening significantly at 500, with the maximum lifespan of 600 years after it is created. Despite being a corrupted being, gold, while able to cut through the creature’s hide with supernatural ease, does not hurt a night troll to the touch, and may even be easily utilized by a night troll with little issue. The glowing eyes of the night troll glow quite brightly, and shed off a soft light wherever the night troll is looking. If the night troll were to cover their eyes to the point that the glow would not be visible, the night troll would be unable to see. Likewise, their senses of sight, sound, smell, and taste, are not beyond that of a regular descendent, save for a minor increase in their ability to see in the dark. Night trolls heal at a rate ever so slightly slower than that of regular descendents. The body of a night troll is flesh, and the night troll can be killed by any standard means that would kill a descendent. Night Trolls lack genitalia, and bear no sexual drive. Needless to say, they’re unable to reproduce. Art by Vectober Mental Description Night trolls are made from the soul shadow of a once living person mixed with that of an animal. As such, the night troll shall bear a great deal of memory from their once mortal descendent life, if not the vast majority of their living memories, however, if a night troll was at once point a ghost or graven beforehand, they have entirely lost all memory from such. Night Trolls are able to feel almost all emotions and feelings a descendent is able to, with the only exclusion being physical sexual desire/lust, of which they bear no ability to feel. Night trolls are able to be happy, sad, angry, depressed, elated, insane, disappointed, worrisome, scared, disgusted, self-conflicted, and every other natural emotion. They’re able to feel genuine love and affection, and are able to form close familial and romantic bonds with others, even descendents. Night trolls, due to their violent rebirths, will usually be somewhat shocked of their own existence, their last memories being a fuzzy, detail-less, many times wildly inaccurate vision of their last moments alive. However, night trolls will be painfully aware of their own existence. They will fully see their own furry bodies and feel their twin tails move. They shall feel their own sharp fangs against their lips, and their ears flick and move. When anger they shall not grumble, but roar or growl like a bear or a lion. Night trolls bear an innate hunger for the blood of descendents. It is something they greatly enjoy, and it is a downright uncomparable euphoria to them, something that rejuvenates their senses and body, downright an addictive drug to them. Blood will be a common thought in the mind of a night troll, and it may even be something they wish to bring up in conversation commonly. A night troll is heavily motivated by descendent blood, and it would be something that if possible, a night troll would actively aim to procure. Even blood that has been departed from its host for days is still delicious beyond compare to a night troll. A night troll whom has not had blood in a long time will be genuinely irritable, with the concept of blood well on their mind and pervading their thoughts. However, ‘long time’ is relative. If a night troll is used to a portion of blood once ever 2 elven weeks, they’d begin getting irritable on the 3rd elven week. If a night troll is used to blood every single day, than a missed day may send them into hysterics. Night trolls bear little of the innate senses of disgust descendents bear for the consuming of other descendents. There is a notable disconnect between a living person, and a corpse for a night troll. Where alive, it may’ve been someone a night troll cared for, when dead, it is little more than a sack of flesh to be utilized and exploited. As such, most night trolls will atleast show mild cannibalistic tendencies, if not downright embrace such. This coupled with their love of blood, gives them a tendency to have the flesh of descendents as their favorite food. Abilities: Art by Sonja.OK/Sonny.ok Death, Resurrection, and Hunger for Blood: Night Trolls, now being a creature with a ‘mostly’ complete soul, are subject to being revived at the Cloud Temple like any other normal descendent. However, due to the false bonds that form the creature, the soul of a night troll is liable to falling apart after death, the monks of the Cloud Temple Crypt only able to repair the creatures body, not its soul. The Night Troll, as this happens, would begin hungering for blood. Not the blood of animals or fish, but the blood of the descendents who tread on the world. This ‘hunger’ is not infact for the blood itself (though a night troll will enjoy the taste of such,) but for the intrinsic ways by which a night troll goes about repairing its soul after it has been damaged due to death. Night Trolls must drink the fresh blood of a living descendent, as to form a latent siphoning connection with the descendent, as to steal a small portion of soul essence from the descendent to repair their own soul. A night troll must drink one liter of fresh blood (no more than one IRL hour after being removed from the descendent,) as to establish this connection. However, should the descendent die shortly there-after, the night troll shall gain no benefit, as such disrupts the soul-essence siphoning connection. Likewise, should the troll be stopped before drinking a full liter of blood, it shall also gain no benefit. When a night troll drinks the blood of a descendent, it shall regenerate any wounds or injuries it has sustained, becoming completely whole. It shall feel euphoric to the troll, who shall feel a uncomparable wave of relief. This regeneration is unseen initially, the night troll basking in the taste of the blood, before eventually having its wounds heal almost immediately. The sound of flesh tearing itself together, and bone re-creating or re-mending itself becoming audible to those near the night troll. Even entire limbs may reform themselves in flashes of blood and cracks of bone. Bizarrely, the ability to make these connections wavers, sometimes at random, sometimes for a defined reason. A night troll is not able to form a connection with anyone whom they were related to in life, this extends to parents, grandparents, brothers, cousins, children, and grandchildren, though many time, it shall simply fail for no known reason, the night troll drinking the blood, and gaining no benefit. (See Mechanics.) For a Night troll to repair the equivalent damage caused from a death, it must drink the blood of 2 descendants. Should a night troll be killed repeatedly, its soul shall fall apart, with its descendent part permanently joining its other half in ebrietas. Mechanics: -When a night troll is created, it has 3 lives. A night troll must drink the blood of 2 players by which to gain a life. When a Night Troll is killed (whether in an RP fight or a PVP fight) it shall loose a life. A night troll will not gain any benefit from drinkin the blood from the character of the same player account of whom they’ve drank from before for 3 months. (as to avoid overt gain from unprovable meta-gaming.) or any character within their family. This extends to parents, grandparents, siblings, cousins, children, and grandchildren. -A night troll must drink a full liter or more of blood ot gain any benefit. -A night troll may gain a total of 5 lives. If a night troll dies with no lives, it is a PK. -If a night troll were to drink the blood of a person directly from a vein or artery, it would take 4 emotes. The first being the bite, and the next 3 being the drinking of the blood. -The character whose blood has been drank from has to survive the encounter, and for the most part, be left to their own devices there-after as to be able to remember the encounter. If the character dies to an entire unrelated cause there-after, the night troll loses nothing. -Night Trolls shall regenerate from any and all wounds and malladies they have gained after drinking suitable blood. Red-lines: -Cant drink the blood from a character of the same player for 3 months. -Blood that has been removed from a descendent takes 3 emotes to drink, and is only utilizable to gain benefit from for 1 hour after it has been removed from the descendent. -If a night troll is regenerating wounds from drinking blood, it will take 5 emotes AFTER the last drinking emote for the regenerative effects to begin, in which case the night troll shall be healed after an additional 3 emotes, hence making the total emotes for the drinking and healing to take place being 11 emotes. -Any wounds gained after the first drinking emote shall not be healed. -Person from whom the blood is drank from must survive the encounter. Art by Meb90/SuperMeb90 on Twitter Corrosive Hide: The unnatural fur of a night troll bears a odd unseen corrosive miasma it exudes near anywhere it goes. Harmless, for the most part to mortals, it is destructive beyond compare to almost any metal it touches. Any metal that remains near a night troll for long shall begin to corrode. Iron based materials shall rust at an alarming rate, cuprous alloys shall be afflicted with bronze disease and crumble to a fine dust in a manner of days. Cobalt, aluminum, lead, etc, all begin to corrode to dust. The only metals being immune to this destructive hide is silver, nickel, antimony, and gold. Alas, yet, mixing with other metals shall not save any strength, for any alloy that is made up of less than 80% of either of the metals shall be afflicted by the corrosion, and rot away entirely. Metal armor and weapons on a night troll shall corrode into dust in the span of a day, the nails that hold a troll’s bed shall fail, and the iron hammer head on a tool hammer shall be pulverized. Even hafted items not directly in contact with a night troll, such as spears or rakes, shall be affected just as much as a necklace against a troll’s fuzzy chest. This corrosion is limited only to that which remains right near the fur of the creature for a great deal of time. A armored knight shall not have any worry-some effect from the troll’s corrosion in battle, save unless they’re kept against the trolls body and arms as if in a hug for days. Mechanics: -Night Troll’s fur will corrode nearly any metal put near it for any amount of time. This corrosion happens through clothes and applies to any metal items kept on the person of a night troll. This effectively means a night troll cannot use standard arms or armor made from metal, save for items made out’ve silver, nickel, antimony, or gold -After 15 minutes of wear, any metal a night troll holds will begin to corrode/rust. After 30 minutes the entirety of any metal a night troll holds will begin to irrevocably corrode. After 1 hour any metal the night troll has on their person will have crumbled to an irrecoverable dust. -If a metal item is taken by a night troll during combat, the ‘minute’ timer shall be turned to emotes, 15 minutes shall become 15 emotes before the effect begins, 30 minutes becomes 30 emotes, etc. Red Lines: -This ability only applies to items that are on, or in use by a night troll for an extended amount of time. -This ability effectively inhibits the use of armor, or standard metal weapons by use by a night troll. -This ability cannot be used offensively, and only applies to items directly on the night troll. Purpose (OOC) This is probably going to be a bit rambly, so pardon, I just have alot to say on the matter. Ok. I very much love creatures in video-games. It is a point of mine to read up on nearly every single enemy page in every single video-game I play. I will many times leave monsters alive in rpgs, just to watch how they move and function. I love reading about the lore of interesting monsters and creatures in mmos and video-games, nearly to the point I like the monsters significantly more than the playable races. That said- I really hate almost every single non-race ‘CA’ creature on LOTC. So I wrote this one to be what I think would be truly fun and interesting for myself, and others to play. Creatures on LOTC have been one of the biggest causes of frustration and annoyance on LOTC to me, and I despise that. There have been so many interesting and unique creatures added to LOTC with oodles upon oodles of interesting lore that just come out to the exact same few things every single time, and that give the exact same frustrations, time and time again. May I be exclusive in this thought and ideology? Probably. Do I still think its an issue? Yes. Creatures to me can be so unfathomably interesting, yet LOTC ones always fall to the same few problems that kill almost anything interesting about them. Every other new piece of lore has the exact same issues and its nearly drove me nuts. I made this lore because I want to make something interesting that encompasses what I believe to be a great creature. Strong aesthetic, unique mechanics, and interesting new perspective. I wrote up my problems I have with most of LOTC’s creatures (both current, and recent past) but such became too rambly too quickly. So I shall simply say this lore addresses most of what I despise. I will simply say it is important that there is a creature that is able to be fully emotionally complex, undeniably a monster with what is stereotypically considered monster like tendencies, yet unable to disguise. I likewise think its even more important that with all the interesting benefits and drawbacks, and a chance to play a fully corporeal and fully emotionally there PK’d character, that a creature like this is to have a genuine drawbacks and a fear of death. Citation Spoiler
  19. When Arcas began, and after I had gotten myself settled, I began to map out Arcas, and sell the maps I had made. A month or two ago, through sheer curiosity, I mapped out the entirety of Arcas. During my time mapping Arcas, I found: 2 event sites, both of which were un-interactable, but just had weird things. 1 natural cave. 1 abandoned pre-built town 1 unaccessable area. ... And thats it really... Other than the player-made builds-... theres not really that much to find. Though there is some crazy wildlife- such is copy pasted around the map far too much for there to be much uniqueness.
  20. Yo, whose making the Tahu’tahn weapons? Need to get some SERIOUS clarifications on the ‘crystal mace’ items.

  21. … Though silica based stones have been used since ancient times, silicon itself was discovered in the early 1800s, and the process of refining such came far later, so... how are high elves getting weighty portions of pure silicon???Likewise, silicon has a evaporation point at about 2400 farenheit. (That is, if the listed temperatures are infact farenheit. If theyre celsius, than the listed temperatures would evaporate the iron.) The extreme reduction in weight (atleast while using actual materials, rather than fictional/fantastical ones) leaves one extremely perplexed. (Does 50-66% of the iron just... vanish in the forging process???) I adore new metals and flavorful materials, but when based with actual real life materials a level of logic is needed to be applied.
  22. Incorrect, guards are needed for standard upkeep of a nation, both for the upholdence of the law and for any exterior threats, whether event related, random players, or invaders from other nations. Mayhaps, yet bandits themselves are not dealt with in a realistic fashion. This may be due to the roleplay quality that bandits do, or it may simply be due to how the world of LOTC is an acts, given death is by no means permanent. If a bandit was killed in the real world- they’d be dead, and dead for good, the same for the victims. Brigandry did exist in the middle ages, dark ages, and rennaissance, however, it was not so common that nearly every single person in the world had dealt with atleast one bandit. Banditry consists of threatening, stealing, and killing if the other 2 dont necessarily work out. It is literally arming yourself, and taking the possessions of others. If you’re under the impression banditry, especially on a server by which everyone you meet is another player, should be easy, than you’re gravely mistaken. I am simply going to let those 2 quotes sit right next to eachother. Mayhaps you should make ban reports if there is very blatant and provable evidence of meta-gaming. There is unfathomable amount of things to roleplay about on this server, banditry can be one of them, a catalyst for conflict , yes, but far from the only thing. The issue is example #2 is probably the most ideal for the victim, which would seemingly be increasingly rare. Its been noted in quite a few comments above how commonly a character is killed from banditry, which would simply have it end : “So I complied with their demands--“ JUMPCUT “I’m going to travel to Sutica, bu I dont have anything I had earlier and im at the cloud temple. Huh, must’ve been murdered randomly.” The problem with that analogy is that the bandits in Skyrim are meant to be beaten. There would be far greater complaints if those random encounters comprised not of maybe a few low level, easilly killable bandits, but a half dozen bandits above your level, who would than kill you if you didnt give every single item of value, and every single gold coin (rather than the standard ‘pay up 50 septims’), and than have a 50/50 chance to still be hostile, kill you, and than send you back to riverwood with completely nothing on you. I’d urge you to consider that perhaps the topic of banditry may be well included within said conflict rules, and that the opinions of people who roleplay on LOTC (commonly dubbed: Rpers) may infact be needed to inform these new conflict rules? If you think such, make a player report or such, though it would seem that your banned status speaks for itself to the validity of that claim . However, its a wee bit rude to only say that when replying to a comment and not discuss a single point brought up from such.
  23. Loot based banditry has been my bane on my time on LOTC. It is not looked at with fear, or as a challenge to be overcome, but as a chore, a tedious mess. It is a pain to fight with bandits, it is a pain to circumnavigate around with bandits, even capitulating to bandits and letting your things be taken, its a coinflip whether they shall decide to murder your character or let them go. Even moreso, the vast majority of bandits arnt random rag-tag brigands hiding away from society in the woods-... They’re people in full order uniforms, acting the will of some militairy or religeous order. I have had interactions with bandits roughly about 13 times within the past 2 months, of those times, only 2 of those 13 were not comprised of many members of one established order in matching uniforms. These arnt in-character bandits banditting- these’re just random joes who already have a 9-to-5 deciding to go attack the travelling townies for loot... It doesnt help that these bandits do their best to bend the rules to try and have things go in their favor. (Claiming defender default if someone attacks first to a raised weapon) This is so common, I even managed to catch it on stream a good bit ago.
×
×
  • Create New...