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[✗] [Misc Feat] Yir'sari, the Sages of Wisdom
ClassyDryad replied to Booklight12's topic in Denied Lore
The yellow text is making my brain do a backflip. -
[✓] [Creature Lore] Epiphytes, The Dryad Curse
ClassyDryad replied to ClassyDryad's topic in Magical
This is just a lessened version of what happens to all fae/demifae when voidal or dark magic is cast near them. If this should no longer be the case it will be up to the Lt to decide so when they vote on it. -
[✓] [Creature Lore] Epiphytes, The Dryad Curse
ClassyDryad replied to ClassyDryad's topic in Magical
Thanks for the feedback! I'll definitely add a death timer for them being blighted (though not a pk since they don't have anything to justify one.) Currently the regrowing thing is at narrative minute/day/year for regrowth. Essentially the larger the wound the more time it takes to regrow exponentially. I might change this to a narrative hour/day/month/year system however since now I think about it a fracture and a breakage taking the same amount of time to heal is a bit silly. -
[✓] [Creature Lore] Epiphytes, The Dryad Curse
ClassyDryad replied to ClassyDryad's topic in Magical
Everwinter trees would also not be acceptable due to their frostbite properties (even though it's very mind.) To my knowledge the only lore plants that would not be allowed would be (Ashwood, Everwinter, Ironwood, All voidal reagents, all plant monsters like man-eaters, and elder/mother trees.) -
[✓] [Creature Lore] Epiphytes, The Dryad Curse
ClassyDryad replied to ClassyDryad's topic in Magical
The last redline of fae plants specifically says they can't be used for alchemic purposes, even for bases. This is also stated under budding. Essentially epiphytes can't replicate anything alchemical about plants (though their skin and blood possess alchemic properties of you'd like to refrence cannibal and sylvian alchemy.) Ashwoods trees aren't allowed due to the fire property and their extremely durable bark, I'd be abused if allowed. I believe this is explained in the redlines or the lore, but epiphyte rebirth isn't a death in itself. Should they die a normal death they will be resurrected by the monks like anyone else. Rebirth is more of a life cycle kind of thing. -
[✓] [Creature Lore] Epiphytes, The Dryad Curse
ClassyDryad replied to ClassyDryad's topic in Magical
In the void thing, fae reacting to it is less a nature thing and more of a fae thing, not brought by corruption itself but by an abhorance to it. As it is now Epiphytes and sprites both experience pain around voidal casting, though I changed it down to nausea to make this fit what's actually going on more closely. On the second thing, epiphytes no longer go through the child phase of rebirth that they used to, so they can get their magic back right away if they want to. Should this pass they will now be reborn as adults (though appearing youthful for awhile like an elf of the same age might.) Removing the child rebirth thing was probably the maaaaaain request I got from LT. -
[✓] [Creature Lore] Epiphytes, The Dryad Curse
ClassyDryad replied to ClassyDryad's topic in Magical
Good, your ironwood is in the mail. -
[✓] [Creature Lore] Epiphytes, The Dryad Curse
ClassyDryad replied to ClassyDryad's topic in Magical
Wait I'm going to have to write a guide if this gets accepted... I've made a mistake!!!!!- 35 replies
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❀✿==------------------------------==✿❀ ❀✿==--------------- ---------------==✿❀ Source It is said that beneath the light of a full and pale moon, the border between the realm of the fae and the mortal world is at its thinnest. During these twilight hours, a faint spore or seed might slip through a fae ring, the contact points of these realms, and out into the mortal world. These journeymen of the fae will seek to root, and grow, and thrive in this new world. Yet they stand alone and vulnerable, so they seek out a host to bond with. Descendants, bearers of superior souls, are the perfect hosts for this transformation. The plant, upon its full growth, shall reach out and draw in a soul which it finds most suitable with melodic calls that the descendant will find intensely difficult to reject. Should the descendant be brought before the otherworldly plant, they will be bid to rest and let their body be devoured. In this act, the plant will bind its soul to that of the descendant, before fundamentally remaking their new companion’s body from the very fibers of the plant’s own form. Leaves for hair, heartwood for bones, all will be changed until not even the divine recognizes the cursed as a child of the four. Redlines ❀✿==------------------------------==✿❀ The Fae Plant ❀✿==--------------- ---------------==✿❀ Source Within the Fae Realm, truly magical and wondrous plantlife is even more common than their mundane cousins in the material world. While ordinary amongst their own kind, in the mortal realm they are often outlandish spires of luminescence or abnormal size. To the epiphyte, the fae plant is like a beloved friend and favored child all at once. Even should an epiphyte experience the most traumatic of transformations and despise their own cursed existence, they will still find the plant utterly faultless in their eyes. For in truth, the plant warps body, mind, and soul alike, ensuring their bonded soul is as suited for the fae’s needs as possible. The needs of their plant, especially should it come into danger, will come before all else. To reject the needs of the fae plant is a feat of extreme willpower. Wounds upon the fae plant will also mirror, to a minor degree, upon the epiphyte after some time. For instance, should an axe be chopped into the side of an epiphyte's tree, a scrape or shallow cut might appear on the body of the epiphyte. Should the plant’s body die entirely, a sense of despair and horrific pain will soon overwhelm the epiphyte until they replant their kin. Fae plants are similar to but not exact replicas of their mundane counterparts. A fae oak might have pink leaves which glow softly in the night air, while a toadstool might grow to a tremendous size and bear multiple fruiting bodies. The number and variety of these traits is rather extensive, but a plant will always present at least one of the following: Abnormal Size: A fae plant might be significantly larger than its mundane counterpart, though never larger than an oak tree. For instance, a mere dandelion might possess a flower that blooms to the size of a large pumpkin. Mana Luminescence: All fae plants bear potent ‘fae energy’ which can sometimes radiate off of the plant from specific sections of the body. This color will sometimes, but not always, correlate with their epiphyte’s aura color. These lights can sometimes even branch off from the plant, floating about it like fireflies or similar. Variant Coloration: Colors which stray from those of their natural counterparts. For instance, a rose bush epiphyte might possess pearly white bark and flowers of a deep black. Demifae Menagerie: Occasionally, small critters might be caught or pass within the range of the fae plant’s roots, brought back in a similar manner to the epiphyte themselves. For instance, a moth around a fae flytrap might bear wings made of the plant’s maw. Irregular Growth: Fae plants will often be shaped in a noticeably different way from their counterparts in the mundane realm. A pine tree could curve into a crook or spiral for instance, or a fungi could possess multiple fruiting bodies. Kuila Formations: In rare circumstances, often manifesting in the fae plants of druids, formations of kuila crystal might begin to encrust the plant. A giant fae pumpkin might bristle with evergreen kuila crystal, for instance. Redlines ❀✿==------------------------------==✿❀ The Epiphyte ❀✿==--------------- ---------------==✿❀ Source Epiphytes exist essentially as a collection of plant material which bears a close resemblance to their original self. Despite this similar appearance, not one part of their body is of their old descendant self, all fundamentally remade out of the same material as their fae plant. Their existence is that of a demifae, not born as a fae but sharing many of the same properties and weaknesses of their eternal cousins. While the descendant a fae plant chooses seems random, the correlation between the plant and the traits of said descendant suggests the fae plant may purposefully lure souls which resonate with it the best to ensure a strong bond. Epiphytes come in three varieties. Dryophytes, those traditionally called dryads, are epiphytes bound to a fae tree of some variety. Bryophytes are epiphytes bound to a herbaceous, non-tree plant, while saprophytes are epiphytes bound to fungal organisms. These different kinds might possess minor differences depending on their type. A bryophyte bound to a fly trap might be purely carnivorous and require consistent light exposure, while a saprophyte can often eat even decomposing material and will grow sick when in the light for too long. In order to properly move, the plant material composing an epiphyte is softened to a degree that is at best equivalent to that of a descendant. This means the bark skin of a dryophyte will be no tougher than ordinary descendant skin. Epiphytes retain the same lifespan of their original descendant race as well, as well as retaining the curses from said race upon themselves. Epiphytes bear several strengths and weaknesses associated with their plant-based demifae nature: Strengths Natural: Being demifae composed of natural material, druidic blight healing will bear an effect upon them. Additionally, they can go within areas of extreme fae influence, such as a fae ring, as if they were a druid. Living plant matter set against their form will also be maintained, allowing an epiphyte to occasionally have such things growing against them. Environmental: Epiphytes inherit the environmental tolerance of their plant. For instance, the epiphyte of a cactus will find themselves much more suited to a dry and hot environment. This only applies to circumstantial environmental effects and nothing else. A tree resistant to fire will not make the epiphyte any more resistant to fire than the average descendant. Weaknesses Corruptive Magics: Epiphytes have a natural disdain for voidal magic and dark magics natural to all of their fae cousins. The casting of a dark or void spell within 10 meters of them will cause the epiphyte to grow somewhat nauseous. This nausea becomes too debilitating to focus within the range of a proper voidal influence, such as a voidstalker, voidal obelisk, or voidal tear. Greater sources of these, or spells which corrupt specifically, might blight the epiphyte akin to a tree lord. When blighted (which takes at most 2 weeks after exposure) the epiphyte will become a feral and violent husk of their former selves until cured by druidic means. Holy Magics: As beings with altered souls, holy magics such as paladinism will grant no succor to an epiphyte. No healing, bolstering, or beneficial effects can be bestowed on the epiphyte even as collateral. Azhl: The bane of all fae, azhl will afflict the epiphyte with a blight that fully corrupts them within 10 emotes of a wound upon flesh. Their body grows withered and rotten, the effects of azhl anemia fully setting in until cured by druidic or other means. Epiphytes so innately despise the metal that even seeing it will cause a great surge of hatred to well up towards the metal. Thanhium: Thanhic poisoning will, along with disabling all of the epiphyte's abilities, cause their connection with the fae plant to become disrupted, no longer able to tell where their plant is innately. This will send the epiphyte into a wild, panicked frenzy until they are able to confirm the safety of their plant. Fire: Being made of floral material, epiphytes are somewhat easier to burn than most descendants. Burns will increase by one degree from what they would yield normal. This applies to all forms of fire, both magical and mundane, including dragonsflame and malflame. Aurum: Due to their connection to a plane beyond the material, aurum will afflict a searing pain should it strike into their flesh. The pain is proportional to the size of the wound inflicted, with a pin prick being barely noticeable and a full slash being debilitating. General Epiphyte Redlines ❀✿==------------------------------==✿❀ The Cycle of Rebirth ❀✿ ✿❀ Source The natural world is a thing of constant cycles. Things grow only to recede and grow again, like the wax and wane of the pale moon. Being brought within nature’s grasp is no excuse to forgo participation in this cycle. The bodies of epiphytes are made from a material which is not designed to handle the strain of decades of movement, and so they must constantly be reborn again and again. In 10 to 50 year cycles, the epiphyte will experience a passage of seasons, their body growing more vibrant only to fade and shrivel away. A new body will be born from the fae plant, fully developed though often lost and confused. Memories slowly will return to them or, in rare cases, not at all. Epiphytes undergo this process in four loose “seasons:’ The Season of Youth, Spring: After their first transformation, or after each rebirth, epiphytes will find themselves like a youthful sprout, often with floral features which have not fully developed or bloomed. Sometimes epiphytes in this stage will experience a flux in personality due to the uncertainty of their changing life. Epiphytes of this stage appear youthful but never childlike, akin to elves. The Season of Vibrance, Summer: The ‘default’ state of most epiphytes, and often the longest season of their cycle. By this stage, the turmoil of transformation has usually passed, especially after future rebirths, allowing them to be a more accurate depiction of their true selves. The Season of Wisdom, Autumn: As their next rebirth approaches, epiphytes will begin to show graceful signs of ‘aging’ as their body wears down. Slight wrinkles where there were none, autumnal colors, slight fungal growths across the skin, and many other things are possible in this state. The Season of Dimming, Winter: The final stage which foretells the approach of a rebirth, epiphytes in their winter season will often display full browning, decay, or shedding of their foliage. Their bodies often become more and more withered and ragged the closer they get to their rebirth. Emotions will often flux during this stage, sometimes leading to foreboding despair but other times to relieved acceptance. Each rebirth can result in a shift in appearance, the form drifting more and more from that of the original descendant. Feet might become collections of roots, hair foliage might become more inflexible and inhuman, growths might sprout from their limbs, and in the cases of plants which have had animal corpses left in their roots animalistic features such as horns or cloven hooves might present themselves. These changes are progressive rather than happening instantly, growing more notable with each rebirth. The connection between souls will grow between each rebirth, growing too strong for even the aspects to sever by the sixth rebirth. At the six rebirth at the latest, the souls will be so entwined that the epiphytes will be pulled with the plant on their final death, fated to be reborn as a great fae plant and produce more seeds, continuing the eternal cycle. Redlines ❀✿==------------------------------==✿❀ Abilities ❀✿==--------------- ---------------==✿❀ Source Connection [Non Combative] [Passive] Innate to all epiphytes is the connection to the fae plant. Epiphytes are constantly aware of where their fae plant is, able to feel the sensations it experiences, and even able to empathically communicate with them should they be close enough. This communication is something deeper and more emotional than anything possible with the mortal tongue, or even druidic communion. Additionally, epiphytes may manifest their connection in the form of animated plant material of their fae plant. This can be something such as a bird made of swirling petals, a spider of fungal mycelium, or merely a very lively clump of leaves. These manifestations bear the personality of the fae plant, though it is not truly the plant in the flesh. Sowing [Combative] Epiphytes, being fundamentally kin to the plant which created them, can produce seeds of the mundane variety of their plant continuously. While this has no application in a combative situation on its own, these seeds can be used by druids for the growth spell in combat as any mundane seed could. Performing sowing in a combative situation requires at least [1] emote to perform, scattering seeds over a 1 meter by 1 meter section of ground. Out of combat, should a fae plant die or be in an area of extreme danger such as within the radius of a voidal tear, an epiphyte may produce a single fae seed with a great deal of pain and effort. Producing this seed will immediately cause the fae plant to shrivel and die, its soul transferring over when the new plant has been put into the earth. Budding [Combative] To all fae plants, the ability to mimic organic matter with their own floral material is an inherent quality, one that the epiphyte is themselves able to reproduce to a minor degree. In [2] emotes in combative situations, an epiphyte can cause a floral item to sprout from their body. This floral item is made of the same material as them but mimics the properties of the herb or plant from which it was copied. This herb may then be cut from their body and used, or left to remain on their body. Should an epiphyte understand perfectly how to process a herb, they may instead cause a salve or liquid to seep from a finger, possessing the properties of that processed herb. Uniquely, only the beneficial properties of herbs are copied this way. Regrowing [Non Combative] [Passive] Being floral beings, the way an epiphyte’s body regenerates is fundamentally different and more potent than a descendant. Out of combat, minor wounds such as scrapes and such will heal within at most a narrative hour without intervention. Moderate wounds, such as fractured bones, shallow wounds, second degree or lesser burns or similar will require a narrative day to heal, and only sometimes require medical attention. Major wounds, such as deep wounds, punctured organs of most kinds, broken bones, or third degree burns and similar, require medical action to be performed before then lest it become infected or the epiphyte bleed out in most cases, though they will fully heal after an ooc day. Extreme wounds, such as severed limbs, lost eyes, brain injuries, or similar will require an ooc week to fully recover, and will almost always require some form of immediate medical treatment. Quaking [Non Combative] Epiphytes, much like the slumbering kin of the weald, possess a minor ability to ‘awaken’ their body to produce various effects when not under strain. Be this moving their floral hair, producing and manipulating clouds of leaves or petals, changing coloration, causing parts of their body to glow or shimmer, project seeds at annoying individuals, or any other other harmless flavorful action which the epiphyte might produce, using their floral material and floral items they have consumed. Unlike quaking, budding cannot make permanent creations or alterations. All uses of quaking take at least [1] emote to perform. ❀✿==------------------------------==✿❀ = F A E R I E G A R D E N S = C O U R T S O F T H E F A E ⚘. ݁₊ ⊹ . ݁˖ . ݁⚘ [By NaChosOMG] It is said that beneath the light of a full and pale moon, the border between the realm of the fae and the mortal world is at its thinnest. During these twilight hours, a faint spore or seed might slip through a fae ring, the contact points of these realms, and out into the mortal world. These journeymen of the fae will seek to root, and grow, and thrive in this new world. Yet they stand alone and vulnerable, so they seek out a host to bond with. Despite the strength they now shared together as host and plant, the mortal realm was no less cruel and foreign to both fae creatures. In an effort to make it feel more like home, the fae plant allowed its mana and magic to bleed out into nature around it - slowly changing its surroundings like it did to its host. Slowly but surely, plants began to change hue and grow in strange and unruly ways unbefitting of the mortal realm. Animals that scampered into the reach of this magic and the fae plant would also find themselves changed into demifae, adopting the same qualities of the Fae Plant. Its influence only continued to spread through everything it was able to get its hands on - spreading further and further. Soon enough, other Fae Plants began to slip through the cracks and nestle themselves in this growing field of otherworldly creatures and plants - filled to the brim with strange oddities that one would only see in stories.. Fae creatures, once lost in a world unknown to them, were able to find solace with others like them. Sprites, wisps, and other dryads could feel the very surge and pull in their core, something familiar that they could not deny. A feeling of home, calling to them. What they would find was just that - a home, away from home. Their own Eden. · · ─ ·𖥸· ─ · · [By Alexander Suchkov] O V E R V I E W When a Fae Plant emerges in the mortal realm, they will always first seek a host to bond with. However, after this occurs, it is still a singular organism and a bonded descendant can only do so much. Seeking further companionship and influence, the Fae Plant will continue to convert its surrounding environment to better suit its needs - changing nearby plants and animals into fae as well. Like roots spreading out underneath the earth, the Fae Plant will continue to spread its influence outwards as far as it could get to fully feel comfortable in such a foreign place. Given such an influx of fae energy coming from the strange place simulating the Fae Realm, other fae naturally begin to flock to a familiar location - further spreading the Fae Plant’s control. Due to this, the Epiphyte and the Fae Plant itself have been granted greater boons; being in an environment better suited for their fae nature has lessened the strain upon their forms, allowing them to have better control of their essence. P R O C E S S ⚘. ݁₊ ⊹ . ݁˖ . ݁⚘ A Fae Plant will passively begin to extend its influence where it is stationed as soon as it is able to secure a host - such is the nature of such symbiotic creatures. Its spread is slow, and grows over time - marking stages of growth by a set amount of tiers. The appearance of these Gardens may vary from plant to plant - a fae mushroom may cover its entire area of various coloured fungi of different types and qualities like a rotted log, while a fae tree would seek to create a small thicket of other trees like itself. In the case that multiple Fae Plants have settled together, they may essentially merge their Gardens into one large garden - influencing their areas with a mix of the others and creating a homogenous zone that is fit for all of them. Epiphytes marked with the knowledge and effects of Blood Magic may have a more corruptive-looking Garden. Plants and animals within their gardens may react hostilely to any that enter, and bear more corroded and dangerous appearances. Spikes, spines, thorns, and rows of sharp teeth may line the various corrupted animals and plants that grow within the Garden. · · ─ ·𖥸· ─ · · T I E R S T H E C O P P I C E - T I E R I This is the beginning stage of a Fae Plant’s influence - only now having gained a host and has turned its sights outwards. Still weak, the energy from within a Fae Plant is negligible - only recognizable by other Fae creatures. The plants by its roots have turned hue or changed shape by the Fae Plant, and small bugs may have been turned similarly to the Epiphyte. This area of influence is about a [5] block radius, with the Fae Plant as its centre. This stage lasts for [2] OOC weeks. T H E W E A L D - T I E R I I Further pushing the limits, the Fae Plant has reached out further where it has rooted to alter more of its environment. At this point, it has anchored itself properly in the mortal realm and has grown stronger - its energy is palpable now to druids, who are able to recognize the plant as fae. The Fae Plant’s grasp has expanded and strengthened, now having the ability to alter larger plants like flowers and bushes to resemble itself, as well as change animals no bigger than a dog into demifae. This area of influence is about a [10] block radius, with the Fae Plant as its centre - a song seemed to hum now from within the radius, similar to that of a Fae Ring. This stage lasts for [2] OOC weeks. T H E A R B O R E T U M - T I E R I I I Reaching as far as it can go, the Fae Plant has total control over its given domain. Fully immersed in its small patch of paradise, the Fae Plant and its surrounding Garden exude fae energy - undeniably distinguishable by Epiphytes, Druids and those with the right equipment to perceive mana. At this point, other small fae like hobgoblins and wisps have felt the draw to the area - settling there as their new home. Other Fae Plants may have also settled in the area - finding it safe to do so alongside its brethren, as even larger animals seem to have been overtaken by the Fae Plant’s power. With the surge of natural energy in the area, Kuila may begin to grow in clusters of varying types - the fae nature of the area allowing regional variants to grow where they otherwise would not. This area of influence is about a [15] block radius, with the Fae Plant as its centre - the song from within the radius was louder now, transforming from a soft whisper to an alluring hymn, drawing in other fae to settle in its borders and allowing fae and those attuned to find solace within the space. · · ─ ·𖥸· ─ · · [By F3LC4T] B L E S S I N G S With the growth of the Fae Plant’s influence over the mortal realm, the Faerie Garden has become a safe haven for various fae. As the Fae Plant’s power grows, so does the Epiphyte - with the strengthening of their bonded pair, the Epiphyte has greater control over the mana that flows within their body. As soon as the Fae Plant has established its Garden to its fullest potential, that energy is also able to be tapped into by the Epiphyte - granting them various new blessings and boons at their fingertips. CAMARADERIE [Noncombative] With the connection between the Faerie Garden and the Epiphyte sound, some of the fae may come to an Epiphyte’s aid or beckon should they will it. Over the course of [2] emotes, an Epiphyte may summon up to [5] denizens of their garden to assist in various menial tasks, like watering some plants, cleaning up a space, playing a prank on someone, etc. They will linger around the Epiphyte, up to a [20] block radius around them and will not venture out further beyond. After [2] OOC hours, the fae will leave the Epiphyte and return back to the Faerie Garden. CHAMELEO [Noncombative] Like their smaller counterparts in the Sprites, Epiphytes are able to conceal themselves within the flora by further manipulating their changeling abilities. Over the course of [3] emotes, an Epiphyte may blend into a natural environment to change the colours of their skin and form to better reflect their surroundings, effectively blending into the background. While in this state, their body is actively changing to match their environment - forcing the epiphyte to only move half of what they can while visible. POLLINATING [Noncombative] It is in the natural order of most living things to spread their reach as far as possible to survive - hyphae webs of mycelium, flying dandelion seeds, and even hooked, spiky burrs. Acting as an extension of their Fae Plant, an Epiphyte will slowly begin to spread its energy to its surroundings all the same. In this, an Epiphyte’s natural abilities are also heightened - able to perform minor aesthetic changes over the course of [2] emote within a [5] block radius of them. This may include the subtle discolouration and alteration of their environments to reflect their Fae Plant, or more simple actions such as branches and brambles shifting out of their way, herbs and plants harvesting themselves in the Epiphyte’s presence, or the spontaneous growth of other plants at the Epiphyte’s touch. [By Jeremy Adams] P U R P O S E I love the Epiphytes lore, as some of my favourite characters that I’ve had the pleasure of interacting with on the server have been Epiphytes. However, much of it still left a lot to be desired on a personal level, even if it was something for a readily-available CA. Given how freeform and eccentric the Fae Realm is supposed to be, I wanted to inject more of the whimsical nature of the Fae into one of the Fae CAs. I thought another layer of complexity would create more interesting interactions between Epiphytes and other lore they often intersect with. C R E D I T S Writer: @marslol Consultation: @Fleur___ @ClassyDryad @EndRealms @RMW01 Original lore: @ClassyDryad R E F E R E N C E S The Fae Realm Epiphytes (OOC) ❀✿==------------------------------==✿❀ ❀✿==------------------------------==✿❀ Source
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[World Lore Addition] Blooming Kuila
ClassyDryad replied to SoulReapingWolf's topic in Recently Outdated Lore
I lub flower kuila. Good idea Soul! -
Staff Ranking
1. Tomatos
2. Lettuce
3. Pink
4. Water
5. Orange (Dah Fruit)
I'm sorry... -
[Magic Addition] Life Evocation: Makeshift Conjuration
ClassyDryad replied to ClassyDryad's topic in Recently Outdated Lore
Hey! Thanks for responding to my random lore post. While it's similar to disjointed conjuration the intention is to stretch beyond the limits of that spell/encapsulate the flavor abilities of the magic into one easier to use space since the current way conjuration lore is laid out is confusing to a lot of other people. To address your more specific thoughts: 1. This is how ever other non-combative evocation spell functions. Generally emote counts aren't as heavily regulated outside combat. 2. Like with other evocations this is meant to be within the space of that many blocks to my knowledge. Water Evocation can conjure 50 meters of water at the same tier. Earth Evocation, which would be able to conjure the same amount, would be able to create the same terracotta army out of solid diamond (though it would not be nearly as much as it's a matter of blocks used and not cubic meters of material exactly.) I specifically went with twenty because it's consistent with the amount of blocks that perennial conjuration could cover with rose bushes at it's maximum number of emotes. If this is too much for LT it is not a difficult thing to adjust. 3. Again, both of the redlines pointed too here are consistent with other non-combative evocation spells. It simply cannot be used combatively because the moment you try it vanishes, and you simply cannot cast non-combative magic in combat (hence why spells have combative and non-combative tags to begin with.) 4. As a fellow conjuration enjoyer I'm well aware of the many, MANY wild and wacky things you can already do with disjointed conjuration. There are many aspects that disjointed as a combat spell can't manage itself though. What if I want to make it rain blood, or summon a beating heart? Or fill the air with flowers petals that do more than bob next to me? Or just make something out of solid Bone? None of these are possible with disjointed due to it's limitations as a combative spell. Other evocations are written so that the flavor and combative spells are purely separate with one instead of trying to get every spell to do everything. Adding this as elevated disjointed would just further complicate a magic that most don't seem to understand. I've come to believe that one of the primary reasons that conjuration lore is not very well understood by even it's own users is the need for combative spells to include all of the tools for flavor use when they would be much better off separated into their own lanes like every other magic. You can see this ability as an expansion and simplification of what's possible flavor wise without changing the combative spells themselves for now. -
Dal'lisse Oussana shakes her head as she begins plotting her gift for the happy couple. Too young, in her mind, but love is love after all.
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Makeshift Conjuration - Noncombative / Enchantable A simple abstraction upon the principles of disjointed conjuration, makeshift conjuration allows magi of any level of experience to conjure the base materials of organic life. Blood, flesh, wood, all is easily drawn out from the void and into whatever form the mage can comprehend. Purpose (OOC) I've come to feel that a big reason behind many people having issues with reading/using conjuration lore comes from how many of it's flavor and combative abilities are woven together instead of being given their own spell to be perfectly freeform like the elemental evocations have. This is my own concept of how such a spell could work, so it might be more easily adjusted should the magic ever need a rewrite (hence why it shares a lot of functions with other conjuration spells.)
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Who is sandy loam...
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I will consider it if my demands are met.
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My bad, this will be swiftly amended.
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He understands Thanks for taking the concerns of the hard of sight into account my friend. (However I have no care for such people and will not increase the font size.)
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I agree, people see it too much as a crp tool and NOT as the flavor god it truly is.
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Only if I oocly like you, otherwise no. (I oocly like you dw :DDD)
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Refer to disconnection redline one I will grandfather you in for pure nepotism and no other reason.
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Grandfathered.
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Gunsmithing The Ashen Oligarchy So you take a cannon right and you like make it smaller like much smaller like the size you could hold in your hands and it’s like really small and you could load and shoot it towards your enemies and it makes like a big boom but only some very special people can make these because unlike cannons they are small and small things are not big therefor it requires intensive knowledge and practice to make big small go boom alright? Creation How to Shoot Emote 1: Draw gun and load magazine Emote 2: Draw back top part (part on the top.) Emote 3: Aim gun at future dead person Emote 4: BANG! Redlines Additional bullets within a magazine are purely aesthetic. The gun must b e fully reloaded after each shot is fired. Does not stack with Seer of Blood magic. One persona with the feat will be randomly pk’d each elven month in order to ensure the masses do not grow too complacent. A new redline must be added each elven week to meet the growing demand for unnecessary redlines. Possessing the gunsmithing feat enforces a pk on mechanical death (falling, lava, lift signs, pugsying, ect.) as the monks abhor firearms. Must possess a Utah Concealed Firearm Permit (CFP) in order to apply for this feat. Requires an ST signature due to the extensive and complicated crafting process involved. Only Gaston Glock 17’s are allowed to be produced by this feat. Other designs will result in a lore infraction. Gunsmiths require a daily caloric intake of at least 2.700 kcal per narrative day. The Australian water-holding frog is a desert dweller that can wait up to seven years for rain. It burrows underground and surrounds itself in a transparent cocoon made of its own shed skin. The light produced by the muzzle flash cannot blind. Nature will produce horrible screams to attuned druids within ten blocks of where the gun was fired as the Aspects abhor firearms. Ologs are unable to use guns as the sound of the gun being fired will retroactively throw off their aim due to their own fear and a temporal anomaly. Death by gun is not a pk, however I will personally harass you irply and oocly until you shelve the character anyways. A bayonet (gunblade) may be affixed to the weapon. This however requires an emote in addition to the firing emotes. It must be taken off as an emote to reload. Many poisonous frogs, such as the golden poison frog and dyeing poison frog, are boldly colored to warn predators of their dangerous toxic skins. Some colorful frogs, such as the Fort Randolph robber frog, have developed the same coloring as a coexisting poisonous species. Although their skins are not toxic, these mimics may gain protection from predators by looking dangerous. Speaking old blah while firing the gun will allow the wielder to skip an emote as the spirits love guns. Upon acceptance LT is legally required to make Chery give me the kids back it’s been 5 years. Guns possess a maximum range of 10 blocks. Should one fire a gun while having potions on them, all of the potions will immediately explode. Gun bullets move at the speed of an arrow at most. CA's such as Musin, Ologs, Kha, Atronachs, Azdrazi, Demi-Djinn, Naztherak, Golems, Siliti, Tree Lords, Sprites, Epiphytes, Sorvians, Animi, Wights, the big mystic rock dudes, Darkstalkers, Draugrs, Phantoms, Frost Witches, Vargr, Archliches, Wonks, Hou Zi, ect are damaged as if they where shot by a gun. The gastric brooding frog of Australia swallows her fertilized eggs. The tadpoles remain in her stomach for up to eight weeks, finally hopping out of her mouth as little frogs. During the brooding period, gastric secretions cease—otherwise she would digest her own offspring. Morbians are immune to the piercing damage of gunfire. Behind you Disconnection Should a gunsmith wish to disconnect another gunsmith from the feat, both must start crp ten paces away from each other and, upon the fourth emote of combat, turn and shoot. The first gunsmith to die is disconnected from the feat. Cope and seethe. If you die you were just bad. Requires ooc proof that either party was not based before the crp may go ahead. I (the feat writer) cannot be disconnected due to a clause I wrote into the lore myself. I’m not telling you which one. Purpose (OOC) Me and my buddies are going to acquire this feat and then keep it among yourself for a few months before it gets shelved due to inactivity plz accept or else I will post the cords of your secret leather farms.
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[Rewrite] CA Race Lore – Sand Atronach (Atronach Addition)
ClassyDryad replied to ECS1999's topic in Recently Outdated Lore
SAND +900
