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Everything posted by ClassyDryad
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Oh no oh my oh dear I always knew it I always did Critter is evil Critter is eviiiiiiiiiiiiil. In all seriousness I think character bleed is a very very important thing for people to understand, and I have long loved to hear Critter's thoughts on it.
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Not enough redlines -1
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Spindle lore is always so shiny...
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[✓] [Creature Lore] Yisar
ClassyDryad replied to ClassyDryad's topic in Non-Playable Creatures/Event Creatures
I do expecially agree the ritual could use a bit more too it, though I unfortunately posted this the day before I leave on a camping trip so I'll have to wait until I get back to make any changes. Thanks for the feedback!- 9 replies
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✮✭ The Great Yisar ✭✮ source ✮✭ Overview ✭✮ For the purposes of a voidal magi, the minds of mundane creatures are too easily turned to fear or pain at the exposure of voidal energy. So something else, an unnatural thing created through voidal energy, is required. Through the unending study of conjurationists, a ritual to create such a creature is made. Most yisar eggs are presented to freshly connected magi, to be raised as they progress through their training in the magic. Yisar are, for all intents and purposes, essentially horse sized lizard-like or salamander-like creatures of unnatural origin. Despite their strange origins, they are still animalistic, bearing an intelligence and strength akin to any warhorse. They still possess the need to sleep and rest, and can eat just about any food material (though they find voidal materials such as mage gold particularly delectable for some reason.) Most Yisar live their lives as bonded companions to a particular voidal magi, though left to their own devices the will of the stars might slowly find itself manifested in them, warping them into horrid, murderous things. ✮✭ Creation ✭✮ source These beings must come from somewhere, though they lack any sort of natural way of reproducing themselves. In truth the process to make one is long and painstaking, often requiring the assistance of multiple being connected to the void, as well as a great deal of voidal mana. The process is as follows: An egg must be shaped out of a rare voidal material, such as a Titan’s Eye, Quietus Crystal, or from pure Arcanium. Any number of voidal mages must connect and direct their mana into the egg. The egg must have mage gold wire woven around it, covering at least a fifth of its surface while the egg is charged with mana. The leading mage must direct mana from themselves as well as mana from a greater mana source into the mage gold around the egg. They may choose to pour raw voidal mana or focus on a particular magic they possess. A conjurationist must spill conjured lizard or salamander blood over the egg, letting it cover the entire object. The magegold will seep into the egg, causing it to take on an arcane appearance. Redlines One participant in the ritual must have an MA in Conjuration, though it does not need the mage leading the ritual. Requires a greater mana source, such as a voidstalker, mana obelisk, voidal tear, or equivalent. Upon the completion of the ritual, if the leading mage chooses a specific MA they possess to influence the egg with, and roll a 1d20. See hatching for more. The egg is hollow, and about as heavy and tough as a rock. The egg, and any items created using the shell of the egg, are player signed. If player signed, the egg must be signed by the player who led the ritual to create it. Part of the shell of the egg can be used as a replacement for a focus crystal when creating an arcane focus. Visual properties of the egg (such as firelight leaking through cracks in the surface) can be used to show what type of egg it is, but have no application beyond cosmetics. Flames will not burn, ice will not numb, ect. Participating mages cannot cast for 12 ooc hours after creating an egg. ✮✭ Hatching ✭✮ Once the egg itself is created, the process of hatching it is quite simple, something any connected to the void can posit after handling the object for more than a few moments. By connecting to the void and feeding the egg energy over the course of [3] or more emotes, they may cause it to slowly hatch, breaking away to reveal a baby yisar. The mage who hatches the egg will find themselves connected to this yisar, the creature following their directions far more easily than others. All yisar possess a rather reptilian body shape, with long fragile tails, scales or skin like an amphibian, fangs and claws, horns and even fins. While “mundane” common yisar will simply appear with natural colors, yisar made from a specific form of magic might sometimes hatch with more magical appearances. When the yisar egg is created, the leading mage may focus on a magic they possess an MA for. Depending on the number of mages present, the results of this might vary, rarely producing a yisar with strange qualities dependent on the chosen magic. Otherwise, the ritual will always produce a common yisar. Redlines Mount yisar are player signed by the mage who hatches and bonds to them. Mount yisar possess skin or scales equivalent to a horse, as well as strength and intelligence equivalent to a horse. Consider them effectively a reskin of a horse in these ways. A yisar must be mechanically represented by a horse while it is being ridden. A mount yisar cannot participate in combat outside of its existence as a mount. All special cosmetic qualities of the yisar from its various forms are purely aesthetic. Flames will not burn, light will not blind, ect. While the yisar follows the directions of the mage who is bonded to them quicker than others, others may still ride it with enough work, even non-voidal mages. Mount yisar are 8 feet from nose to the base of their tail at maximum. The tail of a yisar cannot exceed the length of the rest of its body. The teeth, claws, and horns of a yisar are nothing special, unable to pierce anything stronger than hardened leather. The yisar is unusable in combat outside as a mount, (it cannot be commanded to trample, claw, bite, tail slap, ect.) In balance default, the mount allows the rider to move 8 blocks per emote, or 12 blocks if doing nothing other than moving (as with all mounts.) The eggs may only be hatched by characters with a voidal MA. The ritual to create a yisar is not open knowledge, though any who participate in the ritual, read a book made by one who knows the ritual which details the process, or simply observes the ritual or it’s explanation while possessing a voidal MA can learn the how to repeat it (similar to arcanium forging.) Yisar are not natural creatures, and as such, cannot be communed with by druids Yisar will refuse to enter into a voidal hollow, to the point of attacking their own rider (and none else) if the attempt is forced long enough. The yisar will grow to maturity after an ooc week of its hatching. Yisar are mana based creatures, treating effects like auric oil or abjuration like a searing blade. The pain is enough to stun it, preventing the creature from moving from place. Repeated attacks from abjuration like effects (at most 3) will cause the rider to lose control of the mount entirely. Voidal connections inhibit move speed universally. The movement of the yisar and rider are still inhibited as much as if the rider was not mounted. ✮✭ Awakening ✭✮ The bond between a Yisar and their voidal mage is a faint thing at first. But if it is heightened through continual casting and great lengths of time, it will heighten to something akin to an arcane focus, allowing the yisar to “breath out” the spell. This is not the only extent to the bond though, the yisar will also begin displaying a more individualistic personality opposed to its animalistic intelligence. Redlines Follows the redlines of arcane focuses The mage must be in physical contact with the yisar to use their properties as an arcane focus The awakened yisar may project voidal spells from its mouth, as if breathing them, as a cosmetic way of casting the spell. This does not change the need for the spell to have line of sight from the mage, avoid mechanical boundaries, or change the effective point of origin of the spell for spells with limited ranges. To awaken a yisar, the mage bonded to them must have active contact with the yisar for 5 ooc weeks and possess at least one tier 3 voidal MA. Only the mage bonded with an awakened yisar can ride it, or use its properties as a magic focus. A mage can only possess one awakened yisar bonded to them at any given time. The personality changes to the yisar do not increase its intelligence beyond its animalistic nature. An awakened yisar must be noted in its description as well as be signed by the bonded mage. Retains all redlines of mount yisar, essentially acting as an arcane focus slapped onto a horse mechanically ✮✭ Degradation ✭✮ source Despite its flair, a yisar is still a creature born of the void, and without a constant companion to bind it to the material, it will slowly warp and change, growing stronger and more aggressive. Eventually it will become feral, a vicious astral predator which seems to only care for devouring and slaughtering all around it. When a yisar becomes feral, it will often grow larger, its claws and body stronger. It is entirely unreasonable, with only contact with its original bonded mage bringing it to a stop, and even then only for mere moments. A feral yisar, despite its name, will only grow more intelligent. Each approaches its slaughter differently, from direct violent rage to meticulous and brutally picking off its targets one by one. In extreme cases, these creatures might even begin to possess magic of their own, and the ability to create more of their kind with it. Redlines A yisar becoming feral is an irreversible occurrence, no longer being usable as a mount (the item representing the yisar must be destroyed should it happen.) A yisar going feral is at the discretion of its owner. Feral yisar in events do not need to be the result of a player-owned yisar going feral. ET are not obligated to run events based on a player’s yisar becoming feral.. Feral Yisar may be used in player and ET events. As with mount yisar, a feral yisar cannot be communed with. At the discretion of whoever runs the event, the yisar’s properties might enhance. Its skin and natural weapons become the strength of ferrum, its intelligence possibly becoming greater. Any weapons or armor made from the bones and scales of a yisar will bear the strength and weight of ferrum. Any other properties are merely cosmetic. The size of a yisar can exceed that of a mount, though not beyond twice its normal size outside of ET events. Auric oil, abjuration, or similar effects will cause immense pain to it, beyond that of even a mount yisar. ET run yisar can possess voidal magic abilities, such as breaths of voidal flame. ET run yisar with voidal abilities can produce their own eggs and hatch them (through ritualistic means, akin to what mages do to make them). ✮✭ Purpose (OOC) ✭✮ A combination of many factors, actually. I wanted something that fit the Eragon niche of a magical mount companion while not stepping outside the limits of player-signed items and what a horse could do, as well as giveing a new tool for voidal communities to construct more of a culture around becoming a voidal mage. I also wanted something voidal related that could be used in player events beyond the usual voidal horrors. Mechanically, despite all of the rp that goes into creating them they are essentially just horses with arcane focuses strapped onto them (which are player-signed anyways,) so I’m hoping it’s something others might find interesting. ✮✭ Credits ✭✮ Writer: @ClassyBells Editor: @ClassyBells Coolest Person: @ClassyBells
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KALIRI LUCI'TERHAL - A VINEYARD CELEBRATION
ClassyDryad replied to critter's topic in The Viridian Enclave
Fisulii whispers to one of the fruit trees, encouraging it to give it's all before the harvest this year. -
A local saprophyte begins frantically scribbling fish on bottles with bardic magic, she has a lot more work than she though she would!
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A bit late on this but druidic purging doesn't work on descendants (because they are unnatural things ew), so it wouldn't work for removing the curse. On other notes I love all things witches, and this seems like a pretty fun way for a more minor place in necromantic circles.
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Ever since the new map was announced I have been looking through the map to see what I personally think would be good, and I have a few thoughts. The main, main thing I have noticed, which is probably due to the tile system, is how weirdly artificial the transitions between biomes are on the map. Instead of smooth, interweaving transitions between small bits of woodland along rivers through plains, you usually just get a big section of forest, or a big section of grass, or a big section of fire mountains. Now these interesting places can be fun, but taking over an entire tile like a jigsaw piece is where it gets a bit weird. Take swamps for instance. I LOVE swamps, but should swamps be taking over an entire tile? Probably not. Ideally you would have swamps in pockets along coastland or rivers where such things meet with woodlands, or swamps inter broken with flatter, more build friendly marshland, bogs, ect. Instead we have these massive, sprawling biomes which sometimes just... start inexplicably. This leads into my other thing. Volcanoes are lovely, but an entire six tiles devoted to nothing but volcanoes? Not as much. High fantasy stuff like giant volcanic mountains, icy spikes, and swamps are good when used in moderation. The map should have one volcano at most, and if it has more than that each volcano should have something about it which makes it very visibly different and unique from others. One could have a giant skull that spews fire at the top, another could be jagged and crownlike with geysers and hot springs all around it. Now map size, I think 4k by 4k is a bit too small, and Rayalia brings up the point that it's hard to really do event stuff which requires deep nature for a setting. I'd recommend maybe making the map a bit bigger and having a few designated "hostile" areas which have something about it which make it too dangerous to settle on at all. These should be purposefully out of the way and used exclusively for events and such (this could be a way to have biomes that should exist but nobody wants to settle on, just design them not to be settled.) Counter argument to my own argument, a smaller map would probably allow for much more effort and care to be put into the specifics without burning people out. Especially if your having expansive verticality. Underground areas sounds very very based! I'd make sure though that they are somewhat interconnected and unique. Stuff like crystal growths, fungal jungles, or cold and utterly desolate deeper caves. I'm looking forward to what everyone comes up with though! And beyond my suggestions it's important that the team does what is manageable for them. If you have to burn yourselves out to make the map ideal then don't do it. Also I'd like to see this lore used more in a few places, I think you could do some creative fantasy stuff with it. P.S. I almost forgot, the new CT MUST have a t rex in it. This is nonnegotiable and the map will FAIL without it.
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-*- Sylvian Alchemy -*- Welcoming Spring by Bailie -*- The Sylvian Dreams -*- At the intersection of otherworldly being and alchemical knowledge, sometimes strange results can come afoot. Many fae alchemists will find their nights filled with blurred dreams of the Eternal Forest, spritely parties, and wild things. Many alchemists also find themselves fantasizing about alchemical creations specific to their existence, such as an epiphyte cure, permanent pain relief, or corruption cures. While most of these dreams are utter nonsense, a few can produce true results. Redlines No information about the Eternal Forest itself can be gleaned from these visions. Any details are incredibly blurred and hard to remember, as if through the lens of a wild animal. What they do see is still greatly diminished and mixed in with scenes of more earthly nature. Cannot even see the faint glimpses of the forest outside areas of great natural or druidic energy, unless the fae in question is a tier 5 druid. Epiphytes and tree lords that have held a valid CA and a valid Alchemy Fa for more than two ooc weeks are able to self teach all alchemic recipes through dreams, including rare ones. Tree lords must have their minds allowed its full freedom to obtain these recipes. A character may only learn one recipe per ooc week this way. The sylvian dream aesthetics are optional outside dreams that yield these recipes. Fae Ichor Signs Aether/Water Symbols Growth 2x Life 4x Poison 2x Appearance Varies heavily between sources, though it is usually some kind of sap, blood, or other seemingly natural internal fluid. Location Within the veins of epiphytes, tree lords, sprites, and other fae or demifae. Harvesting A single measure can be drawn from an open wound or other entrance into the circulatory system of the fae’s body safely. Two more can be drawn from the heart or liver, or comparable sources, except from sprites. Raw Effects Freshly acquired fae ichor can be transfused into the bodies of other fae to subvert blood loss in a similar fashion to descendant blood. It also contains genus, varying from source to source of the ichor. All reagents must be gathered through roleplay. Blood drawn from event fae can yield more or less fae ichor at ET discretion. Blood transfusions with fae ichor can only be done with comparable entities (tree lords to tree lords, demi fae to demi fae, true fae to true fae.) Three measures of fae ichor can be acquired from a soul tree or fae plant safely, and up to six if the flora is killed. Tree Lords and Epiphytes are never willing to undergo this process however (even by their own hands), and will treat it as a deadly attack against their plant. All genus from fae ichor is lost after 3 ooc hours or a narrative day (whichever comes first) of the removal or death of the source (whichever comes first.) Genus is intrinsic to blood magic and cannot be identified or used without specific lore. Must be signed by a player with a valid CA or by an ET if harvested outside of the crafting session. The description of the item created must include the type of creature it was sourced from, if harvested outside of the crafting session. -*- Potions -*- Glib Tongue Tier 1: Common Moments of weakness, especially just after the transformation of an epiphyte or tree lord husk, are common among those who walk the line between words. Many earthly fae are inspired to replicate the trickster grace of their true eternal cousins. Spring’s Touch Tier 1: Common The wondrous dreams of an unreal world leave a sense of mundanity to the material world that most cannot itch. Worldly fae find themselves driven to make the world around them more akin to the Eternal Forest, which they might only glimpse, altering the aesthetic qualities of plants or even themselves. Eventide Lure Tier 2: Common Alchemists attuned to the hunter’s side of nature find their humanoid bodies inadequate for chasing down the prey they easily follow in dreams. And so many will find themselves inspired towards creations which draw in prey like insects to a flytrap. It is not surprising that the lure is often stored in the horns of creatures previously hunted down. Babbling Brew Tier 3: Common [ST] Perhaps as a harmless prank or a vicious trap against descendant kind, dreams of deepest night can often inspire alchemists with a creation that can wrench cohesion from within a group. Smoldering Light Tier 2: Rare For those fae who choose to walk natural land, alchemic means make for a useful way to mark territory from others. These creations have the unintended effect of marking targets when used correctly, making it hard for them to hide in even the darkest conditions. Nymph Dust Tier 3: Rare A futile attempt to mimic the natural wonders of flight will still yield some result, as the classical ability to alter the weight of objects is readily available to fae alchemists. Dryad’s Skin Tier 3: Rare [ST] Some epiphytes possess the intuition to glean their cursed nature, and those with the means might find a way to replicate it so others may experience their vulnerability. Purpose (OOC) Potionmaking and fairies have a lot of overlap in media, including Lord of the Craft itself, with all of the rare reagents sprites and epiphytes can produce. So essentially I wanted some potions which fill this gap that are also easily available to the kind of player that would want the theme around them the most (and keep the potions from being unable to be stuck in just one or two communities on the server.) The durations, rarities, and signatures are all based on what I personally thought seemed fair based on other potion effects, but if anything needs to be tweaked or removed entirely, I am totally willing to do it. Credits Citations
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[✗] CA Race Lore – Sand Atronach (Atronach Addition)
ClassyDryad replied to ECS1999's topic in Denied Lore
It's course and rough and it gets everywhere +1 -
You know what I hate what I really hate is when I hate things that I hate when I hate when you hate when I hate and you hate what I hate that I hate-
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Why do they call it oven when you of in the cold food of out hot eat the food?
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Help me
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Fair enough, I still question how that makes sense but if it exists already better to go with that. Yeah I imagine this ability works better as a mass summon of corrupted fae unless you had some way beyond it to be very careful and stealthy. Problem is, a lesser mani is not a small goal at all, they are still demigods. Even if you slay a corrupted mani it will just reincarnate in the forest later so there is not any long lasting problem to this, it's more that if blood mages are able to do this every two weeks with the current limitations it could get frustrating fast (along with still not making sense in my opinion.) I probably do, I do not have the most understanding of blood magic in general. I would guess though that gathering 10-15 voidal or dark mages for any kind of ritual though, let alone one with a pk potential, would probably be just as hard if not harder. I understand where you are coming from here but I feel like this is something that would take a substantial amount of effort to pull off (unless blood magic has a way to corrupt other divine beings with 3-5 people.) I think that it never really made sense in the past either, though I will take your word for it. Actually that makes me think that the point of the last ability could actually be to summon the stronger corporeal mani, since mani summoning along with blood magic might allow that to be possible. You could theoretically summon them for reasons other than blighting them which might add more of a dynamic for the ability, and if you want to keep the five mage minimum it would give reason to bring non-blood mages in to hold the mani off while the blood mages complete the ritual. My personal thought is there is just not enough risk here for the blood mages involved compared the the massive amount that exists in lore (which is set so extreme that it's probably intended never to happen by the actions of players.) Thanks for responding to my concerns though! I would say Rite of Deception makes perfect sense for this, though I am still a bit apprehensive about the last one. I think it could be cool with some adjustments but as is now I am not sure if it makes sense.
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I think the first two abilities are pretty good, (although herblore is probably getting axed anyways, so you might want to keep that in mind, maybe make it work without herblore.) I have some questions/concerns about the last two though that I am unsure on. It says for both that pk clauses apply unless you have a way to circumvent death. I am fairly certain that being in another realm is an irreversible pk regardless of any ways someone might have to come back beyond monk revival. From a similar think in arcane displacement it says One is always subject to death and harm without the confines of Earth. Conclusively, death out in the cosmos, far from the faculties of any monk, entails an irrefutable PK. I am pretty sure in this case dying there would be a pk regardless of what you might have, though I could be wrong. I feel like, while the aspects/mani are generally hands off when it comes affairs. Opening a corrupting portal right into their realm would probably result in pretty bad stuff for anyone involved, though Keefy would probably be the one to know for sure on that (I'm imagining literally every living thing around you doing it's best to try to attack you. The last ability I really have some issues with to be honest. In current lore mani can only be corrupted while in their corporeal form (something which druids cannot summon them it, they can only summon them in ethereal.) This has the side effect that the 10-15 mages needed to normally corrupt a mani need to be performing this ritual with a demigod actively trying to kill them. In this lore, you need only five blood mages, one of which needs to be a druid, and the mani does not even need to be present physically. I do not really see why a lesser mani would not require mani summoning from a participant/sacrifice either. Even though it is a lesser form of mani are still mani. With the two week timer and how little people you need to subvert the catastrophic result as well this could end up being a annoyance for druids and ST alike to have to constantly be dealing with if any druid with blood magic decides to do this. In my opinion a better option for this ability would allow druids with mani summoning to, with enough blood mages, summon a mani hostile to them in their corporeal state instead of an ethereal one. After this they would need the 10-15 dark mages already required by lore to blight it like normal. As is if five blood mages could do this ritual with even a small chance of success I do not see the aspects allowing blood magic to be compatible with druidism what so ever, it's already stretching things that a magic capable of producing corruption is compatible with druidism in the first place. I do like the dynamic the first few would bring, though as it is I think this has some problems. Most of this is based on what I know, though I am not a ST so I would ask a druid ST like Keefy to maybe speak more on this.
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Life Evocation - Amendment
ClassyDryad replied to LoTC's Next Top Model's topic in Recently Outdated Lore
Oh I missed that! Never mind then! -
Life Evocation - Amendment
ClassyDryad replied to LoTC's Next Top Model's topic in Recently Outdated Lore
I really like the reformatting and adjusted emote counts, since they make using it for just flavor reasons painful, though I have two general suggestions. Conjuration should really follow the connect, charge, cast system for emotes that all other voidal magics do, because this can cause confusion on if you are able to ignore the first emote or not while already connected and just keeps it clear in line with other voidal magics. Meteor does mention that this could get a bit bloated with all of the various emote counts, so alternatively something in the general redlines saying the first emote is a connection emote would work just as well for this. This is more of a fluff suggestion but I feel like Disjointed should also be able to summon and fling plant material for people leaning more towards that plant theme, and honestly it does not make any sense that this would not be possible. Otherwise I think all of these changes make conjuration much more usable without actually really making it stronger outside Disjointed/Perennial. Very good! -
A direct descendant of Khel blinks, her ears flicking back as she paws over the message. The word Khelite draws her attention, though she does not speak aloud on it. Only insane people talk on their own. She sets the page down and resolves to look more into this strange occurrence.
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A Hyssop's Bloom | From Death, Came Life
ClassyDryad replied to WestCarolina's topic in The Father Circle
Even getting eaten by a giant cave plant just minutes prior could not diminish the surge in her soul as she felt the druii she never met pass on. The horror she had long felt was finally gone. -
A saprophyte lounges idly in her secluded underground alcove, running her hair in loops around her finger like an armchair philosopher, “Should have made a new name, dragging the old name out seems far more disrespectful than anything Ebonwood ever did…” She then pauses, a frown crossing her face, “Why in the aspects am I talking to myself, I never talk to myself…” A direct descendant of Khel wonders if this makes her official royalty again or not. She will let her parents worry about that, instead returning to contributing to the end of all things to make rocks pop into existence.
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The Vale of Nevaehlen: Video Trailer (II)
ClassyDryad replied to WestCarolina's topic in The Viridian Enclave
Yes Nikophos! -
I am super glad to see the leader pk thing gone. Mostly I thought it was weirdly random that forcing pk's without breaking rules or prior consent was not a thing except in this specific situation. I am cautiously optimistic about the crp changes but I think its probably best to see how it actually plays out in practice before we start raising pitchforks on whether it is good or not. I am sure if it ends up causing problems there are more ways to tweak it to be better. Your unasked for unprompted gold vip opinion for the day. Feel free to like and subscribe and ring the bell for more great takes.
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Moments of Temperance [!] In the southeastern corner of the northern landmass, a small, waterlogged journal can be found. Much or what was written in it seems to have been lost in whatever process brought it here. 67 S.A. 1st of Frost’s Maiden [!] On the page seems to be a rather detailed drawing of what looks like a massive cavern complex, beams of light shining down into the water below. I was certainly right in my instinct to choose this place for my task, a most grand expanse of a cavern if I have ever seen one. How does a mountain such as this even hollow out? The water erosion must have taken countless valah lifetimes if that is truly the cause. I brought no torch with me, only my spear, but that was alright. With my new trusty illumination spell, finding my way through the dark has proven to not be an issue. I can already imagine myself hitting my head yet again considering the steepness of the land I walk. For my first night, I focused simply on finding a place to rest for the future, and lo! A perfect alcove of soft grass, fed by light from one of the many holes above. I do not like the idea of bearing a night of cold, but I must for now. The water of the cavern, the way it echoes, it almost sounds like a lulling song… 67 S.A. 2nd of Frost’s Maiden [!] A sketch of some kind of grass-woven rope holding up yet more grass appears on the page. Today I solved the problem of the cold. I was advised to try burning grass whenever I can. It burns quickly, too quickly, but with enough I can manage to keep things stable. I also found a reasonable source of food, a small collection of mushrooms. Edible if heated, and luckily choosing a cavern has yielded a large quantity of flint for my needs. Tomorrow I will make something to cook them a bit better I think. [!] Water damage destroys the accounts of the next two days, though the writing seems to have been about as unnecessarily long as the previous ones. 67 S.A. 5th of Frost’s Maiden Not much happened today. I swear someone is calling my name, but it just seems to be a cave fish of sorts. I was expecting something more… pale and eyeless, but with the light that reaches this place from those many holes I suppose they do get enough to see in a place like this. I have never been one for the taste of fish, but that fish’s days are numbered. 67 S.A. 6th of Frost’s Maiden I made a mistake. I am not sure why I thought with my poor aim that tossing a SPEAR and a FISH in the WATER was a good idea, but here we are. Now I have to figure out a way to get the poor thing back out before it gets lost somewhere. If I cannot make anything work, I suppose I will just have to dive for it. 9th of Frost’s Maiden Could not write the last few days. Turns out that water is in fact cold in a giant cavern in the middle of winter. I had to bring the spear to the other side of the water and now I cannot reasonably go back without risking myself. Joy. For now, I am using a blanket of grass to keep warm. I will have to remake my grass-drying rack once again, I am afraid. [!] A few more days seem to have been lost to the water. 12th of Frost’s Maiden No mushrooms anywhere, at least I can reach in my weakened state. I can feel my mind screaming to explore more, to see more of this strange place! But, my body and my apparent desires do not align for the moment. How songlike desire can be at times. 13th of Frost’s Maiden I am missing a cultural festival for THIS? I absolutely should have just survived in some woods or something, much easier and nicer I think. But no, I had to miss whatever-not and go survive in a cave. Still no mushrooms, sick of fish. [!] A large section of pages are fully caked in mud, their words illegible from the damage. 16 I have traveled further along, I feel like I am going in circles. I feel tired, sleepy, but this is not the place yet. 17 I hate fish. Slimy disgusting things. The way they wriggle even after you kill them, I hate them. I hate fish. I am still tired, though I feel as though something might be watching me, something I cannot see. The bats perhaps? That must be it. Maybe I can eat one. [!] A depiction of an ‘ame woman brutally butchering several fish seems to have been shakily drawn out over the page. The journal skips several days despite the lack of water damage. 67 S.A. 21st of Frost’s Maiden I did it! I found more mushrooms! The Aspects must be guiding me today. A nice, warm, cozy alcove filled with more mushrooms than I can ever need for the rest of this expedition. I for one am glad to be close to finally leaving this dreadful place. Well, it is not all bad. The sounds of water against rock, the beams of sun and star, the cold whelming feel of it all. It would be a nice place to visit, just not to live, I suppose. Regardless, I am far too exhausted to cook any of these yet, so for now I will simply lay down and rest my weary head. A new day tomorrow! [!] The last section of writing seems to have been written over the water damage in a black sticky substance, though it maintains the same handwriting. These things lost, all too soon.
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