Jump to content

Aesopian

Java Team
  • Posts

    669
  • Joined

  • Last visited

Everything posted by Aesopian

  1. Dang I wish I had the time to write on this the thing I wanted to write. Oh well. TL;DR this should be accepted as it currently stands regardless of its issues, but in the future we should probably look to expand it and other magics like it into a true Dark Druidism (by combining them).
  2. You can already perform blood magic augmented Dark Shamanism, this just provides guidelines for the one thing which has a big enough impact on individual characters that it might be worth writing down. See the red lines for differences compared to standard flesh smithing.
  3. Despite its name, this has nothing to do with actual metal forging.
  4. Blood Smithing --=+=--=+=--=={[~]}==--=+=--=+=-- --=+=--=+=--=={[~]}==--=+=--=+=-- No current blood magic ritual exists to support fleshsmithing, hence the creation of this minor lore piece. Blood smithing is a ritual created through the union of blood mages and flesh smiths, either necromancers or dark shamans. It is an improvement on existing flesh smithing rituals. Much like traditional flesh smithing, blood smithing allows an individual to redesign the physiology of another. A flesh smith can attach a limb of their own twisted creation to a host body, and in the cases of particularly skilled practitioners, even organs such as additional eyes and ears can be embedded in the body. With the assistance of blood magic, the flexibility and precision of their work is improved. The mastery of blood and genus blood mages possess allow them to impede the responses that make grafting alien tissues into organisms impossible, and furthermore, make it easier to force a soul to return to these organisms once this happens. Their deft control over the healing process makes them skilled at ensuring organisms which have been flesh-smithed are able to incorporate new additions into their physiology and make sure those additions are functional. In summary, blood mages are altering the blood of the host organism to support better better flesh smithing. If the changes are particularly vast, they may need to continue their work following completion of the initial smithing procedure. Otherwise, the procedure is identical to traditional flesh smithing. In order to illustrate specific changes to redlines of fleshsmithing, I have included the normal redlines to flesh smithing below, and I have included the modifications to these red lines that take place in blood smithing in red. Those which do not have red text following them remain the same, even in the case of blood-magic augmentation. Blood Smithing *Requires (At the least) a second tier Ish'Urkal who has consumed a minor spirit with Dark Shamanism. Or, requires a tier 3 Necromancer with Necromancy. *Fleshsmithed creatures may use magic if they were originally able to do so. *Limbs and generally fleshy parts must be of the same type of creature as the owner of the body (i.e. an orcish arm being attached a halfling will do, but a dog's leg won't). => You can attach tissues and structures belonging to any species, but due to the nature of the fleshsmithing process, features which are not structure or motor based are lost. *Requires ooc, but not in character, permission. Should there be no consent, the soul will drift off instead of returning to the body, and they’ll die (No PK). *The addition can be either numbed or in constant pain- The Ish'Urkal has the choice over this. => The addition may also have slight sensation. *Clerical or Alchemical healing to restore the old limb is impossible. However, they can both aid in reducing the pain, repairing numbed nerves and making the limb more practical. => Following around two elvish months of healing (can be less or more depending on the extent of the change), the limb will have relatively normal functionality, and this can be accelerated with clerical or alchemical healing. *If it’s an arm or a leg, note that it wouldn’t function perfectly. For the most experienced, a slight limp would be present, and for the least well versed it would be no better than a wooden attachment. => This limp can be lost over time. *No fine motor skills with grasping appendages, though swinging a mace or hammer is easy enough. => If the limb or structure is designed for it, fine motor skills can be acquired. *Eyes and ears can function up to a point. They will always only be able to perceive poorly, with eyes having at best very blurred vision and ears at maximum having very muffled hearing. Furthermore, eyes cannot function at all if the vision they provide is in directions that are too different from the norm. Ergo eyes in the back of one’s head are strictly for appearances only. => Eyes, ears, and other sense organs may come to function normally, after a long enough time is spent acclimating. *Ish'Urkals can’t perform flesh smithing on themselves or other Ish'Urkals. *The victim will always become subservient to the Ish'Urkal, with no exceptions. Additionally, they have a high chance of attracting a spirit of mental instability to themselves. => The victim becomes subservient to those performing the ritual in equal parts. If there is a disagreement, they get to choose. If a blood mage was the person smithed, they may refuse the Ish’Urkal, but their powers will be drained (as one level) for the next 24 IRL hours. *Necromancers cannot perform fleshsmithing upon the living, only the dead or undead.
  5. I should apply for the priestdom,Ti'gobser thinks.
  6. The stupidity of mankind is that they are building Courland into a new Oren by attacking it constantly and losing. When nations decide to go to war with Courland and then promptly lose, they get absorbed, and Courland grows larger. I'm pretty sure Courland hasn't even declared a war.
  7. This is one of the other issues I should probably point out. There is something of a need to construct a single, unified 'dark druidism', rather than have a bunch of individual magics which each are sort of kinda dark druidism. How we go about that that is probably a discussion for later. Tomorrow evening, probably.
  8. Is there a reason why a Daemon of companionship screws around with nature? There are some other issues with this lore as well, besides my typical complaints about grammar. A lot of similarity to regular Druidism in terms of abilities. This can be fixed when I make a more detailed post, however. Also, we really should NOT steal ideas from popular videogames. People see it and think we're thieves. It's distinct enough you could just rename it, though.
  9. honestly this changes nothing. the relative power level of the druids is the same and all this makes different is the flavor. like from strawberry to cherry. it would be cool if you could heal the druid's body with regular druidic healing magic, but if you cast blight healing on their soul tree, it heals their body as well. so say if a druid is in tahn and their soul tree is in ceru and their arm gets chopped off, some other druid can blight heal the soul tree belonging to the wounded druid and their arm suddenly reconstitutes that'd be really OP but it'd be cool and shiny at least
  10. tree lords sound badly like something to do with weed
  11. Waiting for response. Important note: I never did get the message for the time period changes.
  12. can the writing be in the form of a text adventure game
  13. This should probably be its own magic, honestly. Fleshgod inheritors and all that.
  14. PK clauses aren't supported by the administration. They are not enforceable.
  15. I did actually add in some new stuff for this version, compared to the one I submitted in the lore competition. If you can point out some specific details for the clay knights and dream stalkers you'd like added, I'll make every effort to include those. This was added for the clay knights: This magic was an ancient hybrid. They say the knowledge to connect spirits to artifacts was stolen and perverted by an unholy orcish shaman, and sold to Masur’s merchants in exchange for asylum. This knowledge was the ancient prototype for spirit smithing, a technique devised by the orcish spirit of smithing, Gentharuz, to allow spirits to empower orcish weaponry. Twisted by this shaman already to allow him to force spirits into weaponry without their consent, Masur's merchants would go onto further adapt it. With the assistance of runesmiths, they would build the first functioning clay knights. These sections were added for the dream-stalkers: They can be encountered most often in the northeast of Tahn, usually in the dreams of young dwarves and humans -- the most common race the stalkers originally were. They can be fought while sleeping. In the dream, they have mastery of your nightmares, and will use every ounce of fear in your mind as a weapon against you. If you are strong of will, you can steel yourself against them, and bring the fight to the stalker (hopefully slaying them), or you can simply flee until you wake. When a dream-stalker claims your body, they will generally head as quickly as they can toward the Achure burial mound, seeking to uncover it and slay the sleeping king. They do not know how to eat, drink, or sleep, and will inevitably die of dehydration. They can be purged from their host by holy magics. Cast into the Ambrosial Sleep, a person whose body has been stolen by a dream-stalker has few options. They may venture until they lose their mind and become a dream-stalker themselves, or, if they are lucky, they might find the Dream City of al-Damanhur. They say the Sleeping King can help you return to your body, as the dream-stalkers are his enemy, but this return will come at a price.
  16. "Uóm ùóuù īn'ènnù nù nùīn'è nnùn." says Ti'gobser. Their language is like if someone tried to create a Jackson Pollock painting on top of perfectly good script.
  17. Are people allowed to apply for CAs as Ents, or has that been done away with?

    1. Show previous comments  5 more
    2. Aesopian

      Aesopian

      do we have any elder trees in existence?

    3. Priceflash

      Priceflash

      probably

       

      i am also pretty sure i read the og lore and it had nothing to do with elder trees but don't quote me

    4. Aesopian

      Aesopian

      i will have to convince some ET to put down some elder trees. maybe we can get one in the far glade. it'd be nice seeing ents around from time to time

  18. I should write an app for ice witch magic on my kha while fitermon is accepting everything 

    1. hudsun202
    2. NotEvilAtAll

      NotEvilAtAll

      Which Witch is Which?

  19. Do you think Steven and Garnet's fusion will resemble three kids in a trenchcoat
  20. Aesopian is the incarnation of Jesus Christ

×
×
  • Create New...