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JuniperSelkie

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Everything posted by JuniperSelkie

  1. I shall be curious to see if permanant bans are enforced.
  2. @ScreamingDingo I am fairly certain I’ve acquired all the feedback that I can this time around, so I am as ready as I’m going to be ? Let the reviewing begin, when able.
  3. OOC Username: JuniperSelkie Discord (example#0000): JuniperSelkie#6227 Time zone: Central Time Roleplay Name: Elias Thornfoot Age: 23 Race: Halfling Desired Role: Amiable/Raeden
  4. I adore all of the feedback and support this has gotten so far! I made a few minor edits today, mostly wording and grammar. Let the excitement continue.
  5. I adore it as much this time as I did the last time it was submitted! I’ve been a tinker/alchemist player since I joined the server years ago, and this is one of the greatest additions to that category that I’ve ever seen. I’ll admit that I’ve never had the opportunity ICly to either meet an Automaton, much less one of their creators though, only ever ICly heard rumors. Seems to be a closely guarded secret. Which can be good or bad, honestly. Too little spreading of it, and it withers up. Too much, and it becomes worthless. I just hope it doesn’t end up getting hoarded by a highly specific race or group, like with golemancy.
  6. A fisherman also recalls when a very jaded tribal man was a void sorcerer.
  7. The issue with this is that real life thieves don’t actually kill that often. Statistically, they prefer to just snag stuff and run. Not to mention, the trauma that you accumulate by killing people. You -literally- need to be a psychopath to be completely unaffected by murdering someone. Killing is traumatic. That's a fact.
  8. Huh. Seems like sea and Dresdrasil stuff has become very popular suddenly
  9. The issue is that almost nobody ever survives bandit rp, so it ends up impacting nothing.
  10. Every time ive been robbed on the road, in a city, or anywhere else, my character has been killed. There’s literally no rp that comes out of it. They just pop me and take my stuff. So I think banditry needs some harsher rules. Much harsher.
  11. How about no. That’s clearly overpowered, not even Fi was grandiose enough to try forcibly, permanently, cutting off someones magic. There’s no way on earth this should pass as is.
  12. Thanks for the feedback, Lawyer! We’re doing our best to ensure that Galderes isn’t just “oh look water magic”, and that it serves just as much a purpose as any other deity magic. And yes, we are working on building a cohesive and well thought out culture rooted in the same sources as the magic. My personal feeling is that this magic honestly does fill out some spaces that are previously untouched, and will make for an excellent source of RP, but I’m biased of course.
  13. Here’s my big question. For people who already knew how to make Homunculi, does this give them that ability again?
  14. Galderes The first time I met him, I’ll never forget. Let me tell you the story… “Ulthar was home, it was paradise to us. Our little piece of the world, situated far from land. We were fishers and sailors, sages and artisans. A legacy stretching back across the ages. The Queen dug deep beneath the island in search of new resources, until she stumbled across it: that gateway of Antediluvian wretchedness that doomed us. The relic she brought up to the surface, that strange beating heart cloaked in chains, she swore it would bring about a new age for Ulthar. But that vile thing sang a song none of us could hear. And Things danced a dance none of us could see in response. The Chained Heart became a curiosity, something delved into over and over, and towers rose, to practice the sorcery gleaned from the relic. No one cared that fog crept into our harbors and shrouded our streets. We revelled in our new power, as Mages. But nothing lasts forever, and every song comes to an end. It happened on a clear day. The sun shone, the birds sang...and the earth heaved. The peak of our island exploded in fire and chaos, and the waves lashed at our shores. Then the dark water came, lapping, unstoppable, inevitable. The ocean, once our ally, now claimed all that we were with an insatiable hunger. We gathered what boats and wreckage we could, desperate. Our mages erected barriers to preserve their own lives...but it was as if the island shrugged. The foundation of the city cracked and crumbled as it was swallowed by the sea, and with it our mages. As the sea claimed our island, and the island claimed my ship, I looked around watching my friends drown. I reached for the surface as I sank, crying out for help. I didn’t expect an answer. A voice filled my mind, smooth, cultured, and rich. “Help? Why would you need help my dear? Isn’t the sea your friend? The cradle of all life?” He murmured to me. It was like time had slowed. I could feel something colossal looming in the depths, watching, curious. I begged for help again. A bargain, a deal, anything. “Interesting. I do love a good bargain. You’re broken, yet you still believe that no one should suffer like you are. You still plan to give humanity so many marvelous gifts… I know this because I see you… Allow me to lend you my strength, let’s forge a contract… Now get up, Darling. It is Our turn to administer the medicine, but be careful what you wish for..." A single eye stared at me from the depths, and something rose to me in a bubble… a crude mask, fashioned from some sort of massive scale… and I was lost the moment I donned it. Fresh air flooded into my lungs as if I stood upon the shore. “Let’s discuss… terms. Before one of my kin takes interest.” I learned much that day. His name, Dagoth. The fact that he’d been slumbering beneath our island, in a marine cave of massive proportions. I learned how to harness the sort of powers he used, if crudely. Capturing echoes of power from the water, and spinning them into charms and spells of my own like a fishing net... and that’s what I’m going to teach you. Before recorded history, Dresdrasil plunged from her throne in the Sunset Shoals, a twilight realm that touches all places where water exists, into the depths of the mortal seas. She did this because she had created all things that dwell within the waters, and had fallen in love with her creations, unwilling to live apart from them. But her actions had unforeseen consequences. The Mother of the Sea birthed innumerable creatures, some mighty demigods, some simple creatures or wise leviathans. But Divinity and mortality were not intended to mix in the long term. Her essence infused the waters around her, and spread through all the seas and oceans, rivers and streams. Exposed to her divine element, some creatures grew aware, and powerful. But they had a breaking point, where their minds shattered under the strain, turning them into mindless beasts that craved destruction. Heartbroken, Dresdrasil unleashed 2 new magics upon the seas. The first, a spell of her own working, one of forgetting. And so the waves wore down and washed away the memories and pain of her children, giving them more time before their insanity tore them down. But it also washed away her own pain, and the memory of the heinous error she had committed. To this day, the Mother of the Sea still produces many children, often forgetting that she already had others, a victim of her own magics. The second magic she created was her solution to the problem. Not a cure, but a culling. Mortals entrusted with occult knowledge, who would slay the poor broken creatures her children were slowly turning into. As an incentive, she offered them great power in exchange for their service, powers that would allow them to do their duties and more besides. The first to take up this mantle was Jugo, of the island kingdom of Ulthar. His Galdr did their job for centuries before vanishing. Now, Dresdrasil seeks new champions.” ~Jugo of Ulthar, the First Galdr GALDERES EXPLAINED Galderes is a deity magic revolving around Dresdrasil, the Daemon of Abundance. It is designed as a toolbox magic, with a significant amount of horizontal growth (versatility), but not much in the way of vertical growth (power scaling). A would-be Galdr can learn this magic by receiving instruction from a master (T5 with a TA), and by learning it over 6 irl months. Given that it is a deity magic, you must know no other deity magics, and in order to master it fully to T5 and beyond, it must be the only magic you possess (aka 5 open magic slots). The magic functions in conjunction with creatures written into this lore piece, labeled as “Children of Dresdrasil”. Children of Dresdrasil who have gone mad are hunted for their parts, and their parts are made into charms, then filled with magic Thread gathered from the sea using a Lantern, Distaff, and Bell. As you ascend through the tiers, you will need more and more advanced materials which are harder to get, but reap greater rewards, like powers from your Patron. There are currently Three Patrons for Galderes, and each one leads a Galdr down a different path of abilities. Each Pact provides useful and unique abilities to add to your toolbox, but you can only use the abilities associated with your Pact, not a different Pact’s abilities. Pact abilities however are not obtained before T3. While the magic is learned from a teacher, the various complexities of the different charms and abilities are too much for a person to recall, and so Hextomes exist. A Hextome contains all the knowledge a Galdr requires, scribed in some strange eldritch tongue that resists translation - an inch thick of swirling, shifting writing, detailing the rituals, rites, and spells available to the Galdr. Acquiring a Hextome is as simple as becoming a student of the magic. The books are made from byssus and monster hide, ensuring their waterproofing, and scribed in alchemical ink. Acquiring a Hextome is a basic process, merely leaving a blank book within the altar infuses it with eldritch knowledge. There always seem to be three of these Altars to start, but more can be made with a special charm. Carved into the sides of each altar are iconography relating to the Mother of the Sea, Dresdrasil, and the altars themselves are hollow like chests. Completing your pledge, and waiting a full cycle of the moon (1 week) results in receiving your Hextome, though the knowledge you possess is only sufficient to understand the first chapter. Progressing further into the magic results in obtaining more eldritch insight from your Patron and your teacher. Choosing a Patron is done with a second rite, and is required to progress to Tier 2. The second rite involves carving a token, and offering it on the altar. The material you chose decides your Patron. Coral for Dagoth, Bone for V'acta, and Prismarine for the Noble Circle. Studying Hextomes isn't without risk. The eldritch, otherworldly tongue scribed within twists the mind. Attempting to read sections you lack the knowledge to understand can result in fear, anxiety, headaches, nausea, and even paranoia. Even possessing the knowledge required to read a section of a Hextome doesn't fully protect a Galdr, as such they tend to develop at least one unusual behavior, such as attempting to eat things that are not food, or a fascination with a particular aspect. Attempting to transcribe a Hextome into another language results in gibberish, and as the ability to read and understand is linked to Galdreres, being stripped of your powers strips you of your ability to read a tome. Despite the risks, Galdr still study, for the waterproof pages of each book bear the rituals, incantations, materials, and timetables recommended for each of Dresdrasil's gifts. A note, the further one gets into Galderes, the more Dresdrasilian speech they can use and understand. This unusual tongue can be used to speak to sea creatures. THE PATRONS OF DRESDRASIL Galderes relies heavily on its three patrons, the Dresdrasil’s intermediaries who bestow her magic upon her mortal servants. Each of the three patrons unlocks a different path available to the Galdr, which means different abilities. However, picking a path does not mean you cannot access the other two. At tier one and two, a Galdr can switch to another Pact with no consequence. However, at tier 3 and above, switching Pacts will reduce you to tier 2 again. A pact only becomes locked with the ascendance to Kin. DAGOTH, THE SLEEPER One of the many beasts birthed by Dresdrasil, Dagoth slumbered for ages before being awoken. He taught the first Galdr, Jugo, and still teaches to this day. Dagoth leads the Lost Galdr in defending the sea from interior threats. He’s largely harmless, but loves deals and bargains, leading to a faustian first impression. His mastery of the mists and magic, as well as his size and natural abilities, make him a dangerous enemy to have. It is unknown if he has been slain, but some conversations have implied that Dresdrasil will ensure his continued existence beyond his death. Those who pact beneath Dagoth are known as the Lost, for Dagoth slumbered unknown for centuries. V’ACTA, THE DROWNER A strange case,V’acta enjoys telling tall tales to her visitors, such as the idea that she was once human. In fact, she is the daughter of Jugo, mutated beyond recognition from her delving into deeper ranges of her magic. V’acta prefers to dwell within sunken ruins, as opposed to Dagoth’s deep-sea forests. She leads the Broken Galdr in attacking sources of pollution and other threats to life within the sea. Her skill with the manipulation of shadows makes it hard to trust your own surroundings. Like Dagoth, she has implied that her continued existence is guaranteed by a power far beyond her own. Those who pact under V’acta are known as the Broken, due to how Dresdrasil views the daughter of her first mortal servant. THE NOBLE CIRCLE The odd one out, the Noble Circle is neither a child of Dresdrasil, nor even a solitary entity. The Noble Circle is a band of six Greater Celestials that made a bargain with Dresdrasil, and dwell deep within a marine crystal cave. The six of them, with each bearing a striking similarity to an ordinary animal, finds a mortal trait they deem to be ‘superior’ and will foster students to prove their points. Ohzra (manta) favors wisdom, Tecti (eel) ferocity, Gorvu (snail) tenacity, Kenatl (seahorse) survival, Yivi (crab) cunning, and Qhonphall (jellyfish) agility. While Dresdrasil cannot ensure their existence in the same way she has that of her children, their Arcanist Stones allow them to reconstitute themselves with relative quickness. When first discovered by Dresdrasil, she nearly destroyed the Celestials, but made a bargain with them instead. They would nest in her oceans, and seal rifts in the veil, and she would afford them a measure of protection and permit them to stay. While normally Celestials would be ill-suited for Dresdrasil’s purpose, she reached out and touched them, altering them to suit her needs, granting them powers beyond that of normal celestials. This arrangement has lead to the term “Redeemed”. THE TENETS OF THE GALDR The Tenets of the Galdr are the rules set out for them by their Patrons and by Dresdrasil. Following the Tenets set by the source of the magic ensure the endurance of your abilities. Breaking these tenets and angering Dresdrasil and her patrons can result in disconnection. Harm not your fellow Galdr, let them be as cousins to you. [Do not attack any Galdr or try to harm them willingly.] Take only what you need from the sea, and use all that you take. [Don't overfish or destroy parts of the oceans if you don't need them and use all of what you took in the end.] Protect the sea from the abuse of other minds. [Do not support people or events which would cause any harm to the oceans, instead try to protect the ocean from such.] War shall never be held, unless for the good of my children. [No war should be caused by a Galdr, unless it is for the protection of the Adherents or the Ocean's themselves.] Hoard not my gifts, for they are meant to be shared in defense of the ocean. [Do not keep Galderes for yourself. If you know someone that wants to learn the magic IC try to help them find a fitting teacher.] Do not disgrace them by showering them upon the unworthy. [Do not use your magic for entertainment. Do not use it unless it is needed for your work and to follow the other tenents. Do not give it to people who haven't earned it, and don't just hand it out like candy.] Abuse not my gifts, lest they be torn from you. [Do not abuse any of the magic or the tenents, as else you will face disconnection by the other Galdr.] GALDERES ABILITIES Simplified Spreadsheet for all Abilities Tier 1 Abilities Tier 2 Abilities Tier 3 Abilities Tier 4 Abilities Tier 5 Abilities Kin Abilities GALDERES REDLINES Galderes Magic is learned from a teacher or a patron, alongside a tome in which the knowledge is recorded. Each chapter explains one tier of the magic. Receiving a Hextome requires a specific ceremony. Hextomes can’t be copied or translated. Hextomes can’t be shared. Only Charms that have been approved can be utilized (leaving room for the creation of new, lore approved charms). The “tell” for Galderes is that the charms produce their own ghostly light, often a pale green-blue hue, and that their eyes are often showing a strong glowing of azure light. Learning successive Tiers requires the intervention of your patron, but only minimally. Essentially, they give you the means to translate the next chapter. You cannot learn any other forms of deific magic, as Galderes requires a permanent connection to Dresdrasil and the Patrons. A Galdr can only carry so many charms, usually 8, plus charms that do not require storage. Galderes takes up one slot per tier, means that you will need to use all 5 slots to reach tier 5 in this form of magic. Near to all abilities require a charm. Using charms requires both your hands and your voice. Lacking either prevents the use of this magic, unless you can write the Eldritch Sign that activates your charms. Galderes Charms can be disarmed, making it hard for the Galderes Mage to use abilities. Clashes with Druidism on communicating with sea creatures. Compatible with Blood Magic, but boosting to T5 does not give you access to the special pact powers, only Charms. Being away from the sea strips Kin of their eternal youth, resistance to disease, and fast healing, until they return to it. Becoming a Kin requires you to create a CA for the Kin and also state the Kinsblood-Ability you obtained when you became a Kin. Tier Progression TIER ONE Tier One charms are simple things that can be made from parts extracted from monsters found along the shore and in the shallows. Tier one introduces Galdr to the concept of recharging charms. Recharging charms (those that CAN be recharged), requires wrapping the charm in a cocoon of seaweed and Thread, and leaving it to absorb the magic for an elven day. Tier 1 takes up one magic slot, and is obtained upon connection. Abilities available at tier one include: DAGOTH’S BREATH LOYALTY LURE SHROUD TIER TWO Tier Two Charms are more complex and demanding than Tier One Charms, requiring materials harvested from beasts out in the open water. The Pelt, made at this level, is an EXTREMELY personal item that is highly difficult to replace. Tier 2 takes up a second magic slot, and is obtained after 2 weeks and 5 lessons total. Abilities available at tier two include: HORN OF FLOWING WATERS PELT PURITY STRANGLING SEAWEED TIER THREE Tier Three Charms are more complex and demanding than Tier Two Charms, requiring materials harvested from beasts found below the surface, in the coral forests. Tier Three unlocks the first round of pact abilities, listed below. At Tier Three, Galdr begin undergoing additional changes. The acquisition of aquatic traits like patches of scales and such becomes unavoidable, and their eyes change to a luminous blue-green sea hue or a sandy gold. In addition, they obtain what is referred to as an “obsession”. Obsessions fall into very clear categories, and are quite literally obsessions with sometimes obscure or esoteric concepts. Obsessions can, in certain cases cripple a Galdr, as they will focus on the minor trivial details of their obsession, and ignore what’s happening around them. Tier 3 takes up a third magic slot, and is obtained after 2 months and 10 lessons total. Here are 3 examples of obsessions: An obsession with stars will start to direct their life by horoscopes mainly, or being obsessed of the ocean view and the setting sun while not seeing the sun delve into the horizon deep each night will make them have no somber sleep An obsession with death will lead one to treat corpses strangely, having trouble recognizing that corpses and the living should be treated differently. they may collect bones and parts, assembling bizarre statues of them, and spend time in graveyards. An obsession with sound or music leaves one with the incessant need to fill silence with mindless noise, rhythm, and other sounds. General abilities available at tier three include: BLESSING OF THE DEPTHS NEW LIFE WATERY DOME WAVESPEAKER FALSE LIFE Dagoth Crafts available at tier three include: KRAKEN ARMBAND LOBSTER BRACER MERMAID BELT MORAY HEADBAND Noble Circle Crafts available at tier three include: MASK OF THE CRAB MASK OF THE EEL MASK OF THE JELLYFISH MASK OF THE MANTA MASK OF THE SEAHORSE MASK OF THE SNAIL V’acta Crafts available at tier three include: V'ACTA'S CUIRASS V’ACTA’S HELM V’ACTA’S SHIELD V’ACTA’S SWORD TIER FOUR Tier Four Charms are more complex and demanding than Tier Three Charms, requiring materials harvested from beasts that dwell in ocean trenches. Also acquired at tier four is the ability to call forth a defensive spirit beast known as a Fetch, which varies based on your progression and pact. Tier 4 takes up a fourth magic slot, and is obtained at 4 months and 15 lessons total. Abilities available at tier four include: BRACKISH TENTACLE OCEAN CONDUIT FETCHING PATRON TETHERING BOUND TIER FIVE Tier Five Charms are more complex and demanding than Tier Four Charms, requiring parts harvested from beasts that dwell in subaquatic cave systems. Also acquired at tier five are the ultimate abilities offered by each pact. Tier 5 takes up a fifth magic slot, and is reached at 6 months and 20 lessons total. General abilities available at tier five include: CHOKING BRINE DEPTHCALLER MAELSTROM OCEANIC BANISHMENT Dagoth Crafts available at tier five include: OCEANIC BROOD Noble Circle Crafts available at tier five include: GORVU’S SHIELD KENATL’S COMPASS OHZRA’S FAN QUONPHALL’S BOW TECTI’S DAGGER YIVI’S SHAMISEN V’acta Crafts available at tier five include: GRASP OF THE DEPTHS BEYOND T5 PURPOSE The purpose of Galderes is to create an rp-intensive magic that revolves around one of the least used and explored parts of every LOTC map: the ocean. The Old One, Dresdrasil, the former Daemon of Abundance, has existed for a while just for flavor, but has had no purpose outside of that.Thallassos briefly, and indirectly, changed that until it was shelved, but it never actually involved Dresdrasil, just one of her many Children. Galderes is a magic that, unlike others, relies almost entirely on crafting, but also relies on the hunting and slaying of rogue monsters in order to fuel that magic with materials. So it fits into three rather empty niches: item based magic, ocean magic, and ocean rp. Enchanting EXISTS but its not a form of magic on its own, just an extension of Void magic. CITATIONS Original Dresdrasil-Lore/Menitoning: https://www.lordofthecraft.net/forums/topic/155190-the-old-ones-daemons/ The Children of Dresdrasil CREDITS JuniperSelkie – Primary Lore Writer EmeralUpsilon – Co-Author and general Editor Ragnio – Co-Author, Format Editor and general Editor Zacho – Co-Author, Feedback Giver MamaBearJade, D4NNA and TheAlphaMoist – Feedback Giver and ST-Support Zidoax – Feedback Giver
  15. Realtalk tho. Don’t let people decide for you where you should go. Pick a spot you’ll think you will enjoy, and there’s no need to 100% commit to it. You’re always free to move to another spot if the first one isn’t your cup of tea. Don’t let people bully you into picking their spot over another.
  16. I’m planning to found an alchemist society in my upcoming charter, and we’re also the home of the Herbalist guild. Feel free to message me and check out our charter!
  17. MC-Name: JuniperSelkie Character Name: Novo Blackfog Age: 300~ Race: High Elf Hometown: ??? Possible Goals to achieve: Resume the practice of medicine and the cultivation of herbs and special plants. Expand the field of alchemy. Wanted Role/Job: Medic/Scout (Experienced Physician and Alchemist, as well as Gardener) Discord: JuniperSelkie#6227
  18. OROPO AND THE ADHERENTS OF DRESDRASIL The Adherents of Dresdrasil are a community dedicated to seaside life, and all the things that come with it. They’re at the surface, humble villagers who spend their days fishing and hunting, relaxing in the sun, surfing and diving, and making offerings and prayers to their mysterious Goddess. But delving deeper, there is more to them than meets the eye. The Adherents of Dresdrasil are split into three equal, but very different castes: Adherents, Ospreys, and Cormorants. Adherents are folks who handle the everyday aspects of life: barkeeps, sailors, fishers, crafters, and merchants alike. Ospreys are hunters in every sense of the word: fishing, trapping, diving, and monster hunting. Cormorants are scholars, spellcasters, and religious figures. Collectively, the Adherents are lead by the Kingfisher and the Herald of Dresdrasil, the leaders of the Ospreys and the Cormorants. The Adherents have their own culture and religion, their religion revolving around the worship of a divine figure. She has many name, known as the Old One of the Sea, the Goddess of the Sea, the Sea Mother, or more properly, as Dresdrasil, the Daemon of Abundance. The tales told by the Adherents speak of how she loved the sea so greatly that she decided to take on a mortal form, and gave up her godhead to dwell alongside the myriad forms of life she had created, her children. The Adherents try to honor her in all they do, treating their villages as just big families, and accepting people from all walks of life. Anyone who would reinvent themselves, no matter what they’re running from. Adherent society focuses heavily on fishing, hunting, and artisanship, with a major focus on skill, local materials, and trade. Despite their dedication, they’re also known to host many festivals, and to be a laid-back people. Those attempting to join the Adherents should apply on this thread using the supplied prompt, and head to Oropo for IC recruitment and such. There are no race or background limitations really, just be a decent person, and come to have fun ❤️ RECRUITMENT APPLICATION MC Name: Character Name: Race: Reason for wanting to join: Goals for Joining: Ideal Caste: Basic Background:
  19. Edited once more, adding a new con and flavor bit to Tier Three.
  20. I made some additional changes. Clarified one of Maelstrom’s mechanics, added a limit to the amount of ammunition the bow can create, replaced the power for the fan and for V’acta’s t5, replaced the power for the dagger, and added additional limits to the compass.
  21. +1 for leshy inspired stuff, -1 for basically just being druidism minus aspects.
  22. So far, I haven’t figured out who would be the best for the magic. I’m trying not to pick based on personal preference, but I want to make sure I’ll get active and trustworthy people who will take the magic seriously and try to expand and provide quality roleplay. I’m honestly not sure how to find proper applicants, or if I should just pick from the people I know. I just want to make sure I do it right the first time, you know?
  23. To your first comment, if someone isnt gonna bother being nice to me, why should I be nice to them? As for the abilities that you think are overpowered, please point them out and tell me how you think I can improve them. Constructive feedback is an important part of the writing process. And I actually spoke to a few folks on the lore team, to determine how the magic would be implemented. While I dont entirely agree with their method, I can see where it saves time and makes the work load on LT and ET less overwhelming. It seems the standard method is to jump a few people to tier 5, and do an activity check. I'd prefer learning it icly, but that would consume a large amount of staff time, as they'd need to provide regular lessons.
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