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JuniperSelkie

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  1. Alright, let’s look at another LOTC lore piece then. Let’s go with Paladins, shall we? They serve the Lord of Sunlight, Xan. Weird. Dark Souls has the Lord of Sunlight, Gwyn. Xan’s paladins were ordered to wipe out the dragons. Weird. Gwyn’s Knights were ordered to wipe out the dragons. Xan’s paladins throw lances made out of lightning. Weird, Gwyn’s knights do the same thing. It’s almost like all that was done was changing a few names, and boom, accepted lore piece that was totally taken from somewhere else. Hmmm. Meanwhile, I use a common trope of the sunken civilization (See Atlantis, Lemuria, Lyonesse, Ys, and about a dozen other fantasy locations), but everything else in my work is unique to anything on LOTC. Seems like you’re looking for a reason to complain. I know, I’ll change it so the civilization of Ulthar was hurled up into the sky! Oh wait, that’s been done too. I’m not going to say I didn’t draw inspiration, and I won’t say there aren’t parallels. But I think you need to go re-evaluate your understanding of the concept of plagiarism.
  2. So we have fried squid, and lettuce as squid gods. I bet they taste delicious
  3. I actually made a concerted effort to focus more on utility and such, more than combat. I’m really glad someone noticed that! EDIT: I did remove the moniker “the phantom craft” because the source of the magic HAS changed since its original iteration, and that title no longer is fitting.
  4. Actually, my magic is very little like Thallassos. Different Deity, different mechanics, different effects, and an entirely different form of use. No singing here bro. Maybe try actual feedback, instead of a half-baked comparison to a magic that got shelved due to inactivity.
  5. I would, except the other lore relies on this one. My magic requires the hunting of sea monsters in order to craft charms from their parts. However, there are essentially no sea-life creatures that could be used, outside perhaps 4 of them. So I took the time to create actual sea life, since LOTC has always kind of lacked in that area.
  6. Thallassos made use of one of Dresdrasil’s demi-god children, Nerea. Dresdrasil was originally written as a sort of eldritch flavor daemon, worshipped by the Xionists, ironically. Dresdrasil’s been labeled as the mother of monsters and sea life for ages, but nobody’s ever done anything with her or her kids directly outside of Thallassos. Ah, good point. For the most part, actors only. Though, for minor ones, I feel like it makes sense if a group that wants to rp interacting with one, they could just do it themselves?
  7. I spent 5 and a half months on this, during which I involved several other people to read over it and let me know what could use improvement. This is, in fact the fifth version that was written. I’ll admit, my fluff story was rather inspired by the Warbringers Azshara Trailer. Granted, the circumstances are the same: sinking civilization brought to ruin, a survivor makes contact with an otherworldly power. But as John Steinbeck said, “I believe that there is one story in the world, and only one.” This means there are no TRUELY original ideas. Every idea is inspired by something that already exists. In fact, most lore on LOTC is blatantly ripped from video game. That, and it makes for a really good origin story. Well, you’d be correct that my spiritual aspects are similar to Wicca. And there’s a reason for that! My magic is heavily inspired by ancient Norse and Anglo-saxon witchcraft, so it’s inevitable that there would be similarities to modern Wicca.
  8. Dresdrasil, the Old One of the deep, was once known as the Daemon of Abundance. And, true to her name, she birthed all things that swim in the sea, then plunged from her throne to live alongside her creations. But some of her creations are greater than others, deemed “Children of Dresdrasil”. These Children are widely seen as sea monsters, but many of them possess shrewd intellect, and some possess crude intellect. As they grow older, the chances of them growing corrupted increases, and they may go mad, or become mindless beasts of destruction. Herein are listed the children, in order of their habitats. SHALLOWS Klurk Habitat: Shallows of the Ocean, Tidal Pools, Beaches Size: 50-60 lbs Diet: Seaweed, Conch Snails, Small Fish Temperament: Skittish Brief summary of the creature: A common plated salamander like creature ranging from 2-3 feet in length and weighing about 50-60 lbs. Their distinguishing features are their white pearlescent plates, each about the size of a dinner plate, that reflects light quite well and makes them hard to spot in their low-tidal environments. Characteristic: (Behaviour, Reproduction, Gathering food): Diurnal, the Klurk likes to scavenge for food during day-time hours when it can use it’s plate to disorient it’s prey and predators. Klurk’s reproduce yearly when the weather warms, laying clutches of three eggs. Origin: One of Dresdrasil’s creations, her Thousand children. Weaknesses: Sharp things, hard things, mean things, acidic things and so on. LM Approval Required: If playable, what are redlines? Not playable. Also among the children is the dreaded Kelpie, linked below https://wikia.lordofthecraft.net/index.php?title=Kelpie Bobobux Habitat: Sandy Beaches Size: 300-400 lbs Diet: Carnivorous Temperament: Sedentary Brief summary of the creature At about 300-400 lbs and varying from 9 to 16 cubic yards is this unusual creature. It’s a blob of flesh essentially that likes to burrow into the sands and feeds by filtering with a fan of fronds on the dorsal side of its body. Awake Period: Always Characteristic: (Behaviour, Reproduction, Gathering food) Normally sedentary, the Bobobux will migrate from location to location for years at a time However, when a creature steps onto its feeding fronds it’ll attempt to devour the creature assaulting it.. Usually whole. If this fails, it will unburrow and attempt to ‘smell out’ anything meat nearby to eat before relocating. Bobobuxi are asexual, and reproduce by budding, which occurs as they consume large quantities of food. Origin: One of Dresdrasil’s creations, her Thousand children. Weaknesses: Sharp things, Fire, poison LM Approval Required: If playable, what are redlines? Not playable. Also among the children is the fearsome Giant Crab, linked below. https://wikia.lordofthecraft.net/index.php?title=Giant_Crab Gurebu Habitat: Along the Coastal Shelfs Size: 3-5 tonnes Diet: Carnivorous Temperament: Neutral Brief summary of the creature: A four-legged creature reminiscent of a giant frog with a plated face that forms wide ridges. Awake Period: Diurnal Characteristic: (Behaviour, Reproduction, Gathering food): When the Gurebu becomes hungry, it will intake a large amount of ocean water into its gut, anchor itself into the ocean floor, and expel the water rapidly. This creates a tidal rip towards the coastline that will catch anything within the current and beach them. It then makes its way to shore and eats up anything it deems large enough. The Gurebu reproduces by laying large clutches of eggs, only some of which are fertile. Others act as decoys for predators. Origin: One of Dresdrasil’s creations, her Thousand children. Weaknesses: Sharp things, Fire, poison, explosives LM Approval Required: If playable, what are redlines? Not playable. Open Sea Schnis Habitat: Ocean Surface-zone Size: Roughly 4-5 feet in length, 1 - 1 ½ feet in height. Diet: Carnivorous, primarily sea birds Temperament: Aggressive, school hunters Brief summary of the creature: The Schnis is a sturgeon-sized, spear nosed flying fish that usually comes in a prismatic blue coloring. Awake Period: Always Characteristics: (Behaviour, Reproduction, Gathering food) The Schnis usually travel in groups of 3-10 individuals and are consistently active. When hunting for prey their prefered method of feeding is finding sea-birds and diving out of the water to spear them before dragging them down to be ripped apart. The Schnis has the unique ability to generate a swirling barrier of wind around itself, bolstering its flight and allowing it to stay aloft longer so it can find prey. Schnis reproduce by dropping sacks of eggs into small places in the shallows. Origin: One of Dresrasil’s Creations, her Thousand children. Weaknesses: Sharp things, Spears, Ice LM Approval Required: If playable, what are redlines? Not playable. Brack Habitat: Dwells in open ocean waters Size: Roughly the size of a cow Diet: Herbivore, primarily seaweed and old coral Temperament: Aggressively territorial Brief summary of the creature: The Brack resembles a green sea turtle in many manners, except it is adorned with a jagged edged and spiny shell, a pair of large horns that jut out from either side of it’s head, and a powerful shark-like tail Awake Period: Diurnal Characteristics: (Behaviour, Reproduction, Gathering food): Normally found patrolling the borders of their territory, they will engage and fight off anything they deem a threat to themselves or their mates or offspring. Often, they just eat whatever they find along the way. Brack reproduce by laying eggs, which they bury under the sand underwater. Origin: One of Dresdrasil’s creations, her Thousand children. Weaknesses: Blunt objects, explosives LM Approval Required: If playable, what are redlines? Not playable. ‘Hiss’ Habitat: Open oceans, external boundaries of reefs Size: 10-25 feet in length, up to 3 feet in diameter Diet: Ravenously Carnivorous, eats anything it can get in it’s mouth. Temperament: Predatorily Aggressive Brief summary of the creature: An aggressive form of long-fish closely resembling a boa, yet with several sails along its doral region and a pair of fins along its sides near the head. Awake Period: Diurnal Characteristics: (Behaviour, Reproduction, Gathering food): The ‘Hiss’ likes to lurk near the areas where it’s prey habitat; primarily along the edges of the coral reefs or feeding grounds of large school fish. Hiss’s lay clutches of three eggs within nests, and when the eggs hatch, the mother has already abandoned them, leaving them to fight for dominance. Generally their first meal is their 2 siblings. Origin: One of Dresdrasil’s Creations, her Thousand children. Weaknesses: Traps, cutting weapons LM Approval Required: If playable, what are redlines? Not playable. Sartuka Habitat: Open ocean waters Size: 700+ lbs, comparable to the size of an elephant Diet: /Everything/ It is an opportunistic feeder Temperament: Neutral till within grappling range. Brief summary of the creature: A giant squid, but with an eye that forms a vortex like appearance and thorns on its tentacles. Awake Period: Diurnal Characteristics: (Behaviour, Reproduction, Gathering food) The Sartuka lurks in the ocean opens and will grapple onto anything that comes within range of its tentacles, pulling them in to devour. It’s uncertain how they reproduce, as no one has survived to tell the tale. Origin: One of Dresdrasil’s creations, her Thousand children. Weaknesses: Cutting weapons LM Approval Required: If playable, what are redlines? Not playable. Mobias Habitat: Open Oceans Size: Whale-sized Diet: Krill, plankton, school fish. Temperament: MEAN Brief summary of the creature: A large whale-shaped creature adorned with heavy plates that line the front and belly of the beast, with a large forward-facing ramming horn. Awake Period: Always awake Characteristics: (Behaviour, Reproduction, Gathering food): Normally, the Mobias just wanders the open oceans and devours any schools of krill, plankton, or fish that it comes across. But when it is challenged it will try smashing, ramming, smacking or even eating it’s aggressor. Mobias give live birth, and generally migrate to mate. They abandon their young shortly after birth. Origin: One of Dresdrasil’s creations, her Thousand children. Weaknesses: Slashing weapons are notably ineffective, bashing or heavy piercing weapons are the only way to truly harm. LM Approval Required: If playable, what are redlines? Not playable. Coral Forest Also among the children is the alluring Siren, linked below. https://wikia.lordofthecraft.net/index.php?title=Siren Greesha Habitat: Coral Forest Size: Females approximately 300lbs, bear sized. Males are about lap-dog sized Diet: Carnivorous, preferring large game creatures Temperament:. Temperamental Brief summary of the creature: A sexually dimorphic species resembling a much larger, meaner version of the lionfish that inhabit the coral forests. The females are equipped with poisonous quills along its back that can be launched, a set of double-jaws, and a long, frog like tongue. The greesha gives live birth, and the male never survives the mating process. Awake Period: Diurnal Characteristics: (Behaviour, Reproduction, Gathering food) Origin: One of Dresdrasil’s creations, her Thousand children. Weaknesses: No specialized weaknesses, generally vulnerable. LM Approval Required: If playable, what are redlines? Not playable. Kucci Habitat: Deep within Coral Forests Size: About 4’ in diameter, up to 30 feet in length. Diet: Carnivorous Temperament:. Stalker Brief summary of the creature: A large, worm-like creature with a cowl near the head of its mouth. Awake Period: Always Characteristics: (Behaviour, Reproduction, Gathering food): When the Kucci target’s it’s prey it will expand its cowl and flash a blinding light at the creature it intends to devour in order to stun them. When not hunting, it likes to burrow down in under the sands with nothing but its eyes exposed. Kucci are hermaphroditic, and will battle for dominance before laying clutches of eggs hidden in the coral. Origin: One of Dresdrasil’s creations, her Thousand children. Weaknesses: Due to their elastic nature, blunt tools are less effective against them, but slicing weaponry is notably viable. LM Approval Required: If playable, what are redlines? Not playable. ‘Sea Goo’ Habitat: Coral Forest Size: Varies, small as a cat, large as a house. Diet: Carnivorous Temperament:. Passive, non-thinking Brief summary of the creature: A creature consisting of colonies of much smaller ‘goo’s that will congregate into larger forms. They come in many colors, sizes, and variations. Awake Period: Diurnal Characteristics: (Behaviour, Reproduction, Gathering food): Engulf, devour, engulf, devour, budding! They will eat almost anything, slowly digesting it, before expanding and budding into new Goos. They can shoot some of their mass, a thick, sticky black substance, to bind or blind prey. Sea Goos reproduce by division as they grow larger. Origin: One of Dresdrasil’s creations, her Thousand children. Weaknesses: Metallic nets, slicing tools, oil jars and fire. LM Approval Required: If playable, what are redlines? Not playable. Jaekel Habitat: Floats just above the Coral Forests Size: Big, varies from size Diet: Omnivorous Temperament:. Neutral unless hungry Brief summary of the creature: Crab face, shark body, several octopus arms along the bellyside; many variations in colors and fin types. Females come with extra armor plating on the back of the body. Awake Period: Diurnal Characteristics: (Behaviour, Reproduction, Gathering food) : The Apex predators of the Coral Forest; large enough most things don’t attack it. Uses its tentacles to grapple anything it might even remotely consider edible. Then it tries to eat it. Females will carry eggs on their backs after mating periods. Origin: One of Dresdrasil’s creations, her Thousand children. Weaknesses: While most weapons will just feel like a ‘graze’ to the Jaekels, piercing weapons (especially ones lined with explosives) are particularly effective against these beasts. LM Approval Required: If playable, what are redlines? Not playable. Abyssal Trench Gubbler Habitat: Walls of the Abyssal Trench Size: Small, dog sized. Diet: Carrion and small fish. Temperament: Devious Brief summary of the creature: Awake Period: Diurnal Characteristics: (Behaviour, Reproduction, Gathering food): Gubblers like to burrow into the rocky walls of the trench and dangle their lanterns out of their dens. When prey swims by they will jut out and bite into their prey to try and drag back in to try and eat whole. The Gubbler will lay large clutches of eggs for their males to fertilize, and will guard their dens with their lives. Origin: One of Dresdrasil’s creations, her Thousand children. Weaknesses: Stab into their burrows or lure them out with food. LM Approval Required: If playable, what are redlines? Not playable Chumer Habitat: The open areas within the Abyssal Trench Size: about 3-4 meters long. Diet: Carnivorous Temperament:.Aggressive Brief summary of the creature: Reminiscent in shape to a Thresher shark, but with four eyes, whiskers, and a lamprey like mouth. Awake Period: Nocturnal Characteristics: (Behaviour, Reproduction, Gathering food): The Chumers like to lurk around in the Abyssal trenches in search of their prefered preys, the Gunva’rah’mo. When they find one of them, they will attempt to latch onto one and take a firm chunk of meat out of their bodies before swimming off quickly. Chumers leave sacs of eggs hanging on walls in the trenches, and will generally only check in on them rarely. Origin: One of Dresdrasil’s creations, her Thousand Children. Weaknesses: Spears are notably effective when you stab them in the mouth. LM Approval Required: If playable, what are redlines? Not playable. Gunva’rah’mo Habitat: Size: Approximately 10 meters in length, close to a tonne in weight. Diet: Herbivore Temperament:. Passive, skittish Brief summary of the creature: A large, eel-headed salamander that has energy-emitting diodes along it’s back. Awake Period: Nocturnal Characteristics: (Behaviour, Reproduction, Gathering food): Normally, the Gunva’rah’mo will just traverse the bottom of the Abyssal trench and feast on any sort of mold colonies, plankton swarms, or seaweed it can find. When assaulted it will charge it’s diodes and send off a shocking aura that hopefully will ward off it’s attacker. The Gunva’rah’mo is extraordinarily protective of its nest, where it will give live birth and protect its young for years, until they reach juvenile stages. Origin: One of Dresdrasil’s creations, her Thousand Children. Weaknesses: Stabby LM Approval Required: If playable, what are redlines? Not playable. ‘Below’ Habitat: Within the Abyssal Trench Size: Leviathan-esque Diet: Carnivorous Temperament:. Territorially aggressive Brief summary of the creature: Massive free-floating leviathan like creature that is plated and has ‘energetic’ tentacles that behave similarly to a jellyfishes. Stinging upon touch. Awake Period: Diurnal Characteristics: (Behaviour, Reproduction, Gathering food) : The ‘Below’s will lurk around the crevices and deep parts of the Abyssal Trench, opting to ambush prey from beneath with their stunning tentacles before reaching up with their raking claws to pierce and drag them down below to be devoured piece by piece. Other details are unknown due to their stealthy, leave-no-witnesses behaviors. The Below will stun prey, and lay parasitic eggs within them, then let them go. Often target larger beasts like the Mobias. Origin: One of Dresdrasil’s creations, her Thousand Children. Weaknesses: ??? LM Approval Required: Yes/No If playable, what are redlines? Not playable. Also among the children is the mighty lubba. https://wikia.lordofthecraft.net/index.php?title=Lubba Subaquatic Caverns Skitterer Habitat: Abyssal Trench, Subaquatic Caverns Size: 10-20 lbs, about 2 feet in length Diet: Scavenge and Carrion Temperament:. Swarmfeeders Brief summary of the creature: An oversized, grey horseshoe crab. Awake Period: Diurnal Characteristics: (Behaviour, Reproduction, Gathering food): Skitters are found in ‘colony’ swarms and will move around collectively where ever they deem to have the most reliable source of food as a group. When they do find their food however, it’s been said they can strip a whale carcass of flesh in a matter of minutes, leaving nothing but bones and..leavings. Reproduction of the species is similar to rats. One adult female can live birth 20-30 offspring at a time, though they will often be eaten by their siblings. Explosive live birth, the female always dies in the process. Origin: One of Dresdrasil’s creations, her Thousand Children. Weaknesses: Air, smashing, stabbing LM Approval Required: If playable, what are redlines? Not playable. Kri’il Habitat: Depths of the Subaquatic Caverns Size: About 80 lbs and 4-5 foot in length, 2 feet in height. Diet: Opportunistically Omnivorous Temperament:. Aggressive Brief summary of the creature: A blind creature that resembles a armor plated shrimp with razor claws. Awake Period: Nocturnal Characteristics: (Behaviour, Reproduction, Gathering food): The Kri’il, while not inherently ‘aggressive’ will want to eat anything they can come in contact with. Generally, by dicing it into little bits with their claws first. The Kri’il will burrow into sand and mud, caking itself in a protective layer of filth. The Kri’il will bury its eggs in silty mud wherever it can. Origin: One of Dresdrasil’s creations, her Thousand Children. Weaknesses: Poisoned food, weapons, Morks LM Approval Required: If playable, what are redlines? Not playable. Skald Habitat: Within the Subaquatic Caverns Size: 10 feet in length, 300-400 lbs Diet: Carrion feeder Temperament:. Territorial Brief summary of the creature: Similar to the Gunva’rah’mo in it’s salamander like appearance, but with ‘sniffing’ whiskers that jut out from the sides of its gills. It is often also covered in bones and hide of things it has fond to eat. Awake Period: Diurnal Characteristics: (Behaviour, Reproduction, Gathering food): The Skald is a horrendous mystery of the depths, a corpse feaster that will adorn itself in the parts of bodies it finds washed into the caverns. It will always reek of decaying flesh whenever one is near, and what’s worse is the sound when you find one, a blood curdling scream that can shatter glass or melt the mind. The Skald hides its eggs away in corpses, sometimes the corpses it carries on its back. Origin: One of Dresdrasil’s creations, her Thousand Children. Weaknesses: Explosives, traps, spears LM Approval Required: If playable, what are redlines? Not playable. Mork Habitat: Subaquatic Caverns Size: About the size of three bears. Diet: Omnivorous Temperament:. Mean mean mean mean mean. Brief summary of the creature: “Ya know of Grouper fishes, now imagine one bigger than an Olog, fuzzy-scaled, and with a big mouth full o’ teeth and two mean ol’ tusks.” Awake Period: Diurnal Characteristics: (Behaviour, Reproduction, Gathering food): Morks, while occasionally found in other areas, usually hang out around the mouths of the subaquatic caverns They’re known to be voracious predators, scavengers, and foragers. However, when they get pissed off they’ll let ya know, usually by biting off a limb or two. Morks dig out circular nests just outside their dens, and leave their eggs within after spraying them with pheromones. They are very protective of their eggs. A Mork will chase you for miles to retrieve a stolen egg. Mork eggs are actually quite valuable, as they possess regenerative alchemical properties. Origin: One of Dresdrasil’s creations, her Thousand Children. Weaknesses: Weapons, or bigger fishes. LM Approval Required: If playable, what are redlines? Not playable. Also among the children is the terrifying Aquatic Dragon, linked below. https://wikia.lordofthecraft.net/index.php?title=Aquatic_Dragon These creatures are considered A) supplementary to the Galderes Magic. Can’t have a magic that uses monster parts without monsters to take parts from! B) a new bunch of aquatic creatures, which has always been a little lacking on LOTC, given the lack of water-based RP and water based MC content. C) fun new creatures to fight and interact with. This is a companion piece to:
  9. CLICK ME FOR MUSIC YO 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 boy..." 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. ~Jugo of Ulthar, the First Galdr 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, then 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, with three stipulations or tenets: Harm not your fellow Galdr, let them be as cousins to you. Take only what you need from the sea, and use all that you take. Abuse not my gifts, lest they be torn from you. Galderes, Explained Galderes is the magic of Dresdrasil, the Mother of the Sea, better known as the Daemon of Abundance who birthed all sea life. While her magic was originally born out of a need to have servants who could pass among mortals, and protect the sea both from within and without, it’s evolved over time. Where once Galdr were intended to be soldiers in Dresdrasil's crusade to defend her home, they are seen now as adoptive family. And, while they still do their best to protect the sea and maintain a healthy relationship with it, they have another duty as well. The seas are filled with Dresdrasil's maddened offspring, as well as void-twisted denizens of the deep. Hunting these beasts is the duty of the Galdr, and in slaying them the Galdr obtain potent magical ingredients, as well as sturdy building materials and unique crafting materials. The magic itself is powered by Dresdrasil’s presence in the mortal seas, having left her throne to live among her creations. Divine power diffuses itself throughout the waters of the world from her body, and can be harvested using special tools by those who know the means to do so. These tools consist of a distaff, a bell, and a lantern. The bell is used to make echoes of Dresdrasil’s power visible, and the lantern is used to collect it. Then, the distaff is used to form the echos into Threads, the unit this magic uses. A Galdr needs to gather Thread a minimum of twice a month, as it’s required to craft every magical item that they can produce. However, learning how to make the tools isn’t something just anyone can pick up. The knowledge to do so is contained within strange eldritch folios known as Hextomes. 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. Hextomes are often gifted at one of Dresdrasil’s altars, roughly rectangular eldritch stones located in ruined temples. There always seem to be three of these Altars. 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, usually the time it takes a teacher to craft and scribe a new book) 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 another 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. The Patron you choose will affect what aspects of Galderes become available to you in later tiers. 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. 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. Stripping Galdr of their magic is a complicated process, in which not only the Hextome of the offending Galdr, but also their living body must be brought to one of Dresdrasil's altars. At least 3 T5 Galdr must bring the Galdr to the altar, destroy the book, and follow that with a hymn to Dresdrasil. To the initiated, the hymn is a beautiful song that simply asks Dresdrasil to release the Galdr in question from their duties. To the uninitiated, as well as the Galdr being disconnected, the song is more like a strident wailing, which can cause superficial bleeding from the eyes, ears, nose, and mouth. The hymn takes 5 emotes to complete, and must be uninterrupted. The Galdr being disconnected must remain touching the altar and must remain in a circle formed by the other Galdr. Stripping a Galdr of their powers removes their Pact, bumping them back down to Tier One. Failing to destroy their Hextome would make it easier for them to ascend through the tiers again. To understand Galderes better, you must be introduced to the Patrons who enact Dresdrasil’s will. 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 Qhohphall (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. Those who pact beneath the Circle are known as the Redeemed. When first discovered by Dresdrasil, she nearly destroyed the Celestials, but made a bargain with them instead. They would nest in her ocean, and seal the rift 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”. SPELLS/ABILITIES TIER ONE TIER TWO TIER THREE TIER FOUR TIER FIVE KIN POWERS 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. Abilities available at tier one include: DAGOTHS BREATH LOYALTY LURE SHROUD -Tier 1 allows you to make 4 charms, as well as a special item. -Carrying charms requires a specially made bag in most cases, with a few exceptions. -Only 8 charms can be carried in the bag at a time, and each Galdr can only have one bag. -Charms cannot be made on the spot, they require time and effort. -The water-breathing collar needs recharging, as do some other charms. -Charms that can’t be recharged crumble after their uses are expired. -Non-Galdr can uses charms if they know that Galdr’s activation phrase for charms. -Tier 1 takes up one magic slot. TIER TWO Tier Two Charms are more complex and demanding than Tier One Charms, requiring materials harvested from beasts out in the open water. Abilities available at Tier Two include: HORN OF FLOWING WATERS PELT PURITY STRANGLING SEAWEED -Tier 2 allows the creation of 3 new charms, plus a unique item. -The pelt doesn’t require charging, and does not give you special powers outside of water-breathing and an affinity for swimming. The majority of the change is aesthetic. -Pelts can be stolen and used, if the thief knows the command word chosen by the Galdr who made it. -Tier 2 takes up a second magic Slot. 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. Also unlocked at T3 is the ability to create magical prosthetics using Galdreres. Small body parts, like tongues and eyes, can simply be replaced with appropriately sized monster parts, a magical graft of sorts. More complex things like limbs require a replacement to be carved and assembled from bone, and these bone prosthetics require charging every week. While bone limbs do not have the limits of muscle and tiredness, they are more delicate and prone to cracking or breaking if placed under strain. 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. 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. For instance, someone with the ‘Blood’ obsession might become entranced, listening to or feeling a heartbeat. The Obsessions are listed below, and below that is the list of T3 abilities and creations. STARS - obsession with the night sky and astronomy, fascinated with their otherworldly light. FLAME - obsession with heat and fire, and with the damage and change it can bring. COMBAT - obsession with strength and skill, the development of the Floating Passage combat style used by the Adherents. DEATH - obsession with death and the chill that comes with it. An unnatural interest in corpses and dead things. SOUND - obsession with sound or music. The incessant need to fill silence with rhythm or mindless noise. BLOOD - obsession with blood and injuries. Both the flow of blood, and its existence fascinates them, and they adore the color. CHANCE - obsession with luck and chaos, with the unexpected. Often act first and think later, driven by their own unpredictable quirk. TIME - obsession with the passage of time and seasons, and how it effects the world. Might sit for hours at a time, literally watching something grow. SECRETS - obsession with information and secrets. Might horde objects of perceived worth, or take to “acquiring” other people's secret treasures. (Dagoth) KRAKEN ARMBAND LOBSTER BRACER MERMAID BELT MORAY HEADBAND (Noble Circle) 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) V'ACTA'S CUIRASS V’ACTA’S HELM V’ACTA’S SHIELD V’ACTA’S SWORD Tier Three also includes new Charms: BLESSING OF THE DEPTHS WATERY DOME WAVESPEAKER -Tier 3 allows the creation of pact specific magic items, in addition to 3 new Charms. -You can only make the items associated with your pact. -Wavespeaker allows birdlike communication, but does not require a living creature that is tamed and trained. Instead it requires special bowls. -Watery Dome will protect from fire and drowning, but not from physical attacks or most magics. Once the air inside runs out, the water sphere collapses. -Bone limbs don’t get tired, but are much more fragile than normal limbs. -Obsessions are intended to be both a drawback to the magic (a reflection of the instability caused by wielding inhuman magics), as well as an RP quirk. -Tier 3 takes up a third magic slot. TIER FOUR Tier Four Charms are more complex and demanding than Tier Three Charms, requiring materials harvested from beasts that dwell in ocean trenches. Abilities available at Tier Four include: BEFOULING BLACK TENTACLE CONDUIT FETCH -Tier 4 allows for 3 new Charms, as well as calling a special mystical beast that can act as a protector. -The Defensive abilities of a Fetch are limited, and they can be temporarily destroyed. -Tier 4 takes up a fourth magic slot. 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. Abilities available at Tier Five include: BREATH CHOKING BRINE CRYSTALCRAFT DEPTHCALLER GRASP OF THE DEPTHS MAELSTROM -Tier 5 allows you to create 3 new charms, as well as pact-specific tools that can assist you in your duties. -Losing your pact item prevents you from using your tools at all. -Summoning monsters is an inexact art, and isn’t even guaranteed to succeed. It can also backfire, resulting in an additional foe for you to contend with. -All charms have their weaknesses and foils. No charm is absolute, no charm is infallible. Charms are also relatively fragile, given their materials and nature. -Tier 5 takes up a fifth magic Slot. BEYOND Tier Five isn’t necessarily the end, when it comes to Galderes. There is a transformation available to the most dedicated, those who wish to TRULY be close to their deity. By saying a prayer to Dresdrasil, and offering up their T5 Pact Item as well as a special charm assembled from five different materials (shallows, open sea, coral forest, abyssal trench, and subaquatic cavern), while at one of Dresdrasils altars, they can undertake this transformation, becoming what is referred to only as “Kin”. Kin no longer require a patron, but have become something akin to a patron themselves. They lack the raw power and potential of a true Patron, but can, in some cases, act in a similar way, such as forming pacts. Where a Patron can form infinite pacts, a Kin can only form three pacts at a time, meaning they can guide three students at a time past the basic charmcraft at Tier One. Being the nearest a Galdr can get to their Goddess, Kin is often the goal of all devoted Galdr, and it holds great religious significance for them. The actual ceremony of becoming Kin involves the sacrifice of your collar, pelt, pact focus, and the use of the special charm. This act of magic is sparked with just the speaking of a single word, which consumes their tools, activating the charm. Activation of the charm is a call and an invitation to Dresdrasil, resulting in her very briefly inhabiting the body of the Galdr in question. Staying too long would kill the Galdr, so she has just enough time to make a single act of magic, or answer a few questions, or even just look around and explore the area she was summoned in. She has about five minutes before she returns to her own body, but even that brief presence of divinity within their frail moral frame is enough to permanently alter them, body and soul. As for what a Kin actually is, they’re more or less adopted members of Dresdrasil’s family, taking on a new appearance and new boons, as well as new weaknesses. Remaining in proximity to water sources provides Kin with immunity to aging, resistance to disease, and quick healing. However, as they are no longer quite mortal, they suffer from Dresdrasil’s curse, extended time spent in the sea washing away their memories over time. Spending time on the surface will restore SOME of their missing memories over time, but it’s generally an unpleasant process, reliving old memories and nightmares. Being aquatic creatures after their transformation, they get dehydrated more easily, and as such have a difficult time in hot, dry environments. As for their physical changes, only a few traits affect them all, the rest influenced by their pacts. All Gladr have a second set of eyelids, like a frog. The second set is transparent, and protects their eyes while they are submerged. When it comes to Lost Galdr, they take on traits of two sea creatures. Broken Galdr take on the traits of deep ocean creatures, generally more abyssal and monstrous traits. Redeemed Galdr take on one sea creature, and one creature of any kind. Kin have a special ability, known as “the Uncarved” which allows them to cast spells without spending long periods of time creating charms. Now, they still have to carry the raw material on them, and can still only carry raw materials to perform 8 spells. The Uncarved ability works like this: the raw material charms made out of has always provided the power needed to cast, and the sigils carved into them decided the effect. No longer needing to carve, since their bodies are now in tune with the magic of their goddess, they can draw the sigils directly in the air while holding the material needed. The materials will still be expended, crumbling to dust, but the Kin saves great amounts of time, in no longer having to painstakingly carve each charm. Galdr who have become Kin can also use their T5 pact power without a focus item, and can even temporarily create a second, watery version of their pact “weapon” that functions the same way their normal one does, though this second one only lasts 8 emotes. Even a third can be brought forth, though its appearance is spectral and it only lasts 3 emotes. But Kin have a great weakness that comes with all their power. Kin no longer revive at Cloud Temple. Instead, nearby bodies of water carry their souls to the sea, where they are reborn from one of Dresdrasil's altars. While this sounds like a blessing, if a Kin is slain in a place without water sources, their soul becomes trapped. When this happens, Dresdrasil sends vague dreams of the location to other Kin and Galdr, with no context. If a Kin or Galdr reaches the site, they can capture the Kin's soul in their lantern, and carry it back to the altars themselves. If this is not accomplished within 5 elven days, the Kin dies permanently, Dresdrasil claiming their soul for her realm, the Sunset Shoals. Becoming Kin gives you access to these special ability: ELDRITCH LINK KINSBLOOD SKEIN -Being your own Patron is largely aesthetic, though it does mean effects that would normally cut you off from your ‘deity’ don’t affect you, since your power comes from within rather than without. You are not a god, but you are able to do a few things other Galdr cannot. -At the point one becomes Kin, interaction with your Patron is no longer necessary, unless you wish to receive missions/quests from them for physical rewards or prestige. Any Patron interactions beyond Kin are unrelated to learning additional parts of the magic. -Kin transformations do not impart the abilities of the creatures that influence your new appearance (meaning you couldn’t for example, take the camouflaging ability of a cuttlefish, or the lethal poison of a puffer). RPly, the creature selections are random and have no rhyme or reason outside of relating to your Pact type. But each Kin can, within reason, choose their own appearance oocly. -A Skein can only be made by Kin, and can only disguise a person as themself, specifically their original humanoid form. If you want to look different from how your character did before, illusions are more reliable. -Skeins aren’t perfect, and there are signs a Skein-wearer isn’t what they appear (their shadow, their reflection, the failure of a skein due to strong emotion). -A Skein is easily damaged, and tears in the Skein no longer conceal a Kin’s true nature. Damage taken by a hidden Kin is guaranteed to damage the Skein. - Should a Kin die far away from any natural sources of water, they cannot reform properly at Dresdrasil’s altar. Another Galdr must manually retrieve their soul at their place of death and bring it back to an Altar within 5 Elven days or they will be lost forever. - While inland, valid sources of water should be naturally occuring, at least the size of a small pond, and within 3 minutes of walking (About 150 blocks/9 chunks). This restriction is lifted on islands that are surrounded by the sea. -Kin MUST remain largely humanoid. They always strongly resemble the person they used to be. -Kin only receive one monster ability, which is picked randomly using a number generator. -You cannot stack Kin with other transformations. -Becoming Kin requires sacrificing your Pact item, as well as a ceremony. REDLINES GENERAL REDLINES -Galdr 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 be shared. -Only Charms that have been approved can be utilized (leaving room for the creation of new, lore approved charms). Charms and other such items must be signed by LT. -The “tell” for Galderes is that the charms produce their own ghostly light, often a pale green-blue hue. Glowing items: dead giveaway. Higher Tiers have different tells. For instance, the starry eyes of a Redeemed, or the blue-green glowing eyes of T3 and above Galdr, which seem to leak light, leaving trails. -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 diety magic alongside this one. -A Galdr can only carry so many charms, usually 8, plus charms that do not require storage. -Galderes takes up 5 magic slots. SPELL SPECIFIC REDLINES -Befouling: Rarely lethal, easily cured with the right resources. -Blessing of the Depths: It just brings stuff to shore in RP. -Brackish Tentacle: The Tentacle requires a certain amount of water, and recharging. -Breath: requires the free use of your hands and mouth. Lack of those prevents it from being used. If you are separated from your symbiote, you cannot use Breath. Symbiote must be touching bare skin. -Choking Brine: charm never lasts more than a day, and almost never kills. Multiple counters. -Conduit: cannot be moved once assembled, and require 3 Galdr to create. When damaged, they shut down. Can only attack one target at a time. -Dagoth Armband: no real combat applications outside grappling. -Dagoth Belt: none, just a swim speed item. -Dagoth Bracer: the claw can be damaged, and injuries will carry over to your normal hand. -Dagoth Headband: the snake has limited range, and can be damaged and cut, damaging your actual hair. -Dagoth’s Breath: limited time, only 4 hours of air. Requires recharging. -Depthcaller: need to befriend the monster first in order to call it, charm is easily destroyed. -Fetch: you only get one Fetch a day, and it only lasts 15-20 minutes. Sizes vary based on number of summoners. Can be destroyed temporarily -Gorvu’s Shield: barrier is composed of salt crystal, and can be relatively easily broken. If disarmed, shield disappears and barrier crumbles. Can be broken or stolen, forcing it to be replaced. -Horn of Flowing Waters: None. It's a magic water bottle. -Kenatl’s Compass: it won't stop serious environmental conditions, only things like heat, cold, sunlight. It can't always guide you, only can show you the way to things you know. If knocked away, compass vanishes. Can be broken or stolen, forcing its replacement. -Kinsblood: 5 emotes between each use, each player only gets ONE of these 8 abilities, selected randomly. -Loyalty: cannot return to its master from far-off distance (this isn’t Thor’s hammer) and must be within sight for the charm to properly work. If the trident is thrown and then lost out of sight, such as down a hill, the charm’s activation can still take place, but the trident will have a more difficult time returning to its master, taking up another emote of time. Any unreasonable distance away from the sight of the battle or starting point will result in no return at all. -Lure: none, it's a magic fishing string. -Maelstrom: it only lasts 6 emotes, and isn't guaranteed to trap or hold a target. Also requires enough space. -Mask of the Crab: storms are localized to about a 10 block radius, and cannot be controlled. Breaks after 2 weeks, 1 if used often. -Mask of the Eel: the size of the path is fixed, 4 blocks behind, 3 blocks ahead, 1 on each side. Breaks after 2 weeks, 1 week if used often. -Mask of the Jellyfish: only allows communication with sea monsters, clashes with a druid’s control. Breaks after 2 weeks, 1 week if used often. -Mask of the Manta: only so much water can be used, and the range is limited. Breaks after 2 weeks. 1 if used often. -Mask of the Seahorse: you can only purify small areas at a time, like a well. Breaks after 2 weeks, 1 if used often. -Mask of the Snail: breaks after 2 weeks, 1 if used often. -Ohzra’s Fan: basically a pushing tool, no obvious combat applications other than avoidance. Can be broken or stolen, forcing it to be replaced. -Pelt: no special fish abilities, just appearance and unlimited water breathing. -Purity: it can only weaken poisons and curses, not cure them instantly. -Qhonphall’s Bow: several shots are required to stun, and you can still miss. If disarmed, bow vanishes. Can be stolen or broken, forcing it to be replaced. -Shroud: just a concealment item, the mist is easily dispersed by air evocation or strong winds. Require replacement over time. -Skein: easily damaged, hard to replace. Multiple weaknesses, such as shadows, mirrors, and strong emotions. -Strangling Seaweed: seaweed dries up and breaks after a few emotes. -Tecti’s Dagger: if disarmed, dagger vanishes. Can be broken or stolen, requiring it to be replaced. -Umbral Knight: time consuming to summon, and you're vulnerable to your own magic. It can be dispersed by bright light, but also requires light to function. -V’acta Cuirass: breaks down on its own after a week, weaker than iron armor. -V’acta Helm: breaks down after a week, weaker than iron armor. -V’acta Shield: breaks down after a week, weaker than iron armor. -V’acta Sword: breaks down after a week, weaker than iron weapons. -Watery Dome: doesn’t block most magic or projectiles or physical attacks. Blocks fire evocation and protects from drowning. -Wavespeaker: need a bowl to use it, bowls are not movable. -Yivi’s Shamisen: if disarmed, shamisen disappears. Short range. Can be stolen or broken, requiring the item to be replaced. WEAKNESSES AND COUNTERS -Requires the use of charms. No charms, almost no magic. -Using charms requires both your hands hand your voice. Lacking either prevents the use of this magic, unless you can write the Eldritch Sign that activates your charms. -Galdr can be disarmed, making it hard for them to use abilities. -Being away from the sea strips Kin of their eternal youth, resistance to disease, and fast healing, until they return to it. REACTIONS TO MAGIC AND CREATURES -Clashes with Druidism on communicating with sea creatures. 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 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 https://www.lordofthecraft.net/forums/topic/155190-the-old-ones-daemons/ https://www.lordofthecraft.net/forums/topic/179791-creature-lore-children-of-dresdrasil/ (COMPANION PIECE)
  10. Actually, we -do- have sirens. They’re just more birdlike. They’re listed on the wiki. Granted, the wiki isn’t entirely up to date, but they’ve shown up in multiple events, including the trip to Atlas.
  11. I’m looking for a new skin for myself, and two others (for friends of mine that are joining lotc). I’m willing to pay 4000-8000 minas upon completion, and will discuss the specifics and provide reference pictures over discord. I can be contacted on discord at JuniperSelkie#6227 to discuss.
  12. I liked this a lot. It’s really detailed, and contains a mix of mechanics and actual lore, which is good since its an rp server. I find this to basically encompass everything I knew about necromancy, and a bunch I didn’t. It’s a long read, sure, but it covers everything, and its well organized.
  13. I love this, I've been a tinker since I joined the server <3
  14. Sorry if the wording seems confusing. Terran chimeras are specifically just land creatures. Like a cat or a dog.
  15. I have spoken to Delmo, the druidism LM. And She and I came to the agreement that chimeras will NOT be able to learn druidism.
  16. I definitely want to keep Creature Applications for Chimeras. They should be made ICly, with OOC permission from the player whose character is being transformed. Just the way they have been until now. Not gonna bother addressing the whole "reeee but they're people with animal attributes so its bestiality" bit because plenty of others have already done that. Though....I guess Ferals and Liches shouldn't be able to ftb either, by that logic <3
  17. To Sky, not sure what the big beef is with the idea that people can FTB in private without anyone watching them. But if every other beast race can FTB, not sure why its an issue suddenly. Like Hare said, nobody is going to stop a person, if they really want to do it. Also, as for druidism, that was brought up by Corvoo, and I am talking to Delmo about it, to see what she thinks. To Notevil, thanks for the correction, fixed it.
  18. I will now direct your attention to the chimera rewrite from 2016: The redlines do not prevent chimeras from learning magic, like original chimera lore did. I will also unveil this lovely tidbit, from the head of the magic and lore team HOWEVER given that holy magics hurt them, they wouldn't be able to use them. Also, Grim, might wanna take that up with lore team. *glances at Kha, Elves, Orcs, Satyrs, Hou-zi, Dwarves, Halflings, etc*
  19. It is clearly noted in the red lines that chimeras are incapable of producing children. Stating that a descendant chimera is incapable of doing the do seems silly, given that they would still have their parts. Also, catgirls already exist. They're called Kha.
  20. Lifespan: Allow chimeras to live the normal lifespan of their former race. For example a high elf chimera would live a normal high elf lifespan. However the longer the chimera lives, the more their mind will shift to be more beast-like. An old chimera may find themselves succumbing to their animalistic tendencies. For example, a chimera mixed with an aggressive animal may find themselves attacking people randomly, or a chimera mixed with a frightful animal may find themselves in bouts of terror. Diet: Often times chimera will find themselves drawn to a specific type of diet. For example a chimera mixed with some form of Carnivore may find that meat is much more appetizing than leafy greens. Although the Chimera may find a certain food better then others, they would still be able to eat other types. Subtypes: Aerial: Aerial chimeras are fused with winged creatures. They are often lightweight due to hollow bones, and, if they receive wings from the fusion, can often glide. Due to the creatures hollow bones, they often break their bones quiet easily. For instance, a chimera created using a falcon might acquire excellent eyesight and the ability to glide, but their fragile bones would make them easy targets in combat. They also may end up developing traits like how falcons often will simply fall asleep when exposed to dark environments. Aquatic: Aquatic chimeras are fused with amphibious or aquatic creatures. Depending on what they are fused with, they can be quick swimmers due to webbing, or hold their breath for long periods of time. Some Aquatic Chimera might find that they need to drink a substantial amount of water to keep themselves hydrated. Shark chimera might experience rough skin and skin discoloration, as well as the growth of fins. Their diet would be limited to meat, and they might be able to replace their teeth many times. Terran: Terran chimeras often don’t have a unique ability based just on their own type. They do however, often receive further abilities that their animal components would exhibit. A good example of a terran chimera might be a deer or a wolf. Both might be quick and agile, but their traits may help them in different environments more than others. For instance, a deer chimera might do better in a forest, while a wolf chimera might do better out in the open. One is essentially forced into an herbivore's diet, and the other can largely only eat meat. (Note: For special creatures like dragonkin and other rare animals, you must acquire the creature through the Event Team/Lore Team. Creatures of this type exhibit more unusual abilities than others, hence the additional limitation. In your CA, you must detail what your chimera is composed of, and what abilities it has received from its animal components.) Advantages/Disadvantages: +Gains instincts & heightened senses (Dependant on animal). +Gains the boons of their subtype. ------ -Gains weakness of their subtype. -Weak to Holy Magic -Weak to Aurum/Gold -Vulnerable to Blight. -Animalistic tendencies. -Cannot have children. -Chimera diets depend largely on their animal components. Redlines: -Chimeras cannot have children. -Both creatures used in the creation of a chimera must be relative in size. This is measured from their fully matured sizes. Meaning if you fuse a house cat with an infant, the creature will die when the infant hits its supposed growth spurt. -Chimeras cannot become Soul Trees. -Cannot learn holy magics (Ascended/Paladin/Cleric) -Cannot learn Druidism Written By: JuniperSelkie & Starfelt
  21. I disagree with being able to Unattune a Guardian Spirit. They lived a druid, they died a druid, and came back something more than druid. Unnattuning shouldn't be possible beyond death. Perhaps create another means by which they are slain. I like it, even though I can't personally make one, other than that one point.
  22. Alright, so. an ordinary chimera doesn't last very long, yes. But these chimeras are far more stable than the original model, if much harder to make. Like it says in my OP, an Attuned Chimera lives, in most cases, at least half of the lifespan of its primary component creature. It's noted in paragraph 2 of the introduction, and the general lifespans of the types are noted in their descriptions.
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