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_Sug

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  1. Finally gave this a good read through and I hope to see it implemented after the LoreMags are finally done. Big +1 for you Archi
  2. _Sug

    Sug's Skins

    Hey y’all. If you guys want a handful of skins per purchase, (you set the price!) I’m lookin’ to make some side cash during the quarantine just PM me if you’re interested. Sug#4795
  3. Here’s some of my work if you’re interested! Shoot me a pm on discord if you need a few skins for that price Sug#4795! I do all sorts of styles so if you want some variety and do them fairly quick.
  4. Bring back Athera-sized maps, I miss road rp that has since died (rip tree tavern)

  5. ( ͡° ͜ʖ ͡°)

  6. Y’all already made this map too spread out for road rp... bring back the signs bruh.
  7. I get where you’re coming from 100% with the shapeshifting point. Although a lot of this lore is different in the fact that Shapeshifting is very strong, combative, and you have to be one of the older and more experienced and learned druids to acquire it. It’s great that it is a well kept secret and that adds to the mystique of it giving it an elusive and rare feel. However, Delmo is currently in charge of shifting and I myself play one and the reason we thought this would be a cool addition is that while it may appear similar to shapeshifting it’s actually very different and is something that you can’t move or fight with (unlike shifting) plus the emote times are much longer and more ritualistic in nature and really the only similarity to the current shifting lore is the involvement of an animal. If anything it should really be tied with the new Commune rewrite more than shifting, that’s why we’ve written it more for a Feat of Commune than Shifting, if we made it so it was a Feat of Shapeshifting it would allow someone to fully control the animal in an RP situation and attack with the animal or simply just use it to fly around with but in this piece it’s just a Commune ritual more so than a Shifting ability or replacement as it is very weak and only meant to be used in specific situations where shifting can be used in almost any situation a druid might encounter. Since shifting you actually transform and become an animal, this is just a heightened form of the first ability a Druid learns (Connection, Greensight and Beastspeak) and is very basic in nature. I do get what you’re saying though and I know that a lot of people don’t like it when druids get more toys but in the end this was not meant to come off remotely as related to shifting and if it did I mean not to have it as a replacement to shifting what so ever. 😄
  8. Table of Contents: Overview History of the Wargs The Sightstones Abilities Redlines/Weaknesses [This is a Non-Combat Feat] Hello! Hello! Hello! In this lore submission, I wanted to explore the possibilities of further commune abilities while also creating a new ability that any druid can learn if they are well experienced and trained in druid roleplay. Personally, I wanted to breathe some new life into Druid roleplay with some non-combat features and learning that enabled players to explore further the primary reason why they became druids in the first place. Commune and Control (I know it’s just commune now but I’m a boomer okay) are the first things you learn as a druid and I thought that it would be interesting if Druids that were well versed in it could further their journey into more experimental and new forms of that building block that all druid abilities stem from. Warging is not meant to be anything more than another path that a Druid can take to protect the balance. Furthermore, a Druid can not Warg into an animal more than a shouts distance away, as a way of preventing Metagaming and powergaming that might arise should it fall into the hands of someone not capable of roleplaying properly. This is also a new way of showing the burdens that come with the ability much like the insanity that Commune brings, this practice can directly impact the sight of a Druid causing them to lose it permanently as an interesting little sacrifice that a person seeking to protect their lands might make. It’s meant to add a more interesting and unique way for a player to further the purpose of their character and will hopefully lead to lots of interesting events, rp, and uses! I hope you enjoy this piece but let’s get right into it shall we? A special thanks to Starfelt, Niv, and Delmodan for all their work on this piece and the Druid Community for their Feedback! Born from what many saw as a true raw connection to the creatures of the bramble, Warging was created by the Neo-Druids of yore as a different form of commune to their surrounding environment. Warging was used primarily as an instrument to protect the wildlands that the clusters of early Druidic guardians patrolled to ensure that the wildlife was not harmed by those seeking to use it for personal greed and gain. Although unique, this ability was formed from the inspiration of the old Farseer Shamans who were able to estrange their minds to peer into different realms and speak with the Spirits, yet this has no relation to shamanism. This form of meditation was then adapted and altered by the Druii, blended with their commune and control abilities, and applied into the present realm while using their connection to animals as a go-between of consciousness and sight. ~.~ Warging was seen as a cherished art of the guardians and was shared far and wide to all who sought to maintain the balance and peace within the forestry. As the ability of warging was a primary use of the Neo-Druids, it was perceived as the most true and raw form of commune, it’s primitive nature and unpredictability is what made it a dangerous art to practice and was deemed as taboo often because if practiced incorrectly, the sight of the druid would become locked within the animal host, eventually causing madness and permanent blindness when the host animal died. Warging is seen as a sacrifice because of the high chance that one had the possibility to lose their sight for the preservation of nature. As time dawned onwards, the Neo-Druids that once practiced this art began to die off and with them so did their practices and traditions until recently when the Druids re-discovered this ability and began to study its ways through trial and error which eventually gave birth to the new generation of Wargs once more. The conduit that allows a Warg to use their abilities is called a Sightstone. It is usually a clear crystalline ore that reflects Druidic energies outwards when imbued with power. The Sightstone is a reformed and augmented version of a Kuila crystal that the Warg has created specifically for their sight abilities. As the power of the Druid flows into the crystal it is expelled into the environment, reflected off of the edges and sides of the crystal allowing the Druid to reach outwards and connect to animals at a greater distance (A #s distance). Then the natural ability of sight and the connection that is established with the animal constantly flow back and forth like a union of pushing and pulling between the duo, allowing their sight to merge and pass between each other thus granting the Warging ability. When using the stone it must be in direct contact with the flesh of the Druid or wood of a soul tree, allowing the energy from the soul to carry forth into the animal in question. The gem is often carved and implanted into the chest or forehead of the Druid allowing a direct flow of energy to go into the crystal for maximum efficiency. If the Druid’s sightstone is destroyed then their abilities to Warg become null until they craft a new one. The process of creating a Sightstone is taught as the first lesson of Warging and is a cherished secret of the Wargs as if it falls into inexperienced hands then it will cause the untrained and unguided druid to lose their sight permanently. A druid must have their natural sight to use a sightstone and natural eyes (The natural tissue one is born with in their eye sockets) as well. To use a sightstone the Druii can not have been blind prior to learning Warging and must have their natural eyes in order to operate the stone. Any prosthetic eyes or Seers can not use the Warging Feat. ~.~ The strength of the stone itself is fairly brittle as it is a less dense crystal than most. It is easily able to be shattered by blunt force and aside from acting as a conduit for sight holds no other abilities unless enchanted through Druidic means. Any sort of voidal enchanting, rune, or “unnatural” tainting of the Sightstone will cause it to cease functioning and if used while enchanted will cause the Druid to lose their sight and warg abilities. When it comes to the abilities of a Druid Warg, it is fairly simple and limited to one general ability with two smaller abilities allowing the use of the primary. Sightstone Creation [Non-Combat] Requirements: Requires Tier 5 Commune, Infusion, Powersharing Sightstones are the centerpiece for Warging and without them the warg is not able to effectively connect to their host animal. The Druid removes the natural energies from the Kuila Crystal in their possession and then replaces that energy with their own. Sightstones are created by imbuing Druidic energies into a dormant Kuila crystal through Druidic Infusion and with their knowledge of Powersharing in order to further augment the crystal into an object that rebounds and pulls energies back and forth between the Druid and it’s animal host. This constant connection allows a steady stream to be maintained between the two parties and thus allowing the duo to peer between each other's perspectives. The Sightstone possesses an active and a passive Druidic Infusion Enchant and Powersharing ability. This allows the Druid to activate the Sightstone and its enchantment by drawing upon its latent energies while also feeding their own into the crystal so that a tether is created between the subject and host. It is a long process but a necessary one to continue forth onto Primal Seeing and Sight Linking. Mechanics: Creation of Sightstone Gem: At least six (6) multi-line emotes are needed for the crafting process. The first emote would be cleaning the gem, meaning removing attached rocks and debris, the second and third emotes begin the refinement process, the fourth emote consists or removing the crystal’s energies and fifth emote consists of necessary adjustments and flavor rp to the gem, the sixth would be the conclusion of the final cut dormant Kuila crystal. Infusion & Powersharing (Giving the Sightstone it’s power): At least four (4) multi-line emotes are required for the Infusion process; the first begins with Communing, the second begins to concentrate upon the Druid’s energy, allowing it to swell and build inside them; the third violently expels the energy at the object to create a ‘pattern’ within, which stores the enchantment, the fourth completes the process, exhausting the Druid. Red Lines: Both Powersharing and Druidic Infusion must be known in order to create a sightstone. The kuila used in the creation of a Sightstone may not be attuned to another person. It doesn’t have to be attuned to the creator upon creation. Sightstones can only be created by Wargs who know the proper enchantments and rituals for crafting. Sightstones are brittle and can be easily destroyed. A sightstone must be in contact with flesh and can not be an exterior item (For example: On a staff or necklace over a shirt.) To use a sightstone one must have their natural eyes and eyesight to operate and use warging. A sightstone can not connect to an animal farther than a shout distance away. To connect to an animal through emotes if it is farther than a #rp emote, the emotes must be done in shout. Sightstones can not be enchanted or tainted through non-druidic means or practices. (With the exception of Blood Magic as it pairs with Druidism) Primal Sight [Non-Combat] Requirements: T5 Commune, Greensight & Beastspeak, T5 Powersharing The basic Warging technique of Primal Sight is being able to see through the eyes of the animal that the Warg has connected with. While connected, auditory information ceases to reach the Druid or the animal being warged and becomes non-existent. The Warg essentially becomes deaf for the period that they are in limbo and are Primal Seeing. While warged, the vision that the Druid would see would be the exact vision of that animal. Say, if a Druid was to warg a fly then they would see hundreds of hexagons of the same image, or if warged into a nocturnal creature they would be able to see in the heightened night vision of a panther as another example. The process of warging is very draining on the mind and body, oftentimes after seeing through an animal’s eyes a warg will find themselves disoriented if they have not practiced Primal Sight for countless hours. Headaches and severe strain on the eyes occur due to the eyes of the druid rolling into the back of their skull during the process of warging into an animal. Aside from that, their actual vision might become distorted or blurry over time as they continue to use the ability, often giving them the need to acquire spectacles or glasses. Wargs can only maintain a connection for a minimal distance and can not exceed a #shout’s emote. This is due to a strain on the connection between the animal and its druid counterpart. The link between a warg and the animal can be broken by several means, loud noises around the Druid to break their connection, physically touching or attacking a warged druid, another druid communing with the animal that is warged, and finally if the animal is attacked or bothered then the connection splinters. Note: An animal can not be fully controlled when warging, it is the same as Control when a Druii makes requests for the animal to perform actions. Mechanics: Animal Emotes: Two (2) anonymous emotes must be made prior to any type of connection to emote for the animal’s existence in the area and for its placement. Following that, one (1) emote is mixed in between every connection emote on behalf of the creature. After the connection emotes, then the roleplay is freeform and one can emote as they wish in the order they choose for the time going forth in the situation. Connection Emotes: The standard three (3) emote connection process will occur as is standard for connection. One (1) emote begins the concentration upon the desired animal, the second (1) is the attempt to connect to the creature, the third (1) and final emote is for the establishment of a connection. Warging Emotes: Warging then begins and falls into four (4) necessary emotes. The first emote (1) would be the activation of the Sightstone through a power imbuement emote, the second (1) would be the reflection and expansion of said connection outwards seeking the animal of the druid’s choosing, the third (1) would be the connection of the sight where the eyes roll back into the skull and blurring vision eventually yields into the sight from the animal, finally the fourth (1) emote would pertain to the Warg seemingly freezing still while their connection is maintained. After such only the animal’s sight is emoted by the druid and the occasional update on their still body. Red Lines: An animal cannot be fully controlled by the warg. It is the same as control, where the druii makes requests to the animal. Loud noises, physical contact/attacks upon the warg will break the connection with the animal, likewise a druii communing with the warged animal, or an attack upon the animal will also result in the severance of the connection. A sightstone is required to use any and all warg abilities, including primal sight. Unexperienced Wargs will experience disorientation upon breaking the connection with the animal. The manner in which one sees through the eyes of the warged animal is the exact perspective that the animal sees. (Ex. If you warg a fly, you see a frontal image but repeated hundreds of times in hexagonal shapes just as a fly sees it.) The sight of a warged animal only applies to the distance of a shout emote. Sight Linking [Non-Combat] Requirements: T5 Commune, Beastspeak & Greensight, Powersharing, Primal Sight, Sightstone Creation Sight Linking is probably the more dangerous part of Warging. If done improperly the consciousness and sights of the two or more druids in question could switch with each other and then that of the animal. The process is where a group of Wargs powershare through the Primary Warg (the one leading the ritual) and then all can have the same view through one singular animal. The origin of this came to be when Neo- Druii were in conflict and needed to see where their enemies were coming from, thus a group of Wargs would gather together and connect with each other and the animal in question to all get the same view where they could obtain the same visual information which made for more efficient protecting of the forestry. Sight linking is an extremely dangerous feat to perform and can lead to disaster if not lead and performed properly. Essentially it is the same as regular warging but in a conglomerate of Druii all powersharing to establish a similar link to the one leading the ritual, from there the Druii leading will guide their consciousness forth into the animal where their sight is restored into the viewpoint of the subject. Mechanics: Animal Emote: Two (2) anonymous emotes must be made prior to any type of connection to emote for the animal’s existence in the area and for its placement. Following that, one (1) emote is mixed in between every connection emote on behalf of the creature. After the connection emotes, then the roleplay is freeform and one can emote as they wish in the order they choose for the time going forth in the situation. Connection: The standard three (3) emote connection process will occur as is standard for connection. One (1) emote begins the concentration upon the desired animal, the second (1) is the attempt to connect to the creature, the third (1) and final emote is for the establishment of a connection. Connection can last as far as a SHOUT emote. Powersharing: The Druid connects with nature, emoting their tells.(1) They then concentrate upon the energies within them. (1) Energy swells and shifts until it’s ready to overflow. (1) A druid begins bringing it forward from their Sightstone to combine with the others gathered who are also involved in the linking of energy. (1) Warging: Warging then begins and falls into three (3) necessary emotes. The first emote (1) would be the activation of the Sightstone through a power imbuement emote, the second (1) would be the reflection and expansion of said connection outwards seeking the animal of the druid’s choosing, the third (1) would be the connection of the sight where the eyes roll back into the skull and blurring vision eventually yields into the sight from the animal. Sight Linking: The Linking process contains a total of three (3) emotes following the Warging emotes. The skill begins with the Sightstones having a light emit and stream towards the others that are also attempting to link, the various colors start to intertwine with each other slowly. The second emote is the primary Warg guiding the connection of the group forth into the creature. The final emote is the Primary Warg finalizing the connection and from there the main warg leading the ritual emotes for the animal and what the grouping sees. Red Lines: Powersharing is required to utilize sight linking. The sight of a warged animal only applies to the distance of a shout emote. If the ritual is led incorrectly all druii participating are liable to lose their vision, or be permanently stuck seeing through their allies eyes. A sightstone is required to use any and all warg abilities, including sight linking. Each member participating in the ritual requires their own sightstone. An animal cannot be fully controlled by the warg. It is the same as control, where the druii makes requests to the animal. Wargs can connect to Shapeshifters in their animal states but can not hear thoughts or voices, it is purely sight and the Shapeshifter must give Ooc permission to connect. The Warg is unable to discover who the Shapeshifter is and it would appear to them that it was a regular animal. The shifter in question would also know that it was being warged should someone attempt to connect to it, following this point should the shifter leave their shapeshifted form then the connection will be broken and the Warg would not see them in their descendant form at all, keeping the Shapeshifter’s identity secret. General Redlines: Requires T5 in communion and must know Greensight and Beastspeak Warging requires a Sightstone and Sightstone Creation Knowledge Animal must make sense for the region/environment the Druid is in. Requires at least 3 emotes for the animal to be RP'd within the area and must be seen by others so they are aware it's there. Animals cannot be stressed, frightened, aggressive, etc or the ability will not work. In other words, they can't be used in combat. When RPing the animal, the Druid is only seeing through its eyes, not controlling it ICly. When emoting for the animal, it must follow its natural instincts/actions. Ex. A lynx isn't suddenly going to go up to a crowd and sit there interacting with them. For ET creatures, the ET must give approval for this ability to work. The ET then emotes the animal and relays to the Druid what they see. Must have actual sight on the animal before performing this ability on it. Refer to the section on Shapeshifting for details. Audio can not be heard while Warged. Must have both natural eyes (Natural tissue in the eye sockets) and sight intact in order to learn Warging. The farthest a connection can be maintained is a Shout Emote and nothing more. A warg can't use this ability to track or bloodhound another player. The only exception is in ST orchestrated events where a creature or event run character is being played. Credit: Sug, Starfelt, Niv, Delmodan Edit Log:
  9. Well done lads, well done indeed. As much as I used to dislike the Archon circlejerk I hope that it’ll be different this go. Great piece of lore
  10. This could be an addition for sure! Right now we’ve only posted the core part of the lore and we plan to add a few additions should this become accepted. ?
  11. Mattforsyth - Deviant Art Table of Contents: - Background/Origin - Magic Explanation - Ritual Abilities - Spells - Red Lines - Tier Progression - Purpose - Cited Sources Background/Origin Fi’hiiran’tanya was born in the annals of haelun’or history, in stories and tales of men and women with two souls. It initially bore itself within the Elibar’acal family, though in time the knowledge was passed onto others and failed to be given to the newer generations of these initiators of history. These two-souled individuals brought forth their magic through wicked gains, slaughtering another close to them to steal their essence and life and fuel their Fi magic. This soul was represented as mist, brought out and manipulated by the accursed captors of the tortured soul. With it, mana was sought in all shape and form, being torn from its source and returned to the void. In times of old, this was a far greater Fi magic than one could ever hope for, capable of manipulating vast areas of rapidly draining magic, slaughtering any mana-reliant creatures in moments. They were accepted throughout various societies and scorned throughout others, for their work was grand and yet the means to accomplish their ends were often considered nothing short of vile. The only exception was the lesser version of their same art, theorized and spread to the humans above anything else. One where they split their soul instead of taking two - Less horrific but far weaker in capabilities, and yet still powerful next to other spellcasters. Eventually, a surge of mana swept through the lands in force. The exact nature of its origin remains a mystery, though theories suggest the mana obelisks present throughout Axios and Atlas. Fi mages, ironically, suffered from a mana sickness born from large amounts of the substance at a time. They were sensitive to it, and the souls took this chance to rise and flee from their prison-hosts. This left fi’hiiran’tanya as a dwindling art, where for a time they could yet practice as what was referred to as Iconoclasm. Eventually the kindling of their mists died in full, and none remained. They split and scattered to the winds and corners of descendant realms. Many found other places in life, no longer burdened by the constant ache of their once-friends inside of them. Some refused and, even knowing the pain it took to create, sought a reconstruction. A necessity, it was called, to reign in the fools and spellcasters of the world who abused their given power. So the ritual was sought again. So the magic was born again. So the magic was changed again. Magic Explanation Fi’hiiran’tanya, or better known as Fi’, is a [3] slot dark magic. You cannot practice any other magic with Fi Magic. Kani, animatii crafting, and further alchemy are exceptions. Must be taught and connected by someone with an accepted Connection Feat and Fi’ TA. Fi’hiiran’tanya may not be taught to anything but a non(or open)-CA mortal race. Any form of magical connection to cast must bring forth visible gray mist. Upon being connected, a Fi Mage gains the ability to conjure forth their magic in the form of mana-draining mists, funneling away at the mana pools of their given enemies, be it in magic or in creatures or enchantments. This makes them immensely skilled at outperforming the magics of spellcasters, but in turn ruins them in many other areas much the same. Weakness - The Second Soul and Magical Exhaustion In order to become a Fi mage, one must undergo the Connection Ritual[Explained below] in which a second soul is gained. This process implies the PK of another character and, in doing so, absorbing their very being. This is not a friendly process nor one that ever becomes beneficial beyond the basic casting of their magic. It is important to note that the relationship between the Second Soul and the Host(The Fi Mage) is never one of conscious talking back and forth, interacting at fixed intervals, or of planned actions or motives. It is one of constant, never-ending mental assault upon the Fi Mage on the end of the Second Soul, which at this point is reduced to little but a source of refueling energy for their magic with an unbridled hatred for the one who slew them, regardless of their relation in life. As such, a Fi Mage is considered to have a weak mind. Any illusion, trickery, or mind-based magics or effects upon them are particularly effective, beyond what would be considered normal upon anyone else. Additionally, on a physical note, maintaining two souls is taxing upon a Fi’ Mage, and leads them to, from a week after being connected, being frail - Significantly more so than a mastered voidal mage. The constant battering of the Second Soul against the mind of the Host can be detailed in seven stages of severity - Henceforth referred to as seven levels of exhaustion. The first three levels are considered to be minor, roleplay-side phenomenon meant to be portrayed in out of combat scenarios. The last four are harder, more strict negative downsides to be played at all times, in and out of combat, to reflect the exhaustion taking its toll upon the Fi Mage. Fi Mages gain these levels of exhaustion through the casting of their magic, beginning at 0 and progressing until utter exhaustion at 7. At tiers 1-4, they always have some levels of this exhaustion as detailed under Tier Progression, as they are still learning how to maintain the second soul and drown out its constant noise and the absorption of mana from the Fi Mage themselves. The seven levels of exhaustion are as follows: [1] - A small portion of the Fi’ Mage’s mana is spent, causing them to grow out of breath easier. During this stage of mental assault, the Fi Mage will develop a heavy nervous tick. [2] - Now with roughly less than one third of their mana missing, the Fi’ Mage finds themselves tired constantly. They will wish little else than to sleep and are well capable of it, but no matter how much they do, it will fail to cure their exhaustion. [3] - The world seems to blur slightly at the edges, as their exhaustion grows to 3/7ths of their mana missing. Additionally the sight of death, including meats, plagues them with the urge to vomit - Difficult to hold down. [4] - With over half of their mana gone the Fi’ Mage has now lost their sense of equilibrium. It is easier to shove them over, and they’re prone to doing so themselves if they attempt to move faster than a slow jog. [5] - The Fi’ Mage becomes preoccupied with the sound of their own heart sounding in their ears. Out of combat, they cannot hear whispers. In combat, they are treated as deafened entirely to their surroundings beyond pointed shouts by someone they can see. [6] - Their exhaustion is now mounting against them, and their own magic difficult to manage. The inner soul is strong enough to begin spreading the Fi magic mists to the Fi’ Mage’s own vision, causing them to be blind beyond 20 meters[RP Chat Range] from themselves. [7] - The Fi’ Mage is spent. The Second Soul has won and they are faced with an immediate, brief seizure as their mind is ravished. They are afterwards considered blind and deafened to their surroundings until their exhaustion lessens. This final effect only occurs after the Fi’ Mage’s spell has ended. Exhaustion levels reset after 24 IRL hours. Weakness - Counters Fi’ Mists are a representation of the second, tortured soul owned and dominated by the Host being sent out and consuming mana. Though it consumes, the mana is considered gone after the magic has vanished - The Second Soul cannot be used to share this mana back to the Fi’ Mage or any other source, and consumes only for itself. In addition to this notable effect of Fi’ Magic, no magic is flawless and each has its counters. A number exists towards Fi’hiiran’tanya. [1] - Fi’ Mages are noted in their mana sensitivity. This is not enough to make them capable of detecting nearby sources of mana, but sudden pulsations of energy within 10 meters of them would bring them a splitting headache, and cause their current spells to vanish. Two rules of thumb with this is that the effect that causes them to lose concentration must be clearly visible, as well as possess the collective mana in a single emote of a T4 or higher mage. An example of this would be a sizeable mana gem shattering, or a T4-5 spellcaster releasing all of their mana at once. Should this be done, the Fi’ Mage will be stunned for 4 of their own emotes. A notable example of this would be an Unsound Mage’s Negate Mana spell, though that is a more glorified version of what is necessary. [2] - Certain magics are known to be able to function through Fi’ Magic. That being, existing instances of the magic will remain even through contact with Fi’ Mist, as well as being able to be manipulated to their full extent. However, should the actual caster of these magics make contact with the Fi’ Mist, they will still begin to suffer the mana-drain of such so long as they continue to cast. These magics are: Blood Magic, Druidism, and Shade. Additionally, Kani, Chi, and Fi’ Magic are all entirely immune to the effects of Fi’ Mist on both their caster and the magic. Chi may still suffer silencing. Fi’ Mages may still suffer silencing. [3] - Anything that deals physical damage is a great foe to Fi’ Mages. Though generally their magic goes unaffected, it would be noted that any sort of blow to a Fi’ Mage, from a minor shove to a punch to a cut or a bruise, will cause their connection to halter and fade, as they suffer increased pain in their frailty. Additionally, the use of Silver can ward off Fi’ Mist, unexplainable, much like Aurum to other dark arts, why this happens. Though it does not necessarily destroy Fi’ Mist or cause it to vanish on contact with existing spells, Fi’ Mist will refuse to move itself within a foot of such. Strengths - Magic Cancelling and Creatures Fi’hiiran’tanya is good at one thing - stopping other magic. This is done through the draining of mana from given spells, as well as from the given spellcasters. In the form of stopping spells, most will simply vanish upon contact with Fi’ Mist. For spellcasters, they will begin to drain of mana should the Fi’ Mists connect with them. The Spellcaster must be connected to their given magic for this to function. Fi’ Magic as well is incapable in any of its spells, of stopping magics or creatures who exist beyond the Fi’ Mage’s tier. That being, they cannot at all stop any spell from a T4 fire evocationist, if the Fi’ Mage themselves are t3. For this case, creatures count as T4. Whenever physical contact is made with Fi’ Mists onto a spellcaster who is connected, they begin to drain of mana. This process will remove 1/15th of their mana per emote within the Fi’ mist. This draining process, as well as others, are able to be sped up through various upgrades one can perform on their spells, granting themselves more exhaustion in the process. [Necrotic Undead] - Undead made of necromantic means are subject to the effects of Mana-Drain on contact with Fi’ Mist, as though a T4 opponent. Upon reaching zero, they would perish. Throughout this process they progressively grow weaker, though not slower if they opt to flee. [Spectral Undead] - Undead made of spiritual means are subject to the effects of Mana-Drain on contact with Fi’ Mist, as though a T4 opponent. Upon reaching zero, they would perish. They do not show any signs of being affected throughout this, though they can feel their strength waning. They lack access to their ghostly powers as well. [Golems] - Constructs made by Golemancy may survive for fifteen emotes within Fi’ Mist, and no upgrades to spells may change this. During the last five emotes of this they progressively slow to a halt, where their runes grow inactive for the span of the given conflict/situation before reactivating. [Wardens] - Constructs made by Paladins may survive as though Necrotic Undead - Lasting fifteen emotes of progressive weakening before eventually perishing as the spirit in their armor fails to take hold. [Enchantments] - Voidal Enchantments suffer the same as though a voidal mage themselves, with their tier based on the tier of their enchanter, and they lose their enchantment upon becoming empty. Runesmithed items suffer similarly, but upon reaching their given emotes within the mist simply go inactive for the period of the encounter. [Other Magics/Creatures] - Though not every creature or magic is covered here, most suffer under here. If mana is used, the magics should fade on contact with Fi’ Mist - with the exceptions of overly altered forms(such as genus or amber). Creatures, if reliant upon magic to function, come into contact with Fi’ Mist they’ll generally suffer as necrotic undead if they have physical form and spectral if they don’t. This is not for sure, and other magics/creatures are welcome to write their own outcomes within their lore, even if it’s claiming to go entirely unaffected. [Events] - In general, it is left up to the ET in charge of the event in question to determine the exact limitations of Fi’ Magic in relation to whatever they are doing, if such is based on magic. Ritual Abilities These spells are the out of combat, lengthy rituals of spells for both connection and magic-silencing. It should be noted that in the case of Connection, one can never be disconnected from Fi’ Magic. It becomes a permanent bind of their soul. If they stop practicing, their tier can lower down to effectively zero, and they can regain their muscle mass, but they can never practice any other magic beyond Fi’ Magic. The exceptions of course, are with lore changes and shelving allowing for chances to opt out OOCly - Though being unable to spread the hidden knowledge of Fi’hiiran’tanya’s arts should they take this method, as stated in Lore Games Rules. Both rituals give 3 levels of exhaustion when used. Connection | Non-Combative Emote Requirements: (1 Minute IRP) Tier 4 Silencing | Non-Combative Emote Requirements: (1 Minute IRP) Tier 5 Spells In practicing Fi’hiiran’tanya, a Fi’ Mage’s mist is intended to be mostly freeform in its various uses. Out of combat this is fine, so long as the Fi’ Mists never extend more than twenty meters/blocks out from the caster and generally take at least a minute IRP to fully drain anything. In combat, freeform aspects still exist in the form of three generic spells a Fi’ Mage can cast. Each of these spells give 1 level of exhaustion when cast, and are considerably weak. A Fi’ Mage may gain further levels of exhaustion to increase these spells, up to their maximum exhaustion, in various ways detailed within them. Additionally, all spells last for twenty emotes upon the part of the Fi’ Mage - Allowing them to maintain them for the majority of combat in most cases, but not throughout extended standoffs. Reaching | Combative Emote Requirement: (1 Connect+2 Cast+1/Upgrade) Nullification | Combative Emote Requirement: (1 Connect+2 Cast+1/Upgrade) Binding | Combative Emote Requirements: (1 Connect+2 Cast+1/Upgrade) Red Lines - Fi’ Magic requires someone to be willing to PK their character to learn, as detailed in Connection under Ritual Spells. - A Fi’ Mage has seven levels of exhaustion with their magic, reflecting both mental and physical exhaustion. It is a reflection of the expenditure of mana and weakening defenses against the Second Soul’s constant assault. - All levels of exhaustion begin to instantly take their toll, bar the seventh, which begins after the completion of the given spell. - All spells start off at their lowest level without any of their given upgrades. Giving any upgrades to it effectively adds another emote to the casting, as for a moment the Fi’ Mage must not manipulate their spell or do anything but focus on their increase. - Certain magics may persist through Fi’ Mist but the casters(Minus Chi and Kani) are still subject to mana-drain. - Fi’ Mists cannot willingly move within a foot of silver metal in any state. Silver doesn’t cut through Fi’, but the mists simply stop moving once within this distance or less of it. - Fi’ Magic cannot learn any other magic beyond Kani and Animatii Crafting. - Certain magic/creatures go unaffected by Fi’ Magic. Tier Progression Tier One(1 Week): The Fi’ Mage has just become connected. During this week, they rapidly lose all physical strength until they are far weaker than even a voidal mage. They suffer constantly as well, from the first four levels of exhaustion, thus capping them to be able to spend 3 at most. Reaching, Nullification, Binding. They may learn any of these spells at this level, and apply up to 2 upgrades before being completely exhausted - Given their 3 exhaustion levels. Tier Two(3 Weeks): The Fi’ Mage grows more accustomed to their general uses of Fi’ Mist. At this stage, they constantly suffer from the first three levels of exhaustion. They gain no new abilities, but may now expend four levels of exhaustion before being utterly spent, upgrading their spells more than they could previously. Tier Three(1 Month): The Fi’ Mage grows more accustomed to their general uses of Fi’ Mist. At this stage, they constantly suffer from the first two levels of exhaustion. They gain no new abilities, but may now expend five levels of exhaustion before being utterly spent, upgrading their spells more than they could previously. Tier Four(2 Months): The Fi’ Mage grows more accustomed to their general uses of Fi’ Mist. At this stage, they constantly suffer from the first level of exhaustion. They gain one new ability, and may now expend six levels of exhaustion before being utterly spent, upgrading their spells more than they could previously. They may learn Silencing at this tier. Tier Five(N/A): The Fi’ Mage grows more accustomed to their general uses of Fi’ Mist. At this stage, they suffer from zero exhaustion levels. They gain one new ability, and may now spend all seven levels of exhaustion before being utterly spent, upgrading their spells more than they could previously. They may learn Connection at this tier. Purpose Fi’hiiran’tanya is an age-old magic on LotC, serving as the key for combatting other magics. In previous iterations, it was vastly overpowered - allowing Fi’ mages to, in a few moments, cast vast areas of absolutely magic-destroying, creature-slaughtering mists. This rewrite serves to better flush out proper methods of combating Fi’ Mages as well as remove their possibilities for overpowered results with their spells. This serves to bring forth those who exist to combat magic once more into the world, while allowing for those knowledgeable and bright enough to think of ways to counter to manage such - Be it silver, certain magics, or just… Punching a Fi’ Mage. That would do it. With the rewriting of Fi’, all past Fi’ Mages will have a singular IRL week upon both acceptance and a forum guide being implemented, to re-apply for their MA’s under the presumption that they will have knowledge of connection/silencing as well; to stop specific magic-hoarding. Three will be grandfathered in with the same stance. Cited Sources https://www.lordofthecraft.net/forums/topic/164881-shelvedantimagic-rewrite-iconoclasts-breaker-of-connections/ ^Iconoclasm Lore https://www.lordofthecraft.net/forums/topic/150998-✓-anti-magic-re-write-additions/ ^Previous Anti-Magic Lore Credits: Rella101 - Co-Writer Fury_Fire - Co-Writer _Sug - Hype man Pundemonium - Hype Man x2 KingOfTheMoon - Previous Anti-Magic Writer SourDough - Previous Iconoclasm Writer
  12. Thanks Max, you the man.
  13. _Sug

    Headshot Sale!

    Reserved! I’ll shoot you a pm
  14. Grool pls smaller map. Spending 15 minutes walking from nation to nation makes me just log off 10 minutes in ? there no more roadside rp either ?
  15. MC Username: _Sug Character name: Vassago Discord name: You have it ----------- Mina or USD: Mina Accessories: (Extra accessories will cost an extra 1-5 USD depending on complexity, or 500-1000 mina) (Price will be paid before file is given) A wand in his hand. ---------- Skin – Frontal view and side views (DO NOT send the skin file) References of hair – Any preferred pose – (Please remember this is a chibi, short arms, and will not show anything above the chest.) Elbows on the lid of the cup, his chin resting on his left hand and his wand in his right. Any Details I need to know? – Vassago’s chest is covered in glowing white tattoos, his skin is a moderate (leaning towards brighter) purple with dark purple hair. His eyes glow white with a hue around them as well. His wand looks like this: Expression – (Please note I do not draw eyes, they are cute little beans or other styles, this is mainly for the mouth) A coy grin on his face. Cup Type: A wine goblet (Gold) Liquid: Yes/No Yes Do you want anything on the mug: Some gems around the rim and base. ------- Do you understand that I do this as a hobby and will do yours in order, by saying yes you agree to not rush me. When I get to it, I get to it, okay? : Yes
  16. Format: RP Name:: Cerberus MC Username: _Sug Discord: Sug#4795 What Nation Are You Affliated With?: Paladins Why Do You Wish To Come?: To Assist the Paladins What Skills Can You Bring?: Combat and Religious assistance. Format: RP Name:: Thalon MC Username: _Sug Discord: Sug#4795 What Nation Are You Affliated With?: None Why Do You Wish To Come?: My character was an undead in Athera What Skills Can You Bring?: Intensive magical and historical Knowledge of the Realm
  17. My son has done it ❤️ +1 well done Salty my boy
  18. Not too sure how I feel about the Utility ----> Combat use of BM buuuuuut I really like this Mystery, well done. +1
  19. Tox, you took the words right out of my mouth. Perhaps make it a two part thing?
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