Jump to content

Luciloo

Ender VIP
  • Posts

    477
  • Joined

Everything posted by Luciloo

  1. Looks pretty neat, we’ll see how it goes I guess.
  2. Speaking personally, that kind of lore is the most interesting to me. Far too many magics are concentrated upon combat, and have very little else to them; it’s one of my biggest grievances with voidal magics. I will say that this role or cultural shift should have been in Herald lore from the start(even if without tenets), but it’s a good direction to prompt the magic into.
  3. This seems like it could be used as a convenient means to target any Heralds not currently orbiting the larger Azdrazi playerbase in Haelun’or Clerical healing used to have the same kind of process, “If you pump out enough emotes, you can save someone from the brink of death.” I believe ST want to move away from healing in this way, and more toward requiring several sessions etc. This might be something of a spicy take, but I believe Azdrazi should be made ST-playable only, and Herald take the CA’s place among players. Like I’m not the only one who’s noticed this rewrite fits the niche better than current Azdrazi lore, and the latter has been plagued by either inactivity, cliqueing or just bad lore over the years.
  4. A touch gimmicky, but it’s got some flavour factor. I like it.
  5. This is going to need some general clarification, tidying up of vagueness etc. For example: I can jam a T5 Healing Rune into my wound and apparently it will close itself and repair broken bones, then I’m up in the fight again. So it only takes one Runesmith to dole out this rune during player versus player cRP, to cause an argument over what amounts to lore-approved powergaming. You should detail how long it takes to heal such extensive injuries and it should be impossible to use in a combat scenario. This is suggesting that sound can be magnified beyond #s distance. In which case is T5 meant to allow for use of event broadcast channels, because I don’t see another way for a player to achieve this mechanically. Like I can see a number of circumstances where you can use this rune for all sorts of interesting things, but how is it going to work mechanically? You might do better to refer to the mechanical emote ranges rather than blocks honestly.
  6. @Wretched Quavinir tells me that this applies for all realms, except Druidic Transcendence allows the Druid to choose what form they take; primarily a spectral form of their physical body, or any given flora or fauna. Can you confirm for me that Transcendence is the exception? And if not, why were the Druid loreholders not consulted?
  7. Honestly I never had a personal issue with prior TAs. I’ve never been so up to the ears in potential students that I needed this TA a week ago etc. If it helps others out sure whatever.
  8. “Oh Maln, il’kaean ito llyuthera..” “Oh Father, fight with us now..” In the Talus Grove, far from the smouldering dunes and the burning plains of Korvassa, there were no drums, but the hammering of steel against an anvil. No monstrous hordes amassing, but the figures of varying shapes and sizes donned in steel or bronze. No colossi and no Titan, save for the Mother Tree Elanwéya. “erneh kaean’leh ihnsilan orne lomereh..” “May our spears never break..” An assembled party stood before the Autumn Druid, as she held a bowl of thick paint in her right hand as deep and red as blood, while the left delved into it to collect a slick. There she then painted the helm of a sapling Drui, Attuned only within the past few years, with the markings of a stag’s antlers. “kaean’leh mahnihiian oerne parioeh..” “Our shields never fail..” Moving along to the next, a Hierophant as tall and strong as she, then paints her helm with antlers of their patron as well. As Nivndil continues down the line, she belts out her prayer in the ancient tongue of her people. “Hiylunan’ehya orne ullreh..” “And our spirits never falter..” Next she comes upon a pale Dedicant, clad in lustrous bronze lamellar and a full foot taller, offering a sharp nod with hawkish features as she paints their helm as well. Soon she moves on to the next in line, a bronze clad Dedicant of the Farfolk.. “il’cerun kaean ahera..” “Bless us with strength..” “il’Sirame kaean ahera..” “Bless us with honour..” “il’taliiyna kaean ahera..” “Bless us with blood!”
  9. No I understand that the Brath aren't the ones empowering each rune, the problem is that Ogradhad is not a canon deity. He has no currently accepted deity lore, thus you cannot use him as the source of Runesmithing as a deity magic without submitting your own lore, which details things like his motivations, his realm etc. I’m of the opinion, and I know a few other players and ST agree with me, that making the Brath canon deities as Aengudaemons ruins an important part of Dwarven RP and culture. No other culture on the server has such a well-defined religion, so well-spread amongst its playerbase, which is totally fictional and created entirely iRP, than Dwarves with the Brathmordakin. Writing lore for them to all be canonised takes away from them, I feel. I would suggest that instead of requiring a player have to return to the Runesmith to have a rune recarved every two weeks, you instead make it so the rune recharges itself outside of combat. Other magics, such as Druidism and now Paladinsim, have mechanics which allow enchantments to be used once in a combat scenario, with specifics for how many emotes it lasts etc., and that the enchantment then recharges passively outside of combat. This removes what was termed ‘recharge roleplay’ which Clerics and Ascended routinely went through, and which was regarded as very boring and repetitive, but also prevents players from using runes excessively in a single combat encounter. Like at the end of the day, if the player returns to have a rune recarved, they can still use the rune infinitely no? Removing the need for recarving and replacing it with a cooldown, just cuts out the busywork. You could even predicate the cooldown based upon the tier of rune so that a Runesmith could choose to offer a very powerful rune with a long cooldown or a weaker rune with a faster cooldown. Overall, I appreciate you responding to my points. I’m glad you’re interested in taking the criticism on board and working to update the work here to make it more in line with current iterations of magic lore. Like I know you and your co-authors can do something good with it, you’ve just got to really push for something good.
  10. Okay so I’ma touch on a few issues here, but I can see that clearly the authors cared about what they were writing. The major issue I’m going to address firstly, is that this rewrite reads exactly like Josh’s prior rewrite, which is to say that it reads virtually identical to Runesmithing for the past like four or five years. You’ve not updated the lore in any significant way, you’ve not added any new concepts of substance and although I see you removed the ******* absurd rolling requirement for connection, this just reads like a really outdated lore piece when compared to a lot of modern magic lore on lotc. This isn’t a dig at y’all personally, but Runesmithing is shelved, you could take it in any direction, you have full creative license here to go big and do something totally new with it. Instead you’ve just made it “Runesmithing from 2016” which is dry and tiring and a bit sad. The next issue I’d like to point out is that you’re referring to this as a deity magic(correct me if I’m wrong), yet you have no accompanying deity lore. Yemekar and the Brathmordakin are not canon deities with no associated implemented lore, they are entirely fictional and thus one cannot have a deity connection to them. This also relates back to the prior point, that previously this was allowed with old iterations of Runesmithing and it’s not really your fault for trying the same shtick again at least in regards to just vagueing how the deity connection works. You can’t write deity magic like this, you have to relate it to a canon deity, whether you write that deity yourselves or you use an existing one. Another symptom of the first issue, but deserves addressing on its own too- the concept of rune tiers over the Runesmith’s tier is a leftover you could have done without. Furthermore the concept of ‘recharging’ enchantments is being done away with steadily with modern rewrites, and there are only two reasons I can think of for leaving it in; one being that it was in the prior lore, so you kept it because you’re trying to ‘fix’ the old lore, it’s a leftover you weren’t sure needed touching; the other reason is that requiring recharging necessitates the user is a Runesmith and can thus recarve the rune themselves, or they are not and must return to a Runesmith and pay for the service of recharging, which allows Runesmiths to inherently stifle who gets to interact with the magic- I don’t think this is your reasoning for it, but it is inevitably what players will do if it’s allowed. I encourage you to read other deity magics, other magic in general and deity lore. This just isn’t good enough to make it through a loremag, and I get you just want to write cool magic I really do, I’m not trying to tear you down, but you can do better than this.
  11. Guys I did tell you that having a ‘really strong’ metal which also had all these other properties was going to get ripped apart. I’m glad you dropped the comparison to Carbarum, but this needs to be better defined. Really you should do one of the following: Make refined Songsteel comparable to decent sword steel in all material properties. Give it a soft musical hum and its colouration for aesthetic. Let the soft/impure version be experimented on for your fancy instrument pieces and bells, gongs etc. Or Remove its properties which make it fit for weaponry and armour, and just make it a neat metal with various cool applications for artisans and Mages etc.
  12. Literally cannot follow it, my pea-sized brain cannot comprehend.
  13. This is weird and kind of unnecessary. Why are you encouraging a meta of weapons?
  14. Diddyfunkle is unironically my favourite herb.
  15. The Hedgewitch’s Healkit Magical Kaleidoscope For millennia the hedge-witches, wise women, medicine men and herbalists of the world have used nature’s bounty to provide medicine for the day-to-day ailments of their people. Before the development of weird and wonderful alchemical concoctions, healers made use of flowers, bark, berries, seeds and fruits to create their remedies, albeit to a lesser strength than the works of alchemists. Of these ancient healing herbs, there are two categories into which they can be divided.  Curious Cuttings, Crops and Collectables These plants have potent, unique or nigh-magical properties. They are LOTC’s fantasy-themed flora, which all require ST oversight when gathered, and their items or resulting remedies will require ST-signing. Aqua Nymph Sign(s): Water Symbol(s): Grace x2 Order x1 Endurance x2 Freezing x1 Appearance: An aquatic plant with large leaves which grows in circular figures bending downwards. Its green-brown, slimy appearance, as well as the shape of the plant, leads many to mistake it as toads sitting at the ground of a pond. The plant grows a cluster of small, pod-like bulbs which are the same colour as the foliage. These bulbs eventually flower into small and bland, white blossoms. Location: Aqua Nymphs are found in humid biomes such as swamps and jungles. They grow within shallow, murky freshwater like ponds and the edges of lakes. Harvesting: The desired healing and alchemical properties are in the bulbs, so the plant must be harvested before they flower. These bulbs are delicate, and simply touching them causes them to burst, destroying any potential use. In fact, if any part of the plant is damaged, including its roots, then its properties become null. Successfully harvesting requires one to dig around the plant's base, and to carefully lift the whole plant out and transplant it into a jar or pot. Note that the jar must be wide enough so that the bulbs do not touch the sides. Aqua nymph cannot be farmed. Raw Effect(s): Boiling the entire plant and reducing it until the water evaporates leaves behind a thick oil which holds the plant’s alchemical properties. This oil is also a powerful aid to scar treatment, but takes a thorough course of use before any effects may be seen. Healers may combine it with other skin treatments and the like, to help mitigate the appearance of heavier scarring. Oral consumption of the oil burns the throat and may cause disruption to airways, resulting in difficulty breathing. Redlines: Beard Weed Sign(s): Earth Symbol(s): Growth x3 Life x1 Swiftness x2 Appearance: A dark green moss which grows under heavily shaded areas, supporting itself on the branches and trunks of trees. The moss produces an oily residue on its surface. It hangs down in an untamed and ragged fashion. Parts of the moss that are exposed to too much sunlight will darken and shrivel up over time. Location: Found on lowest trees that grow in thick jungles and forests. Grows on the lowest branches, where sunlight is least present. Although rare, it grows in large quantities at a time. Harvesting: The moss should be harvested with gloves to prevent accidental absorption of the oils, which can cause hair growth or sickness. It can be easily removed from the wood, but separating the darkened and healthy sections of the moss is a tedious task. Beard weed cannot be farmed. Raw Effect(s): Depending on how the moss is prepared, the raw effect is one of three outcomes. Oil pressed from a healthy section of moss stimulates hair follicles, thus encouraging hair growth. This can promote a faster growth of already-established hair, or can even grow new patches of hair from underlying hair follicles. The oil excreted by the sun-exposed, dying patches of the moss has a strong side-effect. When this variant of the oil is absorbed by the skin, it induces a sickness with the symptoms of nausea, diarrhea, and internal bleeding within the digestive system. Redlines: Blood Lotus Sign(s): Earth, Water Symbol(s): Strength x3 Vigour x2 Rigidity x2 Appearance: A woody bush which roots itself into small clefts and recesses, then grows outward over cave mouths or down cliffs and other shear edges. The stems are thick and weeping, like the branches of a willow tree, which support small round olive-coloured leaves. When flowering, the heads are large and hold numerous layers of deep red to purple petals. Location: Subtropical regions, typically grows around cliff-faces and cave mouths. Harvesting: Cuttings from the ‘vine-like’ stems should include leaves and flowers for maximum benefit. Can be ‘farmed’ in any suitable climate among crags, over cliffs or about caves. Require little maintenance. Raw Effect(s): The flowers, leaves and stems are very nutritious and can be used as a filler to bulk up meals. One may best utilise this quality by chopping and adding blood lotus to soups and stews. It is most often offered to those suffering from blood loss or sickness, to boost the body’s recovery. Blood lotus has a strong metallic taste and aroma, as its name might suggest. Excessive consumption may lead the skin to discolour to a bright red-orange, and in extreme cases leads to calcification of the kidneys. Redlines: Coltsfoot Sign(s): Earth Symbol(s): Curtailment x1 Poison x1 Life x2 Appearance: Clumps of bright yellow flowers upon greyish green stems, resembling dandelions. Flowering during early Spring, the hoof-shaped leaves which earn its name, wither and die toward the Summer. They do not typically grow beyond 12” in height. Location: Found worldwide, but frequently by paths and roads. It is considered a weed by many. Harvesting: The leaves and flowers hold the best crop of the plant's beneficial qualities. It may be farmed virtually anywhere, but prefers temperate to subarctic regions. Raw Effect(s): Infused into a tea or decocted, the leaves and flowers assist with coughs, colds, flu and fever symptoms. Additionally this extends to disturbances of the respiratory tract, as a crude treatment for asthmatic-like complaints. Applied externally, it aids the recovery of gout. The roots hold toxic properties if consumed, and excessive consumption of the leaves and flowers leads to growths and toxicity of the liver. Redlines: Cryptus Mushroom Sign(s): Earth Air Symbol(s): Death x1 Swiftness x2 Reduction x2 Appearance: A very brittle and dry brown fungus that takes the shape of upright slabs, and grows like “flakes” in close layers. Location: Most commonly found growing in caverns upon the corpses of animals. Less commonly, grows in the same caves upon rotting wood. In crypts, it is common to find this fungus growing on the rotting bodies, hence its name. Harvesting: The fungus will often need to be removed of the rotting flesh it roots itself deeply into. Otherwise, harvesting is quite easy. Cryptus mushrooms may be farmed in pitch-black conditions, with the heavy addition of rotting meat to its soil. Raw Effect(s): When the brittle fungus is grinded into a powder, it may be sprinkled over objects to quicken their drying rate. This is most helpful to herbalists to quickly dry plants, or to chefs to do the same to both herbs and meats. Redlines: Diddyfunkle Sign(s): Water Symbol(s): Dark x3 Lethargy x2 Poison x2 Slowness x1 Appearance: A flowering herbaceous plant which resembles the passion flower, for its open star-shaped heads. The petals open wide and are typically a very pale green, or white, with an interior fringe of rich purple hair-like tendrils dubbed ‘diddyfunklites.’ From under these flowers grow small globe-like pods, which are an attractive orange colour. The waxy leaves are ovoid with a pointed tip and green in colour. Diddyfunkle rarely reaches over a two feet in height. Location: Diddyfunkle grows well in tropical and subtropical jungles, and is sometimes found upon plains when there is adequate rainfall. Harvesting: The pods are the fruit of the plant and can be picked safely, as long as the diddfunklites of the flower are avoided. Farming diddyfunkle requires warm, moist conditions and light to shady sun exposure. Raw Effect(s): If the fruit is not prepared correctly, then it produces strong hallucinogenic effects and can lead to poisoning. This is best avoided by pressing the fruit for the nectar-like juice inside, then removing the pod by hand. Heating and straining the juice will further remove the chance for poisoning and adverse effects. If prepared correctly, the thick juice has a pleasant fruity citrus flavour, and may be used in cooking when one requires tartness. It may also be infused into a tea to calm and clear the mind, and is sometimes used to treat migraines and even nightmares. In concentrated doses diddyfunkle can be used to sedate a patient into unconsciousness. Diddyfunklites contain hundreds of microscopic hairs, which embed themselves into the skin upon contact. This leads to redness and itching in the affected area. Redlines: Draugr Tongue Sign(s): Fire Symbol(s): Purity x2 Burning x2 Appearance: A herbaceous flower with an upright stem, supporting a small cluster of tulip-like heads. They don’t usually reach a height over a foot. Each head will support several fiery orange petals, which overlap, thus resembling a tulip. Location: Grows well in grassy plains and meadows, usually amongst other clusters of wildflowers. It flowers in the Spring, usually dying toward mid-Summer. Harvesting: The stems are useless, but the flower contains the qualities used in alchemy and healing. They may be farmed by planting in loamy soil in temperate climates. Raw Effect(s): The petals hold disinfectant qualities, and can be bruised and steeped into an infusion for the washing of wounds. A cloth soaked with this heated infusion can be applied to a wound, which will also tenderize the surrounding skin. This is particularly helpful in “softening” the skin surrounding an impaled object, so it may be removed with less damage. Infusions and made with dragur tongue will have a fiery orange colour. They will also sting sharply when exposed to open skin or wounds. Redlines: Dwarf’s Pumpkin Sign(s): Fire, Earth Symbol(s): Heat x1 Purity x2 Strength x1 Appearance: A woody shrub, with ovaline leaves of an orange-brown colour. It buds in the late Spring and remains leafy until mid-Autumn. Typically Dwarf’s pumpkin grows in a vaguely round shape, and reaches no taller than four feet in height. The shrub gives off a particularly pungent, skunky aroma. Location: Humid swampy environments, growing particularly well in clearings or by pools of water. Harvesting: The leaves hold the desirable qualities, and can be picked easily. Picking back to the sprig encourages regrowth next Spring. Cuttings can be planted in silty soil, in humid environments with lots of moisture. Raw Effect(s): The essential oil from the leaves of dwarf’s pumpkin has strong antifungal properties. This oil can be extracted through distillation. This can be dropped into a bowl of water and boiled. The resulting steam has a terrible smell much like strong garlic, but can be inhaled to fight off fungal infections in the lungs resulting from inhaled spores. When the steam is inhaled, one will feel a burning sensation in their respiratory system. The same oil can also be made into a salve or balm, which can be used as a topical treatment for fungal skin infections. Redlines: Gislocinovi Sign(s): Water Symbol(s): Reduction x4 Purity x2 Silence x1 Separation x2 Appearance: A white lotus-like flower growing from a tall, thick green stalk with multiple green leaves. A mature stalk is up to five feet tall. Location: Often found growing in groups within dense jungles. Harvesting: Gislocinovi strongly roots itself into the ground, so it is much easier to instead cut the stalk at its base. The entire stalk should be preserved, as it holds the desired properties. Gislocinovi can easily be farmed in deeply-worked soil in warmer climates. Raw Effect(s): When the stalk is brought to a boil it will soften significantly. The softened matter can then be mashed and strained, and the collected liquid will have topical antibacterial properties. The juice can be used like alcohol to soak a cloth and clean wounds of bacteria. Disinfecting with gislocinovi is a much more comfortable process than with alcohol, as it does not sting. Redlines: Grobsnopper Sign(s): Fire Symbol(s): Reduction x2 Curtailment x2 Life x1 Appearance: A large vining plant with long, green stems and small leaves. It blooms large flowers which are pink in the middle and fade outwards into yellow. Location: In humid forests in areas with very loose soil, wrapping itself around the trunk and lower branches of trees. Harvesting: The usable properties are in the flowers, which can be easily harvested. Grobsnopper can be farmed in humid climates, when supported by stakes, a trellis, a fence, or even a tree. Raw Effect(s): A powerful antibiotic can be produced by decocting grobsnopper. This can be incorporated into a syrup and imbibed to treat bacterial infection. Redlines: King’s Ivy Sign(s): Fire Symbol(s): Strength x3 Sound x3 Courage x1 Agility x2 Appearance: An ivy with a dark green stalk and light green, large arrow-shaped leaves. It grows soft, golden flowers. The size varies, but it will continue to spread over as much surface as possible while it is healthy. Location: Grows well in temperate, subtropical, subarctic regions, but rarely spreads beyond. It is found spreading over large rocks, tree-trunks, or ruins. Harvesting: The flowers of the plant hold the desired properties, and can be easily plucked. It can be farmed in well-watered conditions adjacent to a wall, to allow the ivy to climb it. Raw Effect(s): The flowers contain a unique, powerful caffeine-like substance, which can be used to create a syrup or tincture and imbibed, or gentler when brewed into tea and drunk. The tea has a similar intensity as coffee. The syrup/tincture causes powerful bursts of energy, but causes agitation and can raise the heart-rate significantly. Excessive use can lead to cardiac symptoms like arrhythmia, and can aggravate existing conditions. After the effects are over, a crash of energy will result. Redlines: Miner’s Helmet Sign(s): Earth Symbol(s): Rigidity x2 Swiftness x1 Appearance: A remarkably large, brown mushroom. The mushroom cap can grow wide enough to take up a square meter of space. The top of the mushroom bears an excess of visible spores. Location: Found within cave systems of various climates. Typically growing upon ‘shelf-like’ structures and outcroppings. Harvesting: The mushroom can easily be cut down, although it’s quite bulky and could take a group to carry it. Miner’s helmet can be farmed in a rockery under pitch-black conditions. Raw Effect(s): The mushroom has a delicious flavor and is heavily sought out by chefs, as it is believed to be the best-tasting mushroom in the realm. If consumed raw, it can lead to food poisoning, but this can be removed as a risk factor by drying it in warm conditions. It may then be consumed safely, or used in other cooking. Redlines: Night Sap Sign(s): Earth, Water. Symbol(s): Lethargy x3 Dark x2 Instability x1 Appearance: A thinly spread, green moss that grows in the crevices of tree branches. Tiny white blossoms sprout from the flat moss itself. The blossoms produce an excess of golden sap which tends to cover the moss itself, appearing as if the sap is present alone. Location: Moist temperate forests, swamps with trees, and jungles. Only located in the branches of trees. Harvesting: The sap must be gently scraped from the branches, to avoid scraping the moss, flowers, and bark with it. Nightsap may not be farmed. Raw Effect(s): When boiled down into a thinner consistency, a measure of nightsap can be mixed into a tea or syrup. When imbibed, this brings the user a sense of calmness, euphoria, and happiness for five narrative hours, which is followed by a moderate headache for two narrative hours. A decoction or syrup of two measures can be made which instead puts the user into a dreamless sleep for five narrative hours, which is followed by severe headaches for the same amount of time. Nightsap is highly addictive, and users often redose to combat the headaches, entering a loop of abuse. Redlines: Ponderlot Sign(s): Aether Symbol(s): Clarity x4 Chaos x2 Sound x1 Appearance: A herbaceous flower, with a central waxy stem, from which long slim leaves grow outward. From this stem grow several pale sprigs supporting flower heads, each with five pale lilac to white petals. It resembles the mundane blue orchid. Location: It grows well upon the slopes and mountains of rainforests and jungles. Ponderlot favours loose moist soil and abundant sun, but is often also found amongst the flora of Druid Groves. Harvesting: The flowers contain the useful qualities of the plant, but should be picked down to the stem to encourage regrowth. It may be farmed in places of rich loamy soil, with lots of sun and plenty of water, particularly in Druid Groves. Raw Effect(s): The flowers may be dried and the petals powdered to create the substance for which the flower is known. This powder can be insufflated, smoked or placed upon the tongue to induce powerful visual and auditory hallucinations in the user, accompanied with hypersensitivity and a sense of ‘one-ness’ or ego-death with the world. If eaten, it has a floral fruity aroma, not unlike pomegranate. Ponderlot is thought to have been used by Druids to evoke a greater feeling of harmony with nature, but many Druids are unaware of it. Redlines:  Garden Goods, Gourds and Gums These plants have mild, mundane or harmless properties. They are LOTC’s garden variety flora, or exist IRL. They do not require ST oversight when gathered, and their items or resulting remedies do not need ST-signing. Amberiddle Sign(s): Earth Symbol(s): Slowness x3 Curtailment x1 Strength x1 Appearance: A herbaceous plant with long green leaves and serrated edges, not dissimilar to those of a sycamore. During Spring it grows pale blue flowers, which remain until Autumn. Growing between the boughs of trees, one may mistaken it for ivy at first glance. Location: Temperate forests, specifically growing between the boughs and branches of mature trees. Harvesting: The sap must be harvested by picking and then bruising the stems and leaves. It may be ‘farmed’ in healthy Groves, copses and forests. Raw Effect(s): If allowed to stand in an airtight container after harvesting, the sap will take on powerful adhesive properties. Used raw or mixed into a syrup, it may then be applied as a ‘superglue’ whereupon it is particularly effective at sticking to itself. This is primarily used by healers to seal wounds closed for battlefield triaging, but its applications as an adhesive make it fit for woodwork and other crafts too. If burned, the sap or any resulting gum or glue will have a spiced aroma. Redlines: Aquate Root Sign(s): Water Symbol(s): Grace x1 Purity x1 Endurance x2 Appearance: A short, green plant composed of various thin, firm and upright stalks. Its large bulbs have an onion-like appearance but with a light blue tint. Aquate root grows slim, blue flowers. Location: Grows in groups along the edge of freshwater sources. As a hardy plant the climate may vary, but will grow predominantly where the soil is moist. Harvesting: The stalks can be uprooted with ease, allowing the bulbs at the bottom to be harvested, which is where all relevant uses are. The stalks can be farmed in very moist soil. Raw Effect(s): The bulbs contain hydrating properties, which one may create into a cream or lotion to remedy dry and chapped skin. Redlines: Atheros Sign(s): Water Symbol(s): Peace x3 Life x1 Appearance: A leafy plant with grey-green stems and leaves, and grey-brown spotted roots. When flowering it produces small heads with white petals not unlike a lily. A mature plant reaches around two feet in height. Location: Tropical jungles and subtropical dense forests, found amidst the undergrowth. Harvesting: The root contains the properties sought after by healers and alchemists. A few may be cut and taken without harm to the plant. One may farm it in an appropriately warm, humid climate. Raw Effect(s): The root may be eaten raw to as a crude painkiller or chewed as a remedy for toothache. Infused into a tea, it alleviates minor aches and pains impractical for the use of blissfoil. It has a bitter flavour when consumed, but is not wholly unpleasant, akin to sucking upon a dandelion stem. Redlines: Bitter Reed Sign(s): Water Symbol(s): Reduction x2 Impediment x1 Appearance: A thick green reed, which grows straight. Its small rounded leaves are a lime-yellow colour. These reeds often grow in dense clusters, which grow no taller than five feet in total length. Location: Typically grows in places of humidity, such as swamps, but is also known to grow around ponds and lakes. It will grow well in places where the soil is very moist or ‘muddy’ and does not require much in the way of drainage. Harvesting: The reed may be cut, or the whole stem plucked from the ground by the root. It may be farmed by planting near ponds or riverbanks, wherever the soil is muddy or swampy. Raw Effect(s): The reeds are high in nutrients and vitamins. They may be dried, then chopped or bruised and boiled in water to produce an infusion or tea. When drunk this infusion alleviates symptoms of mundane sickness such as coughs and colds, and is an effective anti-nausea treatment. It is however, extremely bitter in taste and is best prepared with other teas, herbs or honey. Bitter reed tea is often used as a remedy for morning sickness. Redlines: Crimson Vase Sign(s): Fire Symbol(s): Heat x2 Burning x2 Instability x1 Appearance: A herbaceous flower, the heads of which grow to form a long tube-like ‘vase’ from its deep red petals, which are warm to the touch. The ‘vase’ widens at the top and forms a lip or edge from its petals. Within the head of the flower is a sweet-smelling nectar, which the carnivorous flower uses to lure in insects and other small creatures. The head will shrink and prevent escape as its prey is digested in the nectar. Crimson vase will grow no taller than 2 feet, and the heads no larger than 8” in length. Location: Sub-tropical to tropical forests, particularly common in rainforests and other humid, hot forests. Typically grows among the roots of large trees, where it can lure in prey. Harvesting: The flower must be harvested, ideally without spilling the nectar. Petals may be bent over the ‘mouth’ of the flower to prevent serious spillage during picking, but should be held upright during transit. It may be farmed by planting in a sheltered place, within hot, humid regions. Raw Effect(s): The sweet-smelling nectar within the flower head is laden with digestive enzymes, which the flower uses to break down its prey. Bare skin contact with the nectar results in a light burning sensation, and with heavier contact can result in skin redness or a rash, from irritation. Merely washing the area of contact with cool water is enough to remedy this.. Redlines: Faerie Truffles Sign(s): Earth Symbol(s): Growth x1 Life x2 Appearance: A gnarled lump of fungi, dark in colour and with numerous white ‘veins’ growing through it when cut. When exposed to light, it has a red-purple hue to its dark exterior. Location: Found in temperate forests, buried among the roots of a variety of trees. Harvesting: Nestled under tree roots makes it difficult to determine exactly where to find them. Digging at random may yield a truffle, but a more consistent method is to use a pig or dog to sniff out the truffles through the soil. It’s also possible for Druids to find them by listening for them through Communion. They may be dug from the soil, when found. Faerie Truffles cannot be farmed. Raw Effect(s): When eaten raw, or used in cooking as part of a varied diet, faerie truffles provide lots of nutrients for healthy eyes, fingernails, hair and skin. A cream or lotion can be applied topically to help with the external appearance of skin, and can be used to give a more youthful appearance. Otherwise, they have a deep earthy, beefy flavour. Redlines: Flash Fruit Sign(s): Water Symbol(s): Life x2 Growth x1 Freezing x2 Appearance: An orange-like hollow fruit which grows upon thick woody vines. The leaves of the vines are spearhead-shaped with yellowish veins spanning from their centre. Flowering during early Spring, it will fruit throughout Summer with orange-sized fruits with yellowish vertical streaks running down the skin. Location: An epiphyte species, meaning it doesn’t grow in soil, the vines grow amongst the canopy of jungles or Elder Trees, rooted into pockets of debris, moss and moisture among the branches. Harvesting: The fruit can be picked without issue. Cuttings from the vine can be cultivated in the branches of temperate, subtropical and tropical climates. It requires a good mix of shade and sun exposure to thrive. Raw Effect(s): The skin of the fruit is nutritious. It has a citrus-sweet taste and has many applications for cooking and teas. The syrup-like substance inside the fruit has a numbing quality, which will numb the throat upon consumption. If several fruits are consumed whole, it will likely lead to a loss of all sensation within the throat for some time. Redlines: Javens Sign(s): Water Symbol(s): Slowness x1 Lethargy x2 Peace x2 Appearance: A herbaceous plant with long stems and elongated, slim leaves. Upon the upper third of the stem grows a cluster of small green burrs, which turn brown toward the end of Summer. Location: Typically grow in sparse clusters in arid deserts. Prefers sandy soil with good drainage. Harvesting: The spurs can be harvested toward the end of Summer. It may be farmed in rockeries with loose, sandy soil in arid climates. Raw Effect(s): The spurs may be chewed whole, or bruised and steeped into a tea and drunk, where it assists in bringing on natural sleep. This is often used as a remedy for insomnia or other sleep disruptions, including nightmares in children. Excessive use leads to prolonged sleep, with grogginess upon awakening. Redlines: Sativnubobo Sign(s): Air Symbol(s): Lethargy x1 Clarity x2 Peace x1 Appearance: A species of ball cactus with notable ridges growing vertically up its exterior. These ridges flower with fuchsia-coloured heads, which later become tufts of numerous tiny spines with a ‘furry’ appearance. It typically reaches no more than 2 feet in diameter or height. Location: Deserts and arid grasslands or savannas. Typically grows in small clusters or ‘colonies.’ Harvesting: The fruit of the cactus, which is to say the entire ball, must be cut at the root. Farming Sativnubobo requires arid conditions with optimal sun exposure throughout the year. Raw Effect(s): After harvesting, the cactus may be baked to produce a soft paste-like substance which acts as a narcotic, and is one of two kinds referred to as ‘Cactus Green.’ This may be smoked through a pipe or rolled with paper, which produces a calming sensation and a clarity high. Although sativnubobo is considered less addictive than the indibublog cactus variety, the narcotic produced from it still possesses addictive qualities. When heated, it also produces a strong earthy, floral aroma. Smoking in great quantities can lead to hallucinations, nausea and vomiting. Redlines: Shade Leaf Sign(s): Air Symbol(s): Peace x2 Order x1 Appearance: A slender and short flimsy plant with thin, green leaves and small yellow blossoms. The bottom of the stem appears to have silver-colored ‘veins’ which burst when exposed to rain, creating a unique popping sound. Location: A common plant typically considered a weed. Thrives in shaded areas like forests and woodlands. Harvesting: The leaves contain the desired effects and can be snipped away. Considered a weed by most, shade leaf thrives under any conditions and can be farmed, although too much sun can harm the health of the plant. Raw Effect(s): The tea brewed from shade leaf can be drunk to relieve minor stress. When processed with into a syrup by decocting, or when made into a tincture, it has more potent effects and calms the body. It is particularly useful to healers as it soothes the emotional/mental symptoms of shock following trauma. Redlines: Swamp Blossom Sign(s): Water Symbol(s): Grace x3 Balance x1 Appearance: A bright purple flower with a short and thick green, hollow stem. The stem is filled with a thick sap with the consistency of honey, although it is not sticky and flows quickly. Location: Found in swamps, of course. This flower stands out among the dull colors of the swamp. Harvesting: The flowerhead and the sap are sought out for holding the desired properties. The flower should be snipped off first, and then the top of the stem can be cut off to make the sap available to be poured into a container. Swamp blossom can be farmed in hot environments, also preferably humid, although plentiful watering can supplement this. Raw Effect(s): The flowerhead can be made into a delicious tea or used to garnish salads. The sap is a useful alternative to honey in medicinal syrups, as it flows down the throat more fluidly than honey when imbibed. Redlines:  Glossary of Terms Alchemists have their own nomenclature of course, as do the herbal healers who came before them. This section will help you to acquaint yourself with the specific processes required to release the beneficial qualities of nature’s bounty. Balm: The thickest form of topical medication. Like salves, balms contain no water content, and are composed of beeswax, common carrier oils and medicinal herbs, in the form of infused oils or essential oils. They are thicker than salves because they have a higher concentration of beeswax (about 1:1 wax to carrier oil), and thus have a harder consistency. Balms are least effective in open wounds as opposed to salves, but are more “protective” due to them forming a larger and firmer barrier on the skin. Bruised: The process of using the side of a blade or a pestle and mortar to “crush” down a raw plant without actually breaking the surface of it. This is done to aid in releasing the properties of medicinal herbs in a water infusion/tea. Carrier oil: A common, mundane oil added to balms, salves, creams, and lotions to soften the consistency of the beeswax base to various consistencies, depending on the type of application desired. Castor oil, sunflower oil, hazelnut oil and olive oil are all examples of a carrier oil. Cream: A topical medication much alike a salve or balm, due to being made from beeswax and carrier oils. A cream is differentiated by those however, for having its medicinal herb in water-based forms such as water infusions and decoctions, rather than oil infusions or essential oils. Due to the water content, creams have a shorter shelf-life than salves and balms. Although the ingredients of creams make them similar to lotions, creams contain less water-content and are firmer, creating a thicker barrier that spreads a more concentrated dose over a smaller skin surface. Decoction: The process of shredding down fresh plant material and dissolving it as small as possible, and slowly boiling it down until the parts are dissolved and the liquid has boiled off, leaving a thicker sludge. This sludge-like material carries the desired properties of the reagent parts, and may be used as a crude, potent poultice; incorporated into water-based topical products such as creams and lotions; or consumed in some cases. Distilled: A process which requires expensive glass equipment, and slowly vaporizes the essential oil of a desired liquid from one container being heated, into another container being cooled for the vapor to condensate. This results in a small amount of essential oil. Essential oil: The oil resulting from the distilled parts of a plant, or from the distilled decoction of a plant. The raw properties of the plant are heavily condensed into this tiny amount of oil. Imbibed: Indicates that a medicinal product must be drunk. Insufflated: A method of ingesting certain medicinal or recreational products by inhaling them into the nasal passages. Lotion: A topical runny medication much alike a salve or balm, due to being made from beeswax, common carrier oils, and medicinal herbs. A lotion is differentiated by those however, for having its medicinal herb in water-based forms such as water infusions and decoctions, rather than oil infusions or essential oils. Due to the water content, lotions have a shorter shelf-life than salves and balms. Although the ingredients of lotions make them similar to creams, lotions contain more liquid than wax and are runny, spreading thinly and easily across large skin surfaces. Their effectiveness is subtler than creams because of this. Oil infusion: A method of extracting the raw properties of a herb into an oil. Instead of extracting the essential oil through distillation however, a mundane carrier oil is allowed to be infused by the plant over a long period of time. This resulting oil contains the desired properties of the reagent, and may be used in salves and balms. These products will have a weaker concentration than if essential oils were used instead. Poultice: The fresh-ground product of a herb. It typically has no additions and is added raw to the skin, and usually covered over with a cloth. This method of topical application is a short treatment which is meant to be washed off after a specified amount of time. Salve: The softer forms of oil-based topical beeswax medications. Like balms, salves contain no water content, and are composed of beeswax, common oils, and medicinal herbs, in the form of infused oils or essential oils. They are softer than balms because they have a lower concentration of beeswax (about 1:4 wax to carrier oil), and thus have a more buttery and oily consistency. Salves are most effective in treating open wounds, and penetrate the skin more deeply than balms. Syrup: A medication meant to be imbibed. Usually, a syrup only consists of the decoction of a medicinal herb thinned down with honey for a smoother consistency and to mask any foul taste. Tincture: A tincture is made by decocting the desired medicinal herb parts in alcohol instead of water. It is allowed to steep over the course of several narrative weeks, to draw out the properties more potently than water can. The dregs of plant matter are strained prior to imbibing. Topical: Signifies that the medication is meant to be applied to the skin and should not be consumed. This typically consists of all salves, balms, lotions, and creams. Water infusion/Tea: A medicated product which can be imbibed for minor effects. It is produced by steeping the desired medicinal herbs in boiling water for several narrative minutes, and then strained. It is perhaps the weakest of all imbibed remedies.  Purpose The recent alchemy rewrite did a wonderful job updating the prior lore, and introducing some neat additions for potions etc. However, a few of us felt that because the botany submission was primarily about alchemical reagents, it neglected a number of other flora which are often used in other roleplay. In particular I and my co-writers felt that a number of old favourites were missing, which we relied upon for healing RP without the need for alchemy. As such, we’re submitting these herbs here as a way to update and clarify the functions of a number of these old favourites, with the addition of ponderlot, which was previously an event item with no lore and no means of obtaining it outside of event rewards. These flora are intended for everyone to use in their roleplay, whether they’re a Druid, a witch of the woods, a midwife or just a cook etc. What we are also trying to do with the submission is create two categories of flora here: one category of fantasy plants, which are powerful enough to warrant ST oversight and logging etc. then another category of plants which are so mild they either exist IRL or could do, which do not require ST-signing or oversight. Because really, who wants to answer an sreq to sign someone’s black sun’s spinster so they can FTB without the risk of pregnancy? Changelog Credits Writing: Nivndil/Luci LaffenOutLoud Lumii Input/Advice: A_Keefy Archipelego
  16. -=[]=- Lunarite Among the Starbreaker Dwarves, they speak of a legend of their progenitor Gotrek, who took a star to his forge and with Yemekar as his forgemaster, together wrought it into a blade of starlight. Gotrek inscribed runes into the sword, which burned brightly and gifted it to his son Skalfar, and it is said that when he took to the field to do battle with Khorvad and his minions, the runes flared with the light of the Sun and blinded the undead. It was only when wrenched from him by the undead during the siege of Kaz’ad’Rikkaz, that the sword was destroyed. Other Dwarven stories speak of Urguan’s hammer blazing a trail of light when he, Krug, Horen and Malin fought together against Khorvad. Among the children of Malin, the stories of the battle against Iblees recall Malin’s arrows streaking through the night as if shooting stars. Even long after his departure from the world, many Elven Princes and Princesses would wear crowns said to gleam under the Sun and Moon, as if magical. To this day the Warhawkes fashion gifts and jewellery from the other materials of fallen stars, though they lack the lustre attributed to other goods fashioned from the star’s heart. Whatever remarkable material Gotrek’s sword, Urguan’s hammer or Malin’s arrowheads were made from, there are no tales which name it, and none alive to this day know of it to tell. Its secrets lost to time.  -=[]=- Starstone (Raw Form) Lunarite is a metal found exclusively in meteorites fallen to the mortal plane from the heavens. It is an uncommon find, which is usually retrieved from the very centre of the meteorite, requiring the hopeful prospector to dig deeply within. The raw ore has a silvery-gold appearance, perhaps rapidly oxidised during the space rock passing through the atmosphere at tremendous speed and heat. Raw lunarite glistens much like the ores of precious metals, usually seen as pale goldish streaks or blots through the stone ‘heart’ of the meteorite. It takes an experienced eye to determine that the ore is that of lunarite, rather than gold, nickel or the like. Red Lines (Raw Form)  -=[]=- Star-mining (Harvesting Method) Initially a meteorite’s residual heat can pose a danger to a would-be miner, and a rare potential for radioactivity. This would lead the wise individual to allow the rock to cool and to study it some, prior to breaking it open for the treasure within. After observing such precautions, one may simply dig away at the meteorite to free the metallic ore within with mundane tools. This isn’t difficult per se, but it can be tiring for those who are not familiar with the manual labour involved in mining. Lunarite Ore Chunk items may bear this description and an ST signature: “A lumpy rock of a curious sort of stone, rough and unrefined. It appears to possess flecks and veins of a pale gold-ish metallic ore, which glistens attractively in the light. One might mistaken it for gold or even nickel, were they not privy to its true nature. Even should one know what it is, they will not know its name.” Star-mining Red Lines  -=[]=- Starsmithing (Refining Technique) The extracted starstone ore may be broken down with a hammer and chisel to remove excess stone and thus impurities. Any resulting goldish nuggets of metal can then be smelted down and refined much like gold or other soft metals, though its melting temperature is slightly higher than that of ferrum(approx. 1700°C). This works best in a crucible, but will require experimentation to discover the most efficient methods. In its molten state, lunarite is a very bright silver colour, the brightness of which reduces upon cooling, but remains very beautiful. Slag must also be skimmed off from the molten metal to further remove impurities, the more stone removed prior to smelting, the less this is required. Casting the molten metal is not ideal and the best results come from ingot and billet casting, to later be shaped. Once solidified and cool, the refined lunarite can be worked much like iron and steel, in that one may heat it to make it more malleable then beat it into shape. It is also receptive to quenching and tempering techniques, and if tempered correctly can become much softer for less combative wears such as jewellery- although upon reaching this point it is irreversible. Starsmithing (Refining Red Lines)  -=[]=- Starsteel (Refined Form) Refined lunarite demonstrates similar hardness, density and tensile strength to that of ferrous alloys, particularly when adequately quenched and tempered by a smith. In the recent ‘goldrush’ for lunarite, those who have discovered and worked with this highly-valued metal have come to name it ‘Starsteel’ and “Moonsteel.” Its more interesting properties however, are that Lunarite never rusts nor tarnishes, nor suffers from any forms of natural or artificial wear except Frost Salts. Even after centuries of neglect, left forgotten in hoards or discarded upon the battlefield, it will still gleam as beautifully as the day it was forged. The most remarkable and by far its most prized quality, is that under the light of the Sun or the Moon, refined Starsteel will exhibit a soft silvery glow. This is likened to the glistening of distant stars, or the reflective light of the Moon by some, and similarly to its impervious nature to rust and patina, will not fade with age.  -=[]=- Starsteel Goods (Refined Form) In the hands of a practiced smith, lunarite can be worked into tools, weapons and armour, as a lavish substitute for mundane steel. When quenched and tempered with the same techniques, lunarite is on par with high quality sword-steel, and can be worked to produce harder or ‘springier’ qualities when treated correctly. By and large, it's no different to steel in such applications. While some may rightly scoff at the idea of steel jewellery, lunarite can be tempered to reduce its hardness and strength to somewhere around that of gold and thus substitute such precious metals also. When worked by a jeweller using the same techniques to that of gold or silver, lunarite can be polished to a smooth glossy texture and a mirror finish. It will still exhibit its silvery glow, making it particularly lustrous for necklaces, rings and earrings. Starsteel Red Lines (Refined Form)  Purpose This rewrite is largely a reformatting of the prior lore, so that it fits with the recent updates to numerous metals. I have seen a number of people very interested in acquiring lunarite through the new node system, and already I’ve had a number of fun RP experiences of people who’ve discovered and begun working with it, so I consider the lore a success. Lunarite is meant to be a metal with a strong fantasy flavoured aesthetic, while bringing new RP to metalworking, without OP or powergame-able properties. Its qualities mean it can be used for a variety of popular wares including arms, armour and jewellery so smiths across the board get to play with it. By the same token, I hope to see other players have positive RP experiences in seeing lunarite items and then interacting with smiths and jewellers to commission their own tasty RP goodies. In this way, I want to see it encourage roleplay between players as trade and masters teaching apprentices etc. Citation Spoiler
  17. Kuila Crystals Kuila (Raw form) Kuila, sometimes referred to as “Living Crystals,” are a crystal structure which grow in areas with a heavy concentration of natural or Druidic energy. Far from the ravages of Descendant civilisation, in nature’s secret hoards, there is ample primal energies of nature upon which a Kuila may begin to grow. Typically appearing in clusters, the individual spires grow from between three and six metres in length, although this varies some between the climate in which the Kuila grows, for there are substantial differences between them. All Kuila however, hold a coloured translucence and when left undisturbed will glow in situ with a faint pulsing light, akin to a heartbeat- such lends to the moniker of a ‘living crystal.’ Nature is diverse however, and Kuila reflect this. There exist five Kuila variations, each forming at locations which embody the extremes of climate within the natural world. https://images.pushsquare.com/screenshots/39510/large.jpg Sunstone Kuila Sunstone Kuila bear a golden yellow colour to their translucent structure. They are typically found in the hot sandy deserts of the world, where mortals scarcely dare to settle. Rarely their spires may even pierce the blanket of sand concealing them, thus making them visible upon desert nights, glowing faintly amidst the dunes. This variety of Kuila grows in longer, thicker spires than its cousins, but unlike them is not rooted into rock and soil. Sunstone Kuila, as perhaps suggested by their namesake, are the brightest of all. Inferno Kuila These Kuila are a fiery red in colour and found amidst the turbulent volcanic regions of the world. Typically found more plentifully near active volcanoes, it is not unheard of to find them near inactive volcanoes, or other deposits of magma close to the world’s heart. In either case they can be found near pools of bubbling molten rock, or buried under surface rock or obsidian. Infero Kuila will grow wider and shorter, with fewer spires in its cluster, compared to the formation of its cousins. They are remarkably resistant to heat and will not crack or shatter even under immense temperatures. Glacial Kuila Found deep amongst the snows of the tundra, in glacial caves and frozen fissures, Glacial Kuila are no small task to find within the world. Unlike their less frigid counterparts, these Kuila form in stalactites and hang from the ceilings of caverns and clefts, more easily seen in situ due to their snow-white glow. Almost an exact opposite of Inferno Kuila, the Glacial Kuila forms in longer, slimmer spires akin to icicles and can be mistaken for one another. These Kuila possess a glass-like sharpness to them and can make for dangerous tips to one’s staff. Marina Kuila In the depths of the ocean, amidst plunging trenches and flowering coral reefs, grow Marina Kuila. These deepsea crystals are a vivid deep blue in colour and glow, and are not unlike the Infero variety, in that they are shorter and wider, allowing them to better distribute pressure along their surface. Due to the deep pressures of the environment in which they form, Marina Kuila are resistant to blunt impact and pressure. In the ocean depths far from the light of the surface, Marina Kuila are more easily spotted, but they can become obscured in the shallower reefs of the world. Evergreen Kuila The most common variety of Kuila. Evergreens form in long even shards nestled amongst the roots of Elder Trees, or deep within caves under forest floors. Their dim green colour illuminates to a bright emerald in situ, making them easily distinguishable in the dark or amidst flora. Evergreen Kuila have no distinguishing quality over its cousins, making them the more mundane sort. Blooming Kuila This variation of the Kuila crystals appears to have been lost or simply forgotten in time, perhaps a consequence of it's rarity. Found rarely in flower meadows or flower beds, Blooming Kuila crystals are truly a sight to behold, not a simple achievement. Unlike any of its counterparts these Kuila crystals form among the roots of flowers, with symmetric geometrical shapes, with a soft-purple glow. A unique trait unlike any of its counterparts, the Blooming Kuila forms in small, short spires akin to flower bouquets. These Kuila possess a glass-like fragility to them and can make for delicate jewelry, or detailing on a staff or weapon. Harvesting Method In these large spires and clusters, Kuila are unstable and quickly shatter before a hammer and chisel. When this occurs, the superstructure breaks down into a large quantity of crystalline dust, and perhaps a few chunks of crystal. These successfully harvested chunks are much more stable than the superstructure and will survive everyday wear and tear in pockets, lockboxes and in staves etc., where the in situ clusters are fragile. A Kuila Crystal Shard items may bear the following description and a Player Signature: An unrefined prism of Kuila crystal, cut from a much larger spire. It may require tidying up and polishing, but some may appreciate the crystal for its natural lustre. The shard possesses vivid deep blue / emerald green / fiery red / golden yellow / icy white colouration to its translucency, and should a Druid touch the crystal whilst casting, it will glow with a soft light of the same colour. Only the first individual to touch the crystal may bond with it, allowing for up to four (4) emotes worth of Druidic energy stored within once per combat encounter. This may be replenished out of combat through meditating with it. To non-Druids, it is functionally useless. Harvesting Red Lines  Applications (Raw Form) Crystals Kuila first and foremost are a crystal which is a major conductor of natural or Druidic energy. Just as they glow in situ, so they also glow in the possession of a Druid utilising their Gifts, adopting a brightness scaling with the energy being used. For instance, a newly-Attuned Druid Communing for the first time will cause a Kuila to give off a faint flickering light, while a centuries-old Druid Powersharing with many others to purge blight will give off a healthy, but soft glow. This connection is far deeper than one might imagine however, as Kuila will bond to the souls of mortals, chiefly those of Descendants, but Wonks, Kha and Hou-Zi are capable for bonding as well. The first of such folk to touch a Kuila will be bound to it, establishing a very small, weak connection with the living crystal. To Druids this allows one to begin establishing a small reservoir of Druidic energy, to be later drawn upon to supplement their own, like a battery. To those not Attuned however, they will find this connection will not blossom and they are unable to use this battery-like quality. Even those Druids who come to bond with a Kuila will require months of meditation and Communion with it, before it can be used in such a way. When a Druid draws upon a Kuila’s reservoir to stave off the exhaustion associated with casting, it grants four (4) emotes’ worth of energy, effectively allowing the Druid a ‘free’ spell or at least a partly ‘free’ spell. This may be used once during a combat scenario, after which the Kuila will need refuelling through meditation and Communion, or allowed to regenerate on its own over an IRL week. Dust One might be bemused at the destruction of Kuila clusters into thousands of granules of dust, but this dust has its own uses among Druids also. The dust itself also conducts Druidic energy, and while it cannot form a reservoir, it will still glow when touched by a casting Druid. When pulverised and mixed into resins for woodwork, metals for smithing, or inks for tattooing, it will keep this property and produce a soft glow when the resulting work is touched by a casting Druid. The dust will however, only glow the colour of the cluster from which it came. If one were to mix red Kuila dust with a yellow resin, the result would be a dim red glow. However when pulverised, one may combine several coloured dusts together and add to their preferred resin, metal or ink to create a variety of secondary and tertiary colours. Unfortunately this produces a less brilliant glow than the primary red, green, blue, white and yellow. Red Lines (Raw Form)  Purpose (OOC) This is a reformatting of Mitto’s wonderful lore piece he rewrote prior to the lore games. Largely it’s to bring the lore into line with the recent generation of materials, crystals, metals etc. Kuila serve an interesting role among Druids; the dust is routinely used in tattooing and woodwork, particularly some are known to use Kuila-infused resin in the decoration of Druidic limbs. The crystals are treasured as gifts from nature and are sometimes gifted between Druids such as teacher to student, for their natural reservoir-like qualities. Kuila are sometimes used as the base for Druidic enchantments. Citation Spoiler
×
×
  • Create New...