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Archipelego

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Everything posted by Archipelego

  1. is option C like axios where we had three different islands? would it be like that, splitting the world up? it works best with something like islands, because its less immersion breaking than reaching a point and going through a loading screen to travel across the same continent.
  2. Pretty cool I guess I just hope it amounts to something
  3. As I said in the post, you can only work on one category. accepted
  4. The Techlock Project Phase 2 ~+~ Hello everyone. The techlock project is well underway. I’ve taken some time to get a discord ready, as well as have an idea of what we want to cover in each of our seven categories. This post will include a link to the Techlock discord server, as well as an application process for those who wish to become Writers for a specific category. https://discord.gg/NvbTaKB This is the link to the Techlock Discord. As a reminder, our categories are: Armaments Medical Tech-Power Siege-Power Metallurgy Tech-Magic Transport To submit yourself as a Writer, fill out the application below, and be aware of the following requirements: You can only write for one Category. We are only accepting two Writers per Category. This is not a first come first serve type deal, it’s whoever we think would suit the role best. For those of you who aren’t Writers or aren’t accepted as one, you’re still welcome into the discord and the discussion channels of each Category, just not the writing itself. The actual writing is for the LT and for the Writers. If you wish to apply to be a Writer, fill out the format below and submit it in the comments of this post. - Archi ~+~ MC Username: Discord: Which Category you wish to work on: Why you wish to work on that Category: What you want to see from that Category:
  5. discord isnt public yet, still getting things set up. when it is, another post will be made. expect it sometime this coming weekend.
  6. clarification here. we aren’t removing the techlock, we’re clarifying it. we aren’t going to be adding electricity, or anything of the sort. the goal here is to actually preserve the setting of lotc by better defining every category of the techlock. if we have firearms of any kind, they’ll be very simple instruments with hard limits.
  7. The Techlock Project Hello everyone. Recently, the Lore Sect has begun a new project, addressing our Techlock. This will be redefining, clarifying, and in some cases changing our position on some subjects. As the lead of this project, I plan on addressing every part of the Techlock, and opening up the progress and work on the project to the community. This will be done through a chat I will be making, specifically for the Techlock project. We have seven different categories: Armaments Medical Tech-Power Siege-Power Metallurgy Tech-Magic Complexity Transport The Plan Each different category will have its own section in the discord. Two chats per category. One of these is for general discussion, the other is for the writing itself. This discord will be open to all players to join and discuss, if they wish. The general channel and the discussion channels of each category will be open to all. However, the writing channel of each will be locked off. This channel is for LT and specific community members. You can become one of these community members in the writing chat by filling out an application. This application and additional information regarding it will be up likely next weekend. However, we won’t want too many in each. 3-4 at maximum per category, and you can only be in one. ~+~ TL;DR This post is intended as an introduction to the upcoming Techlock project. This project will include various topics of our Techlock, and how we may wish to redefine and clarify it. You will be welcome to join the chat, and there will be writer specific channels that you can apply to become a writer in. Our Techlock has, for too long, gone undefined and vague. This makes it difficult for you the playerbase for knowing what is and what isn’t allowed, and for us the staff when we try to enforce something that has no real basis. I am hoping to rectify this, and I hope to have your assistance. - Archi
  8. (OOC) Mc Name: Archipelego Discord Username: Archipelego Timezone: EST Best time to contact you in game: 4 – 10 PM EST on weekdays, most of the time on weekend. Week after next I go on Spring Break, too. (RP) Rp Name: Fred Race: Wonk Gender: “Eh” Age: 20 Relevant Experience: Wilderness survival is about it, really. Please provide a brief statement in regards to who you are as a person: I consider myself a cultured Wonk, and I wish to help the people. This seemed like a good opportunity, to widen my own horizons and solve some issues.
  9. We have made some changes to the connection & weakness lore. Feel free to take a look.

    1. Show previous comments  6 more
    2. AlphaMoist

      AlphaMoist

      **** no, it’s wonk time

    3. Archipelego

      Archipelego

      you’re everything wrong with this goddamn server

       

      love you bro

      no gay homosex

    4. Andustar

      Andustar

      So to clarify; will metal focii be allowed now, or will the pauldron-size mechanic  still apply to that? @Archipelego

  10. We have made some changes to the connection & weakness lore. Feel free to take a look.
  11. The Void Project -=+=- ------------------------------------------------------------------------------------------------------------------------ TL;DR If you don’t read anything else of this, here’s what you need to know: We have changed some of the function of the void, including the details of voidal connection, tells, and casting. These changes are somewhat listed below, but primarily in their lore post, Voidal Connection, which can be found at the bottom. Starting tomorrow, there will be a one week grace period before these things are implemented. That means the day when these things will begin being enforced compared to the old lore is the 22nd of February. Mark it, and make sure you read the lore. Ignorance is not a viable reason to RP the lore incorrectly. Edit: Please note that we will be making adjustments to the lore based on feedback that has been given so far. Thank you to those that have raised concerns in a constructive manner, we are writing up a list of the issues and are coming up with ideas on how to address them. ------------------------------------------------------------------------------------------------------------------------ Hello everyone. I’d like to announce, and formally introduce, the Void Project. Or, rather, more aptly, the Voidal Overhaul. About two months ago, I became the lead on the Void project when Zarsies left the team. To the best of my ability, I carried out the foundation of what was there when the project fell into my lap. I suggest everyone read over those relevant documents, which can now be found in the lore forums. However, I’ll give a summary of what we covered, changed, and added. Several new, interactive concepts have been added. This comes in the form of Heaths and Reagents. Heaths are new, interactive environments, land corrupted and influenced by the void. We created several concepts, all fully fleshed out, we'll be testing them by implementing just one, for now: the Shifting Dunes. The exact details of the Heath, and all others, can be found on the relevant post. These Heaths are locations for the gathering of specific Reagents. Reagents, as a concept, are interactive and harvestable, voidally manipulated natural resources. More information on them, and the specifics, can be found on the relevant post. New details, adjustments, red lines, and other things have been brought to voidal magic and voidal connection. The exact specifics of that can be found on the new Voidal Connection post, but the changes are enough that I recommend every player involved with voidal lore take a look. Ignorance of these new changes is not an excuse for powergaming or otherwise, though not much has really changed beyond some balancing and a few aesthetic changes. Please take a look. Additionally, a lore post describing exactly why these changes have taken place and the state of the realm has been posted as well. I recommend giving that a read, if world lore is of interest to you. However, I would like to remind everyone that metagaming this sort of knowledge, or anything else from the above lore, is in bad taste and against the spirit of things. I hope these changes and additions are favorable to the majority of you. We’ve done our best over the two months to write quality, balanced, and interactive lore, most of which any player can become involved with. My DMs are open for questions, for those of you who have them. Additionally, I’d like to thank those who have been on this adventure with me. Mystery, Dardonas, Mordu, Sorcerio, Toxcat, and Ulmo, have all played important roles in the writing process, each writing and working on a different part of this large project. Wouldn’t have been able to do it without y’all. In particular, I’d like to thank Zarsies, for their vision that helped lay out everything we had to get done with the project. Almost everything below that we have created can be traced back to Zarsies’ leadership. Happy roleplaying. - Archipelego -=+=- Background Lore https://www.lordofthecraft.net/forums/topic/189036-world-lore-the-breaching-of-the-veil/ Heath Lore https://www.lordofthecraft.net/forums/topic/189037-world-lore-voidal-heaths/ Reagent Lore https://www.lordofthecraft.net/forums/topic/189038-world-lore-voidal-reagents/ Voidal Connection Lore https://www.lordofthecraft.net/forums/topic/189053-magic-lore-voidal-connection-basics/ Voidal Monoliths https://www.lordofthecraft.net/forums/topic/189039-world-lore-voidal-monoliths/
  12. https://www.lordofthecraft.net/forums/topic/186413-ca-race-lore-event-creature-lore-wonks/ Wonks Playable Guide The Wonks are a peculiar creature, the seeming native inhabitants of the Atlas-Arcas megacontinent. They can be likened to frogs, or in many cases toads, and carry many traits that differentiate them from Descendants. However, despite these traits, Wonks carry the spark of life and civilization found amongst all of the Descendant races. Being isolated on their own for an extended period of time, the Wonks eventually developed their own sort of culture. This culture is largely influenced by the orcs of Krug, of which were the heaviest group and influence of Descendants in the ancient past of the continent. However, the arrival of and subsequent colonization of the continent by other Descendants lead to a split in the Wonks. Wonks who remained in their tribal groups and stuck to the ‘old ways’, essentially an adapted sort of orcish spirit worship, are known as Tribal Wonks. Those more curious of Descendant kind and willing to walk amongst said Descendants are known as Reformed Wonks. The Tribal Wonks are an ET resource, while the Reformed Wonks are the playable CA. However, played Wonks can still choose to pursue Tribal beliefs. Physiology Wonks are sexless creatures, capable of only asexual reproduction. This is by a process known as Hatching, more details of which can be found below. Additionally, Wonks live approximately 120 IRP years. Their life cycle is a bit unique, however. To begin with, Wonks do not mature as a normal Descendant might, starting as a toddler and growing larger. Instead, they take a growth path more aligned with that of a frog or toad. The Hatching process can take place at any point throughout the life of a Wonk. However, this event can only take place once only throughout the entire life of the Wonk. This happens only at times when a Wonk is relatively happy, well fed, and not under any real stress. OOCly, beyond the standards above, the when is entirely up to the player. The Wonk will carry the eggs in tiny ridges and bumps across their back, with start at the size of marbles and swell into something close to the size of tennis balls. Anywhere between five to ten of these bumps may form, each one being an egg. Once these eggs have grown to their full size, within a four to six day period, the Wonk will expel them from their skin by flexing their back muscles, resulting in several formations, like burst bubbles, that remain on the back. These formations will return to normal skin after a couple of years. These eggs are, traditionally, supplied to a communal pond in a Wonk village. All Wonks, after the Hatching process, begin as tadpoles. These tadpoles are extraordinarily large, being a foot in length from head to tail on average. Wonks are not playable as tadpoles. Throughout a process of five IRP years, these tadpoles will grow and mature akin to frogs in reality would, albeit over a much more expanded period of time. By the end of these five years, the Wonk has become fully grown. This means a Wonk is playable at the age of five, and is in essence fully grown. They are at their maximum height and development. The Wonk tadpoles are traditionally kept in a communal lake or pond, normally in the centre of a Wonk village. This is universal across both Reformed and Tribal Wonks. This is normally done as a protective measure, given the relatively wild and dangerous conditions Wonks tend to make their villages in (ie swamps, jungles). As such, children tend to be raised communally, without any particular attachment to their specific family. Despite this communal attitude, a Wonk will always take on the subtype of their parent Wonk. A Wonk lives for, as stated, around 120 IRP years. This is a shorter time than humans, but is still over two IRL years. A Wonk is fully grown at the age of five, and from then on will maintain the same body and development. However, as a Wonk ages, they will discover their bodies won’t hold water as well as they used to. Being naturally amphibian and wet creatures, being moist is a requirement for Wonks. As such, as a Wonk ages, their skin dries out more and more, requiring them to spend more of their time submerging and staying in more humid areas. At age 50, this will begin to take effect. A Wonk’s skin will begin to feel more leathery and cracked unless they submerge themselves frequently. By the time a Wonk reaches the age of 75, this increases, and a Wonk now has always cracking and slightly dried out skin, whether they bathe frequently or not. By the age of 100, a Wonk begins to take on a more elderly, wrinkling appearance. This is really because their aging bodies cannot hold nearly as much water as they had in their youth, leading to dried out cracks and ravines in their face, hands, and feet. By this point, a Wonk cannot really maintain any water, and will be uncomfortable spending more than small periods outside of water. A Wonk can maintain this for another twenty years up to the age of 120, but that’s the approximate point they give out. Traditionally, a Wonk will return to the water to die, letting their bodies and nutrition feed the next generation of tadpoles. Culturally, Wonks aren’t too terrified of death. Countless generations came before, living and dying, and surely many more will come. Most are at ease with the thought that a part of them will live on in the next generation of Wonks, as well as any young Wonks they may have taught. This, of course, is not any sort of enforced standard; simply cultural. A Wonk can, and is expected to, form their own opinions about such things. Subtypes There are two kinds of Wonk: Toad Wonks and Frog Wonks. Frogs are skinnier, lankier, and smoother of skin than their Toad companions. Their height ranges from 4’6” to 5’0”, and their skin is almost always slimey to the touch. This, of course, lessens as the Wonk ages and their bodies cannot hold moisture as well as before. Frog Wonks tend to take on specific colorations in comparison to their Toad opposites. Green and yellows are the most common and expected, along with slightly more rare browns, with little flakes of optional neon coloring along the extremities. Their pupils are black, but any color of iris can be chosen, so long as it is vibrant. Toad Wonks, in comparison, are stockier, shorter, and a bit rougher of skin than Frog Wonks. Their height ranges from 4’1” to 4’7”, and their skin tends to be a bit drier and bumpier than a Frog’s might be. The consistency is still, of course, slimey. Toad Wonks have various colorations, of any range between brown and dark green is acceptable and common. Additionally, very very dull reds and oranges are allowed, but not quite as common, with little optional splashes of neon coloring on extremities. Their pupils are black, but the iris can be of any color, so long as it is vibrant. Playing a Wonk Wonks have very similar physical strengths to that of the average human. However, unlike humans, Wonks find it difficult to put on additional weight and muscle. As such, ‘body builder’ Wonks are not truly applicable. Wonk hands and feet are always large and bulbous, with their hands in particular being more akin to those of a Frog in nature. Each hand and each foot only has four digits, and while the feet are like those of a normal Descendant, the hands are bulbous on each end. The entirety of a Wonk’s body is relatively sticky, strong enough to stick pebbles and other similar weighted items to their bodies and not much else. This stick isn’t very strong; something can be grabbed and pulled off of a Wonk with ease. Wonk tongues can extend out a decent distance as well, mechanically about one block, but they have the strength of a single finger and aren’t particularly dexterous. Wonk voices tend to be somewhat rough and ‘croaking’, but no harder to make out than that of a Descendants. Wonk blood can, in certain conditions, be utilized as a drug might. In warm climates, the blood of a Wonk is cherry red. Consumption of this blood will result in a light high, similar in effect to smoking marijuana. However, if the Wonk is in a cold climate, their blood will turn a deep blue. If this blue blood is consumed, it will result only in a slight sensation of being ill and dizziness; not pleasant. This blood loses its effects about half an hour after being harvested from a Wonk. Wonks possess lesser souls. This means they cannot utilize any magic that requires a greater soul. This includes Shamanism, Voidal Magics, Deity Magics, amongst many others. Some things Wonks can learn include Kani, Animii Crafting, and a handful of other things that do not require a greater soul. Additionally, despite their unclear and seemingly ‘natural’ origin, Wonks are not natural or Aspectual Fae creatures. They cannot be communed with by a Druid, nor do they have any special ‘mental’ connection to nature. Wonks are also partially warm-blooded meaning that their bodies are capable of heating themselves if need be, but they are never comfortable in cold environments and much prefer the warm, wet nature of their homes (They won’t die simply from going somewhere cold on the map). A Wonk can do a number of things to ensure warmth, including bathing in warm water, sitting in the sun, or well made and appropriate clothing. Reformed Wonks vs Tribal Wonks There are two types of Wonks. Reformed Wonks are those separated from their tribal roots, and are playable creatures. They tend to live in small, communal, peaceful communities that can be easily manipulated by other more powerful groups. Tribal Wonks are those who remained true to their tribal roots, and are ET creatures. These Wonks participate in a sort of spirit worship, brought over from ancient orcs. Although these Wonks are an ET resource, a group of played Reformed Wonks could still form and participate in a tribal group if they so desired to form such. However, the existing Wonk tribes are an ET resource. More details can be found on the lore page. There the exact details of a traditional Reformed Wonk society and a Tribal Wonk society can be found. These are simply bases and are open to change and development through roleplay. Abilities Wonks are capable of both seeing and breathing underwater. They have a second set of invisible eyelids they can close, allowing them to functionally see under the water. This means that a Wonk doesn’t have to visibly blink ever; however, functionally, this only matters when submerged. Additionally, they can breathe when submerged thanks to the fact that they can absorb oxygen from the water around them through their skin. A Wonk cannot speak through the water, however; opening their mouths would still flood their bodies with water, and a Wonk can still drown in this way. Submitting a Wonk CA Playing a Wonk requires an accepted CA application. This application does not need a ‘creator’; it can be applied for freely, like Kharajyr or Hou-Zi. Failure to have an accepted CA application for your Wonk will result in lore infractions. This CA needs to include the things required to play a Wonk. Things such as subtypes, height ranges, coloration, and other details need to be covered. Additionally, physical things such as strength, their abilities (tongue manipulation, breathing underwater, et cetera), and other physiological quirks need to be covered. Culture is an entirely optional thing to cover, but if you do cover it in your CA, remember to do so correctly. Additional things that need to be included are the other specific details and traits of Wonks. For instance, Wonks have lesser souls, and cannot learn the vast majority of magics. Things like that need to be covered, and you must acknowledge that you understand and accept that part of the lore. By playing a Wonk, you are agreeing to play fairly and accurately with other players. Like any other CA, failure to do so, as well as ‘meme’ rp or poor villainy, may and will result in a revoking of your CA.
  13. VOIDAL MONOLITHS “C' mgep nilgh'riyar existed, ng uthm c' nilgh'riyar y'hem.” (We have always existed, and thus we always will.) — Whispers of the Monoliths ORIGIN Voidal Monoliths are pillars that have come to being before the world was created, traces of an existence before creation. They have always existed, and so they always will. They do no wear, they do not crack; impervious to all: — to empire, to stone, to time. Only one thing is universally known: the monolith’s exist as an antithesis of creation, fragments of a passed empire of a passed reality. PROPERTIES Voidal Monoliths are towering obelisks of lightless black. They exist solely in a single shade of darkness to all who look upon them, though scholars theorize that it is not color at all but the absence of its existence, much like the cosmos of the Void. Shaped as towering rectangular prisms, they seem to be as smooth as obsidian, though when touched they are inexplicably rough and unpleasant to the skin. Every documented Voidal Monolith is the same dimension in size, bearing no distinguishing marks or traits from any other obelisk. The pillars cannot be moved in any fashion, nor do they scratch, scorch, or bend. They are as hard as metal and impervious to any attacks. Mana-based spells that are launched at the pillars are siphoned into the obelisks without a trace, while any other type of magic causes a violent concussive force, known to call grievous injury if close enough. VOIDAL AFFINITY Unworldly phenomena take place around these pillars, each taking its own shape and nature as if it contained a unique personality. These pillars are at the heart of all Heaths, seeming to fuel their inherent entropy. It is even theorized by magical scholars that the Voidal Monoliths exist scattered across many planes and realities, such as the realms of the Aengudaemons, the Spirit World, impervious to their cosmic influence. Those who are attuned to the void — voidal mages, cognants, voidal horrors trapped in the material world — can hear maddening whispers in incoherent moonspeak through them. Gazing at these obelisks for too long is said to inspire lunacy and madness, often driving many a mage to the hands of voidal cults. While many mages have made it their life’s work to find all of the pillars and uncover the heart of their mystery, those of a weak mind have often been found suffering permanent catatonic psychosis. Touching a pillar drains an individual of their mana nearly instantaneously. In return (and depending on the power of the mage), they receive a vision related to the void unique to that Monolith. These are often tellings of calamity and a potential existence without the Veil to some, though some individuals have reported experiencing a lucid dream. AGENTS OF ENTROPY For their uncanny connection to the void, the Voidal Monoliths became an object of reverence to voidal cultists. Self-proclaimed Harbingers and Prophets of the Void believe that these monoliths contain the instructions to sunder the Veil which separates creation and anti-creation, the void. They believe that all planes are an abhorrent affront to the natural entropy of the Void, and that it is their duty to return existence to its natural chaos.
  14. VOIDAL REAGENTS The Void is a realm of infinite possibility, it’s nature entirely at odds with that of the Descendant’s Realm. As such, when these two forces interact, things that are natural and orderly in the Descendant Realm may undergo a sort of ‘corruption’. More often than not, this culminates in Reagents. Reagents are physical materials, often plants or other things that are generally natural, corrupted in some fashion by the void. Reagents are generally temporary and minor effects, for the sake of RP variety and aesthetic. Combat advantages from Reagents are nonexistent, or otherwise incredibly minimal. Reagents are split into two categories; Common, and Rare. Common Reagents can be self gathered and self RP’d being gathered from their particular locations. Rare Reagents can only be acquired through events, eventlines, or other interactions where it makes sense to acquire them. Reagents can be relevant to all of Void magic, certain archetypes (‘evocation’), or certain magics (‘sensory illusion’). THE REAGENTS General - Common - Sparkers [Mana-charged lightning near Heaths, The Shifting Dunes Heath] An uncommon find, sparkers are the split twigs of tree limbs struck by mana-charged lightning usually unleashed in storms over heaths. The stick is singed and cracked with fierce blue-white veins peeking out from the bark’s wounds. Should a sparker’s pointed end poke a Void mage’s skin it will deliver a minor electric shock and rile their manapool, enabling them to cast a little more recklessly with a touch of added power. Sparkers are the favorite crutch of aspiring mages whose manapools are diminutive and their lessons leave them utterly spent. General - Common - Revitalent [The Weeping Oasis Heath] An uncommon light blue bulb with leaves that appear like white flames at its base. Inside the bulb is a bright pink flower which are not unlike that of a daffodil in appearance. The nectar from this flower has passive mana flowing through it, giving it life. Should one consume this when unconscious due to expended mana, they will find their mana pool briefly replenished, enough so to bring them back to consciousness. These bulbs are only found within the Weeping Oasis Heath. Evocation - Rare - Casmacineral Trees [Universal] A rare tree which can only be found in very specific locations, where the seasons are all in order. Where summer is hot and winter is frigid cold, where the autumn wind blows and where the earth teams with life during the spring. Depending on the month and season at the time, the tree will give off a passive boost to the corresponding evocation for that season within the near vicinity. In summer, fire is boosted; in autumn, wind gains a buff; in the winter, water evocation becomes stronger; and in spring, earth evocation is more powerful. The leaves will also change color depending on the month and which evocation it is boosting during that time. The tree also bears fruits constantly, though the effects of the fruits are determined by when they are harvested. Consuming one of these fruits will permanently increase an evocationist’s non-combative skill, but only for the evocation which corresponds to the fruit. Fire - Common - Dandelight [Around Heaths + The Buried Kiln Heath] A common find, dandelights are the delicate, slightly withered remains of dandelions that become Void-touched. They were first thought to be alchemical before the nature of their combustion was properly studied as these little brown and faintly orange dandelights when blown like a dandelion frill apart and have a penchant for catching fire. They rarely spark wildfires as their tufts require some nursing breaths to birth flame but are a survivalist’s best friend out in the wilderness. Their formation hints at a heath being nearby. Water - Common - Drowning Bell [Bogs/Lakes + The Weeping Oasis Heath] A small, lily-like flower that resides within the bottom of bogs and large bodies of water. These flowers are notorious for being an easy to carry water source for animals and travelers alike. Naturally growing in small patches on waterbed floors, if removed from the water the flower will slowly begin to wilt. In the center of the pedals is a small orb, filled with water. Known to make a small ringing noise, the orb will fall to either side, hitting the petals to create a soft note. This orb starts out no larger than a coin, though quickly begins to grow as the plant wilts outside of its home. As the orb grows with water, the pitch of the note slowly lowers. If it is not placed back into water before it fully wilts, the orb will grow extremely fragile, dispersing water downwards to cascade over the lily pedals should it be even slightly punctured.. If the flower is placed back into water before this however, the orb will deflate, and the pedals will begin to rejuvenate. Earth - Common - Dust Bulb [Wastelands/Barren + The Weeping Oasis Heath + Suspended Caverns] A strange, unearthly tuber that grows solely underground in barren land. It sprouts no flowers, no leaves, or any hint of greenery—reaching its peak maturity in the dry, dusty soil from which it gains its name. The strange flora spreads from its pollen seeping into cracks in rocky dirt. In a person’s hands, the strange root will crumble into tiny spores which have the consistency of dust. Strikingly, when one throws the spores they cling to particles in the air and form rocky, sediment-like seeds. It is valued for the ingenuity of being able to gather its spores in pouches and pockets to be hurled at the eyes of would-be assailants and temporarily blind them. Arcanism - Common - Illabud [The Pensive Wood Heath] A rather colorless bud found deep within Pensive Woods, growing where the sunlight pokes through the treetops. The bud itself appears various shades of dark and lighter gray. Should one with a voidal connection of some sort touch it, however, the bud will immediately obtain the colors of the mage’s aura, retaining them. Now, should the mage wish, the bud will unfold, releasing a small multitude of arcane wisps for the mage to control and morph into any art shape that they so wish. Once the Arcanist is done, they may send the wisps back into the bud for later use. Conjuration - Common - Taint Gauze [Heaths, Shifting Dunes Heath] This flat, smooth fungus can be found growing on rotting flesh around all Heaths, but particularly the Shifting Dunes. If touched by bare skin, it will attach to the skin and must be cut or scrubbed off, though by rather mundane means. When it is attached to wounded or dead skin, the fungus will begin to expand into a new covering of the lost flesh, binding to it and replacing it. Adventurers have found that it makes a great bandage if one doesn’t mind the dark skin it leaves after it flakes away. Conjuration - Rare - Structalget A rare, fine powder, structalget is a lazy conjurationist’s bliss. Often ivory or green but sometimes found in other shades, this substance is the distilled anatomical essense of a creature or plant which if ingested or snorted grants a conjurationist the complete biological and structural knowledge of the given lifeform. This informational powder is the product of legendary conjurers who specialized in specific forms and mastered their niche craft, usually acquired by chance from those who stole it or knew the maker. Alteration - Common - Ukrathis’ Light [The Suspended Caverns Heath, The Buried Kiln Heath] As quartz crystals are very common in the earth, they hold the ability to soak up some of the latent energy within areas of high voidal activity. Quartz crystals that go through this process may gain unique properties that allow them soak up light, only to store it and expel it as a passive glow later on. These are generally only found in the Suspended Caverns Heath. Alteration - Common - Sun Sap [Trees around all Heaths, The Suspended Caverns Heath] Thick and bittersweet, this common and faintly luminescent golden syrup is nourishing for both the body and soul for besides its ache soothing properties it bolsters alteration to further bend reality by enabling the creation of independent ethereal lamps. These small suns need not be maintained like magelight and may roam or be affixed as alterationist chooses, useful for even mundane folks. Sun sap can be found bleeding from the bark of altered trees at heaths and ingested with ease. Shifting - Common - Wavering Bloom [Moderate Forests, The Shifting Dunes Heath] These uncommon flowers are normally seen at a distance, standing out with their glowing aqua colored, tulip shaped leaves. This glow may attract wanderers in an attempt to nab the flower for themselves. Yet, if one is too slow, the entire flower will disappear in a flash of light blue, the ground where it was looking as if there was never a flower there at all. It reappears instantaneously, in a similar flash of blue, within a small five to ten block radius, of the original disappearing point. If one is quick enough (rolling a 15+ out of 20), they can grab and yank the flower out of the ground before it has a chance to demanifest once again. Wavering Blooms, once removed from the earth, will become incredibly fragile and must be handled with care, falling apart with the slightest pressure. Yet, if consumed in a reasonable span of time, something incredible will happen. The one who consumed it will, within the same emote, be transported to a random location within a five to ten block radius. This happens with a similar flash of blue as the natural teleportation of the Bloom whilst it’s planted, and will leave the consumer feeling extremely nauseous for a few minutes. One simply cannot get used to this experience to not feel ill, but those who are experienced in Voidal Shifting seem to have a tolerance to the effect and only feel as disoriented as they do normally Shifting. Telekinesis - Common - Hewdust [The Suspended Cavern Heath] A powder made from a special violet ore called Hew-Iron, which can been found within Suspended Cavern Heath. This ore can be crushed up into a fine dust which can be applied to smaller objects in order to make them float. The powder itself is often applied to things such as boots or shoes to in effect lighten the weight when one walks, allowing one to walk with ease and with lighter steps. The effects of Hewdust, however, are not strong enough to make a Descendant or anything near Descendant weight hover. Telekinesis - Common - Bonfloats [Small ponds in forests, The Pensive Wood Heath] Bonfloats are a type of aquatic plant often found in small ponds deep within the forest appearing as a slightly illuminated bulb attached to a stalk of seaweed which keep it anchored to the pond floor. They’re primarily known for their ability to float, often mature Bonfloats drift wistfully over the water lightly illuminating the surface at night. When the main orb is removed from the stock of a Bonfloat it retains its anti-gravity properties for around a year before slowly beginning to drift downward in the last week. Bonfloats are most often used as either decoration by attaching a small decorative counter weight and releasing the bulb within a space or can be used as practice for beginner telekinetics as their lack of gravity makes them far easier to move. Sensory Illusion - Common - Whisper Petals [Pensive Wood Heath] A rather mundane flower in appearance, the Whisper Weed grows in small clusters around tree roots deep in the Pensive Wood Heath, These small flowers are well known for their ability to scare creatures away by mimicking and producing sounds, although never above a soft voice or whisper. In the presence of Whisper Petals any number of sounds can be heard, from growls, whispers, chirps, and even screams should they have been in the area recently. Should the petals be picked any noise heard at the time will be saved within the petals. While still intact the petals will contain the sound until destroyed. Once crushed, ground up, or even lit on fire the petal will emit the stored noise at the pace of destruction, often altering the sound slightly. For example if you were to light a bundle of petals on fire they would emit a soft noise at a slow pace, altering the sounds tone to be deeper. Mental Magic - Common - Oviral [Sources of mana + Pensive Wood Heath] A completely purple stalk that sprouts alien red and yellow leaves year round, oviral grows along sources of arcane energies such as Mana Monoliths or Heaths and blooms flesh-like flowers during the fall and winter months. Oviral is valued for its petals which can be cured via salt into a jerky-like state then boiled into a psychoactive tea. When the tea is imbibed a person will find themselves whisked away on a hallucinogenic trip where their mind traverses the nightmarish expanses of the Void. The value in such a thing is the meditative trance it places the imbiber in and its acute ability to help novice Voidal mages visualize the sublimity of the Void. Transfiguration - Rare - Cynosure’s Flower [Grown by sources of mana / Heaths] A pure white flower from stem to petal grows in small clusters around great sources of mana in the realm. These delicate flowers seem to wilt upon mortal touch, turning into a fine white chalky powder. This powder may be collected and compressed into a fine chalk to create a tool transfigurationists may use to aid their focus for Transmutations and Enchantments. Anything within a drawn circle will have increased focus allowing weaker mages to have a slight edge at transmuting or enchanting objects whereas previously they may had faltered due to lack of experience with focus.
  15. VOIDAL HEATHS SYNOPSIS Heaths are locations where Voidal Influence has anchored to and pulled forth Voidal Monoliths through weak points in the Veil into the material realm. The force of such a pull creates a large eruption of mana in the corresponding area, which distorts and manipulates the terrain around them in terrible and twisted ways. Plant and mountain, man or beast, are all warped within these valleys of madness and conundrum, ushering forth beings of pure enigma, as well as other hosts and forces of chaos. MECHANICS DANGERS OF HEATHS As Heaths are the pinnacle of Voidal Influence upon the realm, they are home to many dangers and creatures of the Void, acting as entry points for the powers of the Void to invade our realm. Most Heaths possess creatures which correspond to the characteristics of the Heath, whether passive or more hostile. For example, The Buried Kiln Heath may have fire elemental creatures, which defend and attack using fire oriented attacks. More dangerous creatures, however, may also be scattered throughout these inexplicable territories. Beings such as Voidal Horrors and even Terrors may wander these forbidden environments, consuming creatures as well as descendants alike. The most dangerous part of a Heath, however, is its center, as it is the apex of the Void’s Powers within the mortal plane. The powers of the Monolith at the center of a Heath hold unimaginable powers, the potency of such an eldritch artifact able to grant it many feats which may seem foreign and almost impossible for descendants to comprehend. Many cults and groups also flock towards these sights, either worshipping the powers of the Void which leak from it, or keeping said powers in check in an effort to prevent the Void’s further corruption within our realm. MECHANICS TYPES OF HEATHS There are several types of Voidal Heaths, each corresponding to a specific archetype or grouping of Arcane Magic. These are the primary factors in determining the characteristics and properties of said Heath, allowing for a vast multitude of various combinations of powers. There are five primary Heaths, each with their own characteristics, materials, creatures, and quirks, allowing for very diverse roleplay involved with each Heath. This list is not final, and the addition, removal, and changes of Heaths may very well happen as time progresses. THE PENSIVE WOOD [Illusion and Mental Magic] OVERVIEW A seemingly vibrant and lush jungle which can turn dark and gloomy within an instant, filled with illusions and being completely devoid of animal life, mundane or otherwise. When inside the Heath, any living entity will immediately begin to feel a variety of emotions, from happiness to sudden rage all within the blink of an eye. One would begin to see things, from a white stag in the distance to a lost loved one becoming them closer within this wretched wood. Should one not be careful, they would shortly find themselves completely lost within the wood, unable to find their way or the path which they were traversing prior. Their mind would flood with various images and whispers, the first thing they think of suddenly manifesting itself before them as an illusion or trick of the light. Coming close to an illusion or attempting to make physical contact with it, even from a distance, will cause it to disperse in a mist, revealing nothing but a faint ripple which quickly fades. Should one wear some form of mental or illusionary ward/enchantment would find themselves oblivious to the tricks of the Wood, making the jungle seem nothing more than an empty wasteland. FLORA AND FAUNA While all life within the Wood is completely illusionary, there will appear to be an endless variety of life. From simple plants to large birds, squirrels, and even illusionary predators. Many of the trees seem to reach exceedingly high into the sky, reaching even the heavens themselves with their mushroom-lined bark. Bioluminescent plants may appear within this Heath, casting illusionary light on the surrounding areas. REAGENTS There are various Reagents one can find within this Heath, these being primarily focused upon illusion and the mind. They can be found by actively exploring the Heath and are typically scattered throughout it. Should one be holding an illusion enchantment or ward, these Reagents will be impossible to spot within the wild illusionary jungle. CENTER OF THE HEATH At the center of this illusionary Heath, the Monolith is disguised as a very large tree covered in fungi and crawling with illusionary life. Should they come close to the Monolith, it will likely repel them backwards with great force, the illusion rippling briefly before establishing itself. Should one manage to make contact with the Monolith, certain things and effects will take place, which can be found on the Monolith lore page. Additionally, any attack, conflict, or disruptive force near the Monolith will result in strange and grave anomalies taking place. Insectoid voidal horrors, the warping of both time and space, and a million unknown effects can take place. All who are near the center of the Pensive Wood Heath find light itself bends weirdly, and the very air itself feels strange. This is more intense for mages, who find that the illusion of the wood is constantly crawling about in front of their eyes, shifting in their peripheral vision. Continuous exposure to the center of the Pensive Wood Monolith would cause those nearby to hear scrambled whisperings and garbled shrieks within the back of their mind, and the illusions around them will become more harsh. Prolonged exposure may induce mania or psychopathy, making it an unwise choice to remain within the vicinity of these centers for long. THE WEEPING OASIS [Water and Earth Evocation, Conjuration] OVERVIEW A land which perplexes even the wisest of scholars in its existence, being a mountainous formation of ice crags which extend upwards from the parched and arid desert sands. These ice formations are constantly melting and reforming, creating an eternal cycle of rain and dryness which lasts each only a few seconds. Both naturally and unnaturally tunnels are formed in between this structure, creating an icy maze of astonishing proportions. The Heath itself is constantly reshaping its form as well, spikes of ice appearing and disappearing within seconds as the Heath’s melting cycle repeats. This makes the Heath, despite its welcoming appearance to any weary traveller, rather dangerous in terms of traversing it. Towards the lower sections of the Heath, a large river of ice chunks and water would flow, making its way back to a large underground lake, where the Monolith lies. FLORA AND FAUNA Unlike the Pensive Wood Heath, the Weeping Oasis is teeming in abundance of life of all varieties. One may find snakes which burrow themselves in the sand and inject a freezing venom into the bloodstream of its prey, or coyotes whose fur changes from a sandy brown to ice sharp as knives. Mundane creatures may also be found around the underground lake, particularly fish and other aquatic critters, as well as creatures who seek to escape from the desert heat. REAGENTS Many of the Reagents within the Weeping Oasis Heath are rather hard to gather, spikes of ice other feral creatures often guarding them as sources of food, energy, or other resources. However, any descendant with common sense can harvest these, so long as they remain extremely careful, as conflict may arise within an instant. CENTER OF THE HEATH At the center of the Heath is a large, subterranean lake teeming with life of the aquatic sorts, as well as mundane desert creatures just seeking a drink. Despite being the location of the Monolith, which hovers ever so slightly above the water pool, this location is one of the most calm and safer locations of the Heath ice spike wise. However, one should be careful not to let down their guard, for interfering with the Monolith in any way may activate it. Should one make contact with the Monolith, certain things and effects will take place, which can be found on the Monolith lore page. Aggressive action, however, may lead to the peaceful environment changing. Akin to the ice shifting the form of the Heath, so too does the passiveness and hostility of creatures also shift. Should the Monolith be disturbed, the creatures within the Heath will either remain passive or immediately become territorial, and the temperature will decrease slowly but continuously for the duration of the stay. Additionally, more water or ice elemental-esque creatures may also appear. Continuous exposure will likely lead to hypothermia as well as perhaps madness. Estranged whispers and soothing voices will plague the minds of those around the Monolith, the ice slowly beginning to consume their forms should they remain within its vicinity, before perhaps consuming them. THE BURIED KILN [Air, Fire, and Earth Evocation] OVERVIEW A pinnacle of both absolute creation and utter destruction, flowing with magma and fire which can both decimate and create. It is a vast construction, the powers of fire, earth, and air all congregating to create the most volatile of all the Heaths. Various dangers also occur within this Heath, from the pools of pure molten rock, to the much more territorial and vicious creatures which populate it. This Heath is found deep within the mountains and caverns, their presence evident by the increasing temperature of the caverns adjacent to them. It is speculated, however, that the Buried Kiln has great forging potential, making it an excellent location to forge both enchantments and other crafts alike. FLORA AND FAUNA While not particularly populated by mundane life, the Buried Kiln is teeming with all variety of primordial and elemental creatures, typically comprised of earth and flame. These creatures will generally appear like other cave creatures, from turtles with magma trickling down their shells, to bats made completely of liquid fire. In terms of plants, there is not much which can grow within this Heath, save perhaps Dwarf’s Pumpkin, which grows towards the entrance to these caverns. REAGENTS There are various Reagents which can be collected within the Buried Kiln, most of which associate with the elemental evocations which the Kiln associates with. A majority of these Reagents are located within hard to reach areas, blocked off by towering walls of stone or pools of fire. CENTER OF THE HEATH The Buried Kiln is a single, large chamber. Far below is an intense, bubbling pit of magma. A narrow rock path leads to a large pillar of stone in the center. This path is rather unsafe and crumbling, but the center pillar is rather sturdy. The platform on the top of the pillar is rather small in comparison to the large cavern, but somehow it still manages to dominate the room. As one nears the center of the Buried Kiln, the heat increases from sweltering to almost unbearable, despite the magma below getting no closer. This is often associated with the Monolith at the center of the platform, smaller than most of the Monoliths at other Heaths. This Monolith is eternally black, like all the others, but all around it on the stone floor, white etchings and spirals extend out, the entire center platform an artwork of strange and voidal origin. Should one make contact with the Monolith, certain things and effects will take place, which can be found on the Monolith lore page. Making any sort of aggressive action against this Monolith will result in the heat growing intensity, being directly next to the Monolith at this time being outright dangerous. Additionally, the magma far below will begin to rise. Slowly at first, but then with rising speed. Mere minutes after it fills the entire chamber, however, it falls back down and the entire Heath is unaffected. Passive action will result in no real changes to the environment, but the symbolism on the floor will begin to writhe and move, though only visually. THE SHIFTING DUNES [Shifting and Translocation] OVERVIEW A vast dune, shrouded within enigma and paradox alike. While within a mundane deserts, sands shift and converge, but within a Shifting Dune, however, one will find that the term “shifting sands” is quite literal. This location is the convergence of the powers of voidal shifting andd voidal translocation. It is the most unstable of all Heaths, being calm and quiet at first, before being swallowed up by a sand dune or sinkhole. Within this Heath are various pools of quicksand, not unlike their mundane counterparts in the sense that one would quickly begin to sink within it. However, should a person or object sink within one of these pools, they would find themselves re-emerging at another pool within the dune. This is credited only to the dune’s corruption by voidal shifting and translocation. One might also find, due to this, multiple mundane objects which have been pulled from the Void and other locations from within the Mortal Realm. There have been reports of entire cities rising from the desert sands only to sink back after a few seconds, making this a truly bizarre location. FLORA AND FAUNA Primarily, life within this Heath is rather nonexistence save a few regular desert critters which scurry between the rocks and sands of the dune. However, there are also large vultures which will circle around the Shifting Dunes, corrupted by Voidal powers and given the ability to voidally shift towards their prey. These beings are rather large in comparison to the typical avian, as the voidal energy has oversaturated their forms and granted them unnatural powers. REAGENTS The Reagents of the Shifting Dunes make up the vast majority of the scarce plant life in the Shifting Dunes. Given the nature of the Heath, the locations of these Reagents is constantly shifting and changing, only to reappear elsewhere temporarily. CENTER OF THE HEATH The center of the Shifting Dunes Heath embodies the chaotic nature of the entire Heath. As one goes further into the Heath, the sands grow more and more treacherous until a single wrong step will result in being dragged under and either suffocating or being dragged out elsewhere, likely far from where you began. At the center of this chaotic vortex of sand is a hulking black Voidal Monolith. This Monolith is virtually the only stationary object in the entire Heath.The Monolith itself, due to its size, dominates the landscape, casting a shadow over a large portion of it’s shifting domain. Should one make contact with the Monolith, certain things and effects will take place, which can be found on the Monolith lore page. Disturbing this Monolith, should one even be able to get close, will cause virtually instantaneous changes to the environment. Passive action will result in the constant whirling of the sands slowing to a halt, the constant wind ending as well, quiet pervading over the landscape in an eerie fashion. Aggressive action will result in a low moan being emitted from the Monolith, as well as the speed of the sands increasing drastically until it’s a deadly vortex. An extended stay in this Heath will result in an intense queasy feeling, particularly the further you go towards the center. THE SUSPENDED CAVERNS [Earth Evocation, Telekinesis, and Alteration] OVERVIEW A massive cave with a large variety of both life and taint. The cavern itself is filled with a large variety of enormous rocks which hover above the ground, connected to each other via large vines of voidal taint. However, one should take caution, as these rocks are constantly moving, albeit rather slowly. These large structures will crash into each other, often creating an explosion of jagged rocks which floods the cavern, creating a dangerous storm of spiked earth which can pierce through flesh like paper. Towards the lower levels of this Heath, spelunkers and adventurers alike would find large pitfalls and reservoirs filled with possible noxious gas, making deeper caves and crevices a great danger when exploring the Suspended Caverns. Additionally, those who are within the Suspended Cavern’s Heath would find the effects of gravity to be lessened than typical locations within the mortal realm. This would allow for feats of jumping and movement, as well as making certain objects easier to carry. This can, however, come at a price, as the collision of larger rocks may temporarily cause some of the anti-gravitational effects to subside for a short while, causing many objects to come crashing down. FLORA AND FAUNA Life within the Suspended Caverns ranges greatly, from critters such as bats that appear entirely nature to similar creatures coated in crystals. Most critters in the Suspended Caverns are shy and will flee if one gets too close, but will turn aggressive if one interferes with them too much. The crystalline ones can, and will, eject shards of crystal off of their bodies in self defense. Additionally, creatures likened to golems made entirely of voidal energy and floating stones roam some of the caverns. This tends to be along the bottom floors, but also near and around the Monolith. They tend to be relatively peaceful, but interference will cause immediate aggression. Additionally, some are aggressive without reason; it’s entirely circumstantial, and one should always be on guard. REAGENTS Within the Suspended Caverns, reagents can be a lot harder to come by. Due to the Void’s fickle nature, some may be found easier, while others require a great amount of caution and can be potentially dangerous to harvest if unprepared. A few reagents may be found within deep crevices near gas reservoirs, or large colliding rocks. CENTER OF THE HEATH Within the center of the Heath is the Void Monolith, which hovered in the dead center of the entire cavern, small and large rocks alike whizzing around it at incredible speeds in comparison to the other rocks within the Heath. This makes it incredibly dangerous to go near, requiring some form of shield to protect oneself from the storm of rocks which pelts at you constantly. Despite the Heath itself being filled with diverse life, it’s center is quite the opposite due to the severity and danger which the rocks pose. One can temporarily disrupt the rock storm, however, by striking the Monolith with a blunt object from a distance. This will cause the rocks to move much slower temporarily, enough so to allow one to pass into the true center where the Monolith lies. The Monolith itself dominates the center platform, rather stout but not all too tall. As one gets close to the Monolith, a strange but persistent pulsing is felt, like a gentle heartbeat. The center platform itself hovers high above the floor of the cavern below, and is surrounded on all sides by huge chunks of floating rocks, all barren of life and wind torn. Should one make contact with the Monolith, certain things and effects will take place, which can be found on the Monolith lore page. Prolonged interaction with the Monolith will cause a variety of physical effects, including, but not limited to; changes in gravity, altering of materials, severe motion sickness, headaches, and much more. Should Descendants interact aggressively with the Monolith, the rocks surrounding it will move to cluster around it, forming a protective layer of stone around it as beasts of rock begin to form and attack the descendants. Passive action or contact will result in the heartbeat pulsing coming to a sudden stop, as well as the enormous hunks of stone surrounding the Monolith, now moving slowly, coming to an absolute halt.
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