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squakhawk

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  1. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  2. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  3. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  4. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  5. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  6. The Aevos Bestiary The enigmatic continent of Aevos bears much flora and fauna unique to it's lands and ecosystems, giving the continent life and continuing the cycle. Though many common creatures live upon Aevos, there are a notable few beasts indigenous to Aevos which are unlike those seen before- some perhaps more unique than others, these beasts are exceptional in their appearance and traits compared to those past- if not completely undiscovered before. The Wild Grimoire The Temperate Forest Ecosystem The Desert Ecosystem The Caves & Caverns Ecosystem The Mountains Ecosystem The Marine Ecosystem The Arctic & Tundra Ecosystem The Savannah Ecosystem The Plains Ecosystem The Tropics & Jungle Ecosystem The Swamps, Marshes, and Bogs Ecosystem
  7. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  8. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  9. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  10. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  11. Aevos - 9.0 This map is a placeholder until our interactive 3D map is available (hopefully soon 🥺)
  12. The Jungles of Beleth The native Green Hell of Southeastern Aevos, The Jungles of Beleth sat neatly between the crescent mountains which shielded the continent from the monsoons which came in from the southern seas. The desert met with a fertile oasis from the lifeblood of rivers which ran through The Jungles in full saturation, providing life and nourishment to the harsh and brutal rainforest. The Jungles of Beleth The Jungles of Beleth were among the most hostile of any environment to live, and yet the resources abundant made it difficult to avoid. Minerals rich in the fertile, mineralized soils filled with rich and nutritious sand that fed the earth greatly, and thus, whatever fed upon it. The Jungles were gargantuan, as tall Palm trees, Brazilnut trees, Kapok, Rosewood, and Acacia trees pierced the sky above and canopied the thick underbrush below rich and full of life. The weather was unsustainably hot year round, as thick humid air stuck to the skin like a neverending sweat. The sun looked favourably upon the jungle for most hours of the day year-round, where it's shine was most unwelcome in the already scorching heat. When the sun did not show, thick grey clouds did which rolled in from the sea in as short as minutes. Typhoons and monsoons which tore and ripped apart trees showered the land in harsh waters that caused the rivers to surge with life, local floods often taking up portions of the jungle for themselves. Yet, as one found themselves in greater highland of the jungle, more mild weathers and storms were seen more often. The monsoon went from an existential terror of flood and downpour to a heavy, calming rain almost welcomed in times of stress. This however, was a luxury few were afforded. The Jungles of Beleth were filled with creatures both kind and harsh; Dixie Dart frogs, Musavis, Caedilus, Hernta, Bearded Pike and Arazi Lotus which uniquely haunted the region; and found scarcely elsewhere upon Eos, if anywhere. The fauna and flora unique to the jungle were unlike those encountered anywhere else, outside of the staples found within The Jungles that grew despite adversity. Cacao trees, tigers, monkeys, countless reptiles and avians which plagued both the ground and skies. Even with this, various creatures venomed with a psychadelic toxin that caused vivid hallucinations, terrors, and paranoia as one entered another world when threatened by even a mere butterfly; corrupted by The Jungle's harsh living. Jailor's moss proved a thick and barbed deterrent from various parts of the jungle, whilst Mandragora grew in scarcity in the underbrush. Bitter reed grew in irony to the diseased jungle that surrounded it, whilst Gislocinovi, Diddyfunkle, and Aquanymph too hid between the large brush and flora that grew vibrantly within the jungle. Despite it's wildlife and splendor, The Jungles of Beleth would be an environment cruelly harsh to the most unprepared of descendants; even those arriving to Aevos, the seas were littered with remnants of dead pirate upstarts and broken ships that had come from places far and times past. But The Jungles of Beleth held their namesake for one thing, and one thing alone... The Beleth Expedition This tale is provided by the unreliable narrator of Legend, and thus, may not be wholly accurate. Characters may spin, add to, or redact parts of this tale as they so please as they may have heard it in character to further develop it's story and legend. An infamously failed expedition from the distant republic of Berillia far across The Southern Seas, Captain Darius Beleth was a skilled captain from the kingdom who's town was raided by pillagers of unknown origin. Their magics were foreign, and they disgusted him greatly; sorcery of unknown origin that even the court mages, despicable as they were, provided him with little information. Driven by something; perhaps rage? Fear? Revenge? The good Captain with this in his heart and mind would form together a crew of expeditionaries from a charter of exploration by a mixture of The Great Guilds within the city. Three ships were raised, The Cordelia, The Cressida, and The Catherine. Three ships left, and yet none returned. Wary by the prospect that the guilds may have been scammed, a mercenary ship by the name of The Carcharodon had departed too to the seas north of Berillia, where they too would not return. Cut from their losses, and struck with great superstition as one of the great cultural movements of their time; a time among few where the squabbling republic could agree upon one foe, and one man's purpose, conspiracy and tall tales arose. Countless among them, were the "True" fate of Captain Darius and his three ships. Many spoke of Darius landing upon the continent, and plundering it for it's splendor; pocketing the gold of the guilds and of the islands found, and making a fleet of his own. Sometimes of pirates, sometimes not. Others spoke that Captain Beleth had set upon an island, and in soontime had been killed; be it by wildlife, natives, or even his own men. The most sadistic and twisted of tales spoken fewest were that of cannibalism, betrayal, and massacre as hundreds of good men had disappeared to never return. Few spoke ever of the vessel sent to recoup losses, The Carcharodon, which too had never returned. Though few care for mercenaries, fewer within Berillia. With unknown tales at the mount, a song arose as prominent from some of the most popular of tales. Supposedly sung by mad bard accompanying the crew whom had returned as a bloated corpse walking who still yet sung before being cut down. Regardless of origin, the song accrued popularity; particularly in Berillia, but as a sailor's ballad of grim grief and wanderlust, for wherever revenge brings one, death is surely to follow. The Folly of Good Captain Darius O'er the waves they go Vengeance was his goal The ship rocking to-and-fro His men's fate soon to be known Captain Darius Committing sin and slaughter For the life of his own daughter The Captain let his men die Drawing closer to fate As his end met the date The Captain heard his men cry; You traitor you traitor You've damn killed us all For our wives will be longing And our children's lives small You promised glory and fame But you've only brought us shame It's time you meet your end But the good Captain tried And yet still he died The Good Captain lay bleeding soon-to-go Yet soon did he see His world turned to snow The Captain's daughter saw him in red And soon did he die, his body had bled Yet tears wept from his eyes The young daughter saw Her hero did fall Softly her jaw Let words that did crawl Oh father oh father How close you did seem To meeting your dream Was all that you gleamed Yet now you lay dead Your heart no longer red A knife in the back Is all that it took To kill the good, Captain Darius With the arrival of The Descendants upon Aevos, remnants of The Beleth Expedition would permeate not only within The Jungles of Beleth, but elsewhere throughout Aevos aswell. Tales and signs of his failed expedition would show up in legend and tale throughout the continent, though sparse and difficult to find. The Expedition itself could be seen in tattered remains in various places throughout The Jungles of Beleth, from broken camps to destroyed huts and tents of more permanent civilization. Corpses either taken by the wildlife or so ancient the tale truly is as old as legend itself, slowly over time would they come to find out what truly had happened to Captain Darius Beleth and his failed expedition. OOC Information The Beleth Expedition is another maplore piece similar to Ailmere which hosts countless connections with other pieces of maplore, and hopefully, events throughout this map. There are many events in the jungle and opportunities to explore the backstory, truth, folktales, and fate of The Beleth Expedition that are to come this map through various eventlines with a lot of special interactions, items, and character artefacts. The psychadelic poison mentioned some creatures maintain is for strictly, non-combative narrative use of players, and free use for ET on how they may wish to utilize it. Venom is not gatherable nor acquired by tameing, nor is one able to inject the venom into another person by any means of control, magic, taming, or gathering. One may emote the venom being injected by themselves only, acting as a strong psychedelic and hallucinogenic.
  13. The Silent Valley Spreading from the eastern shores of Aevos that kissed The Bitter Sea and dancing westward to the balmy currents of The River Petra, The Silent Valley was a wandering land of trees, rocks, and ruin. No wind blew through the trees as the air stood still, a grim reminder of such tremendous loss even so distantly far ago. The Valley The Silent Valley sprawled in an environment which transformed greatly, and yet the dour feeling of loss felt all the same. Starting from the east, red poppy fields grew in clusters of hundreds and thousands; the red petals of the hardy flower shining daintily amongst ruins and rolling hills. Gentle seas from The Bitter Sea rolled in to tuck in against the coast, calm and soothing without fight or fuss. Furthering west, the great lake of Loch Stjor stood hardily with freshwater from the plentiful mountains which came from all sides as it's current pushed against the harsh tide of the sea which brought with it waste and fodder, such as Sweetrock, driftwood, and migrant birds from continents unknown. A great forest of towering birches and dotted lakes stood betwixt the great Mountains of Beleth to the south and those which formed the great range of The East. Meeting the desert oasis westward, The Valley crawled north and settled upon foothills which met the resting place of an ancient oak; it's age beyond years countable as it's growth stood as a testament of time. At least, so it had seemed. The air was eerie and still within the valley, quiet breezes brushed by and the weather remained temperate for most of the year. The sea ebbed harsher waves of weather and the rivers brought life to the land, whilst the mountains protected it from great storms, winds, and invasions; would they ever come. A cradle of civilization, The Silent Valley held to it a grim undertone that was palpable by even the most sanguine and the most austere. Roaming upon the broken civilization, one would begin to wonder what had become of those who had lived before. The Valley was held tightly by creatures of the forest, such as Tinker Weavers, Tahala Stag, Musavis which visited from the south, and countless species of natural indistinct wildlife such as deer, foxes, bears, wolves, snakes and varied lizards. Blissfoil, Nightsap, Sweetrock and Nightglow grew handily within the region as it's most potent herbs and reagents that permeated throughout Aevos. Boiling however beneath the waves, was a foe set out for purpose; perhaps revenge, or conquest? Shuul lurked as they stalked the coastline, scouting for something which was yet to come.. Remnants of A Civilization Gone Strolling throughout The Silent Valley, it was hard to miss the landmarks and splendor which rolled throughout the land. Ancient ruins made of pure marble and silver, now broken and tarnished, from a civilization ancient and old. The buildings sprawling from Sea to River, yet broken to pieces and left to nothing but rare bricks and pillars. It was impossible to piece, truly, how these ancient buildings could have been connected across such great distances, at least without more being present. Yet, it seemed as if an entire city were eradicated outside of a spare few hardy ruins. The eastern seashore bore a great statue of a terrible aberration, a man with the head of an angler fish bearing a cruel spear which seemed in disrepair. Zha'ero, it read, standing tall as the sea ate away at the statues base. And yet miles away, moved not once pace from it's slimy gaze as grime overtook and grew upon the statue, was another that met it. The Last Defender the statue had read upon it's broken nameplate, the great watcher of southern Loch Stjor. It's trident held high, though crumbling, as time began to eat away at all things. Despite this, time could not eat at the memory; nor hatred; these two statues had shared amongst one another. Locked in an eternal gaze from whence they were built, until they would be destroyed- or even destroy eachother. Behind The Last Defender between the trees and ponds of the misty birch forest, was a stone vault sat taut with the lakebed. Almost overgrown, a great sense of wealth and power drew from it's maw; the call of insurmountable treasure and desire that beckoned through those titanic, unbreachable doors. It had the stench of deific magicks which stained it like yellowed teeth; a taint which left it alone, and left it desired. Further west, a great tree which leaves did not weep in autumn, nor did it's resident pond freeze in the summer nor dry in the winter. It flowered in spring, and it's pondwaters glew with the nightly glow of the moon. Supping from this ancient pond gives one clarity of mind; peace in their person and dreams, and a great silence of the mind to reflect and ruminate on memories long past. To recall, to learn, and to overcome. The Memory Tree spoke in tongues so old even druids could not make sense of it; though not without effort. Perhaps with time, sense could be made, and communication established; but whatever tales the tree told, were unheard of for now. The Revival Shortly after their arrival upon Aevos, descendants were soon visited by the last remaining force of Naga known to live, to both themselves and descendants. These Naga established a fort in The Silent Valley called Fort Hope, hesitant to interaction with the nearby descendants. Establishing themselves, they began to explore nearby descendant culture and language in attempt to better communicate them for the Shuul of The Crimson Company that would soon come after them, determined to exterminate their race. They had come seeking artefacts of old, such as The Ocean Heart, rumoured to give life to Eastern Aevos and give it the land's lush nature. As well, The Hall of Mirrors, a holy site to worship their foreign serpentine goddess Kyria. Lastly, The Vault; a fabled door which only a Naga could open, would restore their race and revive their people, bringing them to the golden age and advanced civilization they once were upon Eastern Aevos. The most vehement advocates for this discovery was The Naga Priesthood, and Arion himself. The Depthguard and Greenspeakers seemed to hold reservations about such a grand prophecy. It first began with Trade-Prince Mika Anarion of Lurin and his guard rescuing the Naga Arion, unwilling regent-leader of their tribe, from a host of Shuul which had attacked them upon the eastern shores. Establishing initial relations, Lurin helped construct Fort Hope with materials supplemented from the port city itself. Following shortly after, Petra had met with the leader of the Naga Greenspeakers, Nero, and reawoke altogether The Memory Tree. Shaking off dregs of magic which had stood upon the tree for centuries, The Tree surged with life and flooded Aevos briefly, and even still to this day, with druidic energies abound the continent. As Petra further explored the past memories through The Memory Tree, a purple star awoke in the sky in The Silent Valley. Beneath it, a cavern opened within the cliffside south that held the rumoured Naga artefacts such as The Ocean Heart, The Hall of Mirrors, and The Vault- exploration of so still continuing. It was later in the conflict that The Crimson Company had began to raid the eastern shores, and establish hesitant relations between The Captain Egelrex Jones and King Adrian I of Balian. These relations are tenuous to this day, as The Crimson Company hires mercenaries from the area, and even rumoured Vortice, to hunt down stray Naga. Seeking more help as The Naga had difficulty pushing into the tunnels which held The Ocean Heart, The Hall of Mirrors, and the fabled Vault supposedly, they'd reached outward. The leader of The Depthguard, the royal house-guard of the Naga, Seraphon, established relations with King Edmund II of Aaun, making a pact of mutual defense against The Shuul that would inevitably push deeper into Eastern Aevos. The supposed "Revival" of the Naga was still yet to develop, and more of the story yet to be uncovered... The Hall of Mirrors After repeated expeditions by the brave citizens of Petra under the leadership of Paul Alexander and the guidance of druids Norra and Av, guarded by the Knights and Riverguard, the parties had uncovered through visions of The Memory Tree a mystical cavern. Dubbed "The Hall of Mirrors" by the local Naga after their return, this cavern sat beneath a radiant purple star in the south of The Silent Valley, deep within a damp cavern which had been left untouched for centuries. The cavern itself seemed heavily magical; influenced by some force ancient and familiar that seemed to warp the cave heavily. Within, the cavern seemed fulfilled with crystals and rocks with mirrored surfaces. A still, empty pond sat in the antechamber of the cavern that too mirrored the surface of the cave above perfectly. The cave itself was dead silent. Within the cave, the cool waters would yield an eerie reflection of one's self, which moved and gently reacted upon its own. This reflection seemed to be a hard truth to one's persona, showing their true self. The longer one stared into the pools, the more their character traits would visibly break down and be seen. Their flaws, their strengths, their attributes and at the last, even their most buried emotions on what they truly thought about themselves. There was no lying, nor hiding; the longer one stared into the mirrored surfaces, the quicker their true self was unveiled. But it was not just to one's self. The truth of who one truly was seemed to be fully exposed; even others able to see what the water showed. The water too reflecting what those had truly thought about another person, incapable of concealing their true emotions. It was maddeningly blunt how even the most old, complex souls could see their true selves come to pass in the waters and stones of The Hall of Mirrors. OOC Information The Silent Valley, shamelessly, is an eventline I had planned for Almaris which is now seeing greater purpose since the prior edition did not take off past a probing teaser phase. These events will be extensive and expansive, for one-off's and multiple playerbases working together to solve a mystery of what once lived within The Silent Valley, and what happened to it; most importantly, why. Currently, the statues and the vault door are uninteractable for the time being, but will be opened shortly after map launch with interaction signs/region messages. The Memory Tree's waters are able to be drank for insight into one's own past, but do not grant the character any benefit but the narrative motif of deep reflection and inner conflict/resolution of old mental scars left repressed or at stress. The Hall of Mirrors is a self interaction site which does not utilize ST Interaction, and is up to players to utilize with themselves or one anothers. The only limitation to this is that the hall of mirrors reflective properties are not "Mind Readers" or a "Truth Serum" of any kind, and the revealing of thoughts, emotions, and opinions, is strictly about other characters and their traits rather than everything they are/can think of currently. As well, The Hall of Mirrors was excruciatingly difficult to damage, or take any pieces from; were one successful, they would be mundane, minorly reflective crystal, stone, or regular clean pondwater. All records and detail will be posted on this forum post as it's update. ET are free to utilize Shuul scouts who serve as a significant playing piece of this eventline who would be initially skeptical and hostile to descendants, although uncommunicable since they're fish people. ET are encouraged to inquire for more information and information upon the backface to be able to develop their own plotlines and threads of the story to make a greater and more rich narrative.
  14. The Palmreaders of Ailmere Ailmere The rolling tundra of Ailmere was a vast expanse of cold, year-round winter snows. A grand lake nestled to the south of the valley between grand hills which formed a baisin within the centre of the mountainous, frigid wasteland. Mountains, the highest upon Aevos and the continents surrounding, rolled to the north and west, blocking off the great sea-storms from the north and the scorching flames of The Redmont to the west. The valley itself was covered sparsely in grasses that barely grew, deeply rooted into the ground- growing tall against the mounting snows in order to attain any sunlight the valley attained. With the grand mountains of The Valley both north and south, daylight was sparse, more akin to a constant sunset in most months of the year. The sun's light barely shed upon those freezing lands, the scarce vegetation left little room to grow. Spruce, pine, hemlock, and evergreen, were the only trees which grew within that land; rains never visited, in their place, heavy snows and blizzards which pelted the land with flake and hail alike. The skies were cloudy, and at the seat of The Mountain, the lights of heaven were the most tumultuous. Vibrant, beautiful arrays of colour flared between the clouds of the region which rarely showed the sky's magnificence. Native to the region were few animals- rabbits, elk, caribou, thundermaw ravens, Aveta stonebacks, Tulpa, Avirrin, and Rimetrolls. Herbs such as Frostvine and Athin dotted the land whilst Barrier Bush plagued the north like a rolling plague. Native and exclusive to the region on Eos, Barrier Bush was a wandering pestilence that formed massive and sprawling thickets of thorn and bramble; often blocking paths and rolling down hills, quickly and deadly enough to consume man or animal. Adventurers to Ailmere would be instilled with both dread, and a sense of beauty. Whilst the land was hostile, brutal, and frigid; it did hold a peace and quiet unlike other places upon Aevos. The land mostly unplundered by descendant's exploits, the rocks and snows within Ailmere were often those as old as creation themselves; a good chance that wherever one stepped, they were the first, and last, to step within that place. An island separated the north with a small, thinly channel spent most of the year frozen over save for the warmest of months. Beside that stony, hard island, was a spire that reached from the depths of the ocean to the heights of the heavens. Surrounded in a thick ice fog and spikes of packed, permafrost ice, the spire gave off the most faint traces of ancient true magic unseen anywhere else upon Aevos. Despite this, the winds blew faintly with traces of a magic more young, and corrupt. A magic which descendants could hear, feel, and smell, but not yet understand. Stories of yore tell of The Palmreaders of Ailmere, and The Mare of Long Shadows which now resides in their place. Truth be told, stories of pure fantasy may even have some power within the deep snows of Ailmere... The Palmreaders and The Mare of Long Shadows Centuries ago, a cartographer from The Dandelion Guild had resided within the lands of Castellaneta, as a court mage to the local nobility when a strange ship had come to harbor. It's sails black, with the insignia of a grand white mountain obscuring a red sun behind. A symbol of no kingdom, house, or company he had ever recognized before. Clear as day did it's nameplate read The Faultless Hierophant. It was captained by a woman with no name, helmed by a brawny man simply called Endurance. Intrigued, did Ser Winston inquire further of their crew. She gave simple glance at the man, and Winston was wracked with paralysis. His voice cut, his fingers twitched and froze, his muscles spasmed as they fought against something, but did not move. It felt an eternity, yet ended in an instant as her gaze broke from him. Hair masked her face of which he could not recall; the pieces fit together of what he had thought she had looked like, but now he began to doubt. Had he even seen it before? What of when she looked upon him? His plan quickly seemed to come apart, as quickly as they had come, quickly did they leave. Dockworkers and skippers from other crews had held the same curiosity as Ser Winston. Quietly and without word, they dropped their loading crates and left all they had known behind without a word. Had it really only been seconds that Ser Winston was entranced? Minutes? Hours? It was impossible to tell; his mind scrambled and time without sense. As the collection of crew boarded, soon did the banner of The White Mountain and Red Sun quickly fade into the distance. As his senses slowly came to him, he felt as if he could name further of the crew without having even met them. Faith. Strength. Fear. Curiosity. His urge to chase grew as each sense returned, and his jumbled thoughts could finally begin to make sense. Yet, before his mind could even put sentences together, the ship had long faded away into the distance. Hours passed, the sun beginning to fall beneath the horizon. His palms hurt. It was centuries later that descendants had landed upon Aevos; those same banners flying high over a small, broken, walled settlement nestled at the foot of The Mountain. It's stormcloud boiled over high as the abandoned town sat derelict and left behind, snows heavy set and leaving the ruined village a small piece of times forgotten frozen in ice. Permafrost and icicles held grip over buildings made of wood older than most who would ever set eyes upon them. Beyond the village limits into the hills, a trail which began a path upward of the mountain. Descendants could walk days between travel and journey up the The Leviathan, encountering expeditions of those long past. Eyes set upon the fallen, frozen skulls and remains could still be found in the snows. Those who had fallen to ice, starvation, deception, and betrayal - The Mountain was a graveyard of corpses. Littered along it, names whispered beneath the wind too distant to hear beneath the howling flurries that permeated around the mountain. Their hands missing, their eyes cut deliberately from their skulls as fewer and fewer corpses could be found further up The Mountain. Magic radiated like the scent of death from the corpses, whatever means of spellcraft they had once possessed were just barely tangible. As if upon the tip of one's tongue could they just begin to listen; but not quite understand; whatever sorcery was speaking to them. It was as if the land had despised them, each and every individual which had stepped within Ailmere's bounds. Descendants spoke tall-tales of the pale shadow of a woman who stood taller than the snows, watching from a distance with a piercing gaze. Moonlight white, white like eyes, her gaze pierced the hearts of men and women as she observed eerily still from any distance. Without approach or contact, her presence would linger; the feeling of being watched everpresent within those snows as she continued to observe until descendants left Ailmere's bounds. Without explanation, even unvisited from camp; those who looked upon her, or rather, those she looked upon, would find themselves troubled within Ailmere's heavy snows. Campfires snuffed, the cold emboldened and frigid within her presence, dreams turned to nightmares as they were invaded by her unending glare. An omen of lies, regret, and destiny; bad fortune which stuck upon descendants like snow upon ice. Ailmere was cold, quiet, and The Mountain above did not wish to be disturbed. OOC Information Ailmere is a significant portion of the map riddled with mystery, fate, and curiosity. There are a lot of interactions and events which interact with the map circling back to Ailmere. In the near future, more worldlore, prophecies, and even a feat in close relation will be released as players engage and discover more of the land's mysterious past through various eventlines. The fate of The Palmreaders discovered over time, descendants would not know what they had awoken upon their unwilling landing to the continent. The Mare of Long Shadows is able to be roleplayed only by ET for unsettling interactions or as a small part of events taking place within the region, and cannot be spoken to, reached, or effectively attacked. Tormenting victims, The Mare would torturously try and sabotage descendants and bring them further into Ailmere, and further into it's cold blizzard. Corralling visitors unwittingly to The Mountain by accident. The Mare and The Account of Ser Winston are available to be known by any as detailed on this post as legend. These accounts in this lorepiece may not be wholly accurate or true, but for the purposes of roleplay, characters may remove, add, or phrase however of the above best fits their take upon the stories told. Players may state or have actually interacted with The Mare without ET present, although following the above, none would ever reach, interact, or truly harm The Mare. The magic left behind of The Palmreader's corpses littered along the mountain clearly gives off hints of some form of mana, although it's nature, origin, and purpose is indistinct and not discernable until further notice. This lorepiece will be updated as eventlines progress and storylines occur throughout the map.
  15. Braevosi rise up. less than 24h until gaming.

    1. The King Of The Moon

      The King Of The Moon

      Imma be so smug in 4 hours

    2. The King Of The Moon

      The King Of The Moon

      Man officially lied? @squakhawk?? See you in court

    3. squakhawk
  16. Description Shadegrain was a gritty, granular black stone only found in geometrically perfect shapes, unable to be broken down or forged in any manner by any magic. The gritty stone had a skin like a very mild sandpaper, almost as if it were crafted of black sand fused incomprehensibly tightly together. Despite this, the material rubbed off and stained any surface it touched with a deep velvety black colour, almost as if painted with a single stroke of fresh black paint. Shadegrain was highly resistant to most forms of damage as a sedimentary stone, able to withstand crushing impacts from even the largest creatures upon Eos with ease- not even shedding a single grain nor showing any sign of weakness within. However, if subjected to repeated, heavy blunt trauma (such as from a hammer or pickaxe), the stone would shatter all at once. When shattered, the stone simply stained in a perfect shape where it once was, losing all notable effects other than an irremovable black paint. Despite it's deceiving size, Shadegrain was exceptionally heavy, unaided by any form of strength, muscle, or magic. No method of weight could truly describe or make sense of the stone, and every race struggled to carry it the same- as if physical strength were no determinant in it's handleability. It smelled faintly of very strong concentrated herbs and seawater, the stone itself sounding with a dull, flat thud when struck without vibration. No matter it's age, Shadegrain could not be weathered by any means, decades and centuries of burning, washing, or wind, would have no effect on the stone and leave it entirely unharmed. Effects Shadegrain, Grimstone, Fused Stone, whatever the name granted- seemed to bear a multitude of strange and unconventional effects. For example, when in a mere [8, quiet] metre range of the stone, life would seem to slow and quiet. Almost as if the outside world were muted, nothing but the most uninhibited and natural sounds would roll through. Such as a quiet breeze, a distant rain, a shore miles away, or even just pure silence. One's sounds within the square were not affected by any means, nor was their physical hearing of the outside- the perception of attention would just be focused to something else. Whatever this something else was, it seemed to be incomprehensible, or simply misunderstood, by mortal and immortal beings. As if one were listening for something which was not there, or perhaps was- it was just as if the listener did not know what they were listening for. Another noticeable effect was specifically on spectral undead; spirits, spectres, poltergeists, gravens, and wights most specifically. Within the [20, roleplay] metre range of a unit of stone, spectral undead seemed to be extremely inhibited within physical capability. Limited to half pace movement and strength, spectrals felt as if they were persistently being pulled to the stone. Almost as if their very soul were being tugged, a spectral would constantly be fighting to resist the drift of the stone. If killed within the presence of a stone, a spectral has the potential of having their soul being bound and ripped from the mortal plane, taken for whatever unknown purpose the stone exists for. In most circumstances however, being banished within the presence of Shadegrain prolongs the reformation of a spectral undead, doubling it's time. Red Lines -Shadegrain must be represented with a block placed in the world, and must be ST signed. -Spectrals are not mandated to PK within the presence of Shadegrain and are simply given the option. -Spectrals killed within the 20 metre presence of Shadegrain are given respawn timers twice as long. Refer to individual lorepieces for more information on respawn timers. -Spectrals are defined as ghosts, spectres, spirits, poltergeists, gravens, wights, and any undead or event creature with a ghostly or apparition-like appearance. -Arcane Scions or other lorepieces which involve a directly exposed soul are permitted to act in the same sluggish or inhibited manner, but are unrequired to. -Shadegrain may not be broken, re-shaped, molded, or fused to other pieces of Shadegrain in any permanent manner; remaining in individual blocks or bricks. -Shadegrain is too heavy to carry on one's person and fight effectively, leaving it strictly to buildings or ritualistic sites. If upon a person, Shadegrain would quarter one's movement or strength which was otherwise dedicated to lugging around the stone. The spirit of this line is to prevent mobile use of the material. There is no gimmick or way around this. -Shadegrain did not deafen the sounds within it's range or mute sounds from outside, just altering one's perception to focus on pure unnerving silence. -Shadegrain would not be clearly discernable by any magic of it's true creation, intent, purpose, or instilled magic/effect until further eventlines play out. -Shadegrain when broken, would break all at once- destroying the material and leaving a mundane black paint behind. -The stains/paint created by Shadegrain, intact or not, would not bear the effect of Shadegrain and would not permanently adhere to skin, fur, or any part of a living person, save for their items or belongings. The paint would easily be washed off. Harvesting Shadegrain currently has no known method of harvesting, nor true point of origin. Prolifically found throughout the northern coast of Aevos, Shadegrain was rarely found in singular units; often through old storages left behind of The Goldenvine Colony, as the Shadegrain present there is found fused together and unbreakable. It is unknown how Shadegrain is formed, or it's intent.
  17. The Mountain Looking downward upon the most of Aevos, The Mountain and it's eminence look down upon the continent with majesty, and might. The Mountain and it's majesty pierced the sky's heart, the blood of clouds swirling in a neverending vortex upon it's invisible peak. The Mountaintop held mystery, as much as it did control of the meek continent. The Leviathan, The Giant, The Emergence of Fate The tallest point upon all of Aevos, The Mountain is a peak in the far north of the frozen wastes of Ailmere. It brushes one edge along the icy Bitter Sea, and another 'pon the valley of Ailmere. The mountain was snowed-in year round, with even ice growing over the harsh and jagged rocks surrounding the massive rock. The Mountain was ever shrouded in a storm of some kind, with tumultuous stormclouds swirling about the mountain top in an ever-raging storm. In the spring and summer, a deep red which brightly lit the night sky as if it were day bled from the mountaintop as the clouds shifted with seasons. In the colder months during autumn and winter, a blackened vortex swirled around the giant, full of anger and wroth. The Mountain seemed as if it were the centre of the continent, all fates tied to the great rock. Lost travellers inadvertantly, no matter their place, ended up making their way toward The Mountain. Adventurers stricken with wanderlust who had taken to the sea would be pulled to it. From the Great Storm and to it's footsteps, adventurers would be dragged as if the very threads of fate were manipulated to bring them to it's place. Those caught within it's ineffable pull were doomed with cryptic visions and prophecies, ones which were always twisted in some manner to fit the pulled's own narrative. As if a method to cope, or make reason, of the inevitability of destiny. The Mountain stands imposing upon Aevos, it's peak unreachable and obscured by heavy stormclouds which struck at those who dared to challenge it. It commanded gazes across the continent, visible for miles offshore as well as the storms and light that emanated from it's peak. Many have tried, and none have returned, of those who have attempted to conquer The Mountain. Those sorry souls caught within it's pull slave to fate, and surrendered to destiny. When fate dawns in the twilight of armageddon, The Mountain and it's true purpose may unveil, it's grip upon Aevos thereon unforeseen. OOC Information The Mountain is a supplemental piece to Ailmere and multiple other lorepieces throughout the map. It's influence and purpose will be tied in through multiple interactions throughout Aevos. Players or ET may utilize The Mountain's calling in a similar method to The Great Storm, in which people feel controlled, paranoid of, curious about, or what have you in regards to The Mountain. This lorepiece will expand and develop as eventlines play throughout the map's lifespan. There may be prophecies that occur throughout the map and interactions with Palmreading in regards to The Mountain as well as other maplore pieces.
  18. glad to see u again bro. crazy to think we started back on mm/RoC over a decade ago. time flies 😅
  19. The Drowned Strand Gazing eternally upon the north-shore of Aevos, The Drowned Strand was a long stretch of cliffs, rocks, and shoreline that protected the northern coast of the continent from harsh monsoons and sea-storms which battered the coast. The Drowned Strand was a place with an air of tragedy and heaviness, one which brought the mere spirit of one's presence slow and sluggish. Legend of the ruined port of Goldenvine which once ruled the northern coast in luxury haunted the few who lived there, and the many who would travel. The Strand The Drowned Strand was a cold, Taiga-forest which was peppered with snow all year round. Harsh flurries flew from the western tundra of Ailmere whilst The Bitter Sea to the north blew harsh and climactic winds against the coastline, giving it features of heavy-scaling rocks and weathered boulders covered in grime and barnacles that coated them like a plague. Storms crashed against the coast from the north, the waters perpetually tumultuous and brackish with a never-ending sea of driftwood that never ceased to flow upon the land's cursed shores. Curiously, The Strand was home to a strange, dusty-black stone. Native strictly to the land and found nowhere else upon Aevos- or even Eos for that matter- this blackened stone bore no growths, no chips, dents, or signs of wear- even unaffected by the erosion of the sea, with pillars of the black rock stalwart against the constant battle of the tide. The blackened stone, Shadegrain, would make up the most remarkable landmark upon all of the northern coastline. Despite this, the land was wracked with evidence of ruins from great tides of days long past. Tsunami's and storms which battered those out at sea and near the coast, the shoreline would be wrecked with sheer cliff faces, wreckage new and old strewn about the rocky and unfriendly beaches, and no trees upon their hilltops; most blown away or broken by the strong winds and mighty waves that crash against the shore. However, with all the calamity the land faces, life still finds a way to thrive within The Drowned Strand. Creatures from the depths of the seafloor to the damp warmth of the shore and tidepools would live plentifully among the land. Crabs, urchins, starfish, rockfish, and shrimp would live in bounty amongst the shore, whilst farther out at sea do Shuul, Korcal, Hippocampus, Shulkra, sharks, bass, char, and cod plentifully make up the populace of The Bitter Sea despite it's chaotic and tumultuous nature beneath The Great Storm. The air was as salty as the sea, as most days of the year The Drowned Strand was plagued with mild snows and heavy winds and rains. The nearby forests were littered with nurse logs, broken stumps, and fungi which grew heartily in the land of decay. Serpent's Stalk, Gislocinovi, Deep's Gleam, and Aqua Nymph grew in pitiful amounts in the forests and shoreline of The Drowned Strand, often trapped in the tidepools upon the seashore. Shells of hermit crabs, clams, mussels, and oysters were found in mighty amount, often weathered and waned from the degradation of time and repeated battering of the harsh sea. Curiously, the most notable habits of The Strand were found within the effects of The Heavy Heart- some believe it a folktale, others swear by it. Yet, it's effects were prevalent; ever since The Tragedy of The Goldenvine Company, peoples living within The Drowned Strand devote themselves to the myth that was The Heavy Heart, described below. The Tragedy of Goldenvine Centuries before the descendant's arrival upon Aevos, it was upon the lands of Aeldin in the Kingdom of Agathor where the struggling company of Goldenvine Ventures sought a direly needed solution. A dry few years of drought plagued the lands, jewelry priced the same as bread as noble and serf alike struggled to feed themselves and their young. Tarriffs in nearby kingdoms were high, and yet the rich ruby mines of Agathor provided for none. As with many man in the kingdom at the time, people had sought any work or venture which had paid them. Goldenvine Ventures, a shipping company in the face of complete financial collapse, broke sea to revive an old shipping route with a distant island unnamed, yet charted upon every map. The sea was remarkably gentle, and easy upon the desperate sailors as they eventually broke land. Upon arrival, the dozen-manned crew found a remnant city built of stone and wood, yet abandoned and in ruin. Without a soul to be seen did they find a city waterlogged, yet seemingly with sturdy defenses; titanic, smooth black walls of fused stone which surely could provide ample protection from the sea outside. Even the homes incorporated the stone, which still stood despite the wreck of town and ship that uglied the area like remnants of a bloody murder. Within the cliffside of the rocky town as a large statue of a veiled woman with a bell of fused black stone plated in gold. Ominous and foreboding, but the men were undeterred by the ecstasy of exploration. With the calm waters and favourable terrain, Goldenvine Ventures would begin a small trading port upon this new, unbroken land. Meant to be a stop upon the long journeys around Aeldin, or even a trade-port itself for timber, potatoes, shellfish, and jewels. Although too heavy to transport, there was a remarkable supply of the aforementioned black stone. Far more sturdy and gritty, it broke as if one would break wet sand- yet it took dozens of strikes of the pick to even cause it to break. Sailors from Aeldin and beyond rarely heard or cared for the name of Goldenvine, yet it's usefulness did have niche within the struggling market of the time. The town and it's denizens thrived, and yet so did the wealth it brought back to Agathor. As men, women, and children, fled for ships to this new promised land, so too did they help colonize the distant port which fed riches back to the home. Although sailor's tales are often far spun from their original spool, word did reach of troubles in the colony. Not struggles with living; but with the dead. Tales of ghosts, phantoms, spooks and more surrounded the port with superstition. The imposing black stone fortress in which the city resided in added none, for the juxtaposition to the pleasant wooden shantytown was all too predictable to some. As the years went by and the rains returned to Agathor, the unremarkable colony left off all but the most detailed maps faded away into obscurity. One day it simply seemed as if Goldenvine Ventures and their port-colony of Goldenvine had just disappeared. Sailors spoke little of it, and ships that ventured to the port never returned. Shipments had stopped coming from Goldenvine and it's mysterious new island. In the decades that followed, obsessive expeditions by the governor of Agathor ventured north to reclaim the profitable colony and claim it oncemore for Empire. However, each ship could not find the island; using even the most accurate of maps and nautical tools, Goldenvine and it's mysterious island had just vanished into the sea. Tales regarding Goldenvine's existence began to draw conspiracy and confusion about it's nature. Many began to question if there was truly a Goldenvine to begin with- perhaps a way for the nobility to dispose of mass amounts of peasants to spare food? A place to stow away their gold and riches to better steal away from the poor? Or perhaps it truly did exist; but was an escape, a paradise unforetold exclusively for the rich and powerful. Even the nobility had their own deviant thoughts. The poor and unnotable Goldenvine Ventures, rumoured to having started as smugglers, worked on behalf of another rivaling kingdom to steal their serfs and their riches. A funnel for wealth whilst they diabolical company salted their fields and plagued their grain to make an extra pound of gold. The truth of Goldenvine Ventures and their flagship port is now a distant tale of greed, viewed with disdain and distrust by all for it's dubious and unknown nature. Perhaps it wasn't real; and sailor's tales just live on. The Heavy Heart The Heavy Heart is the phrase for a physical and emotional weight that plagues one upon the northern coast. Despite death, spirits of the dead seemed to linger and flash back to the surface. When walking through The Drowned Strand, it was as if strolling through a graveyard; silence, calmness, and a low sense of dread that boiled beneath the surface. It was frequent in which travelers and wanderers would find themselves talking to someone, who when unviewed, simply disappeared; leaving behind only a watery puddle where they had once stood. It seemed there were dozens of wild and intrepid explorers throughout the region, yet they would simply vanish into nothing. The question of the traveller's sanity would be questioned, if it were not for the wide spread and independent nature of the accounts. Those journeying to The Drowned Strand could witness the effect themselves. People walking about their lives in between moments, vanishing and reappearing when one's attention was not upon them. Vivid conversations recalled with people who, in the blink of an eye, simply were there no longer. Seawater-soaked belongings, handshakes, beds, tents, and campfires smothered reports which came out of the land. The Heavy Heart was a mysterious effect that any but those within the region would vehemently deny and write off as mere superstition. But to those that had witnessed it- it was as real as the vanished themselves. OOC Information Goldenvine Ventures, as it is told upon this post, is considered open knowledge and anyone may recall, spin, twist, or add onto the tale as they please. The true fate of Goldenvine Ventures and their colony will be expanded upon (within this post) at a later date as eventlines occur. The Heavy Heart is available to roleplay by any, and in short detail, describes spirits of the dead returning to very real physical forms that behave normally; as if the soul and it's attached person had never died to begin with. This can include interactions with characters native to the region, or characters of your own that may have died there, so long as you have an applicable Phantom/Wight CA. For ET, please use the above for whatever instance you would like to for an event, and refer to the backface document for more explanation, details, and examples.
  20. Argentum, Perfection Lost Description (Raw form) Raw Argentum, also called Fool's Silver, could be found somewhat rarely throughout the underdark tunnels of Aevos, Almaris, and Asulon, though it's growth pattern was somewhat unpredictable. From sediment in underground rivers to the hot crevices of geothermal vents, Fool's Siver was truly a rare sight to behold in the underground of Eos. Shamefully, the ore itself was rather weak and useless. Similar to silver in sight with a lustrous gray, but crumbling, soft, and useless without any form of effect. Fool's Silver itself would function as a mundane, poor silver alternative that was often thrown or cast away. In comparison of use, it paled to it's true, beautiful form; Argentum. Applications (Raw form) Fool's Silver, or Raw Argentum, was a poor silver alternative that functioned completely mundanely. It crumbled easily and was excessively soft, making crafts of Raw Argentum exceptionally rare, but only special to the most specific smiths who could tell the difference. Fool's Silver was more valuable as a trick to merchants and smiths to earn actual silver, rather than be used itself due to it's poor and highly impure quality. Red Lines (Raw Form) -Raw Argentum, or Fool's Silver, is ST Signed due to it's rarity despite it's un-useful effect. As well, due to the possibility in the future of smithing to the refined form, Raw Argentum is ST Signed and requires the ore to be found/mined. -Raw Argentum is exceedingly rare, and deposits of so are ST Signed. Harvesting Method Easily mined, Raw Argentum (Fool's Silver) could be mined as mundanely as any other material to produce it's raw form. Due to the highly weak and impure nature of the ore however, one should heed caution with ore loss when misplacing small chunks often mixed in with rock. Raw Argentum was often so dilute within rock formations and ores that one may mine for hours at a vein and find only a handful of the useless ore. Material Name and Description (Refined form) Argentum when refined was an utterly beautiful and magnificent metal. Lustrous silver ingots which shined brightly with light, Argentum would be an exceedingly rare sight to see. Bearing two effects, Argentum was a highly useful metal for skilled swordsmen, and the envy of blacksmiths worldwide for it's quality and prowess. Argentum itself as a metal was of a hardness somewhere between Bluesteel and Steel, whilst weighing in a density lower than steel- allowing a graceful and light weapon, despite it's mighty strength. Unable to be alloyed with any other metal, Argentum would bear a stainless white colour of utter purity. Highly hydrophobic, the weapon could not be coated with any mixture- blood, oils, or other concoctions, an Argentum weapon would cleave through foes as it did water, without a trace of impurity upon it's colour. Argentum as well had two unique effects to the metal. The first, Argentum was extremely adept in combat against insectoid/aphid enemies. Unmatched to any other metal at it's abilities to pierce Chitin and Carapace, Argentum would slay crawling beasts of The Underdark with utter ease. The Second, Argentum bore similar affects to Aurum; able to cause excruciating pain to any impure or dark creature, proportional to the wound it created. With some form of deific magic deep within the essence of the weapon, no smith nor mage could tell the origins of the weapon, nor it's composition. A magic so ancient and deeply rooted into the metal, that whatever means of creation the weapon had once had were long gone. However, the latent magics of the metal prevented magical enchantments from combining with it; nullifying whatever enchanting effect had tried to take place upon it. Culturally, Mori'Quessir would buy and trade Argentum items at exorbitant prices. Seen as an incredibly coveted item for vanity and family heirlooms, only the highest, or most cunning, of Mori'Quessir society would posses argentum items. A symbol of faith, superiority, beauty, and wealth. Red Lines (Refined Form) -Refined Argentum is ST Signed, as well as anything created from refined Argentum. -Argentum when refined behaves as a strength between steel and bluesteel. -Argentum bears the effects of Aurum without the weakness of metal. -Argentum is highly effective against insectoid, aphid, or chitinous armour/creatures. The potency of this effect varies by ET, at their discretion. -Argentum could not be alchemically treated or stained by any means, as liquid does not adhere to it's surface. -Argentum cannot not be enchanted by any magic. This includes spells which act similarly to enchantments, such as Draan binding or Enwreathe. -Argentum is effected by Thanhium as if it were a Tier 5 enchantment. Whilst the Thanhium weapon would also be effected, Argentum would shatter like glass if struck with a thanhic weapon or armour upon a 2nd emote of contact. If striking the same Thanhic weapon or armour, the Thanhic item would also be destroyed; shattering to useless molten shards of metal. -Due to it's magical effect, Argentum could not be carried alongside a person carrying Thanhium, acting as an enchanted item. - Argentum, despite its reduced weight, shall still constitute as Heavy Armor if fashioned into plating as described in Armament Techlock. Refining Technique Despite it's greatness, it had come at a cost. The means of refining Argentum are a mystery unknown; kept secret by only the greatest smiths of The Mori'Quessir, and to the rare few they teach. Rumoured to be lost altogether given it's exceeding rarity, items of Argentum are sparingly ever produced. It's ritual hidden, and unknown to any of descendantkind- at least, for now. To forge argentum is a five step process. [1] The forger must bear a living sacrifice to give blood unto the ore while it is heating. While the ore begins to smelt, the blood will increase the heat and imbue the ore with a white-hot malleability. [2] An incantation must be uttered during the entirety of the smithing process, up until quenching. It must be repeated, with any mistake, variation, or interruption causing the ritual to fail and requiring a restart with a new sacrifice. The incantation goes; "Gaer zhah nau lilbh'iahin wun nindol morad, gaer zhah nau vlos xuileb elggin. Gaer zhah nau wynthe xuileb or'shanse, gaer zhah nau gre'as'anto xuileb thalack. Usstan ra'shel usstan ulu L'Orbb Valsharess Nemiisae sclekuv whol nindol yorn vel'bolen il balbaue udossa." [3] Once the item is shaped, a final incantation is uttered, imbueing an immense amount of mana unto the blade. This causes the forger to be sapped of mana from all sources for [48 OOC] hours. The incantation goes; "Usstan belbau nindol vlos' yorn ulu dos ulu belbau mzild." [4] The weapon, or item, must be quenched in the heart of the sacrifice. If the item is not applicable to pierce or destroy a heart, the heart may be destroyed over the item and bathed in the heartsblood. [5] The smith may never be satisfied or proud of their work, no matter the quality or craftsmanship involved. The more Argentum one smiths, the more this irremovable mental feeling applies to not only their own Argentum work, but any work by them or another smith. The passion for smithing is lost further and further over time as one smiths more Argentum. Refining Red Lines -The refining method of Raw Argentum to Refined Argentum is considered a secret art, and is known to few players. You must be deliberately taught how to forge it IRP to be able to forge it. Observation or reading does not count as teaching. -Refined Argentum may be reforged and smithed with the standard material loss found in the material compendium. -Refined Argentum may be smithed as a standard metal with no unique effects. -One living (Player) non-CA descendant sacrifice must be utilized per ore. Klones, Kharajyr and other relevant CAs remain incapable of being used as sacrifices. This said, the Olog CA and the Mori'Quessir CA are permissible to be used as sacrifices. -If a sacrificed player emotes dies, the rest of the ritual may be roleplayed without them. If a player wishes to FTB the gruesome sequence or not be in attendance otherwise, they are free to leave and the roleplay is permitted to continue. -Willingly offering one's self to be sacrificed for the ritual requires a suicide-PK. A forger must deliberately explain this is optional if the player is volunteering explicitly to be PKd. Don't bait noobs into pking. -The offering of blood and of the heart must be from the same player. -There can be no alternation or switching of smiths mid-ritual. -A smith can only be physically interrupted during their ritual. If at any part they fail to complete the ritual steps in immediate succession to one another, the ritual fails and the ore is returned to it's base state. -The name of the player involved as offering should be included in the /sreq to sign the item for purpose of clarity. -One is not required to know the Mori'Quessir language to speak the language so long as they know the words. The meaning of them is not required to be understood. -Reforging utilizing ingots or refined items does not require this ritual and may be smithed as normal steel would.
  21. The Divide The Great Expanse of central Aevos, The Divide marks the rolling hills and plains that make up a bulk of the continent's interior. Forgivingly easy to traverse and remarkably tranquil, The Divide seems to be the coveted land of kings from around the world. Multiple expeditions from nations old and young have failed each time in their journey to reach the land which would build empires. Peculiar that the skies above The Divide seemed to be an ocean more complex than the waters surrounding Aevos. The Stars That Divide The Divide is a land remarkable for its beauty and terrain. The greenest land upon Aevos, The Divide bore an aspect unseen in any other territory- and yet it’s most beautiful sight. The skies of The Divide were unlike anywhere else upon Eos. Beautiful arrays of vibrantly clear cosmic storms and nebulas, tumultuous clouds which reflected the vibrant colours of the sky both day and night. Everpresent, although easiest seen in the night, was a star that had shined brighter than even the moon. A brilliant blue light immeasurably far in the distance, it gave off a soft glow that made even the darkest nights visible with a soft sapphire hue. Curiously, the land’s rocks and stones would be of an odd and nonsensical makeup- different types of stone scattered in a strange patchwork throughout The Divide as the earth seemed completely jumbled and disjointed. Volcanic stones beneath simple meadows, deep-sea sediment under hills and beside fertile surface earth. There was no clear age to the land nor it's makeup, as young and unbroken stones often would lay beneath broken and ancient rocks which clearly had not been moved in centuries. Gemstones mined from The Divide seemed to be far more brilliant in colour, and remarkably pure with little contamination. Alongside this curious makeup of the earth, the ground would often violently shake for periods lasting from seconds to minutes. Earthquakes rattled the land frequently as the earth below trembled. Curiously, with each earthquake, the skies would seem to shake too. Habiting the land were typical creatures found in plains, forests, and hills - Coltsfoot, Tippen's Root, King's Ivy, Nightglow, Amberriddle, Blissfoil, Alabaster Leaf and more were found dotted along the landscape of maple, oak, aspen, and birch trees. Shardspine Raptors made their dens within the caves that dotted the land whilst Trolls fought for the very same homes beneath the rock and earth. Praerie Dulks and Direwolves strode as kings of the land, roaming throughout the plains between the various patches of forest that were scattered across The Divide. The area had a sense of uninterrupted, careful peace which almost gave off a sense of uneasiness. Despite the odd geology and harsh tectonic activity, the land offered a serenity found nowhere else on Aevos. OOC Information The Divide is a portion of the map meant to be a bit of a break from the deep mystery and tragedy that may surround other areas of Aevos. Don't be deceived however- The Stars That Divide hold mysteries of their own soon to be discovered. This post will be updated as eventlines throughout the map progress. The Geology of The Divide being a complete jumble is at free will for players to notice and roleplay, as well as the blue star that always watches over.
  22. Description Plentifully filling the seas of north and east Aevos, Sweetrock was a plentiful mineral found throughout The Bitter Sea characterized by it's unique composition. The stones themselves were often ranging between the size of peppercorns and boulders, although the larger the mineral the rarer they were dredged from the sea. Easily collected from beaches, tidepools, and shallow waters, Sweetrock was a gritty black or gray stone with a hard exterior shell highly resistant to weathering, and retaining an extremely salty taste. When brushed along objects the rock would leave behind a wet, grimey streak from the congealed seawater and seasalt around it's edges, and bore a mild artificial fruit scent. Named for it, Sweetrock when cracked open revealed a dense crystalline sugar often tough and hard to crack. The sugars within tasted of a pure sugar-syrup, and had a muddy green colour. The chalky and tough crust of the rock itself was harshly salty, even when cleaned of the grime which would annoyingly linger days after extraction from the sea unless cleaned. Sweetrock seemed bountiful in the ocean, drawing no natural predators or feeders who may subsist upon such a concentrated form of energy. Although animals would find it pleasant to taste, none seemed to actively know how to break the rock upon their own; leading to their prolific presence within the seas. Notably, the sugary mineral closest to the core of the rock would seem mildly salty, and would bear a unique flavour akin to caramel. Red Lines -Sweetrock acts as a mundane sweetener, and is able to balance out acidity well in foods. -Sweetrock is not poison or toxin by any means. -Sweetrock is ST Signed and gathered from the botany plugin. Items made from or with Sweetrock are NOT ST Signed. Harvesting Sweetrock would be found in The Bitter Sea, which covers the north to eastern parts of Aevos. It would be in chunks both small as pebbles and large as boulders, although larger deposits were found further out at sea. Sweetrock was easily gatherable by it's nature of being independent loose rocks, and could just be grabbed and broken open to get to the mineral sugar within. Gathered in beaches, tidepools, or shallow seawaters, Sweetrock was plentiful and undifficult to harvest or find in nature. Signs/Symbols Fire | Life (x2) Fire | Rigidity (x2) Fire | Connection (x1)
  23. The Mountain Looking downward upon the most of Aevos, The Mountain and it's eminence look down upon the continent with majesty, and might. The Mountain and it's majesty pierced the sky's heart, the blood of clouds swirling in a neverending vortex upon it's invisible peak. The Mountaintop held mystery, as much as it did control of the meek continent. The Leviathan, The Giant, The Emergence of Fate The tallest point upon all of Aevos, The Mountain is a peak in the far north of the frozen wastes of Ailmere. It brushes one edge along the icy Bitter Sea, and another 'pon the valley of Ailmere. The mountain was snowed-in year round, with even ice growing over the harsh and jagged rocks surrounding the massive rock. The Mountain was ever shrouded in a storm of some kind, with tumultuous stormclouds swirling about the mountain top in an ever-raging storm. In the spring and summer, a deep red which brightly lit the night sky as if it were day bled from the mountaintop as the clouds shifted with seasons. In the colder months during autumn and winter, a blackened vortex swirled around the giant, full of anger and wroth. The Mountain seemed as if it were the centre of the continent, all fates tied to the great rock. Lost travellers inadvertantly, no matter their place, ended up making their way toward The Mountain. Adventurers stricken with wanderlust who had taken to the sea would be pulled to it. From the Great Storm and to it's footsteps, adventurers would be dragged as if the very threads of fate were manipulated to bring them to it's place. Those caught within it's ineffable pull were doomed with cryptic visions and prophecies, ones which were always twisted in some manner to fit the pulled's own narrative. As if a method to cope, or make reason, of the inevitability of destiny. The Mountain stands imposing upon Aevos, it's peak unreachable and obscured by heavy stormclouds which struck at those who dared to challenge it. It commanded gazes across the continent, visible for miles offshore as well as the storms and light that emanated from it's peak. Many have tried, and none have returned, of those who have attempted to conquer The Mountain. Those sorry souls caught within it's pull slave to fate, and surrendered to destiny. When fate dawns in the twilight of armageddon, The Mountain and it's true purpose may unveil, it's grip upon Aevos thereon unforeseen. OOC Information The Mountain is a supplemental piece to Ailmere and multiple other lorepieces throughout the map. It's influence and purpose will be tied in through multiple interactions throughout Aevos. Players or ET may utilize The Mountain's calling in a similar method to The Great Storm, in which people feel controlled, paranoid of, curious about, or what have you in regards to The Mountain. This lorepiece will expand and develop as eventlines play throughout the map's lifespan. There may be prophecies that occur throughout the map and interactions with Palmreading in regards to The Mountain as well as other maplore pieces.
  24. The Dreamer's Marsh Sleeping within the day and roaring to life in the dusk of night, The Dreamer's Marsh sits quietly in the Southwest of Aevos. A land which bore a strange curse, one that did not kill nor wound. A long, dreamless slumber from which none would ever wake. Unvisited, uncolonized, The Dreamer's Marsh would be marked as an avoided coast by sailors from around Eos. The Marsh Between dawn and dusk, the marsh is somewhat common in nature. Thick bushy shrubs that sup from the saline waters that the gentle tides bring in from the sea. Tall and spindly mangroves dot the marsh, giving the water a brackish and dirty hue that acts as a curtain for the riverbeds below. The muddy brown waters themselves were host to lily pads, dull green algae which foamed and stagnated, lichen and moss. With the tides comes the natural offerings of the sea, from driftwood to broken shiphulls which dot the sunken coastline. Dumped cargo, remnants of ships lost and destroyed, and ancient debris from civilizations long forgotten wash ashore to the edges of the silent swamp. Bodies from the sea which come along it's quaint shore show up somewhat frequently, with remnants of sea-battles and lost expeditions scattered among the shoreline. Mud and tangled roots tangle the ground of the marsh's uneven terrain, with pockets of quicksand making the land somewhat treacherous. Twisted and gnarled branches loomed overhead in the sparse canopy, which cast strange shadows below that seemed to dance and move as if displaying movements from another plane entirely. One invisible, and unseen. The air was scented with salt of the sea and rot of the corpses which washed ashore, mildew and mold growing on whatever surface damp and warm enough. However, hint of something just else just beyond scent could be sensed aswell. Something familiar- as if it were something you had smelled before. A memory of childhood? Perhaps of a time of great strife and struggle? It was unclear, either way- and unique to each visitor. The Marsh was rich with herbs aswell, for the alchemists and florists daring (or foolish) enough to enter would find them rich and in good quantity. The thick moss which covered most surfaces of the swamp, Hiding Moss, seemed to have good use in alchemy. Alongside this, Mandragora, Swamp Blossom, Bitter Reed, Jailor's Moss, Nightsap, Aquate Root, Aqua Nymph, and Dwarf's Pumpkin. With all this, the land seemed somewhat quiet with life in the day. Mundane reptiles and amphibians of every variety are found here, even Deepsnakes and Parhor which make journey to feed upon the flies and rodents which quickly take advantage of the swamp's life while they can. However, as the sun begins to set and the day turns darker, every form of life that can move would. No animals would willingly go to the swamp, and those forced to, would be extremely uncomfortable and anxious. As the wildlife fled the swamp at twilight, The Nightsong would begin to play; and the swamp would begin to teem with a different kind of life. The Nightsong Between dusk and dawn, The Dreamer's Marsh is a much more treacherous place. A deep, gargantuan cloud of black fog rolls in from the sea which obscures most sight, staying thick within the air until dawn would return. Despite the cloud of darkness which obscured most vision nearby a visitor, the stars seemed impeccably clear. Constellations formed of whatever the mind had envisioned, different to each forsaken visitor who had stayed too long. At the witching hour does the marsh truly awaken, teeming with vibrant and beautiful life that was a spectacular sight to see. As if visiting a different realm entirely, spirits and souls of those within The Dreamer's Marsh would begin to dance and sing. Phantoms wove through the fog, some indistinguishable by shape and others closer to their living form. Spirits of animals, insects, plants, and even descendants both living and dead would dance throughout the marsh in rhythmic motion as if one entered the Ebrieates itself. The spirits seemed unresponsive to any form of interaction, passing by visitors as if they simply were not there to begin with. The Spirits seemed to all tell stories of their own. Repeat-visitors to The Marsh would find that some spirits seemed to perform the same actions night after night, while others never stayed consistent. Some appeared rarely, some showing themselves again and again each night. Aurum within The Dreamer's Marsh seemed to be entirely ineffective against the spirits which danced and sung, perhaps noting something to their mysterious and beautiful nature. The swamp itself would look much different aswell, almost otherworldly. The formerly muddy and brackish water would turn a vibrant, bright neon blue-green which danced with spirits big and small that danced above and below the surface. The trees outlined in a dim seafoam green light which coated them from trunk to tip. Flowers and fruits closed and quiet during the day brightly opened and showed, seeming far more healthy and potent than their normal counterpart. The Hiding Moss within the region would shrivel and sink at the first sign of twilight, shrinking into a highly dense form more resembling a flower or patch of dirt- waiting for the sun's return to expand oncemore. Other flora of The Dreamer's Marsh would glow alight, ethereal torches that lit up the land throughout the dark fog. The Dreamless Sleep Also known as "The Curse of The Marsh", The Dreamless Sleep is why the marsh is so avoided by animals and men alike. When slumbering within The Dreamer's Marsh, animals and descendants alike would rarely enter a comatose state- asleep, unwaking, and unable to arouse. Most would die by starvation or being consumed by the rare predator which made their visit, but none would ever awake. Even taken out of the swamp, the dreamless sleeper would never be able to rouse by any means. Curiously, the unknowing soul of the sleeper would visibly rise from their comatose form when The Nightsong began to play. Venturing outward, the person's spirit would be unable to contact or commune with by any means known. Simply viewed as some demonic hex upon the land, bodies would decompose and return to the earth despite their spirit's presence which would return again and again- after sleep, death, and even decomposition. The spirit forever trapped within The Nightsong's melody, witnessing and dreaming something unknown entirely beyond their slumber. OOC Information The Dreamer's Marsh is a narrative opportunity for players to both end their stories and begin new ones. With eventlines planned down the line for this region, more information will be added to this post as things are discovered and pieces connected by players. In the meantime, one can optionally enter The Dreamless Sleep and may be contacted at a later date, but understand such as an effective PK until the event's date. This includes immortality CAs such as Klones, Azdrazi, and so on that may not be awoken even upon death and reformation. ET-run events not part of the main eventline will be available day-one of the map release for them to run at their own discretion and not by request. Characters may know of The Dreamer's Marsh and it's effects, but are unaware of it's greater purpose or what happens when one falls into The Dreamless Sleep. This post, it's effects, and more will develop as relevant event plotlines play out.
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