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squakhawk

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Everything posted by squakhawk

  1. added moss and quartz crystals the other day plz check out da ct for em
  2. halfway done with vaults
    neat useless stats:


    -people with a username starting with C are most likely to have something taken from their vaults


    -people with a

    username starting with a number are the least likely to have something taken from their vaults


    -there were 1225 vaults submitted (which are being reviewed in completely random nonparticular order)


    -the most ubiquitous ST material being taken through is Lightstones, which are 30 units ahead of any other individual material


    -the least ubiquitous ST material being taken through is Argentum, with only 1 unit so far (even fewer than carb!)


    -The most commonly confiscated items are (in no particular order)
    -Alchemy Shears
    -Quietus Crystals
    -Lockpicks/Boltcutters
    -Aidencoin
    -Pre-nerf Tanglefoot potions

     -The most common potion being brought over is Arctic Mists which make up 2/3rds of brought-over potions, with close seconds being Fortitude Oil, Blasting Potions, and Hound's Howl

    -The most common magic items being brought over are voidal enchantments (Most specifically, a close tie of Air/Water evocation). Mysticism, Bloodmagic, and Paladinism are the leading three behind these two.

     

    -The most common prosthetic is Animii prosthetics by a large margin

    -Only 4 errors have been made (and corrected) of 615 vaults reviewed with an error percent of .65

     

    -There has only been 2 illegal nexus/athera items discovered, compared to last map's ~30/40

     

    -An estimated ~2-5% of people who have vaulted items have still not logged in to the new map

     

    -The race with the most cultural/national artefacts stored is Humanity, which scores for more than any other race combined

     

    -Only two RemeronPrime(tm) ST-IOU have been found, only one of which is being redeemed

    -A shocking amount of people stored just monk bread and potatoes

     

    -I have seen only 3 or 4 Conjuration Jing in vaults

    -I have seen only 2 or 3 items with the Notable Relic tag on them

     

    -Of the 143 accepted MArts, excluding MArt characters or MArt non-items, only 20 MArts have shown up so far. Of these, The Onyx Oculi (133) is the most present with only 6 of 13 Oculi present. 

     

    -The oldest MArt present is MArt 4, which has been around since early Atlas!

     

    -The strangest item I have seen is "Fox testicles". Please don't make these items.

     

    -I have seen only one player-signed item which has broken lore (Stating the item is made of Carbarum).

     

    -The average review time for a vault is ~50 seconds. Voidal enchants or errors in items (alch shears, thieves items, etc.) extend this timer to about 90 seconds.

     

    -Only 1 Admin has had their vault reviewed, and less than 10 of any given Staff Team's members.

     

    -The most commonly brought over items are;

    -Alcohol

    -Mass-market shop items (mostly swords, crossbows, and jewelry)

    -Sentimental items such as notes, wedding rings, pictures, etc.

    -Messages/items signed by friends of other players (friend cookies, friend potatoes, nicely written OOC notes/letters, etc.)

     

    -I have seen no Sorvian/Anthroparion signed-items at all during Vaults

     

    -I have only found one item that mentions the vault is under vault review (it was very nice thank you :) )

     

    -Of all vault messages sent, 99.6% of them are "Happy Roleplaying!". The notable exceptions are when I fuck up the copy paste and send someone a meme I meant to send to someone else. This is a meme I sent to someone by accident. sorry...

    IMG_7413.jpg 

     

    I'll post these stats and more once I'm done with vaults. have a great day!

    1. Show previous comments  9 more
    2. Gamma

      Gamma

      ...ඞ

    3. megavoltar

      megavoltar

      Oh, hey, I remember my exception to the vault messages, it was a comment about the several decapitated heads of Leowarrior I had

    4. subatomic

      subatomic

      @IslamadonDidnt u dump ur life savings into aidencoin 

  3. hey bro just wanted to let you know i hope things are going well and even if we've spent equal time both laughing together and butting heads, I hope the prior outweighed the latter in your memory and mine. I feel in retrospect you've said a lot of things which at first seemed somewhat outlandish, hell some even still are - but I've learned a lot from the outcomes you brought me or lessons you were trying to convey. After graduating from the Lhindir Test Tube as subject #003 I felt pretty isolated both lore-wise and on the ST and was intimidated by a lot of the guys who I consider made me to what I am. Dunstan, phil, eric, arzota, and yourself- a lot of you guys I take most of my most formative inspiration from, from when I was first an ST and a budding player just starting my journey here. It's easy to sit here now and think that this will be the last time, and equally as much that it won't be. It's easier to think about every time I've made a mistake, or misjudged someone. I hope you take things easy and well, and have fun. I hope you find some good creative endeavors elsewhere; minecraft rp is a highly specific itch so few things can seem to scratch. Take it easy.
  4. try joining on 1.18.2, and make sure that your application is accepted too! If you're having further difficulty, try asking a community team member (they have the pink coloured tags) in the main LOTC discord. Hope that helps!
  5. This lore has been denied. Lore fell off the truck
  6. 3 questions from your fairy godmother 1) if you had a magic wand to change anything/anyone on lotc what would u change, big or small 2) what is a goal of yours in real life, what drives you; do you want to travel and see places? become a warlord using minecraft firsthand experience? what is it that gives you purpose 3) favorite animal (+cats or dogs and why) 4) i lied im asking 4 what was your favorite time on the server? your sort of "golden age", when did you feel you were most in control for rp and your own story? the servers story? what do you miss most from then?
  7. Uradir “Ceru’onn Thilln” The Uradirs are a venerable and storied bloodline, raised to the upper echelons of Mali’thill society through the influence and great success of Kalenz Uradir, who reigned as Sohaer for nearly two centuries, and further established through the efforts of Silir Uradir as Okarir’san. They are a bloodline known for their ambition, drive, and sheer capability. Known as skilled politicians and administrators, Uradir have held multiple positions in the echelons of Haelun'orian government and are respected for their tenacity and dedication. Controversially known to being more loyal to the family and their allies over the state, multiple times have relations between government and family been strained with Uradir family members. The Laurir of the Uradir Talonnii is Anethra Uradir, who has served previously in multiple governments of Haelun’or, and despite her eccentric and reclusive nature, can be credited largely for the resurgence of the family’s reputation and wealth. She is known to be a guiding force and steady hand steering the Uradir towards their ever more exalted future, despite her controversies and troubled nature. In the modern day, Uradir have mostly been left to seclusion and reclusiveness after the disgrace of the family by Silvyr Uradir. Most of them spread or distant, the family holds only a fraction of the power or influence it once had, almost entirely manifest within Kolvar Uradir, who remains within Haelun'orian government even to this day, persisting through decades of governmental shift. =Physical Traits= =Family Tree= =Beliefs= =Etymology= For any questions regarding the Uradir family, contact squak on Discord.
  8. While I agree with your first bit, old void magic was a lot of people pushing the boundaries of what was considered acceptable strength and people just copying and following the same moves in a pretty unoriginal manner. The 1st and 2nd void project expanded significantly on the void, adding not only more to each of the magics, but aswell a plethora of worldlore with heaths and flora, but aswell a full reimagining of tears, obelisks, relays, hollows, spellforging (which is criminally underutilized because people are so scared of an mart timer that’s not going to change they wait months instead of sucking up and doing it) and an entire class of feats which have been wildly successful in promoting character diversification and promotion of prowess. Arcane Scion is one of the “stronger” (if you’re looking at this like a game, which i don’t) feats on the server and voidstalker is pretty powerful too. Artificery is flavor galore and eminence needs work but I had to cut its main spell blueprint system to pass the votes. Since then there’s been a bit added to the void and a few attempts at rewrites (like with void project 3) but none can take off because the writers have been pretty stubborn. Enchantments were in recent memory objectively better than mages in every sense of the manner, and it was rediculous many voidal mages were just okay with being relegated to “4 months to be worse than an item”. So we nerfed enchantments for non mages and while that upset some people, i’m not going to be deterred because I know it was the right choice to make. I think the problem with void magic, if any, is just that it’s the most accessible. Not only this, but it’s got the widest shotgun spread of ideas of where people want to go with it. Personally, I see that as it’s absolute strength. We have tools to empower people to make their brand of voidal magic popular, and others to disagree and make their own too. Unfortunately some just see that they have to push to make others recognize their style and give up and take the bare minimum path. But from what i’ve seen and understand, there’s really only a fringe group of people infected with contagious doomerism obsessed with saying voidal magic has nothing in comparison to say, a dark magic. I think it’s extremely unfair to say every magic should be comparable in strength because of not only flavor and theme, but the actual mechanics of the magic in it of itself. Voidmages more or less are acceptable anywhere and don’t provide any symptoms. Outside of pixel-greedy nations who take a more liberal view on bloodmagic, darkmages are in accepted and often give all their slots (permanently for some magics) for a magic which often isn’t very comprehensive in its capabilities, and is highly reliant on other people to do things. Voidal magic is a character building magic. It relies on people to have goals and motivations and to not be told what to do, which is sometimes its fault as that’s what people want. Voidal feats and some of the voidal constructs like tears and obelisks are meant to stand against that, but most people view those as just standard ground level to-do list things rather than achievements. The only thing I personally would fix with voidmagic is an overhaul of evos to allow for a more heavy focus (if one desired) into a specific evo. Like if I dedicated two slots to water evo, i’d get a ton of cool new spells. Personally that’s all i’d really ever support outside of more group activities with constructs or voidal feats, and maybe if I ever retune eminence with my main system for it.
  9. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  10. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  11. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  12. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  13. Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.
  14. 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
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. A Comprehensive Guide to Botany Gathering - Rules - Herb List - Submissions Botany is an incredibly diverse field of expertise, spanning a wide variety of applications from alchemy to druidic medicine. Though most of it is free to players to use without need for an app, some certain aspects of it do still require mechanical interaction — namely major medical and alchemic herbs. These are limited for the sake of reasonability and balance, and also encourage the players to explore the world in order to find them for whatever purpose. This comprehensive guide will run you through all the necessary basics of the botany system. How to Find Herbs Herbs are found all throughout the map, in a wide range of biomes and environments, some of which are incredibly rare and niche as a result. While many herbs may be gathered through self-roleplay done on behalf of the player, other, more potent herbs will require mechanical interaction via the Node Plugin in order to collect them. Alchemist’s Shears Alchemist’s Shears are a mechanical tool which a player may use to harvest noded and uncommon herbs. They may be made at a regular crafting table, using a gold block and an iron block organized in the vanilla shear’s recipe, as shown below: Locating Herb Nodes Noded herbs will typically be placed in “custom-built” locations all around the map, whether that be a rotting log, a ruined sandstone wall, or a bush of red berries. These structures are the tell-tale sign of there being a node upon the structure or nearby. The nodes will always be placed in the locations outlined in their respective lore, so you only need to bother wandering around the respective biomes of the herb you are looking for. Many of them tend to be placed on or nearby the roads, though rarer ones may require more deliberate searching. TIP: Sometimes, the item entity will not be perfectly aligned with the node block or show up at all. In these situations, it is recommended you simply harvest from “the node block” directly by clicking it with the shears. These blocks tend to be of a certain type consistently for each herb. Using Herbs in Roleplay Herbs may be applied in roleplay in alignment with their explicit lore. For example, you could use blissfoil petals to numb a wound, though you would not use it as an antidote for poison. Each herb will have specific lore attributed to it, which can be found in the Floral Lore subforum and this page. The lore will give in-depth explanations of how the herbs may be applied in roleplay, as well as what limitations they might have. If you have questions regarding the mechanics of an herb, or the way in which it may be used, that is not specified by the lore, it is recommended that you confer with a Lore Member first before using it in that way. [!!!] Important: - To use an herb in roleplay, you must have a mechanical representation of the item present in your inventory. For open herbs, this may be simply a player-signed or described item, though noded herbs will always require an ST signature in order to be considered valid. - Player-made herbs should always adequately describe their effects and follow along with their respective lore. Powergaming the effects of the herb is prohibited. - Open herbs cannot be used to obtain ST signatures for Alchemical recipes, with the exception of Liquid Mana. This refers to primarily Potions and Tawkin Klones. - One may not "make up" or "imply" a use with a herb item, such as implying one could knock someone involuntarily unconscious with blissfoil. Herbs and herb items must clearly follow the lore they are from. - Items must still follow by rules of Techlock-Medical and Poisons. - Salves and equivalent items are player signed, and do not require an ST signature. - Medpacks and equivalent items are player signed, but require all herbs used to be denoted on the item with a count, an example being "two blissfoil and one tippen's root". - Items made with ST-Signed herbs should require an appropriate amount of herbs per item. Players will have the responsibility of disposing of used herbs. - Herbs are the only reagents giving signs/symbols which may be utilized in ST-Signed Alchemy. Comprehensive List This list stands as a comprehensive compendium of the currently accepted roleplay herbs and flora. Herbs that are listed as noded must be sought out mechanically at designated vortex nodes scattered across the map. These will be story-signed and approved, and they must be in one’s inventory mechanically to be applied in roleplay. Herbs that are not noded may be roleplayed casually so long as they have a valid, player-signed item with a proper roleplay description. This list is subject to change and updates will be posted accordingly. Noded Herbs These herbs must be acquired from specific node locations. Any application or item produced using them will require ST signing and/or approval to be valid. AMBERIDDLE [Large Fern] A herbaceous plant with long green leaves and serrated edges which grows between the boughs of trees. If allowed to stand in an airtight container after harvesting, its sap will take on powerful adhesive properties. Used raw or mixed into a syrup, it may then be applied as a ‘superglue’ whereupon it is particularly effective at sticking to itself. This is primarily used by healers to seal wounds or other craft related projects. Earth | Rigidity (x3) Earth | Slowness (x2) Earth | Connection (x2) AQUA NYMPH [Sea Pickle] An aquatic plant with large leaves which grows in circular figures bending downwards. Its green-brown, slimy appearance, as well as the shape of the plant, leads many to mistake it as toads sitting at the ground of a pond. The plant grows a cluster of small, pod-like bulbs which are the same color as the foliage. These bulbs eventually flower into small and bland, white blossoms. It may be harvested and applied as a potent means of scarring and burn treatment. Water | Grace (x2) Water | Endurance (x2) Water | Freezing (x2) Water | Order (x1) ATHIN [Cyan Dye] A light blue, ordinary looking moss. Cold to the touch, the moss itself is completely flame retardant up to the melting point of most metals, wherein such extreme environments the Athin would simply combust. When ground into powder, its flame-retardant effects may be boiled onto clothing or mixed with lard to apply as a wax, insulating materials against the heat and making them nearly immune to ignition. Water | Coldness (x3) Water | Purity (x2) Water | Weakness (x1) BARRIER BUSH [Dead Brain Coral] An excessively dry and delicate bush exclusive to frozen environments. Its barbed ends and fragile form would make it extraordinarily difficult for bare-handed harvesting, often resulting in the reagent wilting. Possessing a hydrophobic property, Barrier Bush can be combined with a waxy resin or ground to a powder to aid treated items in fending off moisture. Water | Weakness (x3) Water | Separation (x2) Water | Freezing (x2) BEARDWEED [Green Dye] A dark green moss which grows under heavily shaded areas, supporting itself on the branches and trunks of trees. The moss produces an oily residue on its surface. It hangs down in an untamed and ragged fashion. Parts of the moss that are exposed to too much sunlight will darken and shriven up over time. The moss may be applied to promote hair growth, provided that such growth is possible in the area applied. Earth | Growth (x3) Earth | Life (x1) Earth | Swiftness (x2) BITTER REED [Sugar Cane] A thick green reed which grows straight and possesses small, lime hued leaves. High in nutrients and vitamins, this reed may be dried, then chopped and boiled in water to produce a bitter-tasting tea. When drunk, this infusion would alleviate symptoms of mundane sickness such as coughs and colds, and is an effective anti-nausea treatment. Earth | Reduction (x2) Earth | Purity (x2) Earth | Impediment (x1) BLIGHT CLUSTER [Amethyst Shard] A poisonous amethyst-hued crystal which spawns in moist, subterranean caverns. Possessing an ammonia-like scent, Blight Cluster can be ground into a fine powder and used as a means of pest control due to its debilitating effects on creatures up to the size of a dog. When ingested by larger creatures, the victim would suffer from an acute stomach ache and blindness for one narrative hour. Aether | Vigour (x3) Aether | Blindness (x2) Aether | Poison (x2) Aether | Death (x2) BLISSFOIL [Blue Orchid] An array of tiny blue flowers upon a thin stalk. The petals are covered in a thin pollen that would numb the senses for up to a narrative hour by means of touch, or when ground into a paste. Inhaling the pollen would result in one’s senses being entirely halved for up to ten narrative minutes, making movement sluggish and difficult. Water | Peace (x3) Water | Coldness (x2) Water | Silence (x1) Water | Balance (x1) BLOOD LOTUS [Rose Bush] Thick and weeping stems, like branches of a willow tree, which support small round olive-coloured leaves. The flowers and stems are incredibly nutritious and may be used as a filler to bulk up meals, oftentimes utilized in the form of soups and stews to help one recover their strength. It also has a strong metallic taste and aroma, and excess consumption may lead to bright-red skin discoloration and potentially the calcification of kidneys. Fire | Strength (x3) Fire | Vigour (x2) Fire | Rigidity (x2) DIDDYFUNKLE [Peony] A flowering herbaceous plant which resembles the passion flower, for its open star-shaped heads. The petals open wide and are typically a very pale green, or white, with an interior fringe of rich purple hair-like tendrils. From under these flowers grow small globe-like pods, which are an attractive orange color. The waxy leaves are ovoid with a pointed tip and green in color. Diddyfunkle rarely reaches over two feet in height. It may be refined to produce a potent hallucinogenic. Earth | Dark (x3) Earth | Poison (x2) Earth | Fear (x2) Earth | Lethargy (x1) DRAKE'S TAIL [Fire Coral] An assortment of dusky red vines akin to veins, adorned with small thorns that allow it to cling to stone. On its own it bears no remarkable natural effects, though the numerous symbols it provides make it a highly coveted ingredient for alchemists. Fire | Heat (x3) Fire | Burning (x3) Fire | Rage (x3) Fire | Balance (x2) ELF'S HAIR VINE [White Tulip] A collection of ivory, hair-like vines that sprout small white flowers from its stems, each bearing numerous petals. These petals are incredibly fragile, capable of being blown off by so much as the gentle breeze, hence requiring that one utilize them quickly and as a whole. Should the petals be bruised or damaged whatsoever, the vine will lose its primary alchemic ‘grace’ quality. Air | Grace (x3) Air | Peace (x1) Air | Balance (x2) Air | Clarity (x2) FAERIE TRUFFLES [Nautilus Shell] A gnarled lump of fungi, dark in color and with numerous white ‘veins’ growing through it. When exposed to light, it adopts a maroonish hue to its dark exterior. When eaten raw, or used in cooking as part of a varied diet, faerie truffles provide beef-flavored nutrients for healthy eyes, fingernails, hair and skin. A poultice can be applied topically to help with the external appearance of skin, and can be used to give a more youthful appearance. Aether | Clarity (x3) Aether | Endurance (x2) Aether | Life (x2) FROST VINE [Glow Lichen] A thin blue vine that remains cold to the touch, mildly lowering the surrounding temperature of the air when in abundance. This vine is capable of numbing parts of the body such as the face and fingers, or even entire limbs after up to five narrative minutes of prolonged physical contact. When ground into a salve, the yielded paste would be capable of soothing physical aches or pains within the flesh, though over excessive application may lead to loss of sensation. Water | Freezing (x4) Water | Weakness (x2) Water | Order (x2) GISLOCINOVI [Oxeye Daisy] A tall thick green stalk with green leaves, bearing a white lotus-like flower. It may be farmed in deeply-worked osil in warm climates. The juice from a measure of the boiled stalk can be used to clean wounds with effects similar to alcohol, except without causing stinging. Water | Reduction (x3) Water | Purity (x2) Water | Silence (x2) Water | Separation (x2) HELVIIRYN MUSHROOM [Phantom Membrane] A durable mushroom capable of being tailored into clothing. Lightweight and waterproof, this mushroom would retain little to no water content when briefly splashed or soaked. Although resistant to tearing, it remains vulnerable to well placed cuts and piercing. In the complete absence of light, this mushroom appears to adopt the hues of its surroundings, albeit would brighten up once exposed to any form of light. When coated in oils or other treatments, the mushroom would crumple and shrink irreversibly. Aether | Endurance (x3) Aether | Curtailment (x2) Aether | Blindness (x2) Aether | Lethargy (x1) HIDING MOSS [Seagrass] A deep verdant moss that expands rapidly when exposed to light. When obscured by darkness, the moss would significantly reduce in volume, being able to fit in one's palm. Hiding Moss is known for its extremely absorbent nature and its ability to release a humid mist when expanded. When used to dress wounds, the wound itself would be packed over the course of twelve narrative hours. Earth | Reduction (x3) Earth | Fear (x2) Earth | Dark (x2) JAILORS MOSS [Horn Coral] A light yellow moss covered in hundreds of tiny moist hooks, easily mistaken for Stickyweed. Its leaves will cling to almost all surfaces save for glass and metal, capable of holding up to four kilograms securely, and requiring a great amount of force to remove. It is recommended one employ the use of metal tools in order to handle this moss, though even if it were to get stuck to one’s skin, they would not suffer any real damage beyond a few scrapes or grazes. Air | Chaos (x2) Air | Instability (x3) Air | Agility (x3) Air | Slowness (x2) JAVENS [Acacia Sapling] A herbaceous plant with long stems and slim leaves. The upper third of the stem grows a cluster of small green burrs, which turn brown when harvested. The spurs may be chewed whole, or bruised and steeped into a tea where it assists in bringing on natural sleep. This is often used as a remedy for insomnia or other sleep related afflictions. Excessive use leads to prolonged sleep, with grogginess upon awakening. Water | Slowness (x1) Water | Lethargy (x2) Water | Peace (x2) KING’S IVY [Dandelion] An ivy with a dark green stalk and light green, large arrow-shaped leaves which grow soft, golden flowers. The size varies, but it will continue to spread over as much surface as possible while it is healthy. The herb itself holds potent effects that would stimulate the consumer alike to caffeine. Fire Air | Strength (x3) Fire Air | Sound (x3) Fire Air | Courage (x1) Fire Air | Agility (x2) MANDRAGORA [Orange Tulip] Thick green leaves which grow out of what appears to be a parsnip-like plant. When harvested successfully and made into either a paste or tea, it can double the regenerative capabilities of the body. However, should it be consumed or applied unnecessarily, it may result in painful ulcers that form within the digestive tract and terrible warts that develop upon the skin respectively. Water | Separation (x1) Water | Impediment (x3) Water | Fear (x2) Water | Lethargy (x1) NIGHTGLOW [Cornflower] A rather mundane looking flower with blue and yellow petals which coil up into the shape of a conch during the day, though these petals unravel and gleam during the nighttime. An oil can be produced from these flowers, glowing a gentle light when there is none, able to be used for things as invisible ink which can only appear at night. Air | Light (x3) Air | Swiftness (x2) Air | Peace (x2) NIGHTSAP [Honeycomb] A green moss that grows in the crevices of tree branches and blooms white blossoms. The budding flowers produce a golden sap which covers the moss itself. When boiled down into a thinner consistency, a measure of nightsap can be mixed into a tea or syrup that endows a sense of calmness and joy for 5 narrative hours, which is then followed by a moderate headache. Two measures will instead place the user into a dreamless slumber. Earth Aether | Blindness (x3) Earth Aether | Lethargy (x3) Earth Aether | Dark (x2) Earth Aether | Instability (x2) PADDFOOT [Warped Roots] A quadri-petalled, sky blue flower with a dark blue stem, its two-inch thick petals being the most despised part of the reagent. Should they be tread upon en masse, it may conceal sound to a certain point. This reagent may be treated into a sound-absorbing oil which may be applied to things such as boots, allowing for quieter movement. Air | Silence (x2) Air | Agility (x2) Air | Curtailment (x2) Air | Grace (x1) PONDERLOT [Lily of the Valley] A herbaceous flower, with a central waxy stem, from which long slim leaves grow outward, bearing five lilac flowers which spring from pale sprigs along the stalk. This flower may be dried and its petals rendered powder which may be smoked or placed upon the tongue to incite a vivid sensory hallucination, causing one to feel a sense of one-ness with the world. Aether | Clarity (x3) Aether | Chaos (x2) Aether | Rage (x2) Aether | Sound (x1) SERPENT’S STALK [Tall Grass] An emerald hued stalk bearing stripes of light green and brown about its length, appearing much like that of sugarcane. The stalk is poisonous to insects, though would bear no effect upon anything larger than the size of a rat. Ingesting the plant would cause body temperature to be lowered, effectively inducing hypothermia after three successful measures. Water | Growth (x3) Water | Coldness (x2) Water | Swiftness (x3) Water | Death (x1) SUN SHARD [Raw Gold] A fragile crystal cultivated upon the banks of magma flows. In its base form, Sun Shard can produce an ambient light and warmth similar to that of a candle. When crushed and turned to dust, this substance may be ingested to provide an addictive yet warming sensation throughout the body. It is noted that consumption would place the user in a manic, irrational state. Fire | Light (x3) Fire | Heat (x2) Fire | Burning (x2) Fire | Courage (x2) SWEET ROCK [Raw Iron] A stone possessing a dark and gritty consistency and a salty shell due to the seas which it calls home. When cracked open, Sweet Rock would reveal a dense crystalline sugar that possessed a sweet and saccharine smell. This muddy-green sugar, to the taste, would be mildly salty and more akin to caramel than fruit. Fire | Life (x2) Fire | Rigidity (x2) Fire | Connection (x1) TIPPEN’S ROOT [Lilac] A dark spotted yellow root with purple flowers which releases a foul odor akin to rotten eggs should it be crushed. When its roots are ground into a paste or salve, it would be capable of coagulating blood within seconds of wherever it was applied, ceasing the flow of flesh wounds upon the surface level. Earth | Impediment (x3) Earth | Curtailment (x1) Earth | Connection (x2) Earth | Order (x1) Submitting New Herbs A number of older plants have been removed due to their lack of flavour and real contribution to Alchemy and Herbology RP, as well as the sheer fact there are already so many herbs as is listed above. I would encourage anyone looking to submit new herbs to follow this format, which shall also be included in the main Alchemy Hub thread when posted.
  20. Aevos - 9.0 This map is a placeholder until our interactive 3D map is available (hopefully soon 🥺)
  21. 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.
  22. 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.
  23. 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.
  24. 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
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