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squakhawk

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Aevos - 9.0 This map is a placeholder until our interactive 3D map is available (hopefully soon 🥺)
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 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 is ST Signed, and sites where Shadegrain is placed (Itemframe OR chest-with-sign, etc) are 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.
  12. 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.
  13. glad to see u again bro. crazy to think we started back on mm/RoC over a decade ago. time flies 😅
  14. 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.
  15. 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. -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. 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. Refining Red Lines -The refining method of Raw Argentum to Refined Argentum is considered a lost art, and known to no players. -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. -The Refining Technique of Argentum is something that can be attempted to discovered in roleplay for your character's aesthetic or purpose, but will not be given. -The Refining Technique of Argentum will be given in various eventlines throughout the map. More details on that will be available when relevant at the time of the events in which the refining techniques are distributed.
  16. 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.
  17. 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)
  18. 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.
  19. 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.
  20. Information Hiding Moss is a deep verdant-green moss that expands rapidly when exposed to light from it's inert form. Within light, Hiding Moss is considered normally sized and mundane in comparison to any mundane moss. However, when obscured by darkness for longer than a minute, the moss would significantly reduce itself in volume, no matter it's original size shrinking to the size of one's palm in a dense but light ball. Hiding Moss is known for it's extremely absorbent nature and it's ability to release an extremely humid mist when contracted. When used to dress wounds, the wound itself would shrink by half over the course of twelve narrative hours. Alternatively, Hiding Moss would act as a very strong water purifier in survival situations, and when contracting would release a significant amount of it's weight in water through mist. Were one to crush or squeeze the moss deliberately, it would release a cup of sterile, tasteless water per square meter of it's original size. Found solely in the western swamps of Aevos, Hiding Moss would continue to exhibit it's odd behaviors even when removed from it's original environment. Signs/Symbols Earth | Reduction (x3) Earth | Fear (x2) Earth | Dark (x2) Redlines -Hiding moss is noded through the botany plugin. Items made using hiding moss are NOT ST Signed. -The contracting or expanding force of hiding moss is slow and gradual, always taking the path of least resistance. It cannot be used to bind, wrap, crush, or flood someone. -Hiding moss cannot be combined with one another and act as individual organisms when in their inert form. -When processed for it's signs and symbols, the herb would lose it's raw effects and harvested capabilities. -Hiding moss's weight is not proportional to it's original size in it's contracted form. When contracted, Hiding Moss sheds almost all of it's weight and is extremely dry and nonabsorbent. -Swallowing Hiding Moss is harmless and would cause at most stomach upset. -Hiding Moss only expands when exposed to sunlight for over a minute and contracted when exposed to darkness for over a minute.
  21. Information The Helviiryn Porous Mushroom was a fungus native to Aevos and Almaris, most notable found in dark and damp areas traditional of spore producing fungus to place itself within. The "Porous Mushroom" was often a misnomer for the very wide varieties of mushrooms which encompass the generic name, encompassing hundreds of species both small and large which grew in various regions and spots of the underground and overworld of Eos. Despite this, two families claim the most common of all Helviiryn mushrooms; the Redcap, and The Oyster mushrooms. The Helviiryn mushroom was a very dry and nonpoisonous fungus which displayed a few unique effects. The mushrooms themselves were very lightweight, and very nondependent on water and moisture; retaining little to no liquid if splashed or soaked. The mushrooms were tough too, not simply to chew, but to rip and slice; highly resistant to tearing or shearing. When the mushrooms were in an absence of light, the fungus would change colour to blend in and match to it's surroundings over the course of a half minute. When light would return to shine upon the mushroom, it would lose the feature and return to it's normally perceived colour. Notably, these effects carried over to when the mushroom was processed. Processing the Helviiryn mushroom was no short feat, and often was time consuming; Mori'quessir often had great portions of their working castes dedicated to processing the Helviiryn mushroom given it's versatility and use. To process a porous mushroom, one would have to pound the spongey mushroom into a sheet as flat as one could manage, then air drying over the course of multiple days, or perhaps even weeks. To make quality leathers, one should shave away impurities or uneven spots upon their drying mushroom for both even drying and uniform shape. Once treated, Helviiryn mushroom would lose it's potency in signs or symbols, but would now functionally serve as a highly shear, cut, and tear resistant leather useful for whatever tasks one may face. The mushroom leather however kept it's prior properties, which were only delicately maintained. Were one to extensively soak or deliberately treat the leather with some kind of concoction, oil, or liquid otherwise, the mushroom leather would shrink and crumple irreversibly. The leather, as could the mushroom, be eaten with mild difficulty given the excessively chewy texture of the mushroom and mushroom leather. The taste was similar to Signs/Symbols Aether | Endurance (x3) Aether | Curtailment (x2) Aether | Blindness (x2) Aether | Lethargy (x1) Redlines -Porous mushroom itself is noded through the botany plugin, however, leathers made from porous mushroom are NOT ST Signed. -Porous mushroom leather acts as normal leather (whilst particularly effective against small slashing weapons), with the additional effect of adapting to colours mildly when in pure darkness. -Porous mushroom leather is edible, as well as the normal mushrooms. They are not poisonous or harmful by any means. -Porous mushroom varieties and their colours are free to roleplay and have fun with for aesthetics. -Porous mushrooms cannot be mechnically grown or requested to be harvested outside of the botany plugin. However, one may grow them in-roleplay as they are easily cultivated.
  22. "It wasnt that big a deal, get over it"
    me 7 years, 10 months, and 5 days later: 😭

  23. The Crothstad Woodlands Nestled between the cold, frozen tundra of Ailmere and the southern valleys of Aevos, The Crothstad Woodlands lay as a quite respite from shore to centre as the trees sprawled from the western shores to the great rivers of the continent. Christened at each dawn and dusk with the howls of wolfpacks aplenty within the region, The Woodlands would be a serene- and dangerous- place that many hardy peoples would call home. The Woodlands The Woodlands themselves were thick and sprawling, with spruce, evergreen, and pine trees dotting the land all throughout. Rocks and boulders from the nearby snowcapped peaks tumbled down and made their way all across the tiered woodland, which rose from cliff to the dip of a valley as quickly as it did beautifully. The rivers bore rocky beds home to salmon and trout which would leave the cold north in the summers to spawn in the rivers and ponds to the land's south- the porous cliffs with each waterfall allowing fish ways upward and unseen, safe from predator and fisher alike. The rocky riverbeds gave life and fertility to the lands surrounding, whilst the majority of The Woodland had a tough and rocky soil unripe for crop and plantation. Despite this, grass and vegetation seemed to grow handily with a multitude of berries, rhubarb, onions, and beets naturally growing and giving both life and sustenance to the nearby region. The air was crisp and invigorating, carrying the scent of the same pines and cold frost which blanketed the region throughout the year. While the snows were light, the area was glossed with ice with each long and heavy winter. Sunlight flowed from above through the needles of pines and firs to the ground below, covered in a heavy duff of needles and pinecones left over from seasons prior. Mushrooms grew upon fallen logs which stayed through the thick and thin of seasons, the land providing abundant life to all pieces of the cycle. Aside from the rushing waters and occasional rumble of wildlife, the land was quiet and remarkably peaceful. Serene and tranquil, the expanse of wilderness stretched far as untamed woodland and wildlife made this piece of Eos their home. Thick layers of moss clung to the trunks of trees and boulders both grand and humble, as daylight shone over the river-valley for so long. Dark shadows cast over the crags and into the caves which provided shelter for much of the riverland wildlife, giving a sense of majesty and grace to the land untouched by man. The woodland was home to many a species of animal from all around Eos. Whilst Athin, Frostvine, Bitter Reed, Blissfoil, and Nightglow grew in bushels and cliffsides, many creatures populated the woodland in healthy numbers. Great elk, Grizzly bears, Vowl, Bokolo, Tundrastriders, Hares, Foxes, Lynx, Snow Leopards, Squirrels, Imps, and Direwolves populated the biome most notably amongst countless other creatures found within the cold forest. Curiously, the land was ripe for creatures to grow and populate rapidly- leading to the phenomenon known as The Endless Hunt. The Legend of Crothstad Legend tells of a Hunter, perhaps as old as The Four Brothers himself, named Crothstad. His true name, race, even sex by some accounts- has been completely lost to time. Whoever this hunter was, he did not matter before he arrived to the forests of Aevos. Among the few who would ever survive upon the continent longer than days, Crothstad just like them would go missing with time; his true fate left unknown. Arriving with a hunting party in the tens, Crothstad had gathered the greatest hunters of his clan far beyond the misty seas, arriving to the continent in search of greatness and glory. By one account of the expedition, legend told tale of a creature which lived within The Woodland of Aevos. A serpentine creature tall and long, which an amalgam of mottled brown fur and scales. Two heads, breathing an acidic flame from it's mouth of a thousand teeth. It flew, but not far, and it's scorpion-tail could crush a man better than injecting it with deadly venom. The Great Chimera it was named, a creature which would seal Crothstad into history forever. Rumour has it that Crothstad had the head of an elk, with antlers long and bone white- aged well as the hunter covered himself in furs and runes whos meanings were lost to time. Armed with a heavy sword Trailblazer and his greatbow Lif, Crothstad set foot upon the shores of Aevos with his expedition in close follow. The land was harsh, and unknown to them, The Endless Hunt had made their lives even more difficult from a phenomenon they did not understand. They ate well, but the creatures of The Woodland were larger than any they'd ever met- fighting fiercer and smarter, and without making a dent in their numbers. They seemed completely unafraid of the adventurers, yet, when they saw the bone-white skull of The Great Hunter, they did cower. Unlike his comrades, Crothstad thrived within the land. Each hunt exhilarating, and while he showed no unnecessary boasting in his kills, he did humble himself with each creature utilized and respected to it's fullest extent. Charms of bones and shrines to gods forgotten made with what he and his compatriots could not utilize. Crothstad each day swore that he was closer and closer to finding The Great Chimera, which had still yet to be seen- it's brown scales and tattered wings hidden somewhere within the thick woodland. It was over the course of a year that his party dwindled to but a couple of men retaining, those closest and most understanding of Crothstad and his ways. Mimicking him did well, yet they always lived within the shadow of his past footsteps. Where he dodged some great beast's strike or avoided the gnashing teeth of a wolfpack, the remaining party were too slow and beaten. They had sons, daughters, husbands, and wives to return to back within their kingdom which was surely awaiting their return. The remaining two beckoned their leader to return- and austerely, did he refuse. Driven with a bloodlust to find this great creature which had evaded him, the remaining party had lost their last of hopes. Packing what they had and trophies of their hunt, the two left their obsessed leader; keeping the legend alive, and tales of The Crothstad Expedition spread. Yet the tale does not quite find it's end there. By account of the remaining two hunters who's names had been forgotten, the shadow of great broken wings was seen from the mouth of the channel they had sought to escape by. The Great Chimera, they had thought- indeed, with it's elongated tale and great mane, a head of bone-white and body of dark scales and fur, perhaps Crothstad would finally meet his match. It is unknown what fate lay of Crothstad or The Great Chimera, as the adventurers returned home to tales of guts and glory with their wonderous trophies of battle. The Legend of Crothstad lived on, spread as a tale by sailors, hunters, young and old alike of a man both driven, obsessed, even crazed. Each tale differed by culture and it's teller, but one thing remained the same; The Great Chimera lived, as did The Great Hunter who sought to bring it to it's end. The Endless Hunt The Endless Hunt is a phenomenon within The Crothstad Woodlands of unknown origin, in which the Fauna of the land behaved and appeared differently than any other of their species. To begin, creatures of The Crothstad Woodland would reproduce rapidly- growing and maturing within just a couple of months to years, rather than up to a decade. The offspring and each creature within The Woodland was mighty and robust, growing healthily without defect or disadvantage in their growth. Each animal grew up to twice as large compared to their regular counterpart, with Elk ranging from the size of a Human to the size of an Olog. These animals bore a unique feature that they were completely unafraid of descendants- never having been exposed to them before in any notable capacity, descendants would simply be another creature in their woodland. Elk approached men both in curiosity and defense of their territory, bears unafraid of the sounds of hooves and descendant voice. More akin to prey, descendants within The Woodland would simply be another creature within it's complex ecosystem- their stone walls and thick doors the only separation from themselves and the beasts which lay beyond. Descendants themselves were spared from this effect, even new species brought unto the land did not quite benefit from the same unique phenomenon. Almost as if unique to the species of the land, The Endless Hunt only affected fauna native to The Crothstad Woodlands, leaving descendant and their invading creatures untouched. Every year within the woodlands, creatures both young and old would emerge from their dens and nests to various spots around the forest in which flora refused to grow; bowing their heads remaining quiet as the moon reached it's apex. An hour after silence and stillness within the forest after the new year had come to pass, all creatures would return to whence they came; peaceful, and without a sound. OOC Information The Crothstad Woodlands will allow players and ET alike to run creature events for DIY creatures, but as well larger hunt events with more challenging enemies to consider how prepared descendants are in most fights. Akin to a monter-hunter type game, creatures within this biome should be significantly more difficult to take down and should often involve multiple phases of hunt- like tracking, identifying, hunting, and butchering rather than just the prior two. Creatures involved in these hunt events still follow DIY guidelines, and should not be used as pets, guardians, or to attack settlements/players who do not wish to be involved in the event. Player creatures, players, npcs, and so on are unaffected by The Endless Hunt. The Legend of Crothstad, The Endless Hunt, and so on are known ICly and are not knowledge-locked by any means. Your character can obviously embellish, lie, or add onto the legend however they may please to add flavor and thematic that your character may interpret from the story. Crothstad and The Great Chimera are off limits to roleplay or utilize in events of until further notice, but will be developed later onward. For ET: Refer to the Maplore Backface document for further details on doing events in this region.
  24. Mapdevs (all from LT/ET) did the lore for the map, we won't be writing more maplore for regions once launch has happened because we don't want to retcon stuff in mid-map and would rather stick with the story and narrative we're designing from the beginning. All of Almaris we have been kind of playing catch-up from having no lore / builds to start and currently we have both which im quite happy with, I don't want to start just adding more arbitrarily rather than working with the really wide array we currently have. Most lore writing for deities is limited to just a few people as well, mostly me/joel/werewolf/zarsies, lore team rarely does writing as a team because its somewhat ineffective. As well, for eventlines and stuff, typically they're left somewhat ambiguous for ET to draft at a later date because we don't want lore guys writing events for ET- usually ET just end up not running them because they're not interested in running stuff that isn't their own. However, with our current direction of maplore, most lores are pretty open to interpret and allow ET to run their own events through a backface.
  25. The Great Storm The Anomaly Surrounding Aevos was a great, tumultuous storm that raged on day and night. Whilst the coasts of the island remained fairly mundane and expected in weather, just shortly off the coast- visible from every beach, shoreline, cliff, and mountain, was The Great Storm. Dark, stone-black stormclouds that battered the stirring seas below that swirled and boiled with anger. Mighty waves the size of giants crashed upon one another, the winds fickle and free as they blew every which way chaotically and unpredictably. Pure anger and torment surrounded the continent, seemingly deep within the eye of whatever great vortex swirled around Aevos. Throughout the storm, those unfortunate enough to find themselves in would find themselves swollen with anger and irritability, atop of the highly stressful environment that tested the wills of even the mightiest on Eos. Sunken and broken ships were strewn about by the hundreds within the storm's control, destroyed by it's crashing waves and violent winds. Each wave enough to swallow an entire galleon whole, with rains that pelted with such tremendous force they bruised bare flesh. With each passing hour did the storm remain the same, for months, years, and decades at a time- never once relenting or changing as the storm prevented any and all travel from the island but for those lucky enough to escape, and unlucky enough to find themselves upon the untamed frontier of Aevos. Curiously, despite how remote Aevos was in comparison to continents elsewhere on Aos or Eos, Aevos seemed to have a steady supply of explorers, expeditions, and more that attempted to come to the island. For those who had spent even a moment upon Aevos, there would be an unearthly, burning calling within them to return to the continent. Venturing to Aeldin or elsewhere, any descendant not upon the continent would feel an otherworldly desire to return. And The Exception Despite the storm's chaotic wrath and nature, descendants arriving to Aevos seemed to cause the storm to briefly subside. As if the gate of a city opening for their entrance, descendants who had never ventured to the continent before seemed to be granted safe passage; even one upon a full crew were granted safe harbour through the storm. Descendants attempting to leave were brought much more treacherous fate, and were very uncommon. Those attempting to leave Aevos would face the harsh and brutal waves of the continent head-on, with few ever surviving even minutes in the storm. Many would join the crews sunken at the bottom of the raging storm, whilst the lucky few made their way through. Even the most expert admirals and captains would find themselves tested to their fullest capability within the storm. However, once cleared, those very lucky few who would manage to leave would feel the burning, never-ending desire to return to the island. Nagging at their very mind every minute, those who managed to leave would never truly ever stay away from the continent. Upon their return, the storm would greet them the same as any newcomer; allowing entrance and free passage, in exchange for the peace of mind. Navigators from other continents, known as Wayfinders, seemed adept at navigating the storm, albeit with the same difficulties and tribulations the storms brought. These highly skilled arcane navigators would be able to, most of the time, find their way to and from the continent. Albeit, rarely, and often avoided, Wayfinders would still find their way to Aevos should the time absolutely call for it. Everything about The Great Storm and it's effects seemed driven by fate, and destiny. Whatever had brought the descendants to Aevos, be it luck or misfortune, seemed to wish to keep them there. Perhaps it was not simply whatever; but whoever. OOC Information The Great Storm is a plotline that will last throughout the entirety of Aevos from start to finish. This lore permits Wayfinders to come to and from Aevos, as well as descendants to freely come and rarely leave. Despite the rare exception of leaving, most descendants would end up returning to Aevos no matter what- a calling far beyond them beckoning them in their everyday elsewhere to return.
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