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squakhawk

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  1. 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.
  2. 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.
  3. glad to see u again bro. crazy to think we started back on mm/RoC over a decade ago. time flies 😅
  4. 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.
  5. 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.
  6. 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.
  7. 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)
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. "It wasnt that big a deal, get over it"
    me 7 years, 10 months, and 5 days later: 😭

  13. 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.
  14. 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.
  15. 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.
  16. Resource Submissions Resource submissions are lore pieces made that cover natural resources such as ores/minerals/large scale flora and their uses. If something here or in the other criteria pages confuses you, please contact us in the story discord. Resources Resources cover things like ores/minerals/large scale flora. A plant index submission covers a plant, its general uses, and alchemical uses. Resource submissions that cover plants should have things beyond that, such as ironwood and how it can be tempered into a variety of items outside of alchemy. There is usually a unique technique used to refine the large scale flora as well that is not typically seen amongst other plants. A problem that the server faced was getting filled to the brim with aesthetic pieces that don’t serve a purpose and are ultimately only used by a small handful of players. This should be avoided in future lore proposals. If your new metal is a reskin of steel with no noticeable difference, and the forging technique is very closed off, that’s a big red flag. Which leads to the next thing to keep in mind, exclusivity. World lore should be used and people should have access to it. It’s fine if the smithing technique for a new metal is not known by everyone, but people should have the opportunity to experiment with things to figure it out on their own. Group-locked pieces are not allowed to prevent issues like this. Another thing of note when designing a resource is where it’s located. How does it fit in with the world/does it add to the world? Does it interact with creatures/plants around it? Or it just a deposit people can find in different biomes? Take this into account when designing your material, as fleshing this out will help players when roleplaying the aspect of seeking these resources out/when they interact with it. Format This format is meant to be used for Resource Submissions. If you believe your lore needs a hybrid formatting, please contact Story management before you start writing it to confirm that you can use it. Thread Title The thread title when posting to the forums should be: [World Lore] - [Material Name]. For example, World Lore – Jade Ingots. Material Name and Description (Raw form) The name of your new resource and the description of the material should be given. You should include where the resource is found in its raw state and if it interacts with the environment (e.g. thanhium deposits will sap the heat from the area around it, which directly impacts the area). List what your material can and can't do in its natural environment. For example, if your material naturally glows, that should be placed here. Or if it has a toxic cloud around it, describe how that cloud functions and the effects it has on people/living creatures. Applications (Raw Form) You should use this section to describe the ways that the material can be used/applied in its raw form by people and also state the applications it is bad at. For example, if the lore is about a shroom that gives off special spores, describe how the spores are capable of being used (e.g. describing how the spores can be combined with water to produce a sleeping agent or if burned they produce a tear gas-esque effect). Red Lines (Raw Form) Put any restrictions that someone would be unable to use your material for when it is in the raw form. For example, if your raw mineral can give off a glow, you might put that the glow can not be blinding as a red line. Harvesting Method You should detail the harvesting method here. Be sure to include what occurs if the harvesting method is not done correctly. For example, if you want your special plant material to have a natural defense when the improper method is used, you need to describe it in full. Say the plant releases spores that can harm the person. If you were writing about this, you need to include how big the spore burst is (like how many feet does it cover when it spreads initially), what effects it has on a person, types of treatment, et cetera. You also need to include the item description for the MC representation of the item here. This will be what is put on an item before being signed by the ST when your material is harvested in-game. Harvesting Red Lines If the harvesting has any restrictions/red lines, put them here. For example, if it is not possible to find nodes bigger than 16 oz, you could put in a red line stating no one can harvest more than 16 oz worth of the material in one go. Material Name and Description (Refined Form) (OPTIONAL) If your material can be refined or turned into a new state via some process (e.g. turning an ore into an ingot), describe it here. You need to include any noticeable features that the refined material has on its own. Skip this if your material can not be refined. Applications (Refined Form) (OPTIONAL) You should use this section to describe the ways the refined form can be used/applied by people. For example, if you are writing a new type of metal, describe the way it can be used and its limitations. If your metal is incapable of being blunt, describe how it acts when someone tries to turn it into a sword. Or if it’s made to be sharper than normal, describe how that effects things. Skip this if your material can not be refined. Red Lines (Refined Form) (OPTIONAL) Put any restrictions that someone would be unable to use your material for when it is in the refined form. For example, if your metal can absorb a magical attack, you might put that it can not absorb more than one attack before breaking. Skip this if your material can not be refined. Refining Technique (OPTIONAL) For the above refined form, describe the technique/method used to turn the raw material into the refined form. For example, to refine an ore into an ingot you would first begin to the process of melting the ore to extract the metal and then do things to remove the impurities/ore. Skip this if your material can not be refined. Refining Red Lines (OPTIONAL) If the refining has any restrictions/red lines, put them here. For example, if the refining process can result in the material being ruined, you could put that once it’s ruined it can not be used again/needs to be trashed. Skip this if your material can not be refined. Repeat (OPTIONAL) Repeat the above refined sections if your material has different variations in which it can be refined. Do this as many times as necessary. Skip this if your material can not be refined. Purpose (OOC) This section is where you describe what purpose your lore is serving/what it is bringing to the table that other lore pieces aren’t. This does not need to be long, we just want to know your intent with adding this piece. Citation Spoiler You should have a spoiler at the bottom that includes links to any lore pieces that you referenced or based your lore submission off of. This is only needed if you’re using pre-existing lore for your piece.
  17. "TEN THOUSAND HAPPY CUST-" my character said clicking his heels "COUNT ME IN!!!"
  18. The Thirsting Oasis The Oasis The Thirsting Oasis was covered in a thicket of fog, bridled by a verdant or turquoise glow, and crags filled with screaming horrors. Streams of water run through an abundance of tree-life, yet though great in flora, it seems to lack much of the natural fauna cast in great forests or groves. Although the conditions of the environment would make it seem incapable of sustaining life, the oasis continues to grow unnaturally in size and depth - vines twisting and sprouting from the ground, or odd blooming flowers glimmering in the darkness. A blanket of eternal night invokes spectres to linger in the Thirsting Oasis, filling the air with foul screams of shackled ghouls, or bulbous red eyes cast in shadows from leering poltergeists. The most common creature of the living to be found in the sprawling oasis are feral mist-hounds, nocturnal beasts that hunt in the dark - invoking a harsh cold wherever they wander. Adventurers would find the area to be filled with an eerie, otherworldly ambiance; branches on trees reaching out in a macabre dancing, and echoes of whispers slithering into the air. Ethereal lights and glows seep through all manners of flora, all sourced from the horrendous Apparition. The atmosphere is permeated with an unsettling chill, as melancholic spectres drift in bodies of fog. Most common flora found in the thirsting oasis include: Serpent’s Stalk, Aquanymph, Padfoot, Nightsap, Nightglow, and Javens. However, some unknown flora sprout from their roots, twitching and moving as if possessed by ghosts. The rivers and streams of abnormal water flowing through crevices and cracks of the thirsting oasis possess an affliction; a curse whereby all who gaze into them see reflections of haunting ghosts and souls - known dead people, cadavers of pets or animals. The Culmination of Thirst In ages long past, before even the arrival of the Mori’Quessir to Aevos, two tribes had claimed their stake amongst the sands of the desert. Lost people of the land, but of different stock and tradition, the tribes first settled when the desert was fertile; rain came often enough to support their crops, water ran from the mountains into fresh springs not too far from their homes, and the desert presented few dangers beyond a heat that their constitutions could well endure. Like most things, it was not to last. Drought came upon the continent of Aevos, strangling its various climates, but its deserts most of all. The island springs dried up, the tribes’ wells soon ran empty, and those of their kin which held territories less parched by the drought were not keen to share their water. It took only weeks for the thirst to take hold, and a few months before only a single source remained, and desperation burgeoned. An oasis, deep within the desert; one previously too distant to be worth such a trek, but then, gleaming like a jewel which promised survival. At first, bands of the two tribes shared this lone source of life, but it could not support the two forever. Each band of water-gatherers returned to report it dwindling day by scorching day. The conclusion was inevitable and mutual; if only one tribe could survive, it would be their own. Mustering their warriors, each and every soul weak with dehydration, the two tribes’ armies marched upon the oasis, intent to claim it for themselves and fend off any who might seek to consume its bounty. When the forces came face-to-face, there was no question left to ask, no empathy left to offer. It now mattered only who would survive, and who would be left as dry as the sun-scorched sands. Every noble warrior of each tribe fought for their lives. No quarter, no mercy, the armies clashed for a day and a night in total, bathing the greenery, colouring the water with their blood. Numbers dwindled until there were but two, neither with the strength to make it home, nor to finish their last remaining enemy. They collapsed amongst the corpses of their kin, and added the final pieces of fuel of what madness was to come. With such a slaughter, with such desperate, violent deeds, such suffering and sorrow, a process took hold of those many souls. Denied passage beyond this world, instead they began to congeal as one; trapped by a current, a force which drew them together and swiftly started to erode their individuality, to sap their senses and warp their very being. The hope each had felt was erased, leaving only a mass of pain, fear, thirst and anger. And death only brought suffering - for the hundreds of souls could not find peace. From the demise of the tribesmen, something came anew; a foul curse that swept the oasis, beginning to warp it into what would be known as the Thirsting Oasis. OOC Information The Thirsting Oasis is written to be a curious corner of Aevos, filled with many mysteries. Something mysterious lingers within the Oasis - and its influence can be noticed by the descendants. This area has events planned out, and once they have been completed, this post will be updated to reveal more information. Both ET and Players are free and encouraged to do events utilizing spirits, phantoms, poltergeists, and spectral creatures or persons who may have been drawn to the oasis in the past.
  19. watching @tasty_cheesecakekill morghuul on the smp was like cain and abel

  20. Hello Everypony. It’s almost time for our new map Squakeros to drop. We figured now is as good a time as ever to update you on what the story team has been working on and some of our plans. It hasn’t been all mori and spider invasions – there’s been a lot going on behind the scenes, too. Plugins and Development The next map has many things to look forward to. Perhaps most excitingly so is our collaboration with the tech team to try and flesh out PvE dungeons. Through the magic of Curio, story team members are able to create fully-fleshed out dungeons with mechanical puzzles and interaction. If you’ve ever had trouble setting up a time to interact with someone’s event site, then Curio, the new plugin, may be your saving grace. It will allow players to explore parts of the map without needing an event team member present for interaction. It’s worth noting that this style of things will not be the standard for events going forward. Rather, it’ll be another tool in our arsenal to try and make the next map as dynamic and engaging as it can be. Curio is still in development. There is currently no estimate for a release date. The goal of these dungeons is something passive to do with a more lax take on lore/events to have fun with your friends with. We’ve been experimenting with these for months and are finding a way to balance rewards alongside promoting unique experiences so each dungeon run has a little bit of variation from the last. While these will not be available upon release, we are looking forward to them as soon as possible. Lore and The World Furthermore, we’d like to make a shift towards more story-rich eventlines. A big improvement on this goal is by having front-facing public Maplore, along with maplore that affects things like feats, world lore, and is something to be used by players and ST alike rather than just waiting on ST interactions. These story-focused eventlines should be in abundance going forward, rather than every so often . There should be things to interact with and stories to unfold even without an event team member required to interact with, or even request an event from. We’re doing a major expansion to our compendium of botany herbs, ores, and creatures in an attempt to make exploration more meaningful and rewarding, while building upon the uniqueness of our world and setting. We want venturing around the map to be more engaging and unique from previous maps. You should be encouraged to explore more than a single run around the map to waypoint all the botany herbs, and that’s what we’re looking to achieve with these updates. Down the line as well with curios, we are hoping to have more engaging herb gathering with emoting, effects, and so on. Going into this map, we already have lore in place for various locations on the server. Ruins will be there for a reason and will add to the world around them, rather than just something to add variation to the terrain as a closed off event site. We did our best, but ultimately didn't get to execute what we'd wanted with Almaris. However, with a not-shitshow of a mapdev and transition, with proper communication and team coordination/involvement, we plan to have Frontfacing maplore that is developed and added onto organically as the map goes onward. Alongside this, Builds finished on release that are immediately visible. No closed off tiles, and encouraged player-to-player interaction, as well as player and lore interactions. This includes a massive overhaul and expansion of our Bestiary, with a few more additions/removals to Materials and Botany. We have maplore playing part in more of a map-long storyline that will involve an antag relating to the overall map and how that plays with each unique region rather than one that simply pops up out of nowhere like Inferi or Mori. As well, map lore should play more of a front with day-to-day interactions with effects and events roleplayable at any time, along with feat/magic interactions, and MArt opportunities. We also plan on introducing a system that treats characters more akin to MArts with a unique effects/items that are easier to track and give more to character flair and uniqueness that is easily trackable and visible on the frontface that ET can write up and give to players, with manager approval. Still working out the kinks in this idea, but it should be out soon! A Quick Note on Antag I plan on writing up a post in the next week regarding a full reflection and introspective on Antag. This may just be available to ST, but I may expand it for player rationale too. I haven't quite decided yet. It will be based off of personal experience playing a part in 2 Antags, and managing/running 2 more. But I want to write some stuff down based off of what players have said to me, what we have received in the poll, and what I noticed from my own perspective of Antag being able to see all the moving (or unmoving) parts working with one another. Just a written piece to get an idea while it's still fresh in our heads to see later on. If I like explode and a new admin is left to pick up the pieces, it's something to read and look back upon. I feel like that was an issue with this Antag, where Joel, Kai, Rift and I accomplished something by kind of completely winging it and it ended up great. I won't get too much into it- but maybe expect that soon. At least for the ET. Sect Updates Our builders are also looking to future proof the map. It’s too common to see disdain for terrain after having played on the map for a few months. This is something we’d like to try and combat. A map should be fun for the duration of its stay on LOTC, not just the first few months. There have been some bumps in the road, though these have not been for nothing. This map we genuinely spent so much time playing catch-up with a lack of lore and builds at the start of the map, and super disconnected fragments of what we did have before. The event sect of our team has been hard at work with the end of map eventlines. Since April 1st, there have been ~180 events nearing 4000 individual player interactions. This is done by our team of roughly twenty-five actors. We’re going to look to keep this momentum up into the new map, as well! A huge thank you goes out to all of our event actors. We will be performing an audit based on Antag sometime this week while we do some shuffling with the team internally alongside taking some team-feedback. As for the lore sect of our team, a huge shoutout goes to both christmanism, TheAmazingSewer and Delmodan. All of them have been carrying on the sreq and forum app side of things. With that being said, our lore team has been dwindling in size over the past few months. As such, we’d like to put out an open call that we are looking for more lore team members. We are mostly looking for people who are passionate about lore on the server and interested in voting on submitted pieces. Doing taskwork (like sreqs) is nevertheless also a bonus to player convenience and experience. I’ll include a link to the application forum at the end of this post! Lore Shelving - Siliti and Vargr As much as we’d like this update to be only good news, there’s an unfortunate notice we need to put out. Both Varg and Siliti lore have been shelved, moving into the new map. These are not without their reasons and have been a point of contention among the team for the last little while. As for the Varg, there was some deeply disturbing imagery included in the lore piece – namely alluding to some topics that we do not stand for on LOTC. We firmly believe that these elements do not need to be present for a good story to develop. Along with the unnecessary fluff was the incredible vagueness of the lores mechanics. There were consistently different rulings on what the lore was capable of, so much so that both the lore team and the Varg community itself was confused. Overall, it was lore from an old era that slipped through the cracks and no longer lives up to our standards. As with any other lore piece, we welcome a rewrite which tackles the issues mentioned. Siliti had its fair share of issues, too. The lore had issues making Siliti objectively incredibly powerful entities. The abilities and mechanics had been manipulated to favor some individuals over others. There were a few unlogged changes to the lore piece by ST members, as well as consistent handling of suspected issues related to Siliti by current and former LT themselves; There was obvious bias involved that recurrently appeared even after removing prior members for bias, which existed not nearly in this capacity for other lorepieces. Not only this, Siliti has had an unfathomable amount of community drama with over a half-dozen reports sent by members or groups of the community on other members and groups in the last couple weeks. After evaluating these issues and understanding past ones, that despite our direct interventions with the lore entirely by player request (Adding PKs, adding more flavor/theme, editing Coffins), the lore has unsuccessfully recovered. It is unacceptable the amount of bad-faith roleplay and community toxicity that exists within the CA that causes so many people to quit the server temporarily or even entirely. Personally, I believe it is our fault and we dropped the ball on this lore piece and are going to work on not letting this happen going forward. While we take a very liberal stance on changing lore and following player request as much as possible, we believe that only negatively impacted this lore and managerial involvement earlier on could have prevented this. The argument has brought up that certain community members alone caused this shelving and their removal could satisfy a fix, but after looking over the list of who in these reports warranted removal, as well as the general noncompliance with feeding mechanics, tells, or weaknesses, 2/3rds of the community would be PKd or ca-revoked based off of the aforementioned alone in the last 12 weeks. Overall, the lore enabled bad actors to flourish and have a strong grip on some of the community which did not have the best interest of roleplay in mind. It leads to people leaving the server and regretting time spent, and floundering player interactions which often lead to frustration and suspicion. Lore should never do this. With all that being said, we, as a team, think it best to shelf Siliti and have the lore start anew. Similarly as mentioned with Vargs, we welcome a rewrite if it tackles the issues we’ve outlined above. However, by the 31st, Siliti will be officially and completely shelved and all characters will have the option of PKing, permanent shelving, becoming ET characters, or reverting to a base descendant form- even turning to a Corcitura if priorly a Siliti. WANT TO HELP US SHELF MORE LORE? WANT TO GIVE MAGIC AND EVENTS ONLY TO YOUR FRIENDS? WANT TO CARRY EVERY OTHER STAFF TEAM SO HARD YOU'LL HAVE SPINAL PROBLEMS FOR LIFE? HAVE AN ANXIETY DISORDER? APPLY HERE!: https://www.lordofthecraft.net/forms/54-story-staff-application/
  21. who tryna be the scorpion to my frog

  22. Hi there, there seems to be some confusion and misinformation about the temp map. The temp map itself was painted and designed by Riverbird, a member of the story team. Each branch of the temp-map was designed (1-6, respectively, by; myself, myself, myself, fimlin/myself, mewliet, mewliet), with assets taken from Athera for the library, Almaris for the anvil/dwarf hold, and an unused dragon asset from Athera- all of which were built by and for staff. The keep is a free PMC asset which was swapped to a different palette, and re-shaped/cut and fit to new terrain. The blue-town and red-slums were from a build we paid for by the youtuber/builder TrixyBlox. We re-fit the two new assets to new terrain and that was it after paying for his patreon. When asked yesterday in #OOC, I'd stated (i hoped clearly) that this map was a combination of on-server builders and off-server builders. Mostly though this seems to have been discussed and finished in the thread, but I will provide more with saying that we haven't written or made Mapdev credits for next map yet- I think it's probably the last thing on the agenda. However, I think it's a good idea after reading what some folks said to put him on there, so we will put him on there for Temp-Map Assets. The reasoning behind using these assets is that I didn't want to spend builders who were already exhausted from the last two months of work on nations, lairs, Antag, and new-map on transition. Initially transition map was supposed to be 4 days long, but due to a plugin delay that was unexpected and core to our server (Resource nodes), we needed more time to update it and patch the bugs. Transition map was initially being handled by solely Riverbird, who eventually had more work pick up in the navy which left me to make sure his work was finished. I could always say "We could have done it sooner", but I have to be realistic with the fact that we did start sooner- it just wasn't soon enough. In any case, I had them repurpose the last of the assets which was occurring during our final event for Antag because we'd noticed some terrain errors which needed corrected rapidly. The temp map itself many people knew would not last folks eleven days, and its really hard to imagine sitting underground for that long with nothing to do. Last night Basket and The60th came to me with the idea of having a little SMP island connected to the underground so players could go to wherever they'd wished and whatever gameplay they'd want to experience. I talked it out with Llir and he approved of the idea, and asked if I had Monday open so we could upload it. This is the current plan, with lore reasoning setup that the city we are in is beneath an island somewhere between Almaris and Aevos, and after a short event discovering the tunnel upwards, descendants get to have a short pitstop on the island. Again, slated for release on Monday. I'm sorry for the confusion this must have caused, but please ask someone before making really harmful assumptions that are completely misleading like this. I had a lot of folks come to my dms this morning asking me why I stole a temp map and claimed I made it, and directed me to your post where they had gotten that idea which I initially thought was a bantering joke. This map was built by ST Builders outside of those two assets, of which we paid for use of. I'll keep the thread locked but if you have further feedback or thoughts please let me know, I'm always available and looking for opinions from you guys.
  23. 1. if u could change 1 thing ab server with ur magic wand what would u do and what would your stupid magic spell phrase be as you do it 2. are we gonna make it out of the hood bro 3. cats or dogs
  24. its specific to the lore used not the item itself since there are only so many in the game. if you had 4 slime balls of different things (food items, event items, lore items, etc.) they'd be fine. but if you brought over 4 of the exact same item (4 slime balls which are all jello cups or something) only 2 would go through. its just to prevent mass amounts of copies of the same item(s) going through vaults.
  25. The limit is the same as last map where it is specific to each unique item. If you brought 4 volatite, 3 lunarite, and 1 carbarum, only 2 volatite and 1 lunarite would be lost. There was a miscommunication between Val, Llir, and I as well where the limit applies to node ores the same as everything else.
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