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[✗] The alchemy process of compounds of powders (pills)
squakhawk replied to Aethya's topic in Denied Lore
This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours. -
This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
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that picture has blocks not words in it sorry this is a ct/wt problem not my jurisdiction for this type of stuff
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why do you write stupid **** with me and how can you tolerate the presence
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im gonna steal archi’s very DUMB question and ask if you have any thoughts of me or my writing have you read the discworld/kingkiller series? if so whatd u think? if not i highly reccommend do you have any books or author’s you’d reccommend? When I was told to get into writing and fantasy when I first roleplayed back in like 2013/14 I was told to read the entire “Discworld” series; so I did. It really stuck and impacted how i wrote up until I read Kingkiller, where I take a lot of aspects from that in my current writing. is there anything you regret doing? not doing? on lotc or irl, dont feel terrible about overexplaining have a g one bro
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A Tragedy, Then a Comedy: Flight of the Nordlings
squakhawk replied to ARCHITECUS's topic in The Kingdom of Oren
Lucian Renault puts the finishing touches on a painting done with his daughter Ylva, seeming quite happy- the aged and rugged man content, and debateably even soft. Stepping outside the thick doors of his hall into the harsh snowstorm, he trudged along as he went to the city to fetch some further supplies he may need for such. Upon arrival and seeing the returning retinue; he seemed worried. Steel had not been brought- nor even discussed- in quite some time in his old home. The weary Justiciary got his explanation in time; which caused his greying black brows to furrow and harden, in remorse- and remembrance. After a few moments thinking too hard over such details, and overpaying at the market- he returned with his supplies, the bear pelt he wore swaying violently among the harsh winds of his northern hall. Arriving oncemore, greeted by the sight of his loving daughter and wife; he cheered, some. He recalled all he had fought for was here; and such was what mattered. Worries ebbed away and trauma waned as he dismissed such thoughts, in exchange for the happy peace he lived in. -
look forward to helping/maybe participating xoxoxo
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BRIH I JUST SENT THE ******* FEEDBACK FOR THE PENDING TELEKINESIS PIECE COME ON
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https://prnt.sc/s2zd2l
building material **** ? -
[Shelved][✓] [Further Alchemy/CA Race Lore] Anthroparions
squakhawk replied to Nozgoth's topic in Recently Outdated Lore
pretty cool i really like all the effort put into this piece, an alchemy ca is really interesting -
very pretty and artsy i love it thank you for this
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Thallassos, Corrupted of The Abyss Background/Origin The seas lapped at the shores of the cove, a bar of lightly coloured sand shone in the sun as the winds blew and the seas swayed. No seagulls sang and no fish fed upon the riches of the murky water just beyond the shore. Thick and vile purple ichor tinged the seas a murky deep colour as a mere tendril of Dresdrasil stained the sands in a blackened colour as life seemed sucked from the surrounding area- a harrowing sight to an otherwise untouched and peaceful land. Left to rot and decompose the surrounding sea bore a strong stench of salt and brine as the water brewed to a more brackish and muddy composition, the area was desecrated of natural life and being. The area continued to devolve and became more and more stagnant and vile with time, a perpetual storm becoming localized over the once simple beach. Heavy winds carried the stench and spread the taint that the tendril brought with it’s unholy landing, and the area further corrupted and defiled as the storm grew thicker, with perpetually smog-coloured clouds looming over the area like a curse. One day as the monsoon continued heavily and the winds blew strong, carrying foul air, travellers approached. Three, clad in coats and clothes of brown, with little more to them than walking sticks and small bags. “Cullen, is this it, what we have been looking for?” Asked a man of dim but fiery hair, almost frightened to the sight, a quivering voice behind. “It is.” He replied, firmly- a natural born leader with his stout confidence and bravery. “We will remove this aberration from our beautiful home.” He continued, approaching. “Through flame, salt and gold I cast you away from harming our village further.” He said lowly, a voice of hate as he approached. “Cullen, we don’t know what this thing is. We have to wait, what if it’s.. I don’t know, alive!” Called the man who was originally silent, cautious and careful of the god’s remnants that lay before him. “Vile creature.” Cullen said simply, spraying salt against the skin of the tendril- to no avail, or affect. “I cast you away, to the sea of whence you came.” he repeated, anger clouding his voice once more, his expression hard and irritated. He brought out a bag, pouring some of its contents as flakes of gold sprinkled away on the stormy winds as the rest fell to his hand. He threw it with little effect to the tendril, as the winds picked up and blew such back into him. “Gah, ******* thing! I said leave, beast!” He shouted desperately and filled with rage, withdrawing a dagger meant to gut sea life that would inhabit nearby. “Leave this place!” he shouted as he ran forth and went to drive his mere knife into the tendril- it tensing up rapidly, a spurt of vile purple ichor spraying toward his face, lingering as it hissed and burned him. Fear grew upon him like a weed, as he fruitlessly continued to drive his blade into the dead god’s remains. As he wore out and his companions watched on in horror, the tendril seized and gave sounds of bones-cracking and pressured water flowing quickly, as it coiled and grabbed him- Cullen completely enveloped and disappeared, within its grasp. The red-headed boy screamed in fervent horror, nearly tripping as the wind which had continued to gain favor nearly blew him over- both wordlessly panicked, sprinting toward whence they came. Days came and nights passed and the coiled tendril remained the same. Each of them was the same as the last, as the storm saw no end. On the sixth day, came the cautious man- seeming almost intrigued and curious, of the tendril he saw still coiled at a distance. With caution he approached, an almost curiosity to his unnaturally violet irises. Stepping cautiously over the stones that lined the beach and onto the darkened and coarse sands, an unwavering stare toward the tendril which consumed his friend, he had noticed this time it was different. The winds did not pick up nor did the monsoon which pelted at his cloak. “C-cullen. I.. I wanted to .. to say..” “Caller.” Replied a voice, impossibly loud and echoing off the surrounding area, a slightly feminine tone to it. He searched frantically for any source of the voice, but it was impossible to tell directionally- almost as if it spoke to him, in his mind. His lip trembled and his words stumbled, as he froze in fear. The tendril slowly uncoiled, revealing Cullen- drenched and lithe, coming to kneel in the sands- completely quiet, and still. The cautious man watched on in abhorrent horror, his body shaking in paralyzing fear and the biting cold that the wind brought. Cullen with struggle, brought himself to a stand, his cloak tangled and wrapped entirely around his head- drenched, and darkened. He said something, muffled and quiet, behind his mask. “Closer.” The mind of the cautious man sung to himself, in a voice that was almost his own. “Closer.” It repeated, unceasingly. With an agonizing terror that constantly followed every step, he inched closer to his seemingly living friend. “C..Cullen..?” He muttered, sputtered, and fumbled out as his eyes lacked focus, constantly scanning over what shouldn’t be there. “Friend. I have so much to tell you.” Magic Explanation Thallassos is a three slot deific-darkmagic hybrid, falling under either classification. Thallassos is deific in the sense not necessarily of a patron or connection to deific being, but rather using mortal remains of a fallen deity in connection and to power the magic. Thallassos is dark in the sense that it corrupts and wears on the user for trying to make intangible power theirs, though how the user uses the magic is up to them, and may not inherently be dark, evil, or “bad”. Thallassos is taught and learned by interaction with a teacher of the art already connected, and involves connection by melding one’s mortality with the remains of Dresdrasil. Overall, the magic is incompatible with any other deific magic, and requires a basic soul to use, and post-connection would render one’s soul Corrupted. Alongside that, the user would require a body producing blood to do such.(Excluding things such as Animati, Izkuuthi, Sorvians, Golems, Azdrazi, Etc.) Corruption Through time a Tidesage is corrupted and manipulated by the powers they wish to wield, no matter the intent. This may be amplified, or may seek detriment by actions taken in roleplay. Tier 0 At Tier 0 the initial infestation upon the body and mind takes toll, with an initial rejection from the body. Almost like a drug, senses may be amplified, and users may hallucinate auditorily and visually, and have delusions of grandeur as a sense of accomplishment and power overwhelms their system. At Tier 0, a user has no brine within them as transformation starts. Tier 1 At Tier 1 the body begins to normalize and the effects take a less prominent effect. The user becomes more stable and normal, almost as if recovering from their previous state. However, their thoughts may drift to darker and less pleasurable things, feeding to more carnal and simplistic desires of basic emotion. At Tier 1, a user has the potential to use three units of brine. Tier 2 At Tier 2 the body begins to take wear, weakening the user just some- as if a bit malnourished with lessened stamina, a tiredness overcoming their day-to-day life. Their darker thoughts would become more normalized, and controlled. At Tier 2, a user has the potential to use six units of brine. Tier 3 At Tier 3 the body continues to degrade, the strength of the user following the stamina- though still to not the degree of a voidal mage, just not holding standard as it did before. Bleeding would become more perfuse and clotting more difficult as their blood watered down. Their thoughts would continue to drift to a more dark and primal state, subtle and passively beginning to pursue their wants through convenient means. At Tier 3, a user has the potential to use nine units of brine. Tier 4 At Tier 4 the body ceases degradation, starting to become acclimated to the new infestation of soul and body. The body would passively have a minor burning sensation, as blood became impossible to clot as it continued to lose viscosity- smelling of salt, rather than iron. There would be less of a want to eat, drink, and perform bodily necessities, while breathing would slow along with heartbeat. They would begin to pursue their thoughts impulsively, though not actively. At Tier 4, a user has the potential to use twelve units of brine. Tier 5 At Tier 5 the body would continue the course it did at staying weak and tired, with all bodily needs and functions ceasing entirely. The heart of the mage would cease to beat, and blood completely converted to brine that slowly flowed through the veins. Far more impulsively, and near actively, a mage would pursue whatever their desire was to an obsessive degree, taking precedent of whatever they wished over any others- almost as if possessed. Their skin would pale or darken, and would become either dry or in similar moisture to a membrane. At Tier 5, a user has the potential to use fifteen units of brine. Philios A Philios is a creature descended from The Abyss below the waves, having in some form been a part of deific influence and creation. They vary greatly from one another, typically keeping distinctly within a few features. While unnatural in any environment but their home, they may be summoned by Tidesages as a permanent (until death) companion that mostly inhibits their ability to cast Thalassos magic, save for certain aiding spells. A Philios can be up to nine feet tall, with the strength of an olog and the slow speed to mirror such. They bear natural weapons such as claws, teeth, tentacles, and natural spines that vary in number or general presence. A Philios is as easy to slay as any other creature, made of flesh and blood, however holding a fortuitous stamina and an immunity to flame. A Philios is actually capable of higher intelligence, holding in some lesser form an ability to speak, with difficulty granted from their otherworldly biology. They can understand names and remember and recall faces and minor memories though to no significant extent. Redlines - A Philios must be kept to a “Basic” degree. A Clawed monster with a drilled shell for an arm and jagged teeth, a large and horrifying biped with finned arms and an angler-like appendage upon it’s head and dozens of sharp and oversized teeth. This must be well described, and kept basic- no “Rapid Regeneration” or “Steam Blast” that some aquatic creatures may carry. For simplicity, weaponry is limited to tooth, claw, tentacle, and spines that do not shoot from the body. - All things the Philios has must be described upon the signed item. Anything undescribed may not be used in combat or out of combat. - A Philios (As described) is limited to nine feet tall, with Olog strength and generally “slow” speed. They possess an intelligence capable of memory and are as damageable as any other creature, with iron, claws, and so on- only carrying immunity to flame. - A Tidesage commanding a Philios may not cast spells unless suffixed with the “Tidecommand” addition. The Tidesage may cast again a full narrative day after the Philios is killed. - When a Philios is killed, the Tidesage is profoundly exhausted, incapable of fighting. - A Tidesage may only have and command one Philios at a time, requiring a new ritual whenever their original is killed. Details of Commanding a Philios and that extent are listed in the “Tidecommand” spell. Brine and Manipulation Brine Manipulation is regarding different aspects of using brine- a course for the basis of Thallassos. In effect most spells use or begin from brine, and as such mastery of the usage of brine is required for success within the magic. As time goes on, the tidesage would begin producing small amounts of brine within them, though by no noticeably-different means. Brine is a vaguely-warm liquid with a more viscous, almost gelatinous consistency. While in conjuration from a caster, it would glow in shades from brown, to dark blue, to teal, and ultimately to purple- staying within a range of similar colours. These typically depend on the caster, and their connection to the magic. Brine eats away at lifeforce and organic matter, primarily feeding off of the blood of the caster’s supplement. These are separated into ‘Units’. A caster has a limited amount of potential-brine before eventually succumbing to exhaustion and requiring a full-day to recharge. Spells For all matter of reference, if a spell is references as requiring a certain number of emotes, it casts on the final emote. Example, if a spell specifies requiring 1 emote connection and 2 emotes additionally, the third total emote is when the spell would cast. Tidecommand Spells Rituals Calling of Corruption This ritual requires two tidesages, of tier 3 and above to gather a small body of water (typically a pond) at minimum 4x4 and 10x10 at its greatest. The mages involved would kneel upon opposite ends (As symmetrical as possible), and rest their hands upon the skin of the water and would begin to funnel brine into the liquid. Slowly a purple or brown fume would tinge the water and stain it’s colour, slowly killing all life within. The water would afterward be corrupted, prepared for whatever ritual or dark art that may be needed for it lay ahead. A pool will always remain corrupted, unable to host life, be drinkable, or purified. If performed on a paladin chancery, it would begin to fumigate and bellow a gaseous purple light and fume as the waters turned from gold to a brown or purple colour. Manipulating the exposed power of Xan, it would amplify rituals greatly (Listed below.) Unlike a ordinary pool of water, should a Chancery oncemore have paladin blood spilled within it, it is purified and cleansed. Requirements: 8 Total units of Brine, two tidesages of tier 3 and above, a 4x4-10x10 pool of water. Mechanics: Pool (Or Chancery) is corrupted, allowing for rituals to take place within it. Redlines - Pool corruption counts as a lore area, and requires ST signage. - If there was no water within a paladin chancery, such would begin to flow down from it’s focal point and replace the lightwell below. - Drinking from a corrupted pool would render someone extremely sick as if afflicted by the stomach flu and would pass in a couple of days. - Sitting within a pool would not kill someone, but would eat away and drain at them. Calling of The Siren Description: This ritual begins the process of corruption, a connection to Dresdrasil’s remnant power, from teacher to student. Requirements: 1 total unit of brine, 1 tidesage of tier 4 and above, a corrupted pool, and a willing subject. Mechanics: By exposing a prospect-tidesage to Dresdrasil’s remnants and Brine, they may begin the corruption and imbuement processes that are required to begin to fathom and practice Thalassos. Redlines - This ritual only can connect one student at a time - This ritual is required for the creation of the MA - The Tier 4+ Tidesage must possess a TA to perform this ritual. - The created MA would begin at Tier 0. Calling of The Depths Description: This ritual requires three tidesages of tier 3 and above to gather surrounding a corrupted body of water. A pact as old as time, the Binding tidesage seeks a companion or guardian to guard them in a way they cannot. Effectively becoming non-casters themselves, they would control and bind themselves to a minion of their creation. Requirements: 14 total units of brine, 3 tidesages of tier 3 and above, a corrupted pool, and an ST signed item representing the presence of the Philios (Creation). Mechanics: The Binded tidesage takes on responsibility of commanding a Philios by it’s direct creation, gaining an ability to use Tidecommand as a spell. They can no longer cast other spells until the death of the Philios. The Philios can be up to nine feet tall, with the strength of an olog and the slow speed to mirror it, alongside having natural weapons such as claws and teeth. The look of a Philios is entirely up to the user for Aesthetic choice described on the signed item. A Philios is as easy to slay as any other normal creature save for immunity to flame, and may only follow commands as described by the tidesage. They may be given names to understand and follow after. Redlines - This Ritual only summons one Philios, for whoever is the first to extend a hand to it when it surfaces from the pool. Calling of Abyssal Home Description: A place to call home is needed for any Tidesage, and spreading the influence of Dresdrasil and her spawn is necessary to the survival and spread of their ilk. By summoning a obelisk of Dresdrasil’s own creation from the abyss, they may effectively taint the land surrounding them, effectively allowing for the spawn of Dresdrasil’s creatures. Requirements: 16 total units of brine, 3 Tidesages of Tier 3 and above, a corrupted pool, and ST Oversight and Signage of wherever placed. Mechanics: After summoning an Abyssal Obelisk, the Obelisk (Nine feet in height, represented with Sea Lantern or Dark Prismarine blocks) would slowly begin to taint a nearby area, at maximum in a 50x50 square around it as the focal point. This area would begin to harbour unnatural sea-life, heavily mutated, deformed, and aggressive- including an unbound Philios, which would attack any and all but Tidesages who enter the area. The Obelisk would give a salty-burning sensation to skinned touch, but could be broken with effort of blunt tools and strength. Redlines - This area may act and counts as an event site. - The Obelisk must be placed on a shoreline, in the open air, and may only be concealed by natural fauna if such exists. - The Aforementioned shoreline must be that of a lake or ocean, a pond being far too small. - The Obelisk is about as strong as stone, and weighs upwards of a 2,000 pounds- requiring a Golem, Animati, or contraptions to move and lift. - The Obelisk, if placed within a 50 block reach of a city, must have RO permission to be placed. - Once an Obelisk is destroyed, the taint would be removed and all life would after time return to normal. Calling of The Watery Grave Description: Tidesages still fall prey to mortal desire, fallacy, and failure. In the case of mortals manipulating the powers of a dead god, By locking this person away, kept from drowning due to the boons granted by their practice, a Tidesage may be sealed away beneath the waves by a group of others. Requirements: 18 total units of brine, at least 3 Tidesages of tier 3 and above, a corrupted pool, a semi-sealed vessel (With ventilation for water to flow in freely), a Tidesage of tier 3 and above (To perform upon) Mechanics: A subject tidesage of tier 3 and above would be restrained and put into a vessel with ventilation to allow free flow of water, and locked away beneath the waves. Their vessel would not move, and would be in one place- a Corrupted pool. Redlines - A Non-Tidesage or a Tidesage of tier 2 and below may not be locked away, as they would merely drown and respawn to CT. - This acts as a soft PK, unless the magic is dropped and the character drowns, allowing for respawn. - The site of a Watery Grave must be in a corrupted pool, and such is marked with an ST-Locked sign signifying it’s validity. - Someone may be freed from a watery grave by those on the outside at any time, though the Tidesage locked within would likely be greatly malnourished and withered, taking some time to fully physically recover. Mental stability from potentially being locked away a great time may never return, depending on the roleplayer. Calling of The Lady Description: By inheriting traits and power further from Dresdrasil, one would slowly begin conversion to a half-breed, something inbetween mortal and immortal; their original form deeply corrupted and destroyed, by overwhelming one and drowning them in brine, they may begin to slowly convert into a Drowned. Requirements: 20 total units of brine, 1 Tidesage of Tier 4 and above, 2 Tidesages of tier 3 and above, a Corrupted Pool, and a willing subject. Mechanics: By collectively using brine to drown one in a corrupted pool by causing it to overflow with such, they may transform a Tidesage of Tier 4 and above into a Drowned. Redlines - This spell does not have an empowered version. Calling of The Siren [Empowered] Description: With the vulnerability of Xan’s influence ebbing over onto the mortal plane, corrupted with the influence of Dresdrasil’s remnants, a prospect-tidesage may accelerate with a much quicker, although painful version of transformation. Requirements: 1 total unit of brine, 1 tidesage of tier 4 and above, a corrupted chancery, a willing subject Mechanics: By connecting a student through a corrupted chancery, they begin a significantly more painful and violent transformation process; skipping through Tier 0 in a few moments, and unto tier 1 directly. Redlines - This ritual only affects one subject at a time - This ritual would be reflected upon the MA, stating the student starts at Tier 1 - This ritual is exceptionally tolling on the subject, exhausting them for at least twenty four hours. Calling of The Depths [Empowered] Description: Calling upon the vulnerability of Xan, power corrupted and volatile, a Tidesage may use a corrupted chancery to summon an abnormally intelligent or powerful creature, though upon the chancery’s purification or destruction, it would instantly be banished. Requirements: 18 total units of brine, 3 tidesages of tier 3 and above, a corrupted chancery, and an MArt Submission + St Signed item representing the presence of the Philios (Creation). Mechanics: The Philios created is granted significant creative and mechanical freedom with the MArt, so long as it is accepted by the story team. Should the Chancery be purified, the Philios would instantly begin turning to brine upon the ground it stood upon. Redlines - A Philios created from a chancery must be made with an MArt. - Should the chancery be purified, the Philios is instantly unusable in combat and would begin to drain. - A Philios summoned from a chancery may not have Tidecommand spells cast upon it. Calling of Abyssal Home [Empowered] Description: By manipulating the power once holding The Wardens of Xan together and in place to defend the Chancery, a Tidesage may summon an Abyssal Obelisk, twisted by the melding of power and allowing for a mimic like effect, though the Obelisk would take up the focal point of The Chancery. Requirements: 18 total units of brine, 3 Tidesages of Tier 3 and above, a corrupted Chancery, and ST Oversight and Signage of wherever placed. Mechanics: Summoning an Abyssal Obelisk from the depths, it would sit in the focal point of The Chancery and would be immovable from it’s site. Aswell, two unbound Philios of normal level would spawn and defend the site, unable to move from it’s general location. If engaged in combat, The Obelisk would activate and would glow a deep blue colour. For each ten emotes performed by The Philios’s, another would spawn from The Chancery to defend it’s powered site. The Obelisk would be considered as strong as steel and immune to flame, and would require profound strength or effort from tools or magic to break. If the Obelisk is under threat, a Philios will stop whatever they were previously doing to defend it. Redlines - Philios spawned from a Chancery would carry the normal attributes of Philios, not being upon or able of being upon an MArt level. - Philios will stop whatever they are doing, no matter the importance, to defend the chancery. This does not apply to bound Philios. - An unbound Philios will not leave the general “Area” or “Building” of their chancery to attack others. They may be commanded by any Tidesage in the area, taking upon the order first given to them. - Unbound Philios may be played by ET, or present Tidesages, if possible as spread out as possible. - Commanding an Unbound Philios does not impair ones abilities to cast, as if commanding a bound Philios. - Commanding an Unbound Philios without having a Bound Philios does not grant the ability to access the “Tidecommand” suffixed spells. Calling of The Watery Grave [Empowered] Description: Using the vulnerability of Xan’s power, one may use a corrupted chancery to banish a Tidesage forever into beyond, irretrievably. Requirements: 30 total units of Brine, 2 Tidesages of Tier 5, and 2 or more Tidesages of Tier 3 and above, alongside a corrupted chancery. The Subject must be a Tidesage of Tier 3 and above. Requires ST oversight and enforcement. Mechanics: A subjected Tidesage is locked within a vessel which allowed for some ventilation of air or waterflow, is pushed within a corrupted chancery. Due to the power residually existing from the chancery, a portal would open, and the subjected Tidesage would be locked away into the beyond, effectively acting as a hard PK. Redlines A Subject to this ritual must be a Tidesage of tier 3 and above. The Subject of this ritual, once commenced, may not be retrieved physically or spiritually, or communed with spiritually. The Subject of this ritual is under the effects of a hard-pk, and may not be revived through monks, dropping of the magic (including dropping the magic within 24 hrs of the ritual), or any deific interference. Enchantments Using different aspects of the abyss below, a Tidesage may imbue their effects within an item known as a Poiema which grants undrowned Tidesages and Mortals minor attributes of what they can perform or do. With brine and technique, a Tidesage can easily perform this task. Taking three emotes in total, each enchantment would take one unit of brine per emote. This process is freeform, and emotes are left to user creativity when crafting Poiemas. Brining Object Effect: Imbuing this upon an object would give a light draining effect to whatever it may touch. It may dry skin and remove hair of where applied in the case of an equippable item (Such as a ring or helm). The item Brining was imbued upon would give a visual effect of being waterlogged, tarnished, and rusted. Enchantment Effect: If used in the creation of, or on an exposed or healing wound, such would have the effect of causing intense searing pain and minor muscle spasms. Gilling Object Effect: Imbuing this enchantment upon an object would mimic the effect of having gills, effectively allowing someone to breathe underwater. Enchantment Effect: Gilling must be imbued upon something that is worn upon the user to give effect, such as a ring or mask. When worn upon a user both in and not in effect, varying amounts of small three-inch cuts would be upon the neck of the user. Eyes of The Abyss Object Effect: Imbuing this enchantment upon an object would grant a subtle and light glow upon it’s physical manifestation, worn or not. Enchantment Effect: When equipped the eyes of the user would give off a faint bioluminescent glow, the colour of yellow, black, or white taking over their entire eye- along with blue or purple marks reminiscent of scales that were placed along the users eyes. While equipped, the user would have vision as good as if it were normal when underwater or dark places, immune to particulate blocking vision within their eyes aswell. If the darkness however were to be magical or blindness induced, then they would affect the wearer as normal. Skin of The Lurker Object Effect: Imbuing this enchantment upon an object would cause it to harden and calcify, the surface from end to end becoming scale-like in nature, underneath a white membrane that retained the hardness of the previous material. Enchantment Effect: When equipped, the user would gain scales or chitin that covered them in various places, though by no significant degree. These scales would take on dark colours, primarily blacks and blues. When in a cold environment, or put under intense barometric pressure, the user would find themselves unaffected and rather normal. However, ones blood would begin to run cold- and they would be clammy, and the temperature of the surrounding environment to the touch. Weapons of The Lady Object Effect: Imbuing this enchantment upon an object would cause it to ossify and become made of bone, retaining a similar hardness given the thickness of the object. Enchantment Effect: Once equipped, the user would gain natural weapons of claws and teeth of abnormal size and shape. Jagged and many, potentially long and almost fibrous teeth, alongside an additional 3 or 4 inches of hardened bone on the fingertips, sharpened to claws. However, due to the unwieldy sizes and shapes of both, the fingertips would render any armor fitted or weapons in hand unwieldable, and teeth would limit speech to become impaired as if there was some blockage within the mouth. These changes to the body occur over a couple of minutes at no pain to the user, however they may not be equipped in combat. Call of The Siren Object Effect: Imbuing this enchantment upon an object would cause it to shimmer and reflect as if created of water, though merely aesthetic to the actual piece. Enchantment Effect: When equipped, the user’s voice would become harmonic and angelic, irresistibly drawing and enchanting, unnaturally so. Lament of The Deep Object Effect: Imbuing this enchantment upon an object would cause it to become brittle and tinge a deep sea-green colour, with a ever-consistent slime to it. Enchantment Effect: This item can bind the conscious of an Abyssal creature such as a Philios, which effectively keeps its mind split to two. Once a Philios is given touch to the item, they may store their being within such as a “Backup” effectively. Shoulda Philios die and another be summoned, they may come in contact with a Lamented item and have their conscious restored to when the initial contact was made, having no recollection of their death most certainly. Should the Philios be living or dead, one may communicate with such forever in their mind through the item while equipped. Should the original creator of the item find a new Philios to bind to, the Philios’ conscious which inhabited the original item is nulled, and forever gone. Enchantment Redlines - Muscle spasms caused by a Brining enchant are minor, and would by no means forcefully induce someone to move in a way they would not normally. - Gilling-gills would act as a secondary vector to intake air into the lungs, should the mouth and nose be blocked. The same does not go in the same for the nose and mouth to intake water in place of gills. - Magically caused blindness or darkness would not be visible through eyes of the abyss. - Eyes of the abyss does not replace or function for lost or nonfunctioning eyes. - Skin of the lurker does not function as natural armour, and magically caused coldness or below-zero temperatures would take wear on the user - Weapons of the lady have the hardness of bone and rock, not able to penetrate thick steel and could break upon it. One cannot wield weapons or speak fully properly with the bodily changes given. They aswell could not speak properly- this being overlapped by the Call of The Siren enchantment. - The Call of The Siren enchantment does not “charm” nearby people magically, merely allowing for the player to allure and charm those around them naturally. - One may not metagame information (Or send information at all) through telepathy of an item made of Lament of The Deep - Should an item be destroyed with the Lament of The Deep enchantment, so too would the saved conscious of The Philios. General Red Lines -Thallassos is incompatible with deific magics. -Thallassos is categorized under both Deific and Dark magics. If for any extensive purpose it needs further classification, it is simply under “Deific”. -Thallassos does not get their power from any form of patron or diety directly, not being affected by anything which may cause disconnection. -A Tidesage would violently react to a paladin’s purging as it would cause great distress and pain. -Line of sight is required for all Thallassos spells, including one’s Philios. A Philios however, may go behind cover to continue attacking something or performing an action. -A Tidesage may make use of a casting implement or focus. -A Tidesage is still effected by voidal poisoning and similar effects. -A Tidesage may not use brine or convert brine from their environment to replenish, use, or fill ones own brine reserve from. -A Tidesage converts their blood into brine during casting, causing it to be spent when performing a spell. This does not inhibit their way of life or functioning abnormally besides what is described within Corruption. -A Tidesage’s strength, endurance, or stamina is not inhibited, it is limited at the very maximum to the strength of one’s race; gaining no benefit from increases in any of the previous categories, magically, herbally, and so on. Tier Progression Tier 0 - Tier 0 lasts 1 week. - No abilities, spells, rituals, or brine count. A change and metamorphosis of the psyche begins. Tier 1 - Tier 1 lasts 1 week. (Two weeks total). - Tidesage now can create three units of brine with internal mechanism - Tidesage has access to the spell “Manifestation” with one manifestation. - Tidesage has access to the spell “Brine Mending” - Tidesage may now learn how to enchant. Tier 2 - Tier 2 lasts 2 weeks. (Four weeks total). - Tidesage now can create six units of brine with internal mechanism. - Tidesage may now possess a Philios, and utilize the base “Tidecommand” spell. - Tidesage has access to the spell “Dresdrasil’s Spines” - Tidesage has access to the spell “Manifestation” with two manifestations. - Tidesage has access to the spell “The Sea Takes” - Tidesage has access to the spell “Brine Mending (Tidecommand)” - Tidesage has access to the spell “Pinging (Tidecommand)” Tier 3 - Tier 3 lasts 3 weeks (Seven weeks total). - Tidesage now can create nine units of brine with internal mechanism. - Tidesage can now directly perform and learn all rituals as an actor, except for Calling of The Lady and Calling of The Siren. - Tidesage may now fall victim to Calling of The Watery Grave - Tidesage has access to the spell “Salt Spew” - Tidesage has access to the spell “Manifestation” with three manifestations. - Tidesage has access to the spell “Adaptation (Tidecommand)” - Tidesage has access to the spell “Augury and Augury (Tidecommand) Tier 4 - Tier 4 lasts 4 weeks (Eleven weeks total). - Tidesage now can create twelve units of brine with internal mechanism. - Tidesage can now learn to teach by picking up a TA. - Tidesage can now perform Calling of The Lady. - Tidesage can now perform Calling of The Siren - Tidesage has access to the spell “Manifestation” with four manifestations. - Tidesage has access to the spell “Maw” - Tidesage has access to the spell “Sound of The Abyss (Tidecommand)” Tier 5 - Tidesage now can create fifteen units of brine with internal mechanism. - Tidesage has access to the spell “Drowning” - Tidesage has access to the spell “Manifestation” with five manifestations. Purpose (OOC) Originally writing this lore, I got a good bit into it before someone had alerted me that Thallassos used to be a magic; I was merely writing a magic which fit into an aesthetic I liked. Taking some work from Perrin and an old write from Frott and Zarsies, I was able to put together a piece of lore which I believe has a very good aesthetic which varies and allows for a lot of opportunity and roleplay between Tidesages and communities. I believe this is something that any type of mage may want to get into and services an interest of culty, eldritch, dark-water esque roleplay which currently is in no niche upon the server. With proper cultivation and roleplay, I believe this magic could flourish into something memorable and fun for multiple communities. Citation Spoiler A grand and sincere thanks to; Zidoax, for resources on similar aesthetics (Such as The Shadow over Innsmouth), and encouragement Archipelago, for looking over for spelling errors and ideas upon aesthetics, alongside encouragement All my friends, for being my friends, their encouragement and answering any dumb questions I may have asked Perrin, for his old Thallassos lore, though I personally have never met or known about the person I thank them for the resources they granted Zarsies and Frott, for encouragement and inspiration of their Augury write
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(CA Race Grouping D – Magic Endgame) Origin/Background/Culture Dresdrasil, The Deity of The Depths; Meant to stay hidden forever beneath the waves. When parts and pieces were discovered, they tainted and corrupted the man that found them, twisting his mind and soul beyond recognition. Causing them to crave Dresdrasil’s remains; any scrap, piece, of influence or power left behind after death. With this power, the first Tidesages used brine; lifeforce and darkwater to wreak whatever havoc they would have wished. However, alongside the corruption of the natural order, and exposure to significant usage of brine; the Tidesages slowly began to further warp than what they had already become unrecognizable from. Their mortal forms, distorted further, experimentation began upon extended effects of significant exposure to brine. Amorphous amalgams of eyes, teeth and warped screaming as the first Tidesages were sacrificed to see Brine’s horrible effects upon the mortal form. After practice and perfection with many failures, a stable half-breed, born of the unholy abyss and the perfection of the four brothers; incomplete and impure. The Drowned of Tidesages are revered as dedicated, forever to Thallassos and the bidding of their fellow Tidesages. Finding themselves immunized to the faults of the mortal form in exposure of the abyss, Drowned have difficulty blending back in to their previous lives, for their sacrifice made to other Tidesages. Physical Description Drowned typically retain the features of their previous race, however taking on a few different modifications. Always, Drowned are on the shorter end of average height for their race- precisely maybe two or three inches above the minimum. Their strength is unimpaired, typically varying person to person; however not being able to become above the peak of their original race. A Drowned’s skin drains of natural colour, typically staying within shades of white to black, rarely a deep sea green or blue. The skin aswell moistens and becomes reminiscent of a soft and squishy membrane, which oozes water some when pressure is applied. The Drowned will have gills appear on their neck and/or ribs, either deep rake-like slits or something like fluttery external gills. Aswell a Drowned may have parts of their body, the limbs most specifically, take on chitin or scalid appearance which provide marginal natural armour and defense. A Drowned’s hair would become thick and wavy, however dirtied and almost moist as it would stick and cling to surfaces, and would be slimy to the touch. Their eyes would vary from absolute-black to a glowing yellow, or even a pale and milky white with no visible pupil or iris. Their teeth and nails would harden significantly, similar to iron in their durability and strength but taking on an almost fibrous appearance. Drowned are susceptible to damage as they were in their normal form, however their blood taking on an inky colour and a consistency similar to gelatin, which would coagulate rather easily. Aswell, prolonged periods of dry exposure would damage and crack all features of a Drowned, likely significantly painful and exhausting. Sudden magical flame or heat would bear no effect on a Drowned however, but mundane or natural flame and raised heat would render them uncomfortable; but not particularly weak. Mental Description Mindset A Drowned would have their mindset twist from mortal desires and they would often be sat almost awaiting a purpose. Drowned often make a purpose for themselves, or follow the goals and intuition of other Tidesages in order to gain true focus and understanding. A Drowned is often plagued with thoughts they cannot perceive or understand. Mental State Deep sounds of typically extremely low pitches constantly torment the mind of The Drowned, ranging between 20-60Hz constantly giving a vibrating sensation to the ears of a low sound that was everpresent. Sometimes it was louder and more violent, typically when a Drowned was in danger; this would provide significant mental wear for the first few weeks after their drowning as they accustom to the new sound. Often this may terrify even dedicated Tidesages as the unknown now directly calls to them, and the sounds of the abyss are foretold right to them; subjectively and objectively completely inable to understand such whatsoever. Alongside such, the initial experience of drowning in brine is incredibly exhausting and painful, and would take wear as the user near-experiences death and transformation at a rapid rate, likely giving them a feeling of incompleteness and emptiness as they narrowly avoid death. A Drowned would feel sympathetic to a point with another Drowned, and especially toward Philios; almost viewing them on a brotherly scale and level, which is reciprocated by them in minutely human ways. Below are examples of sounds that may be heard by a Drowned at a frequent. Abilities Gills (Passive) Description: Granted by necessity, transformation of the body during drowning allows for gills on the sides of the neck and the serratus anterior. These gills intake both water and air; a signature of a Drowned’s halfbred makeup. Mechanics: A Drowned has gills upon their neck, and optionally the sides of their chest which function to breathe air and water. Redlines - A Drowned’s previous lungs continue to function, however only in the case of air. - A Drowned wearing clothes is not suffocated as they can continue manual ventilation through their nose or mouth. - A Drowned’s gills can intake and process air Eyes of The Abyss (Passive) Description: Requiring vision within dark caves and murky depths, a Drowned is able to see in such conditions similar to their aquatic bretheren. Mechanics: A Drowned has bioluminescent eyes that can range from dim to fiercely bright, and is able to see perfectly clear in darkness, underwater or not. Aswell, a Drowned becomes immune to particulate coming before one’s eye. Redlines - If the darkness is magically induced, Eyes of The Abyss does not see through such. - Eyes of The Abyss does not replace eyes lost or damaged. Skin of The Lurker (Passive) Description: Required by a Philios or any creature of the Abyss to return to their home, they need immunity to the changes in pressurization. This makes a Drowned’s skin clammy and moist, their blood cold. Mechanics: A Drowned’s skin may become chitinous or scalid in some parts, and would render them immune to changes in barometric pressure or minorly cold temperature. Their blood would become cold, and their skin reflecting the temperature of the environment around them. Redlines - Magically induced coldness would still have effect on a Drowned. - Land Temperatures breaching below freezing (0C or 32F) or above extremely hot (38C or 100F) would take a rapidly exhaustive effect upon a Drowned, requiring them to artificially heat or cool themselves. Weapons of The Lady (Active, Noncombat and Combat) Description: Requiring natural defense, on the whim of a Drowned they may calcify and extend their fibrous nails, teeth, and skin to fight. Similar to a Philios, they would have impaired function because of such. Mechanics: After one emote of transformation, A Drowned would have the nails of their extremities, teeth, and skin harden to enhance combat capability. Their teeth and nails would have the internal strength of iron, and would extend a maximum of six inches. Their skin would toughen, but by no means as strong as any armour. Redlines - A Drowned with Weapons of The Lady would be impaired as expected by their enhanced capability- unable to wield weaponry or speak properly. - Weapons of The Lady enhanced weaponry is considered ‘iron’ in durability and strength. - Weapons of The Lady enhanced skin is considered ‘tough skin’, not necessarily equating to the strength of any armour. Call of The Siren (Active) Description: As a way to lure prey, a Drowned would sing harmonically to capture an unsuspecting and curious victim which mirrors tales of old. Mechanics: A Drowned may sing and enchant those surrounding to entice them to come closer or to lure them in, in an incredibly harmonic and angelic voice which was pleasant for all to hear. Redlines - Call of The Siren overlaps Weapons of The Lady, allowing one to speak perfectly clear. - Call of The Siren does not magically ‘charm’ those nearby forcefully, merely encouraging. Lament of The Deep (Passive) Description: Bearing such striking and incredible similarity to a Philios anatomically, a Drowned would take on the burden of a previous Poiema, or a new one, and bear the conscious of a Philios within their mind. Mechanics: By connecting by touch to a Philios, one would be able to store their conscious within themselves; bearing it as a second mind and thought that spoke to them, and witnessed what they had. If the Philios they bore conscious to were to die, they may be able to transfer their consciousness back into a new Philios to keep previous connection and memory. Redlines - If The Drowned were to die, so too would the saved conscious of The Philios. - One would not be able to telepathically send information, and a Philios would be able to witness it’s own death through the eyes of The Drowned - The Drowned may not swap consciousness with a Philios. General Red lines/Restrictions - A Drowned is obviously incompatible with any other CA. - A Drowned would continue to stay a Drowned if they were to drop or be purged from Thallassos. - A Drowned is sterile and could not reproduce in any capacity. - A Drowned does not gain any benefit from Poiemas. - A Drowned may still utilize any magic which they could previously get as a Tidesage with a corrupted soul. - A Drowned cannot have their affliction purged, cured, or removed magically or medically. - A Drowned is considered by all purposes coldblooded, and considered a descendant with a corrupted soul. - A Philios would never by any circumstance bring harm or inconvenience to a drowned. - A Drowned may wear clothes and armour just as before. Purpose (OOC) Drowned are a cool and critical minor-endgame to Thallassos that make an interesting addition to the lore and the server, while not wildly different than someone normal to be unrecognizable- they are a representation of the corruption of the magic, and the minor boons granted by such which make an interesting way to take the lore. Unlike a more advanced form, a Drowned is almost an entirely aesthetic representation of a Thallassos experienced and using the magic; taking aspects of The Philios they command and other Abyssal life. Citation Spoiler
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my character prepares for the next world war as each side looks for allies
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as a gm running a few open campaigns you should be prepared a lot to improvise. Come up with dialogue thats engaging and building characters that players can be emotionally manipulated or attached to. Learn to multitask efficiently and split your brain into cores of where you can consider improvisations, how the players are interpreting your actions, what youre actions are meant to interpret, and how your actions are coming off. I found roleplaying is extremely good for the prior mentioned, if you get really into it; you should aswell get to know the characters before and during the campaign to write dialogue that may prod or engage them. If a player merely shows up with “Big Chungus” the fighter, then they may; but for the person who designs a character with clear thought and an open story, you can provide a lot that may develop them and cause them to become a lot more in love than initially thought. Aswell, provide hooks. An extremely important thing to do is that given “Unlimited ways to tackle a situation”, players will pick the most direct out of cautiousness typically. I found that providing hooks, or leads, into different options of how to tackle a plan is a splendid idea. Perhaps while you’re stalking a noble your group plans to secretly kill, the questgiver encourages “learning his routine” or “hes got a terrible cough, i think he takes medicine for it”, and provide options that are hidden from the easy-eye but a prying-eye would find such quite easily, it really makes the players feel smart, and I feel that is the most rewarding feeling playing tabletop. Overall Invest your players in the campaign invest your players in their characters, and your characters make the players feel smart, and like they have ultimate control over their surroundings and the world around them use writing that allows you to improvise and think of ways to connect point A to point B, and as an aftersession consider what their actions may lead to if they divert from course Best of luck GMing, I hope my advice helps- im currently gming 3 homebrew-setting pathfinder sessions, and these are points I take a lot from; alongside others, like quality writing and storylining, etc
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a quick 5 minute rant about seers of vaseek as a feat
squakhawk replied to IsaaKc's topic in Miscellany
i concur but it just depends on the players. some want illidan aesthetic some dont want to rp consequence (or intentionally do it to gain a story to tell, ‘i lost my eyes by etc etc’) if there was no “seers”, there already exists alternatives like druidic greensight, and while its not practical all seers become druids, people just wouldn’t rp the blinding with monk healing -
Anethra would begin drafting a letter at home to deliver in thanks to her close friend, in thanks for her work, services, and efforts.
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agree ((pvp is one of the most irritating lines because it is an “easy solution” to someone who may put significant effort into their roleplay and the preparation of this event. People can arm up with their best weapon, their best armor and their cool CA to get fucked by someone whos better at clicks. There’s a place for clicks, but not at all in that way. Oppositely, you can approach the conflict with none of these things, but with extremely strong roleplay in your pocket, and still get shut down because you might appear like “some goon” or because the person is lazy, spiteful, or doesnt wish to deal with conflict. It’s painful to say how many times I’ve seen this used personally, and how many roleplayers I know who utilize lore just to be shut down. I low key have been pilled into CAs to opt into not being inclined to pvp but theres so many problems its just idealistic. Hope something can be done about it sometime. Though I think its both a problem culturally with OOC bickering, targetting, petty rivalries and the like, theres things functionally that can be done on the server i believe. This has been a problem for a long time and its unfortunate theres not much that can be done about it
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The Passing of Valentín Castelo (PK Post)
squakhawk replied to Viggen92's topic in Arcas Roleplay Archive
Illythia took a sat back after a day of exercise to keep her sane, folding open a book with a single hand on her chest while the other retrieved a bottle from the bottom drawer. A new was stuck upon the previously marked page, clearly left by her husband. She set down the open book and the bottle upon the desktop, looking to the fold of paper. Reading over such, a mild sadness occured to her; humming lowly to herself, once. ”Gone are the days I rallied men for battle, gone are the days of companionship and witness to human nature; gone to my brothers that lay dead in the dirt. He marks likely the last.” she muttered lowly in a smooth notion, giving an exhausted sigh. “Alright. Life goes on.” she said, mood shifting to almost anger from the previous sadness. She sat within the chair, stewing within her emotions for the remainder of the night. -
lets lotc together! now on egirl.gg for $30/hr ❤️ xo
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i cant believe youve done this
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i dig C @CrazyBigSpiders woke as ****
