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Aelesh

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Posts posted by Aelesh

  1. **MC Names of all involved**

    _Ohr_

    **Description**
    Whenever I attempt to open an Enderchest, the client will freeze for about a second to a second and a half before crashing.


    **Date of occurance**
    It started about three or four weeks ago, and has been constant ever since.

    **In game specifications**
    MC Name is _Ohr_, on the persona 'Ithemar'.


    **Steps to Reproduce**
    <!--- Provide all the steps necessary to reproduce the problem -->
    1. Right click on an Enderchest.

    2. Freeze - crash.


    **Expected Behavior**
    I should be able to open the Enderchest, see the inventory, etc.


    **Actual Behavior**
    I crash whenever I attempt to open the chest.


    **Additional Information**
    N/A


    **Error Message**
    The game crashed whilst unexpected error
    Error: java.lang.AbstractMethodError: net.minecraft.block.state.BlockStateContainer$StateImplementation.doesSideBlockChestOpening(Lnet/minecraft/world/IBlockAccess;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/util/EnumFacing;)Z

  2. 6 minutes ago, Lark said:

     

    Hi, Slayersteel writer here. You're incorrect in that Slayersteel is actually more Gold than Iron. It's meant to be GOLD strengthened alloy not an IRON LADEN WITH GOLD alloy. As everyone seems to assume which I hate. Regardless, I don't particularly like the lore as I see no real point for it. Nice piece, just not on LotC. 

    I think it's just the association with it being more durable than gold, so it is assumed that it is more iron than gold. Otherwise you'd expect it to still be fairly soft. What part do you not like in particular, if anything? Is there anything I could do to improve it in your eyes? The idea is for it to be minor and fairly inoffensive, and just to provide some extra flavour for pure smiths who aren't inclined to do magic alongside their smith work. It hearkens back to Tolkiens 'lore' concept, in that elves simply saw magic as a higher understanding of the world. In the same way, this is simply very advanced smithing that creates minor supernatural effects through physical work alone. The point is really to offer an approach to smithing that is mystical, spiritual and supernatural without asking a character to delve into what might be considered eldritch or arcane. Great smiths can aspire to great things through progressing their smithing alone and becoming true masters, without having to rely upon the Void or other more arcane sources of power. And as such, this power is much less than a true magician might be able to offer, but the theme it provides is unique when compared with the again, very pseudo-scientific magic that we currently have.

  3. 2 minutes ago, Tox said:

     

    Ah okay! I would suggest making a note of it in the red lines. Otherwise I'd say its pretty alright.

    Got you, that's probably a good idea!

     

    1 minute ago, Medvekoma said:

     

    Ahh, you just made a tiny mistake here, no worries.

     

    You are referring to magegold, and not regular gold. Magegold is the one used in golems and by necromancers. Magegold alloys, unsure about them. Gold alloys, they exist and are already defined.

    Aaaaaah, I thought magegold had some extra tacked on bits. I did read the gold/magegold lore recently, must have gotten the two muddled up in my head. I could've sworn I remembered regular gold having more than just anti-spook properties. That's fine then, I'll likely make it something like magegold + iron or magegold + silver. Leaning on making it magegold + silver to steer way clear of slayer steel. Don't know which you think would be better?

  4. 10 minutes ago, Medvekoma said:

    The issue still remains. You claim heartsteel is forged from gold and iron, but that alloy composition results in Slayer Steel. Per metallurgy lore, it doesn't make sense for the result to have any special properties other than slayer steel's.

    Gold is known to be a particularly good metal when it comes to storing mana, and necromancers have used it to store life force for a very long time. Slayer steel may not inherit these properties simply because there isn't enough gold in it for it to inherit the more complex magical properties of gold. If Heartsteel is more parts gold than iron when compared with slayer steel, then it would also hold that it inherits more of the capacity to store supernatural energies. However, if you'd prefer, I'm happy to change the lore and make Heartsteel an alloy of gold and silver to prevent any possible confusion with slayer steel. This alloy would be different from electrum, in that electrum has trace amounts of copper amongst other things, which Heartsteel would not. Probably change the name too. I would point out that when it comes to alloys, the composition of the metal in terms of ratios really does make a very large difference in the resulting alloy.

  5. 1 minute ago, Tox said:

    I dislike borderline enchanting that has zero fuel. If you would like my suggestion make them limited use or add a fuel source.

    They have a fuel source! Heartsteel stores starlight, which is used to power the effects. Since the stars are supposedly dead aengudaemons by current lore, and aengudaemonic power has been shown to do all of the above things, then that light when woven through Starsteel (which programs that light) can achieve these effects. They are also limited in use, and require time under starlight to be able to regain their charge.

  6. 10 minutes ago, Slothtastic said:

    So why can’t people steal memories exactly and why did you make it such a big deal. I mean, you could’ve just put “requires OOC consent”

    Oh right, yeeeeeah. Gosh I should've thought of that. Well, I'll go and come up with an explanation. Probably something along the lines of there being different quantities of gold. In the same way that different carbon steels have different properties, perhaps this is more gold than slayer steel is gold. I made it such a big deal because I'm very aware of how many people have trouble with mental magic right now, and I wanted to express just how on board I was with the general consensus that mental manipulation should be controlled. Maybe I went a bit too negative, but I just wanted to show agreement with how most people are thinking.

     

    7 minutes ago, Medvekoma said:

    Alloying iron and gold creates slayer steel.

     

    Furthermore, a lot of these results can already accomplished with either/both runesmithing and enchanting.

    Reference the above! Runesmithing as of right now could mimic the ability to produce light from this, and a hammer with runes designed to shape metal and produce fire could likely achieve what a Starhammer can do, and quite likely runes of reinforcement could make more durable weapons and armour, etc. Runesmithing is very specifically designed to work with the elements, and wouldn't produce quite the same effects as above. Likewise, enchanting works with Void magic, and Void magic effects in terms of the elements/transmutation/illusion can't achieve exactly what this achieves. As I have noted in the post, they can do a lot more than this can - this is intended to provide something smaller, simpler, and more specific. My best example of this is the Knot of Wayfarers, which works specifically when travelling. It's much more folklore based, much more traditional fantasy than the more scientific creations of other current magics on the server. I can only say that yes, a lot of this can be achieved with other magics, but this does it in another, interesting flavourful way. If we are once more of the opinion that 'only one magic/supernatural ability should be able to do x thing', then I have no argument that can counter your own. It's just a matter of opinion really.

  7. Star Forging

     

    The light of the stars fills the heavens each night. Thousands of eyes gaze up at them in wonder, and thousands more are given hope by the glittering candle flames that ward away absolute darkness. The image of the stars has inspired many a descendant to undertake great deeds, becoming paragons of virtue and justice. Through tireless work, a certain smith has discovered how one might tame the divine light of the heavens and build from it a variety of charms and strange spells.

     

    Star Forging relies on the use of two precious alloys named ‘Starsteel’ and ‘Heartsilver’ respectively. Heartsilver is forged from arcarum and silver, and acts as the heart of all Star Forged relics. The glittering cores forged from this alloy accept and store starlight from the heavens whilst left beneath the sky on a starlit night. One night is normally enough to completely fill a core. All star forged relics require starlight to function. If a gemstone is inlaid into a core, it can slightly increase the amount of starlight it can store. Diamonds are generally considered the best gem for this. Starsteel can be pulled into thin wires that act as conduits for starlight to pass through. By twisting these wires into complex knots, Starsmiths can create a variety of supernatural effects. In summary, if the Heartsilver core is the hard drive on which the program is stored, the Starsteel wires describe the program itself.

     

    Star Forged relics come in two different varieties. Wards are relatively large medallions, created from a core practically encased in Starsteel wires. These items provide passive effects that can protect the user from a variety of misfortunes. Knots are more complex creations that are woven into larger pieces of equipment or clothing. These are known to possess immediate and useful effects that can be commanded by the wielder. It should be noted that this distinction is informal, and some Knots can possess Ward-like capabilities, and vice versa. The only true distinction is found in the fact that Wards are made from cores encased in knotted Starsteel wires, and Knots are made from items given cores and Knots to provide them with special properties. All Wards and Knots can run out of light if put under serious stress, and either way, will need to be recharged with starlight at least once an IC year.


    Ward Against Darkness - should the light level drop particularly low, the medallion will begin emitting a bright light that illuminates the space up to fifty feet around the wearer. High level versions of this Ward cause terror in ghosts/shades/daeva/spectral entities, and can lessen the impact of supernatural darkness slightly.

     

    Ward Against Cold - should the wearer begin to shiver with cold, the medallion will shroud them in a veil of warm, fire-like light that warms them and protects them from further cold. High level versions of this Ward allow the wearer to ignite nearby fuel sources and cause images to appear in flames.

     

    Ward Against Fear - should the wearer begin to feel fear, the medallion will begin to glow and fill the eyes of the caster with silvery sparks. This will dull whatever fear they may be feeling and prevent that fear from growing any further. High level versions of this Ward can help in forming mental wards, and protect all those who touch the wearer.

     

    Ward Against Fatigue - should the wearer begin to tire from physical strain, the medallion will fill their veins with a subtle, silvery glow. This light will prevent the fatigue from growing and will slowly reduce whatever fatigue might currently be felt. High level versions of this Ward can lessen the need for sleep, food and water.

     

    Ward Against Forgetfulness - the wearer will be capable of recalling even distant memories. When the medallion is in use, the users hair will glow subtly with starlight, causing their hair to move subtly as if a breeze was blowing past them. High level versions of this Ward can prevent the loss of memories through supernatural or physical means, and can allow the wearer to show memories to others by touching their forehead.

     

    Knot of Regrowth - should the item into which this Knot is woven be left in starlight, the item will begin to fill with light that pours out of the Knot and mends any damage that might have been done to the item. High level versions of this Knot will increase the speed at which the item can repair itself, and will even allow starlight to improve upon the durability of the item beyond what might have been present when it was first forged.

     

    Knot of Endurance - items forged with this knot are resistant to general wear and tear, and are slightly stronger than normal, capable of withstanding more significant trauma. High level versions of this Knot are even more durable and stronger still.

     

    Knot of Sympathy - should the wearer touch the item to the forehead of a willing individual, they would be able to at first dull, and then cause a memory to fade entirely from the target. This memory is stored instead in the mind of the wearer. High level versions of this Knot can accept more varied, complex and troublesome memories. This is intended to be used to take on unwanted or painful memories - the target MUST be willing.

     

    Knot of Wayfarers - changes depending upon the item into which the Knot is woven.

       Boots - the wearer finds that they have particularly sure footing when travelling in precarious country.

       Cowl/hood/helmet - the wearer finds that their vision is no longer impaired by lashing rain, lightning strikes or otherwise. The wearer can see clearly no matter the weather.

       Cloak/coat - the wearer finds that they can walk easily through even troublesome winds, and do not tire as quickly from having to contend with a squall.

     


    Starhammers are intriguing star forged creations that are bound to the soul of a smith. When wielded, they are able to burn with a silver flame that heats and allows the wielder to influence metal with their will. As they strike a particular piece of metal, their thoughts will be able to direct and mold the metal in a very subtle, slow way. This can increase the quality of smithed items, providing extra durability, sharpness, etc. Just as other star forged items must be left beneath starlight to recharge, these hammers must also be allowed to bathe in celestial light to maintain their powers.

     

     

     

    Starhearts are star forged items with meteorite-steel hearts encased in the usual Heartsilver. They are somewhere between half a meter and a meter in diameter, and appear as glowing orbs that warm the area around them with a gentle light. Spending time near one of these hearts will lull a soul into a thoughtful but keenly aware trance. Each of their thoughts will be clear and easy to comprehend, and a soul will find that negative thoughts and emotions seem to trouble them less. Whilst the trance-like state can only be achieved whilst near one of these hearts, the suppression of negative emotions can become semi-permanent so long as a soul regularly spends time near a Starheart. Starhearts also ward away ghosts and other spectral entities who dislike bright light. Finally, Starhearts can recharge star forged items day or night, though do so no quicker than the stars above. This light can also be woven into an item as it is being forged should the Starheart be nearby, filling it as it is made.

     


    Redlines:

     

    These items do not protect the wearer as well as more complex magic could. Always bear in mind that whilst their stores of starlight are quite large, and they can last a long time when put under relatively little stress, they can very easily expend all their light if they are used to contend with a powerful threat.

     

    Wards that protect against mental effects will crumble relatively quickly against sustained mental magic or illusory magic, wards against cold will quickly break against magically inflicted cold, etc, etc. These are not intended to provide immunity to any serious attack. They are meant to provide subtle, interesting effects when travelling, dealing with other characters in social roleplay, etc.

     

    With reference to the above two - be reasonable. These items are not particularly powerful. They are intended for PASSIVE use. If you want powerful combat items look elsewhere.

     

    If you try to steal peoples memories with the Knot of Empathy by tricking them or something, you’re scum. DO NOT. I don’t care what reasoning you have. Thus, when you attempt to use this Knot, you must make the target OOC’ly aware of EXACTLY what is going to happen. If you don’t, you get blacklisted.

     

    The Ward Against Fatigue will not protect a descendant from significant physical stress, like open combat, lifting very heavy objects and sprinting. It will only protect against low-level, prolonged fatigue, like general farm work, walking, horse-riding and the like. Acting as if the Ward prevents all physical fatigue is incorrect.

     

    The Ward Against Fear only helps in forming a mental barrier. It does not magically protect you from mental magic like a transfiguration ward would, it simply gives the wearer a little help when forming their barrier. This barrier is no stronger than a regular mental barrier. All this Ward does, is help someone who might be less than well practiced form a barrier. They must already know how to do this by themselves.

     

    The Ward Against Cold is comparable to household magic in its capacity to light fuel sources. It cannot do so in open combat, nor can it be used to light living creatures. The Ward may only be used to light bonfires, hearth-fires, torches, readily cut logs - items that are obviously meant to be burnt.

     

    Starhammers cannot be used to manipulate metal in combat, as the process is too slow.

     

    The ward against spectral entities, for both the Starheart and the Ward Against Darkness, only causes fear, unease and perhaps a little mental or physical pain - nothing more than a dull ache. They will not forbade an entity from entering a particular area, nor will these entities be immediately pointed out by the light cast by the item. Attempting to identify a spectral entity through one of these items is considered metagaming.

     

    A Heartsilver core can easily expend all of its charge in a day of use. These cores will require charging under starlight at least once an IC year if not used at all, and can need charging once a night if in constant use.

     

    Star Forging requires a Feat MA to be practised, and thus must be taught.

     

    Star Forging is still basically, just smithing. A smith should already be somewhat experienced before they begin learning this.

     

    In addition to the above, since this skill is really just a skill and has no complex magical component, characters of 10 or older may learn the art, rather than just the normal 16. Characters that begin learning at 10 will progress very slowly until they reach age 16. (This one is entirely up for discussion. I’m honestly just interested in letting young smith apprentices have a go at this and make some Wards as they progress under whoever their smith master might be. If the community/LT would really prefer that it remain up at 16 thanks to being kinda semi-magical, I’m totally on-board with that and can understand why.)


    Afterword:

     

    This is intended to provide some simple, non-combat focus, heavily roleplay focused smithing roleplay. Yes, it is somewhat supernatural, but the intent is to recreate some of the folklore smith-vibe. Becoming a smith so great that your works have some supernatural properties. Whilst on LOTC that might be magic, the actual roleplay that has to be done is purely smithing focused. There’s no waving your hands, no incantations, just a little extra sparkle on top of your smithing roleplay and some fun, flavourful charms. On the topic of progression, there’s nothing super strict in regards to when you’d be capable of smithing the ‘higher level’ stuff. Your teacher would just have to decide when you were ready to move on, which would all be based on the amount of smithing roleplay you’ve done, the quality of that roleplay, etc. At the slowest, I suppose the standard 3 - 4 months is reasonable.

     

    I’m very open to suggestions, feedback, etc, so feel free to PM me or leave a post for me to take a gander at. All of this is designed to help fill the smithing niche that people have been interested in whilst also providing a little fantasy flair, so anything that fits into that general guideline in terms of additions is welcomed.

     

    It is also worth noting that this is the fastest I have ever written a piece of lore. Others have taken me weeks, even months. This idea just kind of stewed in my head and then I wrote it down, today. Thus I may well have missed something (though my helper tells me I haven’t), so if you come across something that seems to have an obvious problem, let me know. I guarantee it was unintentional. On the plus side, this is the shortest and most concise piece of lore I’ve written! Hurray! No 8000 word long walls of text!

     

    And as always, thank you for reading!

  8. 7JHWTcJZhorJQJDL4jH9hqlqy8fQFDDnweaQU61tQHRFJUy_l6acru8lBJJEGMN5X_5C03qKvWAN92_q68B-U92cWxNopqpFzE3jGMlxjEsTeJgYTgVlqxQmRxtO8aIcZtJmQkSb

    (Boy Fishing - Wynn Bullock, 1958)

    divider.png

    There he stood as he always did, on the one pillar of an unfinished pier, a little damp from the short swim, hands clamped about his fishing rod. A light breeze blew in from the sea. When the Sun shined down on him, it was refreshing. When it hid behind a cloud, it chilled his bones and made him shiver. A tug on the rod alerted him to his catch. He lifted the rod easily from the water, revealing a tiny fish too little to muster any real resistance. He anticipated the last few squirms as he unlaced it from the delicate hook, cradling it in his hand before dropping it into a basket by his side. Silver scales glimmered within beside red, steel blue, black and any number of other colours. Sutican waters were certainly blessed with a wonderful supply of fish. Enough to keep a boy of eight entertained when the streets hummed with the buzz of lazy conversation.

     

    He wondered what it would feel like to be caught. To be wandering merrily through life, only to be tempted by that one jewel, that one word, that one promise of meaning and pleasure in a world of grey mundanity. His question was answered as he looked up over his shoulder at the trees that swayed on the shoreline, the walls that stood motionless, the clouds rolling over the tops of those walls, the bird flying across the cloud-filled sea. Each caught in another. Always caught in another.

     

    Was he caught? All these years, had he unknowingly been the victim of some great deception? He was watched. To be kept safe, of course. He was taught, he wanted to be taught. To be shown how to live, of course. His father and brother showed him all the love in the world whilst he grew. Were they caring for a crop? When he was done with his growing, would he have some vital part to play? Would he be caught and told what his life was to be, how he was to carry out the rest of his days in duty?

     

    He knew the importance of duty. His companion always rattled on about the nature of law and order. How those things were at the core of the world. How without law the Sun would have fallen into the sea long ago, and each and every soul would have boiled alive in the apocalypse that followed. It was all very much like clockwork, he thought, as he caught another larger fish that fought him more vigorously for control of its’ life. Every gear had a duty to play its’ part, lest the whole mechanism collapsed in on itself in a shower of brass. But, was he clockwork?

     

    Did he want to be clockwork? Perhaps, if there was a choice, he could be something else. A brass leaf left to blow away on the wind, leaving the clock it was meant to complete far behind. He would be hated. Reviled even, for turning his nose up at the years of work spent to cultivate him. He knew he was more fortunate than many other children. He may have lost a parent, but many had lost both and much, much more than both. Would he be insulting those unfortunate souls who had been snuffed out before they could burst into warm, blazing flames? Perhaps he would. But the free souls he had met, the mercenaries who had rumbled through with their incredible stories, the travelling salesmen brimming with worldly knowledge, the tinkers and storytellers, songstresses and hunters; all had a certain air about them. They didn’t care what people said about them, nor really did they care what words tumbled from their own lips. They were free to do as they pleased and that was what truly mattered in the grand scheme of things.

     

    To be free, you had to be strong. His older brother knew that. He knew that to survive in the world was a constant dance so complex and deadly that to miss a step was to fail. To miss the one arrow that slew the beast before it bit down on your throat. To say the one wrong word, to the one guard with the right temperament, in the right position, to see you sat in jail for the rest of your days before they lopped your head off before a crowd of waiting spectators. Making an example, they said. Of what, the child did not know. Perhaps it was that gustering, blustering will that set you free to fly on the breeze. Was duty so important to the world? So important, that it would kill, maim or otherwise punish those who defied it? The brutality of the world was startling, making him squint with pain both literal and metaphorical as he caught his finger on the hook. The fish that had fought him was bigger, nastier. Some small catfish with ugly bug-eyes and dark, gnarled skin that had obviously seen hundreds of battles. Skin as tough as armour. Eyes like copper telescopes that shone dimly in the blackened face above huge, pouting lips.

     

    The fish quivered once, twice, before he threw it back into the water. He saw the tail split the surface for a moment as it dove back into the deep, taking shelter in the shadows below. Fellow fighters had to look out for one another, after all. And his brother looked out for him. He wanted him to be free. The rod fell back against his shoulder as he crossed his legs, staring into the ripples that bounced off the pillar upon which he sat. What should he be? The age old question that made freedom seem terrifying. He might be free to do what he wants, but be trapped by his own indecision and lack of understanding. No amount of strength gave you purpose in the world. And purpose was a rare and valuable commodity. You could not mine it. Nor discover it in tomes. Nor in people. They might prompt it to rise to the surface, but purpose must always come from within. And if it wasn’t already dormant within you, you would never have it. That thought was scariest of all to a child that knew next to nothing about himself.

     

    He knew that people inspired little in him. Wonderful though people were, he heard their words always at a distance. The pressure they brought with them seemed to dull what they had to say. The feeling of their silent inspection, their prying eyes that saw his soul in ways he could not. He was convinced that they noted his inadequacies, counted his merits, catalogued and counted all that there was to know about him. It was not the judgement that frightened him. It was the simple fact that he could be judged. That what to him seemed an infinite mind of dreams and strange thoughts could be quantified. He was ‘Ithemar’. A single word, a name that could describe everything about him. Was that all he was? Surely there could be no purpose in something so shallow. No matter how boundless he thought he was if he could be contained in but one name, one face, one age, time and place, then how could he possibly have passion hidden within him?

     

    He knew his father had many names. The name of his birth laid upon him by his father. The name he chose to take for himself, the title that he found as he had lived out his many years. The syllables that had come to him through work, dedication and patience. Those with power seemed to have many names. His father went where he wished, under whatever name he needed. The title that most fit him at that moment, that most expressed who he was when his heart beat that one, particular beat. The name of the rhythm he danced to. Should he have names for himself? More than one name. More than one mind, even. Should he be more than Ithemar? To take control of his own name seemed to him the most reasonable thing to do. How then, would he do it?

     

    He supposed he would have to learn, as he always did, from his father and his brother. Questions were powerful tools. They could break down walls, open doors and lock others. Keys to all places, questions seemed to him. He loved questions, as all children did. He could ask questions about questions; why? How? When? You could question the answer of your question, question the meaning of a question, question the purpose of questioning itself. How marvelous questions were. What question then, would he ask his father? Which of an infinite number of keys would he put to the door his father represented? Where in fact, did he want to go? Past making a new name for himself, what did he want that name to be?

     

    And, if he had wanted, he could have kept asking questions. But the Sun was setting now. A day of fishing and thinking, over once again. He hugged the fishing rod that lay against his shoulder, looked down at the basket of caught fish that rested beside him. He revelled in the sea-smell that wafted in off the waves. He admired the way grass gave way to sand, sand to rock, rock to water. He watched green grass, white cloud, blue water all dim to grey and black. The world once again started to dream as bird’s returned to nests and foxes to dens and badgers to burrows. The dream was perfect and unbroken. It waited for all souls to return to it. To give up their questions, and to be caught in the solace of sleep. Freedom came to those who could resist sleep, and dream with their eyes wide open.

  9. 10 minutes ago, Gilded said:

    Whilst this concept intrigues me, I do have a few inquiries on topics the post isn't really clear about or otherwise doesn't clarify.

     

    1. Do these 'words of power' affect arcane casting (i.e. power, precision, etc.)?
    If so, I find this rather unbalanced and impractical as it implies a mage must expose themselves and in short they must learn a completely new language just to operate their spells. I don't think many of us want to jump back onto the forums, delaying roleplay just to make sure we didn't spell or pronounce a word wrong. However, I think it would be a promising aspect if it's just optional for the sake of literature value. Otherwise I don't actually see a need for this to affect the magics themselves. In my opinion it will confuse and disorganise magic roleplay.

     

    2. Following on from my argument in the first point; won't this render voidal magic practically inferior and imbalanced to dark or deity magics?

    For the sake of a balance argument, if these 'words of power' are forced upon voidal magics rather than optional, wouldn't this be a disadvantage to dark magics and deity magics? In a sense it restricts voidal magics compared to these two types and establishes a ridiculous narrative that makes magic roleplay even more convoluted (as I mentioned prior). Once again, this is based upon the idea it's forced rather than optional. Some people enter the world of magic roleplay for a silent and more subtle approach, rather than shouting random and unclear words.

     

    If possible, I would appreciate a response so there might be less confusion and greater clarity for me to establish an overall judgement.

     

    From what I've gathered, it's a purely aesthetic, totally optional addition to your magic. An extra flair with no practical benefit. You're not forced to use it, and using it offers nothing but style points. Thus why this should be a roleplay post.

  10. 59 minutes ago, Lark said:

     

    How it works on paper and how it works on practice will be very different. Could you provide some emote examples of how it would be used? I wouldn't be happy with it, but I'd be willing to accept that so theres like a basic guideline of: "This is how you should do it" because people will try to exploit it, just like how we've seen mental magic used for wonderful rp.

     

    (Not really emotes but, shorten it, cut out the flavour, do it over a couple of hours with other people chiming in, etc, etc. It's a taste anyway.)

     

    The sun had risen perhaps an hour ago. Sunlight poured into the room like golden syrup. It spilt over the floor. It rose in waves on the walls. The lens, glistened with the light that ran round and around its many faces, shimmering across edge after edge. He watched this with infinite fascination. He saw each flickering yellow streak as a pathway. A choice. A knot in the pattern of destiny.

     

    His eyes fluttered closed, punctuated by a long exhale. His lungs emptied themselves into the room, before his lips welcomed the air once again. The rhythm cleared his mind of clutter. Little by little he was reduced to the nothingness he sought. Light shimmered on his hands as they melted away. Slowly but surely, skin became crystal, bone became glass. The lens continued to glitter with sunlight that filtered into now spectral fingers. He felt his legs lighten, felt them melt away. Beneath the boots, beneath the robes, his footing on reality ebbed and faded to nothing. The light filtered into his heart as his skin turned to amethyst, revealing the organ within for a split second before it too, faded into that ghost-like image. His flaxen hair faded to tubes of glowing gold as the sunlight refracted through them. His eyes were reduced to dead portholes, devoid of their spark. Raising the lens, he focused his numb mind upon the task. Feeling it rise and fall, rise and fall within him. The waters on the shoreline. Seeing the-

     

    There was a tower. A township. A child marveled at the silhouette that stood in the sunlight, the eyes that peered in at the world. Then - forest. This world was filled with the sound of birds. Something huge flew overhead, crashing into the westward forest. Another sun poured through the lens, closer than he expected. Warmer. The lens was warm in his hands. Then, stepping rightward through the paths of probability, a road travelling northward. A merchant looked up from his stall, mouth agape at the figure that stood in the sunlight, before it moved on. Before the lens ripped him away. Rightward again, another road that traveled eastward. A dwarf stood over the corpse of his kinsmen. Claw marks scarred the flesh of the corpse. A wolf lay dead in the sunlight, flies writhing in every arrow wound. The dwarf saw the death-god who had come to spirit the soul of his brother away, just for a split second. Glass in the sunlight. Then-

     

    The chronomancer recoiled from the lens, flinging it across the room. A world without stars. A world, of tentacle, fang, and hate. Another apocalypse. Another world where things had taken a turn for the worse. A tear rolled down a cheek that once more became mortal. Too many unfortunate ends. Much, much too many.

  11. 5 minutes ago, Smaw said:

     

    All of these things are clear in their intentions. What you're proposing here is somewhat vague, and most definitely something that can be used in combat or to inconvenience others.

     

    For example: Freezing things in place, allowing things to appear at later times, et cetera.

     

    It doesn't matter whether you write "can't be used in combat" because people will always find a way or inevitably re-write it with additions that supplement that desire.

     

    I would also advise against grandfathering because it's altogether a bad idea.

     

    Anyone who gets the Magic should have to progress at the normal rate.

    Suspension requires a lengthy ritual, and thus cannot be used in combat. Freezing things in place during combat would indeed make for a poor magic. If something is found that is frozen in place, lodestones were created specifically so that anyone can unfreeze them by breaking the lodestone, which literally just requires being dropped.

     

    If people find a way to circumvent a red line, something that you are not allowed to circumvent, they should be magic blacklisted. If an addition is written that allows these things to be used in combat, it should be denied.

     

    Again, you're criticizing something that hasn't been written. I agree with you, one hundred percent, that any of these abilities used in combat would be much too much. Thus, they each take progressively more emotes to even begin casting, and require that you can move easily and carefully to draw your chronomantic marks (which were made with the express purpose of stopping people from using the magic in combat since they are so precise, disallowing any kind of roleplay loophole).

     

    If an addition is written that allows this to be used in combat, deny it.

  12. 12 minutes ago, Smaw said:

     

    Then ultimately, what's the point?

    What's the point of a druid growing a tree? What's the point of arcane art with arcanism? What's the point of blessing someone with courage? What's the point of cursing someone to fear the colour yellow? There are many magics that have purely aesthetic, interesting mechanics in them. Chronomancy, like them, has both very aesthetic and very usable spells.

  13. 7 minutes ago, Smaw said:

     

    Then I have to ask- why bring a field forward in time at all? So that you can predict something and prevent it? This kind of RP would essentially negate all other RP on the server that was deemed antagonistic or against the Chronomancers wishing.

     

    If they do change the field in some preventative measure, time is changed, and someone can come along and do something else. A Chronomancer could theoretically spend their whole life tending to one patch of land.

     

    My only concern is the real progression value of RP this might provide.

    You cannot predict events with chronomancy. At all. Under any circumstances. There are trillions of possible futures, and finding one that lines up with the present is simply impossible.

     

    Then, continuously moving that field back in time would be futile, wouldn't it? The magic is not all powerful, since there are some things that are too difficult for it to do, like continuously protecting a field against people's changes. You have, in writing that, discovered a limit to the magic, in that you can totally counteract it by exhausting the mage, or interrupting their ritual, etc, etc.

  14. 2 minutes ago, Lark said:

    I have many reservations with this, primarily the ability to see into the future and past. I do not believe the powerscale of LotC, nor nature of LotC would allow for such. Plus it can, and most likely will be abused for metagaming. I have a few more issues, but most people have said them. I think we SHOULD have time magic, but it should be MUCH MUCH weaker. Not manipulate time within a minute or few with spells. Magic items could have more effects on time. I've been writing one too and would love to throw ideas at you

     

    Future sight has been specifically written such that you cannot metagame with it. Finding a future that lines up exactly with the present is simply impossible. If someone does that, you just ban them for metagaming, because you cannot do it under any circumstances here. Future sight is intended as a means to see many potential futures - it's a religious or spiritual experience. Sampling the many trillions of ways the universe can turn out. Enjoying the splendour of probability, potentiality and chance.

  15. 4 minutes ago, Smaw said:

    To add to my previous point, a spade is not a weapon, but it can be weaponised- the same applies here.

     

    What stops a Chronomancer from setting a field on fire, reverting it back in time, and then speeding it up when their target gets into the region of effect?

     

    Unless I've missed some red lines, in which case, forgive my midnight laziness.

    Rewinding time is more difficult than running time forwards. The more change that is being enacted by running time backwards, the more difficult the change is to complete. Setting a field on fire and then running time backwards would be, very, very, very difficult. If you did that, you'd be completely spent. In fact, I don't think you could do it without killing yourself. You wouldn't even have enough mana to run time forwards on that field again. What's more, setting the field on fire again is a big change. That would also require a ridiculous amount of mana to accomplish. The idea is simply so impractical you'd never do it.

  16. 1 minute ago, drfate786 said:

    If you add additions after it's accepted it'll turn it into a combat magic or answer key magic which is why I don't want this accepted. Maybe you won't? Maybe someone else will come along and do so.

     

     My criticism is simple, this cannot and never should and never will apply to combat in any way shape or form. Cannot and will not ever be used to metagame possible situations and cannot and will not be used as answer key magic.. Those found doing so should be outright punished to the severest extent of the magic team's capabilities. If this is kept in mind and ENFORCED then this should be fine to some variable degree. Otherwise, it's just a repeat of the disaster that was Muuntravista and will end in a manner worse then it did.

     

     

    we are now criticizing parts of a magic, that haven't been written. future-magic-critique - we don't even need this chronomancy stuff if we can see into the future already.

  17. The sea roar filled the night. A breeze rolled in off the water and flowed over the many folds and creases of the mountain. It found its way into the few empty buildings left stranded on the coast - discarded. The sun had been set some hours, and thus the breeze was one of icy cold that sapped heat stealthily until suddenly one would realize with a shiver, that they were dreadfully, icy cold. His thick robes helped to prevent this but a little. The thought occurred to him as he rubbed the back of a hand left exposed to the night air. His staff glowed faintly in that hand, singing it's pointless song. Words of an unknown language rising and falling, rising and falling, dying on the breeze as they were carried away to lands far and wide. Whispers of the world, lost in the vastness of it all. Lost under starlight. Lost under darkness.

     

    He inhaled a deep breath, held it for a moment, then began the slow trek down the incline. He hopped over stray pebbles, dodged patches of loose shingle, avoided deviously prepared traps of fallen branches, brambles and pools of still lingering rain water. The images reared up in his mind. Images of this place in the daylight, burned into his soul by the many journeys he had taken up this path to greet the rise of the Sun. That, was a ritual that could never be forgotten. Greeting the glory of the Sun was to greet another day untouched by chaos. Another peaceful day, free from the Nether, Iblees, daemons, taint, the Void, the Old Dark - whatever name you might give the thing that wanted to consume us all. The thing that desired nothing more than to return all this great work to nothing. To spite the one who made it, or to honour some timeless pledge, who could say? The world is an enigma. The thought scared him and gave him the inspiration to press on. There was always more to know. Always more work to be done in the face of the infinite.

     

    Standing on what passed for a beach, he looked down into the darkness that swirled below and recalled how the sunlight played on the water's surface. How it swept away all ills of the soul. How this breeze ripped every cobweb that had hidden itself in the mind, every untouched or unsolved problem that made even the sunlight seem a little dimmer. He loved how the ocean accepted all his troubles. Cleansed him of all his ills. He loved his steadfast mountain home that always stood there for him to return to, sheltering him from the world and its intricacies for a few short hours every night. The breeze that offered him freedom, the stars that offered him hope, the darkness that filled his soul with ambition, desire and strength. All the world spoke to him in a thousand names which he greeted happily and thanked for their part in the joy of life. He passed under the trees now. The peninsula stretched out before him, starlight hidden behind the great boughs of trees that had sprung up here despite the odds. They contributed their shivering leaves to the chorus of the ocean, the roar so much more intense as they sung in tune with the rhythm of the waves.

     

    Finally, he approached the edge where the sea stretched away in all directions. A single jut of land that stuck out into the waters as if in protest against the roiling deep. His cloak was blown in all directions as the wind changed and changed again. The sea blue of his eyes looked down at the thing drawn on the stone before him, giving off a faint light in the darkness. Raising his hands to the stars, he began his work. What occured next, none can say. At the centre of that ephemeral star, a point of light shimmering in the darkness with the rest of the heavenly host, the red cloak peered out into the universe. It lasted but a moment as red light swam across the ocean, buried itself in the mountain, rose to the high heavens, and then vanished. Swept back to the point of origin. The ritual, the runes, that red cloaked figure. Should one have been looking out towards that island, they might have seen the light as it rose into the night sky, outlined against the darkness.

    -

    ((I wrote Awakened Blood Magic a while ago. Took me less time than I thought it would. It’s a messy piece of lore, I’ll be honest, but it lays the groundwork for lots of truly interesting magic roleplay that doesn’t involve incinerating people - at least on a daily basis. If esoteric, complex, mystical, hermetic philosophy inspired, semi-religious roleplay sounds like your thing, I’d only be too happy to have you. Bonus if you’re GMT.

     

    Discord: Sorcerous#8213

    Lore: https://www.lordofthecraft.net/forums/topic/167865-✓-awakened-blood-magic/ ))

  18. Somewhere, a mali'ker offers his hands to the sky in prayer, tears still staining his cheeks. A single feather rests on his lap, bright and full of colour even in the darkness of the night.

     

    "Your honour lives on in me, brother, and I shall not see it stained. Hail Varikas, protector of the Isilioleth blood, hail the Peacock Knight, whose shadow we shall walk in forever more. Praise be unto the ancestors - may you take him into your halls with love and welcome him with a feast befitting of such a soul."

     

     

  19.  

    g1DWZkFQPd_PiXCBcmE9nU2HeGuvwemPOeOVfDMqWT9fZjeX2XlkFNiV8-3lAi1LqDJ3MxeE8DheZL8F0O_z7D3PSFlL6olOi-g3p9LGtUFt2uirSdIgw43Mymf_KyjQkA0OFmBO

     

    5f337505987ef200c451c4cb19559670.png

                                                                                                                                                                                                            

    ‘And lo, in the youthful dark of the world when Shadow roamed unchecked,

    And Starlight flickered in the chill dark without a home to return to,

    When Soul and Sense whereas yet roiling in the unformed deep of the ocean,

    When the waters flowed in innocence, and the earth did not yet war against the waves,

    There came the Beginning, where all things found their place.'

     

    Isilioleth culture’s founding belief is that the Soul has many senses that are unused or untempered by our lives. The most obvious Five manifest regularly and present the world in a stunted, unformed manner that misses much of the deeper nature of life. Prolific use of alchemy in the development of hallucinogenic concoctions and a great appreciation for the symbology of colour are core parts of any clan members life. Tattoos, paintings, patterns, textiles and shrines bright with a hundred colours are all components of a clan members appreciation for their traditional artistry. Homes are gaudy places filled with warmth and the thick scent of spices, gathering places glow with fire and stink of good food, good drink and good people.

     

    Life is a stage to paint one's character upon. It is most enjoyed when one gives oneself unto it uncompromisingly and takes pleasure in the myriad sensations of the journey. Love is good for its joy, hate for its power, mercy for its nobility. The Isilioleth band together to appreciate the happiness and the sorrow of the journey and do not shy away from all that entails. They give their brothers a home to return to, a shoulder to cry upon and a voice to console their deepest worries. The long life of an elf can be hard, but they hope to revel in its wonder whilst they can.

     

    The Recent History of the Isilioleth

     

    When the putrid aura of Orgon had swept into every aspect of the world around them, the Isilioleth knew that only destruction and decay would await those that remained on the doomed continent of Vailor. With this is mind, they made haste toward the boat that the clan had prepared for such instances; for an element made most clear in the clan is one of preparedness, whether it be for life or death.

     

    As the gathering of Mali’ker scrambled for their escape, the creatures of rot and destruction began to emerge from the fetid swamps around them, striking the slower of the Isilioleth that were lagging at the back of the crowd.

     

    Alas, with little time to spare the clan had no choice but to press on against the swathe of disease and entrapment that sought to ensnare them in their rotting fingers. As the enormous portal at the Docks opened up on the horizon, the Isilioleth knew that they would have to leave as soon as they could; and such little time they had, that they were forced to prematurely depart from the docks, leaving behind a number of Mali’ker that fought to the bitter end against Orgon’s army.

     

    Indeed, it appeared as though only the youngest and most agile of the family had made it onboard, as well as a few lingering creatures that had found their way through patches of decayed wood. As the clan fought against the remainder of these beasts, they made their way through the Spirit Realm that presented itself, absorbing the experience with adrenaline fuelled awareness.

     

    Yet in their attempt to understand the strange world they found around them, they failed to notice the point at which they emerged in Axios, crashing into a nearby coast and scattering the survivors who woke at different times of the day; if indeed they woke at all.

     

    It appeared the Isilioleth were not as prepared for the unknown as they had thought, a notion that would plague them in their desperate search to find one another.

                                                                                                                                                                                                            

     

    Spoiler

    Philosophy and Religion

     

    The Importance of Colour

     

    Before all other colours, Black and White take precedence. White is the representation of ‘ultimate order’. It is a state of indefinite existence, of reality without form. It is the necessary base of the world from which all other things arise, but in itself it represents nothing at all. It is both Life and Death, and thus it is neither. It is both Movement and Stillness, and thus it is neither. Being all things, it is of no value and represents nothing specific. Black represents the presence of, something. Anything. A shadow is cast only by something with a true presence in the world, a presence possessed of value and substance. If White is the sandbox of reality then Black is the value which arises from the universe; Black is representative of all things possessed of true form and substance.

     

    To paint anything with the colour White is to suggest that it has no value or purpose. It is a grave insult, to claim an existence to be of the lowest level. An object blanketed in White exists only because reality permits that it does, and not because it has power or importance. To paint something Black, is to claim quite the opposite; those objects represent ideas which contribute meaning and purpose to Life.

     

    The Isilioleth thus have a very simple kind of morality; that all things with purpose are of worth. Rage is neither good nor bad, it is simply Rage. The worth of Rage is determined by the experience and the passion of it, the vibrancy it offers to one’s life. Curiosity is much the same, and is neither good nor evil, as is Love, as are all emotions. The world is thought of much like a painting, with each experience or emotion existing as a pigment within the image. What is the purpose of the colour blue? Is it right, or wrong? Quite obviously it is neither. Its value is derived purely from its existence as a part of the composition, and the Isilioleth claim the same of all the world. To be filled with a passion for anything, anything at all, means that one is partaking in the great journey of life. That one is a character walking large across the stage and playing into the plot of the world’s legend. To accomplish that and revel in the glory of life is to be free from all shackles and achieve paradise.

     

    -

    Black/Gray - the symbol of Unlimited Potential, the Isilioleth associate darkness with adaptability and an acquaintance with the truth of the world. To paint your child black, or to adorn yourself in black is to glorify the value of one's spirit and intimate ties to the course of destiny.

     

    White/Silver - the symbol of Order, it suggests a certain restrained nature, a lesser life lived according to rules. To paint a white hand upon the door of your neighbour is to mark him with the greatest of insults. No Isilioleth would willingly adorn themselves in white; the ankles of prisoners are regularly painted with white rings.

     

    Yellow/Gold - the symbol of Individualism, it is one of the rarest of metals to come across, and for this reason is associated with being unique. Being painted gold or wearing gold is indicative or someone who considers themselves unique, or wishes to promote a charismatic personality.

     

    Blue - the symbol of Cleansing and Purity, it is the colour of the rain and the water, something that will calm the mind and soothe the soul if allowed to. It is completely adaptable to the environment around it and offers a sensation of relaxation. To adorn yourself in blue or to paint your child blue is to wish for a state free of anxiety.

     

    Red - the symbol of Power, the Isilioleth believe that their crimson eyes burn so brightly thanks to their blood; a symbol of the strength of their hearts and the purity of their lineage. To paint your child red, or to wear red is to bask in the glorious history of the Isilioleth and warn others of the power that burns within.

     

    Orange - the symbol of Ambition and Energy, it is believed that orange represents fire and its ability to both nurture and destroy; the same powers laid upon the mantle of all mortal souls. To paint your child orange or to wear orange is to bless them with direction and conviction.

     

    Green - the symbol of the wilds, the home in which all live. For it is not the structures beneath the Mali’ker that are their homes, but the earth beneath their feet. It is the symbol of stability, trust and logic. To paint your child green or to wear green is to call stability and practicality into one’s life.

     

    Purple - the symbol of Mystery and the Unknown, it is the rarest but perhaps most important colour. It is rare to find the adornment of purple on buildings or clothing, for it is indicative of a cult or a pursuit of magic. To paint your child purple or to wear purple is to become more self-aware and philosophical, or to indicate a magical affluence.

     

    Senses, Spirits and General Philosophy

     

    The painting that is the world is not experienced solely through the eyes. Your skin prickles with the chill of ice, your ears marvel at the silence of snowfall, your tongue trembles at the frigid taste of ice-water. The forest fascinates the ears with the calls of a thousand birds and gifts the nose a feast of beautiful scents flowing from the petals of sparkling flowers dancing beneath the sunlight. Sight is a glorious thing, yes, but to rely on it alone is to lose touch with the true fullness of Life. In fact, each of the Five Senses are not truly enough to understand the world in the way that we do. But five channels of information cannot possibly create the intimate relationship we have with the world, and with each other. So how is it that we are so connected to the world around us?

     

    For the Isilioleth, the answer is quite simple; there are many, many more than five Senses. The most commonly understood Sense beyond the five, is the Sense of Magic. The Sixth Sense presents itself as an acute awareness of the ways of the world, of the laws of fate, destiny, power, of all things that churn the wheel of Life. The Sixth Sense is a mysterious thing that the Isilioleth praise with the colour Purple for all its wonder and strangeness. The other senses are not numbered as the first Five for there are so many of them. They are instead discovered and named by individuals, appearing and vanishing as those who discovered them age and pass from the living world. Some discover their incredible empathy and rely upon that Sense to aid them in the world. Some discover their lust for battle and innate connection to that art, that way of Life, and thus they devote themselves to the improvement of their warrior skills, discovering more and more about their Sense for Battle. Others give themselves over to the throes of Instinct, living Life as the winds of chance will them to, forever honing their Sense for the winds of Fate and the wiles of Luck. Every Isilioleth searches for the things that they can understand and capitalize upon, the Senses that they can derive from their talents and experiences. The eldest and most praised members of the clan are renowned as nigh supernatural entities, owing to their developed array of Senses.

     

    Just as the house prizes its senses and connection to the world, the clan has a developed philosophy relating to the importance of the world and its construction. Order is the only thing which allows the universe to flourish and Life to proceed in a positive fashion. The elements are upheld as the founding basis of the world and the embodiment of this order, each commanded by the natural laws and systems that preside over the universe. This has bred deep admiration and worship for the Spirits of the Spiritual Realm, a facet of Isilioleth culture they have incorporated from the various spirit worshipping cults of the dark elven tribes. Whilst the house has yet to procure any of its own shaman, there have been several great spiritual leaders whose knowledge of alchemy and the arcane marked them as authorities on all that is mystical and supernatural. However, whilst the Isilioleth admire the pursuit of magic, they detest the Void in its entirety. It represents an unbound chaos that diverges from the natural order of things, making a mockery of the world that they attempt to understand. The practise of Voidal magic is frowned upon much as their Aspect-loving cousins frown upon it, viewing it as an abhorrent thing that damages the unity and structure of the world. Such magic is sure to breed a lust for power that drives good elves to bad deeds.

     

    The Isilioleth Relationship with Sight

     

    Elder Isilioleth are known to paint their eyelids white as a proud declaration of their detachment from their eyesight. This signifies that they place sight as the lowest of their senses, something that is so little a part of them that they would happily give it up should the need arise. The most extreme are known to cut their eyes from their head entirely, a show of utter commitment to the beliefs of the clan, and their ascension into true power. This is by no means a must; indeed, many frown upon the practise as barbaric and uncontrolled, an act of hate against the body one has been blessed with. Some go as far as to say that the destruction of a Sense is counterproductive and a form of sacrilege against the ways of the tribe. Sight may be held as a lower sense than the rest, but every Sense is of incredible importance for the understanding of the world, no matter how high or low.  The topic is rarely spoken of openly thanks to it being a point of heated contention between the various branches of the family.

     

    There have been some disputes over the topic in the distant past of the clan when the original siblings were still living. None of them took part in the conflicts, but they were known to have chosen sides. Though they have now been lost, some written records did attest to the fact that Hethyna and Kalthia both swore allegiance to the protection of eyesight as a valuable Sense and integral pathway to the soul. This very fact has prompted many a debate in of itself. Now that the records have been lost, it is once again up for debate as to which of the ancestors chose what side. Whose wisdom should be followed? What wisdom is even available? With no way to directly contact their ancestors the Isilioleth have been relegated to blind debate based on inaccurate information. For many, it has become obvious that having any worthwhile debate on the subject is impossible without first reclaiming the required knowledge.

    Spirits and Spiritual Worship

     

    The Spirits are most commonly worshipped by way of public altars, as opposed to the private altars of the Isilioleth ancestors. These shrines are normally heaped with offerings and given a bowl for libations (alcoholic beverages) to be poured as extra offerings, for what more could a spirit enjoy than some of the clan’s finest brews. It is common to see Isilioleth gather at these shrines to sing their praises in unison with a long, guttural hymn in their ancient tongue. Given that it is derived at least in part from Old Blah, it is believed that the words carry to the Spirit and that they enjoy the music they make.

    -

    Lesser of Skathach - Tolzgh, Spirit of Embers, Inspiration and Understanding: When Devral still walked the earth, it was Tolzgh that offered him the beginnings of his boundless wisdom. Devral birthed in him a keen intellect and a wondrous curiosity that offered him in his early years, a terribly sharp mind that could slice through many a problem. From this intellect was born his wisdom and good nature in later life, and through all his years he layed great praised upon the name of his benefactor. His descendants continue to honour Tolzgh for his part in the great life of Devral, asking that he might again bless one of their own with a legend as brilliant as his.

     

    Lesser of Arwa - Nakryh, Spirit of Bounty and Family: Perhaps the spirit that has been hailed the longest by the Isilioleth, it was Nakryh who looked upon the original Matriarch and blessed her with the children that she so desired. Her faith and piety are still considered the greatest among all the Isilioleth, and through her connection with the spirit Nakryh the Isilioleth bloodline was born through her four children. Nakryh is commonly invoked at Isilioleth weddings, recalling the original ceremonies held for the children of Aryhna.

     

    Lesser of Dazkur - Ogkad, Spirit of Loyalty and Brotherhood: The early years of the clan were peaceful. Yet, disagreements as to the importance of eyesight soon began to tear at what bonds of brotherhood had been formed beneath the guidance of the original clan elders. Honour duels were fought regularly as various family factions sought to establish their dominance over the others. When strife seemed set to destroy all that had been built, the great Ogkad emerged in the flames of the clan’s great fire. His council brought the conflict to an end, and slowly the clan’s bonds regrew.

     

    Lesser of Eathruz - Ryak, Spirit of Dawn, Hope and Good Will: A spirit who has emerged time and time again in the darkest hours of the clan. Most recently, it was Ryak who helped shepherd the remaining Isilioleth after the horror of Orgon’s plague, speeding their escape and ensuring that they reached a safe destination. Ryak is commonly invoked at the birth of a new member of the Isilioleth clan - should Ryak be pleased with the clan’s offerings, it is believed that the child shall have an easier time in life, and that no matter the challenge they shall have the courage to rise to it.

     

    Lesser of Akezo - Adrumz, Spirit of Survival, Endurance and Struggle: Many years ago, the great Isilioleth hunter Tariin fell afoul of a bear in the deep jungles of ancient Aegis. Having lost the strength needed to wield his weapons thanks to a wound struck by the bear after it had come charging out of the brush, the hunter put all his effort into losing the beast. Vanishing behind bushes, climbing trees, leaping over rivers and weaving his way through the woodland as best he could, the chase lasted for what seemed like hours. Collapsing in a stream, Tariin raised his hands to the heavens and prayed for aid. As his blood tainted the chill waters all around him, Tariin suddenly felt his strength returning to him as the wounds ceased their bleeding. Though they remained to dirty his flesh, he could feel the waters’ power working within him as a name rushed passed on the breeze. Adrumz has since been revered as a guardian of hunters and a keeper of the Isilioleth people.

     

    Here is some pre-Skyrim art of Thraele in a tavern in Morrowind, smoking her pipe. In my head canon, she would run away for weeks on end and travel Morrowind and make money off game she hunted in t...

    Ancestors and approach to Ancestral Worship

     

    The ancestors of the Isilioleth lay like scars upon the spiritual body of the clan. Marks of greatness or shame that tell the story of the families history throughout the ages. As the world continues to turn, and time continues to march onward, the Isilioleth have taken to remembering the influence of their most impactful forebears by gathering beneath the setting sun for a moment of solemn prayer. These gatherings are normally conducted by a wiseman of the clan who leads the group in a song of the Isiliolaam, an old language spoken by the clan’s most esteemed members.

     

    Personal shrines kept in the home of the Isilioleth are used for most regular worship; where the shrines of the other Spirits are made public, ancestral shrines are normally kept privately so as to treasure the legends of the ancestors. Should a particular ancestor have performed some great deed worthy of recognition, and the clan feels that they deserve a public shrine, a variety of rituals are performed to discern if the Spirits favour such an action. They are normally seen heaped with various offerings that would please the ancestor associated with the shrine, recalling the deeds of their life and the legend of their time in the mortal realm. Unlike the other Spirits, a bowl is never placed upon these shrines, for to do so would be to insult the Ancestral Realm. Surely in the afterlife, the great heroes of the Isilioleth have enough to drink in their great, shadowy halls? To offer them our meager offerings would be nothing but a disgrace to the Spirits and to the glory of the clans forebears. Prayers are normally offered here to glorify the ancestor and praise them for their achievements. Should the ancestor be remembered for any negative reason, the prayer is instead a thing filled with pity as the clan member recalls their deeds and prays that others never fall to such errant ways again.

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    Aryhna - founding Matriarch of the Isilioleth, associated with the colour Black: So great was Aryhna that all who married her children willingly forsook their names and took on the mantle of the Isilioleth. Her red eyes, raven hair and beautifully ashen skin are still hailed as the example by which the Isilioleth determine the beauty of a mali’ker woman. She is a figure associated with wealth, authority, wisdom, spirituality and above all else, the glory of the Isilioleth people.

     

    Xiiroun - founding Patriarch of the Isilioleth, associated with the colour Black: A warrior. A father. A giant whose name means strength, faith and union to his descendants. Xiiroun’s great legend marked the Isilioleth as a people in touch with the world, in touch with the primal essences of nature. His wise words laid the path for the spiritual worship that would later blossom amongst his descendants, just as his prowess in battle sparked the war teachings of later Isilioleth warriors.

     

     

    Tariin - the Hunt, Destiny and Victory, associated with the colour Green: Not only is Tariin famous for his part in the tale of Adrumz, but for his part in many tales of the hunt. His home was lavishly furnished by skull, horns, hides and other demonstrations of his incredibly capabilities. The stories he had to tell his clan were legendary things filled with many a great deed to be honoured.

     

     

    Sunth - Witchcraft, Communion with Spirits, the Wilds, associated with the colours Green and Purple: Equal in piety with her sister Vetli, Sunth is remembered for her wisdom and knowledge of the ways of the forest. Her capability with herbal remedies was second to none. The miracles she performed with but a few roots taken from her garden, the lives she saved and souls she cleansed of their ills, are all remembered well by the oldest of the clan.

     

     

    Vetli - Fertility, Beauty, Bounty, and the Harvest, associated with the colours Red and Green: Hailed as the return of the great Aryhna’s piety, Vetli was an incredibly devout worshipper of the spiritual whose connection with the spirits was said to have broken the chains of Iblees curse. Having four children to her name over a life of perhaps four hundred years, she was recognized as one of the greatest mothers and wives to have ever graced the halls of the Isilioleth. Her council was sort after by many a clansmen, for her role as mother extended to many a young Isilioleth looking for guidance in the world.

     

     

    Dundos - Chaos, Insult and Destruction, associated with the colour Purple and White: A magician of the Void remembered for his terrible seduction. Delving into the madness of the Void quickly tainted his mind with a desire for power and domination, leading him to harm many of his brethren in masterful but ultimately reckless spells. He is remembered not with hate, but instead with pity as the clan heaps their sorrow upon him. His shrines are icons of humility before the mysteries of the unknown and call for the Isilioleth to remain vigilant in the face of chaos’ allure.

     

     

    Nileh - the Unknown, Curiosity and Solitude, associated with the colour Gold: A wanderer who travelled over the length and breadth of many a continent, Nileh is remembered for her incredibly journeys. Her maps were used by the clan for many years and are still used as a reference when new maps are drawn. The knowledge of the land communicated by these maps is truly astonishing; such a thirst for adventure, such a passion for life and a love of the world. With all those things heaped upon her shoulders it is no wonder she is remembered as one of the brightest of the Isilioleth.

     

     

    Bevia - Spirituality, Progress, and the Environment, associated with the colours Blue and Green: Nicknamed ‘the Shrine Maiden’ during her life, Bevia took a great interest in the development and decoration of shrines within the Isilioleth households. She was the first to suggest the best placement and the right offerings to give when pleasing a spirit, and readily espoused the benefits of consistent and regular prayer to the spirits. She was also associated with the practise of meditation, and helped to develop at least three distinct schools within the clan that were very popular for a time.

     

     

    Devral - Knowledge, Education and Safety, associated with the colours Black and Orange: A sagely figure who grew to the age of nine hundred and eleven before being struck down during a particularly bloody dispute with a neighbouring elven tribe. Many looked to him for guidance and understanding on nearly any subject imaginable. With so many years behind him he had tried his hand at swordsmanship, drug-craft, cloth making, writing, oration, music, philosophy and many other subjects. His death was a terribly sad occasion, marked by the ritual burning of a forest; the passing of such an inspiring flame should not afterall, go unnoticed. The spirits of fire are believed to have readily accepted that offering, blessing Devral with their favour in the spirit realm that he might walk wherever he wished to further develop his understanding of the universe.

     

     

    Spoiler

    The Life of an Isilioleth

     

    Drugs and their Cultural Use

     

    The use of drugs for relaxation and meditation is a common practise amongst the Isilioleth. The art of concocting various combinations of herbs for the purpose of smoking, inhaling or simply eating is a prized skill carefully taught by many parents to their children. Pipeweed is normally used as the base for any particular cut, being easy to smoke; cactus green is regularly combined with pipeweed in varying amounts for different strengths and kinds of highs. Zawabate is also used rather frequently, being collected from the deserts and grown in the warm, dry homes of the clan. The different combinations of herbs each have personal names relating to their lineage and usage. There are far too many to count, but the most common are those combining pipeweed and cactus green for purely recreational use. Zawabate is more regularly used by shaman either looking to walk through the spirit realm or help their other family members with spiritual advice.

     

    It is commonly believed that what one experiences during a high is a kind of message that relates to either the individual or the world around them. Clan wisemen are regularly called upon to decipher these messages and give council to those who have just come off of a high as they search for answers in whatever strange dream world they experienced. Animals are believed to represent a repressed desire lurking within the individual that needs to either be released or addressed. Some instinct or primal emotion is at odds with the individual and it falls to the wiseman to plan what must be done to help their clan member. The appearance of other descendants is believed to speak to a damaged connection that must be fixed or re-examined; perhaps a lover, perhaps simply a friend, perhaps a distant acquaintance. Locations are perhaps the most varied; natural vistas call for the contemplation of some subject that the individual must examine to help them move forward in life, whilst urban scenes can suggest a need to connect with society and do some important work. Each experience is vague at best, and will require much thought to decipher.

    Education and Learning

     

    The children of the Isilioleth are most often taught by their parents how best to lead their lives. Just as the parents are expected to test their child with various trials to ready them for their ascension into adulthood, they are expected to help them develop the knowledge they will need to thrive. There is no formal structure as to how a parent chooses to teach their child, or what it is that they choose to teach them. Some lineages prefer the forge and the anvil, some prefer the trades of the forest, others the cerebral tasks of the thinkers and philosophers, and others bring up their children in the traditions of the great ‘Aouxh’, the wisemen of the Isilioleth who guide them in regards to the spiritual. Thus, the Isilioleth are as varied in their talents as the colours are varied from each other - not a one amongst them will have the same temperament, or the same wisdom as another. This is but another reason that the Isilioleth rely on each other so much for their training and growth. The Isilioleth only become truly rounded individuals by willingly partaking in the tutelage of their peers in later life. It is common to hear an Isilioleth note that one never truly finishes learning about the world around them, and their place in it. The life of a descendant is constantly beset by the unknown. Where others may see that as one of the troubles of life, the Isilioleth see it as one of the greatest and most exciting parts of the life they have been blessed with.

    Tattoos and Body Markings

     

    Pain is a prevalent theme throughout the life of a mortal; pain exists to scar the soul and teach the mind of its mistakes, punishing the body for failure. Sometimes pain is simply a necessity, a path to progress as one learns of their failures and is forced to recognize them. Whatever the case may be, pain is a teacher of infinite wisdom, one to be feared above all else. Throughout the life of an Isilioleth, a great deal of importance is placed on the sensation of pain, and the reward that comes through its endurance. Nowhere is this more visually evident than in the case of tattoos, markings that etch into the flesh and serve as reminders of the past, of ideologies, or as warnings. For some, you must wear your heart on your sleeve- quite literally. Those of particular standing in the clan will adorn themselves in many symbols indicative of their position, a physical embodiment of their life path.

     

    White, Semi-Chain: This symbol is indicative of one who has has been branded an individual of particularly low (or detestable) standing. The binds of these chains serve to represent the unflinching history of the individual, and to show that they have damaged themselves or others of the clan in some way.

     

    White and Black Chain: This series of chains shows someone who is repenting for their past mistakes, and is undergoing trials in order to redeem themselves in the eyes of the Elders.

     

    Black Chain: When an individual is redeemed following the consideration of their Elders, their previous white markings are instead made black with a thick swathe of ink. This is to show that they have proven their personal growth, but the tattoo remains to remind them of their past mistakes - for when a time may come when they must judge another, it is worth noting the mercy that fell upon them.

     

    Black Anvil: A symbol taken up by craftsmen of all kinds, be them painters, tailors, carpenters or smiths. It attributes worth to the items they make and to their place as a maker, and is normally painted on the back of the dominant hand.

     

    Blue Chain: Placed inside the mouth, often on the lower lip, this symbol indicates the one who bears it speaks only truth for only words of clarity and purity leave their lips and they are bound by the tenant of veracity.

     

    Red Flames: Normally painted over the heart, this tattoo has been used to signify the courageous and the bold. Many an Isilioleth warrior has happily accepted the mark, normally painted by one of their brother warriors in a show of companionship and trust.

     

    Purple Hand: This tattoo is exceedingly rare, and is found only on those who have a considerable propensity for the Spiritual.

     

    Black Bear: A symbol of ferocity and strength, the Bear has been used to designate the hunters of the clan since the great Tariin slew a Bear with nothing but his bare hands. Bringing the carcass of the beast into the clan hall, he displayed it before all his comrades - that night was filled with drink, dance and merriment at his success. His bear-hide cloak has since been lost, but it was once kept as a family relic of great value, both material and spiritual.

     

    Purple Owl: A symbol of wisdom most often associated with the elderly, it relates to the Senses and to one’s keen insight into the nature of the world. It is most often painted upon one’s upper back such that the Owl’s talons sit on the shoulder blades.

     

    Green Leaf: Commonly painted over the right eye, it is a demonstration of practicality and solidarity. To see the world through a leaf, through the natural, is it to welcome the calm, guiding whispers of the forest.

     

    Emerald Serpent: The presence of a green snake upon an Isilioleth denotes a past betrayal; this means they were either greatly deceived or deeply wronged before and via dramatic change have both made peace with their past and learned from the experience.

     

    Blue Ocean: More of a motif than a single tattoo, images of the ocean relate to one who has experienced some great emotional distress in their life, and who have overcome it - or, it can related to those who have helped to cleanse the pain of others. Either way, the Ocean recalls thoughts of empathy in a time of strife.

    Gatherings, Festivals and Rites of Passage

     

    Isilioleth Welcomings are held at sunset whenever a new child of pure Isilioleth blood has been born. They are lively occasions filled with colour, song and feasting that last the entirety of the night until the following sunrise, welcoming the new child to the realm by commemorating its first night under a beautifully dark sky. The eldest living Isilioleth will bless the child, painting the newborn’s features with designs of the parents’ chosen colours, wishing for prosperity and fortitude during their lifetime. This event begins with a large feast provided by the child’s family.

     

    Throughout their early life, a child of the Isilioleth is exposed to the world and allowed to develop through the use of various trials. They are discretely introduced, a parent suddenly vanishing in the wilderness, or insisting that they attempt something they would usually shelter them from. Once the child reaches the age of thirty, they are formally given their last trial before an audience of the gathered family. This trial normally manifests itself in the form of a blindfolded duel using the combatant's weapons of choice. The child is normally made to battle their father, as their teacher and guide; should they overcome them, it is believed that the child has developed some keen inner Sense that allowed them to overcome the teachings of their elder.

     

    Weddings are colourful affairs attended by all and presided over by the parents of the groom and bride. Black, orange and green are regularly used to symbolize the important characteristics of a marriage, blessing the couple with a bright future. Responsibility for funding the endeavour falls upon their shoulders, for it is their blood that is to be tested in the bond of this marriage, and thus it is they who must offer their wealth and effort in the running of the joining ceremony. The mothers of the bride and groom attend the pair as they make their to the front of the hall, a demonstration of the care and protection they have offered them both all their lives. The fathers address the congregation and the couple to be, acting both as the parents of the respective children, and representatives of both bloodlines.

     

    The Isilioleth have always been happy to welcome others under their banner should they prove themselves to resonate with their way of life. The Rite of Blooding has been performed many times as new mali’ker pledge their allegiance to the clan and take its name as their own. This has muddied the bloodlines of the Isilioleth, but for them, all that truly matters is that their brethren have a fire burning in their eyes, and in their hearts. Once the ritual has been completed, the newly annointed Isilioleth will take a member as their spiritual father, and their wife as their mother. This ties their bloodline to that of their ‘parents’, bonding their blood to the clan’s through their chosen mentors. The Rite of Blooding is most usually performed in two parts. First, the clan member to-be is asked to recite a short but significant oath to bind themselves to the service of the clan and its leader. This normally includes a verbal affirmation that they forsake whatever familial ties they may have previously had to make way for utter loyalty to the clan. Secondly, the newly inducted clan member is asked to enter into a duel with one of their new brethren. Whether or not they lose is considered irrelevant, for the battle is fought not to test skill, but to test the ferocity of ones soul as they battle. Should one fight courageously and valiantly then they shall be eagerly accepted. For this reason, knives have traditionally been chosen for the combatants weapons, forcing them to hack and slash at one another in a close range frenzy and parries, dodges and grapples.

     

    Funerals are swathed in black to honour the worth of the departed, being attended by only the closest family members whose ties with the deceased were greatest. Death is a natural part of Life, but it is a cruel and cold end to the vibrancy of the Living world. Acknowledgement of Death is something done in seclusion where the truth of the matter need not spread through the whole of the family. The eulogy is most often spoken by the brother or sister of the deceased, for their bond is believed to be the greatest with their sibling; they lived through the same years, with the same youthful outlook. Garbed in red as a show of their anger at the passing of their closest ally, the sibling is allowed to vent their rage before their family, and before the departed.

     

    Ashlander by Arthur-Panshi

    Warrior Culture

     

    Isilioleth warriors normally favour the weapons used most by their forefathers. The world has always been beset by strife and the need for a weapon at one’s side has yet to diminish. Isilioleth martial arts focus on efficient combat, either disarming or killing the opponent before they can have a chance to draw the battle out into a battle of stamina rather than skill. Shorter weapons offer their warriors the ability to harry their opponents with deft strikes aimed to catch them off guard or quickly tire them to allow for the finishing blow. Short swords are a common weapon, paired with a larger shield to conceal the torso and maintain the advantage by hiding the position of one’s weapon from the enemy. Keeping one’s weapon-holding arm sequestered behind the shield is a primary goal, placing as much of the shield between the enemy and oneself to offer them the worst view possible. Short spears are also rather common, being favoured by warriors who prefer a continuous assault rather than a careful consideration of the enemy; those armed with spears end their flurry of strikes for only two reasons. The order of their commander, or the death of their enemy.

     

    Daggers are usually concealed beneath one’s armour, acting both as weapons of surprise and as a last line of defense should a warrior’s primary weapon be lost or broken. It is common to see an Isilioleth dispense of their shield’s protection entirely as they unleash a desperate barrage of strikes in the fight for their lives. This sudden shift is symptomatic of their approach to combat. Their rhythm aims to continuously shift and roll, back and forth, back and forth between flowing strikes and sudden, jagged lunges. By withholding their attacks for but a moment or suddenly throwing themselves into a vicious strike when they had been signalling a calmer one, an Isilioleth aims to confuse their opponent with their offbeat string of strikes.

     

    Clan Roster

     

    Zaniil Isilioleth - Smawton

    Gillionel Isilioleth - Aelesh

     

    Vedros Isilioleth - Tidemanno

     

    Tedyn Isilioleth - Wrynn

     

    Kalahaz Isilioleth - LuxusFerox

     

    Xeno Isilioleth - ImCookiie

     

    Varikas Isilioleth - Zarsies

     

    Serevik Isilioleth - Bebbz

     

    Arveia Isilioleth - Darksainthood

     

    Application

     

    IGN:

    Discord:

     

    We will arrange a time to RP, where things will be taken from there.

  20. An Isilioleth grins from amongst the small crowd, pipe in hand as he marches across the waterfront with his brethren about him. Peering at the banner as his cousin lodges it in the earth, he offers Zaniil a bow of the head.

     

    "There's much to be done, so much yet to do! Long live the Isilioleth, and may the Spirits ever lay blessings upon our blood."

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