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Elennanore

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Posts posted by Elennanore

  1. MC Name:

             Elennanore

     

    Character's Name:

             Ellenore

     

    Character's Age:

             200+

     

    Character's Race:

             High Elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/192410-alchemyfajbighungry/

     

    What magic(s) will you be teaching?

             Alchemy

     

    Describe this magic or a creature as a whole:

             

    Alchemy is the method that is used to understand the processes of the world around us, and to become familiar with underlying systems which cause the world to go round. It is almost entirely mundane in nature and has few connections to more 'magical' forces. With the use of various reagents, an Alchemist is able to uncover the way in which certain processes function, and can then use these varying processes to develop powerful tonics, elixirs, and materials that are otherwise not naturally occurring. Through the use of identifying signs and symbols, extracting them, and mixing them, one can fulfill unnatural feats.

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Identification - The various processes which are typically conducted in a lab or study environment to better understand the materials at hand, and learn what signs and symbols they may carry. The time it takes to do this is affected by an Alchemist's Tier.
     

    Extraction - The various methods which are used to extract signs and symbols from a variety of reagents. The methods vary depending on what desired sign/symbol is being sought out of a reagent.
     

    Mixing - The method which is used to create a variety of substances, be it potions or some other form of material, liquid, solid, or gas. There is no specific one-way method to create the large variety of craftable substances, and thus recipes exist to be followed diligently. Mixing requires a large variety of tools and a study/lab, with certain substances requiring more or less diligent behavior and cautionary measures.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

     

    Heat-Sight Potion
    Ellenore places a variety of dried herbs on the table in front of her; Goblin’s Ivy, Tippen’s Root, Elf’s Hair Vine, and Drake’s Tail. From there, she slowly sliced each plant individually, separating them into their own piles on the table. With four different mortars, each finely diced herb was slid off the table with a knife and into a bowl below. Then, she began slowly grinding away at the separated herbs within their own mortars & pestles. Once each herb was grounded into semi-fine motes, she reached toward the far side of the table, grabbing a bottle. After removing the cork, she finally poured a conservative amount of aqua vitae into the bowls.

     

    Ellenore mixed each bowl with a ladle, making sure to clean the utensil off with water between each. After they were thoroughly mixed, she poured each mortar of boggy concoction into its own glass, setting them onto the burner at her left side. While the liquidy pastes were being cooked over the fire, she would stir them to prevent anything from being burned at the bottom of the bottles. While other bottles were boiling, she would remove one of the glasses and pour the contents through a cloth sieve, any particles that did not pass through being thrown aside as waste. 

     

    Once a while had passed, she removed the now dry concoctions from their perch above the burner, as each had finally boiled off any remaining liquid. Within each was a variety of different powders, all mixed in with one another. She poured the fine motes onto the table in front of her and slowly began sorting through the various powders one by one with a small knife, a monocle and immense amounts of patience.

     

    From the Drake’s Tail, she sorted out the symbol of ‘heat’, a black iridescent powder of consistent grain. Each time her knife ran by to move them, they glew a red hue softly. Of the Elf’s Hair Vine, she–

    extracted ‘clarity’, a powder of consistent grain that almost appeared like ground glass. From the Tippen’s Root, she segregated ‘connection’ from the other undesired powders. This appeared as an opaque, flaky powder, which glew softly in the dim lighting of the Vale’s lab. Finally, of the Goblin’s Ivy, she extracted ‘endurance’, a thick and smooth powder that was of consistent grain.

     

    Ellenore sighed after all had been said and done. She slowly began adding the viable, useful powders she had gathered from the herbs in their proper proportions to the bottle of distilled water. When the symbol of ‘heat’ was added to the bottle, the water started to become and glow a dim red, slowly heating up as the powder dissolved. Then the ‘clarity’ was added, the motes seemingly vanishing as they were poured into the reddish concoction. Afterwards, ‘connection’ was neatly poured in, the water starting to slightly thicken up as the powder fell in. Finally, ‘endurance’ was added, the slightly thick water, almost like milk, then flashed a bright red before fading to a deep crimson.

     

    Ellenore began to stir the concoction with a glass rod, gently mixing up the warm brew she held. Its variety of reddish colors mixed about within the bottle before they all melded into a singular, muddy auburn, with hints of red flashing if the bottle was hastily moved. She placed the rod aside and quickly corked the bottle off, dipping it into a warm wax that was placed atop the burner. The wax cooled off afterwards, securely sealing the contents alongside the cork.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Ellenore waves one her alchemist's in training into the room with a flick of her wrist. After the man had come into the room and sat down, she took a seat at her side of the desk. "Yesterday we had already discussed the the Five Alchemical Signs - Earth, Fire, Water, Air, and Aether, of which are of extreme importance and relevance to todays introductory lesson on Alchemical Symbols, of which there are many." She opened the drawer at her side and took out a few old, crusted parchments and slid them across the table. "I have written and explained the various kinds of letters recognized as Signs and Symbols. There are some letters that aren't relevant to alchemy, and represent different forms of and states of matters, those aren't associated with our mundane craft, but nonetheless are useful bits of things to know." The young man would take the parchments and glance over them for a few mere moments before looking back up to his teacher. In hasty response, Ellenore quips. "You'll have to study those, and know all of them. After you do that I'll begin teaching you Symbol Rings and theoretical Transmutation Circles."

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    I inform them of where they went wrong and then amend the situation, going over how to properly do whatever they may have powergamed. Afterwards, I ask if there may be anything else they may possibly be unsure to prevent any future instances of powergaming.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             https://www.lordofthecraft.net/forums/topic/205407-alchemy-ta-elennanore/

  2. 4 minutes ago, Pengin said:

    Love gives some much-needed depth to Azhl, but there are some parts that concern me.

    - The mass-based limb debilitation doesn't make too much sense.

    Quote

    Azhl's Blight takes 3 to 5 emotes to debilitate a victim's limb, causing extremely noticeable pain in the afflicted area and reducing the dexterity and strength of the muscles. 3 emotes for creatures that are of a lower mass individuals such as wood elves, musin, halflings, goblins; 4 emotes for traditional humans, dwarves, high elves/dark elves; 5 emotes for orcs and larger.

    I can understand why there would be an emote difference, but some of the emote differences just don't match up. Given height/mass variation, it just doesn't make sense to make emote count based off race. Biggest concern is that musin and halflings are clustered with wood elves and goblins. Perhaps emote scaling based off weight would be more viable?

    Weight is a variable that is not hard-set or heavily regulated and is something that can be quite easily finagled to reach a desired outcome. I find it simpler and easier to fit certain races in a certain range, as you can't argue what your race is. However, I will say wood elves could probably be moved towards 4 emotes, though I've always been under the impression that wood elves are traditionally a very small people in comparison to High Elves or Dark Elves, who are usually much taller and heavier. I'm also under the impression that goblins are also quite small typically.

     

    11 minutes ago, Pengin said:

    - The physical effects against fae feel too quick.
    I know that Azhl is supposed to be an anti-Fae, but it basically puts a death timer on any Fae which gets cut by it. While I won't argue over sprites dying in 3 emotes given that any notable injury to them is typically fatal anyways, the effect on both soul trees and epiphytes is pretty much instantaneous.  I'm not against its corrosion capabilities, but I feel like the weight of it is just too heavy. I feel like it is an evisceration method as opposed to a counter. 

    - The mental effects are exceedingly strong and difficult to upkeep.

    Quote

      Creatures of the Fae and their derivative beings, such as epiphytes and other demi-fae, will suffer the effects of azhl’s blight to a much greater degree, varying in severity depending upon the type of creature afflicted. These beings would also be capable of ‘sensing’ the presence of azhl in the near vicinity, resulting in the fae creature or individual becoming uncomfortable if within a moderate distance(8 blocks). The closer they are to azhl, the more unbearable this feeling of discomfort becomes, eventually transitioning to dread, despair, and so on. Once the distance is closed to being only a mere meter or two away, the feelings they experience become torturous in nature, the individual or creature unnerved to the point that the desire to distance oneself from the source is paramount.

    Expand  

    Excluding the fact that players in ownership of an azhl weapon will either completely forget to emote this to nearby fae players or non-stop spam them with the fact that they have an azhl item, the effect just seems hard to manage. Dialed down a bit, it would be a great side-effect, but it shouldn't be mentally-crippling to be near it.

    Do consider that all of this is already accepted lore, its just also very vague and not defined well. This rewrite is to define its parameters and what it is intended to do. I will say, your last comment on the mental effects of Azhl will have an addition to it shortly due to some stuff I thought of last night while debating over any problems I had with my lore.

    Thanks for the feedback! : )

  3. 1 hour ago, Xergarok said:

    - What exactly is it that makes Fae more susceptible? For some Fae, certainly Soul Trees and their variants, one could argue that their circulatory system operates way too slow to significantly increase the speed with which this poison spreads. 

    It makes Fae more susceptible because they are Fae. Simple as that really. Azhl has for the longest time affected Fae creatures in a very negative way, but it was written out in a rather vague amendment. Here, it is being fleshed out.

     

    1 hour ago, Xergarok said:

    - Why would you go down the path of the average banned poison by adding a redline that kills any non-ST CA (that isn't specifically mentioned in other parts of the redlines) after 3 emotes? I don't think any such entity can escape combat AND get cured that fast, so this means getting cut results in death. For ST entities this also seems like nothing more than delay of execution. 

    - The same goes for Tree Lords and Soul Trees (but with 5 emotes). Same issue, though I don't understand why they are offered the choice between death and blight (a good redline in and of itself to offer such choice) while the CA's mentioned above don't. 

    This section was written by me. However, the original idea for it and the original amendment was done by Keefy, the prominent druid and I would argue the druid ST. Thus, I took their word for emote counts, interactions, etc, as they are the person who is likely most knowledgeable on the subject and most well-versed in druid/fae lore.

    I have no idea why demi-fae don't get the choice of dying or being corrupted(I didn't know they could become corrupted), I just wrote what I was informed of. This can be amended once I find out more :)
     

    1 hour ago, Xergarok said:

    - I guess the Demi-Fae section is a bit more reasonable, but the entire point would be: What is this metal meant to do? Scare Fae away to a degree far beyond the scary abilities of Aurum for phantoms? To offer a counter to Fae for some unknown reason?

    Azhl acts as a counter to Fae creatures, simple as that.

     

    53 minutes ago, DragonofTaters said:

    A problem I see here largely is in emote count. Healing for corruption in Fae almost always requires the druidic gift of blight healing. Blight healing corruption of this sort takes 5+ emotes. You've essentially created an insta kill with no counter due to the heavy restriction and greatly limited time frame for death.

    The emote counts were things I asked Keefy about, they can obviously be changed if the ST desires such or there is some egregious error, but overall the intended affect for Azhl is to ruin any Fae, Tree Lord or Demi-fae's day.

    :) +1 

  4. Spoiler

     

    The Blighted Metals: Ch 1

    Azhl - The Vilestone

    -EIQr0DlftrvbedlYR21eLyfPqVrPDlvEYkwxPJGZwGGQzMq9qgLTP0aptBTM1xqF0JWyVI9U1-NuRkGbGpe00vvlTOdJnGfD6_u41M4VtaWdwYknuzmd2JpH7aYcT1nz4ToDS0e0EO0BanF8A

    “Tis a most abominable thing of detestable nature. A steele metal so vile, suff’ring is conjur’d forth in its presence.” - 

    It was said that they fell from the Heavens – great meteors burning vibrant colors across the starry sky, descending to the realm of Aos below. They teemed in the hundreds, all at once falling down from whatever high perch they previously held. The Azh Stones were the first to be taken note of, as they were plentiful and numbered in great proportions. Though none knew the cryptic origins of this ore, for the time they fell was long ago and during a time when the world was young and whole. 

     

    Azh(Raw)

                A dark stone of pitchen-ash color and most ancient origin, bereft the ravages of time’s erosion. The stone comes in abnormal form, many sharp edges and pointed protrusions of vile nature which face outward in contempt of any would-be miner. Upon its surface, a thin veil of onyx-colored dust that smears under touch and rubs easily into skin and clothing. It is an ore of most uncanny hardness and frailty, crumbling before the swing of a pickax into fine dust. Easily this stone is broken apart by the most relenting of strikes, ashen-like dust flung into the air upon its breakage. These depravity-intent flakes cause a rash of wickedness, leaving a most irritable itchiness upon the skin of any who are so unfortunate enough to be dusted by it. Should dust of the azh stone find itself breathed into the lungs of an ill-witted miner, a rot so blighted will consume their lungs in its most vile of forms.

     

    Harvesting Method

                The harvesting of azh stone requires a moderate amount of preparation and insight into the machinations and functions of azh. The dust that permeates the air when the ore is mined will cause uncovered skin to develop an irritable rash that should not be scratched, less you accidentally dig too deep into your own skin and infect yourself. The eyes are also susceptible to the dust, watering to a great degree and suffering an intense stinging sensation. If the dust happens to find itself in an open wound, in one’s lungs, or on scar tissue, the individual in question will become infected with a kind of blighted rot. Thus, it is suggested some form of covering be worn over the body and face.

     

    Points of Note -

    • Caves or crevices that have deposits of azh stone are in most cases covered in the dust that comes from the stone.
    • A damp rag over the mouth and nose are sufficient enough to prevent most cases of infection. However, a rag is not sufficient in cases where thick clouds of azh dust are present.
      • Aka, worst case scenario, the ore explodes(somehow) and a cloud of dust is flung into the air.
    • As stated, wear clothes that cover you and you should be fine.
    • Azh stone originates from a meteorite, so it is virtually found anywhere. However, where it is found, living things should not be found.
      • Aka, if azh stone is found in a forest, everything around the deposit is either decrepit or dead.


    Azhl(Refined)

                A heinous ash black metal of destitute appearance, dull like rhyolite, but with ribbons of smoldering, vitreous, crimson veins running through it like nefarious vines attempting to strangulate a tree. It holds a weight akin to iron but a feeble constitution unlike the aforementioned, instead being comparable to gold in its durability. Just like gold, this metal is prone to denting and bending under similar pressure. However, it will hold an almost unnatural, arcane edge, to a degree above steel sharpened with a paper wheel to a razor’s edge. This fine edge is the trademark of this most vile of metals.

     

                If one is even slightly nicked by this foul material, it is enough to cause them to bleed profusely; to the degree they were cut - requiring aid which would clot blood, such as tippen’s root or otherwise, due to azhl preventing the blood from clotting naturally. Yet, the fine edge maintained by this metal is only a trait to further its sinister intent, for after being cut, the victim would feel sudden sharp pain in the surrounding area of the wound. This would be the most obvious indicator to the victim that they had been afflicted with azhl’s terrible blight.

     

    Alchemical Properties -

    Signs:

    Earth, Aether

    Symbols:
    Weakness x 1
    Curtailment x 2
    Lethargy x 1
    Poison x 1

     

    Applications

    Its durability is comparable to gold but is strong enough to maintain an uncanny edge. Take this as you will and craft whatever your heart so desires.

     

    Refining Method

                The refinement of the azh stone requires that you crush the ore into crumbles, no larger than oat grains. Any amount of dust should be swept up and gathered, to then be added into the crushed ore. Dust will be thrown up into the air as the ore is crushed, so precautionary measures should be taken to avoid inhaling the dust of the vilestone or letting it come into skin contact while this occurs. After all parts of the stone have been gathered, the ore is put into a crucible of any variety suitable for melting at least iron. Woodchips of the hardwood variety or bones must be added to the crucible.

     

                A forge capable of reaching temperatures adequate for the smithing of iron is needed to melt azh stone. The crucible should be heated to around 2,000°F(1099°C) where the stone will then melt. The molten material will then be poured out and any slag quickly removed, as azh will hastily cool off - an ingot’s amount becoming solid once more in about 30 seconds. The metal will appear as a smoldering crimson during this process, as it cools down it will slowly fade into a dull burgundy gray, with splotches of red dotted across it. Once more, the azh should be melted and the process of removing slag repeated till the metal is left free of any impurities.

     

                The final part of the process is pouring the azhl into a mold, fitting what one desires to make or an ingot if being saved for later. The azhl should be heated to its forging temperature, just where it is as the perfect softness to be easily malleable at a rather humble 615°F(323°C). At this point the crushed bones are to be sprinkled onto the metal as it is worked, this will continually strengthen the metal, making it much more durable than before and thus harder to work. The smith will then conduct the long and tedious process of hammering the azhl into the desired shape, be it ax, sword, or spear. If one neglects to add the crushed, now dust bones, it will result in a soft and easily bent product.

     

    Extra - The Blight

                Should one be unfortunate enough to have breathed in the dust of azh stone or be cut by an azhl weapon, they will be stricken with a most terrible ailment of eldritch origin. Those who had become infected with ‘the blight’, via a method which resulted in blood contact will notice the area of infection turn a subtle dark gray mere seconds after exposure. This cursed disease will then quickly spread throughout the body, turning the blood it passes through by veins into a sticky, black substance, which notably causes a decrease in muscle strength and dexterity in the afflicted area. This will occur within the first few hours and spreads at the most, throughout a limb or the size of one’s torso. After a day of being afflicted with azhl’s blight, the victim will develop a high fever and an awful throbbing, pounding in their head, accompanied by vertigo and rampant vomiting. Cold sweats and intense weariness soon follow after. The veins in the area that was afflicted will turn a dark pitch in color, and the skin will have a foul ash color beneath it.

     

                Victims who had become infected with azhl’s blight through their lungs will experience severe coughing soon after infection, and an irritable, unquenchable itchiness within their chest. Within the first few hours they will have trouble breathing, though not to an extent which would result in death, but impaired enough to find intense activities quite unbearable. The victim, should they choose to do an intense activity like combat or running, would easily feel the burning sensation in their lungs, as if they were in a constant state of being deprived of oxygen after an intense workout. After a day of suffering this blight’s affliction, they would become bedridden for the most part, unable to participate in even daily chores; they also would experience similar symptoms in their head, just as those infected through their blood. Any coughing they commit themselves too will result in a black mucus being produced, spat out as they heave for fresh air.

     

                The treatment of azhl’s blight is relatively mundane and tame in nature, as alabaster leaf finds itself to be the most recommended cure for the ailment. Easily enough, the alabaster leaf must be brewed and made into a tea and simply consumed by the ill. This, along with a day’s worth of rest will result in a moderately recovered individual, with only faint displays of the blighted sickness that afflicted them on display. This will also recede after another day of rest. This is relatively common knowledge, at least to those know work in such fields as medicine and herbology.

     

                However, should the vile curse be left untreated, the blight will slowly develop into a chronic illness that is nearly incurable. The anemia seeps into the very bones of the victim, resulting in dark gray veins overtaking a large portion of the body, and where these veins develop the skin will blacken and become thick like hide. The detriments of this illness are chronic fatigue, brittle bones, stiffened skin and joints in the afflicted area. Muscles seem to repair themselves after the first throes of the illness, but not entirely to the extent they were previously, crippled beyond repair. The hide-like skin of these victims is disgustingly thick and has many cracks which expose the soft, tender flesh beneath, resulting in painful sores. Piercing and slashing seem to have reduced effects against this hide, but the force of the blow still exists. Those affected by this chronic disease give off a mild odor which smells of brimstone and ash.

     

                From what many scholars have gathered over the years from attending to hopeless victims of the vilestone, is that baths which contain salt in quantities greater than sea water by two-fold will lessen the pain experienced by these individuals. This does reverse its effects. Something of note is that many surgeons have used bloodletting and various methods of ‘flaying’(the peeling and carving away of the thick hide) to cure this foul condition. This has resulted in mixed outcomes, with some patients dying of shock, blood loss or another disease, however some have lived. This process, if undertaken, should be done with the utmost care for the patient. Afterall, flaying is a method of torture, and the outcome of such a thing usually results in the death of the victim. However, this process is completely possible, albeit difficult to say the least.

     

    • The black substance that is made from the blood of Descendants afflicted with azhl’s blight in of itself has alchemical properties. One draught of this black blood has these properties.
    • Azhl's Blight takes 3 to 5 emotes to debilitate a victim's limb, causing extremely noticeable pain in the afflicted area and reducing the dexterity and strength of the muscles. 3 emotes for creatures that are of a lower mass individuals such as musin, halflings, goblins; 4 emotes for humans, dwarves, elves; 5 emotes for orcs and larger.
      • Aka, the limb would have half the strength it would traditionally have, wielding weapons, armor, or carrying things normally doable within reason is of a much greater difficulty.

     

    Alchemical Properties -

    Signs:

    Aether

    Symbols:

    Death x 5
    Weakness x 3
    Dark x 3

     

                Creatures of the Fae and their derivative beings, such as epiphytes and other demi-fae, will suffer the effects of azhl’s blight to a much greater degree, varying in severity depending upon the type of creature afflicted. These beings would also be capable of ‘sensing’ the presence of azhl in the near vicinity, resulting in the fae creature or individual becoming uncomfortable if within a moderate distance(8 blocks). The closer they are to azhl, the more unbearable this feeling of discomfort becomes, eventually transitioning to dread, despair, and so on. Once the distance is closed to being only a mere meter or two away, the feelings they experience become torturous in nature, the individual or creature unnerved to the point that the desire to distance oneself from the source is paramount.

     

    Natural Fae -

                Creatures truly of the Fae will suffer a gruesome death within minutes of being afflicted with azhl’s blight, reeling in pain and being overtaken by the blight’s ill symptoms in mere moments.

    • Since most Fae creatures are ST or event use only, this effect can be done within a reasonable timeframe for event purposes. Fae creatures will have azhl anemia onset in 2 emotes, and be lethal if not treated within a narrative day. Significant wounds or several minor wounds(4+ cuts, stabs, gashes, etc) will cause the 3 emote death timer.

     

    Tree Lords & Soul Trees

                The Tree Lords will suffer a terrible fate after having come in contact with azhl’s blight, either becoming corrupted or dying soon after being infected. Should they become corrupted, they will appear similar in nature to typical Descendants who are afflicted with azhl, but to a much greater degree and across their whole form. Azhl is capable of cutting into a soul tree, resulting in the eventual death of the tree as it recoils away from azhl weapon.

    • They will either die or become corrupted 5 emotes after being afflicted with azhl’s blight. The choice of dying or becoming corrupted is up to the Tree Lord in question to decide.

     

    Demi-fae

                The demi-fae such as epiphytes and so on will suffer the effects of azhl at a much more drastic pace, becoming afflicted with azhl anemia within an hour at the least. They become decrypt husks of their former selves, whatever foliage or flora which adorned their form having become sickly and rotten, appearing as if it was overtaken by some terrible illness of a most nefarious nature, unnatural.

    • They will become afflicted with azhl anemia after 10 emotes during conflict, or over the course of an RP hour for encounters outside of conflict. It is of the player’s choice if they become afflicted with azhl anemia or just die, not all demi-fae are as hardy as others.

     

    Mundane Flora -

                 Not even mundane plants are spared the insatiable anathemic blight that is azhl’s curse. Most plants that are smaller in nature, such as flowers, shrubs, ferns, grass, and bushes, will slowly wither away and eventually die over the course of a few days if they are exposed to the azh stone’s dust, or come into contact with azhl. These flora will slowly ‘rot’ away, becoming black and sickly, giving off a foul sulfur smell as they quickly decay and die. Larger flora, such as trees, may survive for quite some time longer before eventually meeting their demise, suffering a similar fate akin to their smaller, more fragile kin.

    • Small plants will die after an OOC day, large plants(trees) die after an OOC week of extended exposure(a spike of azhl left stabbed into a trunk). This affects most ‘mundane’ flora, stuff that isn’t innately magical. However, one must consider that most plants that are magical, also fall into the realm of fae.

     

    Redlines

    • It takes 7 OOC days for Azhl Anemia to become chronic, and even then it is up to the player if they wish to develop the condition chronically.
    • Blight Healing is capable of healing Natural Fae, Tree Lords/Soul Trees, Demi-fae, and mundane flora/fauna of Azhl's Blight. However, Blight Healing does not heal Descendants of Azhl's Blight.
    • CAs are affected by Azhl Anemia, unless they have a resistance to disease.

     

    Main Writers - Elennanore

    Migrant Worker - Panashea
    Feedback Analysis Division - A_Keefy, Random Fae Players

  5. Spoiler

     

     

    The Deepsteels: Ch 1

    Daemonsteel - The Wrath Steel

     

    VSLjiBoiuF3P6nLiQF1p5zlzCCeAmtyy-jFxAwm_RlU78e8mH-Bb41p_iwVVT-SC68HcL7Poha9e3fLMeYVf0BzPOtNXugXzYGQFSQFItPRC2FMdNxJZaFheGz_KbfgmyUjy8ot2b9QPF6gEhQ

    (Art by HouseHopper27)
    “Our final hour is nigh here my kin, we fight fer rock and stone! ARUUUUUUUU!” - A Dwarf in the Deep

    In times of old in the depths beneath, the most arduous of mortal men found their ways into the bowels of the earth. Amongst horrors of ancient ilk and elder kin of ancient old, in a world deep beneath the world above, they found treasures of untold wonder. Metal to shatter stone, weaponry of carnage carving, and relics of grand wizardry. In the depths of chthon they found the Deepsteels, and of these metals they first were shown the Daemonsteel.

     

    Daemite Ore


           Daemite is a hard, opaque, and dull gray-crimson crystal that is of continuous consistency that is mostly commonly found in cuboid formations. This naturally forming crystal is quite brittle, akin to flint and easily snaps or shatters under forge. The daemite crystals themselves are of an outstanding purity, due to daemite’s incorruptible nature - having few, if any alchemical reactions, especially those of a nature that cause materials to corrode; similar to how iron rusts or how copper forms a patina. However, this would imply natural forms of corrosion, and does not include more fringe types of corrosion, such as acids produced by an alchemist. Something of note is that daemite may sometimes be found in ferrum ore deposits in trace amounts, though rarely. This would be unnoticeable to the naked eye most of the time.

    Harvesting Method


           Harvesting daemite requires a miner to be observant of their surroundings since these crystals are known to cause sparks when struck; sparks in a cave system with vapors or gasses in the air are known to cause subterranean explosions. These sparks are of so little quantity and size that they are incapable of burning a person, but may leave a dull oil-splatter like pain in the area of skin struck. Daemite is quite brittle, though, it does not particularly matter if it is struck directly and broken into a bunch of small shards and dust, or collected as whole crystals.

     

           Daemite is found deep beneath the earth in most cases, in large veins typically located in hot, damp cave systems and is by no means uncommon. The ambient moisture in the air is what causes daemite crystals to grow, due to the daemite being diffused into the air as a vapor. This process may be observed in real time over the course of weeks with a proper set-up. However, daemite may also be found on the surface in areas of tectonic activity. This results in daemite being found in small pockets across a wide range of areas. Since daemite does not corrode, once it has found itself nestled somewhere on the surface, it will remain there until some other unseen force disturbs it.

    Applications of Daemite


    Daemite, being a rather unremarkable crystal with little to few uses outside of alchemy and being a cute oddity, does not have any particular noteworthiness - with the exception of  being a fairly capable flux for all sorts of metals, especially when used in conjugation with ferrum.

     

    Alchemical Properties -
    Earth | Endurance x 1
    Earth | Lethargy x 2

    Refining Method of Daemonsteel


          To forge daemonsteel one must have a furnace which is capable of at least reaching the forging point of ferrum. The exact metallurgical process pertaining to the creation of daemonsteel is nearly identical to the process of making steel. The method in which the smith chooses to create daemonsteel is up to their discretion. However, the smith must use a crucible that can withstand the extreme temperatures of daemonsteel and use crushed daemite as their flux instead of other fluxes. Daemite is a more robust flux than others, and will cause a forge to heat up to higher temperatures than what is normally feasible. This will quickly and readily heat ferrum to its melting point within a span of thirty seconds - this can be dangerous for inexperienced smiths if they do not know how to properly handle molten metals. As the flux is added, the ferrum will slowly be infused with the powdered crystal, resulting in the creation of molten daemonsteel. This results in the metal now having a much higher forging point than what ferrum typically has, around 2,730°F (1,498°C) and a melting point 3,340°F (1,837°C); this in turn results in the once liquid-ferrum turning back into a malleable solid.

     

          Since daemonsteel has just been created in your smithy, you will now have to go through the long and arduous task of actually forging the metal into whatever shape you desire. A large quantity of coal, charcoal, or coal coke will be needed to keep your forge heated at a high enough temperature to keep your daemonsteel malleable. From here on, daemite will need to be added occasionally as flux to wash out impurities garnered from using more carbon-rich fuels such as charcoal or coal; coal coke will result in negligible amounts of impurities in the steel, not requiring daemite to be added again. This process is typically a long and tedious one - requiring a lot of time and dedication, and some mild experience when it comes to gauging how much daemite should be added as the daemonsteel is shaped. Though, again, this is eased by using the appropriate fuel.

     

    Points of Note -

    • If you’re starting off with ingots ore, you will need to remove a lot of slag from your metal - if you’re using refined ferrum ingots, not so much if at all.
    • Since you’re using daemite, a flux that burns a lot hotter and prevents oxidation and carbonization, the air will become quite irritable to breathe, but not unbearably so.
    • Due to daemonsteel’s unique properties, the forging process may become more lengthy due to the metal cooling down and heating up relatively slow. Rule of thumb, daemonsteel will retain ‘heat’ for three times the length it was exposed.
    • Three minutes = nine minutes, etc.
    • A handful of daemite is what's required to make daemonsteel akin to a low-carbon steel, two handfuls for something akin to a high-carbon steel. Either results in an ingot of five lbs (2.2kg).
      • Low-carbon steels = softer steels
      • High-carbon steel = harder steels

    Daemonsteel & Applications


          A rather dull, matte ash-gray metal, with few other discernible differences to steel. Daemonsteel is a ferrous alloy containing daemite and is an exceptional metal for industrial equipment such as chains, crucibles, gears and even weapons. It functions in a nature similar to carbon-steels, either being on the lower end or higher end of carbon steels depending on the amount of daemite added during the forging process. Though, its industrial uses are linked more to its high thermal capacity(its capability to absorb heat) and its higher forging/melting points, allowing the steel to be used in hotter environments. Functionally, the differences between steel and daemonsteel are almost completely negligible on a mechanical level. Daemonsteel and steel weigh just about the same, they are of the same hardness, the same durability; if made to be similar, and Daemonsteel still does rust(due to being made of iron). Obviously, a high carbon steel is different to daemonsteel that is made with only a little amount of daemite, thus making the daemonsteel more akin to low carbon steel. However, a distinct difference between steel and daemonsteel is that daemonsteel does not become brittle when it becomes cold, if anything, it remains just as brittle as it would normally be at room temperature, at any temperature.

     

    Extra - Wroth


           Daemonsteel gets its name due to the ‘wrathful’ nature of the steel. Any heat applied to the steel is held onto for a time three times the amount it was applied for. If a daemonsteel ax was tucked into the smoldering coals of a campfire for three minutes, it would remain that temperature for at least nine minutes. If it was tucked into the roaring flames of a furnace for nine minutes, it would remain that temperature for at least twenty-seven minutes. This unique property applies to the cold as well. If you dunk a daemonsteel ax into a bucket of ice-water for three minutes, it would remain that temperature for nine minutes. Et Cetera.

     

          As daemonsteel heats up, the metal would slowly begin to change color on its surface to a purple, steely-blue, staying at this color if only at the temperature of a campfire. Any hotter and the daemonsteel will start to become a dull glowing orange. This also applies when daemonsteel is getting colder, slowly becoming a darker gray with hues of purple.

     

    Daemite Redlines

    • Daemite may be used as flux for a variety of other smithing methods, typically producing more heat than more standard fluxes. This is by no means a way to light a line of daemite flux and melt steel on the spot, it is for crafting RP.
    • If one wanted, daemite crystals could potentially be used akin to flint and steel.
    • Just how crystals are grown in real life, should be plausible with the extent of LotC alchemy. Simple note, law of equivalent exchange, if you use a pinch full of daemite, you will grow a pinch full of daemite, nothing less, nothing more.

     

    Daemonsteel Redlines

    • Daemonsteel may remain at the temperature it was heated/cooled to for a maximum of 3 hours.
    • Daemonsteel takes 5 to 10 emotes to heat or cool during combat encounters, depending on thickness - swords being the low end and hammers being the high end. Otherwise, it is up to the player's discretion of how many emotes they want to use to heat up a reasonable amount of Daemonsteel.
    • Daemonsteel will not produce any meaningful amount of heat from friction, merely becoming warm/staying warm.
    • Although heated Daemonsteel is quite hot, it transfers heat poorly. Due to this, Daemonsteel is only capable of searing objects and leaving 2nd degree burns on flesh (1 emote). However, if contact were to be maintained, it would be capable of lighting easily flammable objects such as cloth and thatch on fire, or resulting in 3rd degree burns (approx. 2-3 emotes). Wood would not catch fire from this, but may be left charred.
    • Although cooled Daemonsteel is quite cold, it transfers that coolness poorly. Due to this, Daemonsteel is not cold enough to ‘insta-freeze’ objects, but give an unpleasant burning cold sensation, or coolness, damaging flesh (1 emote). However, if contact were to be maintained (approx. 2-3 emotes), it would be capable of causing frostbite and freezing liquids.

     

    Refining Redlines of Daemonsteel

    • The process of creating Daemonsteel must be studied in-roleplay or taught in-roleplay.
    • As daemonsteel is quite freeform, the process the individual smith wants to take is up to them, though they must include the required points.

     

    Main Writers - Elennanore & Qaz_the_Great
    Feedback Analysis Division - Noob3738

     

    Spoiler

                Hello, I just wanted to state a few of my reasons for the direction of this rewrite of daemonsteel. When I first endeavored to overhaul daemonsteel, I wasn't too sure of what direction I wanted to go with the lore, and the direction I did go did not fully pan out to what I wished it to be. It resulted in a rewrite of immense length for a rather simple material with an abundant amount of redlines and nearly 10 pages in length without fully refined ideas. I put some of the blame on ST for their flip-flop behavior when it came to feedback, asking me to further refine an idea and in the next rewrite, abandon the idea completely. With this rewrite, my goal is make daemonsteel fully defined and actually coherent. Much of Squak's lore post on daemonsteel is riddled with logical errors, a lack of clarification, and is overall a rushed piece caused by the Lore Games of Atlas. 

                Daemite is intended to be solution to essentially all of daemonsteel's logical problems. In Squak's rewrite, you were essentially evaporating off iron to create daemonsteel through some otherworldly, arcane method which does not fit the theme of daemonsteel. Likely the most amusing logical fallacies of the OG lore was the section on 'alloying', where it spoke of daemonsteel being able to be alloyed with steel. Now, sure, different types of steel can be alloyed together, but we are in the medieval period I would reckon, and the techniques for modern steels involving all types of elements is something not existent on LotC. Including the fact it was mentioned iron could be alloyed with copper which is also not possible during this time period, considering the technologies and methods for such are far removed from the medieval period. Iron is only ever alloyed with copper when other elements are also added into the mix, including the fact that the majority of alloys containing an iron or copper mix have copper or iron in small quantities of little under 10%. These in most cases are advanced metals used for aircraft and not something that exist on LotC.

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    c74e6f271f0c80e573df570e14eedd83.png

     

               On a final note, I would like to say that daemite does not need to be noded like boomsteel, thanhium, azhl, quietus, etc. If anything, if it were to be noded, I would like it to be similar to how common some of herbs are. For example, alabaster leaf being found quite easily along the roads of Elvenesse, but obv this would keep in mind where daemite is found. Daemite has no need of being noded, but it would further add some tactful taste to daemonsteel if it was just slightly less convenient and required some effort, even if minimal.

     

  6. "Route this corruption from our lands! These foul 'ata worship and dedicate themselves to a wyrm, instead of seeking Larihei's enlightenment!" Elrith the Republican proclaims in the city square, with renewed fervor.

  7. 13 hours ago, argonian said:

    ploy to stop ppl from uninvolved nations and unhired mercs fighting.

     

    it's not worth the hassle and extra OOC-barriers to rp it creates though imo

    It actually just provides activity to a nation even if you aren't in the tile. Idk if its finished yet but thats the end goal. Its not replacing activity, its an addition.

  8. "Tis a shame that one of our own would fall so low to act akin to an Edvardson. The ancient tradition of the Kingsmoot was not honored this day, but I expect no less from the Clan of Edvard." Ellenore Eiriksson frowned as she heard of the news, her attention once agained focused on the Norlandic Realm.

  9. 7 minutes ago, SaviourMeme said:

    I think the solution that would've made everyone happy (Or atleast equally mad) was neither side got Haelun'or and the entire city was razed, both groups had to start from scratch and then we could see which group had the actual active playerbase. But thats just me, though it seems like the only truly 'fair' solution.

    Either way, the admin decision is what it is

    As a hard core Haelunorian on the Republic side, I can actually get behind this.

  10. 20 minutes ago, Laeonathan said:

    "Healun'or" would be rightfully ours, if someone hadn't said they just gave it to us for OOC reasons.

     

    Honestly, you're acting it was some irrelevant person making some dumb comment. But they were THE reason we got Haelun'or, without them it would have never happened.

    So yes, it's a valid reason.

    And let's be real: If Haelun'or is that irrelevant it will either:

    a) get conquered in the next WC in 4 weeks.

    b) die due activity and we take the city by buying the tile.

     

    So for real, don't make a drama over nothing.

    Honestly, if the player who did this had acted as NL longer than 4 days and then didn't say, 'I'm going on hiatus for a week', then Haelun'or would have 100% been fair game. Besides the numerous other things this player did and then blatantly lied about, Haelun'or would have been owned by Ivarielle right now.

  11. 9 hours ago, _mady07 said:

    Mali’aheral: High Elf - Slang version - ‘aheral, or Mali’thill, or ‘thill

     

    Mali’fenn: Snow Elf - Slang version - ‘Fenn 

     

    Explanation:

      Hide contents

    (Mali’fenn and Mali’aheral are often interchangeable due to the very close relation with the snow, and high elves.)

    Mali'aheral and Mali'fenn are not interchangeable terms. They're two seperate distinct groups, and I'm sure snow elves would rather be addressed as Mali'fenn or Fennic Elves than to be roped in with Mali'aheral or Mali'thill. Also, Mali'thill isn't slang, 'thill would be slang, but Mali'thill is a word.

     

    Tl;dr st dumb

  12. "Rot has corrupted the mind of this maiden!" Elrith the Republican proclaims in the streets of Haelun'or, betwixt the gate and the tavern. "Not only has she led mercenaries to our gates, but also the Mali'fenn - in an effort to further disrupt the rather peaceful time that Elvendom was in! She wishes for peace, she wishes for a strong and united Haelun'or, but only sews deceit amongst the ranks and calls for violence to be used against our opposition to submission!" He raises his right hand to form a fist, while the left rested on the pommel of his blade. "If Ivarielle wanted for Haelun'or to progress, she should have come to us when we were at peace, with a self-endowed duty to get a council position. Instead she fought for domination of el'cihi and ruin of our ways and peoples! She is a blight upon the 'thill, and a plague upon the Mali! The foul Ivarielle has disrupted whatever proper peace we could of had between the Mali, in a time when old grudges and conflicts had long since passed. She is rot and she is ruin!"

  13. "We must not let these foul draconic worshippers dare defile our Silver City, for not only are they a menace to our people, but a blight upon the very land itself!" Elrith is appalled by the fact that the Mali'fenn and Ivarielle would align themselves with the draconic menace, Azdromoth - but this shouldn't come as surprise as he thinks about, they already worship a wyvern.

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