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Elennanore

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Everything posted by Elennanore

  1. 200 minas, dude you need to up that to 1000 minas man, not to be greedy, simply because the economy is so inflated that people have metric tons of mina. i think there is currently like 15 mil in circulation last i heard. edit: also nice groot and trash panda edit: good marketing strategies, go to elf communities like aegrothond, haelunor, sutica, etc. those ppl buy art like its food
  2. Been on Staff too long. I'm making my departure. I apologize to everyone who I've caused unneeded stress or harm, hope you all are doing good. 👍

    1. Braxis

      Braxis

      Best of luck o/

  3. The Magegold Arcaurum “A ward against the most foul of vices.” - A Canonist Priest Arcaurum, the gold of Magi and the deceit of the fool, but most commonly referred to as ‘Foolsgold’ but the common folk. It is widely known for its strikingly similar appearance to Aurum and rampant counterfeit in Asulon, subsequently causing Descendants to utilize promissory notes and precious stones. Arcaurum Ore(Raw) Arcaurum, unlike Aurum, is a common metal that is mostly found in damp, wet environments, such as beaches, caves, swamps, etc. It is a very hard ore that is comparable in weight to iron and is particularly brittle, easily broken by being dropped from waist height. Arcaurum is mostly found as a pale-gold ore, but sometimes can be darker yellows or having hues of grey. Regardless of mineral content within Arcaurum, it is an ignitable material that may potentially create sparks if scraped against something harder than itself. Only to add onto the list of differences, Arcaurum does not form into lumpy veins like gold, but instead as cubical crystal structures that appear nearly flawless. Harvesting Method Foolsgold is not a particularly strenuous metal to harvest, a pick is a sure enough tool as any to harvest it. However, one might want to take into account the fragility of Foolsgold, as a pick may cause undue harm to the metal itself. Arcaurum(Refined) Even more things to include on the list of things that part Arcaurum from Aurum - Arcaurum is not able to be refined in a practical sense. Arcaurum is an odd material, the heat from a forge causes it to ‘decompose’ and turn into iron. If this is some sort of mundane or magical process, it is unclear, it is just known that the heating of Arcaurum is likely a good enough way of entirely ruining the metal. With that said, Arcaurum for the most part is a refined material, every chunk of it is continuously pure Arcaurum and nothing else. Of course, it may be found embedded in a rock, but surely some are capable of removing such stoney materials from the desired gold-like metal. Just as it is when it is not ‘refined’, Arcaurum is a hard and brittle material. It has some similarities to gold when it comes to its sheen and color, but its sparking properties are far from gold’s unreactive nature. The most unique property of Arcaurum would have to be its unnatural magical affinity to enchantment, particularly enchantments that involve the Soul. Magi are able to create enchantments that are far beyond the norm of other materials such as gold, iron, steel, stones, etc, and these enchantments are more aligned towards ritualistic abilities. With that said, Arcaurum is only known for its widespread use in the creation of constructed creatures like golems and animati. Red Lines -The sparking properties of Arcaurum are comparable to flint and steel. Applications Arcaurum, or magegold, is a hard and brittle material easily broken by falls from short heights and strikes by harder objects, making it entirely impractical as a combative tool. However, Arcaurum may finds its uses directed towards the uses of Magi. Refining Method There is no mundane method to ‘refine’ Arcaurum. Though, one is able to take a chunk of Arcaurum and shape it with a chisel as they will. Redlines -The sparking properties of Arcaurum are comparable to flint and steel. Purpose Arcaurum, better known as Magegold and Foolsgold, is a metal that has been on LotC for quite some time and is used for most enchantments and constructs that use the functions of Souls. Here, it is merely being rewritten to iron it out and add some more flavor into it which it was previously lacking. I’ve also included some elements of real life Foolsgold and added some fantastical elements to it. I give credit to Benbo and Squak, being two people who have written Magegold Lore(or its replacement).
  4. The Blessed Metal Aurum - Gold “The lust of a maiden finds no hold on a dwarf of the mountain, where else he might find gold.” - An Urguanite Dwarf Aurum, the name ancient Men gave to what is nowadays commonly referred to as ‘Gold’. It is widely considered a precious metal because of its innate beauty and lustrous appearance. It does not rust, nor corrodes, unblemished by countless aeons. Aurum Ore(Raw) Aurum is a rare metal that can be found in most places, regardless of environment. From mountain streams, river valleys, verdant plains, and silent forests. It is a particularly soft ore, but its apparent fragility is not an indicator of how much it might weigh, as Gold weighs a little over thrice as much as Iron, and gives no ground. It is mostly found to be formed in veins and large, spherical lumps. Even while in a rather crude and unrefined state, this precious metal retains much of its beauty and is a reddish-yellow. Though, Gold is so particularly unique in its color, that the word Gold is often used to describe the color of other objects. Harvesting Method Gold is not a particularly strenuous metal to harvest, a pick is a sure enough tool as any to harvest it. However, one might want to take into account the weight of gold, which is likely the greatest hindrance this valuable metal poses. Aurum(Refined) Refined Gold finds itself to have few differences between itself and its own unrefined state, save for the impurities in the metal that may cause slight discoloration. Refined Aurum typically has a bright, lustrous appearance that quite easily reflects light, letting it have a mirror finish if polished. Its reddish-yellow color has only been amplified, something unique amongst other colors commonly found in nature. Its soft nature commonly results in Gold finding itself alloyed with other metals such as copper and nickel. This allows the precious metal to have some practical use in jewelry, coining, weights, and other fashionable crafts. Even though Gold is a particularly useless metal if one has a furiously pragmatic view, there is one entirely unique property of the gleaming metal. Aurum, for reasons unknown, contains potent magical properties that affect creatures whose bodies and forms are ‘unnatural’. For example, necrotic and spectral undead, whose bodies are bound to the Mortal Realm by dastardly magic and foul designs, find themselves harmed by Gold. Another example would be the abominable Void creatures, whose bodies are made of nothing more than mana. They find their binds to the Mortal Realm severed when they are severed by a sword of gold. Aurum may even find use as dust or plates set upon the ground, as weaker spectral creatures such as ‘ghosts’ would find themselves unable to move across it - even if floating. To add on, Magi also find much use in Aurum, as it is typically more receptive to enchantment than most other mundane materials like iron, steel, stone, etc. Red Lines -Aurum finds itself to be more useful against undead and the like, when in greater quantities. A Steel sword plated with Gold is not nearly as effective compared to a sword made entirely of Gold. It is most common for undead and spectral creatures to feel a burning sensation, like that of a small campfire. -Aurum has these effects whilst even as an Ore, though not to as great an extent. -It is up to the lore writer of an undead creature to adhere to these general rules of Aurum, this is merely the minimum and may be expanded upon at will. -Aurum is more receptive to enchantment, but this is left vague for lore writers to add onto at their own desire. Applications Aurum, or Gold, is a heavy and soft metal, easily dented by being struck against harder objects such as stone or Steel. It also has particularly useful properties against fouler creatures, such as undead. Take this as you will, and do whatever you wish with it - as long as it adheres to what has been told. Refining Method Aurum has no required methodology to refine, as one is capable of refining Aurum in whichever way he may wish, as long as enough heat is applied to actually melt the metal. A furnace capable of melting Steel is easily capable of melting Gold. Redlines -Aurum finds itself to be more useful against undead and the like, when in greater quantities. A Steel sword plated with Gold is not nearly as effective compared to a sword made entirely of Gold. It is most common for undead and spectral creatures to feel a burning sensation, like that of a small campfire. -Aurum has these effects whilst even as an Ore, though not to as great an extent. -It is up to the lore writer of an undead creature to adhere to these general rules of Aurum, this is merely the minimum and may be expanded upon at will. -Aurum is more receptive to enchantment, but this is left vague for lore writers to add onto at their own desire. Purpose Aurum - Gold, is a widely used metal on LotC is an extremely common tool for fighting the undead, the spectral, the voidal, and whatever other foul creatures that come out of the Dark. Here, it is merely being rewritten in an effort to actually bring real life ‘gold lore’ into the game for players to understand better, as there is no need for people to look to wikipedia to find out how to RP gold, unless one truly wishes to understand the intricacies of gold. I give credit to Benbo and Squak, being two people who have written Gold Lore.
  5. If it hurts your soul a bit more, the original island that Helena flattened had a massive hill on one side that slowly slopped up to a flat top and then a large lowland area at its base. Would've been cool to see the island itself used and not just a box placed on top of it.
  6. The server doesn't have a theme what are literally all of you talking about. There is no justification for anything that exists on LotC to exist with the exception of some of the more ingrained things such as Aengudaemon, Eos, Aos, the Four Brothers, etc. Everything on this server lore-wise is inconsistent af and literally terrible writing. How does it make sense that people are able to acquire power from the literal embodiment of chaos and universal destruction with the only negative side-effects(the only effects at all) being ‘bodily-weakness’, which many have started to think is sort of redundant, given that few if any other magic actually makes people physically weak. Stop crying about ‘my theme’, ‘my immersion’, when none of it actually exists. Magics being added or removed – Technology being added or removed, will not change the theme of this themeless server.
  7. I hate everything, but I can say seers are pretty high up on the list.
  8. Conflict and human existence are found to be interchangeable words in a thesaurus.
  9. https://gyazo.com/fafeb18081cc598ebd19d4c6db3f9499 ugly color pattern, probably the best thing this lore piece offers.
  10. hey we could make joel admin now haha xD

  11. Working on a Transfiguration rewrite... DM me for details or if you want to help.......
    Elennanore#7561

  12. Did you write lore for Jews Edit: ****, all it took was reading ‘Peoples of the Book’ to know that this was inspired by Abrahamic Religion https://gyazo.com/26618857103fbf35a0b088fe71616764
  13. when will u change ur terrible pfp, i see it on every magic forum post and it has begun to annoy me......
  14. Working on Void rewrite, mainly its creatures/inhabitants/etc. Throw me a DM if you are interested in participating in such. o7

    Elennanore#7561

    1. Show previous comments  4 more
    2. Sorcerio

      Sorcerio

      How many rewrites will we have... ?

    3. Elennanore

      Elennanore

      Shut the **** up LT shill @Sorcerio. It won’t retcon a lot, but there will be some changes, clarifications, and expansions @Adelaide Douglas.

    4. Arafel

      Arafel

      Personally I would strongly suggest steering away from retroactive changes to the established canon, even for something that might not so directly impact the setting. The revisions make sense though.

  15. All comments will be remedied later tonight, I got'chu.
  16. The Blighted Steels: Ch 1 Azhl Steel - The Vilestone “A single nick, and death is less cruel a fate than the one they shall meet.” - A Red Priest 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. Azhl Ore(Raw) Azh Stone. An ashy black rock that is only found near the surface within close proximity to sources of molten material. It is extremely hard and quite brittle in its unrefined state, making it particularly tricky to mine. It tends to crumble into a fine dust if struck with enough force - a pickeaxe could likely do this. The dust produced from mining the Azh Stone is a terrible skin irritant, causing rashes and sores to appear where if you come into contact with it. One should refrain from breathing in the rather toxic dust. Just as it is a skin irritant, it also affects the lungs in a negative way as well. For the most part, it is known to cause chronic caughing and respiratory conditions in whoever breathes it. However, in some cases it may cause Azhl Anemia, a terrible condition of the blood which adversely affects the body. Harvesting Method There is no specific way Azhl Ore must be harvested. However, there are some suggestions and notes one should take if they attempt to undergo this feat. Firstly, wear clothing to cover all portions of the body, the dust is a skin irritant. Secondly, cover the mouth and nose most importantly. Azhl dust is not small enough to go through most cloths, so the best way to gather such is to simply put a rag over your face. Azhl Steel(Refined) An ash black steel with ribbons of smoldering crimson running through it like vines up a tree. Its durability is comparable to gold and a weight like that of iron, making it a rather poor weapon of choice for most encounters. Though, it is only really prone to denting and bending, while still oddly maintaining a fine edge. However, this fine edge is the trademark of this vile steel. If one is even slightly nicked by this steel, enough to cause one to bleed, the individual would feel a sudden sharp stinging pain in the surrounding area of the wound which lasts for up to an hour. The veins of the afflicted area will slowly turn dark grey, as the vile steel takes its mark upon the victim - Azhl Anemia. 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 it is strong enough to maintain a decent edge. Take this as you will and craft whatever your heart so desires. Refining Method To refine this material it is suggested that you gather all of the dust from mining the ore, and also turn the ore into dust itself as well. Take precautionary measures to avoid harming breathing in or contaminating the skin with the dust. All of the gathered dust of the Azh Stone should be put into a singular crucible with wood chips, preferably hardwoods(soft woods aren’t as effective). This crucible should then be heated to around 2,000*F(1099*C) where the stone will then melt. The molten material should be poured out immediately and any slag found at the top of the molten material quickly removed, as it only takes around 30 Seconds for the material to harden. Instead of its dark grey color as before, it will appear as a smoldering crimson while molten and when it solidifies. Once again, the ingot of Azhl Steel should be melted again until there is no slag left in the mixture. A heating will occur where hardwood chips are added and the molten metal is poured into a cast. From there, straight hardwood ash should be sprinkled onto the bar of metal as one works it with a hammer. This occurs while it is at forging temperature, which is a relatively low 615*F(323*C). A long and tedious process of hammering will ensue as the Smith works the bar of Azhl Steel into the desired shape. If one neglects to sprinkle hardwood ash onto the Steel, it will result in a soft and easily bent product. Extra - Azhl Anemia Azhl Anemia is a terrible, chronic, condition that spreads from exposure to the blood, either through the skin or the lungs. It will spread throughout the body, coating the veins it goes through with a sticky black substance, which notably causes a decrease in muscle strength and dexterity in the afflicted area within the first few hours. The area it will spread to in most cases is contained to about a limb or the size of one’s torso. After about a day of having Azhl Anemia, one is likely to notice the high fever and throbbing in their head. This is also accompanied by vertigo and rampant vomiting, with cold sweats and weariness following after. Though, this condition is easily remedied by Gislocinovi and day’s worth of rest. If untreated, this condition can grow to become chronic and potentially permanent. A dreadful chronic illness. This is when the Anemia finally seeps into the bones of the victim, resulting in dark grey veins sprouting throughout the majority of the body, where these veins develop cause the skin to blacken and become thick. The detriments of this illness are chronic fatigue, brittle bones, and stiffened skin in the afflicted area. Muscles seem to repair almost entirely but not to the extent they were previously. The only positive effect is that the skin is like animal hide, quite thick, but it tends to have cracks that expose soft flesh and results in painful sores. Piercing and slashing seem to have a reduced effect against this hide, but the force of the blow still exists. Creatures affected by this chronic disease have a mild odor which smells slightly sulfuric. A particularly useful note is that salt baths tend to lessen the pain these individuals suffer from by a large margin, but does to reverse the effects of the Anemia. It is also said that bloodletting and peeling of the hide may be able to cure the condition, but it is risky. 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.
  17. The Compendium of Material Knowledge “These d’arven mines ‘ave been lef’ fer years, yeh know? Nevah know what you’ll find down ‘ere!” - An intrepid Haenseti Miner, delving into the ruins of an ancient Dwarven Mine. Roleplay Nodes Mechanical Functions For The Player Tier 1 Nodes are things such as gold, iron, copper, available to all and open through basic minecraft mechanics. These do not require any special lore, knowledge, or specifics to use or utilize, nor a special item, sign, or description to represent. Tier 2 Nodes are things such as magnetus, adfectio, anorum and some more - open and available to anyone without requiring a node to use or utilize, but in some cases nodes to exist as a flavourful-way to go and get the item. These do not take ST signature, but do require a specific item or description to detail these items given their unique effects. Tier 3 Nodes are things such as Titan's Eye, Lightstones, Quietus, and more, and are available through ST-Nodes. These nodes are gathered using Vortex Hammer & Chisels and do not require ST Oversight, but do bear ST Signature- along with any item to be made from them. Typically these nodes do have special uses and "Refining" methods, which may determine if an item made from these is valid or not. Tier 4 Nodes are things such as Volatite, Lunarite, and Thanhium, which are non-automated and on global cooldown. These require specific knowledge to gather and use, alongside unique tools. These require ST Oversight and ST Signature, along with any item made from them. Tier 5 Nodes currently do not exist, but account for materials exceedingly rare and difficult to get. These require specific knowledge to gather and use, alongside unique tools. These require ST Oversight and ST Signature, along with any item made from them. Hierarchy Lists Metals/Metalloids Name: Carbarum Item: Diamond Ore Block Rarity: Legendary(T5) Lore Link: https://www.lordofthecraft.net/forums/topic/185864-world-lore-carbarum/ Environment: Found on the peaks of mountains or deep beneath said mountains. Item Desc: A chunk of an extremely dense and heavy ore, with a blue hue to it. It easily shares many qualities with various types of glasses, from having a glossy sheen to crisp, sharp edges. This would also include the fragility of glass, being quite easy to break or shatter with a light enough strike from a hard object, such as a pickaxe. Name: Volatite (Boomsteel) Item: Coal Block Rarity: Exquisite(T4) Lore Link: https://www.lordofthecraft.net/forums/topic/187994-✓-world-lore-volatite-and-boomsteel/ Environment: Found in cold, frozen areas that once had remnants of volcanic activity. Item Desc: An ebony ore with sharp, jagged edges and varying amounts of ash colored dust on and around it. The rock that this metal is within also seems to have varying amounts of flint distributed throughout. This ore is extremely heavy by itself, almost comparable to gold in weight. If one were to allow even a spark to touch this ore, they would quickly discover its minor explosive properties, likely resulting in their own injury if they are close enough to it. Name: Azhl Item: Coal Rarity: Exquisite(T4) Lore Link: https://www.lordofthecraft.net/forums/topic/189643-✓-world-lore-the-blighted-steels-ch-1/ Environment: Areas of molten material and volcanic, unstable activity. Item Desc: An ashy black rock which was quite brittle and extremely hard. If struck with enough force, it would crumble to dust- this dust, would be an irritant to skin and membranes, which would rapidly cause sores and rashes to appear over such. Inhaling it, Azhl Anemia would begin to become onset. With exposure to the lungs, it would cause intense coughing and difficult breathing. Name: Lunarite Item: Quartz Item Rarity: Exquisite(T4) Lore Link: https://www.lordofthecraft.net/forums/topic/179997-✓-world-lore-metal-lunarite/ Environment: This rare ore does not have any particular prerequisites for where it might be found. It can be found in almost any location, but always on the surface. Item Desc: A lumpy rock about the size of two human fists balled together, with a fair weight to it. The stone appears to possess veins and flecks of a pale gold-ish metallic ore, which glistens attractively in the light. One might mistake it for gold or even nickel were they not privy to its true nature. Even if one is aware of how to harvest and refine it, they will not know its name however. Crystals/Gems Name: Thahnium Item: Lapis Lazuli Rarity: Exquisite(T4) Lore Link: https://www.lordofthecraft.net/forums/topic/188006-✓-world-lore-thanhium/ Environment: Can generally be found anywhere, but is likely to be found in colder environments, likely due to its presence causing the environment to become cold. Item Desc: Brittle, blue crystals which glow softly - can be found on the surface of this chunk of ore. The crystals on this ore have the unique property of absorbing nearby heat and mana, converting heat into mana and mana into heat. The brittleness of Thanhium can prove to be a great danger to those who work with it as a single careless strike can shatter the crystal in its entirety - sending tiny shards flying through the air which can prove harmful if inhaled, ingested, or create a wound. If either of these happen, then the affected individual will suffer from Thanhic poisoning - a terrible malady which freezes flesh and disrupts the natural flow of mana in a mortal. Name: Frost Salts/Salium Item: Prismarine Crystals Rarity: Exquisite (T4) Lore Link: https://www.lordofthecraft.net/forums/topic/197038-world-lore-frost-salt-and-salium/ Environment: Found in the frozen north of Almaris. Item Desc: This small fragment of greened ice emits a strong, salty odor like an ocean shore. Its surface is irregular and rough, marbled with white veins. A simple process of grinding will yield a sparkling, rough powder ready for use. Name: Titan's Eye Item: Grey Stained Glass Rarity: Rare(T3) Lore Link: https://www.lordofthecraft.net/forums/topic/197921-✓-world-lore-titans-eye/ Environment: Found in rolling hills and ruins along Almaris. Item Desc: This Crystal was delicate and transparent, a trigonal shaped material with a completely colourless form; perhaps a tint of gray, throughout it all. Incredibly brittle and delicate, it seemed vaguely familiar in appearance to Adfectio. It seemed to have no effect whatsoever when interacted with anything mundane. Perhaps it is just an expensive waste of time, and should be done away with. Name: Quietus Crystals Item: Red Stained Glass Rarity: Rare(T3) Lore Link: https://www.lordofthecraft.net/forums/topic/197917-✓-world-lore-quietus-crystals/ Environment: Found in earth piles and ruins along Almaris. Item Desc: A smooth, hollow biconical red crystal, which contains in its centre a glowing red 'core' suspended in a murky red fluid. The crystal measures 13 centimeters long, with its 'core' 2 and a half centimeters in diameter. The core glows a dim pinkish red, shedding a soft light on its surroundings. When moved, the red light the core sheds will 'hang' in the air so to speak, before dissipating. This makes so if one were to wave it in the air, or simply move it around, it would leave a trail of light wherever its been, even within bags or containers, these streaks of light will faze through their vessels and trail though the air. Unlike the stone itself, these 'trails' do not emit any lights on their surroundings, and after 5 seconds, disappear into nothingness. The crystal is immune to shearing force, and cannot be filed down. However, the crystal is vulnerable to crushing force, and should the crystal be broken, or its inside unsealed, the core shall fly out of the crystal and disappear into nothingness, the rest of the crystal dissipating into an acrid smelling red mist harmlessly. Name: Lightstones (Divine Gems) Item: Glowstone Rarity: Rare(T3) Lore Link: https://www.lordofthecraft.net/forums/topic/190249-✓-world-lore-light-stones/ Environment: These gems are only found in areas of great deific power, such as near the foundations of Deific cults. Item Desc: A transparent, golden gem that holds a dim glow to it and appears to sparkle. From its humble beginnings, it has a polished sheen to it and seems to have grown from the rock it was found in. If one was capable, they could contain light and holy power within this crystal if they so choose. Node Rules Rules There are rules and information regarding nodes which may be useful. These rules are frequently updated. 1) X-raying, metagaming (locations, methods, harvesting, smithing, etc.), use of wandering souls, or other exploits, are all liable to moderation action and node blacklists. 2) When there are 4 or more individuals at a node, they may roll twice as much as they normally would to harvest. 3) Fixed Personal Cooldown: One may only harvest a node, or count towards the increased-roll threshhold of 4 once every 14 days. This may be shorter or longer than the cooldown of the node harvested. 4) Node Cooldowns are based on group. Thus, a group from Magic Group X or Nation Y can only harvest once every 14 days, as with the fixed personal cooldown. 5) Negative modifiers may be added on by an ST for improper methods of harvesting, ill-preparation or suffering from environmental effects. 6) Nodes destroyed are always replaced. The exception to this rule is when nodes are destroyed with intent of hiding a location from another group or to reset a timer. 7) When applying to group cooldowns, one's group is decided by ST. 8) Cooldowns apply by player, not account or persona. 9) Bad Luck Protection: When one does a correct harvesting process with proper preparation, but rolls without getting any material, they are guaranteed 1 chunk of material. If in a group of four, this is raised to two. Cooldowns & Roll Chances Cooldowns A cooldown on a Node begins the minute it was excavated by a player, no matter the outcome. Thus, no one can use that Node for a designated amount of time afterwards. Tier 2 Material - No cooldown Tier 3 Material - Fixed global cooldown (Automated Nodes) / No Cooldown (Battlenodes) Tier 4 Material - 10 Days (With a diceroll of additional days) / No Cooldown (Battlenodes) Tier 5 Material - 12 Days (With a diceroll of additional days) Roll Chances For each tier of rarity a player has a specific amount of rolls they may do before the Node goes on cooldown. The individual will roll out of 100(/roll 100) X amount of times. Below is a short list of how many rolls a player has. X = 1 Legendary (T5) Rolls X = 2 Exquisite (T4) Rolls X = 3 Rare (T3) Rolls Metals/Metalloids When attempting to gather an ore that is considered a ‘metal’ or ‘metalloid’, the player will receive either 0 to 3 ore items. This is dependant on how successful that person’s rolls are and of course, the rarity of the Node. All ore items are the same size, you are just able to acquire several of them if lucky enough. Uncommon(T2) 1-30 = Nothing 31-80 = Shard of Ore (1 of it) 81-90 = Piece of ore (2 of it) 91-100 = Chunk of Ore (3 of it) Rare(T3) 1-40 = Nothing 41-80 = Shard of Ore (1 of it) 81-89 = Piece of ore (2 of it) 90-100 = Chunk of Ore (3 of it) Exquisite(T4) 1-50 = Nothing 51-80 = Shard of Ore (1 of it) 81-90 = Piece of ore (2 of it) 91-100 = Chunk of Ore (3 of it) Legendary(T5) 1-60 = Nothing 61-81 = Shard of Ore (1 of it) 82-91 = Piece of ore (2 of it) 92-100 = Chunk of Ore (3 of it) Gems/Crystals When attempting to gather what is considered a ‘gem’ or ‘crystal’, the player will sometimes receive an item, but its size is subject to change depending on how successful their rolls are. Uncommon(T2) 1-30 = Nothing 31-80 = Fragment (1 of it) 81-90 = Shard (2 of it) 91-100 = Cluster (3 of it) Rare(T3) 1-40 = Nothing 51-80 = Fragment (1 of it) 81-89 = Shard (2 of it) 90-100 = Cluster (3 of it) Exquisite(T4) 1-50 = Nothing 51-80 = Fragment (1 of it) 81-90 = Shard (2 of it) 91-100 = Cluster (3 of it) Legendary(T5) 1-60 = Nothing 61-81 = Fragment (1 of it) 82-91 = Shard (2 of it) 92-100 = Cluster (3 of it) Nothing = Nothing. Piece/Fragment = About the size of a human male’s pinky finger in length, the width may be slightly larger than the width of the same pinky finger. Shard = About the size of a human male’s hand in length, and the width of two index fingers. Chunk/Cluster = About the size of a human male’s hand in length and width, fitting in the palm like a ball. Refining & Crafting If you’re curious about the amount of refined material that an ore item may produce, there is a standard! Simply, one ore item will equal two ingots of that material. With that, there is also a list of how many ingots are required to produce a specific item, though there can be some interchangeability depending on the type of item being made, but this is rare. As note, when reforging an item or melting previous down, only 1/2 (50%) of the original material-value is recoverable. Weapons 1 - Dagger, Ammunition (8 of Arrowheads, Bolts, etc.), Spike, Hammer-head(small) 2 - Shortsword, Axe-head(small), Blade(small), Hammer-head(large), Mace-head(small) 3 - Longsword, Axe-head(large), Blade(large), Mace-head(large) 4 - Greatsword, Ballista Bolt Note, for items such as ‘Axe-head’ and ‘Blade’, they are just those specific items. It is not an entire axe, merely the metal head of the axe. It is not an entire sword with hilt, crossguard, etc, just the actual blade part. This is to allow people to make a variety of different weapons, such as polearms, spears, glaives, etc. Armors 1 - Gauntlet, Sabaton, Vambrace, Poleyn, Visor 2 - Helmet, Pauldron, Greave, Cuisse 3 - Tasset, Gorget, Couter 6 - Fauld 8 - Breastplate Shields 1 - Buckler, Boss(the round disk that is in the center of many shields, made to guard the hand) 2 - Round Shield 3 - Tower Shield Note, most shields were not entirely metal, few were, and those that were entirely metal were quite small compared to most other wooden shields. However, there are many examples of shields being reinforced with metal, and most often having a ‘Boss’ in the center of the shield where the hand grips the shield from its back. Accessories 1 - Rings(4), Bracelets(2), Earings(4), Piercings(4)(of any kind), Necklace, Metal Parts(2)(Small) 2 - Crown, Mask, Metal Parts(large) Note, ‘Metal Parts’ are simply various objects of different shapes and sizes made from metal, such as pipes, poles, levers, gears, levers, etc. It is really up to the user to determine what is large and small, but generally anything larger than a person’s fist can is considered large. Material Index The Material Index is a place you can look to see the different categories of Materials and what that implies. Materials are grouped into four categories – there are Event Materials, Node Materials, Open Materials, and Special Materials. Three of these categories require ST signage in order to be considered legitimate(authentic), while one requires not ST signage at all. Here is a quick rundown of the four categories. Event - Materials that have no means of procurement outside of events. These events are at the discretion of the ST with the reward as an afterthought or carefully planned to fit into whatever story is being told. Event Only materials are signed by an ST. Node - Materials that are gathered through supervised gathering Roleplay of a Node. Nodes are sparsely found in the world, and are areas where certain Lore Materials may be gathered. There is always a sign present to OOCly inform players of whether or not a place is a Node or not. Node Only materials are signed by an ST. Open - Materials that are openly available to all players. These are either materials that are extremely common and require no ST oversight or are a smithing technique. These require knowledge of the player to forge and refine, and we encourage experimentation and the like to learn how to do such. Open materials do not require ST signage. Special - Materials that are often a mix of different groups or have special clauses attached to them, and such is listed beside them. Special materials are signed by an ST. Bellow, all four types are listed with all currently accepted materials accepted or ones that have been since shelved. Event Materials - - Dralachite - Carbarum Node Materials (Manual)- - Thanhium - Boomsteel - Azhl - Lunarite - Frost Salts Node Materials (Automated)- - Lightstones Open Materials (With Node Options)- - Magnetus - Adfectio Stones - Kadarsi Ore & Qualashi Steel - Anorum Open Materials - - Gold (Aurum) - Magegold (Arcaurum) - Black Ferrum - Quietus Crystals - Titan's Eye - Daemonsteel - Colourstone - Kuila Crystals - Glimmerstone - Focus Crystals - Slayersteel - Redstone Wiring/Tattoos Special Materials - - Arcanium (Requires an MA in any Void Magic, and ST Signage) - Manite (Requires a Voidal Hollow, Playersigned) - Dracanium (Requires event materials, ST Signed) All Shelved Material Lore Pieces - - Bloodsteel Reason: Not wanted by Orc community in a reworked state – like the idea of a Legend instead. - Verdantium Readon: Redundant, merged with Carbarum. - Kodeh Steel Reason: Redundant, served no purpose with Daemonsteel. - Quartz Dust Reason: Belonged in Alchemy, not a resource. - Gemsong Crystals Reason: Shelved in Athera, staying shelved in Athera. - Beastsmithing Reason: Outdated Lore Piece, received no rewrite. - Peragius Reason: Vague and overpowered, not thematically appropriate Credits Though I did the majority of the writing for this, I cannot neglect giving credit to Lark to aiding me in producing a past google doc where we essentially created the rarities of Materials on our own(I love that man). I also can't forget to give credit to my supporters and critiques who spent time explaining my flaws(ty), such as SquakHawk, Killmatronix, Archipelego, Nivndil, and a few others who I've forgotten due to this project going on and off the back-burner for an extreme amount of time. However, in that time I'd like to say we have produced a quality and literate post for LotC. Also having to include that the Material Index was rightfully written by SquakHawk.
  18. The Adfectio Stones “What beauties lie below.” An unknown explorer. There are untold gems that lie below, beyond the value of lustrous metals and gleaming stones. Within their natural homes, they are dim and show no brilliance. Yet when held, they are said to emit the emotions of one’s own soul. Adfection Stones(Raw), Refining, & Harvesting Raw Adfectio Stones start off as dim grey deposits found in clusters within most types of rocks. They are fairly brittle and dull to begin with, having few particularly noteworthy uses. They are able to be extracted with most other methods of mining, and can be polished as easily as any other stone. They appear to attempt to emit varying colors when held, but there is a lack of vibrance and shine when they do. If the Adfectio Stone is polished, one would find very different results. Adfectio Stones(Refined) The Adfectio Stone has a peculiar property of changing colors when either held by someone or held against someone - even when they are an inch away from the stone. Though, it should be noted that any farther than an inch and the stone will not reflect any color, it would also be very dim. The colors that do appear on the stone appear in a splashing manner, like droplets of rain falling into still water. One can deduce with some thought, that these stones conduct emotional energy found in the body, and reflect it back in varying different colors. These same energies can either be used in tandem or entirely replace redstone all together in order to form circuitry. If one were to cut open an Adfectio Stone, they would find many pockets of globules which appear to be the cause of this conduction. Stones with more globules, or holding a stone in an area that has more globules will result in a brighter more conductive response. The brightness of a color is entirely dependant on how strongly that emotion is being felt, and if several emotions are occurring at once, the stone will be washed over in a rainbow of colors that are jagged and appear almost like static. If held for long enough in this state, the Adfectio Stone will begin to crack and eventually break after a few seconds. Red: Rage, Excitement - this color is commonly associated with explosive, spontaneous emotions, with pale Reds leaning more towards Love. Blue: Tranquility, Sadness, Loss - this color is commonly associated with calmer emotions, with paler Blues being more linked towards loss. Yellow: Content, Happiness - this color is commonly associated with relaxed emotions, with pale Yellows leaning more towards apathy. Orange: Passion, Enthusiasm - this color is a mix between the colors Red and Yellow. Green: Envy, Jealousy, Longingness - this color is a mix between the colors Yellow and Blue. Purple: Confusion, Curiosity, Wonder - this color is a mix between the colors Red and Blue. White: Innocence, Balance, Purity - this color does not brighten or darken. Black: Menacing, Malevolence, Fear - this color does not brighten or darken. Redlines - Adfectio Stones cannot be used to tell if someone is telling the truth or are innocent of a crime, look to Adfectio Stones with a white color, or lack thereof. Credits: Phil - a good lad, basically wrote all the original stuff, I just transcribed it into new format.
  19. The lore itself reinforces the RP of those who are capable of using this, whilst also delegitimizing the RP of those who don't. That is simply a fact of the matter with no arguement around it. Simply, if an individual chooses not to opt into using this, then they start off at a disadvantage compared to groups who do decide to use this mechanism. The products of IC beliefs are impacted by this lore, as anyone capable of actually seeing prophecies has a mechanical benefit that translates into RP. Sure, it doesn't prevent people from being fortune tellers, but it does put them at a mechanical disadvantage than they otherwise would be.
  20. I feel like this piece of lore is more likely to invalidate RPers who would rather not have to rely on magic and lore in order to RP. Seems to be a redundant piece that does to add anything to the table except reinforcing someone's own RP through lore. Just as the Ascended attempted to do when they tried to write reincarnation lore.
  21. Wait, why do you need lore to think you’re a fortune teller?
  22. What if we just allowed guns and cannons, and arcane guns and arcane cannons? : (

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