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Riftblade

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Posts posted by Riftblade

  1.  


     

    B2MtiPEyaxa3JmVxIcbxQVb1beGAehhZvHcyIViTK2k7M_PCcVkGt01o2w8iGydMPPKJysX1Za8axQe5ksoBNr_uj4cVIIOdkuoTt-IKllJGSi8G6LWFFnFppn4ZUTmhievp2EPB

    A harvested clump of Light Stones, its stored energy gradually fading away.

    (Credit goes to Damian Nachman)

     


    Material Name and Description (Raw Form):

    Light Stones, also called “Divine Gems” by some, are gems capable of storing and creating light. The gems are identifiable by their golden color and their odd shine, resulting from their light-absorbing properties. These Light Stones also boast properties useful to deific magic wielders. Holy magic - whether it be the mists of Xan or previously the light of Tahariae and the flames of Aeriel - cast upon a Light Stone will result in the spell’s energy simply being sucked into the gem. This gem will act as a deific mage’s equivalent of a voidal mage’s managem. When storing divine energy within itself, a Light Stone will glow a peculiar color depending on which Aengudaemon’s power is stored inside. The brighter the gem is, the more fuel is present; the dimmer the gem is, the less fuel it has left. These gems are rather fragile as a strong blow from a hammer can easily shatter a palm-sized gem.

     

    Applications (Raw Form):

    The gem’s ability to store divine energy within itself make Light Stones an excellent resource in the creation of divine artifacts and blessed objects, functioning as batteries for such. Depending on the size of the Light Stone, more energy can be stored within the gem the larger it is. Although Light Stones function as batteries to power blessings and holy enchantments, wielders of deific magic cannot draw the energy stored within them. 

    Additionally, the gem’s ability to absorb and release light allows for an individual to use them as improvised sources of light. By tapping a Light Stone’s surface with one’s finger using a moderate amount of force, natural light trapped within the gem is released outward. By tapping on a gem’s surface a second time with the same amount of force, the light will be turned off. An individual may refuel the natural light stored inside a Light Stone by exposing it to another source of light - particularly the Sun.

    A less common use of Light Stones is their use as an alchemical ingredient. Once broken down, it can be used as a moderate Air symbol for elegance and a moderate symbol for magic.

     

    Red Lines (Raw Form):

    • Light Stones cannot have stored energy drawn from them. Light Stones can only fuel blessed items.
    • The energy stored within a Light Stone might slightly alter the gemstone’s appearance. If a Paladin with a green aura imbues the gem with their own energy, streaks and flecks of green can be seen running across the gem’s surface. A Light Stone’s will still largely be golden in color regardless.
    • The amount of force needed to activate and deactivate a lightstone can be comparable to the force exerted from pushing a key on a keyboard.
    • Light Stones cannot store an infinite amount of light nor can the light produced by them blind someone. The larger the Light Stone is, the more light it can produce and hold: be reasonable with this.
    • The amount of holy energy stored within a Light Stone, how many spells of a particular tier, and their duration before a recharge is necessary will depend on the magics using this piece of lore (Paladins as an example). For newer submissions, be reasonable: a palm-sized Light Stone could house a single tier 5 spell while a thumb-sized Light Stone could absolutely not house three tier 4 spells.
    • Although casting a divine spell into the gem will absorb it, this does not mean a suit of armor encrusted with Light Stones will absorb any and all deific magic spells. You will still be harmed by them.
    • Tapping a Light Stone only releases the natural light stored inside. This does not release the divine energy stored within the gem.
    • Example: a palm-sized gem can emit light for an hour, no longer than that.

     

    Harvesting Method:

    Light Stones can be found in areas that are saturated with a lot of holy energy. Oftentimes, these Light Stones will form near or beneath the foundations of chantries and holy orders. In the past, these gems have been found beneath temples belonging to Tahariaen Clerics and chanceries belonging to Xannic Paladins. Because these gems form in clusters and continue to grow physically as more holy energy is dispersed within the surrounding area, it is best to carefully remove each gem individually with a hammer and chisel. A harsh swing from a hammer is easily capable of shattering most, if not all, of a gem formation. Once a Light Stone has been extracted from its cluster, it quickly loses any divine energy previously stored in it: this requires the gem to be refueled if one wishes to use it in a blessing. 

     

    Harvesting Red Lines:

    • Care must be taken when harvesting these gems. A careless or forceful swing with a hammer will shatter much of a Light Stone cluster.
    • Although Light Stone clusters absorb divine energy in the surrounding area, a lone gem that has been broken off from its cluster will quickly lose its energy.
    • Freshly harvested Light Stones must be refueled with divine energy if a player wishes to use them in a blessing or a holy enchantment. There are no lingering traces of divine energy present in the harvested gem.

     

    Purpose:

    The purpose of this lore is to simply reformat and add minor clarifications/additional red lines to the lore previously written by SourDough/Niv_Mizzet. 

     

    Citation Spoiler:

    Spoiler

    Credit goes to Niv_Mizzet for writing the original submission for Light Stones.


     

  2. MC Name: Ulmo

    Character's Name: Liutpert Ceirín

    Character's Age: 26

     

    Character's Original Race (N/A if not applicable):

             Human, Heartlander

     

    Transformed form:

             Azdrazi

     

    Creator's MC Name:

             MinasOrDie

     

    Creator's RP Name:

             Serinath

     

    Briefly explain the lore behind this construct or creature:

             

    Azdrazi are Descendants of draconic heritage. This draconic heritage is granted onto these individuals via a ritual performed by another Azdrazi. The ritual transforms the individual physically and alters their soul, granting access to new abilities while restricting others. This ritual involves an object called a ‘wardren’ which acts as a means of keeping track of the trials that a to-be Azdrazi must complete. Once these tasks have been completed by the to-be Azdrazi, they are hurled into a dragon flame fire and are fully subject to the transformation that Azdrazi go through.

    Physically, a new Azdrazi will have traits that a draconic creature, a Dragaar or a Drakaar for example, will have such as: dark scales in place of where their skin previously was, horns sprout forth from the top of their head, claws replace their fingernails, their eyes become more reptilian in nature, and they gain a far more imposing physique. An Azdrazi will acquire up to an additional foot in height and enough strength to nearly match that of an Uruk’s. Azdrazi also boast an immunity to all forms of heat, similar to most other draconic creatures. 

    The Azdrazi’s soul is altered in such a way that an Azdrazi can neither learn nor cast spells that use mana. This would entirely prevent Azdrazi from learning Voidal magic, for example. However, Azdrazi instead gain access to an inner flame – a major boon granted onto them after going through the ritual. This inner flame allows an Azdrazi to manipulate dragon flame in various ways. An Azdrazi can do the following: set their sword alight, set themselves aflame temporarily, breath fire, change their appearance, and etcetera. The ability to change their appearance proves useful when an Azdrazi doesn’t wish to show their rather unnatural appearance to others, however, the ability is not without its limits. An Azdrazi’s alternate form will be compromised by the use of their more combative spells – as multiple uses of these spells will gradually reveal an Azdrazi’s true appearance. The mind of an Azdrazi is also altered: an Azdrazi becomes capable of retaining greater swathes of information, although they suffer from a desire to collect treasure and create a horde as a dragon might in many stories.

     

     

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

             Nope.

     

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

             Indeed.

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Of course.

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand.

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             I haven't have.

  3. In light of the recent leaks regarding the map of 8.0, I’ve decided the players have a right to know what the next map looks like. I’m sick and tired of how we, as the staff, have hidden crucial plans and information pertaining to map development without consulting the player base. You can find the map below.

     

    Spoiler

    412ecda605a4ce35087b942ce1f8df9e.png

     

    Peace,

    Rift.

  4. [World Lore] - [Magnetus]

     


     

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    A clump of Magnetite.

     


     

    Material Name and Description (Raw Form):

    Magnetus ore can be found deep underground within mountain ranges in small clumps, oftentimes found within larger pockets of other ore. The ore is grey, semi-metallic, and has a high density. A miner can identify this ore by observing the faint magnetic properties it has - the ore will lightly tug on a pickaxe held near it.

     

    Applications (Raw Form):

    The application potential of this material are as broad as its magnetic properties allow.

     

    Redlines (Raw Form):

    • The ‘tug’ from raw Magnetus is never strong enough to wrench a weapon or tool free from someone’s grip.

     

    Harvesting Process:

    Mining Magnetus ore is similar to mining any other ore, all that is necessary is a pickaxe and a steady hand.

     

    Harvesting Redlines:

    • Magnetus is mined in a manner similar to any other ore. The magnetic effect that the ore possesses may prove somewhat troublesome to a miner trying to aim their pickaxe’s strikes: this is negligible for the most part.

     

     

    Material Name and Description (Refined Form):

    Once refined, Magnetus can be used for the creation of many tools, devices, and a plethora of knick-knacks. Refined Magnetus will retain its magnetic properties, however, this magnetism will still be faint. Refined Magnetus has also found its use in intricate prison cells and defense mechanisms set within the abodes of a few lords and lieges.

     

    Applications (Refined Form):

    Refined Magnetus may be used to line the interiors of sword sheaths or crossbow grooves to better hold swords or bolts respectively. If present in vast quantities, refined Magnetus can be used for the construction of pillars or other architectural features, and these will act as defensive measures against potential intruders and would-be assassins. The presence of magic has strangely been noted to disrupt the magnetism shown by Magnetus, albeit for a short amount of time.

     

    Redlines (Refined Form):

    • Sheaths and crossbow grooves lined with refined Magnetus will hold swords or bolts better, however, being upside will still result in the held object falling.
    • Pillars (or other structures) built from refined Magnetus will work as massive metal detectors, tugging on both visible and hidden weapons.
    • Pillars (or other structures) display noticeable magnetism, however, they cannot wrench weapons free from someone.
    • Pillars (or other large structures) work in a three block radius.
    • Magnetus-made armor cannot reasonably be worn by Descendents as it would be too heavy to wear.
    • If spells are used near objects or structures made of Magnetus, they will suddenly lose their magnetism. T1-T3 spells will disrupt the magnetic properties of refined Magnetus found within sheathes, crossbows, or any other handheld object; T4-T5 spells will disrupt the magnetism displayed by larger objects such as pillars and bars.

     

     

    Refining Technique (Refined Form):

    Because melting Magnetus will result in a complete loss of its magnetic properties, smiths have instead chosen to slowly heating the metal enough to where it would be malleable enough to shape - without risking the loss of its magnetism.

     

    Refining Redlines:

    • As long as a player doesn’t melt down Magnetus ore completely and instead heats it up to the point where the metal is malleable (consider the heat needed to make steel malleable), the Magnetus will retain its magnetic properties even after being shaped.

     

    Purpose (OOC)

    The overall purpose of this lore is to reformat the ore/metal to fit the current format for material lore. Previously, redstone acted as a counter or an ‘off-switch’ for this metal. Due to the lack of redstone in the RP setting - magic seemed to be a better replacement.

     

    Spoiler

    Suggestions as to what more could be added would be greatly appreciated!

     

     

     

  5. 3 hours ago, Lyonharted™ said:

    Does this imply a retcon of Johanessburg? It says they can’t be made into explosives.

    The Johanessburg explosion will still be a thing. The change is more-so there to address stuff like thanhium warheads being used in the September Prince event line last map.

     

    3 hours ago, MavrominoAlt said:

    This looks really good. Please put it in the redlines that thanhium can't be voidally felt or transmuted via transfiguration, though. Even though you specify that it reacts negatively with voidal magic, you should clarify that anyway.

    Will do!

  6. Slayersteel was first forged by a smith by the name of Dain Stormcrow, a take of his own on the metals used within blades whose purpose were to slay the monsters of yore. The alloy, from the day of its inception till the present day, has been used in the making of many a blade destined to be used against neither man nor any regular beast, but instead the undead. 

     


     

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    A Slayersteel Spear


     

    Material Name and Description (Refined Form):

    Slayersteel is an alloy of steel and Aurum, where the former is much more prevalent than the latter. Because of this, the alloy has a hue that’s a mix of gray with gold or a faint bronze. It is also for this reason that Slayersteel is stronger than Aurum in its durability but isn’t quite as comparable to steel. An ingot of Slayersteel may also weigh slightly more than a normal steel ingot because of the additional Aurum. Due to the Aurum present within Slayersteel, it takes a greater amount of time for a Slayersteel blade to rust than the time it takes for a steel blade. Once more because of the Aurum that can found within the alloy, the alloy holds some of the properties that Aurum has against creatures weak to the latter.

     

    Applications (Refined Form):

    Slayersteel is used largely in the creation of weaponry, however, one may choose to adorn their armor in the alloy if they were so inclined. Although the effects of the Aurum present within Slayersteel are watered down, any creatures harmed by a Slayersteel weapon will suffer pain and injuries similar to the impact of a steel weapon on a normal Descendent - bar bleeding in creatures such as the Undead. The searing effect from Aurum is not shared with this alloy. Slayersteel, compared to plain steel, will have a lesser durability. It for this reason that when a Slayersteel sword and a steel sword clash, it only will take a handful of strikes before the blade is bent enough to the point where it's its been rendered nearly useless. And so most self-professed monster hunters and bounty hunters carry a weapon made from normal steel alongside a Slayersteel sword when they choose to pursue the unliving and unnatural. 

     

    Redlines (Refined Form):

    • Slayersteel, unlike Aurum, will not cause a burning sensation upon contact with the Undead and any other creatures that have a weakness to Aurum.
    • Slayersteel will inflict damage onto the Undead and creatures that have a weakness to Aurum like steel does to descendents. For example, mace forged from Slayersteel will do as much damage to an undead individual than a plain steel mace will to a normal Descendent.
    • Slayersteel weapons, especially swords or other bladed weapons, can only last up to eight blows against hard objects like steel weapons, plate armor, and mail until they are bent out of shape and/or dented severely and need to be repaired.

     

    Refining Technique:

    Slayersteel can simply be made by creating an alloy  that is three parts steel and one part Aurum. A smith may wish to simply work with three steel ingots and a single Aurum ingot of equal size for a three to one ratio. A smith simply has to melt both metals and pour them into the same container, in which they must then be mixed together. How they are mixed is up to the smith making the alloy. After doing so, the metal has to cool down and solidify.

     

    Refining Redlines:

    Slayersteel simply requires a ratio of 3:1 for steel and Aurum. How a smith wishes to go about doing so is up to their discretion as long as the two metals are melted and physically mixed. 

     

    Purpose (OOC):

    Slayersteel has been around for many years now as it could be found both IRPly and MCly when Nexus was still around. It’s been a core piece in smithing roleplay as it served as one of, if not the, optimal choice for ‘monster-hunting’ weapons. However, Slayersteel effectively was a better alternative to Aurum where not only did it have the same effects on CA and ET creatures harmed by Aurum, but it also had better durability. It would make sense to tone down the strength of Slayersteel to give Aurum some use while still keeping Slayersteel’s purpose as the prime monster-slaying metal.

     

    Citation:

    Spoiler

     


     


  7.  

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    A clump of Thanhium crystals.


     

    Material Name and Description (Raw Form):

    Thanhium is a crystal that has been known to have a potential for being used in powerful yet dangerous creations. Thanhium oftentimes has a color on the blue spectrum, ranging from a light sky blue, to a cerulean blue, to a deep ocean blue. A subtle and dull glow is emitted from Thanhium when it’s found in its natural state. An abundance of thanhic crystals veins can oftentimes be found in the most frigid of places as these crystals have a unique property of absorbing nearby heat and converting such into mana, which is then stored within the crystals - thus the faint glowing. Any individual can easily note the sudden drop in the temperature and the strange sight of the sea of snow before them, even if they had been riding along the edge of a coast even during the month of Sun’s Smile. A traveler will have little luck encountering life in lands that hold a bounty of thanhium as most fauna and flora will die from the sheer cold. Thanhium is extremely brittle: a light swing from a hammer is more than capable enough to shatter a thanhic crystal and release thanhic dust into the air. This dust proves to be a great danger for most, if not all, living creatures. The inhalation of thanhic dust results in thanhic poisoning and even death. 

     

    If one were to ingest or inhale Thanhium/thanhic dust, the Thanhium will absorb heat produced from the body of that individual as it enters their system. There are two things which may occur. The first is Thanhium absorbs heat within that individual’s body to the point where the body loses heat faster than it can produce heat, thus resulting in an eventual death by hypothermia/internal freezing. If this isn’t what kills the individual, then the artificial mana produced from the Thanhium will react negatively with the mana already present within that person, the two manas will then conflict with one another, and then result in a negative impact on the individual’s health. If the affected individual was to draw upon this artificial mana, maybe even their own mana in addition to this, they would likely fail and might suffer from Thaumburn - quickly being frozen from the inside, then the outside, and then potentially shattering soon afterwards. 

     

    Applications (Raw Form):

    Thanhium can be used as a deterrent against spells due to its mana-absorptive properties. A large amount of mana, which may be found within an offensive spell like a fireball, can and would be absorbed by a sufficient amount of Thanhium if the spell made direct contact with the Thanhium. The Thanhium will absorb the spell’s mana, heating up by doing so, and depending on whether the Thanhium is a dust, shards or studs, and crystals or gems will: burn into hot embers, become a molten liquid, or explode into smaller shards respectively. 

     

    Thanhium can be used as a poison that may hamper a mage’s ability to cast, slowly kill the consumer, or do both. Those who consume a small dose of Thanhium like a spoonful will suffer thanhic poisoning and their body temperature will quickly drop as they are overtaken by a severe fever. It is best for an individual afflicted by such to rest for a few days, covered in many blankets, as the illness resulting from ingesting Thanhium runs its course. Any more than a spoonful can and will prove fatal within days unless the poisoned person seeks out medical attention, whether it be mundane or magical, to remove the thanhium from their system.

     

    ET-Only Mechanics

    If one were to consume Thanhium, particularly thanhic dust, in small doses repeatedly over the course of many months and even years, they may find themselves bestowed with a strange gift if the ingestion of Thanhium hadn’t already killed them. Those successful in surviving can wield unstable magics at the cost of their wellbeing and sanity. These individuals will find that their skin has become pale, their veins are a bright blue, their strength has greatly wavered, patches of their hair may turn gray. Their mental health will be no better: oftentimes these individuals will be plagued by frequent delusions and crippled by a constant hunger for more Thanhium. 

     

    Thanhium, in overtly high concentrations, would cause an almost radiation-like effect on any within it’s bitterly cold proximity. Akin to the lands of Savoy or Johannesburg, within such a highly concentrated Thanhium zone one would begin to progressively feel more sickly. Their lungs with a bitter chill as breathing hurt, their eyes and skin dried as the air lacked moisture entirely- dehydration soon to follow. There would be a sickening, nauseating feeling which would potentially cause dizziness or vomiting. Even leaving a zone, one may find that their symptoms persist and they are permanently affected from but even a short exposure to such areas. Zones affected by high Thanhium concentrations are dangerous, and best avoided, ‘lest one seeks their own painful and slow demise. 

     

     

    Mana Absorption

     

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    Redlines (Raw Form):

    • Thanhium CANNOT be used to make explosives. Although thanhic crystals are brittle enough to the point where a light strike from a weapon can easily shatter them and produce a shower of thanhic dust, the thanhic is neither flammable nor can it combust from absorbing mana.
    • The acquiring of ‘unstable magics’ is Event only and can only work for ET-played characters. If a normal player attempts to do such, they will only suffer the normal negative effects of consuming Thanhium and there will be a high likelihood of dying from such.
    • Thanhium cannot be avoidably felt through Transfiguration or some other Voidal Feat.
    • The ‘unstable magics’ are up to the ET actor in question, however, it is advised that they talk to the LT about what these magics can be.
    • Thanhic poisoning, if severe enough to where rest won’t be enough, may be dealt with by removing Thanhium in someone’s system either through a cleansing potion, cleansing herbs, or a healing magic of some sort. 
    • Charged Thanhium crystals or thanhic dust lining does not provide any additional strength to an enchantment. 
    • Large crystals which act as power sources may hold energy for up to one IRL week. Players cannot use these crystals to power their own spells nor can the large crystals be used for combative machines.
    • Charging a socketed Thanhium crystal or thanhic dust lining an object’s etchings is an alternative to managems which can be charged via exposure to heat in addition to absorbing mana. This cannot be done in combat.
    • Thanhium is an effective weakness against any creature magical in nature or spellcaster, preventing them from all forms of spellcasting unless they wish to suffer from further Thanhic poisoning and Thaumburn. This applies to all magical Creatures, Feats, and Magics, unless otherwise specified within that lorepiece.

    • Thanhium is incredibly sensitive to magic in a small area. When on one’s own person (In a sheath, in their bag, etc.) one cannot cast magic or utilize enchantments of any kind. While Thanhium is mechanically in ones inventory, they are disallowed from utilizing any form of magic or enchantment unless they wish to cause their spell to absorb after the spell’s defined emote count and the Thanhium to react appropriately.

    • Being within certain magical areas (Such as a Void Node, Voidal Hearth, Voidal Hollow, or Voidal Tear) may have automatic effects on Thanhium’s presence within it. It is the responsibility of the player to know which areas may affect Thanhium within it’s radius. If unspecified in the lore, Thanhium is unaffected.

    • Thanhic (dust) all share the same capacity of magic absorption when on one’s person. Thus, if one had a Thanhic Cloak and a Thanhic Shield, and a spell was absorbed by the shield, both items would be affected as if they both absorbed the spell.

    • Thanhic items on one’s person only have a proper magic absorbing property if greater than or equal to [1] Thanhic Chunk required in it’s make. Any less, and the Thanhic item would simply heat and melt in reaction to an incoming spell, rather than absorbing it. 

    • Being cut/pierced by a weapon crafted from a Thanhic alloy will result in thanhic poisoning and a deep, numbing cold feeling in the wounded area, though the wound area still operable for motion and healing.
    • Items made from Thanhium material dust/crystals may absorb only a certain amount of magic before beginning to overheat and melt. Items may absorb [4] Tier 1 spells, [3] Tier 2, [2] Tier 3, or [1] Tier 4 spell. Meeting these numbers would cause the Thanhium to overheat, causing searing burns if left on one’s person. If these numbers were exceeded in any capacity, the item would begin to melt and the item would be destroyed both mechanically and in roleplay.

     

    Harvesting Method:

    Because of the fragility of Thanhium and risk that accompanies shattering it, one must take great care when they decide to mine a vein of thanhic ore. The ideal method is to carefully chip away at the stone surrounding the Thanhium, effectively freeing it from its stone confines, and gently lifting the crystal(s) out. It would be wise to wear thick gloves that can protect against the cold produced by Thanhium, lest someone risk frostbite after prolonged physical contact with the substance. It is also advised that someone mining Thanhium wear a thick covering over their mouth and nose to avoid inhaling thanhic dust  in case they accidentally break a thanhic crystal. When transporting Thanhium, one will want to carry it within a container whose interior is cold so as to prevent the Thanhium within from being exposed to heat. Some Alchemists have used athin-coated sacks to carry the thanhic crystals they’ve collected from the frigid wastes they’ve traveled to.

     

    Harvesting Redlines:

    • Thanhium ore breaks very easily, a misplaced swing from a pick or a hammer can shatter the crystals within a vein and release thanhic dust into the air.
    • Inhaling the thanhic dust produced from the shattering of a thanhic crystal will result in internal freezing and/or thanhic poisoning.
    • Holding thanhium with your bare hands will quickly result in those hands being afflicted by frostbite.

     

    Material Name and Description (Refined Form):

    Thanhic steel is an alloy made from combining steel with thanhic dust. The alloy has a bluish, silver hue to it, the surface of which produces both a subtle glow and small amounts of mist. Weapons made from Thanhic steel are dangerous as they can inflict thanhic poisoning upon those that they wound, making them excellent weapons for assassins and mage hunters. Armor made from Thanhic steel boasts powerful anti-magic capabilities, making a suit of plate from this material the ideal armor for knight errants seeking out sorcerers and magical beasts on their quests.

     


     

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    Applications (Refined Form):

    • If used in the creation of a weapon (a sword for example), the thanhic weapon will prove to be slightly more durable that a weapon made from regular steel. If one were to touch this metal with their bare hands, it would feel as cold as touching ice. Appearance-wise, the alloy has a light blue tint to it which is accompanied by the release of small amounts of mist. 
    • If one was cut by a thanhic-made sword or pierced by a thanhic-made spear, they would suffer thanhic poisoning as if Thanhium had entered the area where the wound was. However, the thanhic poisoning will remain within that area as opposed to spreading through the victim’s body as it would if someone were to inhale Thanhium. The result of a wound inflicted by a Thanhic weapon is a deeply cold feeling accompanied by numbness. Prolonged (noncombative) exposure to Thanhic Steel against an open wound would result in frostbite.
    • Because thanhic poisoning can result from wounds inflicted by thanhic weapons, these weapons make for excellent arms against sorcerers and creatures that rely on mana. The presence of foreign mana would interfere with a mage’s ability to cast, thus eliminating their spell-casting abilities for the duration of the thanhic poisoning. Creatures like atronachs which are made up of mana will suffer severely if wounded by a thanhic weapon. 
    • One can attempt to craft armor from thanhic steel, ideally plate-armor as mail and lamellar may prove to be difficult to craft. Even so, forging a piece of plate-armor out of thanhic steel would prove difficult considering the amount of Thanhium needed to create the alloy. It is heavily advised that one dons a gambeson or at least several layers beneath a piece of thanhic-made armor, so as to deal with the cold released from the armor. Armor made from thanhic steel, like weapons made from thanhic steel, will comparatively be more durable than armor made from normal steel.

     

     

    Mana Absorption

     

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    Red Lines (Refined Form):

    • Being cut/pierced by a weapon crafted from a thanhic alloy will result in thanhic poisoning, and a cold feeling which may numb the affected area.
    • Because foreign mana is introduced to a victim’s body through a wound inflicted by these weapons, mages cannot cast as their natural pool of mana would conflict with this new source of mana. Attempting to cast would more than likely result in Thaumburn. 
    • Armor made from thanhic steel will need to have some sort of padding beneath it, so that the wearer does not freeze while wearing the armor. A thick gambeson with multiple layers or a fur coat can prove effective enough. 
    • Spells must make direct contact with the surface of Thanhic armor for it to be absorbed. If someone wears a thanhic steel cuirass but their arm is hit by a fireball, their arm will still suffer the damage done by a fireball.
    • Thanhic steel cannot be enchanted in any fashion given it's adverse reaction to mana in all forms.
    • Thanhium is an effective weakness against any creature magical in nature or spellcaster, preventing them from all forms of spellcasting unless they wish to suffer from further Thanhic poisoning and Thaumburn. This applies to all magical Creatures, Feats, and Magics, unless otherwise specified within that lorepiece.

    • Thanhium is incredibly sensitive to magic in a small area. When on one’s own person (In a sheath, in their bag, etc.) one cannot cast magic or utilize enchantments of any kind. While Thanhium is mechanically in ones inventory, they are disallowed from utilizing any form of magic or enchantment unless they wish to cause their spell to absorb after the spell’s defined emote count and the Thanhium to react appropriately.

    • Being within certain magical areas (Such as a Void Node, Voidal Hearth, Voidal Hollow, or Voidal Tear) may have automatic effects on Thanhium’s presence within it. It is the responsibility of the player to know which areas may affect Thanhium within it’s radius. If unspecified in the lore, Thanhium is unaffected.

    • Thanhic (dust)(steel) all share the same capacity of magic absorption when on one’s person. Thus, if one had a Thanhic Cloak and a Thanhic Shield, and a spell was absorbed by the shield, both items would be affected as if they both absorbed the spell.

    • Thanhic items on one’s person only have a proper magic absorbing property if greater than or equal to [1] Thanhic Ingot required in it’s make. Any less, and the Thanhic item would simply heat and melt in reaction to an incoming spell, rather than absorbing it. 

    • Being cut/pierced by a weapon crafted from a Thanhic alloy will result in thanhic poisoning and a deep, numbing cold feeling in the wounded area, though the wound area still operable for motion and healing.
    • Items made from Thanic steel may absorb only a certain amount of magic before beginning to overheat and melt. Items may absorb [5] Tier 1 spells, [4] Tier 2, [3] Tier 3, [2] Tier 4, or [1] Tier 5 spells. Meeting these numbers would cause the Thanhium to begin overheating, although not significantly harmful. If these numbers were exceeded in any capacity, the item would begin to melt and the item would be destroyed both mechanically and in roleplay.

     

    Refining Technique (Refined Form):

    • A specialized forge is necessary for the creation of thanhic steel. Ideally the room is built underground so as to prevent any sunlight from being present. In order to cool the room for the temperature to replicate the environment in which Thanhium is naturally found. This forge must be contained, or contain, at least [4] Thanhic Chunks/Crystals worth of material. This may be in the form of bricks which surround the room, or physical crystals within the room, or anything inbetween. This forge was mildly toxic in nature, and prolonged exposure within one (More than 2 In-Roleplay hours) would cause the exposed to begin suffering effects of Thanhic Toxicity (Listed under Raw-Form Applications). 

     

    • A crushing mechanism and sieve are necessary for taking small quantities of Thanhium and turning that into finely ground thanhic dust. The purpose of this is to prevent the possibility of stray Thanhium crystals exploding and releasing toxic material into the confined area that is the forge. The Thanhium should be fed into the crushing mechanism, where the product of that should then be put through the sieve. It’s advised to clean the sieve after each use to remove any Thanhium residue. 

     

    • Uniquely, Thanhic Dust or Thanhium does not become malleable under anything but extreme temperatures. However, given it’s excessively cold nature, a Thanhic Forge allows an effective “Cold Flame” which may manifest from sparks the same as any typical fire. This flame would glow a deep blue and would bitterly chill, burn, and even afflict frostbite with prolonged exposure. Interesting enough, it has a mirroring effect on other materials such as Steel or Gold. This cold blue flame would make Thanhic Dust/Crystals become malleable and workable, allowing them to be easily beaten and folded into another metal.

     

    • When finished in the incorporation of metal and Thanhium, the item would be laid to rest in the room over the course of a few hours while it mildly rises in temperature to the rest of the room. During this few-hours process, the item is almost ‘untouchable’ - even within a close vicinity, giving a sickening and nauseating feeling that was dizzying. The sign of omen, for a freshly forged weapon.

     

    Refining Redlines:

    • The forge itself may be built both MCly and RPly to the player’s discretion, however, it must have the following components: a crushing mechanism and a sieve (choice of block is up to the player as long as a sign is present for each block), four Thanhium crystals (Lapis blocks would make the most sense, but the amount of Thanhium RPly will need to be discussed with the LT), and the general pieces of equipment in most, if not all, forges. 
    • The addition of thanhic dust to the molten steel will need to be done over the course of 3 IRL days. Screenshots must be provided to an overseeing LT or an LT who’s signing the item.
    • When striking the thanhic alloy product with a hammer for the first time, a d20 roll must be done. If the roll results in a 5 or below, then the blade will shatter and release thanhic dust into the air. A screenshot of this roll must be provided to the overseeing LT. 
    • Because of the cold within the room, the smith must wear some kind of warm clothing that one might wear when trekking into a frigid wasteland.
    • Transfiguration cannot be used to assist in the forging process. Attempting to use Transfiguration would simply feed the Thanhium with mana, which would then produce heat.

     

    Purpose (OOC):

    The purpose of this submission to consolidate the three current posts on Thanhium into one larger post. Clarification was also necessary for how armor made from thanhic steel worked. The use of Thanhium in explosives also needed to be addressed. 

     

    Citation Spoiler:

     

    Spoiler

     

     

     

     

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