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Sorcerio

Creative Wizard
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Everything posted by Sorcerio

  1. 1) Currently I'm working on a few amendments and additions to general undead/mystic/necro lores, which are pretty lit. There is another project I'm really enjoying working on RN but I can't divulge too much yet 😉 2) Tough question. To be frank, there are plenty of lores which I've not enjoyed writing and look back on them with some faint regret. However, though I may not be particularly fond of every lore I've written, I do believe that since it brings enjoyment to even a small group of people, then it was well-worth the write. 3) 😏😏 Your hot takes in lore discord are to die for. 1) You've written a few things I've found to very much enjoy, though I found An Ocean of Darkness to be a particularly interesting and resonating read. 2) My writing process is a bit odd, I confess, or at least to me. Generally, it consists of me just writing out my thoughts into a rather lengthy mess of text. Then, I reread over what I've written, and I cut out parts I don't like and rewrite them. If I like something I've written, or perhaps some excerpt of wording in a phrase, I'll put it at the bottom of the page to save it for later. Generally, I rewrite things three or four times before I actually complete a final draft, which may be tedious but it also helps me ensure I've not missed anything. Usually, depending on what I want to write, I'll listen to some music. Modern music never seemed to resonate as much with me, I confess, and much of the time I find myself writing to some soothing ambience such as Sounds of the Shire. 3) I draw a lot of my inspiration from the novels I've read. I've always deeply loved books, which may seem somewhat odd and "nerdy", but I've found that the lessons and tales in those old novels is enough to inspire a lifetime. I've read things like Frankenstein, Paradise Lost, and Dante's Inferno on my own time, and such texts have contributed immensely to my vocabulary usage. The Chronicles of Narnia and The Lord of the Rings are two other book series that I hold very dearly to my heart, and I would argue are among some of the greatest masterpieces of literature in the twentieth century. C.S. Lewis and Tolkien are among my favorite authors, and though it may sound somewhat comical and bland for one playing on a server call "Lord of the Craft", I could not be any more truthful about my response. 4) When I struggle with writer's block, I like to look out the window. Sometimes, in between paragraphs and lines of text, I'll look outside just to see a glimpse of the sun, and I'll often reconsider consider what I'm writing. In a pensive silence of reflection. Sometimes, my writer's block will persist for days, and I'll spend much of my time just staring at a page. But after a while, perhaps after I've taken a break from writing, I'll find myself to have been mentally reinvigorated, and I will quickly resume whatever project I was attending prior. 5) Outside of what I've had to do for essays and projects, no. However, I do appreciate my affinity for writing especially considering most of upper high school and college revolves around the completion of one's own written work. However, most people at school don't know that I write, which I don't really mind. 6) No, actually. It was only until about a year or two ago that I actually found myself to be genuinely engaged in writing. Ultimately, I have LOTC to thank for that. As many qualms as I may have with it at times, I don't believe that without it I would've come to develop the same affinity for writing and story-telling that I have now. In fact, before I even came to LOTC, I would never have dreamed that I would do any more writing than demanded by academics. 7) I did actually, thank you for asking! It was definitely one of the more memorable ones, despite being relatively simple due to COVID restrictions and all. 8) I was kind of just looking for roleplay servers. Previously, I had jumped between a few rather mundane ones, like some Harry Potter roleplay server, and then Creative Fun for a period of several months. It wasn't until about eighth grade that I found LOTC and found myself invested in a more in-depth form of story telling. 9) What I love about LOTC is the amount of diversity in roleplay that the server maintains. There are so many communities to engage and interact with, each of them offering their own unique experience to grab the attention of whatever player might be seeking out that particular play-style. Each community, no matter how different, adds something to the dynamic of LOTC which only makes it all the more immersive. No singular author or novelist could hope to replicate the diverse and creative world we've built here over the last ten or so years, for it is the compilation of not just one or two or even ten; but hundreds upon hundreds of people. 10) Probably the unwillingness of the server's players to cooperate. Each community wants to create their own story, which itself is not particularly bad; however, it is done with the mindset that they are to be the center of the tale. This, I feel, is the primary reason for so much out-of-character conflict. Sure, people cry out for warclaims and battles, and for the raid cap to be increased. But when it comes time for that conflict to be turned upon them, they want to change the rules. I think if more people realized that LOTC was a more cooperative experience and that they are contributing to something so much greater than themselves, then most of our problems would be rendered null. It's an unrealistic goal, and even I'm not entirely sure how it would be handled, because it's something that's really only up to the individual player rather than something that could be enforced by rules. I do! Hello Ttism! How are you? :D Because they got a megaphone on sale at Walmart. Duh. BABY DONT HURT ME, DONT HURT ME, NO MORE !!! Eleventy-first. It's not a real number, but it's so fun to say, and it's Bilbo's Age at the beginning of the LOTR. Probably my first persona to be perfectly honest. Though I give myself a hard time for how I played him, I recall the days when I would log on the server absolutely ecstatic to discover the world around me on that character. His story, though somewhat misled, was probably one of the more interesting tales I've carried out on LOTC, despite the fact that much of his later life was very OOCly driven and poorly carried out... 1) My favorite lore piece on LOTC is definitely Mysticism. The first iteration written by Zarsies was magnificent, despite its simplicity at the time. 2) It's been so long, but I can't remember if I recruited you outright or kidnapped you or what. But those are very fondly remembered days, despite the edginess I had been engulfed in at the time. Probably Orcs. They are very interesting to interact with as an outsider, though every time I've tried to get in as an orc myself, I just couldn't seem to engage myself as heavily. Not sure why, but it's something I've always considered doing, just have never carried through in full. 😢 but he looks so good Only cause of you 😉 Space elf? I believe that's a question for @SquakHawk :)) 1) My birthday was very fun! I had lots of food and spent some time with my family. It was a bit simple due to COVID restrictions, though it wasn't any less entertaining or memorable! 2) Red. It's simple, but encompasses so many feelings and emotions. 3) Lord of the Rings. I know it sounds cheesy and like a bland pick, but I honestly just get so lost in the immense world that has been created there. Everything, from the Hobbits, to the Elves, to even the Valar and beyond, are create such an astonishing narrative, which makes me even envy Tolkien slightly for his creativity. However, this is very, very closely tied with The Chronicles of Narnia as well, which captivates my imagination in a similar fashion. 4) My must confess, my first bit of lore writing was rather limited. I mostly dealt with balancing out evocations for lore games, so much of my inspiration was left at old guides which offered rather little substance as a whole. But as I wrote more and more, and expanded the horizon of genres, I began to use other novels as well, which I think I mentioned earlier on in this response. 5) Personally I've never been a fan of how shallowly players tend to look at things like lore. I'm not saying people need to have in-depth self-reflection on something like fire evocation, but I think that so much lore could be used to a greater potential if more was put into it, and the players actually allowed for that to happen. Many players are very content with simple lore, which I suppose is fair, and it's not my right to dictate what people may or may not enjoy. Still, if I could, I would go through each of the lores and expand upon them, so that they could not only provide more for the user of the lore, but also for those they interact, whether they be mundane or otherwise.
  2. He is right here for you 👶 Probably Belvitz to be completely honest. I just reminisce of the times when I would log on every day and be so excited to just do regular slice of life roleplay around the tavern at the crossroads. I usually read, listen to music, etc. My braincells struggle to rub together a lot of the time, but things tend to come to me randomly or I build off of suggestions by other people. Other times, I can't think of anything at all. It's very dependent on what I've been reading or interacting with at the time. You cannot comprehend the immeasurable disappointment I faced when my happy meal didn't come with the among us toy. Probably when I stop being so damn edgy. Creation lore. Then we'd all be freed. 😔 Curious that you would so bequeath me so with this ambiguous and baffling query. In candor, I know not the means by which I am endowed this ability to express obscure soliloquy, but perhaps one could be so bold accredit it to the many novels and tales in which I have indulged since the days of my youth. Mayhaps I'll never know. Very much so 🚶‍♂️ Fleshy golf-balls that can see. That would violate my religious beliefs.
  3. Hi I'm your stereotypical OOC shadow-writer lore man. Been here for three years and yesterday I commemorated the date of my birth as most people do annually. Please ask me something I crave attention. :))
  4. "It is not at all curious that they would so earnestly seek to attain what they do not hold. Such feigned grace shall surely come to undo itself, in the end." remarked a single elf of prestigious line, gazing to the horizon from their ivory window as he then took an idle sip of his tea.
  5. * Please be aware that none of this is public in-character knowledge! * —=— Trembling in gasp, I awoke from my stupor, Embraced by cold upon that wintry night. I looked, and saw naught but the dark expanse Span beyond the vast swathes of earth. Something wrought then in the annals of my soul, My spirit withering, wilting for a kinsmen lost. Curious to know what event spurred this apparition, I reflected in pensive rumination in search of lore. T’was then that the news reached mine ears Of a hallowed elf from whom vice cowered. The valiant man who embodied aspiration, Felled by the very adherents he had fostered. What a bitter close, a page unwritten; A fates that did not meet a fitting end. Say it would not be so, for this soul to be lost; For them to perpetually toil in that cursed limbo. I wept for the tales yet to be had, And the many lores that were unyielded. I mused the thought, mind churned in reflection. What more could be done on this final night? ‘Was there any hope to remain?’ I considered, but my spirit then did attend; ‘Let no valiant spirit or knightly virtue, Be lost to that which dwells in vice’. And so it was then I knew my ordinance, And heeding that call, I upheld its decree; To yield the flesh, but spirit sustain, And bring about that man again. Come brethren, we have rites to attend. This shall not be the last. —=—
  6. You ever just premium roleplay? 😳 

  7. @NotEvilAtAll it is finished... you may now roleplay your halfling weed.

  8. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  9. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  10. A Comprehensive Guide to Botany Botany is an incredibly diverse field of expertise, spanning a wide variety of applications from alchemy to druidic medicine. Though most of it is free to players to use without need for an app, some certain aspects of it do still require mechanical interaction — namely major medical and alchemic herbs. These are limited for the sake of reasonability and balance, and also encourage the players to explore the world in order to find them for whatever purpose. This comprehensive guide will run you through all the necessary basics of the botany system. How to Find Herbs Herbs are found all throughout the map, in a wide range of biomes and environments, some of which are incredibly rare and niche as a result. While many herbs may be gathered through self-roleplay done on behalf of the player, other, more potent herbs will require mechanical interaction via the Node Plugin in order to collect them. Alchemist’s Shears Alchemist’s Shears are a mechanical tool which a player may use to harvest noded and uncommon herbs. They may be made at a regular crafting table, using a gold block and an iron block organized in the vanilla shear’s recipe, as shown below: Locating Herb Nodes Noded herbs will typically be placed in “custom-built” locations all around the map, whether that be a rotting log, a ruined sandstone wall, or a bush of red berries. These structures are the tell-tale sign of there being a node upon the structure or nearby. The nodes will always be placed in the locations outlined in their respective lore, so you only need to bother wandering around the respective biomes of the herb you are looking for. Many of them tend to be placed on or nearby the roads, though rarer ones may require more deliberate searching. TIP: Sometimes, the item entity will not be perfectly aligned with the node block or show up at all. In these situations, it is recommended you simply harvest from “the node block” directly by clicking it with the shears. These blocks tend to be of a certain type consistently for each herb. Using Herbs in Roleplay Herbs may be applied in roleplay in alignment with their explicit lore. For example, you could use blissfoil petals to numb a wound, though you would not use it as an antidote for poison. Each herb will have specific lore attributed to it, which can be found in the Floral Lore subforum and this page. The lore will give in-depth explanations of how the herbs may be applied in roleplay, as well as what limitations they might have. If you have questions regarding the mechanics of an herb, or the way in which it may be used, that is not specified by the lore, it is recommended that you confer with a Lore Member first before using it in that way. [!!!] Important: - To use an herb in roleplay, you must have a mechanical representation of the item present in your inventory. For open herbs, this may be simply a player-signed or described item, though noded herbs will always require an ST signature in order to be considered valid. - Player-made herbs should always adequately describe their effects and follow along with their respective lore. Powergaming the effects of the herb is prohibited. - Open herbs cannot be used to obtain ST signatures for Alchemical recipes, with the exception of Liquid Mana. This refers to primarily Potions and Tawkin Klones. - One may not "make up" or "imply" a use with a herb item, such as implying one could knock someone involuntarily unconscious with blissfoil. Herbs and herb items must clearly follow the lore they are from. - Items must still follow by rules of Techlock-Medical and Poisons. - Salves and equivalent items are player signed, and do not require an ST signature. - Medpacks and equivalent items are player signed, but require all herbs used to be denoted on the item with a count, an example being "two blissfoil and one tippen's root". - Items made with ST-Signed herbs should require an appropriate amount of herbs per item. Players will have the responsibility of disposing of used herbs. Core Herb Rules -Herbs, while themselves ST signed, are collected by nodes found upon the map, unless they are listed as "Not-st-signed", in which any player may roleplay gathering them. -Items made from herbs, such as botanicals, salves, treated items, and so on, do not require ST Signature (Unless alchemical in nature, or otherwise specified). -Items must still fully abide by the rules and redlines of the lore, which must be clearly stated upon the item. -Items must still follow by rules of Techlock-Medical and Poisons. -One may not "make up" or "imply" a use with a herb item, such as implying one could knock someone involuntarily unconscious with blissfoil. Herbs and herb items must clearly follow the lore they are from. -Salves and equivalent items are player signed, and do not require an ST Signature. -Medpacks and equivalent items are player signed, but require all herbs used to be denoted on the item with a count, an example being two blissfoil and one Tippens. -Items made with ST-Signed herbs should require an appropriate amount of herbs per item. Players will have the responsibility of disposing of used herbs. Comprehensive List This list stands as a comprehensive compendium of the currently accepted roleplay herbs and flora. Herbs that are listed as noded must be sought out mechanically at designated vortex nodes scattered across the map. These will be story-signed and approved, and they must be in one’s inventory mechanically to be applied in roleplay. Herbs that are not noded may be roleplayed casually so long as they have a valid, player-signed item with a proper roleplay description. This list is subject to change and updates will be posted accordingly. Noded Herbs These herbs must be acquired from specific node locations. Any application or item produced using them will require ST signing and/or approval to be valid. ALABASTER LEAF A common looking weed strikingly similar in appearance to Dock Leaves, though discernable by its alabaster color. When ground into paste, it serves as an excellent alabaster paint or dye, staining whatever it coats. Should one ingest it, they would be overcome by a brief disorientation and dizziness, lasting for up to ten narrative minutes. When planted amidst decaying wood, the Alabaster Leaf will spread, allowing for more to be farmed and harvested once every three OOC days. Earth | Rigidity (x3) Earth | Growth (x2) Earth | Purity (x2) ANT’S BLIGHT A handful of bark pieces covered in ant-like markings, ranging from the sizes of pinto beans to that of a mustard seed. These marks infect and spread over the bark of any fruit trees they’re left in contact with, allowing for more to be harvested once every three OOC days. Infection will spread between trees with bark exposed in a three block radius from the host, and fruit from these infected trees will grow malformed and taste rotten. Earth | Connection (x2) Earth | Weakness (x1) Earth | Death (x1) AQUA NYMPH An aquatic plant with large leaves which grows in circular figures bending downwards. Its green-brown, slimy appearance, as well as the shape of the plant, leads many to mistake it as toads sitting at the ground of a pond. The plant grows a cluster of small, pod-like bulbs which are the same color as the foliage. These bulbs eventually flower into small and bland, white blossoms. It may be harvested and applied as a potent means of scarring and burn treatment. Water | Grace (x2) Water | Order (x1) Water | Endurance (x2) Water | Freezing (x1) ATHIN A light blue, though otherwise ordinary looking moss. Cold to the touch, the moss itself is completely flame retardant up to the melting point of most metals, wherein such extreme environments the Athin would simply combust. When tried and ground into powder, its flame-retardant effects may be boiled onto clothing or mixed with lard to apply as a wax, insulating materials against the heat and making them nearly immune to ignition, keeping the wearer relatively cool as well. Prolonged exposure to Athin, without adequate protection, can lead to severe hypothermia. Water | Coldness (x3) Water | Weakness (x1) Water | Purity (x1) BAT'S EYE BULB A rather dark, murky bulb, no bigger than a golf, appearing much like that of a bat’s eye with jagged dark green leaves at the base of its stem. The bulb itself is very fragile and, should it burst, the reagent would lose most of its blindness symbols. Beyond alchemic purposes, it may be carefully extracted for its powder; this is able to be used as a means of blurring one’s vision for up to two emotes should it be directly thrown into their eyes. Earth Water | Blindness (x3) Earth Water | Dark (x1) Earth Water | Instability (x3) Earth Water | Fear (x2) BEARDWEED A dark green moss which grows under heavily shaded areas, supporting itself on the branches and trunks of trees. The moss produces an oily residue on its surface. It hangs down in an untamed and ragged fashion. Parts of the moss that are exposed to too much sunlight will darken and shriven up over time. The moss may be applied to promote faster hair growth so long as hair already exists in the area. Earth | Growth (x3) Earth | Life (x1) Earth | Swiftness (x2) BLISSFOIL An array of tiny blue flowers upon a thin stalk. The petals are covered in a thin pollen that would numb the senses for up to a narrative hour by means of touch, or when ground into a paste. Inhaling the pollen would result in one’s senses being entirely halved for up to ten narrative minutes, making movement sluggish and difficult. This plant can be cultivated upon a living birchwood tree, allowing it to be farmed and harvested once every three OOC days. Water | Peace (x3) Water | Coldness (x2) Water | Silence (x1) Water | Balance (x1) BLOOD LOTUS Thick and weeping stems, like branches of a willow tree, which support small round olive-coloured leaves. The flowers and stems are incredibly nutritious and may be used as a filler to bulk up meals, oftentimes utilized in the form of soups and stews to help one recover their strength. It also has a strong metallic taste and aroma, and excess consumption may lead to bright-red skin discoloration and potentially the calcification of kidneys. Blood Lotus may be farmed in hot, rocky outcroppings in order to produce up to one measure per three OOC days. Earth Water | Strength (x3) Earth Water | Vigour (x2) Earth Water | Rigidity (x2) CHIME LILY A lily with an oval-shaped formation on the stem having several small cords which make it appear as a windchime, emitting a gentle melody when the wind passes through it. It may be used for decorative purposes or extracted for its alchemic symbols. Air Water | Sound (x3) Air Water | Grace (x1) Air Water | Courage (x2) DESERT BERRY BUSH A cluster of eight bright red berries. These have no remarkable effects on their own though they may be consumed, tasting extremely sweet. Bushes may be farmed so long as they are provided a desert-like environment including sand and are nearby a cactus as well as having sunlight, able to be harvested for one count every three OOC days. Fire | Courage (x2) Fire | Heat (x1) Fire | Balance (x1) DIDDYFUNKLE A flowering herbaceous plant which resembles the passion flower, for its open star-shaped heads. The petals open wide and are typically a very pale green, or white, with an interior fringe of rich purple hair-like tendrils. From under these flowers grow small globe-like pods, which are an attractive orange color. The waxy leaves are ovoid with a pointed tip and green in color. Diddyfunkle rarely reaches over two feet in height. It may be refined to produce a potent hallucinogenic and migraine reliever. Water | Dark (x3) Water | Lethargy (x2) Water | Poison (x2) Water | Slowness (x1) DRAKE'S TAIL An assortment of dusky red vines akin to veins, adorned with small thorns that allow it to cling to stone. On its own it bears no remarkable natural effects, though the numerous symbols it provides make it a highly coveted ingredient for alchemists. Fire | Heat (x4) Fire | Burning (x3) Fire | Rage (x3) Fire | Balance (x2) ELF'S HAIR VINE A collection of ivory, hair-like vines that sprout small white flowers from its stems, each bearing numerous petals. These petals are incredibly fragile, capable of being blown off by so much as the gentle breeze, hence requiring that one utilize them quickly and as a whole. Should the petals be bruised or damaged whatsoever, the vine will lose its primary alchemic ‘grace’ quality. Earth Air | Grace (x4) Earth Air | Peace (x1) Earth Air | Balance (x2) Earth Air | Clarity (x2) FROST VINE A thin blue vine that remains cold to the touch, mildly lowering the surrounding temperature of the air when in abundance. This vine is capable of numbing parts of the body such as the face and fingers, or even entire limbs after up to five narrative minutes of prolonged physical contact. When ground into a salve, the yielded paste would be capable of soothing physical aches or pains within the flesh, though over excessive application may lead to loss of sensation. Water | Freezing (x4) Water | Weakness (x1) Water | Order (x2) GISLOCINOVI A tall thick green stalk with green leaves, bearing a white lotus-like flower. It may be farmed in deeply-worked osil in warm climates. The juice from a measure of the boiled stalk can be used to clean wounds with effects similar to alcohol, except without causing stinging. Water | Reduction (x4) Water | Purity (x2) Water | Silence (x1) Water | Separation (x2) GOBLIN'S IVY A brownish green vine with small leaves. Goblin’s Ivy can be used to induce nausea or mild dizziness by means of grinding the leaves and boiling, the effects yielded from the remnant liquid once ingested. It can, at most, cause heavy vomiting that subsides within a narrative hour. The plant can be farmed by intertwining its roots with artificially erected walls of wood, stone, brick, or sandstone in desert or arid greenhouse environments whilst also in direct sunlight. If sufficiently grown, the ivy may be farmed and harvested once every three OOC days. Earth | Life (x2) Earth | Poison (x2) Earth | Endurance (x1) JAILOR'S MOSS A light yellow moss covered in hundreds of tiny moist hooks, easily mistaken for Stickyweed. Its leaves will cling to almost all surfaces save for glass and metal, capable of holding up to four kilograms securely, and requiring a great amount of force to remove. It is recommended one employ the use of metal tools in order to handle this moss, though even if it were to get stuck to one’s skin, they would not suffer any real damage beyond a few scrapes or grazes. The Jailor’s Moss may be cultivated upon moist stone surfaces amidst running water or exceptional humidity, able to be farmed once every three OOC days. Air | Chaos (x2) Air | Instability (x3) Air | Agility (x3) Air | Slowness (x2) JARRED MUSHNOOMAN A small plump mushroom person kept in a jar. It looks akin to a rotund bipedal Fly Amanita mushroom, with 2 stubby white legs, stubby white arms, and a small face, consisting of 2 black eyes and a small mouth. This mushroom measures at 5 centimeters tall, and wanders about the jar listlessly. Should the jar be opened they will begin to emit a quiet, high pitched scream, and attempt to climb out of the jar to escape into the wilderness. If the creature were to be cut open, it would lack discernable organs, seemingly having a gooey white mass of mycelia beneath its mushroomesque ‘skin’. The creature must be fed the corpse of a bug at least once a day, or else it shall starve after three days. Aether | Rigidity (x2) Aether | Curtailment (x2) Aether | Sound (x2) KING'S IVY An ivy with a dark green stalk and light green, large arrow-shaped leaves which grow soft, golden flowers. The size varies, but it will continue to spread over as much surface as possible while it is healthy. The herb itself holds potent effects that would stimulate the consumer alike to caffeine. Fire | Strength (x3) Fire | Sound (x3) Fire | Courage (x1) Fire | Agility (x2) MANDRAGORA Thick green leaves which grow out of what appears to be a parsnip-like plant. When harvested successfsfully and made into either a paste or tea, it can double the regenerative capabilities of the body. However, should it be consumed or applied unnecessarily, it may result in painful ulcers that form within the digestive tract and terrible warts that develop upon the skin respectively. Mandragora may be cultivated in water and dirt when not exposed directly to sunlight, capable of being farmed and harvested once per three OOC days. Water | Separation (x1) Water | Impediment (x3) Water | Fear (x2) Water | Lethargy (x1) MURKSHROOM A shy, translucent fungi which holds a very dull purple, found growing in cases of near or absolute darkness. Should it at all come into contact with light prior to being extracted or used in some manner, it would shrivel up and die, unusable for its alchemic properties. Ingestion of this fungus would result in vomiting and nausea for up to one hour. Earth | Dark (x3) Earth | Blindness (x2) Earth | Balance (x1) Earth | Curtailment (x1) NIGHT GLOW A rather mundane looking flower with blue and yellow petals which coil up into the shape of a conch during the day, though these petals unravel and gleam during the nighttime. An oil can be produced from these flowers, glowing a gentle light when there is none, able to be used for things as invisible ink which can only appear at night. Air | Light (x3) Air | Swiftness (x2) Air | Peace (x2) ORACLE WOOD A bonsai-esque shrub with dark bark. Consumption of its bark and leaves, whether smoked or through tea, would yield an unnatural clarity of mind, its sap tasting like that of sweet honey. Should too much be ingested at once, the consumer might suffer from dizziness and lightheadedness. This shrub may also be harvested for its bountiful alchemic signs and symbols. Earth Air | Clarity (x3) Earth Air | Connection (x1) Earth Air | Agility (x1) Earth Air | Order (x2) PADDFOOT A quadri-petalled, sky blue flower with a dark blue stem, its two-inch thick petals being the most despised part of the reagent. Should they be tread upon en masse, it may conceal sound to a certain point. This reagent may be treated into a sound-absorbing oil which may be applied to things such as boots, allowing for quieter movement. Air | Silence (x4) Air | Reduction (x2) Air | Peace (x1) Air | Grace (x1) PONDERLOT A herbaceous flower, with a central waxy stem, from which long slim leaves grow outward, bearing five lilac flowers which spring from pale sprigs along the stalk: This flower may be dried and its petals rendered powder which may be smoked or placed upon the tongue to incite a vivid sensory hallucination, causing one to feel a sense of one-ness with the world. It may be farmed in rich, foamy soil with access to sunlight in order to grow one measure every three OOC days. Aether | Clarity (x4) Aether | Chaos (x2) Aether | Sound (x1) SAFFVIL A reeking dark green grass which spreads quickly across dead or decaying biomass within a ten meter radius, including dead skin upon living people, and even plant or animal based clothing, requiring fire or alcohol to purge effectively. The grass itself carries a strong ordour of decay, only removable by means of alcohol or flame. Though not inherently damaging to any living material, it composts dead flesh and reproduces over the course of three OOC days, allowing it to be farmed. Earth | Death (x2) Earth | Curtailment (x2) Earth | Chaos (x1) Earth | Impediment (x1) SERPENT’S STALK An emerald hued stalk bearing stripes of light green and brown about its length, appearing much like that of sugarcane. The stalk is poisonous to insects, though would bear no effect upon anything larger than the size of a rat. Ingesting the plant would cause body temperature to be lowered, effectively inducing hypothermia after three successful measures. Serpent’s Stalk may be cultivated akin to rice, submerging its roots in water no deeper than that of a puddle, capable of being farmed and harvested once every three ooc days. Water | Growth (x3) Water | Coldness (x2) Water | Swiftness (x3) TIPPEN’S ROOT A dark spotted yellow root with purple flowers, releasing a foul odour akin to rotten eggs should it be crushed. Should the roots be ground into a paste or salve, it would be capable of coagulating blood within seconds of wherever it was applied, ceasing the flow of flesh wounds upon the surface level. When planted amongst decaying wood or flesh, this root would quickly take to the earth, allowing it to be farmed and harvested once every 3 ooc days. Earth | Impediment (x3) Earth | Curtailment (x1) Earth | Connection (x2) Earth | Order (x1) Submitting New Herbs A number of older plants have been removed due to their lack of flavour and real contribution to Alchemy and Herbology RP, as well as the sheer fact there are already so many herbs as is listed above. I would encourage anyone looking to submit new herbs to follow this format, which shall also be included in the main Alchemy Hub thread when posted.
  11. When will you be saved... 😔

    1. Nozgoth

      Nozgoth

      😔 who knows

      Edited by Nozoa
  12. @Covey what lore do I write next? 🤔

    1. Show previous comments  5 more
    2. Unwillingly

      Unwillingly

      huntman's grimoire volume II

    3. Unwillingly

      Unwillingly

      actually nvm contract magic sounds cooler

    4. 1_Language_1

      1_Language_1

      pet lore dude, I wanna see a new animal that is only found in Almaris--- maybe jungle monkeys covered in feathers-- something whacky

  13. And now you get warning points for harassment. 🤷‍♂️ 😌
  14. WHOOOOOOOOOOOOO

    1. Nozgoth

      Nozgoth

      YES UNGA BUNGAYES UNGA BUNGAYES UNGA BUNGAYES UNGA BUNGAYES UNGA BUNGA

  15. “I thought they were a bit too advanced for a crusade.” uttered some roaming philosopher. “Then again, perhaps the asininity of man remains in any age.”
  16. What ill-begotten excerpt of lore, Would deign to make my eyes so sore? Vowing sigils scribed and runic tongue, It brought forth omens many would shun. This once resplendent aspiration Has now succumb to deviation. And Urguan's Sons weep bitter tears, Stripped an art of many years. I lament, bid my eyes a moment's rest, to end these flowing tears; my one request. Choirs and hosts, sing me this eulogy.
  17. Foreword TAWKIN ~ The Epitomic Alchemy ~ EXEGESIS “And so they looked for the Tower of Llull, desperately hoping to find truth.” In ages long forgot, afore the decline of reason and moral depravity, there was an ancient people who spoke of an even more ancient tale, one that stretched even to the ears of those alive today. It is said that these people were engrossed with science and the arts, setting themselves forth with aspirations to behold all there was within the vast cosmos, their knowledge seconded to none. These people, the denizens of Llull, were ruled by a bold and compassionate king — one thought to be so wise that even Solomon himself was said to be flushed with envy. It was this king, who remained so avid to pursue ultimate knowledge, that willed to reach the heavens, so that man might grow more akin to God. And thus, the people constructed a great tower which scraped the stars themselves, wrought of gold and ivory and all sorts of precious stones. Built over the many years, it embodied all the wisdom of these ancient people, filled with libraries, temples, and foundries in which they might apply their vast knowledge. Truly, it was a grand city, one which stood above all others. Seeing their childish wisdom, God thought to humor them, bestowing upon the people a gift - for though they were bound by the shackles of vice, they were but a people consigned to him. Thus, to quell their fallacious desires, God granted them a deep knowledge of the earth, and seas and heavens, so that they might know the truth of the world in which they lived. And so the people of Llull were granted unparalleled knowledge of the cosmos, dedicating their lives in full to the pursuit of science and wisdom. Their society flourished, their city-tower rising high so that all nations might see and gaze upon their splendor with envy. And yet, though blessed with advancements and luxury not had by any other tribe of men who roamed the earth, even in their wisdom, there were some whose judgement had been clouded. Though they had received God’s gift of truth, knowing truth was not enough — for the truth they craved was to become Him. Their zeal consumed them, spiraling into madness and wrath as they strove to become like gods themselves. For generations after, they indulged in vice and inhumanity, disregarding the very wisdom they had been entrusted to uphold. The once great people fell into sickness of both the spirit and mind. And where illness of the heart dwells, illness of the body soon comes to follow. With their wisdom disregarded, and their oath to God broken, the people were overcome by their enemies, the foundations of their civilization crumbling beneath the weight of their own sins. Desperate to save themselves, they deigned indulge in forbidden arts, and yet their spirits were too far gone. And blinded by their own obsession, the tower, and her people, crumbled into the deep fires of the earth — destroyed by the very wisdom they had once held so dear. When dark sorcerers and false prophets came to proliferate the land, sewing their iniquities amidst the few fair souls within man’s domain, so rose this damnable art. Its profane practice, though by no means conceived with ill-intent, was brought about about a divorce of mind, arguably surpassing even the twisted conscience of those who dabbled in fell sorceries. To harbor it was to succumb to insanity at its sheer marvel, for the knowledge it beheld was said to drive a man mad. Though great works have been brought about by this alchemical “miracle”, others condemn it an act of witchcraft — and though it holds its basis in the material alphabet, those who would persecute it do so rightly. Christened as Tawkin by its progenitor, it is among the scarcer-known alchemic arts, heard only as a fleeting legend by many. But to those few who fully grasp its prospects and faculties, it is far more concrete — granting them the wonder of manipulating life itself. “And when I pressed upon that ebony frame, the squeal of the hinges resounded in concert with the woman’s frightened wail, her daughter lying there sprawled in blood and thrawn flesh. The maiden’s eyes were gouged, her once golden locks now a percolated crimson as gore flowed like a stream from below her scalp, lifeless and desecrated by whatever bastard force lingered in this woesome vale. And oh how the mother cried, wailing and mourning the long-dead.” —An excerpt of a Hexer’s Journal; tracking a Chimeræ Since the earliest ages of Man, many have aspired to the great wisdom which lie in the material, and some had gone so far as to throw themselves desperately to the occult to achieve it. Such was the tale of a philosopher who hailed from the line of Bogodan himself, who craved to restore the fragmented works of his mentor. Though at first, his intentions were just and true, even those untainted by dark liturgies will inevitably come to bear within themselves a divorce of mind. Sent spiraling into madness at what marvels he had seen, he was led down a path of perdition. The road became steep and his soul grew heavy as the occult ensnared his wandering spirit, his motives becoming tainted by wrath and greed. Now, that which this knowledge bore was birthed no longer of God’s good grace, but of the devil’s own machinations. For the remainder of his youth, the man willed to escape the snares of Fate and undo his affliction, scouring crumbling libraries and the fell crypts of those who beckoned the dead. With each passing year, he slid further to conspiracy and suspicion. And finally, with hair grayed and flesh sunken, he came upon that which the Saints had willed to keep hidden from precisely one as this. Desperate for any fragment of knowledge which the cosmos might impart, the man solidified a wretched covenant bound by blood — one which whispered to him, in a dream, knowledge which had rooted itself in ancient practices of necromancy and blood magic. He heeded the voice which beckoned him from beyond, craving the knowledge it falsely offered, consumed by his delphic etchings and frivolously scrawled walls. Now, he could not have been led more astray from the path of virtue, for the blood he had spilt to once again attain his youth spread volumes. This twisted perversion of alchemy was granted form in part by the philosopher, though other forces had deigned to intervene in its fruition. It was not until after he had enacted the wretched rite that he recognized the atrocities he had committed, and so the conniving philosopher pondered day and night a means by which he may recover his integrity. Yet the deed was already done. He ultimately achieved knowledge at a terrible cost, which would damn him to become the very thing he had so vehemently despised — a sorcerer who weaved but trickery and vice, fueled by iniquity. Now, he and all who learned this would forever pay the price of God’s contempt. Summary — Tawkin is an alchemic feat, which may only be practiced with a valid Tawkin Feat Application. It may be learned directly in-roleplay under any player who holds a valid TA, and may not be self-taught through any other means. In the event that the feat has died out, meaning there are no active users, then the ST may consult the loreholder and propose a means to revive it. — To acquire a TA in Tawkin, an individual must know all three processes of Transmutation (Shaping, Grafting, Mutation), as well as the creation of Homunculi and how to create Klones. Those who do not have these will not be eligible for a TA. — All processes and recipes must be learned in-roleplay. Simply knowing a recipe does not entitle one to derive the processes and functions of such on their own. — It is recommended that one view the guide as well in order to navigate and summarize the lore more easily, though it should not be used to replace mechanics or limitations. — This may not be taught via OOC oversight and requires in-character lessons performed by the teacher. TRANSMUTATION The foundation of alchemy hinges upon essential truths, for just as God’s word is law, so too are the arts dictated by infallible principle. The greatest among these is that of equivalent exchange — for one cannot hope to garner what they do not in turn offer. The early scholars of Llull postulated and practiced these truths with deep reverence, for they would not dare to face the repercussions of testing nature’s own law. Yet when alchemy was first given form, not only were the stones of the earth looked to, but also the flesh and bone of man — and with that were birthed many esoteric, malignant, practices. And so, those who came to suffer the grim cost of condescending to toy with the forces of nature were ultimately consumed by their own fiendish creations. With this in mind, those who delve deeper into the alchemic occult may be knowing of a single key practice which concedes to the moulding of flesh and bone as if it were mere clay, to the manifestation of unnatural powers within man's own blood. "The flesh is a fragile thing, pitible and poor, for though it is a vessel for the immortal spirit, it is prone to the faults of mortality. Not only this, but the coil fundamentally lies within the material plane, and unlike the spirit, and thus is subject to forceful manipulation within the mortal realm, permitting the tangible to touch what is abstract and impalpable—to warp that which is and to impose true conformity." —The Chronicles of Badaal, On the Flesh Moulding By the concoction of a particular alchemic infusion, known otherwise as Moulder’s Tincture, a philosopher may yield a rubbery tangibility within the flesh, leaving it malleable and amenable; the flesh numb in likeness to pins and needles. Though with this amount, an alchemist might mold their facial appearance, more sizable applications may demand that the individual be fully submerged in perhaps some vat or crucible of the substance, perhaps granting a bent limb realignment, even. Grafting Many have heard the tale of the great Aeldenic alchemist, Bogodan, who in his search for a remedy came upon many wonders of alchemy. It is said that to hide his gruesome affliction, the leper derived a false flesh to conceal his withering corpse, coining such as Bogodan’s Clay. With this, an alchemist may be granted the privilege of structuring life, whether to replace severed flesh or restore a lost limb. Even bone may be moulded with this material in its unrefined state — though when employed as pure marrow it is somewhat weaker than when found naturally. Mutation To twist life beyond that of which God has ordained is a grievous affront, yet remains key among the more malignant schemes of Tawkin. Through altering organic entities beyond the ordinance of creation, Tawkinist may manifest that which is normally limited by man’s vessel. This loathsome deed of alchemy is indispensable to the fashioning of Homunculi, appointed by madmen and occultists in order to beget about that which was never meant to be. Those driven to carry out these bedeviled acts will only come to note nature’s ire - for this inalienable principle is one seeded within the roots of creation, and seldom does she permit her laws to be shattered. HOMUNCULI “How blasphemous a creation! Even the fellest of demons dare not tread such a perverted line!” Awesome legends spring from alchemy: ecumenical cures, ultimate weapons, immortality - which perilously beckon forth those who dare such pursuits. Many have tried, and failed, to procure such wonders of material science, these fabled works slipping through the fingers of even the most resolute of scholars and the wisest of philosophers alike. Alas, none among these is so beguiling as the engenderment of life, the creation of flesh and bone in the likeness of man. Truly, it is a wonder, if not some profane blasphemy, to accomplish such an undertaking, standing one against the high-held belief that only God, in His goodness, would be permitted such a feat as to seed life. Creation Often thought to be a ritual of black magic due to its utter disregard for natural law, the birthing of a Homunculi is one grounded in the stringing of corpses and cadavers which are woven together by crude sutures. Some have sought the aid of great vats to meld together these malignant carcasses, whilst others employ mounds of gore which they have set ablaze as they utter what profane incantations they deem necessary to engender this loathsome abomination. Not withstanding the cultural means of conception, the constituents demanded by this practice forever remain constant, along with the necessity of melding the components together - whether by flame or through some equivocal alchemic solution - for though abhorrent and twisted, even a practice as this adheres to the natural ordinances of the material. Foremostly, the embodiment of a Homunculi demands the formulation of a solution, and then cast upon whatever conduit the Tawkinist exploits to contrive the being. HOMUNCULI SOLUTION BASE: Black Bile + Yellow Bile + Blood + Phlegm Mundane | Life [x8] Mundane | Vigour [x5] Mundane | Connection [x5] Mundane | Heat [x3] Mundane | Peace [x4] Mundane | Rage [x4] Mundane | Courage [x4] Mundane | Balance [x4] Mundane | Sound [x3] Mundane | Heat [x3] Mundane | Order [x2] As the creation ensues, the remnant gore will steadily agglomerate, coalescing in a nauseating display before manifesting the Homunculi, at which it will surface from the body of grime - rabid and voracious as it seeks to viciously consume whatever lies in its immediate presence. Any impetuous “philosophers” who hastily seek to exercise the creation of a Homunculi would quickly find themselves consumed by this odious institution of alchemy. Anatomy Modelled after the likeness of living beings, Homunculi appear as either Humanoid or Bestial beings - as moulded by their creator - and bear natural proportions, for they are made to imitate that which is. Consequently, they are restricted by the proportion and the definitive features of mortal species. For example, a more unhinged Tawkinist may create a Homunculi to appear like a great humanoid rat - appearing incredibly disheveled or disfigured - or a small chihuahua-sized chimera to act as a laboratory pet. It is noted, however, that Homunculi are incapable of growing wings, even if modeled after an avian. The most defining trait of a Homunculi are their bright orange-yellow eyes which reflect the inhuman nature of their being. Generally, Homunculi are incapable of surpassing their modeled counterpart. If Humanoid, they may maintain peak proficiency to the race they were modeled after and no greater. Further, the stronger the Homunculus, the more brutish and delicate it will tend to be. Homunculi are immune to the effects of aging and they inherently possess regenerative properties that enable them to remanifest from death after a period of [1] OOC week, albeit leaving them sluggish for [1] OOC Days upon resurrection. Further, lost appendages too would regenerate after a period of [3] OOC days. In the event they are fed a Juliet’s Potion, they will be permanently killed as their body turns to stone. This does not require OOC consent. Too is a Homunculus capable of “playing dead”, whereby they may temporarily shut off their bodily processes over the course of [2] Emotes. While feigning death, they may remain still for a period of [10] emotes. It is noted that in the event they hold longer than those ten emotes, they will perish and be subjected to a permanent death. Further, in the event that they are subjected to their natural weaknesses, they will “reactivate”, given that they are unable to bear the pain. Homunculi are additionally more impressionable to the products of alchemy with regard to their material origins, and are thus more capable of melding with grafts and mutations. While a standard man might be agonized with the attachment of an implant, a Homunculus would only experience a fraction of the pain. This affinity does not extend to the consumption of Alchemical potions. Lastly, Homunculi find themselves more easily harmed by the conjurements of the Void and other foreign magics. Given that the Void is the antithesis of the material, attempting to use such on the creature would incite excruciating pain akin to fire or aurum, sending them into a panicked delirium. Thus, Homunculi will often take drastic measures to avoid the presence of Void Mages, high-concentrations of arcana and enchantments. Humanoid, Descendant-Modeled Homunculi require an appropriate Creature Application to be played and utilized, whereby the applicant will specify the Race they are modeled after - and the features of their Homunculus. Bestial Homunculi are considered to be NPC setpieces and cannot be used for combat; at maximum, they will scale to the size of a Golden Retriever and will lack higher intelligence. Though it is possible for a Tawkinist to engender small humanoid NPC creatures, they will ultimately behave more akin to a small monkey or a pet than a man. CAPABILITIES Material Contrivance (Passive/Non-Combat) Being wrought of base alchemy, Homunculi are permitted to be far more receptive and assimilative to alchemic grafts and mutations of Tawkin. Whilst a normal man might take weeks or even months to accustom themselves to a graft, or inversely to recover from its removal, a Homunculus need only take the span of a few days to be fully ingrained. Faux Consciousness (Passive/Non-Combat) Homunculi are a curious thing - conscious, yet bearing no spirit or soul which binds them to fate. While this leaves them exempt from the effects of spiritual maladies, it may also subject them to the cruel touch of deific sorcery and other afflictions. Some would consider such an ill-wrought affinity to be itself a curse, but to the Homunculi, who is seldom the wiser of their true nature , it is merely the way they have come to live. Ingrained Understanding (Passive/Non-Combat) Due to their alchemic birth, Homunculi are often inspired to pursue, and therefore learn, the fundamental philosophy which had conceived them. Thus, such creatures are far more assimilative of the Material Alphabet, allowing them to view the world through its lens even in the rare circumstance that they have not learned, or even so much as encountered alchemy. Behavior Birthed from Alchemy, the Homunculus is engrossed within the material plane, particularly receptive to the inner workings of whatever lies within the veil. This usually sways these artificial beings to pursue the knowledge of alchemy, the esoteric, and mayhaps even the occult provided that the art’s basis remains within alchemy. Homunculi are quick to logic, and do not weigh human emotion in their reasoning. As a result, the more intelligent Homunculi may be portrayed as cold-hearted, blunt and highly analytical. Per their lack in spirit, too would the Homunculus not be moved by any semblance of woe, grief, merriment, rage, or otherwise. Homunculi do, however, possess ambition and will engage in tasks that aid in facilitating its survival. It is important to note that despite being made by another, a Homunculus is not bound to their Maker’s code or creed. As a result, the Tawkinist would do well to dangle logical incentives for their Homunculus to remain obedient, given that they are truly free of control. — Homunculi struggle to feel and express raw emotion. They may feign it if they know how, but they are incapable of comprehending it when expressed by descendents. — Homunculi are susceptible to any and all weakness of flesh-bearing descendants, whether that be steel, fire, drowning, ETC. Unless explicitly stated to be otherwise, anything that could kill a descendant can kill a Homunculus. — Homunculi possess the strength and agility of their build without modifications. This is to say that an Elf-Based Homunculus would not have strength comparable to an Orc. Too are Homunculi bound to the height/size restrictions of their modeled race. — Homunculi do not possess a soul, and are thus unable to learn any kind of magic. With this, divine sorcery is a liability to them and they remain affected by it akin to any other dark creature. Too are Homunculi vulnerable to the debilitating effects of Aurum. — Damage by Voidal Magic hinders the regenerative ability of a Homunculus. Voidal wounds take twice as long to heal. — Homunculi cannot possess genitalia and are thus unable to FTB or be used for Romance. “Affection”, if feigned, is purely platonic. — The aesthetic of a Homunculi is left to the Tawkinist who made them. In order to play a Descendant-Based Homunculus, a valid Creature Application is required. Their Eyes may be a bright yellow or orange, or a mixture of the two; this brightness does not constitute luminescent glowing. REINCARNATION “For what does it profit a man to gain the whole world, but lose his soul?” The belief that death is not permanent has been debated by many esoterics. Some believe that the soul will instead return at one point or another, while still others argue its return in a new state of being. Yet one truth remains: that energy, that being spiritual, is permanent - its enactment on the world staying true no matter how many years pass or what forces might try against it. And thus, there have been ways developed to return the soul to the world with the intent to keep its knowledge. To return to life by alchemy is known as Reincarnation, and though many philosophers have toyed with its promise, few have truly prevailed. Some have called it transmigration, others “Kloning”. One may go about this by means of two key ingredients: A Vessel, and the Vitae of Rebirth. This fabled elixir had been taught by many scholars as one which would sustain life itself, albeit they might only do so through the explicit process of displacing the soul. The Tawkinist may begin with an opaque container that had been implanted with a vessel made purely from Bogodan’s Clay, shaped akin to a crude fetus. Though wrought artificially, it is this vessel that shall be molded into a form which mimics the living descendant, housing the consciousness within - though not false as the minds of Homunculi. With the implanted vessel, the Tawkinist must saturate it with the Vitae, this being the very lifeblood of the new vessel that shall provide the vessel an alchemic “nutrience” which facilitates its growth and development. More daring Tawkinists may yet add Swiftness and Vigour symbols to the Vitae, so that the vessel may grow at twice the rate (and twice the risk) to the shell.
  18. LETS GOOOOOOOOOOOOO

    1. Nozgoth

      Nozgoth

      YES

      but don't celebrate too soon !

    2. Yaldabaoth

      Yaldabaoth

      b.. b ...b.. .bb.. b a.. sed...

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