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Posts posted by Toffee
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I have had a few people ask me about formatting forum posts, so I thought I would write up a guide with step by step instructions! Some of it is pretty self explanatory, such as the tool bar up the top that allows you to change font style, colour, and size. However, sometimes adding images and other edits can be a little tricky.
1) Write up your post
Personally, I prefer to write up posts in Google Docs or another word processor before posting them to the forums. If you do decide to write directly onto the forums, however, the new topic screen does save even when you exit from the tab. This can sometimes accidentally be cleared, though, so be careful!
2) Paste it in
If pasting from Google Docs, it may show up as black and bolded, which does not show up well on forum posts due to the dark backdrop. Instead, click on ‘paste as plain text’ to return to the default font.
3) Format text
From there, you are able to change the font to your desired style. Myself, I prefer to use Georgia, therefore I use Command+A to select all, then click on Georgia from the font menu. Each title can be individually highlighted and made larger, plus have the colour changed as well. That’s up to your own personal preference!
4) Page Formatting
If you click the little button that says ‘page’, it will create a line on your forum post. Be warned, this translates to actually separating the post into pages, like so:
You can avoid this by putting in your own paragraph dividers. You can find them easily online, and it’s very simple to upload them. My preferred method is to save them to an image site such as Imgur, where you can then select copy link address.
In your forum post, click insert other media then insert from URL, and paste what you just copied. It should turn up in your post!
Click the image to highlight it, then select centre to put it into the middle of your page.
Double click it to open up the size options— in keeping the original aspect ratio box ticked, you can enter any size into the width box and it won’t distort or stretch.
This is the same process for all other images that you may want to add into your post!
5) Spoilers and Links
For a song at the beginning of your post, you may wish to put it in a spoiler. This saves space in your post, and ensures that viewers are seeing the content first as opposed to a large YouTube panel (as videos can be watched on the forum page as opposed to having to follow the link).
If you wish to add a link but don’t want to show the whole URL, you can click on the ‘link’ button to have certain text be able to be clicked on to show the link.
6) Don’t forget to preview!
7) Posting
Once you’ve checked and double checked everything, it’s time to post! Make sure your post is going into the right forum/subforum before you click ‘Submit Topic’. You may also want to check ‘notify me of replies’, which will send you a notification whenever someone comments on your post.
I hope this has been helpful! Obviously this just covers the basics, but if anyone had any further queries I’d be happy to help. You can contact me on Discord, Toffee#0458
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If you have the staff for it, the way I’ve coordinated events on other servers is to assign a DM to each task force. Preferably they would be doing stuff more than 25 blocks apart so that local range isn’t affected, and all of the DMs would be in voice coordinating what has happened with their group and how that affects the others.
Obviously that takes a lot of manpower and organisation though, which some people might not find desirable.
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I wrote this when 7.0 was first announced and sent it to some world developers to see what they thought. I don’t expect this to be reviewed by the lore team, but rather intended this post as a bit of food for thought for the playerbase. Enjoy!
Introduction
Earthquakes, tsunamis, volcanic eruptions, and other tectonic-caused natural disasters don’t just occur. They are influenced by (often delicate) geographical processes, just as the subvergence of one tectonic plate beneath another over thousands of years. When the stress of that built up pressure finally breaks, the energy released is felt on land as an ‘earthquake’.
I believe having solid geographic lore will add flavour to the world by not only explaining the presence of mountain ranges and volcanic activity, but also provide the Event Team with a basis when running events based around natural disaster.
1: Tectonic Plates
For this proposal, I drew a rough plan for tectonic plate placement based on the map released in the 7.0 announcement.
As can be seen above, the major mountain ranges occur on a plate boundary. This classifies them as “fold mountains”, formed by tectonic plates pushing against each other and folding the land above them. An area of volcanic activity in the southwestern corner of the map occurs on the boundary between the Desert and Western plate, where the crust is weakest. This allows magma to be pushed upwards in convection currents and break the surface, forming an active volcano.
Plate boundaries that occur in the ocean, such as the boundary between the Eastern and Continental plate, would likely have oceanic trenches (subvergence zones). This could provide some interesting roleplay and event possibilities, especially considering 1.13 is the ocean update. New sea creatures and monsters could be discovered in these trenches, as well as the possibility of offshore earthquake sources, which in turn form tsunamis.
2: Mountains (Orogeny)
Areas marked in white are “fold mountains”, as explained in (1). Those marked in yellow seem as though they would be “block mountains”, while the little island on the Archipelagic Plate shows characteristics of a “plateau mountain”. Block mountains occur when a weak section of the earth’s crust fractures and material is thrust upwards, characterising mountain ranges with a steep front side and sloped back side. These occur in the middle of tectonic plates as opposed to on plate boundaries. Plateau mountains are formed in the same way, but gain their distinct, flat-topped shape through erosion over time.
While it may not be important event-wise to explain how the mountain ranges of 7.0 were formed, I believe it adds flavour and would enable in-character geologists to have a basis for research and pursuits of knowledge.
3: Diamonds! (Metamorphism)
In order to form, diamonds require immense pressure and heat. They are then stored in areas called “diamond stability zones”, within the earth’s mantle. Deep source volcanic eruptions tear out pieces of the mantle and deliver them to the surface (creating something known as “kimberlite pipes”), with diamonds included in the rock. This is how diamonds can be found close to the surface and extracted in open cast diamond mines.
These diamond stability zones can only be found in the mantle beneath the stable centres of tectonic plates, meaning that areas found on plate boundaries do not tend to be diamond rich. This would enable those on the lore and event team to place diamond-rich areas in realistic areas of the map, perhaps for player excavation. The same could be said for thanhium; putting deposits for player discovery in the centre of tectonic plates, so that one event of an earthquake will not interfere with another event of thanhium excavation, as the ore is unlikely to be found at a plate boundary where earthquakes occur.
4: Volcanoes and Geothermal Activity
There is only one visible volcanic area on the map, that being the volcano on the aforementioned Western/Desert plate boundary. Were there to be any underwater volcanoes, the whole system could interact similar to the Pacific Ring of Fire, which is where most earthquakes and volcanic eruptions occur. Having clear, defined plate boundaries would assist the Lore and Event team in making sure they are all on the same page when it comes to under and over water volcanic eruptions.
Geothermal activity that would be able to be acted upon by the Event Team include mainly hot springs and geysers. They typically occur on plate boundaries-- yet another reason why having defined boundaries would give the team a basis on how to characterise different environments on the map.
Conclusion
This is a very brief proposal to gauge interest in having some defined geography for 7.0. I believe a large reason why ET haven’t run many natural disaster type events during Atlas (or had large monsters/creatures cause natural disasters) may simply be because there is little defined world lore that would be able to back up their claim of a tsunami, earthquake, or volcanic eruption. This would give those members a springboard to work off of without getting in the way of other events!
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[!] A flurry of seabirds make their way across Atlas, bearing missives sealed with the sigil of Aegrothond’s Institute of Healing.
To whom it may concern,
A blizzard swirls across the land, threatening the lives of all Descendant races. People of the southern kingdoms suffered first, and they continue to suffer the most-- destroyed crops, freezing children, and citizens dying of afflictions caused by the intense cold. As the Healer on High for Aegrothond’s Institute of Healing, I welcome all who are able to attend to the warmer lands of the north, where a lesson will be held on treating these afflictions. You need no prior healing experience, all that is asked is that you bring note taking supplies so that you might share this knowledge with your neighbours and kinsmen. No man, woman, or child need suffer unnecessarily from frostbite or exposure, with learned healers able to tend to them.
This lesson will be held in the Library of Dragur (please see the enclosed pamphlet for directions). All attendees are asked to respect the space which the Library’s Caretakers have so graciously lent to the Institute; it is a place of learning and serenity, not bloodshed. I hope to see many new faces there, as well as the familiar faces of existing acolytes. The opportunity to enrol at the Institute of Healing will also be available to all attendees.
With warmest regards,
Illynora Aureon Sylvaeri,
Healer on High for Aegrothond’s Institute of Healing
SpoilerSaturday 9th February at 7pm EST, in the Library of Dragur. Please be respectful, any shenanigans means that players miss out on the opportunity to learn some roleplay skills that will (hopefully) be applicable because of the state of Atlas right now.
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I can understand “heartlander, highlander, easterner” being removed, because they can all fit under the race of “human” with different subcultures. But if snow elf is going to be removed as a race, then wood elf, dark elf, and high elf should all be removed and added as subcultures beneath the race of “elf”. If the other three are going to be kept, then snow elves should be kept too as, from what I know, they are physiologically different from the other three races.
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My recommendation would be to join the New Player Discord as a returning player, so that you can relearn the ropes of what you may have missed while being gone ?
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Illynora smiled in approval, being sure to do her part and fill out the survey!
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Illynora looked on as the hospital came to be before her very eyes, smiling proudly at the prospect of the art of healing beginning to spread across the continent. Upon returning to Aegrothond, she began to prepare crates of healing equipment to take over to Agnarum’s new House of Healing.
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I think the map size is fine-- having a large map means that explorers have a wealth of places to discover and can be searching the continent for the entire duration of the map. However, because the map is so large, and nations like Sutica and Fenn are so far out of the way that it takes 15 mins or more to walk from Cloud Temple, some form of paid-for fast travel should be implemented.
This could be a sign that teleports players to a ship or carriage where they wait for a 5 minute cooldown, and mina is automatically deducted from their account. This way, people could also at least do a small amount of RP while they’re in the process of traveling, instead of having to sprint along the roads to get to where they’re going.
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I love this idea, a perfect way to keep the playerbase up to date on what is happening, and a good step in the direction of transparency. Thanks for the shout out! ❤️
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Finding a cove abundant with green woods the Almenodrim therefore landed, and commenced a great labour; together they raised the walls of a new citadel in the image of their homeland in Almenor, and named it ‘Aegrothond’.
- The Tale of Dagnir, Book I in the Lay of Aegrothond
Among the tales of sorrow and ruin which come to us out of the elsewise forgotten years before the rising of the Moon, there are yet some in which the eldritch dolour is lifted, and a light is shown to endure even beneath its gloaming shadow. Of these histories perhaps the most stark is that of Sylvaen, and of the Almenodrim who were his progeny.
House Sylvaeri has a rich history, threaded with culture and tradition that has evolved since the days of Malin himself. Deeds of the family are recorded in the Lay of Aegrothond, detailing the swell in Almenorean culture ever since the First Ages. Ancient history commands the present day, with beloved customs honouring famed heroes and fireside tales that have been told for generations.
As said in the Tale of Dagnir, They sailed with the wind, and followed the seven stars of the Mariner, which denote the westwardly direction and are beloved of all seafaring Elves. As such, a traditional sail race was established in 1326 by the Almenodrim of Aegis, to commemorate the founding of their second citadel in the era of Malin. Elves set off west— no matter which constellations glimmer in the night sky— steering a small vessel around a circular course. Whomever passes the designated point first is declared the winner. This tradition remains in modern day Aegrothond, despite the citizenry being comprised of more than House Sylvaeri and its followers. Sail races take place at all times of the year, particularly featuring in festivals held in honour of the Almenodrim of yore.
An ancient tapestry originally in the halls of old Almenor, before it burned.
Aegrothond in Atlas is an island nation, though the citadels of old have always resided close to the sea. As such, water based customs have existed for generations. In addition to the sailboat races, it is a tradition to scatter gemstones in the shallows and have elves dive for them, with the individual collecting the most coming in first place. This custom began in the late 1300’s in recognition of House Sylvaeri’s prowess in the fields of smithing and gemcraft. In these days of the world, where mali’ame culture is prevalent in the modern citadel, this ancient tradition has merged with the elnarnsae’ame (Aspectist) rites for Hamatsa. Now, elves dive to collect gemstones and seashells, with the latter being given as offerings to the Dolphin of Mercy.
An artist’s depiction of Edrahil, second son of Sylvaen.
Well-armed and armoured they were, for each among them bore a sword and a spear, and a shield rendered by the highest arts of the Almenodrim. Upon their faces were fearsome mask-helms of gilded steel…
- The Tale of Edrahil and the Dragon
The Almenodrim were not a bloodthirsty people in the days of Malin, and nor are their descendants in Atlas. While those in Aegrothond do not lust for war, most are proficient with blade and spear as those of the Company of Edrahil were all those centuries ago. In celebration of that, martial events such as armed duels and spear throwing occur on festival days. Many wear gilded helms in honour of the heroes that came before them, while others opt for the armour forged by Fëanor Sylvaeri in 1696. Due to wood elven influence in modern Aegrothond, many also partake in archery competitions. Targets are set bobbing in the waters of the cove, to be shot from shore or moving vessels.
While cliff jumping serves no celebratory purpose, it has certainly become a custom in the modern era. Any who visit the lofty halls of Aegrothond will see elves jumping from balconies and cliffs frequently, to dive safely into the waters far below. Because this was already a common practice, worshiping Hamatsa came easily to the Aspectists of Aegrothond. Although Sonnos is the patron mani of House Sylvaeri (and by extension, the Principality), Hamatsa comes in close second. There are frequent rites performed by adherents of elnarnsae’ame to the Dolphin of Mercy, and in return, he watches over the healers of the isle and those who set out into the surrounding seas.
Malin’s Eve is a celebration that occurs once every half century or so, recognised by elves the land over. In Aegrothond, it is incorporated into what is otherwise known as Krugsmas by other Descendants— involving gift giving and general cheer. A great feast is had, with signature Almenorean refreshments such as Giselin Tonic served in abundance.
The Summer Solstice is a time widely celebrated as one of vivid colour and vibrancy. It is because of this that the weeks surrounding the Solstice are known as Festival Season to those of Aegrothond. Events celebrating Edrahil and his Company, the founding of ancient Aegrothond, and the deeds of fabled heroes are hosted during this season. On the night of the Solstice itself, a light show takes place with firework rockets; a large bonfire also features, where a roast is prepared.
Elves move through the mists, likely on their way to a Reforging.
Many were lost thusly, for they retreated only rarely, and did not hold with cowardice. Renarion, and Muindir his twin perished beneath the blades of the Undead, as did Serinwe, and countless others when Almenor itself was burned.
- The Tale of Dagnir
Grief and loss is unavoidable for all Descendants, even those such as the mali who were blessed with longevity. Cemeteries do not often feature in Elven nations, and such is true in Atlasian Aegrothond. The Almenodrim of yore burned their dead, as they do in the modern era, though there is a custom that serves as a communal remembrance for those who have been lost. A Reforging takes place in the depths of winter, when the forge must burn red hot in order for metal to smelt. Each ingot represents the life of a loved one, to be forged anew into something for them to be remembered by. To this day, House Sylvaeri’s vaults are filled with relics made during a Reforging, with one of the most famous being a replica of the Dawnbreaker’s anchor, made in remembrance of Eleron Sylvaeri in the very flames that ended his life. It is now used to moor the Red Dawn in the Bay of Aegrothond.
SpoilerQuotes from The Tale of Dagnir and The Tale of Edrahil and the Dragon originally written by @Fid.
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Please add this man, he’s very level headed and knows what he’s doing. +1
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Love love love, very in depth and flavourful. +1
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Illynora thought of Suzuhito’s delicious cakes, and smiled.
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20 hours ago, Suxals said:
As for medicine… i think people should be able to roleplay more or less modern medicine, not 21th century one, but at least know how to treat patients without remove their teeth trying to cure their madness… especially since heal with things like alchemy is fairly easy and in the most of the cases it only requires to drink a potion.
No. In order to retain a more or less “historical” fantasy setting, no medicinal practices after 1880 should be used. Of course, because this is a fantasy setting, there is always going to need to be adjustments (for example, the first syringe used for an intravenous injection was invented in 1853, but injections/needles should not be a thing that exists on LotC.)
I’m not promoting Elizabethan era healing where they believed that the four humours were responsible for every physical affliction, but nor am I suggesting we skip straight to the 20th century and be able to perform complex internal surgery.
Because of the long lifespan of elves, and the fact that wood elves/druids in particular have an affinity for healing, it makes sense that throughout their centuries of life they would have discovered what infection is (and therefore done things to counteract it such as washing their hands and using antibacterial herbs such as thyme). That knowledge likely would have been passed on to the other races. The tools of the trade across most races would be the simple scalpel, needle and thread, scissors, bone saw, bandages— all of which have been used as early as Egyptian times. Medicine in the Roman Empire was incredibly advanced for the time period, before mysteriously backtracking through the Dark Ages, and then by the late 19th century death-by-infection rates had dropped to 15% because of increased cleanliness in surgery.
Humans, for their short lives, would likely be responsible for the advancement of certain medicinal tools through primeval forays into the realms of scientia. A simple rubber and glass pipette (invented by Louis Pasteur in the 19th century) would have likely come from human ingenuity; same with forceps.
Where orcish/elven healing differs from dwarven/human healing is that the former would likely use more natural practices such as lamb’s ear leaf instead of cloth bandages, and a reliance on herbal medicines. The latter, on the other hand, would likely use alcohol as a means of sterilisation, as well as cloth bandages and tinctures instead of tonics. And none of the races, in the current age of LotC, should be able to perform internal surgery on organs.
TLDR: Healing on LotC should hover in a time where knowledge of infection and basic mundane healing practices is common, but where advanced internal surgery does not exist. Removing an arrow from a wound should be the extent of any “surgery”.
PS: Alchemical potions? Not in my premium mineman roleplay3 -
yiss +1
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Well written, I think having a more “passive” mani could be interesting. A very colourful idea!
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A large crab storms Aegrothond, circa 1695.
Day had dawned bright over the eastern sea, casting dappled patterns across a swelling congregation. Illynora approached on cat silent feet, the butt of her elderwood staff thudding against soft soil, and ran a swift look over those gathered. Too many to count, though all familiar faces… save for two. One was possessed of features eerily similar to those of the male elf she stood beside; Miklaeil, bronze skin made darker from his time in the pleasant island weather. The other was of mali’ame descent, that much was certain, though Illynora had never seen the elfess before.
Talks were pleasant, laughs exchanged, and the day seemed as though it would be once again comfortably mild. Until a violent tremor shook the isle of mists right down to its very foundations.
Some fell to their knees, many cried out-- from above, a helmeted mali’fenn crashed through dense foliage and landed harshly against the earth with a sickening crack. As Feanor and Delmira hurried from their home, Illynora scampered up a rocky incline to stand atop a terracotta tiled roof overlooking the shuddering cove. There was naught to be seen between the roiling whitecaps save for shards of dislodged driftwood. As she was about to climb down to solid ground, another force struck the island and Illynora was sent down onto her knees, hard. Pain exploded through them, light splintering in her vision as she slid down to loamy soil.
“To higher ground! Rally at the hall!” Belestram’s voice was a boom across the eastern arm of the island, all within earshot jumping to do as was bid. The golden haired elf held an arm to the prone mali’fenn, helping him to stand and then further supporting him as they hobbled up towards the great hall.
No sooner had they arrived in the cavernous room, already bustling with elves, did Feanor’s voice ring out. “Giant hermit crab, north bay!”
Sure enough, as mali flocked to the stone balustrades, a large crab could be seen storming the northern side of the isles. Water churned in its wake, turning the sea into a pale froth, but Illynora did not linger to see anything else as she hurried to the injured snow elf’s side. Her healer’s hands made quick work of tending to him, a steady concentration serving to drown out all else.
Some distance away, Belestram drew his runeblade with a metallic rasp. Runic lettering blazed to life, a similar fire shining in his grey eyes as he stared unflinchingly across at the giant crab. “To arms! The crustacean menace has arrived!”
Longbows were snatched up from against stone pillars, spears were leveled, swords bared. All seemed prepared to storm the beach and put an end to the encroaching hermit crab… but another beast performed their task with brutal efficiency. A wyvern, black as death, swept in from the heavens and decapitated the crustacean with one snap of its vicious jaws. It twitched and seized for long moments, while the elves stood with bated breath, before falling lifeless into the ocean.
None moved as the deafening crash of waves reached them, completely transfixed as they watched the wyvern take flight. Some seemed relieved, as though the beast might fly away… but the hunters of their group watched the horizon with a keen eye. The creature circled like a monstrous bird of prey, before alighting on the mast of the Red Dawn and loosing a terrible, piercing scream. Blood dripped from its maw, barely visible against the backdrop of ink-black scales. Cries of “To the shore!” sounded out, and soon enough there were ten elves on the beach, preparing to face off against the serpentine creature. Ten remained above, lining the cliff faces-- bows and spears trained on its heavily scaled back.
As the order to fire burst from Elros’ lips, the wyvern abruptly lashed its whiplike tail to those stood guard on the beach. Spikes rattled and disconnected from its flesh, and were sent spearing towards raised kite shields and masterfully forged plate armour where they were cast harmlessly away. From the walls, and the sandy shore, arrows pelted the ebony beast. One struck it directly through the eye (rousing a victorious cry from its source: Cedlas), while the others skittered harmlessly across its armoured scales and fell into the tumultuous sea. Just as Leyne drew her arm back and launched a spear straight for the wyvern’s other eye, it reared up, and an ear-splitting clap rent the humid air as it launched itself upwards with the speed of a lightning bolt.
Those below were sent stumbling back with the sudden gust of air, and were unable to steady themselves before the creature came barreling down at them like an oversized hawk. Four arrows managed to pierce the flimsy membrane of its wings, three (Nenar, Turge, and Feanor) having come from above, while Elros was the first of those on shore to act. The others were still stumbling to their feet, reaching for fallen weapons, when the beast darted forwards to bite at Cedlas. He dropped his mace in a panic, diving for the safety of the golden sands, and Belestram made his move.
Illynora watched from above, having sent Aesilnoth off with a splinted leg, as Belestram brought Gimil-Zagar down in a singular, sweeping motion. Sand sprayed up beneath his boots as the elf swiveled, as nimble and fluid as a dancer, and brought the runeblade down on the wyvern’s outstretched neck. To no effect, save for a few dislodged scales. Time seemed to slow as the beast turned its attention to her husband, screams of “Belestram!” and “Father!” echoing in her ears.
It lunged, teeth closing down on his right arm, and pulled away in a shower of gore and blood. A keening wail broke out across the bay, but Belestram made no noise at all as he collapsed against the white sand and stained it crimson. Focused entirely on consuming its ill gotten meal, the wyvern did not notice as Nenar took her chance and leaped from a nearby cliff face onto its waiting right wing. Using her daggers as picks, she stabbed them into muscle and dragged her way up its back, but before she could lodge steel deep beneath its armour-like scales… the creature bucked, throwing her halfway across the cove. She was nary more than a flash of red hair as she flew, striking the hull of the Red Dawn and crumpling beneath the waves. Elora dove after her, strong kicks taking her beneath the water, while a fresh volley of arrows rained down on the writhing, furious wyvern. It loosed a roar of defiance as some arrows struck true, and a mace bounced harmlessly from its scaled hide.
While something inside of Illynora howled for her to leap down to the beach and save her husband, her healer’s heart told her to be calm, and prepare the great hall for an influx of injured elves when all was said and done. Belestram would want her to protect the collective over the individual, even if that individual was her lifemate. So, with only a glance over the balcony to see that Exa’vier was staunching Belestram’s stump of an arm and moving him to higher ground, Illynora gathered up the healers and set to work.
For the past month, Nikai’s life had been absorbed by one thing, infinitely more precious than her life or anything else in their imperfect world-- the perfect, cherished Saeros. Her babe did not squall as others did, and was sleeping peacefully as a blood curdling shriek ripped through the otherwise peaceful isle of Aegrothond. It was instinct to leap to her feet and seize a sword, before charging out into the warm morning air. Saltwater sprayed up against cliff edges, roused by the wings of…
“Aspects…” she breathed, as a thrice damned wyvern lashed its spiked tail across a crowd assembled on the beach. Among them: Miklaeil.
Running past arched windows, quick as a stream down a mountainside, Nikai caught flashes of the action occurring below. A flurry of attacks did nothing to the massive beast, and she felt a horrified scream wedge itself in her throat as a blonde haired elf was taken by the torso in its gaping, long-fanged mouth. Blood sprayed, scarlet splattering the sand when its teeth sunk deeper. It was only when Rinae struck the wyvern’s side with a warhammer, dealing a bone shattering blow, did its jaw unlock. The now-dead elf was flung into the sea, showering blood, though Nikai could not make out their identity on account of their mangled features.
Her feet slid across loamy soil and uneven shards of stone, breakneck pace taking her at last to the gates. She had just swung herself through when an unfamiliar mali’fenn was sent smashing against a nearby cliff with the ease of a ragdoll. Kharris and several others were still firing from above, and Nikai didn’t have time to see if the armoured figure was badly injured. Miklaeil was on the other side of the beach, she just had to reach him, make sure that he was safe…
Cedlas, for all his faults, was undeniably a warrior. He charged forwards like a whirlwind in black plate, before bringing his blade down in a graceful arc exactly where his father’s blow had landed earlier. It cleaved through sinew and bone like a knife through butter, leaving the wyvern’s head upon shore like a grotesque trophy. Aegrothond’s cerulean cove was stained crimson, but a collective sigh of relief blew through the ancient trees and settled in Nikai’s heart.
Relief soon turned to dread in her stomach. Mali who had been up in the great hall were now on the beach, Lady Illynora crouched over the pale and bleeding form of her husband. Those elves were unarmoured, much like herself, unable to fend off any attacks… let alone the dozens of three foot long spikes that exploded from the wyvern in its dying moments. Screams split the air, Nikai’s world had gone red… Miklaeil had a spike speared directly through his shoulder while Belestram…
Belestram was dying. His blood ran thick and fast over Illynora’s hands as they fluttered uselessly around the spike lodged in his chest. Behind her, on a spit of red-stained beach, Elora’s thigh had a spike blasted through it. Nenar lay unconscious and unresponsive beside her, both soaking wet and chilled to the bone, but Illynora had not an ounce of concern to spare as Belestram’s breath rattled in his throat. Dangerously shallow.
Tanager’s corpse washed ashore, borne on the waves formed by the wyvern’s death throes. The creature lay still, now, floating in the chum bucket water. Gulls soared overhead, insect-song resumed, and Belestram’s lifeblood continued to seep through Illynora’s desperate fingers.
SpoilerOOC: A big thank you to @Bluee who ran this event for us! We had lots of fun and the effects are ongoing...
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Blue ink, bronze, and blood - A Battle on the Pridelands
In the deep south, autumnal flurries blew in from the Yatl as early as Sun’s Smile. Of course, being the year 1675, there was no encroaching, insidious cold— simply mundane snow drifts blanketing the alpine scape in white. The cold sting of Stormsinger ice was twenty years off yet, for this was an Atlas not yet completely torn by war.
Far north, where the Pridelands rolled for miles, walked a wood elf. No snow would touch those golden grasslands for months, and even in the dead of the Deep Cold, a light dusting was all that could be expected. The wood elf was alone, her only companions cricket song and a dry, afternoon heat. It was the kind of heat that had clothes sticking to skin, so she had removed her green sash in favour of wearing only a petal pink gown that fluttered about her ankles and snagged on the coarse grass. Aside from brittle bushes and the occasional baobab tree, to the untrained eye, the Pridelands would seem devoid of life.
Illynora knew otherwise.
A brown snake slithered over an outcropping of rock, serpentine body glistening in the light of a sun that sank further and further towards the western horizon. Illynora was an herbalist, not a snake-whisperer, so she gave the creature a wide berth as she padded towards a flower that was black as night. She had healed snake bites many a time and shuddered to think of the dozens she had yet to find an antidote for. The dark flowers (Black Sun’s Spinster) grew in abundance where the Pridelands and the Bolemounds met, peeking out through cracks in the hard-packed earth. Illynora tore them out by the roots and stored them in an apothecary’s satchel hanging at her hip.
The sun was a hot brand against her back. While many herbs could be found in the dry, rolling plains, there was a desert waiting just beyond the mesa. Illynora could feel the heat sapping energy from her limbs, but still, she progressed; red dust rising in a cloud beneath her trudging, eastward footsteps. Caras Eldar lay far behind, the clinic where she was head healer quiet for the first time in many weeks. An opportunity to relax and be away from the city’s bustle was appreciated, even if the oppressive heat plugged its way down Illynora’s throat and dust settled in her lungs.
Night was fast approaching. Cresting a clay hill, she watched as the setting sun cast errant shards of light through what was the most beautiful and horrific thing she had ever seen.
Glass, were the leaves of that lone tree. Crystalline, magnificent… deadly. The city had been abuzz for days with rumours of the September Prince’s soul trees and their translucent, glass-like foliage. Illynora knew almost immediately what it was, gaze transfixed on it as twilight settled over the Pridelands. It had to be destroyed. By her reckoning, Khel’Seth was the closest settlement— she would travel there, hopefully making it before the moon had fully risen, and send a letter back to Caras Eldar.
A party arrived at daybreak. They appeared over a hill one by one: Kairn, Mae’lyrra, Belestram, Kaz, Feanor, and three others that Illynora did not immediately recognise. Next to them, the soul tree seemed less a thing of eldritch beauty, and more a target in need of annihilation. Kairn had just begun to douse the tree’s roots with alcohol when an inhuman shriek split the air. All froze. And to the mounting horror of the elves… a black speck on the horizon began to take shape.
The gryphon would have been majestic, were it not for the razor-sharp talons and viciously curved beak. Twenty years later, Illynora could still see flickers of the battle in her mind’s eye. Ithelanen and Sylvaeri fought side by side (although, Mae’lyrra would not receive the ilmyumier for another half decade). Where Belestram and Feanor moved with refined elegance, the Ithelanens were possessed of a wild, untameable grace as they slashed and stabbed at the feathered beast. It was a dance of death for them, ferocious and feral— but as Illynora crouched at the soul tree’s base, she found herself mesmerised. Blue ink, bronze, and blood was the outcome of that battle.
Sitting before a roaring fire, the Illynora of 1698 leafed through a journal whose pages were yellowing. Illynora Aureon was embossed inside the cover, though the mali’ame now wore the crimson garb of House Sylvaeri. Once the gryphon was defeated, a tree lord had emerged from the soul tree as a secondary line of defence for the September Prince. Her slender fingers, bearing the teal Mark of the Mother, traced slowly over faded words that she had penned over twenty years before.
Belestram cut the Tree Lord down with his flaming runic blade— he looked like some fabled god of war, beautiful and wreathed in fire. He moved with such grace, even as the tree went up in flames behind him. And of all the people present… he seemed to be the only one who also seemed saddened at the death of something that was once living.
If the present day Illynora had existed in 1675, she would not have cowered beneath those crystalline leaves. She would not have had time to notice how blood decorated Kairn’s striking features like macabre warpaint. How Mae’s attention always seemed to find its way to Feanor.
With the tree lord dead and September’s soul tree burning, Kaz turned his eyes up to where a pillar of smoke stained the morning sky. Firelight limned the planes of his face, eternally youthful and yet battle hardened. He lead the way back to Caras Eldar, shoulder to shoulder with the mali whose hand he would remove in the very near future, on the floor of a bloodsoaked throneroom where they had both served for years.
Behind them, the Pridelands were black with smoke. An omen of what was to come.
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8 minutes ago, Parker said:
what about if you’re sick and tired of bad rp
Best thing to do then is pugsy
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- Popular Post
- Popular Post
Healing RP, in my opinion, is one of the most diverse and dynamic subsets of roleplay… when done correctly. As someone who has played multiple healer characters (magical and otherwise) across a wide range of servers , it is incredibly difficult to respond accurately in a healing scenario if the patient does not adequately describe their wounds in an emote. The purpose of an injury describing emote should not be to give a full Wikipedia page entry of the wound and who inflicted it. What should be included is the location, size, and type of wound, whether it is infected, and any other important visible details such as debris inside an open gash.
There are five main phases during a healing scenario, in terms of the emotes of the patient: consultation, initial inspection, midpoint reactions, outcomes, recovery. I’m going to step through each phase and give examples of emotes for the patient-- while there are other guides available for how to heal in roleplay, I personally believe in teaching healing through RP, so I won’t be including that in this guide.
In order to be able to effectively emote injury and illness in character, it is important to first understand the symptoms on an OOC level. This doesn’t require 4 years of medical school, but rather a quick Google search to make sure what you’re roleplaying is accurate. For example, it may be tempting to emote coughing up blood when your character is a victim of smoke inhalation, but anyone playing an adept healer knows that coughing up blood is a symptom of internal bleeding (you cannot make your lungs/esophagus bleed from coughing too hard). If you can’t be bothered Googling symptoms, you’re in luck: I’ve done it for you!
Phases
Consultation is reviewing a patient in non-emergency scenarios e.g. check ups of an old injury, pregnancy, or non-lethal illnesses. This is usually done in order to prescribe treatments/medicines, as opposed to a stage in the actual healing process.
Initial inspection refers to times of emergency when the healer is looking over the patient for wounds. This is the time where you provide physical tells, such as location and size of a wound, and the sound of your character’s breathing.
During the midpoint reactions, it is helpful for you to provide emotes indicating whether or not your character’s condition is changing. Usually reliant upon the quality of healing, this could be anything from their heart stopping, to the bleeding successfully being staunched. However, I would advise strongly against over dramatising an injury unless you specifically intend for your character to die or be permanently maimed. There is a comprehensive guide here which discusses the survivability of wounds: Jade’s Guide to Healing Emotes and Injuries.
Outcomes are, quite simply, what happens at the conclusion of a healing scenario. Does your character’s breathing even out and they enter a peaceful slumber? Are they permanently disfigured? These emotes typically signal the wrapping up of a healing scenario, where both the healer and the patient are able to log off or head to other RP.
What I typically see on LotC, because of the short time scaling, is that characters jump from being healed in a clinic to full health and functionality the next day. It suits their roleplay, and having any real repercussions for actions taken in RP isn’t exactly en vogue. While there is nothing explicitly wrong with this, as everyone enjoys roleplay differently, there are certainly recovery times for different types of illnesses and injuries. In the recovery phase, characters aren’t at their full physical capacity. This means roleplaying a limp, fatigue, lingering pain, or even fainting spells.
I’m going to cover a list of the most common afflictions that I’ve seen in roleplay, but if you have any others that you would like added, feel free to leave a comment below!
Table of Contents – Those in red have yet to be added
(1) Pregnancy
(2) Pneumonia
(3) Poison
(4) Dehydration
(5) Wounds
(a) Sword
(i) Slash
(ii) Stab
(b) Arrow
(i) Full removal
(ii) Intact
(iii) Partially intact
(c) Flora
(i) Branches
(ii) Thorns/brambles
(d) Fauna
(i) Claws
(ii) Antlers/tusks/horns
(iii) Teeth
(6) Infection
(a) Necrosis
(i) Coagulative
(ii) Liquefactive
(7) Internal bleeding
(8) Broken bones
(9) Crush injuries
(10) Amputation
(11) Hypothermia/frostbite
(12) Burns
(13) Blindness
(14) Concussion
(15) Asphyxiation
(a) Drowning
(b) Strangulation
(c) Smoke inhalation
Pregnancy
SpoilerRealistically roleplaying being with child isn’t entirely necessary or beneficial to the story. I think it’s widely accepted that if a female character is emoting that she has an enlarged stomach, it’s a universal sign that she’s pregnant. Additionally, birth roleplay is entirely unnecessary and should be faded to black shortly after the character goes into labour. However, if you would like a timeline of pregnancy that is friendly with LotC’s time scaling, I’ve put together a timeline and symptom list for each trimester.
Timeline:
First trimester: Week 1-12 (up to 3 months IRP) (1st & 2nd days OOC)
Second Trimester: Week 13-28 (3-6 months IRP) (3rd, 4th, 5th day OOC) ← premature births can occur and survive
Third Trimester: Week 29-40 (6-9 months IRP) (6th day, birth on the 7th OOC)
Symptoms:
First trimester: Fatigue, nausea (morning sickness), cravings/aversion to food, mood swings, headache, heartburn, weight gain/loss
Second trimester: Back pain, stretch marks, numb or tingling hands, itching on palms/soles of feet, swelling in ankles/fingers/face, towards end of second trimester feel baby kicking
Third trimester: Same symptoms as above, baby “dropping”, contractions (real or false labour), shortness of breath, difficulty sleeping
Pregnancy and birth is gross. I’ve left out a few of the symptoms and side effects that would likely not be appropriate for roleplay on the server. They add nothing beneficial aside from an anatomy lesson for the teenage boys playing human nobility.
IMPORTANT NOTE: Labour isn’t like what it is in the movies! It’s only in extremely rare cases that a woman’s waters break in a flood, completely out of nowhere. Typically, it is only a trickle and is preluded by contractions signalling the start of labour.
Pneumonia
SpoilerThis is a commonly used illness when someone goes on hiatus and wants to explain why their character has been away for so long. While pneumonia can be lethal to healthy adults even in modern times, the disease was perfectly treatable in medieval times when medicine was limited. For mild cases not causing death, some of the symptoms are as follows:
- Fever and/or chills
- Difficulty breathing
- Rattling cough with discoloured phlegm
- Chest pains
- Lethargy
- Malaise
When coming back from hiatus, you can assert that recovery took several weeks. If you wished to have this illness affect your character for the rest of their life, some cases of pneumonia can cause permanent damage to lungs-- meaning that your character could suffer from shortness of breath.
Poison
SpoilerPoisons on LotC and in real life vary significantly in terms of symptoms and severity. Typically, however, these are the symptoms that you are likely to see:
- Blurred vision
- Disorientation
- Difficulty breathing
- Fever
- Loss of muscle control, twitching, trembling
- Paleness
- Sweating
- Rapid pulse
- Severe nausea
- Stomach cramps
- Thirst
- Loss of consciousness
- Headaches
Communication with the ET or player who administered the poison is vital when roleplaying the effects accurately. Realistic emotes based on the poison means that the healer is able to better determine which poison was used, and therefore how to counteract it. Simply messaging them “Hey, I was poisoned with Alabaster Leaf” isn’t exactly dynamic roleplay, whereas emoting during the initial inspection:
Dianne careened to the side, one hand pressing over her stomach while the other steadied herself against a table. It appeared as though a wave of intense nausea had swept over her, if the green hue to her skin was anything to go by. “I feel… so dizzy…” she mumbled, swaying on her feet.
In this scenario, it is clear to healers that something is wrong. They may take action such as feeling the patient’s skin for fever, or trying to purge the poison by inducing vomiting or magically dispelling it. Responding to these emotes during the midpoint reactions informs healers of what type of poison it is. For example:
Dianne rolled to one side and vomited into the provided bowl. A sheen of sweat glossed her sickly pale skin, and her breath smelled suspiciously bitter. To the practiced alchemist, it would smell of a poisonous herb-- one that caused dizziness and nausea.
It is here that you may want to communicate with the healer OOCly, if their character is renowned for their herbal knowledge, and inform them of the poison used. However, if a player is roleplaying an adept healer, chances are they are familiar with the effects of all LotC herbs, and a lot of real life ones. Telling them the symptoms and smell may be enough for them to understand the general family of the poison used, and therefore take action.
The outcome of being poisoned is relatively simple. Either your character dies from what is usually an assassination attempt, or the healer succeeds and your character makes a full recovery. During the recovery phase, your character will likely suffer from dehydration, which I will cover in the next topic.
Dehydration
SpoilerThere are few cases in roleplay where you will feel compelled to have your character suffer from dehydration. I personally have not come across it often, if at all, but I will briefly cover the symptoms and causes.
Symptoms:
- Lack of urination over an 8 hour period
- Seizures
- Disorientation/confusion
- Weak/rapid pulse
- Extreme fatigue
- Dizziness
Causes:
- Excessive vomiting (for example, after being poisoned)
- Lack of water (being lost in the wilderness/desert)
- Sweating (heavy exercise/combat without drinking)
Wounds
SpoilerThis is a large category with many subsections, as there are many different kinds of wounds. External wounds can often lead to other afflictions such as internal bleeding and infections, though these will be covered in other segments. For clarity, I am going to separate this category into divisions based on what caused the wound. However, weapons such as axes and warhammers will fall under other categories, namely amputation and crush wounds.
Sword
SpoilerWithin this division, there are two main classifiers: slash or stab. A cut tends to be more superficial, whereas a stab wound is likely to have an impact on internal organs. Whether or not a blow punctured vital organs is usually determined during combat-- if it was PvP, by and large you can decide what injuries your character sustained. If through combat RP, the attacker will emote where they aimed the sword. If your character has a vital organ punctured and is not seen to immediately by a healer, they will die. Mundane healers are typically less adept at dealing with internal injuries, especially since the concept of surgery is relatively modern.
Slash
Caused by a presumably sharp sword blade, slash wounds are typically clean edged and linear. They can occur anywhere on the body, though have different complications based on proximity to arteries or depth of the cut. In the initial inspection, you should be explaining the location, depth, length and status of the wound; status being infection severity (if any), debris, discolouration, etc. Here’s an example:
Eugene hobbled into the clinic. He had a blood-soaked hand pressed over a long wound on his upper thigh, which seemed to be relatively deep based on the blood spurting out at regular intervals. His skin was pale and clammy, breath coming in ragged gasps as he moved to throw himself on to a cot.
A healer would be able to establish that an artery has been hit, due to the location of the wound and the description of blood spurting out at “regular intervals” AKA a heartbeat. Note how it’s unnecessary to deal in specifics-- you don’t need to describe how the slash is 3.458745 centimetres in length and 0.4476 centimetres in depth for it to be a descriptive emote. For physical wounds, the initial inspection could take place over several emotes as the healer responds and continues to examine (e.g. debris may not be discovered until the healer has actually looked at the wound properly.)
Eugene came to with a weak groan, having passed out at some point during the stitching procedure. His skin remained unnaturally pale, likely due to the blood loss, while his lips were painfully chapped. “Water,” he croaked, turning pleading eyes to the healer looming above him.
If the wound wasn’t infected (the next segment will discuss the causes of infection), then a perfectly acceptable midpoint reaction is for your character to awaken, or fall unconscious. If the wound was severe, blood loss will keep your character exhausted for a long while. Bruises will likely riddle your character’s body if they received the slash wound during a sword fight or bandit attack, also.
There are three broad outcomes of a sword-inflicted injury: death, full recovery, partial recovery. Depending on where the wound was located, partial recovery could mean having a moderate to severe limp, less mobility in the affected arm for swordplay, or recurring pain if there were complications with the muscles. Related to these outcomes is what your character does during the recovery phase. A severe slash wound from a sword would take weeks to heal, even with stitches, and at least two years to scar properly. My recommendation would be to spend at least one day OOC in serious recovery (no strenuous physical activity e.g. combat, long distance travel, or even leaving bed), and 1 week OOC where the wound needs to have dressings changed and causes the character moderate amounts of pain.
These guidelines can also apply to wounds caused by other sharp objects that aren’t a sword, for example glass shards.
Stab
This is where things become a lot more complicated, and therefore deadly. If you would like to create dramatic roleplay for yourself, ergo it is not inflicted by another player, please do not have your character melodramatically fall on a sword. Realistically, if the sword punctured any organs, your character should die. While some stab wounds can avoid fatal injury (especially if it is a narrow blade, such as a stiletto), many cause internal bleeding. I will include a section specifically on internal bleeding for crush wounds-- refer there for symptoms, as this section will only discuss them briefly.
Claire clutched at her stomach, which was blooming with red through the pale green fabric of her gown. Her breath came in shallow huffs, while a thin ribbon of blood streamed from the corner of her mouth.
As in all other scenarios, the initial inspection emote should provide the healer character with enough information to proceed. Midpoint reactions vary significantly, depending on if there is internal bleeding or not, and if the healer is mundane or magical. In this scenario, the blood coming from Claire’s mouth could be from a split lip, therefore an appropriate midpoint reaction might be:
[!] Coughing violently, Claire half sat up only to spit blood off the side of the cot. It was pinkish and foamy, and the girl’s skin had become an unhealthy grey.
This keys the healer in to the fact that it is indeed internal bleeding, and they can proceed as need be. Outcomes are largely the same as slash wounds, although for the recovery phase I would recommend having a longer amount of time where your character is bedridden. Strive for realism-- after being stabbed in the gut, would someone in real life be keen to get up and go tramping again a few hours later?Arrow
SpoilerWhile there are certainly many types of projectiles other than arrows (e.g. crossbow bolts), I typically only see arrow wounds being roleplayed. There are three main subsets of arrow wounds, those being: full removal, where the arrow head and shaft have been removed entirely; intact, where the arrow head and shaft are still in the wound; and partially intact, where the arrow shaft has been snapped off, but the head is still embedded. Additionally, arrowheads are made in a variety of shapes from many different materials.
For simplicity’s sake, I am going to split the shapes into two broad subsections, auriculate and lanceolate. In short, auriculate has auricles that point downwards at the corners, and therefore can become lodged in the victim’s flesh. I will also be grouping notched, triangular, and serrated arrows into this section. Within the lanceolate subsection (which is almost ovular in shape, with a sharp tip and narrow base), I will be including leaf and bodkin point arrows. Materials often have an impact on the severity of the wound, but let’s be real… the only reason why someone would differentiate during combat is to determine whether or not the arrow can puncture plate armour. Therefore, this guide will assume that materials make no difference to how the wound itself is roleplayed.
Full removal
Auriculate
Due to the nature of this shape of arrowhead, ripping it out while on the field is simply not an option. The auricles are designed to find purchase in the victim’s flesh and prevent removal, much like a barb-- it enters easily, but is not so easily removed. At least, not without tearing through muscle and severing arteries. It would be very unlikely for your character to be able to rip out this type of arrow and survive.
Lanceolate
This arrowhead, on the other hand, has smooth edges and can be removed by the patient. Of course, any healer would tell you to leave the projectile in place as it is staunching the blood flow, but if your character decides to be manly and tear out this arrow before chucking it aside, treat it much like a stab wound from the previous section when emoting to a healer. There are similar symptoms and outcomes.
Intact
Both arrow types would have similar descriptions during the initial inspection, because it is lodged. The healer is unable to see the shape of the arrowhead, only the shaft and fletching protruding. As with most wounds, this emote should describe where on the body your character was hit, and how deeply the arrow seems to be lodged.
Howard hollered in wordless agony as the healer approached him on the battlefield. An arrow had struck him in the exposed area between breastplate and pauldron, sinking a quarterway to the fletching in his right armpit. Blood frothed from the corner of his mouth and stained his grimacing teeth red.
This emote establishes three things: location, the right armpit; depth, quarter the length of a presumably standard longbow arrow (76cm/4 = 19cm); internal bleeding, as blood from the mouth usually indicates damage to lungs. There is no description of the arrowhead as of yet.
Come midpoint reactions, the healer character likely would have examined the wound and begun to attempt to remove the arrow. This is where the two shapes come into play, as reactions differ. For an arrow with auricles, the reaction would be something like this:
[!] When the healer tried to gently pry the arrow free, they would find that it stuck fast in the soft skin of Howard’s shoulder. He screamed, twitching with each infinitesimal movement of the healer’s hand, before going limp entirely. The pain had rendered him unconscious.
Whereas arrows with a lanceolate shape might be something along these lines:
Howard hissed air through his teeth as the healer slid the arrow free. Blood began pouring forth from the open wound, but the waiting cloths served to staunch the worst of it.
Another side effect of arrow wounds is that, if fired with enough force, they can actually shatter bone. Recovery times will be covered in the broken bones section, but it is also worth mentioning here. Depending on where the arrow struck, bone shard fragments may be able to be found in the wound once the arrow is removed. Treat this like you would any other debris in an open gash, describing them during the initial inspection for full removal, and in the midpoint reactions for partially or fully intact arrows. Further descriptions of how bad the injury is can be later described in the midpoint reactions and outcomes. Bone damage can happen in any of the three arrow wound subsections.
Partially intact
The only difference with this subsection is how the arrow is described during the initial inspection. Almost all other phases are the same, so long as you respond to the healer’s emotes accordingly. Because the arrow is only partially intact, the opening emote would involve a description of the arrow’s location, but explaining that the shaft has been snapped off.
Reasons for this happening vary. Your character could have snapped it off to avoid further injury while fleeing, it could have broken during combat, or your character could have fallen.
Recovery times for arrow wounds also vary-- refer to the section on stab wounds for recovery times of clean removal, and to the section on broken bones for recovery when the arrow has shattered bone.Flora
SpoilerUnlike with most weapons, wounds caused by flora are more likely to be jagged edged and have far more variation. While injuries can occur from quite literally anything found out in the woods, I have gathered a small collection of the wounds I have seen most often.
Branches
This section is going to be incredibly short. Essentially, treat the branch exactly as you would a sword in the sense that there are slash and stab wounds. Either the branch pierced your character somewhere, or carved a ragged path through flesh (perhaps when falling out of a tree). The key difference here is that wounds left by branches are going to be irregular, and filled with debris such as bark and dirt. Keep this in mind when emoting during the initial inspection-- the branch may even still be in the wound and have to be removed.
Thorns/brambles
Puncture wounds, especially from thorns or cactus spines, have a tendency to become infected; see that section in order to know what symptoms to describe to a healer. Typically, the thorns will remain lodged in the skin if your character has not removed them. It is important to emote to a healer the size of the thorns, spines, or brambles, where they are in the body, and roughly how deep they are.
This section can also apply to porcupine quills (or something similar), although what is important to communicate is whether or not a quill has expanded while in the wound, or has barbs that affect whether or not a quill or spine can be easily removed.
Infection
SpoilerInfection is not always severe enough to be fatal, though it is common if the injury isn’t treated for a long period of time, or if it is inflicted by an animal bite. Other causes are:
- Resulting from a puncture wound (e.g. glass)
- Occurs on hand, foot, armpit, groin area (susceptible to bacteria)
- Contains dirt or saliva
- Heals slowly (e.g. large wound that hasn’t been stitched)
Symptoms:
- Yellow, green, foul smelling drainage (pus) from wound
- Pain, swelling, and redness around wound site
- Change in colour or size of wound after it is inflicted
- Red streaks in the skin surrounding the wound
- Fever
Roleplaying infection correctly can get complicated, especially since the in character knowledge of bacteria in the LotC universe is limited. To keep things simple, I will only be covering broad bacterial infection, and necrosis.
To have an infection, you first must start with a wound. The initial inspection will likely just involve describing the wound as usual before an infection makes itself apparent.
[!] The ghastly wound on Finn’s leg may have been staunched and stitched, but the man’s breathing remained shallow. His sickly pale skin was hot to the touch, and sweat beaded on his brow. Barely audible, his shallow breaths seemed to take great effort.
As can be seen in the midpoint reaction above, Finn has clearly developed a fever. At this stage in the healing scenario, the healer must take additional steps to save the patient-- this means counteracting the fever and tending to other common symptoms of infection. While it is not wholly necessary to explain the exact details of an infected wound, it is important to roleplay infection within the right situations. For example, if your character is mauled by a bear and yet remains in the woods for several hours without seeking medical attention, the wounds will very likely be infected.
As with most outcomes, your character can either die from infection, or survive. Should they survive (which happens in 99% of cases unless it is somehow enforced by staff), recovery from fever takes a few days. The redness, swelling, and pain from an infected wound may take two weeks to fade. For LotC-friendly scales, your character should be bedridden from fever for 2-3 hours OOC, whereas the pain/swelling should remain for at least a day OOC. This doesn’t preclude your character from doing things, but be warned-- unless the wound is correctly treated, the infection can become worse!
Necrosis
While skin becoming necrotic (dead) doesn’t always stem from infection, I’ve included it in this section anyway. A glance at the Wikipedia page for necrosis will hit you in the face with a bunch of big words like “hypoxic infarction”, and a million different types of necrosis based on pus colour and whether or not the flesh has taken on a “cheese like consistency” (good luck eating cottage cheese now). For simplicity’s sake, I am going to split this section into coagulative (semi-solid) and liquefactive (liquidy) necrosis.
Coagulative
This type of necrotic flesh has a gel-like consistency that remains intact, as opposed to sloughing off. Underneath this subheading falls gangrene, where the flesh has become mummified. Typically, this type of necrosis comes about from lack of blood flow, for example in a crush wound where circulation has been cut off for long periods of time, or frostbite, which will be covered in a later section. It is characterised by a discolouration of skin, usually black or dark green in the worst cases, with red fringing the outside of the wound. Spider bites can also cause necrosis. For emote examples, see the crush injuries and frostbite sections.
Liquefactive
As the name suggests, this form of necrosis results in a viscous liquid mass of creamy yellow pus around the wound site. It is caused by bacterial and fungal infections, and requires draining. Cutting away necrotic flesh is necessary for the healthy skin to heal. If the wound is located on an extremity (finger/toe), amputation may be necessary. There is a section on amputation specifically, where outcomes and recovery will be discussed.
Pauline winced as she peeled the blood and filth crusted bandage from her leg. Beneath, a long wound arced in a jagged, pus seeping curve along her calf. “Damned boar got me good,” she muttered to the healer, grimacing from the foul stench of the weeping cut.
This is an example of how a necrotic wound may be described. Pauline has had the injury for a while, and is only now seeking medical attention-- meaning that the wound has had the opportunity to develop an infection. Responses to infections usually falls on the healer character, as once the necrotic flesh has been cut away, the wound can be roleplayed as normal by the patient.
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The Blue Forest, by Cassiopeia Art
Whispers are strange things. They begin as small expulsions of breath in misty air, that are somehow cast as far and wide as a fisherman’s net by the time the week is up. Somesuch whispers flit across the continent of Atlas, skittering across city flagstones and weaving their way through ageless meadows. Aegrothond, the whispers echo, tumbling from lips not hushed from secrecy, but rather an unwillingness to wear their hearts on their sleeves.
The soughing of words between buildings and ancient trees speak of a far-off island, and its enigmatic denizens. Elven, that much is certain, of all varieties provided they are pure of heart and clear of mind. No shackles gird their feet, no crowns of metal sting their brows. A host of free elves, resting within a bastion of peace and untarnished Elvendom.
An eastern tower, limned with the light of dawn.
Those who listen closely to the soft-spoken conversations will become familiar with a story. That Aegrothond, this home of free elves, was founded by House Sylvaeri, following the banishment of its Lord from the city of Caras Eldar in 1679. It had originally been a noble seat for that venerable Elven house, until the Dominion of Malin itself began to crumble. The Dominion’s slow stagnation has left many elves with little option-- they have no desire to gain residency in the successor state, and fear the southern lands which have been largely dominated by humans for decades.
And so whispers continue to dart this way and that, permeating the ears and minds of purehearted elves. Personal accounts join the fray, solidifying what was once vague murmurings into forge-hardened truths: the crimson banner of House Silma, depicting Malin’s brightly burning flame, flies strong and true beside that of Sylvaeri. Aureon ilmyumier can be seen adorning the arms of many residents, including the Lady of Aegrothond herself. Joy, peace, and prosperity abound, with laughter and music threaded through the pealing of Caras Eldar’s goliath bronze bell.
The great hall.
It is said that the elves of Aegrothond find you, as opposed to the reverse. That her shores are barred to all who mean to bring war and bloodshed. Listen to the whispers, children of Malin, and you may find the halls of Aegrothond rising up on a dusk darkened horizon in your future.
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4 hours ago, L0rdT0mas said:
loosen restrictions on declaring war, but make wars cost more. Everyone will be happy with that. Big nations get insane amounts of mina quickly anyway.
“Everyone” will not be happy with that. Considering large nations already twist and manipulate current CBs in order to target and stomp on smaller playerbases, frankly there needs to be more ways to counter and stop that. A lot of the new CBs either directly benefit large nations (e.g. Subjugation), while others are able to be loopholed (e.g. trade based CBs, enemy of the nation, stolen relics). Therefore if the restrictions are loosened, and “big nations get insane amounts of mina quickly anyway”... that’s basically a free pass.
Offensive war benefits large groups in the short term, because they’re able to get clicky clicks and bragging rights of having conquered swathes of land. But in the long term, no groups benefit as it either splinters existing playerbases into smaller ones, or creates toxicity between two (or more) factions. Defensive, justified war should be the way to go, so that large nations can’t just scrape together some questionable CBs and attack whichever smaller playerbase they please.Alot of these CBs need to be worded in a way that makes them watertight and completely impervious to “alternative interpretation”.
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As one of the key pillars of society, faith is very important to those within the Principality of Rosenyr. Orateurs are held in high regard as founts of wisdom, and interpreters of the enigmatic and ever growing pantheon of Croyance. Within the faith there are varying ranks, with the Orateur Principal (or Prime Speaker) serving as the ultimate mouthpiece for the gods.
Orateur Principal - Prime Speaker
No matter how far the Croyancy spreads, l’orateur principal is considered the shepherd of all-- peasants and monarchs alike. He (or she, as the chosen speaker of the gods can be of either gender) is responsible for overseeing the entirety of the faith, in every realm of the Principality. They serve for life, forbidden from marriage, with their underlings aiding them in menial tasks when the burdens of old age become too much to bear. Second only to the trueborn High Prince of Rosenyr, l’orateur principal sits upon the princely council, advising the monarch in all things faith related to ensure he does not offend those within the pantheon of Croyance.
Grand Orateur - Grand Speaker
Fulfilling what would otherwise be known as an “archbishop” role in other cultures, a Grand Orateur takes responsibility for several churches within a region. There are not many Grand Orateurs within the Principality on Atlas, as the faith is budding like a fledgling rose. Even when in full bloom, there are not expected to be many filling this position-- of those that do, a select few provide counsel to the Orateur Principal upon le conseil de foi. In order to become a Grand Orateur, one must oversee the construction of two or more churches, or gain responsibility over existing churches within a region of the Principality.
Orateur - Speaker
Every church within Rosenyr must have an individual who acts as a speaker of the gods’ words and will. This Speaker, or Orateur, has jurisdiction over a particular church and its happenings. L’orateurs are responsible for training les serviteurs des dieux, turning apprentices into fully fledged servants of the gods, to spread the faith throughout Rosenyr and surrounding lands. Within their respective churches, l’orateurs perform marital and funerary ceremonies, as well as provide guidance for all who require it. Those seeking penance, or forgiveness for sin, may also seek out an Orateur so that they might perform le rituel de la pénitence on behalf of the gods.
Serviteur des Dieux - Servant of the Gods
As the name suggests, les serviteurs des dieux live to serve their gods. Some may choose a certain patron to preach about, though they are servants to all within the Croyancy. An Orateur or Grand Orateur may task them with traveling to certain lands and spreading the faith, though most stay close to home-- preaching in the city streets and helping those in need. Many serviteurs des dieux served as medics during the deadly plagues that swept through the Principality before they migrated to the lands of Atlas, as all are instructed in the basics of healing and righteous combat.
Apprenti - Apprentice
Young and old alike have been known to become apprentis de la foi. Trained by an Orateur or higher, these aspirants are willing to commit themselves fully to serving the gods. Once they have completed their training and trials, they are awarded their pendentif des dieux, a symbol hanging from a chain about their necks that marks them as a true servant to the Croyancy.
Marital Rites
While the man waits near the altar, his wife-to-be is led up the aisle on the arm of her father or male guardian. Once both are there, the marital rites begin. By the grace of Celenus, the Goddess of Beauty, the betrothed are bound in body and spirit, symbolised by a crimson ribbon tied around their clasped hands. While joined, they speak their vows to one another-- of love, loyalty, and undying devotion to each other and to the gods that watch over them.
The Orateur unbinds their hands, before anointing the couple with holy oil upon their brows. Those present should shower them with flower petals, to represent the new life of spring blossoms and thereby the new life borne from the woman’s womb. Gifts are given, before the couple retires to their marriage bed in order to consummate their joining in the light of the gods.
Funerary Rites
Those who have passed on must be burned, so that their souls may be released and returned to the gods. The ashes are then placed into a ceremonial urn, painted with depictions of deeds done during their mortal years. Over a family grave where the ashes are interred, the Orateur bids those of the Croyancy to watch over the deceased, and lead them to the hallowed fields where they may rest for their immortal days.
Family members speak to the merits of the deceased, before all present cast a handful of soil into the grave. A vigil is held for three days and three nights, lit by the golden flame of a beeswax candle. If the individual passed while defending the Principality in battle, military honours are bestowed upon them post mortem, and their family is provided a hero’s stipend for the rest of their days. Should a woman die during childbirth, they are afforded similar honours-- as to bear children for the Principality is the most difficult battle of all.
Coronation Ritual
When a new High Prince comes to power, the coronation ritual serves as their final trial before the gods, to prove that they are the chosen of the Croyancy. All those who will be swearing fealty to the new monarch enter the maison des dieux in reverse order of importance, with the High Prince and Orateur Principal entering last. Upon arriving at the base of the throne, the High Prince kneels before it-- the only time that he will ever bow, and for the only things that are worthy of him kneeling: his throne, his people, and the gods.
The Orateur Principal speaks blessings over the kneeling Prince, anointing him with holy oil from a ceremonial chalice. He must speak of his devotion and loyalty to the pantheon of Croyance before, by their divine grace, he ascends his throne as the High Prince of Rosenyr. All of his vassals then step forth, kneeling before the monarch and swearing their fealty before kissing his ring and returning to their places. The ritual concludes with a cheer to the High Prince, to the Principality, and to the Croyancy.
19
A tribute to the fallen commander
in Princedom of Fenn
Posted
On the other side of the continent, a healer knelt before a large seaglass mosaic. Hamasta, the Dolphin of Mercy, glittered in a thousand different pieces, casting errant shards of light over a dark expression. “Rest well, Commander,” she whispered, in a voice that was heavy with regret.