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Posts posted by Diogen
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MC Name:
iDiogen
Character's Name:
Valgrah'Yar
Character's Age:
Over 16
Character's Original Race (N/A if not applicable):
Orc
Transformed form:
Machine Spirit
Creator's MC Name:
proddino
Creator's RP Name:
Servitos
Briefly explain the lore behind this construct or creature:
Machine Spirits are - akin to automatons - ones that possess a soul instead. Having a diamond within their gear heart, as well as alchemical signs that represent their very being mixed in with their lifeblood.
These beings are fully made out of machinery, similar to their lifeless counterparts, although were they to be destroyed, they cannot be simply rebuilt and sent back to the world. Rather, they will need to have a machine husk for their soul to inhabit once more, lest they risk permanently dying, their soul gone from the realm.
They possess the ability to overclock, spending a couple emotes in order to overcharge themselves to become temporarily stronger, at some cost. Should they fully overclock themselves, they will risk having their body shut down.They may also possess quirks to their body, such as possessing more limbs at the cost of their limb strength splitting, or even things such as a finger popping out to reveal a pen, spring-loaded blades through the knuckles, and so on.
Capable of learning magic as well, or even transferring the magic over through their soul, they cannot learn anything requiring genus or lifeforce due to their lack of it, as well as being incapable of learning any deific magics.
If this construct or creature has some form of aesthetic choice, can you describe how they look?
A creation fully wrought of steel, this tall machine possesses 4 arms, splitting her Orcish strength to Human strength throughout each of these arms. Her body painted over in white, she tends to either wear her red robes, or armor colored similarly to her palette.
Her body of hers possess certain quirks, such as spring-loaded blades, as well as a hollow barrel, although nothing too flashy.Do you have a magic(s) you are dropping due to this app? If so, link it:
N/A
Do you agree to keep Story writers updated on the status of your magic app?:
Y
Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?
Y
Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.
I understand
Have you applied for this creature on this character before, and had it denied? If so, link the app:
https://www.lordofthecraft.net/forums/topic/227599-machine-spirit-ca-idiogen/?tab=comments#comment-1989897
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being around for 10 years, you pretty much grew up with this server. in what ways has lotc affected you in regards to your growth as a person, and is it positive?
also whats ur taste in music
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MC Name:
iDiogen
Character's Name:
Valgrah'Yar
Character's Age:
Over 16
Character's Original Race (N/A if not applicable):
Orc
Transformed form:
Machine Spirit
Creator's MC Name:
Proddino
Creator's RP Name:
Servitos
Briefly explain the lore behind this construct or creature:
Machine Spirits are - akin to automatons - ones that possess a soul instead. Having a diamond within their gear heart, as well as alchemical signs that represent their very being mixed in with their lifeblood.
These beings are fully made out of machinery, similar to their lifeless counterparts, although were they to be destroyed, they cannot be simply rebuilt and sent back to the world. Rather, they will need to have a machine husk for their soul to inhabit once more, lest they risk permanently dying, their soul gone from the realm.
They possess the ability to overclock, spending a couple emotes in order to overcharge themselves to become temporarily stronger, at some cost. Should they fully overclock themselves, they will risk having their body shut down.They may also possess quirks to their body, such as possessing more limbs at the cost of their limb strength splitting, or even things such as a finger popping out to reveal a pen, spring-loaded blades through the knuckles, and so on.
Capable of learning magic as well, or even transferring the magic over through their soul, they cannot learn anything requiring genus or lifeforce due to their lack of it, as well as being incapable of learning any deific magics.
If this construct or creature has some form of aesthetic choice, can you describe how they look?
A creation fully wrought of steel, this tall machine possesses 4 arms, splitting her Orcish strength to Human strength throughout each of these arms. Her body painted over in white, she tends to either wear her red robes, or armor colored similarly to her palette.
Her body of hers possess certain quirks, such as spring-loaded blades, as well as a hollow barrel, although nothing too flashy.Do you have a magic(s) you are dropping due to this app? If so, link it:
N/A
Do you agree to keep Story writers updated on the status of your magic app?:
Y
Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?
Y
Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.
I understand
Have you applied for this creature on this character before, and had it denied? If so, link the app:
N
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Beatrice made some tomato soup and loved it. She is now looking for an autograph.
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1 minute ago, Borin said:
Only the edit redeems u the rest is a strong L take. Retract! Abandon ship while you can! Flee!
bro i posted this before seeing the lore help
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delete this reply bleach my eyes im no longer a witness
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hi huge fan
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bro i thought dreameater wrote that and i was in awe
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filler drama
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Spoiler
WHAT
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man i spent the last hour complimenting the temp map's build i genuinely liked it :(
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beautiful lore
glad to have been able to provide feedback during the writing4 -
favorite rp on lotc?
what keeps you on this server?1 -
ok but we all agree this amendment is needed
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13 minutes ago, Samler said:
The tide takes 5 emotes to make a very telegraphed attack which only pushes, no harming. Also only the strength of an orc means, orcs can brace against the spell and be unmoved.
Ice projectile base form is a baseball, which practicly does nothing to a guy in heavy armor. You give them HEAVY BRUISING. We also got water whip, if we strike someone with this whip made of water with ice at the end, it shatters and breaks the spells if they have armor. :) Very comparible to steel weapons from a peak physical strength frost witch (ice weapons). We also got no snare spell.yikes y'all need a rewrite as well
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1 hour ago, Samler said:
Here is the kicker. Frost witches has more powerful magic than a water evocationists while in the cold region, outside of the cold region, it's about equal with slower casting.
As a joke I want to say that frost witches doing ice magic better than water evocation infringes on the older magic, which has already lost steam from the olden days.Has water evocation become that terrible as well? I thought they were able to cast powerful tides and push people around with great strength, as well as being able to make their projectiles blunt
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6 hours ago, Cloakedsphere said:
Why not just put the effort into finishing the rewrite? Theres quite a bit of effort exerted here that could've been used to further the rewrite along. Many hands make light work. Invite some new people, non-frost witches, to help flush out the rewrite and offer new ideas.
Not saying you dont deserve the bandaid. Just unsure why you wouldnt just gather some more people you can trust to help get the rewrite done faster?the rewrite's gonna take a while. community's currently dying due to how shit current lore is and we need a bandaid fix to get through while it's finishing up
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3 minutes ago, ScreamingDingo said:
mfw predatory CA doesn't have the ability to be boss ass ***** in combat
3 slots predatory CA that gets outperformed by a water evo mage and must only fight physically if they want a chance to win
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we are literally god preaching cultists
not even god can save us from this shit CA
so i'm doing it
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even as it stands we got nothing but flavored mundane combat for the most part, except weaker
ice weapon? everyone already has a weapon
ice dome? 3 emotes to shield yourself, you're dead by then
ice projectile? literally as useful as a bow and arrow. pre-amendment it's even worse than a bow and arrow
the only 2 good abilities are ensnare and ice spikes. but good luck finding anyone standing on snow. gotta cast ice layer and spend 3 emotes beforehand and then 2 more to ensnare them for a total of 5 emotes!
ice spikes is semi-viable. but *sidesteps
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dogshit CA but we're stuck with it. might as well ******* bandaid it until we're done rewriting it. not gonna wait many more months sitting in a basement doing alchemy rp because that is the only rp i get to ******* do on this CA until the future rewrite gets finished and reviewed
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- Popular Post
edit: what the **** is wrong with the forum's formatting i swear it wasn't that bad before
We are all burnt out of frost witches, and for someone who is really passionate about it & the coven, I have self-denied my own MArt and been wanting to revert as well as many others due to how terrible the lore is as it stands. We tried waiting for the rewrites, but ended up having to be stuck to this sad excuse of a lorepiece that we have. So, while we work on an actual, final rewrite for them, we have proposed some changes to actually enjoy these creatures.
rant
Spoilerin this current state, frost witches are the worst CA on this server. the abilites are that of a walmart water evo, becoming even worse outside of frozen regions (everywhere with rp) to the point of straight up not being worth being used.
we are are CA that has to rely on physical strength in combat because our magic is absolutely terrible where people actually rp, and semi-viable in our region. yet still much weaker than any other CAfor being a predatory CA, our healing is so underwhelming that we cannot risk taking any fights. manual healing past anything that's a papercut, requiring you to sit in a room with a mother and do 4 - 9+ multiline emotes being verbose and extremely detailed just to heal a stab, or having to do MULTIPLE SESSIONS with 9+ multiline well described emotes over a week for a limb, then put them on 3 day global ritual cooldown? what if more than one witch gets hurt? do we just heal one and let the other witch **** off and die to her wounds?
curses, where they require you to conjure a slab of ice and slap it onto someone out of disguise? what is the point of cursing someone if you've already exposed yourself? there is no slow burn possible
mothers, who for some reason, are supposed to be the guardians of the coven, yet cannot fulfil that at all? they instead need to be guarded because of how shit-tier of an endgame CA they are? for something that is so unlikely to be attained by anyone, it is not worth it at all. you destroy your own persona for the ability to curse people into the currently worst CA on this server, while taking up all 5 magic slots.
Proposed changes:
-Witches can now heal anything a normal person could normally heal by resting at an altar. (Stabs, gashes, lacerations) In the case of non-healable damaged caused, such as the loss of an appendage, organ or limb, sabbath of healing may be performed.Old Sabbath of Healing:
Sabbath of Healing
A sabbath which is simple in nature, allowing a Mother to ease the pain and the wounds of her precious daughters. By conjuring forth cursed ice at the Altar, a Witch Mother may apply it to the wounds of a Frost Witch, healing the damage done; from a mere gash, to replacing entire limbs and ligaments lost.
Mechanics
- The Sabbath of Healing may be performed by a Mother upon her daughters, or upon herself with the direct aid of her daughters. This may be anywhere from a few minutes of roleplay to heal something as a gash, or entire sessions over the course of days in order to replace something like a limb or heal some other significant wound.
Healing Time Frames
Moderate Bruises, Cuts, Scrapes - Small wounds no larger than an inch and a half deep or three inches long can be healed over the span of four well described, multiline emotes, simply done by the Mother conjuring cursed ice at the altar and causing it to fill the wounds before it hardens and integrates into the Witch’s form.
Gashes, Avulsions, and Stabs - Larger gashes or avulsions up to three inches deep and up to five feet long can be healed over the span of five well described, multiline emotes, having the Mother pulling ice from the region which fills the wounds and heals the Witch. In the case of stab wounds, if it is not within a directly fatal region as the heart or neck, the Witch may be healed in eight well described, multiline emotes.
Ligaments and Lesser Organs - Ligaments such as ears, noses, fingers, and toes may be regenerated by a Mother in the span of seven well described, multiline emotes, the Mother creating the new ligament from cursed ice and replacing the old one. Organs such as eyes or tongues can be regenerated over the course of two OOC days, requiring two separate sessions each day, each with seven well described, multiline emotes.
Limbs - Limbs such as arms and legs may be regenerated by the mother over the course of an OOC week. Each session consists of nine well described, multiline emotes, the Mother creating a new limb over time where the old one once was. Until the limb is completely formed, the Witch will be unable to use that limb, though may disguise it to appear like a sealed wound.
Mother Healing
There may be times when a Mother is in need of healing herself. Thus, with assistance from her daughters, she may restore whatever injuries she has sustained, either by her sacrifice or other means. The Mother herself must be conscious and present along with three other Witches in order to heal her, requiring the same amount of time as it would take to heal a normal Witch. This is often rather difficult for the Mother as they are likely within a great amount of pain.
- The healing Sabbath may only be performed in non-combat by a Mother at an Altar. Alternatively, a Mother may heal herself in a similar manner with the aid of three other FJarriagua. The mother must be conscious and present to heal herself.
- If a wound is fatal, such as being slashed across the neck, decapitation, or being stabbed through the heart, the Witch cannot be healed. Dead Witches cannot be healed back to life even if the corpse is mostly/totally intact.
- This Sabbath can only be performed when the Altar has reached tier two.
New Sabbath of Healing:
Sabbath of Healing
A sabbath which is simple in nature, allowing a Mother to ease the pain and the wounds of her precious daughters. By conjuring forth cursed ice at the Altar, a Witch Mother may apply it to the wounds of a Frost Witch, healing the damage done; from a mere gash, to replacing entire limbs and ligaments lost.
Mechanics
- In the case of a witch losing an appendage, organ (non-vital), limb, or anything one could not reasonably heal over time, the Sabbath of Healing may be performed by a Mother upon her daughters, or by her daughters to herself.
Healing Time Frames
Ligaments and Lesser Organs - Ligaments such as ears, noses, fingers, and toes may be regenerated by a Mother in the span of at least three well described emotes, the Mother creating the new ligament from cursed ice and replacing the old one. Organs such as eyes or tongues can be regenerated over the course of two OOC days.
Limbs - Limbs such as arms and legs may be regenerated by the mother over the course of an OOC week. Consisting of at least 5 well described, multiline emotes, the Mother creating a new limb over time where the old one once was. Until the limb is completely formed, the Witch will be unable to use that limb, though may disguise it to appear like a sealed wound.
Mother Healing
There may be times when a Mother is in need of healing herself. Thus, with assistance from her daughters, she may restore whatever injuries she has sustained, either by her sacrifice or other means, requiring the same amount of time as it would take to heal a normal Witch. This is often rather difficult for the Mother as they are likely within a great amount of pain.
- The healing Sabbath may only be performed in non-combat by a Mother at an Altar. Alternatively, a Mother may heal herself in a similar manner with the aid of two other Fjarriagua.
- If a wound is fatal, such as being slashed across the neck, decapitation, or being stabbed through the heart, the Witch cannot be healed. Dead Witches cannot be healed back to life even if the corpse is mostly/totally intact.
- Regular Witches cannot perform this Sabbath on their own.
- This Sabbath can only be performed when the Altar has reached tier two.
Purpose:
Spoileras mentioned in the first spoiler, witches currently can not take any combat risks because not only will the witch have to beg for her mother to come heal a simple wound, but be put on a 3 day global ritual cooldown, unable to perform any other ritual. This means that only a single witch may get a moderate injury every 3 days, and any other witch getting injured has to pray.
Sabbath of Resurrection
Old
Mechanics
- The ritual consists of hunting a descendant and returning the corpse back to the Altar (the Witch’s corpse can be utilized as well if present and intact). laying them upon it. Once this is done, the Mother should encase the corpse with a large amount of cursed ice over the span of several well described multi-line emotes. The Mother and Witches must implore the Soul of the Witch to return to the realm, bidding it to the new corpse. This will allow the Witch to break forth from the ice, emerging from the ice in a rather weakened state.
- The ritual must be performed by a Mother, and at minimum three Witches have to be involved in aiding the ritual in providing their power for the Mother to harness throughout the process.
- The female corpse must be fresh and newly hunted, if it has rotted or begun decomposition, the Sabbath will not succeed.
- Upon the Witch’s return, she is unable to cast any Frost Witch Magic for two full OOC days following her revival, save from her common disguises.
- This task remains to be a taxing process on the Mother, thus a Mother can only perform this ritual twice per OOC week. Should there be no alive/active Frost Mothers to perform the Sabbath, ST intervention would be required to restore one of the Mothers. A Mother can only be revived by another Mother.
- The corpse utilized must be a female descendant and must have not been deceased for over twelve OOC hours. After that period, the corpse is unusable in the Sabbath.
- This Sabbath can only be performed once the Altar has reached tier two.
New
Mechanics
- The ritual consists of returning the Witch's corpse back at the altar, laying them upon it. Once this is done, the Mother should encase the corpse with a large amount of cursed ice over the span of several well described multi-line emotes, with a single Witch aiding her. The Mother and the single Witch must implore the Soul of the Witch to return to the realm, bidding it to the new corpse. This will allow the Witch to break forth from the ice, emerging from the ice in a rather weakened state. If the Witch's body cannot be retrieved, the Mother must form a new body out of Cursed Ice with the help of her daughters, draining the Mother from her magic (save disguising) for the rest of the OOC day.
- The ritual must be performed by a Mother and a single Witch.
- The female corpse must be fresh and newly hunted, if it has rotted or begun decomposition, the Sabbath will not succeed.
- Upon the Witch’s return, she is unable to cast any Frost Witch Magic for two full OOC days following her revival, save from her common disguises.
- This task remains to be a taxing process on the Mother, thus a Mother can only perform this ritual twice per OOC week. Should there be no alive/active Frost Mothers to perform the Sabbath, ST intervention would be required to restore one of the Mothers. A Mother can only be revived by another Mother.
- The corpse utilized must be a female descendant and must have not been deceased for over twelve OOC hours. After that period, the corpse is unusable in the Sabbath.
- This Sabbath can only be performed once the Altar has reached tier two.
Purpose:
SpoilerA mother may take up to 3 witches as she teaches them. This is to say a starting/typical coven is 1 mother 3 witches. When one of the 3 witches dies, how do they expect to revive her with 1 mother 2 witches? even then, a new mother forming her own coven should have the chance to maintain her daughters without having to immediately rush to have 3 daughters at once. a
there is no reason to be forced to beg so many people to get on at the same time and murderhobo a female in order to revive a witch. dying is already a complex mechanic, no reason to make it so complex to bring one back as well.Combat changes:
Ice Conjuration & Manipulation
Old:
SpoilerMechanics
- A Fjarriagua can manipulate ice and snow masterfully while in a frozen region during non-combat, and has access to four primary combat spells when in a frozen region. While in a non-frozen region, they must conjure their own ice, and their manipulation of that is limited to tier three in non-combat, and only have access to two combat spell options. A ‘frozen region’ refers to any region which is mechanically identified as a cold biome, such as Snowy Taigas and Ice Plains, or has at least a 50x50 area of snow and/or ice blocks.
- To manipulate pre-existing snow and ice, a Witch must take at least one emote to connect themselves to the frost around them, before they may resume regular emote counts for attacks; for example, to connect to the ice then conjure projectiles would take a total of three emotes. To conjure ice which does not already exist is far more exhausting and requires an extra emote to conjure the ice.
- When manipulating ice in a frozen region, a Witch need not maintain much concentration, able to move and interact as normal. However, if they are stabbed, maimed, or significantly harmed otherwise, their connection will falter and their control will fail. Once the ice has been controlled, it will stay in unless destroyed, melted, or removed through alternative means.
- When conjuring ice in a non-frozen region, the Witch must maintain her concentration much more heavily, requiring that she not take excessive damage while conjuring beyond that of light scrapes and bruises. Excessive movement beyond light jogging pace will also cause the Witch’s connection to falter. Once the ice has been conjured, connection does not need to be maintained, however, they will begin to melt gradually as any ice would.
Frozen Region Spells [Combat]
Ice Projectile - A ten inch icicle that can be conjured in three total emotes from the surrounding snow [1 connect + 2 control]; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed at most, and have the consistency of iron bolts. Could inflict heavy bruising upon armored individuals and pierce unarmored flesh up one and a half inches.
Ice Spikes - Witches may conjure spikes of ice which shoot up from the ground, either vertically or diagonally, in the span of four emotes total [1 connect + 3 control]. These spikes tend to be no longer than 1.5 meters in length, and the spikes can span for up to five meters in front of the Witch, though no more than one meter in width. This can be a quite versatile ability, as it can be used as either a deterring barrier, a direct shield, an attack, or be sent towards foes in a line, the last option able to extend for seven meters.
Ice Dome - A Witch may create a dome of ice around themselves, and perhaps even fellow Witches, in a three-meter radius in the span of four emotes total [1 connect + 3 control] in order to defend them. This dome can take about four or five harsh blunt hits before shattering, sending the Witch into a daze for upwards of two emotes. Depends on tier.
Ice Weapon - A Witch may conjure a crude weapon from ice, appearing much like an icicle or some other ice formation, in the span of two emotes total [1 connect + 1 control], able to extend for up to 1.5 meters in length total. Weapons are crude and have the durability of solid steel.Ensnare - Able to be cast when an individual is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of two emotes assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take three emotes to break free by chipping or melting.
Non-Frozen Region Spells [Combat]
Ice Projectile - A six inch icicle that can be conjured in three emotes [1 connect + 1 conjure ice + 2 control] through the Witch’s own frost; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed and have the durability of compact ice, able to shatter with harsh surface contact. Could inflict light bruising upon armored individuals and pierce unarmored flesh up to half an inch.
Ice Weapon - A Witch may conjure a crude weapon of ice like that of an icicle or other crude formation in the span of three emotes [1 connect + 1 conjure ice + 2 control], able to extend for up to 1 meter in length. These weapons are very crude and have iron durability.Frost Layer - A thin layer of slippery ice which forms at the Witch’s feet and expands in a five meter radius, causing all those besides Frost Witches to have unsteady footing due to its slipperiness. This may be performed in the span of three emotes [1 connect + 1conjure ice at Witch’s feet + 2 spread it outwards]. From this, they may cast ensnare.
Ensnare - A spell only able to be cast by a Witch when upon a layer of frost. She may cause the ice of the layer to surround a single target’s feet in the span of two emotes so long as they are standing directly on top of it. This ice prevents the individual from moving with their feet and they must take two emotes to break free by chipping or melting it away.
- Ice Spikes may never rise from the ground instantly and will only progressively rise over the span of their emote count. Projectiles conjured will never be sharper than an average blade, and do little more than pierce flesh or dent plate. They will shatter more easily if not in an icy region.
- When a Witch is in a naturally icy region, she may maintain a connection to the ice so long as she is not significantly injured (stabbed, maimed, etc.). This means that even after they manipulate ice, their connection remains unless they are exhausted to the point of being unable to manipulate further, shaving off a single emote from the manipulation spell-count. When in a non-icy region, the Witch must take a full emote to conjure the ice then manipulate it, regardless of what ice may have been conjured or manipulated prior.
- Ice Manipulated or Conjured cannot be instantaneous unless in non-combat, and even then it will likely take several emotes depending on the amount of ice and the distance from the Witch conjured/manipulated. If attempting to conjure in a dry or hot environment, the amount of time it takes to conjure forth ice is increased based upon tier.
- Combat Ice Manipulation spells only include Ice Projectile, Ice Spikes, Ice Shield, and Ice Weapon. Other combat ice manipulation/conjuration spells must be made as an addition explicitly explaining their mechanics. Non-Combat is limited by tier.
- Ice can only be conjured/manipulated when the Witch is in her Banshee Form.
- Cannot manipulate voidally conjured ice.
- Can only manipulate ice in one way at once, which means that one could not cast two ice manipulation spells simultaneously. No creating ice projectiles while also creating a shield at the same time.
New:
SpoilerMechanics
- A Fjarriagua can manipulate ice and snow masterfully, and has access to five primary combat spells. While there is no ice present, they must conjure their own ice.
- To manipulate pre-existing snow and ice, a Witch must take at least one emote to connect themselves to the frost around them, before they may resume regular emote counts for attacks; for example, to connect to the ice then conjure projectiles would take a total of three emotes. Yet if she is already connected, she only needs 2 instead. To conjure ice which does not already exist is far more exhausting and requires an extra emote to conjure the ice.
- When manipulating ice, a Witch need not maintain much concentration, able to move and interact as normal. However, if they are stabbed, maimed, or significantly harmed otherwise, their connection will falter and their control will fail. Once the ice has been controlled, it will stay in unless destroyed, melted, or removed through alternative means.
Frozen Region Spells [Combat]
Ice Projectile - A ten inch icicle that can be conjured in three total emotes from the surrounding snow [1 connect + 2 control]; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed at most, and have the consistency of iron bolts. Could inflict heavy bruising upon armored individuals and pierce unarmored flesh as a typical arrow would. Group Casting: An aiding witch may add on to the size of the projectile(s), by contributing with up to her own maximum conjured projectile size based on her tier each.
Ice Spikes - Witches may conjure spikes of ice which shoot up from the ground, either vertically or diagonally, in the span of four emotes total [1 connect + 3 control]. These spikes tend to be no longer than 1.5 meters in length, and the spikes can span for up to five meters in front of the Witch, though no more than one meter in width. This can be a quite versatile ability, as it can be used as either a deterring barrier, a direct shield, an attack, or be sent towards foes in a line, the last option able to extend for seven meters. Group Casting: An aiding witch may contribute to the size of the spikes, allowing them to grow an extra 1.5 meters in length over its course each.
Ice Dome - A Witch may create a dome of ice around themselves, and perhaps even fellow Witches, in a three-meter radius in the span of four emotes total [1 connect + 3 control] in order to defend them. This dome can take about four or five harsh blunt hits before shattering, sending the Witch into a daze for upwards of two emotes. Depends on tier.
Ice Weapon - A Witch may conjure a crude weapon from ice, appearing much like an icicle or some other ice formation, in the span of two emotes total [1 connect + 1 control], able to extend for up to 1.5 meters in length total. Weapons are crude and have the durability of solid steel.
Frost Layer - A thin layer of slippery ice which forms at the Witch’s feet and expands in a five meter radius, causing all those besides Frost Witches to have unsteady footing due to its slipperiness. This may be performed in the span of three emotes [1 connect + 1 conjure ice at Witch’s feet + 2 spread it outwards]. From this, they may cast ensnare. Group Casting: An aiding witch may increase the reach of the ice by an extra 5 meters each.
Ensnare - Able to be cast when an individual is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of two emotes assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take three emotes to break free by chipping or melting.
- Ice Spikes may never rise from the ground instantly and will only progressively rise over the span of their emote count. Projectiles conjured will never be sharper than an average blade, and act like a typical arrow would, with the consistency of an iron bolt.
- A Witch may maintain a connection to the ice so long as she is not significantly injured (stabbed, maimed, etc.). This means that even after they manipulate ice, their connection remains unless they are exhausted to the point of being unable to manipulate further, shaving off a single emote from the manipulation spell-count. When there is no ice present, a witch may spend a whole emote conjuring it.
- Ice Manipulated or Conjured cannot be instantaneous unless in non-combat, and even then it will likely take several emotes depending on the amount of ice and the distance from the Witch conjured/manipulated. If attempting to conjure in a dry or hot environment, the amount of time it takes to conjure forth ice is increased based upon tier.
- Combat Ice Manipulation spells only include Ice Projectile, Ice Spikes, Ice Shield, and Ice Weapon. Other combat ice manipulation/conjuration spells must be made as an addition explicitly explaining their mechanics. Non-Combat is limited by tier.
- Ice can only be conjured/manipulated when the Witch is in her Banshee Form.
- Cannot manipulate voidally conjured ice.
- Can only manipulate ice in one way at once, which means that one could not cast two ice manipulation spells simultaneously. No creating ice projectiles while also creating a shield at the same time.
Purpose:SpoilerFrozen region mechanic is awful. Having to rely on vanilla minecraft biomes for your CA is an awful idea. The abilities themselves are redundant as well, as everyone carries weapon on them, and a bow/crossbow outperform Ice Projectile without risking exposing a fwitch. These spells only become much worse and unusable outside of a frozen region.
Group casting, while is something very encouraged within the lore, has 0 mentions of it or even support when it comes to doing it.
Curse Changes:
Frost Cursing
Old:
SpoilerMechanics
- A Frost Witch may placed a curse upon a descendant in the form of a chunk of ice embedded within their flesh over the course of three emotes with direct touch upon the skin.
Applicable Curses
Curse of Shuddering - This curse will cause the individual to tremble as if they were intensely cold, their teeth chattering rather uncontrollably, making conversation and eating relatively difficult over its duration, though never impossible. It’s symbol is a thin swirl upon the skin around the ice chunk which lies in the center.
Curse of Tenderness - This curse will cause the flesh in the area applied to become rather tender as if only mildly frostbitten and cause the area to feel ‘pins and needles’, making any pain within the region twice as agonizing, often making this the most difficult curse to remove by means of cutting it out due to the pain. It’s symbol is a jagged snowflake depicted around the ice chunk.
Curse of Gelid Breath - This curse will cause the individual’s breathing to consist of very brisk and dry air, as well as making their breath like that of a gentle mist, causing great pain within the throat and lungs, making breathing difficult and uncomfortable, though not fatal. Its symbol is a face blowing a cloud of wind around the ice chunk.
Curse of Rabidity - This curse will cause the individual to experience an intense hunger for meat and flesh, more often than not raw. The more they consume, the more ravenous they become, though the effect still will fade in strength over its duration, the hunger unable to be satiated until the curse is removed or runs its course. Its symbol is a drop of ‘blood’ formed in frostbitten skin around the chunk of ice.
Curse of Ice-Grip - This curse will cause the grip of the individual’s fingertips and hands to become like that of slippery ice, making the ability for one to grip or hold things slightly compromised as their grasp is much weaker. Of course, they might still be able to pick things up, though it would make wielding something as a sword more difficult. Its symbol is a hand at which the ice chunk rests in the center of its palm.
Curse of Bleak Sight - The curse will cause the individual’s perception of color to fade slightly, colors becoming dull and bleak much like a cloudy winter day. This of course will never make the victim blind and they will be able to perceive shape and depth as normal, simply seeing colors as more faded and grey. Its symbol is an eye at which the ice chunk rests in the pupil.
- The chunk of ice will remain for up to three OOC days, unless removed otherwise, the effects of the curse alleviated once it has completely run its course and melted.
- The curse can only be removed by cutting it out painfully with a knife, leaving a noticeable mark in the skin which would heal regularly over the course of an OOC day. Alternatively, the magic of a tier three holy mage can melt the ice and alleviate the curse.
- Curses can only be distributed by means of direct touch to flesh.
- The effects of these curses are never fatal or detrimental to basic functions, only making the performance of such rather uncomfortable and difficult, requiring extra effort.
-A person can only be cursed with ONE curse at any given time. If the victim is in the middle of being cursed, but is already under the influence of a curse, the witch's third emote will instead fail and give her a telling mental note that this mortal is already marked with a live curse.
New:
SpoilerMechanics
- A Frost Witch, disguised or not, may placed a curse upon a descendant in the form of a chunk of ice embedded within their flesh over the course of three emotes with direct touch upon the skin.
Applicable Curses
Curse of Shuddering - This curse will cause the individual to tremble as if they were intensely cold, their teeth chattering rather uncontrollably, making conversation and eating relatively difficult over its duration, though never impossible. It’s symbol is a thin swirl upon the skin around the ice chunk which lies in the center.
Curse of Tenderness - This curse will cause the flesh in the area applied to become rather tender as if only mildly frostbitten and cause the area to feel ‘pins and needles’, making any pain within the region twice as agonizing, often making this the most difficult curse to remove by means of cutting it out due to the pain. It’s symbol is a jagged snowflake depicted around the ice chunk.
Curse of Gelid Breath - This curse will cause the individual’s breathing to consist of very brisk and dry air, as well as making their breath like that of a gentle mist, causing great pain within the throat and lungs, making breathing difficult and uncomfortable, though not fatal. Its symbol is a face blowing a cloud of wind around the ice chunk.
Curse of Rabidity - This curse will cause the individual to experience an intense hunger for meat and flesh, more often than not raw. The more they consume, the more ravenous they become, though the effect still will fade in strength over its duration, the hunger unable to be satiated until the curse is removed or runs its course. Its symbol is a drop of ‘blood’ formed in frostbitten skin around the chunk of ice.
Curse of Ice-Grip - This curse will cause the grip of the individual’s fingertips and hands to become like that of slippery ice, making the ability for one to grip or hold things slightly compromised as their grasp is much weaker. Of course, they might still be able to pick things up, though it would make wielding something as a sword more difficult. Its symbol is a hand at which the ice chunk rests in the center of its palm.
Curse of Bleak Sight - The curse will cause the individual’s perception of color to fade slightly, colors becoming dull and bleak much like a cloudy winter day. This of course will never make the victim blind and they will be able to perceive shape and depth as normal, simply seeing colors as more faded and grey. Its symbol is an eye at which the ice chunk rests in the pupil.
- A witch is capable of casting this spell within disguise, yet will need to maintain physical contact with their skin during that time.
- The chunk of ice will remain for up to three OOC days, unless removed otherwise, or consented by the player to last longer. The effects of the curse alleviated once it has completely run its course and melted.
- The curse can only be removed by cutting it out painfully with a knife, leaving a noticeable mark in the skin which would heal regularly over the course of an OOC day. Alternatively, the magic of a tier three holy mage can melt the ice and alleviate the curse.
- Curses can only be distributed by means of direct touch to flesh.
- The effects of these curses are never fatal or detrimental to basic functions, only making the performance of such rather uncomfortable and difficult, requiring extra effort.
-A person can only be cursed with ONE curse at any given time. If the victim is in the middle of being cursed, but is already under the influence of a curse, the witch's third emote will instead fail and give her a telling mental note that this mortal is already marked with a live curse.
Purpose:
SpoilerOther than the bandaid fix given to the combat spells which honestly is still not enough to salvage it, witches are now allowed to be more sly in their way of cursing people, no longer needing to fully expose themselves for absolutely no reason, whether they are aiming to weaken their prey as they work on luring them out, or for any other reason.
Curses may now last longer is the target OOC consents to such, allowing better good faith narrative to be created with the victim & witch if they so desire.
Frost Coagulation
Old:
SpoilerMechanics
- Over the course of two emotes out of combat, or three emotes in, the Witch may conjure ice over a wound to clog it and prevent it from bleeding. This will last for thirty OOC minutes or seven emotes, whichever comes first.
- Wounds greater than two inches long or deeper than one inch cannot be coagulated. Additionally, the wounds are not healed, only blocked from bleeding. To be truly healed, the Witch must rest at an Altar or must be healed by a Mother, or perform a healing sabbath.
- The snow can be removed quite easily and is not an instant fix. Excessive movement may cause it to fall out or melt much similarly to a bandage or scab.
New:
SpoilerMechanics
- Over the course of two emotes out of combat, or three emotes in, the Witch may conjure ice over a wound to clog it and prevent it from bleeding. This will last for thirty OOC minutes or seven emotes, whichever comes first.
- The wounds are not healed, only blocked from bleeding. To be truly healed, the Witch must rest at an Altar or must be healed by a Mother, or perform a healing sabbath.
- The snow can be removed quite easily and is not an instant fix. Excessive movement may cause it to fall out or melt much similarly to a bandage or scab.
Motherhood
General Redlines
Old:
Spoiler- Mothers will always act in the best interest of the Coven, even if this action has them go out of their way or is not beneficial. They are selfless when it comes to other Fjarriagua, and ruthless against descendants who seek to harm their daughters or other Witches. A Mother would never kill a Witch unless it is absolutely necessary, and will, more often than not, punish her in some way, such as through the Sabbath of Locking. They would always be ready to bring a Witch back into the fold if true repentance is shown.
- Witch Mothers are incredibly weak physically, and would rather stay inside their Coven in order to support her daughters, relying on Coven members to bring her food and materials for her Sabbaths. In the event a Mother leaves the Coven, she will almost never go alone, and will often accompany herself with at least one of her daughters to ensure her safety.
- Motherhood is to be roleplayed as a great sacrifice taken by the Witch for the betterment of the Fjarriagua as a whole. It is not an ‘endgame’ for Witches, and is rather humbling as opposed to exalting, the Witch seeing themselves as called to take on a great sacrifice for their race.
- Mothers face less exhaustion from using Ice Conjuration and Manipulation than regular Witches, though overuse will still obviously yield exhaustion, which can be far more detrimental to the Mother due to her frailer form. When in a frozen environment, they are a force to be reckoned with, though obviously not omnipotent, still facing severe exhaustion drawbacks from overuse. When in a non-frozen region, she will have a harder time casting and be significantly weaker in terms of her ability to conjure new ice. Abusing this is powergaming and eventual fatigue must be emoted.
- Mothers must be active within their Coven unless a proper hiatus is addressed to the Witches of the Coven and the ST. While a particular day limit is not set, if a Mother continuously fails to be active, the Witches of that Coven may speak with the ST regarding the replacement of a new Mother, resulting in the former Mother losing their Motherhood and a new Mother being made from one of the Coven’s Witches. One cannot do something such as logging on once every couple weeks and be considered active, but significant progress and interaction of a Mother with her Coven must be evident.
- Witch Motherhood takes up [5] magic slots.
New:
Spoiler- Mothers will always act in the best interest of the Coven, even if this action has them go out of their way or is not beneficial. They are selfless when it comes to other Fjarriagua, and ruthless against descendants who seek to harm their daughters or other Witches. A Mother would never kill a Witch unless it is absolutely necessary, and will, more often than not, punish her in some way, such as through the Sabbath of Locking. They would always be ready to bring a Witch back into the fold if true repentance is shown.
- Motherhood is to be roleplayed as a great sacrifice taken by the Witch for the betterment of the Fjarriagua as a whole. It is not an ‘endgame’ for Witches, and is rather humbling as opposed to exalting, the Witch seeing themselves as called to take on a great sacrifice for their race.
- Mothers face less exhaustion from using Ice Conjuration and Manipulation than regular Witches, though overuse will still obviously yield exhaustion, which can be far more detrimental to the Mother due to her frailer form. They are a force to be reckoned with, though obviously not omnipotent, still facing severe exhaustion drawbacks from overuse.
- Mothers must be active within their Coven unless a proper hiatus is addressed to the Witches of the Coven and the ST. While a particular day limit is not set, if a Mother continuously fails to be active, the Witches of that Coven may speak with the ST regarding the replacement of a new Mother, resulting in the former Mother losing their Motherhood and a new Mother being made from one of the Coven’s Witches. One cannot do something such as logging on once every couple weeks and be considered active, but significant progress and interaction of a Mother with her Coven must be evident.
- Witch Motherhood takes up [5] magic slots.
Physical Characteristics:
Old:
SpoilerMechanics
- Frost Mothers appear incredibly haggish and grotesque, often hunchbacked or thin and boney, numerous ‘wrinkles’ upon their ice-flesh. Their teeth are often far more jagged than that of a regular Fjarriagua. They still hold descendant-esq forms, though are still grossly attractive and lack any semblance of physical beauty.
- A Frost Mother is incredibly fragile and frail, their entire form being completely composed of ice, as well as taking on its brittle properties. A Witch Mother may be cracked and fractured with relative ease, hard enough blunt force able to completely shatter her to pieces. They may even be melted to a puddle with extended direct exposure to heat or flame, like that of regular iceHer physical strength is like that of a sedentary old descendant, often requiring the Mother to be accompanied by other Witches when she goes out, if ever.
- The eyes of a Frost Mother and the temperature of her skin are unable to be disguised at this point (only the glow that she emits in her Banshee form). Moreover, with each new Witch cursed, the Mother must emote the effects of the aging-like process that takes place.
- A Frost Mother’s heart rate is slow to the point of being undetectable, and their blood is incredibly sluggish if not completely frozen, unable to bleed from cuts and the likes. Her body temperature is well below freezing, her flesh feeling like ice upon direct touch. This means that a Mother may perform light, flavorful cantrips such as forming a thin layer of frost over an object they touch, or causing one to feel a cold numbness upon direct contact. This is not Frost Touch.
- Mothers retain the brittle properties of their form, though to kill a Mother the process is deliberate and they will not die from common wounds nor from bleeding out. Examples of killing a Mother would include sufficient blunt damage to shatter the Mother, setting her on fire, decapitating her, or removing her frozen heart.
-Frost Mothers cannot wear full-plate armor as their physique is as impaired as a Voidal Mage, and may only use light gambeson or half-plate.
New:
SpoilerMechanics
- Frost Mothers appear incredibly haggish and grotesque, often hunchbacked or thin and boney, numerous ‘wrinkles’ upon their ice-flesh. Their teeth are often far more jagged than that of a regular Fjarriagua. They still hold descendant-esq forms, though are still grossly attractive and lack any semblance of physical beauty.
- The eyes of a Frost Mother are unable to be disguised at this point (only the glow that she emits in her Banshee form). Moreover, with each new Witch cursed, the Mother must emote the effects of the aging-like process that takes place.
- A Frost Mother’s heart rate is slow to the point of being undetectable, and their blood is incredibly sluggish if not completely frozen, unable to bleed from cuts and the likes. Her body temperature is well below freezing, her flesh feeling like ice upon direct touch. This means that a Mother may perform light, flavorful cantrips such as forming a thin layer of frost over an object they touch, or causing one to feel a cold numbness upon direct contact. This is not Frost Touch.
- Mothers retain the icy properties of their form, though to kill a Mother the process is deliberate and they will not die from common wounds nor from bleeding out. Examples of killing a Mother would include sufficient blunt damage to shatter the Mother, setting her on fire, decapitating her, or removing her frozen heart.
Purpose:
Spoiler5 slot magic CA. destroys the character, forces the player to be sedentary, stick beside an altar and do **** all for RP outside the altar room. Guardians of the coven, but can't fight, super frail, gets detected by anything and anyone yet HAS to be active based on a redline. Active doing what?
They should be allowed to enjoy RPing their persona and not be metagamed everywhere they go by a *brushes against shoulder person.
thank you for reading this is just a bandaid fix until rewrite is out
33
[✗] Fjarriagua [Rewrite]
in Denied Lore
Posted
Far within the North laid a tablet, one halfway dug into the blanket of snow covering the barren land throughout, one that tripped the poor, fleeing maiden, causing her to fall flat onto the ground.
Freya, was her name. Curious she was, as she pushed herself up. Approaching the peculiar carved stone on the ground. As she reached over to grasp it, the creation’s carvings began to glow in a deep, azure hue from within, sending an energy forth throughout her body, rendering her unconscious.
Whispers, she heard, of many combinations. A soft voice, a lighter yet easy one, and a harsh and deeper one, unable to make out most of what it is they were speaking of.
“Eira, Eira…”
Her eyes shot open, struggling to push herself off the ground that she fell on, peering over her shoulder - where the tablet was. To her surprise, nothing remained of it, as new flakes of snow gradually began to cover the hole that it left behind.
A tribe existed, far within the edge of their continent, where almost no plant life could survive. One so barren, that even animals were scarce. Yet that did not stop the inhabitants of this harsh place.
To Freya, that was all she knew. To her, that was home.
Upon her return to her tribe, she noticed her fingertips, and veins, both shifted into a blue-ish hue, as faint cracks similar to cracks on glass littered her skin. Oddly enough, she felt no pain. Rather, her layers upon layers of fur to keep her warm bothered her, remaining in nothing but a simple outfit that one would wear in more temperate areas.
Curious the people were, seeing someone in such a frostbitten state - they assumed - pace around unbothered.
For a while, they believed her to be ill, until their curiosity was only fueled further; out of seemingly nowhere, more of their kin shifted to that unnatural, frostbitten appearance. Reports of people surviving the harshest of hypothermia and frostbite stages, with the mere touch of Freya’s hand, at the cost of their shifted appearance. Dispelling snow storms as they went on, saving their people out in hunts and resource-gathering.
To them, such a magic was believed to be holy. To control the very ice that surrounded and made up most of their environment, to bless warriors with the ability to grow resistant to the cold, and much more
They set forth, to learn more about these strange tablets. Propping up totems within the highest peaks of the mountains surrounding their village, inscribing runes and sigils upon their structures, worshipping whatever it was that laid beyond, offering them their aid.
Yet, that tribe is not the only one to have existed. Rivalries tore these tribes apart, from petty squabbles regarding territory, to burning all that is they have worked so hard on, cannibalizing their people out of sheer starvation.
A fate that Freya, unfortunately, had to share as well.
The armies of their rivals marched forth, as screams of battle rang throughout the barren land, announcing their advance upon the poor, unprepared people.
She watched, as all she knew was violently torn away from her. Burnt, away from her. Home, friends, family. Every single thing, taken away from her.
“Eira, Eira…”
Burdened by a mixture of grief, sadness, and sheer anger, the maiden dropped to her knees, surrounded by flames, and people with one one purpose - to kill.
What were once whimpers, grew into cries. Cries, into an ear-deafening shriek, as her body began to grow stiff, crystals of ice forming in a thin layer throughout her skin, her flesh freezing within. An excruciating pain, that only added to her poor screams- ones that only grew louder, as her maw opened further, revealing rows and rows of sharp, monstrous teeth.
A once innocent heart, turned frozen.
Screams echoed out with her own, as the very earth that surrounded them quaked, the winds grew violent, as the flames that engulfed the nearby buildings sizzled, and snuffed out.
A shriek so loud, that all those around, friend or foe, began to bleed from their very eardrums. Deafened, and pushed around by the harsh, and blinding winds. The remains of their structures, and objects alike swirling around at a great pace, smashing into the unfortunate souls who stood in their way.
A terrible fate that befell all those around. The rivals, and her own people alike. Not even a fleeing mother with her children could escape these harsh winds and this deafening scream that they laid witness to. In mere moments, they all fell.
Silent. As the frozen wasteland that they lived on.
“Eira.”
And there, she was born. The very first creature of Frost. A haggard creature, consumed with unimaginable grief, sadness and anger, over both witness and participation of the murder of both sides of the battle. A creature, that grew to detest all Descendant life, due to their horrible nature.
No one knows where those weird tablets and inscriptions originated from, these magical objects seemingly disappearing into thin air upon interaction with the poor soul that came across them, plaguing them with visions, ones capable of taking a great toll upon their minds, should they not be careful.
“Come, sit ‘round. Scratch flint to tinder, kindle hopeful flames. Listen well, though, through breaking wind and shrieking hunger. Learn to fear the Winter’s appetite.” -Sif, the Liar.
-
Together, they worshipped. Offering sacrifices to the entity beyond, propping up totems, sigils and runes throughout their village to appease it. Only those who worked hardest, were chosen.
Visions offered to Freya, she sought to seek those ready. A gift- pact, rather, of undying loyalty to their worship. And with the mere touch of her finger upon their nape, the Mark began to course through their veins, leaving but a bruise-like formation behind. Marking their very first step of apprenticeship.
Immediately they began to feel the effects of the Mark, a portion of their soul rendered frozen,
shifting their body. Eyes turned into an icy blue, their very fingertips turned blue, almost frostbitten-like as their slow-moving blood coursed within.
It takes the Mark time to progress through the entirety of the physical changes, spanning over a Saint’s week in total to finalize the grasp the curse has upon their body. Once the curse has completed its course, they begin to strive for warmth, a warmth that may only be acquired through the consumption of raw flesh or meat, or by sapping the warmth present within a Descendant through physical touch.
-The Jøkul are considered a Feat. While not undead, rather retaining their mortality, they are to be considered a dark being for the sake of interaction with holy magics & other forms of lore.
-The Jøkul grow a dislike to any forms of food that are not meat or flesh, often preferring them raw than not.
-A gnawing hunger overtakes them, one striving for Warmth. Through either stealing it from Descendants, or other means, they may only temporarily satiate it, although their depthless hunger for it may never be fully quelled, only worsening the longer they go without it.
-Their frostbitten fingers will always be present, as well as their blue eyes. Although their body will begin to look exceedingly frostbitten should they pass [2] weeks without performing anything to harbor Warmth.
-They gain immunity to the cold, and therefore are capable of comfortably holding and wearing Cursed Ice, as well as Rokodra.
-No changes are made to their physical strength upon gaining the FA. Although, their slow-coursing blood similar to a slowly melting ice allows them to have an easier time than the typical Descendant when it comes to bleeding out. (1/3rd of the pace of a typical bleeding out Descendant). Their heartbeat rendered slightly slower, although not to a noticeable degree, requiring them to breathe about 1/3rd of the pace of a normal Descendant to match the slow-coursing blood.
-Jøkul require a soul, as well as being a Descendant.
-Alchemy affects them normally.
-This FA is compatible with Corcitura. Were they to be stripped of their powers through the Ritual of Exile, their Corcitura curse will remain.
-Incompatible with Heraldry or any other FAs of the likes.
-Having a portion of their soul frozen, the Jøkul age slower than the typical Descendant, living twice longer than their race.
Plagued by the visions of the North, they have but one goal; to serve their faith. To serve their kin. While they retain their mortality, having a partially-frozen soul, their emotions too, have grown colder.
The descent into the icy embrace of the Entity ravages not just the body but also the mind. Madness encroaches the boundaries of the Jøkul's psyche.
As they progress through the curse, they can feel their mental health slowly deteriorate, being more prone to depression, loneliness, or even going as far as to purposely isolate themselves from those they used to hold dear, in favor of those who share their cold blood. Their mental health only continues to grow worse in the case of having no Warmth to fuel them, gradually obsessing over it as their ravenous hunger for that Warmth worsens, making them yearn to regain it through external means.
-Jøkul’s mental health may be quelled for the most part by keeping themselves Warm. In the case of neglect, their gnawing craving for the Warmth gradually increases, slowly spiraling into insanity until satiated.
-They are prone to visions, especially those given directly by their respective Fjarriagua who they pacted with.
-Their mental effects reach their peak after possessing the Mark for [1] OOC week, when the Jøkul are incapable of reverting their FA, lest they become exiled.
Cursed by Frost, these servant-mortals are partially gifted with the very essence of the north.
To serve their kin, offering themselves as their shield and sword, they shall never be in a place of unpreparedness.
Red Lines:
-They may only cast thrice per encounter. Overuse fractures their mortal shell, visible as faint, glass-like cracks creeping across their body. Continued overexertion sees this damage escalate rapidly, leading to the loss of fingers, then arms, and eventually causing themselves to break down, requiring manual healing through the Ritual of Reconstruction.
Ice Manipulation - [Non-Combat]
Becoming one with the Cold, the Jokul find themselves capable of conjuring, or even bending the ice available around them, although to a very simplistic degree. Unable to benefit from such in combat.
Red Lines:
-They may bend or conjure ice around them out of combat in a freeform manner, although they are unable to intricately detail what it is they manipulate. This means that their creations may be rough in shape, and simplistic in nature. Unable to conjure or manipulate more than what may be worn on one's person at a time.
-This ability is merely for flavor, incapable of being used in combat.
Cold Touch - [Non-Combat] [2-5]
By maintaining physical contact with a Descendant, or living and organic sentient being (Homunculus, Musin, Kha, etc.), over the course of [2] full emotes, the Jøkul may steal a portion of their Warmth to themselves, leaving the Descendant feeling chilly for the rest of the OOC day, and satiating the Jøkul.
Although, as addictive as Warmth is to them, they may find themselves extending the amount of time that they remain in physical touch with the draining Descendant, further sapping the poor victim's warmth. At [3] emotes, the victim's extremities begin to ache, grown slow and frostbitten, hands and arms covered in bruise-like marks. On the [4]th emote, their body grows cold and hypothermic, frostbitten overall as they are made weak. Finally, on the [5]th emote, they are turned unconscious, their body severely frostbitten and hypothermic, most of their appendages struck by necrosis, requiring proper care to be given to the victim lest they risk death.
Red Lines:
-This may only be cast outside of combat. Such as to a captured person, or to a consenting victim.
-Breaking physical touch will interrupt the spell, requiring them to start over from the ground up.
-Should combat be initiated while the ability is undergoing, then their concentration will break, resulting in the ability being interrupted.
-Cold Touch may only be performed on playable personas of organic matter. This means that Homunculi can be affected by it, although Machine Spirits may not be affected by it.
-This ability may not be used on one of their own people (Jøkul, Fjarriagua, Vaettr) for they lack the innate Warmth to be sapped.
-Upon full completion of this spell at [5] emotes, the victim is rendered unconscious, requiring external medical care. Should there not be any, they will be struck by death.
Call of Frost - [Combat] [1]
In the span of [1] emote, they may conjure a weapon of their choice, of lesser Cursed Ice, no bigger than the size of a spear or warhammer. This weapon, although not as durable as the typical Cursed Ice, is capable of inflicting its effects upon their victims for however long its brittle form lasts.
Red Lines:
-The lesser Cursed Ice weapon is as durable as the typical Frost Salt weapon.
-Call of Frost sacrifices a major action, disallowing the Jøkul to strike with it the same turn that they summon the tool.
-Creativity with its summoning aesthetics is allowed so long as it is purely for aesthetics and no combat benefits. This means, they are capable of pulling a cursed ice weapon out of their chest, or shaping ice in the form of a weapon and cursing it.
--Arrows may be created, although each one will have to be conjured separately, sacrificing a major action as well. The creation of Arrows, Bolts and other small munitions are summoned in a bundle of [3].
-The lesser Cursed Ice is not capable of lasting too long, melting outside of combat. In the case of being in a frozen area, it would simply shatter, its curse dissipating.
-Should the weapon come into contact with magical fire, such as dragonsflame or voidal flame, the weapon will immediately be destroyed.
Frost Mending - [Combat/Non-Combat] [2]
Being no strangers to combat, the Jøkul will regularly find themselves in situations requiring medical assistance. By conjuring specs of ice, hoarfrost, and snowflakes in the span of [2] they may stack them on a wound, in order to temporarily cut off blood loss, until they get adequate help to heal themselves.
Though, the spell itself does not last long, rather remaining for a total of [30] OOC minutes before dissipating, or until the end of combat if used combatively, and rather more of a temporary band-aid fix.
Red Lines:
-Unlike typical restoration methods, this is considered more of a band-aid, not repairing tissue.
-Lasts [30] OOC minutes out of combat. Or until the end of combat if in combat.
-Cannot be used to bandaid fix a deathly wound, such as the loss of half of one's neck.
-Cannot move or do any actions while healing. Full focus is required, making them vulnerable for [2] emotes.
-Anything more than light contact (such as an attack) on the mended area will easily shatter it.
Disperse - [Combat/Non-Combat] [3]
By rapidly dispersing all Warmth they contained within their vessel - through their frosty bodies - the Jøkul may create a mist surrounding them by all directions, up to the size of a 3x3 area. Should any other Jøkul aid by using up their own Warmth as well, increasing the mist by a further [3] blocks, at the cost of revealing their frostbitten form.
The mist, after the the end of its cast, will last for a total of [5] emotes, where those who enter are unable to see further than an arm’s reach, and those outside struggling to even see the faintest of shifts in color.
Red Lines:
-Using Disperse will cause the Jøkul’s to look fully frostbitten in form, fully expending their Warmth.
-All those not of their kin are unable to see further than an arm’s reach within the mist, and almost unable to see anything from outside, besides the faintest shifts in blobs of colors from time to time.
-Fjarriagua, Jøkul and Vaettr are unaffected by the icy mist.
Beings of cold, they are naturally much more susceptible to flames than the mundane Descendant. Deific magics - due to their tainted soul - too, affect them.
Aurum, while not specifically harmful to physically, causes a mental pain like no other; upon being deeply stuck by Aurum, their Warmth begins to leak out, bringing out their horrifying, frostbitten nature, their anger and insanity worsened.
Should the Jøkul die, their soul is sent towards their altar, weeping in anguish as only their kin could hear those cries, tormenting them, as the altar will slowly rebuild their body over the course of an OOC day, allowing them to return to the realm, unable to use any of their magic for the course of [2] OOC days.
-While not necessarily undead, rather retaining their mortality, they are to be considered a dark being for the sake of interaction with holy magics & other forms of lore.
-They are more susceptible to fire, although they melt instead of burn.
-Stabs caused by Aurum drain their Warmth, bringing out their horrifying physical nature, causing temporary emotional instability throughout the combat.
“So hold close your coats, and be wary of who you can trust. Winter witches walk light as morning frost, and strike from within or without. Strain your eyes against sunless winters, gripping torches kissed with Prometheus' blessing. Walk with me into Thule, and if you are lucky... flee back out.” -Pytheas
-
For long has Freya sought to preach the entity watching over the North, converting the majority of her village, and growing its worship. What was once believed to be a mere fallacy, became the norm, as all hunters no longer worried over the cold.
But this was not enough, as rival tensions grew, threatening the very safety of their people, who lacked the resources to defend them within the barren land that they built their foundations on.
But Freya knew. Their weapon, their line of defense, has always been the entity. It was their lifeline.
And so, as a terrible snowstorm befell them, she had no choice but to tread forth, as there was no time to lose. She struggled against nature itself, violent winds blowing that almost knocked her off her feet, yet she persisted, carrying a juvenile goat with herself, on her way to the altar - one built atop the highest peak of the surrounding mountains of her village.
Standing before it, the maiden lowered that goat to the ground, one that was barely moving, having succumbed to hypothermia. Its fate, soon sealed, as the very roots of that altar wrapped around it, consuming the creature in its whole.
Freya fell to her knees, desperate, begging for any form of help. Anything, she was ready to offer, in order to protect her own - to protect its followers.
The voices grew loud within her head, a series of incomprehensible mixture of words and whispers, words that she struggled to understand- but a voice stood above all others, whispery, yet clear as the day.
“Eira… Come home.”
Confused, she was, but she knew; the woman slowly pushed herself off the ground that she knelt on, reaching over to press her palm against the icy, jagged structure. In an instant, her hand was fastened to that unholy altar, akin to a tongue fastened to a frozen pole, incapable of separating herself from it. A great, painful cold coursed through her, so cold that her screams could be heard from a great distance away. Her eyes began to glow a deep, azure hue. Her soul and body alike froze from where she stood.
These feminine figures, forever scarred by the Entity's arctic touch, linger between the realms of the living and the spectral. Their bodies frozen to the bone, holding them in a perpetual state of ageless existence. Their skin turned cold as a corpse itself.
Their visage, once possibly comforting, now presents an eerie façade. Their hair turned white - sometimes even harboring shades of blue and/or grey - and their body looking increasingly frostbitten. Frozen. Whatever was left of their beauty now torn from them, leaving but a haunting spectacle rather than human warmth. Warmth that they may never again attain, as their body has grown too cold to harbor such a thing anymore. Unable to quell their horrendous physical traits through sapping one's Warmth. Although, the sheer addictiveness of raw flesh remains. A compulsion that will always remain within their very mind.
-Fjarriagua are incapable of stealing one’s Warmth, unlike their lesser counterparts, for their body and soul are both too cold to harbor it. Requiring them to rely on their disguises in order to hide their cold.
-While they reside between life and death, neither dead nor alive, they may not partake in romance, nor may they FTB.
-Fjarriagua no longer age, now being considered immortal.
-Fjarriagua's hair turns white, sometimes even inhibiting shades of blue and/or grey. Their body looks extremely frostbitten and even frozen, and their blood becomes slushy & slow in consistency, making it harder for them to bleed out. In their undisguised form, their skin cracks when struck.
-Becoming Fjarriagua consumes all the way up to [4] magic slots at Tier 4, although starting off at [3] throughout the first tiers.
-Due to their body being frozen, their nerves too are frozen. This means that they do not feel pain from normal means, as well as their sense of touch being slightly numbed. Rather requiring to be struck by flames, deific magics, or the mental pain caused by Aurum in order to feel any semblance of pain.
-Their body bleeds out much slower than the typical Descendant, due to their slow-coursing blood. Taking them about 1/4th of the pace to fully bleed out. This also means that their heartbeat is much slower, and their pulse weaker.
-They do not need to breathe, although they may optionally choose to do so to present normal.
-Incompatible with any deific magics and voidal magics, and incompatible with naztherak as well. Should a persona ascend to Fjarriagua, they will have to relinquish any form of voidal magic they previously had.
-While incompatible with naztherak, they may still soul pacts to red princes.
-A Fjarriagua may not be a Corcitura. Ascending into Fjarriagua would mean cleansing their vampirism. This would also clear them of their Jokul FA.
The Fjarriagua endure a torment of the psyche as severe as their physical transformation. The Entity's omnipresent voice echoes incessantly in their minds, its commands as clear and piercing as icicles. As they are inundated with harrowing visions during their communion with the unholy altar, a deep-rooted loathing for all Descendants takes root in their hearts, seeping into their very being like the creeping cold.
Such is the price of their devotion that their minds, caught in this unending frostbite, are perpetually on the edge, teetering towards depression, emotional instability, and even schizophrenia. Yet, amidst the howling storm of their mental turmoil, there's a beacon of solace – their kin. The bonds among the Fjarriagua are woven as tight as winter's bite, radiating a warmth that belies their frost-bound existence. This sense of belonging, of shared fate, provides a fleeting respite, a thaw in their otherwise frost-ridden minds.
-Fjarriagua’s mental state is far worse, compared to the Jøkul. Being more prone to a poor mental state and other mental illnesses. The only way of quelling that is to be around their own kin, which brings a sense of comfort.
-They may not feel any romantic feelings for one another, and instead can strictly have familial / friendly relationships with one another. FTB is also disallowed.
-Fjarriagua may temporarily alleviate their mental ailments by spending time together, or spending time around an altar.
Swoon - [Combat/Non-Combat] [2]
Edging between life and death, the Fjarriagua may take advantage of their altered, cold body by temporarily stopping all forms of heart movement, as well as any form of breathing over the course of [2] emotes, in a desperate attempt to get her foes off their trail. This will cause them to fall temporarily unconscious.
This will make their heartbeat undetectable, their skin as cold as a corpse, practically meeting all criteria to be perceived dead.
Upon their awakening, they will be temporarily hindered by a mild headache, and somewhat dazed. Disallowing them from effectively fighting nor being able to cast any forms of magic for the next [3] emotes.
Red Lines:
-The Fjarriagua may use Swoon while disguised.
-After waking up, their effectiveness in combat for the next [3] emotes are greatly reduced, as well as being unable to cast any forms of magic until these emotes pass. Then, they may return to normal.
Frost Mending - [Combat/Non-Combat] [2]
More often than not, the Fjarriagua will find themselves in situations requiring medical assistance. By conjuring specs of ice, hoarfrost, and snowflakes in the span of [2] they may stack them on a wound, in order to temporarily cut off blood loss, until they get adequate help to heal themselves.
Due to their increased capabilities at casting, Fjarriagua's Frost Mending now lasts permanently.
Red Lines:
-Fjarriagua's Frost Mending does no longer dissipate or melt over time.
-Cannot be used to bandaid fix a deathly wound, such as one's neck being torn out.
-Does not repair tissue, rather being more like a patchwork of permafrost littered on their body to keep them in one piece.
-Cannot move or do any actions while healing. Full focus is required, making them vulnerable for [2] emotes.
-Anything more than light contact (such as an attack) on the mended area will easily shatter it.
Disguise
The bread and butter of the Fjarriagua. Through disguising, they may not only gain the ability to shape themselves into the forms of a variety of Descendants, but to grant illusory warmth upon their body, allowing them to blend in with the mundane, and use their wits to their advantage.
Crafting a disguise is no small feat, as they have to gather specific items to create their perfect guise, bits and pieces from the traits they aim to surface on their body, all in one accessory that they wear on themselves. Then, they may infuse that accessory with their very essence, activating it.
Disguise crafting can range from a simple creation, although with many tells, to a more complex creation, reducing the amount of tells the more effort is put into the creation of it.
These disguises may possess unnatural quirks to them, such as a smile that stretches on for miles, or shifting pupils for all manners of expression. When they exit their disguise, they may also choose to shatter it in a dramatic way, such as breaking it into many icy flakes, or even tearing that skin apart themselves to reveal their form. Although for nothing more than dramatic flare and aesthetic purpose.
Mechanics:
Material
Teeth:
Adding Descendant teeth into the creation of the disguise may hide their monstrous teeth, allowing them to look completely mundane in nature.
Skin:
By adding the skin of a Descendant into the disguise, they may then hide the temperature of their skin, granting them a minor resistance to heat. This merely makes higher temperatures more tolerable to them.
Nails:
By adding Descendant nails into the disguise, they may be able to eat foods that aren’t flesh nor meat, although are required to purge them later on, due to their inability to digest them at all.
Bone:
By adding Descendant bones into the disguise, they may quell their mental ailments to a point, granting them a faint comforting aura.
Blood:
By adding Descendant blood into the disguise, they may hide their slow-moving, slushy blood with one that looks more mundane in nature- although only when it comes to any non-deep wound. As well as providing an illusory heartbeat and pulse.
Racial
Orc Tusks:
By adding in the tusks of an Orc, the Fjarriagua may then shift into the form of an Orc, as well as being able to shift her height to one within the height constraints of that race.
Elf Ears:
By adding in the ears of an Elf, the Fjarriagua may then shift into the form of an Elf, as well as being able to shift her height to one within the height constraints of that race.
Halfling Feet:
By adding in the feet of a Halfling, the Fjarriagua may then shift into the form of a Halfling, as well as being able to shift her height to one within the height constraints of that race.
Human Hair:
By adding in the hair of a Human, the Fjarriagua may then shift into the form of a Human, as well as being able to shift her height to one within the height constraints of that race.
Dwarf Beard:
By adding in the beard of a Dwarf, the Fjarriagua may then shift into the form of a Dwarf, as well as being able to shift her height to one within the height constraints of that race.
Red Lines:
-A player-signed item with a brief description of the disguise is required to be in the Fjarriagua’s inventory.
-To craft a disguise, the Fjarriagua is required to have at least a single Racial material. Everything else is optional.
-In the case of half-breeds, the Fjarriagua may combine two Racial Traits to get the desired result.
-This does not grant the Fjarriagua any changes combatively. If a Fjarriagua was originally an Elf, by turning into an Orc they do not gain any extra strength, nor do they lose strength if they turn into a Halfling
-Shifting into a different race allows the Fjarriagua’s body to either increase or decrease in size within the limits of the chosen race.
-Were the Fjarriagua’s accessory be removed from her person, or destroyed, then her disguise will shatter with it.
-The magic within the accessories is only perceivable to Fjarriagua and Fjarriagua alone.
-One cannot just 'guess' that the accessories have something to do with disguising, as it will be ruled as blatant meta.
-With the Blood addition to the disguise, the slushy blood is no longer visible through surface cuts, requiring there to be considerable & deep wounds for such, making aurum testing ineffective. Anything further than 2 inches may be considered a deep wound.
Frost Weaving
One with ice, the Fjarriagua may weave the ice around them as if an extension of their body, allowing them to achieve feats that were once impossible.
They may freely weave ice outside of combat.
Red Lines:
-The tell-tale sign of their connection ranges from a mist swirling around them, to deep, guttural chants. Aesthetic creativity is allowed so long as it does not provide an advantage in combat.
-One may not multicast, i.e casting ice spikes while ensnaring someone in the same emote.
-Cannot control voidally conjured ice, needing to rely on already-present ice, or freezing their own ice through nearby sources of water spending [1] extra emote, or condensation of water within the air. Should they stop casting, the ice will remain in the realm as it is mundane.
-Anything considerably painful, such as being struck by flames, deific magics, or suffering from a deep wound due to Aurum will break the concentration of the Fjarriagua, requiring her to spend an emote to re-connect.
Ice Spikes - [Combat] [4]
In the span of [4] emotes (1 Connection + 3 Control), they may conjure forth from one spike, to even a blanket of spikes, to use for a variety of reasons, within a maximum surface area of a single block, rising up by a meter per emote. Should they wish to use it as a form of barricade, the emote count is instead lowered to [3] (1 Connection + 2 Control), reaching the same maximum height of 3 blocks.
This ability may be used on any surface, though may only grow in a single direction. This is to say, they may not split and move into different directions. The Ice Spikes require [2] major actions to destroy.
Red Lines:
-The spikes do not suddenly shoot up, but rather are smoothly-moving up a single block per emote.
-They take [2] major actions to destroy, either through blunt attacks or channeled flames.
-These spikes are not capable of penetrating armor, though they may possibly be forced through gaps or penetrate leather.
-Spikes cannot be going into different directions, rather having to stick to the direction that they were conjured to follow. They may be grown horizontally or grown downwards from a ceiling.
Ensnare - [Combat] [3-4]
In the span of [3] emotes (1 Connect + 2 Control), the Fjarriagua may target either their victim’s hands or feet.
In the case of hands, layers upon layers of ice begin to stack around their hands and weapon, increasing its weight drastically, and sabotaging their use of it. By spending [1] extra emote, they may shatter that weapon, at the cost of freeing their hands as well.
If the target is unarmed, their hands will instead be encased in heavy blocks of ice, weighing them down tremendously.
In the case of feet, they may conjure ice around them, thickening to an extremely heavy degree, where they would be unable to lift their legs off the ground.
The victim may spend [2] emotes to break the ice off.
Red Lines:
-When hands are bound, the victim will struggle heavily to lift their hands up or weaponize that ice for combat.
-When feet are bound, Olog-strength victims have a movement reduced to [1] block per emote, struggling to move. Anything below is bound to the ground.
-2 Major actions have to be spent chipping or melting the ice off.
-Ensnare can be used to bind one’s hands together, allowing its usage for capture RP.
-The Fjarriagua may not multicast, meaning no charging up this spell while casting another one.
Frigid Arsenal - [Combat] [2]
In the span of [2] emotes (1 Connect + 1 Conjure) the Fjarriagua conjures a packed, and condensed mass of ice, donning the properties of that of high-carbon steel. This mass of ice can take on the form of any weaponry or shield even. Should the Fjarriagua wish it, this weapon may grow out of their own body, such as claws growing out of their knuckles, or their hand encapsulated in a hammerhead.
Red Lines:
-Weapon size limits are detailed under the Fjarriagua’s tier
-The properties of the conjured tool are comparable to high-carbon steel, although will melt like mundane ice should the Fjarriagua leave combat.
-The weapon melts to flames akin to mundane ice.
-The Fjarriagua may not multicast, meaning no charging up this spell while casting another one. Nor can they perform a major action while they conjure it.
-They may have some aesthetic freedom when it comes to its casting, although with no combat benefits.
Arctic Expulsion - [Combat] [4]
In the span of [4] emotes [1 Connect + 2 Charge + 1 Cast] the Fjarriagua may coalesce their energy within their throat, expelling a cloud of hoarfrost in a cone, reaching up to 8 blocks in front of them, and 2 blocks wide. Those caught in its way will have their armor brittled, and their movement halved, as they are rendered sluggish for [2] emotes, the cloud disappearing as they recover. All exposed skin frostbitten.
Red Lines:
-After the [2] emotes pass, they may recover from their slow and sluggishness, although the frostbite, brittleness and pain remain.
-Cold metals such as Rokodra, and rare metals (i.e frost salt, thanhium, etc.) are not affected by Arctic Expulsion
-The Fjarriagua may not multicast, meaning no charging up this spell while casting another one. Nor can they perform a major action while they charge it up or shoot it.
Frostblink - [Combat] [3]
In the span of [3] emotes [1 Connect + 1 Charge + 1 Cast] the Fjarriagua may fasten herself to the ground below, as a small layer of ice forms beneath her feet, dashing up to [18] meters in a single direction. Leaving behind a path of slippery ice.
Those who tread upon that slippery ground will find themselves with unsteady footing, incapable of running without falling down, nor properly able to balance themselves too well.
Red Lines:
-Should there be anything within the Fjarriagua’s path, they will collide in a force capable of causing heavy bruising if not fracturing.
-Fjarriagua below Tier 4 are left dazed after using Frostblink, incapable of making a major action until the next emote.
Hoarfrost - [Combat] [3]
In the span of [3] emotes [1 Connect + 1 Charge + 1 Cast] the Fjarriagua may coat her weapon with Hoarfrost, afflicting those struck by it with frostbite, as well as a searing sensation. Though, by swiping their weapon from afar, they may expel a portion of this Hoarfrost in an arc, harming their target as if physically struck by that weapon.
However used, the Hoarfrost lasts on the weapon for a total of [3] attacks.
Red Lines:
-Hoarfrost has a maximum use of [3] attacks before the weapon loses its effect.
-Being small needles of ice, hoarfrost would inflict a searing sensation of pins and needles on their target, as well as stage 2 frostbite.
-The strike would only be as if the victim has been struck by that weapon of mundane nature. This means, should the weapon be made of a rare ore, or magically altered, or enchanted, it may not transfer any of these by range. This is to say that if a Fjarriagua were to strike someone with Salium sword, the Hoarfrost attack will merely strike the target from range as if struck by a typical sword.
-Can be used on bare fists or improvised weaponry.
Hexing
The Mark - a curse that inhabits the Fjarriagua - has become their weapon. One that may be twisted in lesser variants, to afflict the poor souls struck by it, albeit temporarily so. Binding to the victim’s soul for the span of [7] OOC days in the case of Lesser Hexes while Greater Hexes only last for [3] OOC days.
These Hexes may be cast both in and outside of combat, within the comfort of their Disguise, by coalescing their energy into their eyes, and muttering chants under their breath over the course of [3] emotes. The louder they chant, the more potent their curse becomes.
Should a Fjarriagua instead decide to lay a Hex upon their victim through physical touch, they are instead required to spend [2] emotes with direct physical contact with their victim, where they may lay that curse onto them, leaving a bruise-like mark on where the victim has been touched.
Lesser Hexes
Crack - [Combat/Non-Combat]
The afflicted individual’s skin will be rendered less malleable, and feel slightly more solid. Their skin cracking as it stretches, causing mild pain and itching. Should they be stabbed or stuck, the affected area will crack akin to a thin frozen lake struck by such an attack.
Brittle - [Combat/Non-Combat]
Their joints and bones chilled within, the target will find their joints moving slightly slower, causing moderate pain. These very joints producing disturbing sounds, such as pops as they go, inconveniencing them as they function on their day-to-day life.
Hideous - [Combat/Non-Combat]
The poor victim affected by such a curse will find their eyes and facial structure altered to resemble a botched, humanlike facial structure of a desired animal. For example, should a Fjarriagua hex their target into a toad-like form, their target will find their eyes grown larger, their mouth made broader and lips grown more bulbous, and their tongue elongated to an abnormal amount, as their saliva is turned colder and stickier, slime-like in substance.
Greater Hexes
Quiet: Aqua
RP: Green
Snowstorm - [Combat/Non-Combat]
The afflicted individual’s eyes will be overtaken by a foggy, white hue, causing the victim to be unable to see further than [4/3] meters around them, as if in the middle of an intense snowstorm.
Cryostasis - [Combat/Non-Combat]
The victim’s blood begins to slow down, their body drastically lowering in temperature as if overtaken by a strong chill, causing them to be rendered sluggish, essentially reducing their movement in combat by [2/3] blocks, as well as sabotaging their dexterity.
Silence - [Combat/Non-Combat]
A loud shriek is let out within the victim’s mind. Such an act disrupts any currently casting mage - and if in combat - disallowing casting for the rest of the encounter, as a migraine takes over. The victim becomes unable to hear anything around them, unless the person addressing them is within [3/1] blocks around them. After the encounter, the mage may cast again, although all who befell this curse will continue to struggle concentrating.
Tranquility - [Combat/Non-Combat]
The victim’s mind is set at peace, akin to a breath of fresh air in a wintery morning, as the sun rises from the horizon. Tranquility is all they begin to feel, seemingly beginning to lose their sense of fear and danger, their anxiety, making them [moderately/heavily] more prone to taking dangerous risks to themselves.
Red Lines:
- Effects from Lesser Hexes will not last longer than [7] OOC days, and Greater Hexes will not last longer than [3] OOC days unless specified otherwise, or consented by the victim to last longer for the sake of a good faith narrative.
-Lesser Hexes provide almost zero changes to combat, being mostly a hindrance to the target. They may at most provide very slight effect to combat, such as the moderately painful and slower joints being a small hindrance, although no more than that.
-Holy mages may cure the effects with their magic.
-Can be casted while in disguise.
-Touch Hexing has the power level of RP-chant hexing.
-In order for the chanting Hex to succeed, the target has to hear at least a one of the [3] emotes of the curse, otherwise it will be considered failed.
-A target may only have up to one active Greater Hex, and one active Lesser Hex at a time. Should a Fjarriagua attempt to hex an already-hexed target of the same type, it would simply fail, leaving the witch with a mental note that they are already affected by one.
-The Hex may immediately take effect, or be stalled all the way up to the next OOC day, leaving the Fjarriagua to inform their victim at their discretion.
-Fjarriagua and Vaettr are immune to Hexes on one another, although Jøkul may be affected by them.
Pacting
Whether out of gain, or out of sheer desperation after being exposed, the Fjarriagua may pact with those not of their kin, spreading a portion of their Mark directly onto the person, where a bruise-like, frostbitten area forms on it.
A deal, they make, one to benefit both ends. Such as a simple one where the Fjarriagua’s required to slay someone, in return for having certain material and objects granted.
During this pact, the person is rendered unable to speak of the Fjarriagua and her kin to outside ears, their minds both shifted in a way where they begin to obsess over the pact itself. What may be a benign - constantly thinking of completing the pact - situation, can soon turn into utter obsession, spiraling even into insanity should it take too long. Not even the Fjarriagua is exempt from this obsession.
Although, should the pact take too long to complete, and it is unlikely for either party to complete it, the Fjarriagua may shatter that pact - to a great detriment to whichever party was unable to complete the pact. Causing their mental health to deteriorate to major depression and even bouts of hysteria for the span of [1] OOC Week.
Should a Fjarriagua wish it, she may Hex the target with a Hex of her choosing - such as Hideous, where their target is required to complete their end of the deal, or - should all fail - wait for the pact to be shattered by the Fjarriagua for that Hex to dissipate.
Red Lines:
-Pacting must be OOC consented.
-Should they take too long to complete the pact, whoever has not met their end of the deal begins to grow obsessive over the situation, gradually progressing into a state of utter insanity until completed.
-The person pacted with cannot speak, write nor describe the Fjarriagua and their kin, as they feel something within them lock up should they attempt such.
-Should a Fjarriagua wish to Hex the target throughout the duration of the whole Pact, this must also be OOC consented, and heavily advised for the Fjarriagua to take a full-screen screenshot or documentation, as once consent is provided, it can no longer be revoked during the pact.
-The pact must not be of any sexual nor romantic nature, nor can the pact include having the Fjarriagua do or say anything that may harm her kin.
-Upon the completion of the pact, the person pacted with will forget everything related to the pact, and the specific Fjarriagua, as well as all information shared about her kin during the pact. Although, the emotions - whether positive or negative - related to the Fjarriagua will remain, merely oddly seeing the witch in a positive or negative light, or harboring feelings such as resentment, fear, with no particular reason as to why.
Tormented Cooking
A far more calculated, yet sinister form of Hexing. The Fjarriagua may mix the appropriate parts of a Descendant with their own blood, granting the combined food or drink the capability of affecting whomever were to eat them.
Cannibal’s Teeth - [Non-Combat] - Teeth
The consumer’s teeth begin to fall off over the course of day [1], as a row of sharp and jagged teeth fully replace them within that same day. Upon day [3], these teeth will fall out, as their regular teeth finally return.
Hunger of the Wicked - [Non-Combat] - Flesh
The consumer will grow an intense craving for mortal flesh above all other foods and delicacies, unable to look at fresh blood or an injury without intense cravings for the curse’s duration. If they were to come across an injured person, they must roll a 20, and anything below a 10 will cause them to go feral and attack that person until they’ve either satiated their hunger, or been subdued.
Fear the Night - [Non-Combat] - Brain
The consumer gradually begins to get overwhelmed by a mixture of pacing thoughts and incomprehensible voices on day [1], putting them in a panicked state. This disallows them from being able to sleep, which, on day [2], leaves them exhausted, unable to clearly think as these pacing thoughts and voices do not rest. On day [3], their exhaustion only worsens, causing them to become irritable, as they may begin to hallucinate.
Purge - [Non-Combat] - Stomach
The victim - were they to consume any food - would fall to great aches and cramps, forcing them to purge whatever it is they’ve consumed within mere minutes of it, putting them at risk of starvation, and dehydration.
Distorted Silhouette - [Non-Combat] - Spine
The victim's spine grows distorted, bending in unnatural ways, causing them to befall Scoliosis. Their back bent into a certain direction, such as being bent downwards to the front, resembling the form of a hag's. Bringing forth aches and pains, as well as hindering their mobility.
Decrepit - [Non-Combat] - Skin
The consumer will find their skin begin to stretch, growing saggy and wrinkly, their lips turned dry and chapped. Essentially making them look like a haggardly, much older form of themselves, although to no cost at their physical state.
Breath of Frost - [Non-Combat] - Lungs
The victim's lungs grow achy, their breaths shallow, as all air they exhale misty and frigid, as if breathing out cold air. Their mere breathing, made painful from such a curse. Their breathing pattern resembling that of someone with asthma.
Chatter - [Non-Combat] - Tongue
The victim's teeth begin to chatter, their tongue rendered slower, and their saliva thick in consistency, akin to slime. Making speech extremely difficult, causing them to struggle to speak out words, their speech excessively stuttery.
Red Lines:
- Only up to two ingredients may be used per product.
- Products do not require ST signing.
- Effects from cursed food will not last longer than three OOC days unless specified otherwise, or consented by the victim to last longer for the sake of a good faith narrative.
- Holy mages may cure the effects of the tormented cooking with their magic.
- A maximum of [3] may be made per OOC day.
-This may only be done out of combat.
-The Tormented Cooking curse may immediately take effect, or be stalled all the way up to the next OOC day, leaving the Fjarriagua to include it in the item description to inform their victim at their discretion.
-Fjarriagua, Jøkul and Vaettr are all immune to Tormented Cooking's effects.
Echoed Whispers
By infusing a portion of their essence within an object, the Fjarriagua may then whisper words to it, effectively trapping these whispers within the object itself. Causing that object to glisten in a faint, icy blue. Then, should it be interacted with again, the object itself will echo those whispers, freeing both words and magic from itself, rendered mundane.
After sealing those whispers within the object, the Fjarriagua may - if she wishes to - weave incantations into it, effectively Hexing that object, allowing the Fjarriagua to transfer a Hex upon those who interact with it.
Red Lines:
-This may only be done out of combat.
-The Fjarriagua infuses her energy into that item, causing it to glisten in an icy blue, whispering words into it, which will be trapped within.
-Signs are required to be placed in order to be DMed when interacted, to have these whispers echoed back.
-The Fjarriagua may weave in a Hex into the object by following the mechanics of Hexing, limited to #q (Quiet) hexing
-Each Echoed Whispers item is one use. Only items made out of Cursed Ice or Frost Catalysts may be re-interacted with, so long as the item is not destroyed. Although the Hex will no longer function after the first time, requiring to be re-applied by the Fjarriagua manually.
-Should an already-hexed person interact with the Echoed Whispers, the hex will be unable to affect them, as Fjarriagua hexing is limited to 1 per person.
-A weapon may be affected by Echoed Whispers, transferring whispers when struck by such a weapon, as well as an optional hex.
Cold as a corpse itself, the eternal Witches of Frost have an innate weakness to fire - similarly to the Jøkul. Flames being capable of melting them like one would melt mere ice.
Aurum, as well, is fully capable of worsening these dark practitioners’ already brittle emotional stability, as it can easily cause one to go insane were it to deeply strike the Fjarriagua. But that is not all, for if they were to be harshly struck with Aurum during their disguise, their skin-suit would no longer be able to hold, revealing the creature in their true form.
Being dark practitioners, all those practicing holy magics - or rather deific-adjacent magics - are also potent with handling a witch.
Should the Fjarriagua die, then their soul is sent towards their altar, weeping in anguish as only their kin could hear those cries, tormenting them. Were the Fjarriagua to die by fire, then she may only be brought back through the Ritual of Resurrection. Otherwise, the altar will slowly rebuild her body over the course of an OOC day, allowing her to return to the realm, unable to use any of her magic besides Swoon and Disguise for [2] OOC days.
-While not necessarily undead, rather retaining their mortality, they are to be considered a dark being for the sake of interaction with holy magics & other forms of lore.
-They are more susceptible to fire, melting like one would melt ice. This makes them extremely vulnerable to fires such as draconic.
-Stabs caused by Aurum destabilize their emotions, potentially driving them insane. As well as forcing the creature into her true form. This is to say that anything that is not considered a deep wound, such as a stab, is not going to affect the Fjarriagua at all.
-Being frostbitten & frozen entities, the Fjarriagua are more susceptible to blunt attacks, shattering them slightly more easily than they would the typical Descendant, although this renders them slightly more resistant to sharp attacks.
-Fjarriagua are affected by magical diseases, Azhl, Thanhium and Boomsteel like a normal Descendant would be, although immune to Salium and Rokodra, affecting them like a normal metal would. Should they be affected by any such diseases, if the said disease can be mundanely or alchemically treated, the Fjarrigua can passively heal it off by residing within the passive influence of an Altar, requiring to wait through the full duration of the passive healing period. Otherwise, should the disease be untreatable by those means, then a Ritual of Restoration will need to be held on the affected Fjarriagua.
-Killing a Fjarriagua with fire is considered a soft PK, and requires to be manually brought back.
“Come, sit ‘round. Scratch flint to tinder, kindle hopeful flames. Listen well, though, through breaking wind and shrieking hunger. Learn to fear the Winter’s appetite.” -Sif, the Liar.
-
Her village was annihilated. Not a single soul remained. A blanket of snow, stained ichor throughout rested over the bodies and rubble that made up the aftermath of the battle.
“Eira…”
She woke up, rising to her feet as she witnessed the complete destruction of all that she once knew. Yet, she did not weep. For even Freya died in this battle. All that remained of her, was a creature of pure, dark ice. Not even flesh nor blood belonged in her vessel, as her eyes remained ever-glowing.
Eira, she became. A horrifying, haggard creature. One filled with such a level of grief and anger, that she forever began to haunt the North. A mind merged with the Entity, now capable of cursing whoever she wishes, she sought to bring forth a new generation of Jøkul. Of Fjarriagua.
Tales of “The woman of Ice” spread throughout the continent, as women and men alike began to disappear. Whether the mark has spread to them, or whether they have been sacrificed for sustenance, it is unclear.
An icy soul, for an icy body. These creatures have reached the peak of their ascension, sacrificing their mortality as a whole. Their mind, merged with the Entity itself, no longer becomes theirs alone to control, but rather to serve as its direct vessel, and enact its will upon the realm.
To ascend, is no small feat, for many Fjarriagua could only ever dream of attaining such a position. For they must prove ultimate loyalty within a ritual, ridding of all that made them once a Descendant; their personal keepsakes, heirlooms, their mind and body, and finally, the body of a freshly-slain Descendant that they were once close to, as an offering.
Should the ritual please the horrific being beyond, the altar’s roots will reach out towards the chosen, pulling her in within the very heart of the altar, trapped within its walls as she undergoes the long and arduous transformation that is becoming a Vaettr.
Throughout the span of days, they remain awake as their skin and flesh tear off their bone, to be slowly replaced by Cursed Ice, where they remain conscious throughout the entirety of the process. In horrifying pain, they can do nothing but to watch, their distorted surroundings within the icy walls that is their altar. To witness their body - little by little - replace itself completely with that unnatural ice.
-In order to Ascend, the Fjarriagua may follow the Ritual of Ascension.
-Proper RP should back up the Ascension, RP that is influential enough to the witch’s storyline, as anything half-assed will disrupt the ritual.
-Becoming a Vaettr consumes all [5] magic slots and turns the character to undeath.
Reborn anew, Vaettr are entirely made up of Cursed Ice, an ice thrice as cold as its mundane counterpart, although much darker in nature. Resilient they have become, the material composing their body rendering them as durable as stone itself, making them each the guardian of their respective coven. Its lifeline.
No longer as Descendants, but an alien-like creature forever bound to the Entity, the Vaettr loses all that attached them to being a Descendant. Incapable of experiencing the full range of emotions that they previously could have, as their movements no longer become human-like in nature. Rather, slightly more puppet-like in manner, as if a statue moving itself.
No longer having blood, Vaettr are immune to all things that require blood circulation, or blood itself. Lacking any form of genus. This also means that shattering one’s limb does not prove lethal as they do not bleed out. Rather, killing them would require a deliberate act, directly aimed towards a vital part of their body.
-Vaettr are incapable of stealing one’s Warmth in order to hide their physical traits. Instead, they have to rely on other means to feign normalcy, following under their Feeding section.
-The movement change is merely aesthetic, posing no real changes to their disguise and combat.
-Being made of a large quantity of cursed ice, their body has the durability of stone.
-They lack genus, and are immune to anything requiring blood or blood flow. This means they do not need to breathe at all, their pulse and heartbeat non-existent.
-Vaettr cannot bleed out, nor are they affected by anything such as Azhl, Thanhium, or any poison or disease requiring the coursing of blood. They are also immune to magical diseases.
-They cannot consume nor be altered by alchemy.
-They cannot feel any form of pain, due to lacking the nerves for such. Although fire and Deific magics still cause physical pain to these creatures, while Aurum causes mental pain, capable of rendering them insane.
-Due to the lack of coursing blood, killing a Vaettr is only achieved through the loss of their head or their torso.
-Due to being made of a larger quantity of Cursed Ice, they take on its properties, rendering them immune to mundane and alchemical fires. Although, these sentient creatures are affected harsher to magical fires than Cursed Ice, melting to them akin to fire against mundane ice. This makes them incredibly vulnerable to Dragonsflame and voidal flames, capable of destroying them at most in [4] separate firey attacks, or [4] emotes of channeled flames.
-Vaettr are incapable of wearing mundane armor, as it will brittle upon their body - being made of Cursed Ice. Armors resistant to cold, or made by rare ores can be worn.
-Vaettr are no longer capable of Soft-PKing unless they are slain by another Fjarriagua or Vaettr through any means. Should they die by anything other than being slain by her own kin, she will return on the next OOC day. Otherwise, her soul will have to be brought back by another Vaettr through revival.
A mind formed anew, merged from both their own and that of the Entity. No longer can they ever feel true peace, no longer is their mind ever at ease. Experiencing a different set of emotions, ones unlike the typical Descendant’s. Rather, they are plagued with anxiety and paranoia, a worry compelling them to forever tend to their kin, in order to ensure the safe succession of their coven and future generations.
Inheriting an innate, selfless form of care towards their coven, Vaettr have an undying urge to protect them. The slightest hint of harming one of their own is enough to potentially cause her to spiral, burning bridges and even slaughtering those who may pose a threat to one of their own.
Yet, the Vaettr - out of everyone - require the most amount of consolation, regularly needing to interact with one of their own to remain at ease, seeking comfort out of them.
-They are no longer fully themselves, their mind completely shifted. Born a new creature, one that cares for nothing more than their kin.
-They may temporarily quell their mental ailments by interacting with their kin.
-Vaettr are highly dependent on their kin, and are unable to survive without having people to call their own. Should they be isolated on their own, they very quickly spiral down into utter insanity.
-Vaettr are capable of witnessing Prophecies.
-At this point, the Vaettr are unable to act against their kin, as their mind is not their own. Being the main pillars of their community. Should they attempt to go against their own kin without proper reasoning, it will be considered powergaming.
Creatures, they have become. Forsaking all that bound them to Descendancy. Transformed into an icy mimic of their past selves, a mere mimic of the Descendants they once were - although uncanningly so.
Though, through devouring the brain of a Descendant, may they temporarily inherit their motor functions, rendering them capable of feigning normalcy, to further act like the typical Descendant. Only to slowly lose their grasp on it as time passes.
-In order to inherit the capability of mimicking Descendants, they may devour their brains. Should they neglect it, their behavior becomes more feral in nature, making them closer to creature in behavior than human, becoming utterly violent to all that is not their kin.
-The feeding lasts 1 OOC month.
While possessing both the abilities of the Fjarriagua and the Jøkul, the Vaettr possess a unique set of abilities that allow them to better care and protect for their own, serving as the coven’s lifeline.
The Mark - [Non-Combat] [2]
In the span of [2] emotes, the Vaettr is capable of transferring the Mark upon the Descendant’s nape, leaving but a faint frostbitten, bruise-like mark on their skin, as it begins to fasten itself on their soul, marking the beginning of their journey as a Jøkul.
The Vaettr may then further the Mark upon that Jøkul, and ascend them as a Fjarriagua, then she may press her fingers on the Jøkul’s Mark, infusing it with greater power within the span of [2] emotes, and freezing their soul further. Their very flesh and skin beginning to freeze, horrifying teeth growing out as their body undergoes the transformation of a Fjarriagua.
Red Lines:
-The Mark can only be transferred with OOC consent.
-A Vaettr may only teach up to a maximum of [5] Jøkul at a time, capable of dropping them off her TA after [1] OOC month to teach a new batch.
-Should a Jøkul be ascended into Fjarriagua, they may then be listed under the Vaettr's TA, with a maximum of [3] students at a time.
-A Vaettr may transfer a Fjarriagua under another TA-holding Fjarriagua.
-A valid FA or MA has to be submitted after the RP is complete.
-Only female personas may be ascended as Fjarriagua.
-The persona in question must be above the age of 16 IRP.
Visions of Thule - [Non-Combat]
Worshippers, all connected to the Entity itself. Its direct vessels - Vaettr - may afflict their kin with visions and whispers, furthering their beliefs of the horror that they worship beyond, with obscure and esoteric flashes of images, almost-incomprehensible whispers echoing within their ears.
Red Lines:
-The visions cannot be used in combat, nor can they serve any combat-related purposes.
-They are esoteric and confusing, their primary role being to further the narration between the coven and inflict some brainwashing.
Entity’s Totems - [Non-Combat]
A literal pillar of their worship, the Vaettr may construct Totems through the usage of Cursed Ice, detailing symbolism towards their kin and their worship, placing it upon the physical realm as a tether to the Entity, where its gifts may radiate through. Extending the range of influence of Altars.
To create such, a Vaettr may plant a seed of Cursed Ice upon the ground, allowing it to take root into the ground, growing into a Human-sized totem.
Red Lines:
-To create a Totem, the Vaettr may do so through planting a seed into the ground. Meaning totems cannot be moved around afterwards.
-Totems have to be at the very least the size of a Human.
-While capable of radiating the passive aura & effects of a T1 altar, it may not be used for rituals.
-Totems have the same durability as Cursed Ice, following their redlines.
-Each Vaettr may only create 1 Totem per OOC week.
-Requires ST signature.
-Being made of Cursed Ice, the rules of destroying Cursed Ice will have to be followed to shatter the Totem.
Frost Catalyst - [Non-Combat]
Infused with the very essence of their altar itself, the Catalyst, a form of Cursed Ice further infused with their unholy magic, rendering the material far more brittle. Becoming akin to glass in durability.
Although, it now glows a dim, icy blue. Ethereal wisps dancing within it. This object now capable of being used as a source of ice should the Fjarriagua or Vaettr seek to draw from it, albeit finitely so.
Should the creation be bigger than what could be worn on one’s person, the amount of spells it may provide ice for is doubled to [6] if it is around the size of a human. Tripled to [9] if it is around the size of a horse. Fjarriagua may tap from its reserves from further out, so long as it is within their casting range.
Red Lines:
-The Frost Catalyst may only be drawn from [3] times in combat before requiring to be passively recharged after the combat encounter. It must be within arm’s reach (or within casting range for human-sized or larger), and can be drawn from another person’s Catalyst regardless of their consent.
-Its creation follows the creation steps of Cursed Ice, with the added part of infusing it even further with the essence of the altar, as well as putting the Vaettr on daily Cursed Ice creation cooldown. This must all be done out of combat.
-Its aesthetics can range from being worn as jewelry, to being worn on armor, or even made as an object, statue or tool. Although its dim, wispy nature remains.
-Requires ST signature.
-Due to being glass in durability, they shatter easily, and will only require a blunt attack or two at most to destroy.
Presence of the Entity - [Combat/Non-Combat] [2]
Direct tethers to the Entity, these ice-fueled creatures radiate its power around them passively [5] meters around them. As all those not of their kin can feel the Entity’s imposing presence looming over them. A feeling of being watched, followed by a strong, chilly sensation coursing down their spine.
Should the Vaettr wish so, she may coalesce her aura, and send it forth to the person she wishes to target, amplifying its effects further, inflicting them with her own mental distresses until concentration is broken.
This aura can be dissipated if the Vaettr wishes to not be suspected.
Red Lines:
-Can be cast while disguised.
-While this can be cast in combat, it does not provide any combative purposes, merely for roleplay flavor.
-Lasts until concentration is broken or canceled.
While independent and powerful all in their own way, the Vaettr all work as one - each serving a specific, yet separate goal for the Entity. Complementing one another.
Each Vaettr may pick a subtype, granting them a single ability that defines them, as well as a shift in mentality and goals, to perfectly represent their agenda.
Red Lines:
-After ascending, the player must let the ST know which subtype they become through noting it in their CA.
-The Vaettr may not change their subtype, as they are permanently locked to it afterwards.
Ividia
Silently, she suffers. The Ividia is one that keeps more to herself, being far more calculating than the other Vaettr. Although, preferring to bottle in her inner turmoil, the Ividia is prone to sudden, destructive fits of rage upon reaching her wit’s end.
Freya’s Rage - [Combat] [4]
Consumed by rage and turmoil, over the course of [4] emotes, the Vaettr may channel her pain within her cold heart, freezing the very winds and surfaces around her, as a violent wind picks up around her. Flakes of ice and snow obscuring one’s view, as their movement is halved, incapable of running. Rather, becoming sluggish, unable to see further than an arm’s reach around themselves.
The storm may be channeled for a total of [6] emotes, before its end, unable to be used again in combat.
Red Lines:
-Jøkul and Fjarriagua alike are unaffected by the storm, capable of moving and seeing as they normally would.
-The Vaettr is only capable of walking at half the typical speed as she channels the spell, incapable of physically fighting back either. Though, she may cast so long as the spell is not a movement-based one, such as Frostblink. Swinging a weapon mid-air through Hoarfrost is allowed.
-The snowstorm itself does not inflict direct physical attacks on anyone, other than the frostbite that the underlayered victims may begin to develop if they stay within for too long.
-The snowstorm effect may stack with Jøkul's Disperse ability, adding its range onto it.
Gydja
The Gydja, the revered priestesses of frost, are the very heart of the Entity's devotion. Entrusted with the profound duty to channel the Entity's vast dominion, these enigmatic figures are the fulcrum upon which the cult's might pivots. Their minds, clearer and more resilient than their kin, are believed to be partly anchored in Skjoldier - the realm nearest to the Entity's chilling embrace.
For within these priestesses lies a profound secret: the power to evolve the humble altars into towering Monoliths, the very anchors of the Entity in the realm of the living. Through intricate rites and with the unwavering devotion of three followers, the Gydja can transform an altar, strengthening its bond with Skjoldier, and channeling the overwhelming essence of the Entity.
Monolith - [Non-Combat]
Capable of strengthening their altar’s tether to Skjoldier with the help of [3] Followers, the Gydja may open up a direct link to the Entity’s realm, overflowing the altar with their essence.
This large, direct tether to Skjoldier causes the altar to rapidly grow into an abnormally large size - even to altars. Its aura too extends further in size, becoming stronger, more noticeable. Quickly affecting those within its reach with a quickly progressing frostbite, brittling armor, and rendering all not of their kin sluggish within, as well as empowering all Followers - Jøkul especially. Increasing all Followers' movement by [1] meter in combat, as well as doubling the Vaettr's Cursed Ice and Frost Catalyst creation limits.
Such is all made possible due to the Monolith serving as a direct wormhole towards Skjoldier. spreading the very effects of the land in its radius, being in a permanently open Ritual of Return. Allowing the Followers to physically enter the lands without ritual, although... It is not a one-way link. Posing the risk of anything coming out from the outside as well.
The Gydja may also infuse Totems, allowing them to serve as an anchor to the Monolith, causing it to radiate the Monolith's aura throughout the totem's aura.
Red Lines:
-The Monolith surpasses the maximum tier of an altar, requiring that altar to be T3 before upgrading it. Its passive aura reaches up to 75x75.
-Skjoldier can be visited by Followers without Ritual of Return, as it is permanently active.
-The Monolith acts similarly to a voidal tear in terms of idea, granting the Followers enhanced benefits from being around it, capable of drawing upon its power, at the cost of it being unpredictable, for no one may know what may come out of it.
-Everything in terms of visiting Skjoldier or any encounters related to it can only be done by a willing ST with a willing group.
-Being abnormally cold and dangerous, all those not of their own rendered slow and sluggish, their movement effectively halved, and the frostbite it causes is quickly progressing, even to those well equipped for the cold - only serving to slow its progress. Brittling armor immediately as if struck by Cursed Ice.
-Rare ores and cold metals such as Rokodra may not be brittled.
-Destroying a Monolith is no easy feat, as it can no longer be broken by mere blunt attacks. Requiring channeled, magical flames for up to [6] emotes in order to destroy it.
-Touching a Monolith is akin to touching a material four times colder than mundane ice, causing severe burns, their skin and flesh sticking to it akin to a tongue upon a metal pole, as well as extreme pain.
-A Gydja may only have 1 Monolith active at a time.
-Creation of a Monolith requires an ST sign on the representation of the build for approval.
-Jokul, within the area of the Monolith, are capable of casting Fjarriagua's Hoarfrost.
-Should the Gydja's Monolith be destroyed or inactive, then the Totem's enchantment will be rendered inactive as well, until a new Monolith is sprouted.
-Cursed Ice and Frost Catalyst creation is facilitated when drawn from a Monolith, by twice the amount. This means the Vaettr conjuring Cursed Ice or a Frost Catalyst, she may create [2] items, or [1] larger item of a combination of their size. This does not affect the other Followers' capabilities at assisting with the creation of them. Only applies to Vaettr.
-May be purged through Paladinism or Druidism, requiring the presence of [5] of them.
-The Monolith passive may not brittle the body of Automatons and Machine Spirits, although any worn armor will be brittled.
Skripi
Tales as old as time speak of those who dwell within the snowy forests of Thule. Creatures of pure horror, that stalk the foolish who dare venture too far.
Hunters within their very essence, Skripi are the most defensive of their kin of all. To devour those who may pose a threat to the Followers, and to satiate the Entity’s hunger for sacrifices. This creature - the Skripi - is calculating, yet violent. With a tendency to quickly lash out.
Curse of Eira - [Combat] [4]
On the [1]st emote, the Skripi’s skin begins to crack and bulge within, falling on all fours. Where on the [2]nd emote, she is rendered defenseless, immobile, as her nails grow into claws, her body growing in size, as a spiny back forms upon her back. No longer able to cease the transformation, as her jaw elongates, revealing her horrifying teeth.
During this state, the Skripi sacrifices all forms of casting in favor of physical gain. Becoming more dextrous, and capable of running a whole extra meter, as well as being able to scale walls and trees, no longer being affected by difficult terrain; her claws allowing her an easier time at holding onto stone and branches.
The Skripi may spend [2] emotes to revert the transformation, although rendering her immobile and defenseless during this time.
Red Lines:
-During this state, the Vaettr is incapable of casting magic, nor can she hold any form of civilized weaponry. Using crude, makeshift weaponry such as rocks and whatnot is allowed.
-The Vaettr may not do anything the player cannot mechanically do, unless given RO/PRO/ST consent. This is to say that the Vaettr may not scale walls to get to the other side unless the player is mechanically able to do so.
-The Skripi's strength is increased to the next tier. Meaning if the Skripi's original race was Elf, they will gain Orc strength while they are transformed, returning back to Elf strength once their transformation is reverted.
-Skripi gain [1] extra meter of movement per emote, meaning they may run [5] blocks, or dash [10] in a single emote.
-Her claws, being made out of her own body, are of Cursed Ice, and therefore follow all rules of Cursed Ice.
A most unholy creation, the Altar serves as the Entity’s primary source of influence throughout the realm. A tether to it, pulsating a mere fraction of the frigid cold around it, one that all mortals that dare venture too close can feel within their very bones. Its roots, embedded deep within the ground itself.
A source of empowerment for all of its Followers. Jøkul, Fjarriagua and Vaettr alike may all draw upon its power, to further their goals. As merely existing around it is enough to benefit them all, hasting their very steps, and allowing them to weave their magic at a higher degree, as well as mitigating their exhaustion.
But those who dare venture close to it, are struck by a horrifying chill, one that slows their very movements, armor made brittle, as all those who are not layered properly will quickly succumb to the cold emanating from it.
The altar with its roots deeply embedded within the very ground, shifts the very area around it into its own sanctuary. Acting as its heart - its vessel. Entryways of ice opening up and closing, the very icy walls that compose the lair moving, platforms of ice capable of vertically transporting those who tread on them.
Upon being within the area of influence of an Altar, all Followers feel rejuvenated, capable of healing their wounds by resting nearby for [30] OOC minutes, as well as increasing their Tier to the next so long as they remain within its area of influence. Quelling their mental illnesses, and granting them a heightened form of dexterity. Capable of drawing upon the altar's energy to effortlessly cast magic.
Mortals who tread close to it quickly feel the cold overtake them. Whether wearing proper clothing or not, they will feel its very aura overtaking their senses, making them feel numbed, sluggish. All exposed and under-clothed skin quickly developing frostbite, and their minds overtaken by a deep sense of discomfort, sorrow and anxiety. Should they linger for long, they will just as easily succumb to its harmful effects.
Tier 1: 20x20 Lasts [1] week.
Tier 2: 30x30 Lasts [2] weeks.
Tier 3: 50x50
-While they may heal by an altar automatically by resting nearby, they may not heal anything considered unhealable automatically. (Loss of limbs, appendages, organs, etc). Rather only sealing the wounds, leaving them with stumps.
-The opening / closing entryways, and vertically moving platforms are merely a cosmetic change to doors and lifts, and provide no benefit whatsoever, nor can they be used as traps. This is merely to represent the altar as a living entity, with the lair acting as its body. Should the altar be destroyed, the lifts and doors will cease to function.
-Those not immune to cold will quickly be afflicted with stage 2 frostbite on exposed and under-protected areas of skin should they not be careful, ramping up to stage 3 were they to remain for long.
-Non-magical fires within its area of influence are snuffed out.
-The heightened form of dexterity is a moderate increase, although not a substantial one. They cannot for example dodge arrows, but they may have an easier time with reactions and movement.
-Should the altar have Ritual of Desolation active, its area of influence stretches as far as the desolated lands are.
-To destroy the altar, it must sustain 7 harsh, blunt attacks to it, or channeled magical flames for up to 4 emotes.
-The altar's passive may not brittle rare ores or cold armors such as Rokodra.
-A Vaettr counts as [2] Followers.
-Altars may be purged through Paladinism. Requiring [2] Paladins at T1, [3] at T2, [4] at T3.
-Druids may purge it through Blight Healing, following the same numbers as Paladins for purging.
Ritual of Desolation
The Ritual of Desolation, the Followers’ most chaotic ritual, where they come together to inflict the surrounding environment with a severe blizzard, leading flora to die as the environment becomes akin to a freezing tundra. This is often used by their kin to make their region more hospitable to their kind, whilst also making it more difficult for mortals to intrude.
Such a ritual requires a Vaettr, followed by a minimum of [2] Followers, where they infuse the altar with their energy, pushing it over the edge, causing the altar’s roots to suddenly wake up, and rapidly expand within the ground below. The sudden mass-infusion of their unholy magic allows its power upon the land to rapidly expand.
Over the course of the same OOC day after the ritual concludes, the region begins to drastically reduce in temperature, as regions colder than a desert will succumb to its full effects, reducing one’s vision to [6] blocks around them, and littering the entire area with ice and snow, as an eternal snowstorm takes over the whole region.
Red Lines:
- The surrounding area of the Altar, generally the entirety of the region claimed by the Coven, will be swarmed with a deep, ongoing storm. The storm is not violent in nature but leaves the region completely frozen over and reduces any vegetation or wildlife to nothing.
- The Sabbath, if done in a hotter region, will cause the storm’s effects to lessen, compared to having an already lower temperature region. Their vision is instead increased to [12] blocks around themselves.
- The Sabbath may be performed by a Vaettr and [2] other Followers at the Altar. Adding more Followers to aid in the process does not strengthen the power of the storm.
- This process requires PRO consent. If it is under another’s region, the PRO of that specific region must consent.
- This Sabbath may be performed when the Altar is at Tier 1.
Ritual of Reconstruction
Their body, stuck in a cryostasis, is denied of its own healing. For their struck body may only recover with the presence of an Altar. Even then, presence alone is not enough, for organs and appendages do not naturally recover, requiring the intervention of their own kin's direct magic with the aid of the Altar to reconstruct what was lost.
Such ritual requires [2] Followers, where they conjure forth ice from the very altar beside them, and reshape what was lost.
In the case of a witch losing an appendage, organ (non-vital), limb, or anything one could not reasonably heal over time, the Sabbath of Healing may be performed by [2] Followers.
Ligaments and Lesser Organs - Ligaments such as ears, noses, fingers, and toes, or organs such as eyes or tongues, or any lesser non-vital organ may be regenerated, creating the new ligament or organ from cursed ice and replacing the old one. After the completion of the ritual, the organ or ligament will need some getting used to over the course of 3 days, its function slowly coming into effect throughout that time.
Limbs - Limbs such as arms and legs may be regenerated over the course of [1] OOC week, creating a new limb over time where the old one once was. Until the limb is completely formed, the Witch will be unable to use that limb, though they may disguise it to appear like a sealed wound.
Red Lines:
- The Sabbath of Healing may only be performed out of combat at an Altar.
-There is no set amount of emotes to follow for the ritual, but the Followers partaking in this ritual are expected to provide quality RP.
- If a wound is fatal, such as being slashed across the neck, decapitation, or being stabbed through the heart, the Witch cannot be healed. Dead Witches cannot be healed back to life even if the corpse is mostly/totally intact.
- This Sabbath can only be performed when the Altar has reached Tier 2.
Ritual of Creation
The most creative of all rituals. The Ritual of Creation, is a sabbath allowing the Followers to create and do all forms of things that are outside the box. From conjuring forth an unholy relic, infused with their magic, to creating new rituals, charms, or even abilities if they so wish. The possibilities are endless, and it is all dependent on how they aim to make it work.
Yet, the base requirements are all the same. Requiring the minimum presence of [4] Followers, as well as the corpse of a fresh Descendant, in order for the Sabbath to take place.
Red Lines:
-This is intended only for MArt-creation, requiring a valid MArt to be created after the completion of this ritual.
-MArts must be on theme following the Fjarriagua.
-While the base requirements are [4] Followers and [1] Descendant corpse, the power level of the MArt scales with the tier of the altar, the amount of fresh corpses used within, and the amount of Followers present within the ritual.
Ritual of Resurrection
A taxing, yet necessary sabbath. The Ritual of Resurrection, is one capable of bringing their fallen peers back from the dead, as they can truly never die.
Upon their vessel being destroyed beyond what is considered fixable, what is considered to be enough to kill a mundane person, their soul escapes that vessel of theirs, and gets drawn towards an altar, stuck in a state of perpetual agony. A wail that only their kin can hear, begging to be brought back to a new vessel.
This ritual consists of bringing the deceased Fjarriagua’s vessel back to the altar, or - in the case of the lack of a body - reconstructing that body from beginning to end. Should that vessel be rebuilt from zero, the Vaettr will be left exhausted, unable to cast any magics for the rest of the OOC day.
Then, may a Vaettr begin conjuring Cursed Ice, filling in what is missed of the vessel. Mending the gaps, rebuilding lost limbs and organs, and essentially turning that vessel to its prime, frozen state.
Once the vessel is ready, the Vaettr may pull that soul out of the altar, and bind it to the new vessel, allowing the Fjarriagua to return from the dead, albeit in a temporary weakened state.
Red Lines:
-This ritual requires a Vaettr
-Upon the succession of the ritual, the Fjarriagua may not use any of her magics save for Disguise and Swoon.
-This ritual is taxing, as a Vaettr can only host this ritual twice per week maximum.
-In the case of no live or active Vaettr to perform this sabbath, ST intervention will be required to restore the Vaettr. Otherwise, a soft-PKed Vaettr can only be revived by another Vaettr.
-A Vaettr may only be able to be Soft-PKed should she be killed by a Fjarriagua or Vaettr. Otherwise, she comes back normally.
-While there is no set amount of emotes required for the resurrection, it is expected for all present to put effort into the Sabbath, otherwise it will be considered a failure.
-In the case that they do not have a body to restore, the Vaettr may rebuild that body herself, at the cost of exhausting herself of magic for the rest of the OOC day.
-This sabbath can only be performed when the Altar is Tier 2 or more.
Ritual of Ascension
To attain the status of Vaettr, is to sacrifice oneself for their kin - body and mind. Considered holiest of all Followers, yet a taxing role nonetheless.
Preparation of the ritual is one that has to be performed by the Fjarriagua to be ascended, all by herself. To hunt down a non-Follower Descendant that was once close to her. A task that, if anyone else of her kin were to aid, would be rejected by the Entity.
Once completed, the Fjarriagua, with the help of [2] Vaettr, may then prepare the ritual. Offering the freshly slain corpse to the altar, and tossing all forms of personal keepsakes, and any other sentimental objects deemed personal to one’s past life.
Then may they conduct the ritual together, as the altar’s roots consume all that is offered to it. Should the Entity deem the Fjarriagua worthy, then the roots too will drag the Fjarriagua within its very walls, trapping her within the center as she undergoes transformation for [3] OOC days.
Red Lines:
-This ritual requires [2] Vaettr.
-Should there be only a single Vaettr left, they may ascend a new Vaettr by themselves. Should there be none left, the ST may intervene by ascending [2] Fjarriagua.
-The vessel in question must be no older than [24] OOC hours fresh.
-The Fjarriagua preparing the ritual by hunting down the Descendant must do this alone, without the intervention of her kin, lest it be rejected.
-After the creation of a Vaettr, this ritual will be globally unavailable for [1] OOC month.
Ritual of Exile
Traitors they are, for all those who dare threaten the safety of their kin are no longer to be seen as one of theirs. This ritual, allows them to exile all those who betrayed one of their own, or posed a legitimate threat to the safety of their kin through either harm, or leaking sensitive information of one of their own, or many other reasons.
To perform it, a Vaettr has to be present, placing the traitor by the foot of the altar, by which she may begin chanting. The very grounds surrounding the altar quaking, as its roots circle the soon-to-be-exiled, restraining them. Only before tearing through their skin, crawling underneath it. Slowly overtaking their body and mind.
Their mark - as well as all signs of their curse and magic - begin to seep away. All memories related to their kin, stripped from their very soul. Leaving them but a mundane Descendant, unconscious. To be deposited elsewhere, away from what was once their family.
Red Lines:
-This ritual requires a Vaettr.
-The Vaettr needs valid reasoning as to why they aim to disconnect the person, as they see one another as family. This also means, that the Vaettr performing such a ritual will be subject to great amounts of pain and grief to have to exile one of their own.
-The exiled one will lose all memories associated with them. Returning as a mundane Descendant, with their FA/MA denied.
-Vaettr cannot be Exiled.
Ritual of Return
Capable of visiting their own home - Skjoldier. A ritual requiring a minimum of [1] Vaettr, as well as any Followers that decide to partake in such a ritual in order to enter their own realm once more. Their bodies flaking off, pulled into the very core of the altar, as their vessel is then reformed upon Skjoldier, where they may remain there until their own return or death.
Red Lines:
- The Ritual of Return may only be run by an ST, where they may physically visit Skjoldier.
-Should a Follower die, their body will be reformed back on their main realm following their death rules (whether they soft PK or not).
-Should their altar be destroyed during their trip, they may return through another altar. Should all altars be broken, they are subject to Hard-PK.
-Non-Followers may not partake in the ritual nor visit Skjoldier.
-Followers may return to the main realm at will.
-Must be OOC-consented by those partaking in the ritual. As no Follower may be forced into the realm.
An ice thrice as cold as its mundane counterpart, this object is far, far more unholy than what meets the eye upon first seeing it. Its color is extremely dark in hue, sometimes even taking on a blue or even purple tint to it. A horrible, searing pain being brought forth to those who dare make contact with it. Unable to be melted by mundane nor alchemical means, it is the Fjarriagua’s ultimate choice in tools due to its high-carbon steel properties.
A Vaettr may, with the mere touch of her hand, allow her curse to seep into the very ice that she tends to twist, causing a dark, ink-like color to spread through it, fully transforming the object into Cursed Ice. Upon reaching that state, no mundane nor alchemical fires may be able to melt it, instead requiring magical fire (including dragonsflame & fire evocation) to be able to melt it in the span of [3] emotes.
Due to it being a draining task to the Vaettr, she may only create [1] object per OOC day, up to the size of a warhammer, or larger shield, granting it the capabilities of high-carbon steel. Each extra Follower partaking may increase the count of Cursed Ice objects being created, or its size. Anything surpassing something that one may wear on themselves, the durability of it reduces to that of stone.
Any non-Follower attempting to lift anything of Cursed Ice will quickly realize that it is too heavy for them to be able to lift, let alone wield at all, only allowing the Follower to properly use that ice.
Upon striking against a metal, a thin layer of frost would form around the area hit against the object, brittling it, and allowing the next strike to destroy the metal. Whether they strike against a sword, or armor.
Cursed ice - if made around the size to be worn on one’s body - gains the properties of high-carbon steel, reduced to the durability of stone for anything larger, albeit making its production slightly easier due to its decreased durability.
-Cursed Ice must be made at an Altar, done by the Vaettr conjuring ice and then weaving their own magic into it, giving it a dark shade. Limited to black, blue or purple.
-Non-Fjarriagua, Jokul or Vaetr will find it impossible to wield Cursed Ice, feeling it to be oddly too heavy to even pick up. Let alone the damage that would be caused to their skin should they dare touch the extremely frigid material.
-Cursed Ice's Brittle effect does not work against rare metals (frost salt, thanhium, boomsteel, etc) nor against Rokodra.
-The aesthetics of the Cursed Ice range from black, to even dark blue and dark purple. To the typical eye, it looks like a dark metal. Only the Followers may sense their magic radiating within.
-The Vaettr may only create [1] object alone. Any additional Followers partaking in the ritual may increase the object’s size or count. This is to say that it would take a total of [2] separate sessions for a Vaettr to create a single set of armor by herself.
-Being thrice as cold as ice itself, the effects of being struck by the Cursed Ice should not be overlooked at all, for it comes a searing pain, with a rapid development of frostbite, as well as all the effects one would expect from such a temperature. (i.e tissue adhesion, deep tissue damage should there be prolonged contact, hypothermia)
-Cursed Ice is immune to mundane and alchemical flames, requiring to be in contact with channeled magical flames (dragonsflame, voidal flame, etc.) for [3] emotes in order to fully melt it, if the Cursed Ice is worn on one's person. If a structure, then it will melt against channeled flames within the span of [2] emotes.
Tier 0
This tier marks their very beginning on their path of worship. Beginning with becoming a Jøkul. During this tier, they may revert their FA at any time. Lasts [1] OOC week.
Tier 1
A Follower’s true beginning. No longer are they able to go back, as a portion of their soul has been frozen - tainted by the Entity. This tier is exclusively for the Jøkul, as their mind begins to deteriorate, signs of their mental illnesses begin to show up, reaching at their final stage upon the end of this tier. [2] OOC weeks.
Available Spells:
All Jøkul spells.
Capability:
The Jøkul may only cast their spells a total of thrice per encounter. Overuse will cause faint cracks akin to cracks on glass appear throughout their body. Should they continue to cast, their fingers begin to fall off on the first cast, then their arms, and finally, they fall unconscious and broken, requiring to be Resurrected by their kin.
Tier 2
Upon the transcendence into the state of a Fjarriagua, the individual's soul is engulfed by the cold abyss of the Entity. This deeper immersion into the cryostasis halts their natural progression of age. It's a metamorphosis that's both profound and profoundly painful, the sensation comparable to their very essence being impaled by spectral shards of ice - a torment that, over time, coalesces into a chilling acceptance.
Their mental health deteriorating, thoughts clouded and overwhelmed by the Entity as they grow closer to it.
Lasts [3] OOC weeks.
Available Spells:
Frost Weaving, Disguise, Frost Coagulation.
Capability:
They can use their magic up to 15 meters around them. Their base weapon-conjuring size cannot surpass that of a shortsword.
Fjarriagua are incapable of casting magic more than a few times per encounter before faint cracks akin to cracks on glass appear throughout their body. Should they continue to cast, their fingers begin to fall off on the first cast, then their arms, and finally, they fall unconscious and broken, requiring to be Resurrected by their kin.
Tier 3
Attuned with the Entity, the Fjarriagua is now moderately better with their casting, as they begin to explore the ways to twist and spread their Mark in its lesser form on poor victims. Having found a better spot within their coven, as their mental health continues to deteriorate. Lasts [4] OOC weeks, as well as consuming [3] Magic Slots in total.
Available Spells:
Frost Weaving, Disguise, Hexing, Frost Coagulation, Swoon.
Capability:
They can use their magic up to 25 meters around them. Their base weapon-conjuring size cannot surpass that of a spear.
The Fjarriagua, now having become more adept with casting, can cast more often than not, although overuse can cause faint cracks akin to cracks on glass appear throughout their body. Should they continue to cast, their fingers begin to fall off on the first cast, then their arms, and finally, they fall unconscious and broken, requiring to be Resurrected by their kin.
Tier 4
Now requiring to be Marked by the Vaettr once more, the curse rapidly consuming their body, as a great portion of their soul frozen. The Fjarriagua now reaches the height of their rank. Capable of casting at a proficient level. Their mental unrest reaching its peak, as well as their dependency on their kin. Lasts [5] OOC weeks. As well as taking up [4] Magic Slots in total.
Available Spells:
All Fjarriagua spells
Capability:
They can now use their magic up to 35 meters around them. Their base weapon-conjuring size cannot surpass that of a halberd or a larger shield.
The Fjarriagua has now become proficient with casting, capable of casting all that is known to them. While much harder to overuse their spells, it always remains a risk. For if they are not careful, faint cracks akin to cracks on glass appear throughout their body. Should they continue to cast, their fingers begin to fall off on the first cast, then their arms, and finally, they fall unconscious and broken, requiring to be Resurrected by their kin.
Tier 5
Vaettr. No longer mortal, no longer themselves. A fusion with the Entity they have become, offering their vessel as its tether to the realm. These creatures now truly being dependent on their kin, caring for no one but their own, plagued by mental unwellness.
Available Spells:
All Jøkul, Fjarriagua and Vaettr spells.
Capability:
They can now use their magic up to 48 meters around them, having surpassed mastery of the magic, as overuse of their spells can only be done through abusing their Vaettr spells. Fjarriagua and Jøkul spells having no effect on them. Though, should they overuse their magic, faint cracks akin to cracks on glass appear throughout their body. Should they continue to cast, their fingers begin to fall off on the first cast, then their arms, and finally, they fall unconscious and broken, requiring to be Resurrected by their kin.
PS:
Should this rewrite be accepted, all Mothers will be reverted to Fjarriagua, as well as everyone having the option to revert should they not want to continue with this lore piece, with the grandfathers of this lore being myself and two more people to be discussed with ST
Credits:
@DiogenFor writing
@Agy for being like, the best brainstormer ever and giving lots of feedback
@Proddy @Zonty @_mady07 @Netphreak @Traveller @Myochii @Cheshire @Luxury @DISCOLIQUID @Ztrog @Mordhaund @Java17& the rest of the community for suggestions, occasional feedback
@Songwitchfor a few ideas from past self-denied rewrites.
If I forgot to credit you DM me please. There are too many names and I have the memory of a goldfish.
post is subject to reformatting as i spent over 2 hours reformatting it from the ground up cuz google docs didnt transfer neither formatting nor images