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MayRndz

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  1. [!] The riptide looked over the missive with a softened chuckle. “That it is” a softened nod was offered in agreement to the closing statement.
  2. The Cap’ns Logbook [!] Before you was a beautifully crafted journal, bound in leather that had been stained a dark brown, loose flakes gold lining the edges. In large bold letters ‘Quicksilver Mirage’ across its surface. As you flip the page a picture of the ship itself was drawn in charcoal, smudged across the paper, a depiction of the storm in the background. 1st of The First Seed Year 162 of the Second Age Gather round and listen close to the tale of our encounter with the mysterious denizens of the deep! 'Twas a day like any other upon the boundless expanse of the ocean, the salty breeze caressing our sails as we cut through the waves, seeking adventure wherever it may lie. We braved the storm, our heads held high as waves and thundering wind whipped us about back and forth across the open ocean. We held steadfast, keeping our heads held high. As the sun began its descent into the horizon, casting hues of gold and crimson across the sky, a peculiar sight caught our eye. Emerging from the depths were creatures unlike any we'd ever laid eyes upon – fishfolk, they were, with shimmering scales and webbed appendages that propelled them effortlessly through the water. They greeted us in kind, their voices carrying through the salty air as they welcomed us into their midst. To an arena where they wished to strike a deal - a battle if you will, a test of our own strength and a show for their very own to witness. A sea serpent, they spoke of – a colossal beast of scales and fury that had terrorized for generations untold. With hearts ablaze with the fires of courage and righteousness (totally not hell) blazing into battle! A clash of steel and scale, of bravery and beastliness. With every strike of our blades and roar of defiance, we pressed onwards, refusing to yield to the darkness of doom and destruction. Together, as one, we stood triumphant amidst the wreckage of battle, our victory echoing across the vast expanse of the sea. We gained the favor of these fish people, they helped us repair raising the mast up before we set sail to head home. 9th of Malins Welcome Year 165 of the Second Age I recount the harrowing tale of our clash with a cunning mage beneath the depths! 'Twas a day like any other upon the vast expanse of the ocean, the salty spray kissing our faces as we sailed onward in search of fortune and glory. Our ship was brought under the depths of the water and brought into the maw of a creature who carried us unharmed through the storm and once again to the arena. A tempest of magical energy erupted from the depths below, sending shockwaves through the very fabric of reality. With a deafening roar, the sea itself seemed to part, revealing a dark and ominous abyss beneath. A foe that the Shull themselves had told they were imprisoned due to terroism wrecked across their cities.plunging headfirst into the unknown depths below. The water embraced me like a long-lost lover, its icy embrace sending shivers down my spine as I descended into the unknown. Her eyes alight with the fires of madness and ambition. With a wave of his hand, he conjured forth creatures of shadow and flame, each one eager to tear us limb from limb and wrap our brains into the darkness. Capable of stunning and attacking whilst we were unable to see- unable to move. With a blade overhead one of our crew members dove down, boomsteel in hand, a loud thunderclap ringing through the water and slamming down into the mages skull, causing a crackle as it began to rip through and erupt with energy. We swam up to the surface and boarded once again to claim our spoils of war. 11th of The First Seed Year 167 of the Second Age With sails unfurled and cannons primed, we set forth upon the open seas, our hearts ablaze with the fires of adventure and anticipation. The shull speaks of Legends of the titan whale – a creature of immense size and power said to roam the darkest depths of the ocean, its very presence striking fear into the hearts of sailors far and wide. A crew set aboard his back a ship built upon it. Battle hardy warriors of the depths. But we were not ones to cower in the face of danger, and the call of treasure and conquest is our guiding light. And so, with swords sharpened and resolve steeled, we sailed ever onwards towards our destiny. Our demise. . . A behemoth of titanic proportions, its immense form towering over the waves like a mountain forged of flesh and bone. 'Twas a sight to behold, one that filled us with equal parts awe and dread. like a storm unleashed we sent cannonballs fourth - almost every single one of them missing. . . my damn crew! Their members launching themselves off their titan leader and climbing aboard where they faced us hand to hand. Many of their members were killed and fleeing - alas we found it was just a distraction so that the whale could ready itself to ram into our ship. I tried to spin the wheel but it was too late, ramming into us we began to sink - surfacing to launch its men in one final battle. We refused to abandon and held our ground as she began to sink below the waves slowly and slowly. However - our refusal to give up earned a title of honor and renown as great warriors. For we had faced the titan whale and lived to tell the tale, and in doing so, we had carved our names into the annals of history as legends of the high seas. Until the next adventure beckons, fair winds and following seas!
  3. "The Living Metal" "Raw lifeforce itself is able to reaped from the life of this material, each raw unit of the metal capable of producing 2 units of lifeforce. " "pulsated with natural energies"
  4. I just wanted flavorful metal and lore team told me to make it friendly to necromancers since its a life bank. The magic is inherantly unnatural, while compatable with diety magics because it is natural. A void mage could use it, just cant enchant it. You would be killing the natural life bank by imbuing the void into it in the first place making it mundane ferrum at that point. Its not a target on void magic its a target on ANY focus based connection. added Its a stun as stated, means theyre stunned for a full emote. this was already clarified in redlines, it will stun both unless the user has ears plugged somehow. Dont know why theyre malding over a metal that has no statement of target twords the void but a general connection and a stun that would apply to anyone mundane or not, itd be the same as a really loud alchemy potion. The void ISNT actually mentioned at all in the post besides saying you cant put enchants on it. which honestly I find entirely fair given alchemy and voidal magic is barred from other metals, I allowed diety magics Shamanism and Druidms because they tap into elements and the natural world not inherantly having any combative advantage. Necromancy was something I was solely told to add in the last feedback thread.
  5. Thulith’tayna The Living Metal Material Name and Description (Raw Form) Buried deep within caves, the material having remained untouched by descendants for the longest time resided a mineral that pulsated with natural energies. Discovered by the Mali communities it eventually bore the name Thulith’tayna, or the living metal. The mineral bears pungent green markings, deep crevices and cracks running along the material making it appear extremely brittle, near impossible to break off in large chunks. The ore itself bore a dark appearance that contrasted the swirling green streaks. It was incredibly light, but what it lacked in density it made up for in its fragile complexion. Chaotic echoes of sound reverberated off the metal. The unrefined ore is capable of leaving a prolonged ringing in one's ears; irritating and distorting. Often leaving symptoms similar to sea sickness such as headache and nausea to one who leaves their ears unprotected. On top of such the material has the following alchemical properties: Signs: Aether Earth Symbols: Life x6 Agility x4 Growth x2 Purity x2 Sound x2 Red Lines (Raw Form) - The ore is incredibly brittle and must be carefully chizzzled from the surface around it, otherwise it would break into dust in smaller chunks. - Its extremely light however as mentioned its brittle complexing makes it fragile to handle. - The echoes of sound reverberating off the ore would be chaotic and loud to those who held the ore, unsettling to keep around for too long. - The unrefined ore is so loud it is capable of leaving one's ears ringing, causing headache and nausea. - Wearing something to muffle or prohibit the sound would make it progressively easier to mine the ore. - The ore does not require an ST signature. - For alchemy and similar applications related to magic, roleplay of gathering must be present. - This cannot be used without learning of the metal, its uses, and methods for smithing IRP. Applications (Raw Form) The application of the material whilst still in raw form is quite straightforward and simple. Possessing very few uses outside of the alchemical properties - essentially acting as a source of flowing life force which whilst in raw form can be tapped into by those understanding of its properties. Raw lifeforce itself is able to reaped from the life of this material, each raw unit of the metal capable of producing 2 units of lifeforce. Able to be consumed by Necromancer, or put to use in the creation of a unit of liquid lifeforce through the Rite of Draining upon the raw material. Harvesting Method Thulith’tayna is generally found in caves deep within forest and jungle areas that are overgrown and unmaintained by descendants. The deposits have had years to build up being left undisturbed. Though it's not uncommon for the sound of the mineral to lead you to it, many would find themselves simply believing it was a part of the natural forest till they found themselves in close contact. In order to obtain the mineral one would use a chisel and hammer, carefully working their way around the edges of the material to break it free. Harvesting Red Lines - Harvesting this material is a long tedious process to break it free, taking upwards of a couple hours. - Due to the sounds reverberating off the mineral many would find it hard to concentrate, and upon leaving the caves their ears would continue to ring for a short amount of time. - Wearing something to muffle or prohibit the sound would make it progressively easier to mine the ore. - The harvesting method must be learned in roleplay. Material Name and Description (Refined Form) The refined living mineral has no specific set application, varying from smith. The material itself is similar to ferrum in terms of strength. once refined and shaped, however when hit against other metals would offer a reverberating echo to all ears in a radius. Example being a sword clapping against another would cause it to echo its song. Given the natural energy of the material itself magic users would find themselves unable to leave any voidal based effects upon the metal, a rejection to its very nature of dispelling the unnatural. However tapping into deity based energy one would find themselves capable of harnessing the energy within the material and put it to use. Though typically druids cannot infuse metal in this case given its raw natural lifeforce, they would find infusion capable of blessing the material. Given its natural composition those blessed by the spirits would find themselves similarly able to manipulate and put the material to use within their arsenal for blessings and the sort. - The material is no stronger than Ferrum in composition. - Given its complexion, once the metal is shaped it cannot be reshaped without risk of it breaking. - It can be smithed into practically any item that you can make from Ferrum. - Voidal magic would be incapable of enchanting the material, instantly dispelled if attempted. - Druidic Infusion would work upon the material. - Shamans would be able to tap into the natural material, capable of blessing it and putting their own twists to use upon the metal. - The material reverberates an echo of a song when hit against any other metal. - Whilst the reverberating effect is in place a user would be stunned for 1 emote following the strike. Disrupting any focus based magical connections, otherwise creating a general stun effect in a 6x6 radius. - The user of the metal would face the stun effects as well unless their ears were plugged or covered by some IRP means. Applications (Refined Form) Weapons & Shields Weapons and shields are able to be forged from the material, similar to ferrum in terms of strength. once refined and shaped, however when hit against other metals would offer a reverberating echo to all ears in a radius. Whilst not being a particularly powerful or strong material, it would find its own personal use in combat capable of stunning, and disorienting attackers. - The material reverberates an echo of a song when hit against any other metal. - Whilst the reverberating effect is in place a user would be stunned for 1 emote following the strike. Disrupting any focus based magical connections, otherwise creating a general stun effect. - The user of the metal would face the stun effects as well unless their ears were plugged or covered by some IRP means. - Armor made from it would be rather useless - regardless of ear plugs the wearer of the armor facing the stun effect as it reverberates acrossed their body. Instruments Given the unique song of the metal itself, it is able to be made into instruments that produce various tones and songs based on the size and shape of the item. Offering a truly unique instrument for bardmancers and alike to use. - While offering no personal advantage to the bardmancy magic itself it allows for a new material and sound to be tapped into for roleplay purposes. Jewelry The material itself would be similar to Ferrum in composition in strength when smithed into the refined form. The metal reverberates with a specific ring when hit against other metals, producing a unique echo. - When cast into smaller objects such as rings and pendants the echo offers a subtle ring in one's ear but does not leave lasting damage to one's ears not having the stun effect on trinkets. Refining Technique Harvesting the living metal is fairly straightforward, so long as one carries a steady hand and the right tools. Requiring one to first locate the location of the metal deep within a cave, prepared to be met with its reverberating tone. Once successfully harvesting a chunk of the material they then require a furnace capable of at least reaching the forging point of ferrum. The smith must put the material into a crucible and melt it down at temperatures around 930°C scraping off excess impurities from the top as it begins to become hot and molten. If one doesn't scrape off the excess impurities then the metal will begin to crumble before they can cast and shape the metal. Once melted it will need to be casted into a bar before being able to be put through the long process of hammering, shaping, and stretching the material to its desired shape. Given the song of the metal and its fragility, the hammer must be swung at a constant tone almost like an echo of the song the mineral lets off. The musical art allows it to be shaped undisturbed by the conflicting sound. Refining Red Lines - One is required to remove the impurities as they work, less the metal will become brittle and start to crumble once heated. - The cleanest way of shaping and forging is through casting an ingot and beginning to shape what is desired from such shape. - The refined metal takes a black green tint. - Does not require an ST signature, can be found, refined, and forged through mundane methods. - The ability to Smith the metal must be taught IRP.
  6. Name of the Artefact: The Book of Metis Effects of the artefact: When one figures out the codex of the book their eyes alight with a glow akin to the sky and a vast amount of knowledge and tradition fills their heads. A chosen few are able to grasp that knowledge and use it. Their eyes are permanently blessed with the appearance of a slitted creature, glowing in the darkness. A mark of both their knowledge and the insanity that will begin to eat away at them. Their arms were marked with arcanic runes and encryptions that even they did not have the knowledge to read. The Book of Metis is a book of story and folklore left behind by those who sought to wield and grasp the void long before the descendants began to settle on Aevos, created as a means to store knowledge for generation after generation to continue use. Capable of offering a blessing to a select few. Artefact redlines: General Redlines: To possess the effects from the Book of Metis one must already be connected to the void. They must have at least 1 slot dedicated to voidal magic. The CART follows all redlines and guidelines of a regular voidal connection It does not alter their ability to focus, or for the connection to be broken in any way. Physical & Mental Changes: The marks upon the users arms are unable to be gotten rid of, or covered they will always just reappear. Their eyes perminantly shifted to slits akin to a wildcat that would take on a glow. There is absolutely no way to act around the drive, always seeming to take precedence over other ideas. Arcane Hand: This cannot at all be used in combat besides to hold something (aka it cant swing a sword but could hold it for someone to grab FROM the hand.) If shaped into something of a hand or a similar liking it cannot be used to swing a sword, throw a potion, or anything combat related. It cant be used to bypass any mechanical rules. Arcane Energy: If the caster attempts another spell inside the shroud it would dispel. It is essentially a get-away mechanic allowing the caster to easily make their way in and out of places that they perhaps should not be whilst on their knowledge seeking campaign. Only able to be utilized in events. Arcane Library They can take one other to and share any knowledge they may have within their own mind / any information shared by ET (besides an understanding of MAs and CAs A group of three can be drawn within at any one time, though requires the OOC consent of the person. No conflict can take place here. This cannot be used to metagame information the character otherwise wouldn't know. This would be useful to ET for future lore they may want to establish if they're looking to have it found / begin events, as well as if more continues to come after the outcome of the initial book of metis eventline. It's a flavorful way for the magi to share and store information given the mental complex of always wanting to learn more, and a good explanation for them to remember everything. The blessed would be privy to all visions relating to the void, it can be used elsewhere should an ET state they would be privy to the specific visions. Explanation of the effects: Appearance Physical Changes: A mage following the path of the book of Metis would notice no discernible changes that a normal magi is not already accustomed to. They will find their arms marked with arcanic runes and encryptions that even they did not have the knowledge to read and understand. Their eyes perminantly shifted to slits akin to a wildcat that would take on a glow. A conduit for their new abilities. For during any passive and active voidal casting those markings would begin to glow. The marks upon the users arms are unable to be gotten rid of, or covered they will always just reappear. Mental Changes: Those granted the blessing will find themselves regularly drifting in favor of the void, always wanting to know and learn more whether it would stray beyond their own comfort zone or not. They slowly become consumed by the will to learn more, affecting their mentality as if a passive force is always put upon them. Not only this but they will constantly feel the need to share their knowledge beyond their own mindscape - capable of showing others the arcanic library of vast knowledge. There is absolutely no way to act around this drive, always seeming to take precedence over other ideas. Abilities Arcane Hand: The mage is capable of expelling energy, it would essentially act as an additional hand, able perhaps holding open a book for the caster, opening a doorway, ect. [!] It would take 1 emote to connect, and 1 to summon This cannot at all be used in combat besides to hold something (aka it cant swing a sword but could hold it for someone to grab FROM the hand.) If shaped into something of a hand or a similar liking it cannot be used to swing a sword, throw a potion, or anything combat related. It cant be used to bypass any mechanical rules. Arcane Energy: The blessed are able to focus the arcane energy and dispel it from one single point in a 10 meter radius around them shrouding those around the caster in a darkness. Those blessed by Metis would be able to see through the shroud, making for a quick get away in sticky situations, though should the caster attempt another spell inside the shroud they'd find it clearing. [!] It would take 1 emote to connect, and 1 to summon, and 1 to fully take effect. If the caster attempts another spell inside the shroud it would dispel. It is essentially a get-away mechanic allowing the caster to easily make their way in and out of places that they perhaps should not be whilst on their knowledge seeking campaign. Only able to be utilized in events. Arcane Library: Touching their hand upon another whilst casting, or perhaps meditating on their own they would be able to draw themselves and another into a voidal mindscape. Stories shared within this eventline are able to be found, and even perhaps future warnings and visions from ET. Within this mindscape they would find a vast library of their own knowledge, and a shared scape of those who are all blessed. [!] It would take 1 emote to connect, and 1 emote to enter the mindscape - which would be depicted as a giant library. They can take one other to and share any knowledge they may have within their own mind / any information shared by ET (besides an understanding of MAs and CAs) A group of three can be drawn within at any one time, though requires the OOC consent of the person. No conflict can take place here. This cannot be used to metagame information the character otherwise wouldn't know. This would be useful to ET for future lore they may want to establish if they're looking to have it found / begin events, as well as if more continues to come after the outcome of the initial book of metis eventline. It's a flavorful way for the magi to share and store information given the mental complex of always wanting to learn more, and a good explanation for them to remember everything. Transferring the blessing: One would be capable of transferring this blessing to another voidal magi should they wish to, only needing to place their hand upon another and concentrate that mana upon the target. The moment its transferred the original user would lose all effects and the new one would pass out before waking with the knowledge of its abilities. However when transferring it, the runes would remain upon the original users arms only having turned to a black ink color, and would not glow whilst casting. It seemed they could never be removed, a Side effect of forsaking the blessing. [!] This would happen over the course of three emotes, 1 to connect, one to concentrate, and 1 to transfer. Transferring it requires OOC consent, and ET must be notified to update the Cart. ET Responsible for this Artefact: MayRndz Purpose (Optional): For this event line I created the establishment of a group that sought to document the workings of the void, the rights and wrongs - though in stories and folklore it'd be possible to be expanded upon in the future. The final room that the ongoings were able to get to possessed a book, a tomb I named the book of Metis. While in principle it's just a book of stories, I wanted to add more flavor, potentially blessing a few who touched the book with some simple flavor. We were encouraged to make some smaller more flavorful carts so here one is!
  7. [!] Thanks to the efforts of Amathine, and the high princess, Idril, a curse was lifted from upon the crew on the 14th of The Grand Harvest. Allowing them to once again take to the waves and sail the open seas. “Break the Curse of time, Where Light does not touch, But embers shine. The trees sing, Creak and whine. Where minds wonder, Only sleep can crine. Deep below the waves, Sunken coil of Shrine.” ((Big thank you to @JJosey for letting me bring my event line to her!)) “Welcome, brave adventurers, to the ‘The Abyss of Forrath’, a seafaring guild of Mariners that sail the vast and uncharted waters of Aevos. As you step aboard our magnificent ship, you become part of a family bound by the call of the open sea and the thrill of untold adventures. It's a floating haven for those seeking purpose, fortune, or the sheer joy of exploration. From the bustling harbors of coastal cities to the forgotten isles hidden in the mysterious Foggy Reaches, our crew embraces the unknown with open hearts and daring spirits.” Prepare to embark on daring missions, unravel ancient mysteries, and forge alliances with both mystical and mundane beings. Your contributions to the guild will not only earn you gold and renown but also carve your names into the world of seafaring legends!!! So, set your compass by the stars, feel the salty breeze on your faces, and let the adventure begin.”
  8. Esteemed allies and fellow denizens of Amathine, As of this 12th day of The First Seed, in the year 166 of the Second Age, A dire incident has transpired – the High Princess Idril and a valued citizen of Amathine have been seized by a colossal seagull amidst the tumultuous seas. The High Princess presently teeters on the brink of a critical condition, her health perilously poised for further deterioration. It is imperative that her rescue takes place immediately, as she is at risk of further injury and possible death. We cannot, and will not, wait a second longer than necessary. We implore all allies, friends, and citizens to mobilize swiftly, employing every resource at your disposal to locate and secure their swift return. Your urgent assistance is indispensable in this time of dire need. The foul creature that dared to capture both beloved persons is a giant sea-gull. We have managed to capture the general direction that it flew, along with one of its plumage. Signed, Luthien Maeyr’onn Elänor Sylvaeri, Daughter of The High Princess of Amathine, one of the pearls graced from Idril herself, the warrior of waves, a mournful woman
  9. [!] The pirate is glad she has a ship to live on so that she doesn’t have to live with scratching glitter eternally from her scalp.
  10. IGN: MayRndz Discord: mayrndz # of Characters: 2 ( separate ones) Number 1: https://docs.google.com/document/d/1d0BIEjUGO13Iy9VrStV1NvwAG444sR0TUO9Y50fUyHE/edit?usp=sharing Number 2: https://docs.google.com/document/d/1kI_lBwyAPE2nmdSl8PxN_yXQPUSRhh-DH9k9HrpKd-8/edit?usp=sharing
  11. Speaking from personal experience it can be daunting to approach situations like these. Many feel pressured not to make the report out of fear for further harassment - or even out of embarrassment for becoming victimized. Something to keep in mind regardless of such is that it's not okay. No matter the circumstances - no matter who did it. Don't be afraid to approach and ask for help, or just generally seek someone to talk to. I've been there, done that, been in uncomfortable situations. I don’t condone it to any level. I know it's hard to speak about at times, but it's important to know that you're not alone and not the only one. That being said, if you'd like to speak to someone, feel free to reach out to me on discord (MayRndz). My DMs are always open.
  12. DARKNESS It is what lingered, fog sat above the waves and nothing could be seen in the distance. The rocking of blue waves against the shore, against the sandstone that lined the banks. The outline of a ship blackened by the night off in the distance, one lonely light hanging from the figurehead that left a golden glow in the midst of the dark. A battered sail became visible as they sailed closer to the shoreline, the silhouettes of men and women tugging at the ropes, manning the ship as it rocked back and forth. . . and so the ship approached the tropical shores of Amathine. LONESOME ROCKING. . . “Break the Curse of time, Where Light does not touch, But embers shine. The trees sing, Creak and whine. Where minds wonder, Only sleep can crine. Deep below the waves, Sunken coil of Shrine.” [This is part of an ET eventline that will begin shortly along the shoreline of Amathine, PM MayRndz for any further information]
  13. hot take though, yall raid at 3am and noone logs on because its 3am should the defenders have consiquences?
  14. We were considering this (numbers not set just an example) 5 or less = conflict not a raid 5-10 = similar raid rules to now with no ping groups larger than 10 constitute a raid w/ an hour warning (That warning results in PVP being enforced) Agreed, adds more than just clicks to the system.
  15. A wandering pirate gaze scanned over the missive, her head dipping into a slight nod as she read through each, her fingers running acrossed the constellation's designs "It is the stars that guide you when you are within the open sea" she mused offering a small smile "This is well done."
  16. Thulith’tayna The Living Metal Material Name and Description (Raw Form) Buried deep within caves, the material having remained untouched by descendants for the longest time resided a mineral that pulsated with natural energies. Discovered by the Mali communities it eventually bore the name Thulith’tayna, or the living metal. The mineral bears pungent green markings, deep crevices and cracks running along the material making it appear extremely brittle, near impossible to break off in large chunks. The ore itself bore a dark appearance that contrasted the swirling green streaks. It was incredibly light, but what it lacked in density it made up for in its fragile complexion. Chaotic echoes of sound reverberated off the metal. The unrefined ore is capable of leaving a prolonged ringing in one's ears; irritating and distorting. Often leaving symptoms similar to sea sickness such as headache and nausea to one who leaves their ears unprotected. Red Lines (Raw Form) The ore is incredibly brittle and must be carefully chizzzled from the surface around it, otherwise it would break into dust in smaller chunks. Its extremely light however as mentioned its brittle complexing makes it fragile to handle. The echoes of sound reverberating off the ore would be chaotic and loud to those who held the ore, unsettling to keep around for too long. The unrefined ore is so loud it is capable of leaving one's ears ringing, causing headache and nausea. Wearing something to muffle or prohibit the sound would make it progressively easier to mine the ore. This is an open resource that doesnt require ST-Signature Harvesting Method Thulith’tayna is generally found in caves deep within forest and jungle areas that are overgrown and unmaintained by descendants. The deposits have had years to build up being left undisturbed. Though it's not uncommon for the sound of the mineral to lead you to it, many would find themselves simply believing it was a part of the natural forest till they found themselves in close contact. In order to obtain the mineral one would use a chisel and hammer, carefully working their way around the edges of the material to break it free. Harvesting Red Lines Harvesting this material is a long tedious process to break it free, taking upwards of a couple hours. Due to the sounds reverberating off the mineral many would find it hard to concentrate, and upon leaving the caves their ears would continue to ring for a short amount of time. Wearing something to muffle or prohibit the sound would make it progressively easier to mine the ore. The harvesting method is public knowledge Material Name and Description (Refined Form) The refined living mineral has no set application, varying from smith. The material itself similar to ferrum in terms of strength. once refined and shaped, however when hit against other metals would offer a reverberating echo to all ears in a radius. Example being a sword clapping against another would cause it to echo its song. The material is no stronger than Ferrum in composition. Given its complexion, once the metal is shaped it cannot be reshaped without risk of it breaking. It can be smithed into practically any item that you can make from Aurum. The material reverberates an echo of a song when hit against any other metal. The song, while subtly disruptive, offers no additional advantage or effects. Applications (Refined Form) Jewelry The material itself would be similar to Ferrum in composition in strength when smithed into the refined form. The metal reverberates with a specific ring when hit against other metals, producing a unique echo. The echo itself once refined offers a subtle ring in one's ear but does not leave lasting damadge to one's ears etc. The material has the same strength and composition of aurum. Instruments Given the unique song of the metal itself, it is able to be made into instruments that produce various tones and songs based on the size and shape of the item. Offering a truly unique instrument for bards and alike to use. Akin to mundane instruments producing unique and varying sounds through different sizes and shapes, the metal can be used to produce interesting instruments such as drums, and flutes. Refining Technique Harvesting the living metal is fairly straightforward, so long as one carries a steady hand and the right tools. Requiring one to first locate the location of the metal deep within a cave, prepared to be met with its reverberating tone. Once successfully harvesting a chunk of the material they then require a furnace capable of at least reaching the forging point of ferrum. The smith must put the material into a crucible and melt it down at temperatures around 930°C scraping off excess impurities from the top as it begins to become hot and molten. If one doesn't scrape off the excess impurities then the metal will begin to crumble before they can cast and shape the metal. Once melted it will need to be casted into a bar before being able to be put through the long process of hammering, shaping, and stretching the material to its desired shape. Given the song of the metal and its fragility, the hammer must be swung at a constant tone almost like an echo of the song the mineral lets off. The musical art allows it to be shaped undisturbed by the conflicting sound. If the process isnt followed while forging, the echo of the metal itself will begin to distort with the ring of the hammer, causing dents and breaks in whatever the final desired result had been. Refining Red Lines One is required to remove the impurities as they work, less the metal will become brittle and start to crumble once heated. The cleanest way of shaping and forging is through casting an ingot and beginning to shape what is desired from such shape. The refined metal takes a black green tint. Does not require an ST signature, can be found, refined, and forged through mundane methods. Purpose (OOC) The major part of it was to add a flavorful material that could be used and shared by everyone. Overall it was a personal idea that originated from one of my own mali’ame culture projects.
  17. A softened rumble rolled through a wild ame's throat, brows furrowing as eyes narrowed to a squint albeit briefly. A breath shuddering out as she attempted to clear her vision of the scene, head shaking absurdly from side to side, and ears pressed flat against her head in bewilderment. She stood there frozen for a moment before settling off to search.
  18. Grasping is for the things we can already entrap and work on, as for Sealing it’s more of a made to be a band aid and can be broken, but yes the thought is we can work on those things that have no plausible way to be closed.
  19. The exhaustion system from communion and control is the same here for the ease of learning - however the two spells that have longer cooldowns already require multiple druids due to their stature so those cooldowns won’t be reduced - and are mainly event esque so shouldn’t need to be.
  20. Druids - Guardians of the Wilds Blight Healing “To will change upon the self is to change the world. Only through will can all balance be attained." - Awaiti the Orison Origins Stories to behold told of a Gift created from the pure essence of nature itself, the origin within a shroud of mystery since the beginning from the First Druid himself. The myth that surrounds it is said to come from the Nature Dragaar, Taynei’hiylu. With her emerald flames, she flew and cast it upon the vile taint and disease that was from the Great War against the undead forces. Its power burned all abominations within its path while the flames washed over and healed the land anew. A gift created and passed on from the green dragon herself so that she could assist in heralding a new future. Where druids could accomplish their duty and serve nature true to their word. One where she could watch over from a distance and yet still know that the world in its true form would be safe. The sacred Art of Blight Healing is of direct divine. The Druid focuses upon their connection to the natural world to then invoke natural energies, which manifest as mist, to spread across the land and cleanse it of any vile taint and corruption. This comes in many forms, from a barren wasteland devoid of nutrients and life, to the magical corrupted taints of necromancy and horrific Voidal destruction of the land itself. With such a precious and powerful gift however, it comes at a cost. That of the most exhausting of the subtypes where the druid pays a heavy toll with their own body. These teachings as passed through generations developed into something much more impactful to display the true connection between druii and nature itself, a true understanding for the world and life around them. Over millennia, many Druids have channelled the potent energies down their arms whereupon it vaporizes into a mist, which envelopes their hands, cleansing and restoring the life of flora in their hold. However over the years druii have learned to celebrate their gifts alongside their work, and create unique and beautiful visual displays. Creating beautiful visual displays of those powerful forces to be reckoned with, a gift which is passed from teacher to student is the ability and understanding of such manipulation - some manifesting in a blinding fog that spreads out around them, another creating the rippling of a stone hitting the gentled surface of a pond, others choosing a beautiful display of flames which rage and eat way at blight. Magic Explanation Druidic Blight healing is the pinnacle of druidism, and the ability to heal and restore balance back to nature properly, through means of healing magical blight and other sources. The magic allows druids to extend out their gifts giving part of their own mana pool to restore life. Primarily used for means of healing magical imbalances and pollutants created within the realm, and is passed through regular means of being passed from teacher to student requiring one to be within peak condition due to the heavy toll the spells can take upon one's body and mind. Blight Healing is a Druidic MA that requires one to be a druid of at least Tier 3. Blight Healing takes up 1 magic slot. Blight Healing is taught via a teacher that must hold an approved [TA]. In short Blight Healing contains a better comprehension of lifeforce, and is the druidic counter to magical and non magical blights. Exhaustion Druidic abilities may not be cast indefinitely, as the Druid must essentially use their own energy to feed plant growth, or to ‘power’ plant life so that it may be healed, replenished, or moved. This leads Druids to expend themselves depending upon the abilities used, and a Druid will find themselves suffering from extreme exhaustion from time to time, even if they have carefully paced their use of abilities. Exhaustion does not necessarily refer to physical, bodily exhaustion, as if you’ve just run a marathon. It is the lack of Druidic energy within the Druid. A druid may fall to their knees, breathing heavily or wheezing, they may pass out altogether, they may be wracked with internal agony, or even all of the above. When exhausted, the Druid is unable to use any further abilities without risking death to themselves, and should not be attempted in a combat encounter. Blight healing itself being one of the most strenuous gifts will leave druids exhausted with the fullest use of their abilities, even simple spells becoming strenuous and near impossible to cast in combat when the druid is one on one. Though blight healing itself lacks combative purpose outside of the potential of grasping and sealing, it still takes a toll on one's body and mind Combative spells for Blight Healing for this reason are limited to once per encounter, grasping as well limited to one irl day, and sealing a ritual that activates a cooldown of 1 irl week. It should be noted that Blight Healers are often taking on a physical appearance of one who is tired and aged, dark circles hanging heavily under their eyes and subtle wrinkles forming across their foreheads. Their minds become warped by the agony of nature around them, and the experiences linger within the back of their mind. When casting at the full peak radius of non-combative healing spells, a blight healer will find themselves feeling lethargic and weak, only able to cast the spell once before feeling the effects on their body. When casting in groups druii are more capable of healing a larger radius, and power sharing to avoid excessive exhaustion. After the roleplay concludes, a druid's energy will replenish over an IRL hour, however the druid will require rest to fully replenish that energy, so one who continues to stay on their feet and work after bringing themselves to the brink of exhaustion may find that it takes close to 1 IRL day to fully replenish. Casting at full capacity/radius for your Tier will cause heavy exhaustion. Casting at full capacity/radius for your Tier allows only up to one spell before effects are felt. Casting at a lower capacity : ex. A T5 blight healer casting blooming in a 2x2 radius will find it easier and less draining. The timeline of casting can be expanded via VIA power sharing, ex a T5 druid power sharing with a blight healer could bring their spell capacity up to 3-4. However it must be noted that the physical exhaustion of prolonged casting will leave heavier side effects on the Blight Healer. A druid's energy will replenish over an IRL hour, however the druid will require rest to fully replenish that energy, so one who continues to stay on their feet and work after bringing themselves to the brink of exhaustion may find that it takes close to 1 IRL day to fully replenish. Blight healing itself lacks combative purpose outside of the potential of grasping and sealing, however it still takes a toll on one's body and mind. Combative spells for Blight Healing for this reason are limited to once per encounter, grasping as well limited to one irl day, and sealing a ritual that activates a cooldown of 1 irl week. “I do not kneel. I do not succumb. I fight. I fight and I yell until either me or my enemy is dealt.” - Tailsen, The Lynx Druid Mental & Physical effects: Though druids are blessed with such a precious and powerful gift it comes at a cost. That of the most exhausting of the subtypes where the druid pays a heavy toll with their own body. Often taking on a physical appearance of one who is tired and aged, dark circles hanging heavily under their eyes and subtle wrinkles forming across their foreheads. A druid in their twenties may appear more as if they are within their thirties or fourties having aged from the tireless work. Though blight healers are known to be wise, for their choice to master the gifts of blight healing and through the appearance of their often graying hair, their mentality and mind are known to be suffering and deteriorating alongside their bodies. Struggling with their own humanity and becoming lost within the voices of the world around them. Prone to projecting the suffering of nature around them instead of their own. Abilities Blooming [Non-Combat][Infusion] - T1 Blooming is to teach one an understanding of the lifeforce that flows throughout nature itself and is the first step to learning Blight Healing. The student invoking the healing mists to infuse it into flora and bring back its vitality and vibrant coloration. Causing Flowers to rebloom, and nature to return to its original lively state. Fertilising [Non-Combat][Infusion] - T1 Where barren lands are stripped of nutrients and soil, the Druid in turn can invoke their mists to seep down into the earth and restore fertility within. Once a student has begun to grasp Blooming, they can be taught to progress that ability to restore the potential for growth of the land. The druid is capable of making even the most desolate of areas susceptible to life. Regeneration [Non-Combat] - T2 Regeneration is the base of understanding the vast world of fauna and animal life, invoking the mists and one's own mana to heal both natural and fae creatures around them. While not always a pleasant experience for animals, the assistance of Druids can help to ease discomfort and unintended damage left to fester. Weaving a web of mists around the wound and casting upon the creature they are capable of healing and closing the wound. Cleansing [Non-Combat][Infusion] - T3 Cleansing acts as a foundation for allowing plants to take root once again in areas that may have become desolate through means of blight or pollution. In areas where druids must pruge diseases and taint or blight from the land and flora in the vicinity, Cleansing may be used to assist the druii in maintaining the land once again. Akin to burning away the infection of a wound. In an effort to heal imbalance, a Druid is able to purge the land of disease, whether natural or unnatural, to restore life to sickly lands. Stories can be beheld of large groups of druids banding together hand in hand to assist one another and restore health to large sums infertile lands. In cases where taint and blight affect the fauna of the land instead of base cuts and scrapes, a Druid may use an advanced form of Purging to heal Cernunnos’ beasts of magical corruption. Capable of healing these beastly creatures of taint. Awakening [Infusion] - T3 [Once per two IRL days] Awakening has been passed down from Druid to Druid for centuries. Usually performed upon staves, it serves as a means for Druids to defend themselves as well as leave behind a lasting piece of themselves for generations to come. Known to be a particularly advanced Gift, the Druid must utilise their mastery of both Blight Healing and Communion of Nature in order to properly Awaken. These staves or objects eventually can become sentient with a personality of their own over time as they progress - having been infused with many generations of druidic energy creating its own demi-lifeforce minimicing that of its creators. Decay [Non-Combat][Infusion] - T4 Decay is obtained when one has a true understanding for the balance of life and death, that all things must eventually be put to an insufferable end before it can truly blossom once again into something new. The ability allowing a druid to expel their mists outward offering suffering plants a chance at passing on peacefully, put to a restful death. Grasping [Non-Combat] - T4 [Once per three IRL days] The pinnacle of application of the long standing Gift of Blight healing, the formation of a temporary sanctified spot where only true and unabated nature may exist. A spell which allows druids to perform their duties even in the most uncomfortable and dangerous of places creating an energy shockwave shooting out around them in a radius, the energy cleansing the area around them and allowing it to blossom as if surging with life. A sanctum is formed around the spot they hold, a bastion of nature for Attuned to hold the line. Sealing [Non-Combat][Ritual] - T5 [Once per one IRL week] Sealing is a ritual in which allows blights to be sealed into one area if it is not capable of being cleansed, druidic energy infused into a ring around the blighted or damaged area the force while draining the druids performing the ritual also prevents the further spread of the source. Tier Progression Tier 1: Regarded as the beginning stages of blight healing, the druid is slowly learning how to summon and manipulate their mists. Capable of expanding them in a small radius around them. This Lasts for 1 OOC week. Blooming Fertilizing Tier 2: The druid is becoming more adept in manipulating the mists, creating a greater understanding for Blight Healing. Able to expand their gifts to assist not just Flora but Fauna as well. Lasts for 1 OOC week. Regeneration Tier 3: The Blight Healing student is beginning to better comprehend blight, and imbalance in the natural world, capable of learning how to heal mundane and magical blights. Their casting radius is still limited, becoming much larger. This stage lasts for 2 OOC weeks. Cleansing Awakening Tier 4: This stage regards the druid capable of almost full-comprehension for the Blight-Healing mists, their comprehension putting them a step up in understanding the life-forces around them in itself, capable of putting creatures to a peaceful rest. This stage lasts for 2 OOC Weeks. Decay Grasping Tier 5: The druid is fully adept in Blight Healing having gone through Months of practice and meditation to show mastery of the abilities. The Druid has become a master of bringing natural life from total death and suffering. The blight healing abilities have become much less straining upon them, and capable of being cast in a larger radius. Sealing Mani-Summoning Credits Writing: MayRndz Previous Lore: https://www.lordofthecraft.net/forums/topic/186716-✓-magic-lore-druidic-blight-healing/ Consultation: RaiderBlue Junoix Dragonoftaters DrusustheDumb GlassySkies Marsloll
  21. IGN: MayRndz DISCORD: mayrndz CATEGORY OF CHOICE: Skin TITLE OF YOUR PIECE: Matriarch of Darkness
  22. The riptide druid stares at the missive for a moment "Ah seems like my side of the family has an infection for this" the elfess mused.
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