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Everything posted by Olandyr
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A WARNING OF HILARIOUS DISASTER [!] Around the lands are scattered bright missives around the size of a human torso, written in absurdly large handwriting. It’s me, Pagliagagi the Giant Clown. Ever since I arrived in this land, I have been filled with an immense sadness by what I’ve seen - how grey and lifeless everything is. I have gone far to find what will make me happy - I have recently invaded a campsite filled with bards and performers, yet still I feel no joy. This is a warning and an invitation: Before I rupture the descendant world with a plague of maddening laughter, I will strike one last bargain. In not so many Clown Days I will host a thrilling contest for all - a test of ability and talent in all measures. If you can show me humour and happiness, I will spare the world and prizes will be given. Otherwise, I will overwhelm the world. Yours Humorously, Pagliagagi.
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Hags Wielders of Witchcraft Preface: All terms in this piece are not innately known in roleplay. Terms such as ‘Hag’ may be deemed appropriate descriptors, and may be used, but it is not intrinsically known. Cultural interpretations of this magic and its terms are highly encouraged both in and out of Hag circles, especially since not even Hags are made aware to the use of their own soul. Examples of interpretations are: “Woodland Witches”, “Wayward Alchemists”, "Demons", etc… Keywords: The Cracking Bowl The sun set, and washed the woman’s island cold, as it had a thousand times before, and as it would a thousand times more. She knew what would happen, the same as ever it had; out, through the darkness, crept the predators of the night - the fiends and fauna that, each night, she’d worked to cast away. But as this night crept on; she heard nothing - not the faintest movement - upon her accursed island, and no deeper had the weight of her exile sunk than now, for even gloom had evaded her. Light rose, as ever it did, and still did nothing return. The island seemed, to her, utterly barren, and so she returned to her lonely slumber. It was on the 3rd day of her sleepless despair that she felt the pangs of hunger, and from her home was forced to roam. A poor woman was she, to behold what she would, for deep in her island - in a cave - was a feasting, foul deific servant, unmeant for mortal eyes. Something within her wept for what she once was, as out from her soul sept anima and awakened. Sleepless; kept in a perpetual turmoil from the soul that seemed to turn against her, she roamed the empty island. Each animal had gone, but even in the whelming dark the plants grew, and within them was a secret hidden even to the materially blinded alchemists - potential that resonated with her oozing soul. And soon she set to work, with draughts and drugs made manifest by her magic. She would live 100 years more, and by aid of her skills, broke free from exile. Her daughter, at the age of 24, seemed to have inherited such a gift, and onwards lived the tradition of witchcraft. - Explanation - Hag Magic is a form of witchcraft centring on the manipulation of the material through anima in descendants whose soul is ‘awakened’ in such a way that they can coax out the anima from it, and use it as the base for the ingredients with which they mix it. The Hags themselves, however, are oblivious to this use of their own soul. This, combined with material reagents, makes up the mixtures and spells they use. -This is a [2]-[3] slot misc magic, utilising anima drawn forth from the Hag’s own body. -This may be learned under any Hag with a valid TA that has been taught the Connection ritual. -May only be learnt by those with an organic body, and at least [1] organic arm. -May only be learnt by those with greater souls. -At T3 (and any point past then), a Hag may take on a [3]rd slot by self-inducing a hallucinatory state, which, should they wish it, will cause them to fall into a deep meditation and awaken their soul further. -A Hag may be of any gender. - Physical Effects - Upon connection a Hag’s soul is ‘awakened’. Directly tapping into their fuel alters them greatly; their form thins, and makes any substantial sustenance difficult. Furthermore, it disrupts their relation to the soulstream and prevents monk revival (elaborated on in “Revival”). Ficklety Making use of one’s own soul is no slight feat, and the repeated misuse of one’s own matter wears down the form of a Hag. The degree of this may vary, depending on the general frequency of their anima use, however all Hags fall prey to a sedentary body, and are unable to reach peak form of their race, no matter what mutations or alterations they might gain. Each and every Hag shall suffer from this affliction of ficklety. The bounds of this shall further as the Hag becomes more engrossed in their studies of the arts. Tier Effect Tier One The Hag feels slightly weaker than in their natural form. This shall not manifest in any meaningful way. – Able to wield weapons and wear armour all they wish, with minor difficulty. Tier Three Progressing slowly, the Hag may no longer wear full-plate. Long- and broadswords are much harder to wield; though it’s still possible to do so, exhaustion is met quickly. Redlines -A hag who practises other physically hindering magics will gain the affliction that is greater. For example, a hag who is a voidal mage will suffer from the voidal poisoning as that is ‘worse’ than the bane of ficklety. Regeneration In much the same way that anima can extend and cast through the organic parts of a Hag’s body, these same parts may gradually grow back - a necessary adaptation by cause of the volatile essence they wield that readily frets them and puts at risk their vessel. Regeneration is a feature that starts at T2, slowly restoring any lost body parts as anima flows through their body to slowly restore their blueprint. This process happens over the course of [7] OOC days from the moment of loss (of the specific body part), and on the 7th day it returns, permitting casting anew. This applies to all body parts, however occasionally produces body parts that appear heavily scarred, permanently bruised, or otherwise deformed and unhealthy. Larger body parts - limbs, to be precise, take 10 OOC days to regenerate, and have a far higher chance of some degree of deformity by the simple fact of their size. Organs may be regenerated through this - but such is unlikely, as it takes [7] OOC days for an organ to regenerate. In practice, it is only functional with bodily stasis, or to ward off any slow degrading (such as liver failure), or any degenerative diseases. Organs vital for a Hag’s survival, such as the brain, heart or lungs, cannot be regenerated whatsoever as the body can’t be stabilised while these organs are damaged. Regeneration, however, is not without its drawbacks, for it is ceaseless and unresting - it gives no heed in its messy reparations. Thus, without tending to, a Hag’s body can often deform and become more and more estranged. More, useless, lesser body parts will grow from their form, and remain there lest tended to (cut off, typically). Examples of such a case can be smaller eyes forming atop their own, fingernails growing across their palm, long, extra teeth growing from their gums, or 6th fingers and the like. No matter the case, they are obviously obstructive in some way, and any benefit they might provide is minute and superficial. The more often a Hag loses specific parts, the more likely (and often) those parts would grow back deformed. By T5, a Hag is afflicted by at least 3 extra growths. Furthermore, regeneration holds no notice to prosthetics, as anima cannot flow through them, and so is unaware of them - any prosthetics a Hag should possess are constantly at odds, and are relentlessly damaged by the regrowing body part. This causes immense, constant pain for the Hag, disrupting any casting and activities alike. Redlines -It takes exactly 7 OOC days for any lesser body part, no matter how minor (nails, fingers, eyes) to regenerate. For limbs (or limb equivalents) it takes 10 OOC days from the loss. -Any deformities provide no extra functionality. The same applies for any extra limbs or body parts. -There are no precise guidelines for how long it can take for additional small body parts to grow upon them; such should be treated with reason, and to not RP it to some extent is powergaming. They may provide only minor functionality. -Artificial, obstructing prosthetics (such as those of Animii or Atronach limbs) cause immense, constant pain with no relent. This makes them unable to cast, and takes effect regardless of whether or not they had the artificial prosthetic before or after connection. Organic ones (such as those made by blood magic, shamanism or things alike) are treated as part of the Hag’s body. -The Hag regenerates body parts they lost before connection. If a Hag was born without a limb (or body part) then it does not grow at all. The Soul The effect of Connection on a Hag’s soul is discreet, not transmuting but ‘cracking’ so that a Hag might tap into it. As such, it reveals nothing to any that might look upon it (such as Seers or Shamans). The exception to this is 3-slot Hags. For these Hags - Seers, Shamans, and any such things capable of soul-viewing alike may see a distorted, shaking soul that endlessly warps or, alternatively, a manifestation of their Discarnate form in their soul, wrapped around it, or as a shadow within it. - Mental Effects - The connection of a Hag is a traumatising and deeply affecting one, as the ‘spark’ for connection is a vision - and concoction - so potent it makes available one’s soul. This crude connection can spark a number of mental struggles in the Hag, the manner of which exists as an amplification, exaggeration or ‘twist’ on their prior life, often with some supernatural enhancement. Any [1] or more of the following examples must be chosen, and may not be changed even in case of disconnection. At [3] slots, a Hag is encouraged (though not enforced) to pick up another mental effect, to reflect the deeper connection that they go through. Below are some fitting examples: -A constant, supernatural tinnitus-like effect, in which the sounds may be any range of things and creatures. -Insomnia is a common trait, kept awake by their connecting visions, details of their past, or any manner of things. This may be accompanied by false visions and prophecies whilst they stay awake. -Nightmare disorder - Hags may suffer every night, or exceptionally frequently, from potent nightmares with varied levels of perceived realness. -The Hag may believe that they, or someone they know, is being chased or hunted by a supernatural entity/thing, potentially incited by something they saw during Connection. This may lead to paranoia, erratic behaviour, restlessness, and a myriad of other things. -The Hag may believe that they, or someone they know, is a supernatural entity/thing, potentially incited by something they saw during Connection. -The Hag may believe someone or something (such as a species of animal, area, material) is trying to communicate with them and give them signs/messages. -The Hag may develop obsessions over animals or abstract concepts. Independency To be a Hag is to be your own source; the fuel for your own engine and means for your own ends. It is a practice deeply independent of others, fostering introspection and independence. The adverse effect of this is that it typically manifests too as an aversion - and even hatred - of those they deem undeserving of what they have, and draws them even closer to Hags and other like-minded people. Sensing Upon connection, Hags begin to slowly attune to the use of their surroundings, and sense its potential; Sensing is a passive ability of the Hag, that lets them subconsciously discern whether something has an ingredient they need. As such, a Hag can determine whether or not a reagent has the correct materials. For example, a Hag hoping to cast Refill will know simply by sight or touch that blissfoil will be useful for the spell. This manifests as a feeling of order and 'properness', though the Hag remains oblivious to the exact ingredient they are harnessing (e.g they have no knowledge of signs or symbols unless they have the Alchemy feat). As a result, Hags will often come up with an explanation for what it is about these ingredients that is so useful to them, to explain the seemingly random 'sense' they have. Spellcrafting By use of their soul-given anima or absorption of reagents, Hags can knit together elaborate spells capable of a myriad of effects. Though their casting causes damage to them (below the threshold of 5 stored anima), it will not necessarily interrupt their casting. However, any externally-dealt physical pain greater than a slap (such as a cut) will disrupt the spell they’re attempting to cast. Hags have a maximum of 10 anima, though those with Devoted (mentioned later) may reach a cap of 15 anima. Hags regain [4] anima per OOC midnight (every 24 hours). TELLS: For the purposes of demonstration, below each Tell an example will be given. All Hags in these examples start at 6 anima. Hags make use of both Vocal and Physical casting - the difference between them is minute, only that Vocal pertains to the voice, and Physical pertains to physical traits. Both may be used in Material and Ethereal casting. Vocal A Hag may spin their spells and craft their maledictions by vocal means, charming and binding imprecations to the willing and unwilling alike. When a Hag uses incantations to mould anima to their will, they must be able to speak - uninhibited by any gags or injuries to their vocal cords. Should the Hag utilise their ability to weave spells wrought by voice, they must have the correct materials for the spell, and an apt amount of anima remaining in their soul-stores. If these criteria are unmet by the Hag, attempting to cast vocally shall cause nothing to manifest from them - Attempting to speak shall yield no effect, producing only a gasping sound instead. Redlines -A hag without vocal cords cannot partake in vocal casting. -A hag must have the necessary prerequisites for vocal casting (amount of anima or materials). -Incantations must relate to the spell being cast, else the Hag shall expend their anima without the desired effects of the spell, effectively wasting it. -Incantations must be spoken in the range of #rp or #s. -Vocal casting may use any language, or any series of audible sounds. Invocation When casting, the Hag’s throat glows brightly, and the air distorts as they speak. 10-5 Anima - No repercussions. 4-1 Anima - The throat and mouth of the Hag progressively darken and damage, with the aesthetics to the discretion of the Hag (so long as it is obviously damaging). At 1 Anima, the vocal cords of the Hag fail entirely after casting. 0 Anima - The Hag falls unconscious and in addition to all before, the Hag may not cast any magic for 3 OOC days. Invocation Emote Example (Bestial Waters is used here, with anima) Teeth When casting, from the Hag’s mouth seeps blood or a similar, dark liquid. 10-5 Anima - No repercussions. 4-1 Anima - The teeth of the Hag progressively darken and damage, with the aesthetics to the discretion of the Hag (so long as it is obviously damaging). At 1 Anima, the teeth & tongue of the Hag fall out after casting. 0 Anima - The Hag falls unconscious and in addition to all before, the Hag may not cast any magic for 3 OOC days. Teeth Emote Example (Bottle Memories, an ethereal spell (requiring anima), is used here.) Physical -A Hag may crush/mix reagents, using them up, and then a measure of Anima must be produced (from their eyes, hand or mouth) - which may appear to be any manner of liquid, colour and viscosity. They must then mix the anima and reagents, making the solution which acts as the relevant spell. -The T1 spell ‘Absorb’ may be used too, using up the same amount of time as it normally would. -These Tells may be used for ethereal spells, which don’t require reagents. Nails During each spell, the Hag’s nails slowly grow and sharpen (such that they may make easy marks in the dirt, but not cause any significant harm), having grown roughly half an inch at the spell’s end, and may recede back to their usual length (if above 4 anima). 10-5 Anima - No repercussions. 4-1 Anima - The hands of the Hag progressively darken and damage, with the aesthetics to the discretion of the Hag (so long as it is obviously damaging). At 1 Anima, the hands of the Hag fall off after casting. 0 Anima - The Hag falls unconscious and in addition to all before, the Hag may not cast any magic for 3 OOC days. Nails Emote Example (Hex of Fright is used here, with ingredients) Eyes When casting, the Hag’s pupils constrict and blood/a coloured liquid or mist seeps harmlessly from their eyes. 10-5 Anima - No repercussions. 4-1 Anima - The eyes of the Hag progressively darken and damage, with the aesthetics to the discretion of the Hag (so long as it is obviously damaging). At 1 Anima, the eyes of the Hag falls out after casting. 0 Anima - The Hag falls unconscious and in addition to all before, the Hag may not cast any magic for 3 OOC days. Eyes Emote Example (Ward Object is used here, with ingredients & Absorb) Redlines (All Repercussions) Repercussions will never outright kill a Hag, but do provide a notable disadvantage in any situation. A Hag who depletes themself to 0 anima can’t cast any magic (whether it is of Hags or not) for 3 OOC days, as their soul is replenishing. Their anima regenerates as normal over those 3 days. Should a Hag reach [1] anima (and thus have their means of casting removed), they may use other means of casting whilst the other ones are regenerating. The moment after they cast another spell in this state, they immediately collapse and suffer the repercussions of [0] anima. If somehow they have lost their teeth, voice, hands, and eyes, I am extremely sorry for you, and also they must wait for one of them to regenerate before being able to cast. Hags reaching the level of [0] anima will fall unconscious immediately following the casting and cannot be kept awake by nor awakened by any physical, alchemical or magic cure. Unconscious Hags due to 0 anima shall regain their consciousness after 1 narrative hour non-combatively (with repercussions remaining, i.e no eyes), or after a combative encounter ends. If a spell specifies a casting tell isn’t required, that isn’t applicable should it cause a repercussion. Being unable to cast “any magic” for 3 OOC days regards any magic at all that the Hag might have, not just Hag Magic. Additional Tells Freely, a Hag may manifest more mystical tells (though these don’t replace the required tells), which are harmless and only aesthetic. These may be conjured whenever. This may manifest as: -Unobstructing, coloured mist. -A glow/glowing lines appearing and moving over the Hag’s body. -Glowing eyes, fingers, throat, and such. -Glowing, twisting lines expressing around the Hag. -Runes or simple images apparating and manifesting over the Hag’s body, or in the air around the Hag. -Distant noises may manifest, such as the cawing of crows, the rippling of water, the sound of a choir, et cetera. Non-combatively, they may conjure anima as a fog, glow, or harmless liquid of any hue or viscosity, though it may not push nor sway anyone or anything. The anima loss of this is negligible. These may be produced at will, but serve no combative role. Ingredients In Material Spells (and Rituals alike), ingredients are required. The anima gives all the spells life, whilst the materials provide its characteristics. Some spells may have the materials forgone at the cost of expending anima (as specified), or some spells may have such a substantial amount of anima donated that it depletes their anima pool in part. Any spells requiring ‘x reagent’, require only the sign named. Such as ‘Water Reagent’. A Hag is expected to gather all ingredients to cast a spell, and may not simply emote having it on them. Brine and water need not be acquired RPly (as it is readily available), but may not be magically produced mid-RP. Only exceptionally mundane materials may be emoted in possession, such as: -Petals -Salt -Grass -Sand But should they have no reasonable way of obtaining it (such as being trapped in a cave for a week), it would be unreasonable to act as if it were obtained. Unless stated otherwise, any spell referencing the need for a body part will have a hair or nail suffice, though larger materials such as fingers and limbs may also be used. Due to the changing nature of herbs across maps, for sake of longevity no specifics are labelled, but it’s strongly recommended that individual Hags develop their own ‘preferred’ ingredients. Should, somehow, any signs or symbols become totally unavailable (mechanically unobtainable by means of it not existing), they may be ignored or replaced. - Material Spells - [T1] [C] Absorb [At Will] Absorb is a base spell, in which the Hag drains a herb/reagent of its matter and absorbs it into themself. Ingredients: N/A [T2] [NC] Refill A simple witchcraft, used for pleasantries and warming guests. Ingredients: -1x Water Reagent -Alternatively, the Hag may wet their hands in a container of water & crushed petals; this permits Refill for the rest of their encounter, lest their hands are dried! -This may be forgone at the cost of [1] anima. [T2] [NC] Bestial Waters With a mix of ingredients, a Hag may make an animal with a lesser soul. Ingredients: -A basin/container of water - this may be anything ranging from a cauldron to an ocean. -1x Measure of Animal Blood -1x Measure of Yellow Bile -1x Tooth of Descendant -This may be forgone at the cost of [4] anima [T3] [C] Hex of Fright To spite or console, a Hag may afflict or swap the fears of another. Ingredients: -1x Ear of Human -2x Earth Reagent -1x Measure of Blood -Any 3 reagents with Fear symbols -Any unmoving body of water -[2] Anima [T3] [C] Ward Object [3 Slot] A Hag may place a ward on an item, such that its wielder is shielded temporarily from curses. Ingredients: -4x Any herb(s) of the Hag’s choosing -1x Hair/Nail/Skin of the person to be warded -3x Mandragora -Wood shavings of a shield -[4] measures of anima [T4] [NC] Hag Fruit A spell with which a Hag can make their own home-grown malicious plants. [T5] [NC] Create Devoted [3 Slot] A means for Hags to bind someone; to build trust, and to benefit themself. - Ethereal Spells - Spells conjured of anima and the Hag’s own bodily materials - as casting progresses, the Hag will get paler and meeker, though not necessarily more fatigued. These are prepared far quicker, as they don’t require materials. [T1] [NC] Cauldron Bubble A spell used by Hags to speed up the process of potion making or mixing. [T2] [C] Replenishing A means for swift recovery in anima, and to avoid the negative drawbacks of overuse in dire situations. [T3] [NC/C] Transmuting Touch Pulling ingredients from within themself, Hags may modify their body such that their touch becomes petrifying. [T4] Calcify [C] A means of cold execution and merciful death. [T5] [NC] Bottle Memories [3 Slot] Memories are a fickle thing, but Hags can draw them carefully out of a willing individual. Rituals Rituals can be performed by all Hags, allowing them to gather for special events. [T4] [NC] Invite the Woodlands A ritual through which Hags can get ingredients from conjured beasts. [T4] [NC] Revival An essential for the Hags of old and new that lets them hail back the connected souls of lost kin. [T5] [NC] Connection [3 Slot] Ingredients: -4x Fire Reagent -3x Connection -2x Chaos -1x Measure of Hag-To-Be Blood -[6] Anima [T5] Metamorphosis [3 Slot] The Discarnate A Discarnate Hag, made to look like a woodland beast. The Discarnate form of a Hag acts as a warped vessel; a means to spark superstition, and to surpass the appearance of mundanity. Discarnate A Hag’s Discarnate form is little more than a means of appearing otherly. The following may be different in Discarnate form: -Height may change to be 3’0 shorter or taller, to a maximum of 9 feet and minimum of 2 feet. -Additional eyes may be added, but they offer no functional benefit, and will fall out if the Eyes tell is overused. -Eye colour/shape may be changed. -Skin may take on the texture and consistency of any natural material (such as stone, twigs, flayed flesh, bone), and by doing so becomes more susceptible to bruising than slicing (though both remain effective). -Voice may change in any way desired. -An additional [2] limbs may be added, but strength is split between them. -Appearance of limbs may be altered, though their functionality may give no advantage. -Any wings they might have (à la Mothman) are wholly non-functional, lest they’d have a way to hover (such as levitation). -Sources of dim light may be formed upon their body (such as the bulb of an angler fish, glowing eyes). These provide no more light than a redstone torch, and can’t see through any magical darkness. Once decided upon, this appearance of the Discarnate form may only change every [4] OOC months, to reflect the potential change of a Hag themself. This Discarnate form provides no benefits to the Hag, other than potentially intimidation, and the minor restoration of their strength. They may cast magic as they typically would, but their physique in this form is isolated from their mortal body. As such, they may train and, with effort, achieve peak Orc strength (losing such in their normal form). Any further capability these physical alterations might give them is minor. Transformation into/out of Discarnate form takes [3] emotes minimum, and may only be performed non-combatively. The aesthetics of this are largely up to the transforming Hag, though during it a total of [2] anima must be spent as they build into their Discarnate form; in this process, both bone and soul shifts, and is immensely uncomfortable for the Hag. A casting tell is not required; if the anima spent would harm their form due to low supply, such presents in their Discarnate form, and vice-versa. Redlines: -Discarnate form is limited almost entirely to aesthetics. The strength one might achieve in Discarnate form is limited exclusively to it. -The Discarnate form must look obviously supernatural and not like that of a regular descendant - it can’t be used to disguise as Regular Joe. -In transformation the Effigy disappears, unless the Hag wishes to keep it visible. -The Discarnate form may have changed clothes and overall appearance, limited to aesthetics. -Should they suffer repercussions during the transformation, as a result of low anima, they carry over into the Discarnate form, and vice-versa. -Injuries taken in one form carry over to the next. -The Hag must inform the ST that they have chosen the Discarnate form, and again after each time they change the form's appearance. -[2] anima is required for the transformation into Discarnate form, but not back. General Redlines -’Hag’ and related terms may be used, but are not intrinsically known RPly. Not even Hags are made aware of the use of their own soul, as such is undetectable. It’s not unreasonable that one might assume the use of their own soul, but cultural interpretations are highly encouraged, both in and out of Hag circles. -The physical and mental changes to Hags are mandatory. -When OOC consent becomes a thing (as it is in a number of spells), it is the responsibility of the Hag to make sure that the options and effects are clear to the person affected. Unless directly stated (such as alternatives in Calcify & Bestial Curse), they may not coerce or prod someone into choosing one specific option, and should be entirely cooperative with the other party. There is no ‘enemy’ on an OOC level, nor malicious party, and it is the responsibility of the Hag to act in good faith. Tier Progression Hags develop to T5 over 3 months, but do not tier up or learn any spells without active teaching - as such, a Hag may not vanish for 3 months and be at T5 or know every spell, for all spells must be taught. Tier timeframes: Tier 1: Lasts for 1 weeks Tier 2: Lasts for 2 weeks Tier 3: Lasts for 3 weeks Tier 4: Lasts for 6 weeks Tier 5: Able to teach after 3 months, provided they know a majority (¾) of spells Spell List: Tier 1: Absorb, Cauldron Bubble Tier 2: Refill, Replenish, Bestial Waters, Regeneration Tier 3: Hex of Fright, Ward Object [3], Transmuting Touch Tier 4: Hag Fruit, Calcify, Invite the Woodlands, Revival, Tier 5: (All [3]) Create Devoted, Bottle Memories, Metamorphoses, Connection Incompatibilities -Voidal Feats -Any inorganic being/CA (Wights, Machine Spirits, Animii, etc) -Anything lacking a greater soul (such as Homunculi, Musin, Wonks, etc) Purpose Hags exist to fulfil, first and foremost, the niche of witchcraft. They have been created such that they aren’t bound to be “The Woman of the Woods”, a cave lurker, or some other specific type, but that anyone might find an aesthetic based in witchcraft, and roleplay it to their heart's content. They fill a great narrative purpose, in giving tools to those who play Hags and those they interact with - it’s for this reason that most of their spells require cooperation, and any combative ability they might have is heavily muted. This lore serves, too, as a magic to bridge the alchemic and magical through use of ingredients, which pushes for the very player-oriented theme, such that Hags are incentivised to - and functionally need to - interact with the broader community and create interesting interactions with them. This, of course, is the purpose of all the tools, which have been, in one way or another, inspired by mythology and fairytales, so that equally mythical stories might stem from them. Credits & Comments Olandyr - Author, Witch-Enthusiast Tgrt - Artist, Writing Alexmagus - Feedback, Writing Panashea - Feedback Rdowdy - Feedback Benleft - Feedback Frankdh - Feedback Vitalian - Feedback Fleur___ - Feedback Hyperdron - Menace, Proofreading, Feedback A special thanks to everyone who’s given feedback to both this and the last Hag write, everyone has been wonderful to work with. This write has been in the documents for a while, and has been guided by the advice and feedback of some fantastic people. I'm posting this with the hope that, regardless of acceptance, it should provide some ideas or inspiration.
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This feels redundant. In what scenario does someone do this? If they might get ST supervision for the sole purpose of becoming a Star-Child, there is a 1/100 chance that something interesting happens. I would suggest you replace this with something more interactive than a dice roll; potentially, doing this could be certain, but transforming in this way could bring more drawbacks. A void-variant of cursed children sounds nice, but it doesn't have any actual drawbacks for all the benefits it gives (there is no reason a voidal mage shouldn't have this), and constant, inherent mana detection seems uninteresting.
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THE FOOL'S TROUPE [HIRING!] Come one, come all, to The Fool's Troupe! Do you think you’ve got guts? Jib? Pizazz? Groove? The ‘it’ factor? You just might, but you won’t find out by working the potato farms, or glaring at royalty. Your problems won’t be solved by some quick cure-all, and you won’t save a village by casting some flashy spell. No, dear reader, your problems will be solved by joining this troupe! Don’t overthink it, just follow your gut, because the gut is where whimsy is stored, and the brain is where misery happens. The life of your dreams could be yours. The Fool’s Troupe is so good that we don’t believe in business hours, we only have Joyous Hours. During your Joyous Hours, there will be no: -Theft -Murder (unfunny) -Salary -Rats (Bad luck (Musin allowed)) -Misery Here at The Fool's Troupe, we believe in joy and entertainment, simple as that. We’re seeking clever clowns, circus performers, bards, artists, merry bodyguards, and anyone with a whole lot of passion. We aim to bring wonders into the world, if only for a bit; we will bring our act to anywhere we are wanted, and need no tent nor stage, for the world is good enough. We will put together fantastical acts and delightful tricks to bring to the best and worst of places, and show off our sheer talent. If you think you’ve got what it takes and want to find out, send a letter to The Fool (Olandyr).
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not a big fan of this overhaul of the lore post, considering the last one was original, and this one is a direct ripoff of The Artists & Shamblers CA from 2021 with the names changed take time to familiarise yourself with the server, the lore, and the community so you can produce some well-written and original lore edit: this post appears to have been re-rehauled to something appearing more original
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Beautiful post, beautiful cabbages. Long live Wyrtmark-Kabestan!!!
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[✗] [World Lore] Magickal (& Non-Magickal) Maladies
Olandyr replied to Mescaffier's topic in Denied Lore
this is super cute!!! I'm in love with Parsaer's Drought; as a base for (hopefully) future unique maladies to come, it might be good to include a vague template and/or 1 more example magical illness? -
[CA Amendment] Demi-Djinn V3.0 - Quality of Life Changes
Olandyr replied to NightOfTheWind's topic in Recently Outdated Lore
does anyone know this guy ? -
This bow is super cross. A stunning invention?
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Further than this you should give a more measurable limit (reduce the amount of blocks someone can walk in CRP and similar stuff). I can't imagine any situation in which one might need to put a Sinker suit on in combat. I think it would be best to make it more emotes (5, perhaps) or extremely impractical to the point of impossibility. I'd advise you increase the amount of hits a spot can take, or give a way to patch it up/delay the flooding by some emotes. It seems highly impractical to be able to explore the depths (if there are any) but only be able to take a few bashes and then (very probably) die. Just say 'A suit of any descendant-like size', unless you intend different emote counts for particularly shorter things (e.g halflings), in which case a rough emote count would be helpful (3-4, perhaps). I'd advise that you stress it must be gained through IC knowledge, as it seems more like a sidenote to 'No apps required' I think the lore is fine, though extremely niche, though I'm not sure we have oceans anywhere near deep enough to have the Twilight Zone (or any particular part of this) be a worry. I always like seeing something largely for exploration for its own sake though, it's nice.
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The Fool’s Talent Show [!] Across the lands an extremely bright missive is pinned. Recently I, Bells, have fallen ill and bedridden. I seek a cure. It’s for this reason that I will be hosting a talent show! It will be hosted at the Bard Camp, Vailu Valmiran (I have found myself too ill to seek permission from its wonderful, charming, loving, and welcoming Headmistress, so let this serve as such). I’m seeking all bards, performers, and otherwise artists of any variety, to gather and bring their talent to be judged, so that I might be cured of this cruel illness. To those who heal me I’ll give a reward most valuable. Talent Show Rules 1: It must be fabulous 2: It must be authentic and original 3: It must be linked in some way to beauty, life, or creation --- OOC Details:
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10
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Gootastic
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[✗] [Amendment] Corpsevision not Allvision
Olandyr replied to Departed_Delmar's topic in Denied Lore
If a necromancer with Corpsevision becomes a Seer, they should lose Corpsevision (or have it become redundant), as Seers don't generally keep any bonuses/alterations to sight -
Favourite colour? Anything you'd like to do in LOTC in the future? Any particularly memorable moments from LOTC you want to share?
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I'll give this a proper read soon but What effect will this have on the trout population?
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Can someone give my number to blood magic ?
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Love what you've done with it, go Glyphs <3 My only criticisms might be that, in their current state, Egregores don't seem to have wild usage (and feels kinda pressured in usage with its emote count). I'd suggesting adding an OOC consent clause so Egregores might stick around more for interactions where everyone agrees, like a player event. Also, some more clarification on an Ascetic's capability with Glyph of Weaving would be nice.
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I seriously love this! It's a nice effort on building on old Naz lore and adding a lot more non-combative and freeform stuff. I really enjoy the aesthetic you've got going on. I think it might've been nice to see some more non-combative spells, though, to lend some more casual 'flair'.
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OOC INFO: MC Name: Olandyr Discord: You know RP INFO: Name: Marta Race: Descendant Any particular skills: I am strong, and resilient. Affiliations and Allegiances: This Band.
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Mushroom forest looks cute
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Nice addition! +1
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This amendment doesn't change the current learning times, and it's good that people don't need to spend ages learning an RP magic. It's in the rules that you don't tier up and progress in a magic without lessons.
