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Olandyr

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  1. Olandyr

    6 Months Q&A

    Is there anything you particularly want to do in your time on the server?
  2. Hope Freja takes the time to reflect on what they're doing and why they're here.

  3. Really excited for 2024's Azdrazi rewrite!

    1. ClassyDryad

      ClassyDryad

      The 2025 one will be even better.

    2. Spoopy_Duck

      Spoopy_Duck

      Personally the 2035 one shows a lot of promise

    3. saint swag

      saint swag

      wanna bet on the chances of the inclusion of cock and ball removal

  4. I hope time soup takes the chance to rehabilitate in halfling prison

  5. Hey! I really appreciate the feedback the lore has been receiving - I've been consistently working on and checking back on this for some time now, and it can get quite easy to be familiar with the same old stuff. This has been hugely helpful, and I intend on making changes and modifications over the coming week or so. This has all been hugely helpful! In writing we tried to ensure we didn't stray into outright Shamanism territory, but I do wholly intend to modify/remove that do come too similar. As for the power buffs, I don't particularly see it as a significant number of the Spells and processes require OOC consent with any involved, and none are outright combative or harmful past the will of those subjected to it. The source for this is based on Spirits but the idea is that it's more of a mixture that's become clouded with Descendant souls too - I found that having them be largely unnoticed worked because I want to ensure that Hags aren't lumped into one RPly defined magic so they can branch out and fit where needed. It would mark the soul though, I'll amend that. The idea behind the Bestial Form is rooted largely in the idea of cryptids and anomalies, and tried to reach largely for the aesthetic when it comes to them. I've limited their strength and tried to keep them more to aesthetic. That's really helpful - I'll make more comment on their interactions with other stuff and how their drawbacks work with that. As for the subtypes and Moulded Beasts - the subtype switching has a 6 month cooldown because the intent is to enable Hags to switch should their beliefs change, as Scorning and Divinity reach largely for the physical and spiritual respectively, and want to be able to allow Hags to change without going against that. Moulded Beasts are basically there to allow people to be full time cryptids and that's a fair criticism - they've been limited to their subtype!
  6. Preface: Hags - Instruments of Superstition My very being is made to give. Boons through flesh and blood. - Origins - In days of yore, there was a woman by the name of Desre; the elven daughter of a Shaman, and an odd one at that, who carried with him a relic through which he could commune with the spirits, and manifest them, if only briefly, unto the world. It was she —Desre— who’d grow up to steal and abuse this relic, who sought power higher than what spiritual faith she had, for she cared for, and heard only of power and superstition. She abused that instrument of worship, using it cruelly to manifest and entrap lesser spirits - diminishing them to a boiling pot of mixed matter, of Things reaching out for release that none would. It was she who claimed this power for herself, that absorbed it and had it moulded by her own beliefs; that leant towards superstition and fear, and dug deep the roots of what it would slowly become. Each spirit slowly withered, without power of their own, or freedom, leaving them husks of what once they were. She soon died, and became part of that cruel mixture - Divine Empathy - that would carry down her bloodline and spread soon, quietly, beneath the surfaces of society, playing on its vices and blemishing with superstition. - Explanation - Hags came about centuries prior, wrought by tained matter; an accumulation of Spirits and descendant matter (DE) in the vessel of a woman. Though she passed in years after, she’d bestowed unto others this Divine Empathy, and so the practice stayed. Hags lean largely into superstition and the natural vices of Descendants, playing on their worst aspects and blending in with greater society. This is a [2] slot deific magic. This may be learned under any Hag with a valid TA that has been taught the connection ritual. Due to its nature, this magic may only be learnt by creatures with organic parts. Due to the nature of Divine Empathy - a tangle of dead spirits and souls, Hags may not have deific involvement with Shamanism. - Divine Empathy - Divine Empathy is the gift the Hags had stolen. It’s a spurious matter with no lasting substance which binds itself to the soul of its wielder. Though typically intangible, it can be manipulated to affect the material and immaterial alike; as such, at any point a Hag may draw upon it harmlessly. The way it affects the outer world can vary greatly from Hag to Hag. This Divine Empathy (referred to by DE) has spread subtly through the feared and fearing alike through centuries, such that the amount of Hags made part of it ‘disguises’ it. As such, Seer 'Reading' (and things alike) detects a discoloured soul with tumor-akin lumps on it. - Casting - To harness the Divine Empathy bestowed upon their essence, Hags need to expend their own body’s organic matter, serving as the “conduit” for this channelled energy. Commonly used parts are Nails, Skin, Eyes and Teeth. Due to this, only those with the appropriate organic parts may cast through them. The issue presents, however, that as Divine Empathy depletes it becomes harder to maintain stability in its ever-fluctuating state. Always in casting, there are major and minor tells. The minor tells are those that cast through organic matter, and appear in every spell (unless explicitly stated otherwise). The major tells are those more magical in nature, fueled by Divine Empathy let loose that hail unusual signs around the casting Hag. Casting does not require line of sight (unless specified otherwise), and must abide by the range of the spell being cast. By nature of the magic, they may cast under extreme pain. They may not cast if either one of their minor tells is in disuse (blinded, dismembered, etc). All Hags have 10 DE max, and regenerate [3] DE a day unless provided more by another Hag or through other means (such as those of Bottled Emotions or Replenishing). If at 0 DE then it does not regenerate, and the Hag must be provided DE by a Hag or through Replenishing/Bottled Emotions. - Tells - My body is my instrument and you will hear its twisted echo. Divine Empathy when raw appears to be a thick, churning smoke, though totally intangible. When cast it may take on hues of any colour - or a mixture of them. In many spells, Divine Empathy is used and made tangible, or an optional part should the Hag wish to manifest it. A Hag may only have 2 of the 4 minor tells at any time, though may choose any major tells on a case-to-case basis freely. To change minor tells, a Hag must be out of combat and at [10] DE, and consume a descendant body part of the related minor tell (A finger, an eyeball, a patch of skin or a tooth). Once consumed, this may replace a minor tell. This process of changing minor tells may be done multiple times. Minor Tells: Nails When casting, 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. 10-5 DE - No repercussions. 4 DE - Two nails grow an inch more and don’t recede. They snap, and leave festering sores on the finger. 3 DE - Two more nails grow an inch more and don’t recede. They snap, and leave festering sores on the finger 2 DE - Two more nails grow an inch more and don’t recede. They snap, and leave festering sores on the fingers. 1 DE - All nails on the hands of the Hag snap and leave festering sores without nails, which take 1 OOC week to heal over, and render the Hag unconscious after casting. Their hands become shaky and unable to grip anything for a week after. 0 DE - In addition to all before, the Hag is without DE until it’s seeped into them by another Hag, and may not cast this until the body part is regrown. Eyes When casting, the Hag’s pupils constrict and blood seeps harmlessly from their eyes. 10-5 DE - No repercussions. 4 DE - Blood begins to well up in one eye, making sight difficult, and inducing pain. 3 DE - Blood begins to well up in both eyes, making sight difficult and inducing further pain. 2 DE - Blood wells up entirely in one eye of the Hag, and it either bursts, or falls out. The pain is fitting to such. The eye will grow back within 1 OOC week. 1 DE - Both eyes have welled up with blood, and have burst or fallen out. Both eyes will grow back within 1 OOC week. The Hag is rendered unconscious after casting. 0 DE - In addition to all before, the Hag is without DE until it’s seeped into them by another Hag, and may not cast this until the body part is regrown. Skin When casting, the Hag’s skin flakes and clear cracks crawl up their forearms and neck. 10-5 DE - No repercussions. 4 DE - The cracks on their skin grow wider, lightly restricting movement and inducing pain. 3 DE - Their skin flakes up to their face and hands, restricting movement and inducing further pain. 2 DE - The scale-like cracking of skin fills the Hag’s whole upper body and ruptures, leaving their body scarred, reddened or scabbed. This takes 1 OOC week to heal. 1 DE - Their skin cracks completely and bursts from their body, leaving them completely scarred and making moving around extremely difficult. This takes 1 OOC week to heal. The Hag is rendered unconscious after casting. 0 DE - In addition to all before, the Hag is without DE until it’s seeped into them by another Hag, and may not cast until the skin is healed. Teeth When casting, from the Hag’s mouth seeps blood or a similar, dark liquid. 10-5 DE - No repercussions. 4 DE - A clump of teeth falls out of the Hag’s mouth, inducing pain. 3 DE - Another clump of teeth fall out of the Hag’s mouth, causing further pain. 2 DE - Another clump of teeth fall out of the Hag’s mouth, along with more blood and clumps of their tongue (which may form a shape - such as a forked tongue). 1 DE -All their teeth and their tongue have fallen out/been destroyed in some aesthetically obvious way. This renders them unable to talk. It takes 1 OOC week for them to grow back, and the Hag is rendered unconscious after casting. 0 DE - In addition to all before, the Hag is without DE until it’s seeped into them by another Hag, and may not cast this until the body part is regrown. Redlines -Minor tells are inherently necessary in every spell. There are very few exemptions, but this is the baseline. -In the event that DE is used past the harmless threshold (10-5 DE) but no tell is shown, the effect is still suffered, but not the tell (teeth might fall out of a Hag’s mouth without the mouth blood of a tell). -If casting and facing the drawbacks (at 4 DE and below), the Hag may only face one of the repercussions, and cannot alternate between the different losses of two minor tells. They cannot change displayed minor tells in a combat encounter. Non-combatively, they may display both or only one. The drawback they face (loss of body part) must fit one of their casting tells, but need not be the one they’re casting with. Major Tells: Major Tells are far more significant tells that manifest in casting, though aren’t mandatory to manifest. These tells typically manifest in moments of tension or stress as a result of loose unhandled DE that stretch out into the environment. They hold no actual weight on the surroundings, and hold only aesthetic purpose. Major Tells manifest in the way of: Tremors - When a Hag is casting the room they’re in, or their surroundings (up to a 20 radius) might harmlessly shake, such that nothing will be offput, and no movement will be hindered. Some books might fall out of cases and things alike, but these must be harmless and inconsequential. Bending Light - When a Hag is casting, lights in a 20 block radius may seem to bend slightly towards the casting Hag, such that it’s as if a spotlight is shone upon her. This is completely unobscuring, and does not remove any light. Restless Waters - When a hag is casting, waters in a 20 block radius may begin to harmlessly foam and froth, and hold within them mini waves, as if a storm were forming. Omens - When a hag is casting, around them, in a 20 block radius may be heard the sound of cawing crows, in any multitude, and this sound may seem to get closer as the spell continues. Stir Shadows - When a hag is casting, the shadows around them, in a 20 block radius, may seem to shift into the shape of animals and become nearly ‘animate’, travelling across surfaces. Visions - Listed in spells, [0] DE. Mirror Distortion - Listed in spells, [0] DE. Redlines -All major tells may only manifest within #rp range of the casting Hag. -All major tells may be totally harmless and unobscuring, effective only for aesthetic and superficial purposes. No sound, sight or smells may be hidden through these. -All major tells should be clearly harmless - not the spectacle nor effect of a spell, but (at most) a side-effect of it. -Mirror Distortion may only be cast by a T2+ Hag - Physical Effects - Constant sprouting. Constant growth. As if my flesh screams to shed from me. Upon connection a Hag’s soul is flooded with Divine Empathy. This alters them upon connection instantly, and only makes more uncertain their state of being. Furthermore, it disrupts their relation to the soulstream, and prohibits revival (elaborated on in “Revival”). Hags are not afforded an afterlife, for their soul only joins the same matter they abuse. Ficklety DE channels through the body of a Hag, and blemishes any stability that once it might have had - upon connection, a Hag’s body grows fragile and fickle through the next few moons. The extremity of such a case can vary (depending partially on the degree to which they cast), from a general sedentary appearance to skin clinging onto bones. This is not as detrimental as it might be to a voidal mage, but it means, at least, that they can not be peak of their race (save for in states such as “Bestial Form”). To aptly wield heavy armour or weapons is a practical impossibility. Regeneration In much the same way that Divine Empathy 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 DE flows through their body to slowly build them up. This process happens over the course of the OOC week from 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. They may deter this by drinking bottled emotions (elaborated on below) that serve to dilute the messy deific energy within DE, producing healthier parts. When a missing body part is regrown the Hag must roll out of 20. If they roll 12+ then their limb appears deformed and unhealthy, this threshold is raised by 2 for every Replenish used (Hags of Scorning) or Emotion Essence consumed (Hags of Divinity). 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. Whichever minor a Hag ascribes to is likely to be the most prevalent in terms of regeneration, though all may grow back in such a way. The more often a Hag loses specific parts, the more likely (and often) those parts would grow back. Furthermore, regeneration holds no notice to prosthetics, as DE 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 much Emotion Essence can deter deformities, as this is intended for flavour - no matter the case, treat it with reason (smaller body parts would require less Emotion Essence to grow healthily, and larger body parts more). -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; to not RP it as such is powergaming. Organic ones (such as those made by blood magic, shamanism or things alike) are treated as part of the Hag’s body. -For clarity, the regrown body parts of a Hag do not have the same alchemic or ritualistic value as they might normally have, as a reliable deformation of the DE-made parts. - Mental Effects - The mental hold on a Hag is great and varied, fluctuating in uneven rhythms in much the way the matter they wield does. Overall, a strong emotional bond with their familiar is always created. One which might even develop into an emotional dependency should the Hag be particularly fond of their presence. These feelings might not necessarily be mutual, depending on the familiar’s traits. The roots of divine influence are always present through a Hag’s familiar, manifesting as this constant wish to give out their ‘gifts’ and keep blending in with Descendants. Some Hags are blissfully unaware of the woe they bring through these pursuits, some simply think each boon has its fair tradeoff of good and bad, and some might be keen on bringing woe to those deserving of it. It all depends on their personal perspective. No particular disorders or mental alterations come from these practices, but the road a Hag walks down is very commonly a lonely, miserable downward spiral of obsession. Antisocial behaviour is easily developed or enhanced, but at times Hag do come together to form Covens and groups alike. - Familiars - Moulded essence, I harken thee. Split from me then make me whole. Familiars are the first thing a Hag gains after having cemented their connection - an aide with which they can commune. Instantly upon connection, a dark ball of Divine Empathy forms in their hands, which they can mould as one might clay - or a tangle of string - into a small or medium sized pet. This may be no smaller than a toad, and no larger than a large dog. This may take any shape, and any hue, such that it may look exactly like the form it replicates, such as a green snake, or take a much more shadowy, and loose form. The eyes of a Familiar replicate the colour of their Hag’s, and their pupils may take any shape. This forms immediately into a tangible familiar, which presents its own, unique, personality, but always one that serves to encourage the Hag and their descent into witchcraft. The Familiar serves as a stable ‘conduit’ for a Hag, where its proximity brings a subtle warmth and pleasure - due to such, should their Familiar die (by will of the Hag or other circumstances) the Hag will feel brief phantom pain, and a lingering, subtle sadness until their Familiar is revived. Proximity of a Familiar is not necessary for spellcasting. Familiars are intangible to near all but those they serve, able to be gripped only by a Hag. Should they be struck by any weapon of deific energy (or thing alike), or enter any area of potent deific energy (such as the Chanceries of Paladinism) they will immediately demanifest, and only Harken may return them. Redlines -These familiars are totally non-combative, and will move as far away as it can from the combatants, regardless of range. It will only return once all hostility has ended, but it will never attack someone. Combative spells involving them deal no direct harm. -Though some spells for Familiars are able to be used in combat, they are only able to make contact with Hag. -In combat, flying familiars must stay low to the ground and don’t have any exceptional or special dodging abilities. With these Familiars a Hag may, at the cost of [1] DE, spark largely passive (and completely non-combative) effects. Should combat break out at any point, the Familiar flees as it normally would, and the effect ends.. These effects take place over [1] emote without any tell: -The Familiar may become tangible for [5] emotes, but displays an odd tell on the casting emote, such as spitting up a vanishing hairball, lumps moving around its skin, letting out a quiet squeak or similarly mundane and harmless, aesthetic things. -The Familiar may seep an aura of emotion [10] blocks out, that manifests clearly from the Familiar. This may be any clear, single emotion. This does not force an emotion, only inclines any near towards it (in much the same way any large hound might inspire fear). -The Familiar may become especially docile or hostile - it may appear to contend with the Hag, or seemingly ‘sleep’. This costs [0] DE. -The Hag may speak through the Familiar in any voice befitting their form, or in the voice of the Hag. This costs [0] DE. Redlines -All of these must have obvious tells that link to the familiar. -Should combat break out these effects end (unless already docile). -Hostile behaviour is made only to the Hag to which its tied, and only at their will (for whatever reason!). - Spells - Minor tells are always mandatory (unless explicitly stated otherwise) and Major tells are always optional (unless explicitly stated otherwise). [T1] [NC] Harken [T1] [NC] Visions [T2] [NC] Mirror Distortion [T2] [C] Possess Beast [T3] [C] Witch Lights [T3] [NC/C] Mirror Striding [T3] [NC] Evil Eye Hag Subtypes When reaching T3, Hags are able to branch out into two Subtypes: Divinity or Scorning. Choosing one means not being able to learn the other, or switch, until mastering the magic. At T5 a Hag may perform a ritual to lean into both, at great cost of their physical form. - Subtype: Hags of Divinity - Trust my being. Beckon my fount. I accept my role as a decrepit tool. Hags of Divinity embrace the gift of Divine Empathy, erring away from witchcraft grounded in the material, and rather focusing on themselves and the gift given to them. Hags of Divinity regenerate [4] DE per OOC day. [T3] [NC] Divination [T3] [C] Bottle Emotions [T4] [C] Talisman [T4] [NC] Feign Familiar - Subtype: Hags of Scorning - To be is to shift. Transmute. This foul binding limits me no more. The Hag of Scorning, a path of the Hags that abuse the gift of Divine Empathy, and use it instead to alter already existing matter, ground itself in the material. It is not unheard of (nor uncommon) that those of Scorning might come at odds with those of Divinity. Hags of Scorning regenerate [3] DE per day. [T3] [NC] Cauldron Bubble [T3] [C] Replenishing T4 [C] Extending Replenish [T4] [NC] Scorned Home [R] [T4] [NC] Witch’s Brew - Rituals - Rituals can be performed by all Hags, allowing them to gather for special events. [T4] [C] Invite the Woodlands A ritual through which Hags can get ingredients for Brews, Talismans and things alike. [T4] [NC] Revival [T5] [NC] Beast Moulding - [T5] [C] Bestial Form - I am the land. Shed my skin and untether me. The Bestial Form of a Hag is that most able to frighten and inspire; a second face to the existence of those most adept. [T5] [NC] Metamorphosis The daunting height of Hag magic, binding them to their Bestial form. [T5] [NC] Connection A means through which Hags can embrace and induct others akin, bestowing unto them Divine Empathy. General Redlines -The terms “Hag”, “Familiar”, “Beast” and the Origins of this piece are RPly unknown, and used only as an OOC means to refer to them. To use these by their dictionary definition is fine. -If casting and facing the drawbacks (at 4 DE and below), the Hag may only face one of the repercussions, and cannot alternate between the different losses of two minor tells. They cannot change displayed minor tells in a combat encounter. Non-combatively, they may display both or only one. The drawback they face (loss of body part) must fit one of their casting tells, but need not be the one they’re casting with. -Familiars must stay within [10] blocks of their Hag for spells to be used upon them, and cannot provide any information not ICly available to the Hag (no spying, or informing of death). -OOC consent and collaboration is an important part of this lore and its interactions - ensure all interactions are respectful. -If switching subtypes, all products become inert (Scorned Home’s are undone, Brews become redundant, Talismans cease to work and the like). 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 2 weeks Tier 2: Lasts for 3 weeks Tier 3: Lasts for 3 weeks Tier 4: Lasts for 4 weeks Tier 5: Able to teach, provided they know a majority of spells Spell List: Tier 1: Harken, Visions Tier 2: Mirror Distortion, Possess Beast Tier 3: Mirror Striding, Witch Lights Tier 3 (D): Divination, Bottle Emotion, Tier 3 (S): Cauldron Bubble, Replenish Tier 4 (D): Feign Familiar, Talisman Tier 4 (S): Extending Replenish, Scorned Home, Witch’s Brews Tier 4: Invite the Woodlands, Revival Tier 5: Shift Nature, Beast Moulding, Bestial Form, Metamorphosis, Connection Purpose Happy Halloween! Credits @Olandyr - Writing @tgrt - Writing, Art Changelog: -Metamorphosis fixed to the Hag's subtype. -Bestial Regeneration & Nightsight removed
  7. Why do people? I just don't get it? Like, what drives you? It's unbelievable how we can all just sit here and just decide 'yeah, I think'. I'm sorry, have you gone mental? I am truly baffled on why anyone would want. Can someone explain to me?
  8. Forenote: The Scarred Traveller Once was there a traveller, whose eyes shone sharply white, and pierced the dark that covered him. His torn soul, marked and mangled by so many deities he had once prayed to, left him corrupting matter around him. Tattoos and scars; marks of all those to which he once prayed whelmed his body and left him a mess. Such deific energy that covered him, so impossibly potent, warped and mutated his very being. He lasted not long, for he was not designed to No longer was he descendant. “Let there be Care.” Spoke he, and there was Care to keep the people close. “Let there be Hope.” He said, and Hope had wings, to let her people’s dreams go far. “Let there be Piety.” And there was Piety, in all its sacred form, to atone its people. And from his words sprung beasts of vile, amalgamated deific matter to give his cursed concepts flesh. The Shattered Soul Through his long life, The Traveller was a man of exceptional piety, led by his aspirations and love for those around him. He hoped and tried so strongly for all that could be. The Traveller worshipped and placed his faith to many deities, taking on their boons, but his fleeting fancies for what different religions there were did not last long. Over time his soul spilled and overflowed with deific energy; each disconnection a new crack to which he paid no heed. It was in these times far past that deific matter existed so unfettered that it flooded his soul and being. At his death, from his soul sprung his raw emotions and faith manifest, brought alive by the amalgamation of deific energy that brewed within him through his life. The Cursed Beasts Cursed Beasts are the fallout of what once had been the Traveller, that came to life at his passing; born forth from his wounds to bleed into the world, and scarcely now are they seen. Sightings and interactions of them come as omens, threats, or gifts to tempt; they pervert good intentions (each to their respective domains of Care, Hope and Piety) , for that is what made them. Each of these beasts and their motivations can be hard to see, as they’ve lived and will live since their related aspects first were felt, and ‘till they last are felt. Means of death and resurrection are left generally untouched below (though some methods are detailed), for it can depend on their manifestation, and is designed to be up to the creativity of player’s interacting with them. The Cursed Beasts are each a boiling pot of emotions and deific material, without inherent divinity or darkness. They ever exist so long as Descendants do, the essence of their existence reliant on both emotions and deities. It is due to this that, when immaterial, they are simply 'not'. When killed, they are not gone (lest they are killed in a realm without their emotions, such as planes without descendants). All but Care can be killed through physical means, for Care was the first to spawn, and so the most raw in divine matter. Care - The Tender Beast Care is a twisted embodiment of what it could’ve been - often it is seen as an impossibly dark figure donning two twisted horns, though its forms and physical attributes vary widely. Care is deterred only by deific enchantments, and so tends to appear in places without them (though it is largely uninhibited in movement, for it may appear wherever it has a target). Care scarcely speaks, opting instead to make gestures and acts, though it may offer broken sentences or single words. It can also make writing appear impermanently on nearby surfaces for communication. He's the most generous of the three, so it may seem, for he may bestow its targets boons of a physical or mental variety (whether it be mending wounds, or instilling a lasting happiness) in order to further its own goals and gain trust. These boons, always, will have a drawback - mended wounds might also seal over an eye, or meld fingers together, whilst lasting happiness may give with it a sense of apathy. These, generally, will present later during the bidding of Care’s subject. Care's goals lean pointedly towards isolation and ruin, such as extremising a nation to keep others out, or pitting its people against eachother (thusly removing care) and acts akin. This need not be on the scale of a settlement, it could be more focussed on any lesser individuals (such as any who might have slighted his kin) or on a global scale, often in tandem with Hope and Piety. On a personal level, however, Care operates largely through regret, that what once they wanted has been made regretful. It's because of this that his boons are often the linchpin to personal handlings. However, it is not this idea of 'Care' alone over which he resides, but it is also superstition that he takes claim to manipulate, for it is often through iconography, otherness and fear that people are most isolated. Should Care be killed by trapping with deific energy (which he will always avoid) it will take 2-3 OOC weeks (minimum) to remanifest. Hope - The Patient Beast Hope, as malformed as her cousins, holds often longer lasting schemes, though can be much faster to drop the guise of an aide (were she to hold that at all), and resort instead to blackmail or threats. She works to crush and undermine the confidence and hope of people, or have people aspire towards cruel and unbecoming things. She, however, is far more physical than Care, and much less malleable in form. Hope possesses two dark wings and a long, craning neck that can turn any which way - its body is about as big as a lion, and it bears a long, barbed tail able to coil around its prey. It is very rare that she should kill someone, for she benefits from word spreading of the doom she brings upon her wings. As for her traits, she is capable of distorting the environment around her to appear more vibrant, and briefly alter it to make pretty any sore sights. This is not illusory, though lasts only as long as she wills it. Her face may change to take any guise. Hope scarcely bestows gifts, ‘lest she has devout followers that she would directly benefit from, or it would ensure her staying. She can be returned through these same devout followers, and their unified Hope (any attempts to resurrect or summon her must be made through large gatherings, material offerings and at least one of the participants must have seen Hope, and an Sreq should be made for the freeform ritual. Its success relies on the aforementioned aspects, and may be successful or unsuccessful up to the discretion of the relevant ST). Hope's goals lean pointedly towards doom and diminishing, where it'll work to remove any chance of hope on a personal, national or global scale. It might work to inhibit resources, inspire depressions or defile and destroy any symbols of hope. Piety - The Brutish Beast Piety is the most outright violent of the beasts; it has a piercing tail and dons faded religious garments (in accordance with what culture it’s appearing around). Though it appears not so strong, it can muster with ease the strength of Ologs and greater, with only sight (or lack thereof) to hinder his destructive path. It has an innate feel for vibrations and hearing to compensate. Piety garners no followers directly, and works not as a reflection of its related element (as Hope and Care do) but as a religious zealot - any that bring its wrath could do so by acting against their faith, and so truly faithful folk that might be visited, are free from Piety’s harm. It is the most heard of through time by right of its upfront nature, which has distilled and filtered into more tame beliefs such as those of Krampus. It does not reward any followers it might gain, for it has no reason to. Wherever potent religion is - and religions doubts are - so too will Piety be, resurrecting from misguided faith alone. It is a plague upon the unfaithful. Piety seeks to make himself the iconography of each religion - it acts as a zealous "saint", an extremist of religion working to cleanse any unfaithful people. Its methods are typically less nuanced, though it might set up traps or make preparations. General Redlines
  9. I really really like plants. They're great happy 4 years!
  10. Since seeing these allegations come out about ZacharySnack I thought to share my own experience. At first I didn’t think much of it, but seeing all these instances, I think it establishes a concerning pattern. My hands are shaking so excuse any poor spelling. ZackosNacko bludgeoned my head in with a baseball bat when I was six.
  11. Fantasy Flora Centuries of quiet stagnation and simplicity. The first of this new spread of flora arose upon a man’s corpse - the violet vein. A fine predator it was, though it never could claim this sort of prey again. So through the grass and green did these flora spread - not without their own accompanying threats. In years past they have become more prominent, each flourishing and developing in their respective climates. Common Flora Dwarf’s Trap A crimson-stalked plant with a luminous bulb at its centre that will, when in dim lighting, shine a gold hue, believed to be the ‘Dwarf's Trap’ out of common conception that back in days of yore Dwed would mistake it for gold. Wheat of the Wretch Common invader crops that steal resources from other flora and act as a ‘parasite’ among cultures. Stitchers’ Soothing A dark-green Flora that grows astonishingly fast, and is known for its ability to produce doll-like figures of those it sees. These flowers are commonly believed to be stitched by a Druid of yore, and then given life by the Druidic Energies upon their death. Violet Vein A purple vine of no great remark, though its odd hue and bulging roots give it notoriety among the plains. Mindless Mandrakes Though previously left unnoticed, new forms of Mandrakes have gradually been realised - previously thought to be a widely sapient group of plant-like fiends (see “Maddening Mandrake” in Forsaken Flora ), Mandrakes stunted in growth - whether it be through voidal blight, improper conditions or some other unfortunate mishap - stagnate and serve dominantly as part of a meal. Wayward Compass A yellow-petalled plant easily mistaken for a sunflower, were it not for the grey streaks upon its stalk, and its abnormally bulbous roots. Much like a regular flower, it faces the sun. Regardless of where the sun might be - or whether it can see it. It was the grace of a paladin’s emberred touch which first brought about this change, and has since lasted through the generations. Constructor’s Beanstalk A tall, green stalk capable of growing to great and gargantuan extents over the course of an IRP year. Used, occasionally, by the natural, efficient or poor as foundations and pillars for homes, or cheap defence. Garden Fiends Elusive Effigy A small thing, formed from sentient plant matter, 4-6 inches tall that shapes itself to take the shape of whichever race or animal is most commonly near it. It is totally harmless, and incapable of any threat to a descendant, but frequently steals and eats flowers. When one is around, others are likely to be. These come around in a similar fashion to Sprites, from Flora Echoes with a lesser will, who have formed smaller, weaker bodies Violet Victims Purple Pests are a more colloquial name for these unusual Caterpillars - a product of normal Caterpillars who have made contact with the Violet Blood of Violet Veins, and had an unfortunate reaction. General Redlines -None of the above are intended for any notable combat advantage. Do not try to actively weaponise them. They may be used for their effects freely, but use them responsibly. -Druii may commune with the creatures listed in “Plant Fiends” though only feelings and ideas may be exchanged. -Druii may interact with the flora to make them grow and shrink, but not past their height, else they wilt. They may not do this with the Plant Fiends. -Though these flora may be used freely, it is highly advised that one takes the time to familiarise any character who uses the plants. These are designed to promote more interesting and fantasy-aligned interactions in nature, and to add some extra vibrancy to the world.
  12. question too hard pass Canonically? She's just a bit silly Rats are just funny little rodents, and I would like to make a giant rat as soon as possible
  13. Because of your fascinating architectural choices. (You know what you did) I've only been through three maps (Atlas, Arcas, Almaris), but in hindsight I'd say Arcas, it has a sweet spot in my heart. I made and saw some wonderful places, and I like looking back on its layout, there were some nice regions.
  14. That's very sweet of you! I've always found you provide a pleasant freshness with alot of your characters. I think a good character (to keep it short and sweet) is one that's given particular goals and ideals, able to be shaped and altered by the world around them. But really, I don't think there's any linchpin to a character, only that it's fun to play and be played with. As for character inspirations, I don't have any in particular, but can get some ideas from riffing off and taking decent liberties with character archetypes I find interesting. Yeah totally, if you want to! AMA's are cool.
  15. Because Anne is just the worst. I have been poking around some settlements (some in the south), and have been looking at repurposing some gardening lore I submitted late last year for a broader purpose. Xinyang brought lighthearted RP, and I definitely had the most memorable experiences with him, but I've been most proud and content with the stuff I'm doing on Relict currently. Undoubtedly the brie cheese wheel. MVP. Top dog. #1. Etc.
  16. I don't remember much from Atlas, but I remember a lot of stuff from a roadside tavern on the way to Renatus, there was an illusionist there who release a dove from his palm like a magician. I've no comment on the illusionist, but the tavern was a great time. Probably Ves from Arcas (if I remember the name right), got up to a lot of shenanigans there and met a lot of people I still talk to! My Hou-zi worked in the casino there for quite a while, and probably had his most memorable experiences there. There are a lot of communities that I really like to look in on and interact with, though. I'm really not sure tbh I didnt! Did you know that leeches have 32 brains?
  17. Today marks my 4th year on LotC, over which I've done a fair variety of stuff and met a lot of great people in this community. Over my time I've played (amongst some others) Liao-Xinyang (a bartending-bard Hou-zi), Alaric (a grouchy Alchemist with bat-like features) and, most recently, The Relict. Ask me anything!
  18. I didn't see you around too much, but it was neat to see you around doing stuff, and I appreciated the few encounters we had. Take care, I hope things go well
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