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About BobBox

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BobBox
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waiting for dynmap update for over 4 months
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It is the natural way of life that some individuals attempt to remain hidden, undiscovered, and unbothered by the world at large. Others, however, hope for the opposite and shoot for stardom and heights never before seen. Most land somewhere in between, but all listed below have become notable - even if that was not the intention. Famous outlaw, John B. Steel Across the open plains and dense forests of The River's Expanse, there is a legendary outlaw said to have once terrorized both kingdoms. While the conflict between them quickly turned into a quagmire, the outlaw - John B.Steel - and his gang would famously appear as a dusty stampede racing through exposed fields. They would rob farms and lone sentries before riding back into Godscar Canyon. Those lucky enough to survive the brief bursts of violence could hear the thieves singing the last lines of a famous ballad. "Border wind, border wind, Where do you go? Cover my trail, tonight." It is said that John and his gang could ride so fast that fire would spark from beneath their horses’ hooves. Some dismissed this as just a rumor, though occasional burnt horseshoes could be found where an especially large robbery or heist had occurred. Nevertheless, John and his group of thieves disappeared as the two kingdoms did, leaving only fireside stories behind. Drodvik, a well-known hermit alchemist. Hidden within the hills of Ilharcress is a lone alchemist who’s never been found, even by those who sought him out the hardest. It is said that Drovdik knew how to brew extremely potent and extraordinarily rare elixirs using steam vents from nearby lands, yet no one has ever seen him around such sources. Rumors tell of potions that are twice as strong and half the cost, and of alchemical flasks that could bring a small band of soldiers to their knees just by being uncorked. Rarely did he sell to customers, and his notes seldom saw the light of day, even when hunted by the most ambitious alchemical students. Nations supposedly sent entire regiments led by top commanders to find him, but none succeeded. To this day, many advise keeping an eye out when wandering the area, hoping to spot either the hermit or his home. Some sought strength, others wisdom, and even wanted more power, but all knew the alchemist Drodvik as a solution to their problems. The Old Crone, a mysterious librarian. The origin of the Old Crone comes from an ancient book that appeared in various libraries across the land, always in pristine condition. It is theorized that those seeking knowledge should wander aimlessly until they find a solitary old woman. Offering her a home-cooked meal was said to earn an invitation into her home. Following her until your legs gave out would supposedly lead you to her house. Her home was described as a small stone building, always warm from the hearth and packed with books. The collection was beyond what anyone could read in a lifetime, yet she always knew what each book contained and where it was. Many who left her home claimed to forget the location entirely, as if their minds had been worn out. Others dismissed these stories as bandit tales meant to keep people wandering outside their protected kingdoms. Still, those in search of rare knowledge often ventured into the woods with hope and a warm meal to offer. A depiction of The Well of Life. As the lives of many in previous times began to dwindle, some were not content to die as their brothers and sisters had. To combat this, they set out to find The Well of Life - a ritualistic stone structure filled with still, peaceful water at its center. Some were wounded, others ill, but the well cared not. This mysterious pool was said to heal everyone who entered, curing wounds and sickness with no discrimination and no charge. The water’s level never changed, but the cost to use it did. Initially, one could crawl in and walk out healed. Later, that stopped working. Some tried swimming and holding their breath, and eventually, it was said that a person had to drown themselves to be reborn and healed. Bodies would sometimes remain face-down in the pool for years, never decaying until they were moved by the next hopeful.
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Sinister land of the east. "I could feel their infectious breath upon my neck, and hear their scurrying below my feet." A former miner from Ilharcress. When someone speaks of the easternmost part of Azuras, they are most likely referring to Ilharcress, where dark grass covered with trees stretches toward the ocean with rocky outcroppings that discourage ships from arriving. Here, tiered mountains dot the land, which is split by deep rivers and draped in a seemingly endless coat of leaves. Some plants struggle to grow beneath the large trees, while others thrive due to the intense rainfall and shade. The land of Ilharcress is divided into two regions. The northern part is filled with lush grass, mostly covered by large trees, except for barren patches where mushrooms and vibrant flowers - golden, white, and red - appear. Mossy stones rest at the bases of tall mountains, once dislodged by ascending travelers and now firmly at rest. The centerpiece of the northern landscape is a large lake that nearly forms a circle, yet is paused in its efforts by a land bridge leading to a central island. While nature's beauty can be appreciated in the sunlight, even the most unimaginative child wandering through the dense forest would see monsters lurking behind every shadow cast by the trees, which grow aggressively out of the ground in relentless hunger for sunlight, and which hardly permit any to touch the ground. The southern portion is characterized by a darker palette, with grass of a deeper hue and more sunlight filtering through. The trees here are more consistent, but they are less fervent in their quest for sunlight. Instead of large patches of grassland, there are areas of mud and loose soil covered by low bushes. When color appears, it’s only because a few blue flowers or a particularly hardy berry bush have managed to establish a permanent place. Rats plagued by Kholidav. Ilharcress is not just a land where fear is only a shadow in the mind or where traveling merchants tell ghost stories around an open fire. Instead, the land itself has witnessed great horrors over the ages. Initially, there was little to truly fear. Merchants reported of rogue bands of Ratiki that sometimes appeared from the hillsides and ran into the forest shadows where they could operate in low visibility. These were little more than a nuisance and were often dealt with by setting a trap or with a quick slash of one's sword. But times changed. Long ago, Ratiki bands in Ilharcress fought each other mercilessly, both in the surface shadows and beneath the rocky exterior of the world. Each band fought for control without fear of death or repercussions, and their actions caught the attention of sinister forces. After a period of observation, when the Ratiki bands were especially weak, Kholidav swiftly allowed sickness to spread among them. Soon, The Crow began to take control, and it wasn’t long before the warbands united under the singular banner of pestilence. As the Ratiki forcefully put aside their differences under the iron grip of the pentacle, their forces grew significantly stronger. Where rats had fought needlessly and died, they now festered and became more toxic, like a harmful disease. Beneath the surface, warriors and spellcasters equipped themselves with stronger armor and dark powers. It wasn’t long before they were unleashed. A depiction of the rats stealing a relic of Goldleaf Gap. Kholidav grew tired of the paradise of Goldleaf Gap, free of disease and evil. The rats were released, and they began to storm into the holy lands from the nearby mountain. War machines launched boulders and spells of sickness across the border, and an army of thousands of Ratiki quickly overwhelmed Amara Veythiel. Many fell, but the rats were undeterred. They eventually killed the mighty paladin and quickly looted whatever artifacts they could - of course, the rats remained skilled at looting. After this, they retreated to their land, and the written history fades away. Perhaps they still fester beneath the rocks, or maybe pestilence got the better of them. Who knows if the story is true at all, rats are not always the most accurate sources of information.
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The land of Amara Veythiel "When man speaks of land, given from God, their mind rightfully wanders to Goldleaf Gap." Words from a bygone peasant. Located above the mountain chains that sprawl throughout all of Ruhnskar in the south, and below the forests that blanket Ilharcress and Ironhowl Range, is a land full of golden trees and rich soil, where rivers lazily wind throughout the countryside and give life to fresh flowers and brush. Here, small rocks slick with moss and algae blanket the land, offering only a small obstacle to those who travel in wagons and atop horses. This is the once-holy land of Goldleaf Gap. Goldleaf Gap is comprised of two notable landmarks. Firstly, a couple of small ponds feed into a river that slowly snakes around the land before it reaches and travels deeper into Ilhacress. During its path, the river is surrounded by steep rocky cliffsides that linger overhead. Patches of shade gently cover the pathway, tempting travelers to rest for the night as they continue through the wondrous lands. The second notable feature is the golden trees that appear across the countryside in sparse bands and as beautiful patches. These trees dot the landscape like a pile of golden coins tossed onto a tavern table, and they occupy the minds of merchants in the same fashion as well. The golden leaves of the trees are known to occasionally shine bright, as if light is reflecting off of some precious metal. During a full moon, when the moonlight is especially intense, the region can be seen over the neighboring mountains, akin to stars in the night sky. Rumors have spread around Azuras for years, speaking of a mighty paladin who once carved and shaped the region by herself. Evil is a universal force that afflicts all continents and walks of life without restraint or fear, and Azuras is no different. Notes and scattered pages from descendants of the past mention hideous creatures, evil entities, and malevolent spirits that often lurked in the shadows of various regions. While some areas were safer than others, there was no place where one could live completely without fear of the darkness and what might be hiding within it. This was until Amara Veythiel arrived. Where Amara was from is unknown in the stories. What is known is that she possessed an incredible blessing from Xan and an even stronger will. At first, she wandered the lands, killing all darkspawn she could find, though it soon became clear that the continent was too vast to patrol constantly. Seeking a more permanent refuge, she established the Goldleaf Gap. Some say that Amara herself carved out the valleys, allowing water to flow freely through the land. Others dispute this and claim that she merely established a zone that darkspawn would dare not enter. Two things are certain. First, Amara used her blessing to create artifacts of immense power. These artifacts were used to bless the land and to repel dark forces trying to attack it and its inhabitants. Those who believe that Amara physically carved the land cite this as their explanation. Second, it is known that Amara created the golden trees still growing in the region, which initially bore the color of pure ivory. This sacred region endured for a long time, but the forces of darkness were not content to stay at bay forever. A powerful army ultimately swept into the land and overwhelmed the holy defenses. Here, Amara sacrificed herself to ensure the safety of those within. As she died, witnesses reported that she was consumed by a radiant light that burst outward into the ivory trees she had created. The trees began to glow intensely, infused with the holy powers, though over time - and with the death of Xan - they gradually dulled to their current golden hue. It remains unknown how many artifacts still exist within Goldleaf Gap, though it’s said that their powers likely have waned, just as the trees no longer glow with sacred energy.
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Material Name and Description (Raw form) When wandering through Azuras, one might find themself crossing old battlefields of civilizations long gone. Some learn about these sites through history books or texts scattered around the realm; however, others know that Corrospores thrive where battles once took place. When armies fought and slaughtered each other, leaving their armor to decay and be reclaimed by nature, these mushrooms began to appear across the landscape, feeding on rust and metals. The mushroom itself has a metallic smell, and its taste matches. Many choose to avoid eating them directly, though the adventurous might discover a flavor or two that complements the fungus. The younger spores of the fungus - marked by their white color instead of brown - have less of this flavor, due to the minimal amount of rust they consume. Signs/Symbols: Earth | Reduction [x3] Earth | Vigour [x3] Earth | Courage [x2] Earth | Connection [x2] Applications (Raw Form) Many hungry travelers who cross fields dotted with Corrospore have dreamed of creating food that doesn't taste purely of iron and metal, though nearly the same number have failed in their attempts. Because of this, most of the mushrooms are left unpicked, except for the younger spores, which are more white in color. Besides eating these fungi, some with incredible patience have discovered that burying a rusted piece of metal in dirt and planting these spores above will eventually cause the rust to be eaten away, though this process can take anywhere from a few days to months, depending on the size of the material and the number of spores. Red Lines (Raw Form) - Corrospore smells and tastes metallic due to the rust that the mushrooms consume. Fresher spores, which have consumed less, will have this taste dulled. - Corrospore may be grown atop fresh dirt to remove rust from an object buried below, and it does not require an ST signature, however, the herb item must be thrown away. More herbs cannot be harvested or farmed in this process. - Corrospore will slowly remove rust from the metal buried beneath it, taking anywhere from a couple of days for a ring to two full years for a metal chestplate. - Corrospore (ST Signed) is represented by leaf litter, and is harvestable via the botany plugin. Material Name and Description (Refined Form) Corrospore, when placed in boiling water, will quickly turn the water into a dark brown color as it releases much of the broken-down rust that it consumed. Further grinding the fungus down into a paste and adding it back to the water before quickly cooling will condense it into an oil. This oil may be applied to polished metal in the same fashion that other oils would be, and it will cause it to shine and glisten to an almost supernatural level. Red Lines (Refined Form) - Creating an oil does not require an ST signature but does require the herb item to be destroyed. - Using the oil requires the item to be destroyed. - Metal polished with the Corrospore oil will not shine so brightly as to blind people or give a combative advantage, though it will polish metal better than previously allowed. Harvesting Method Corrospore poses no direct threat to descendants and can be harvested simply by cutting it from the ground. Leaving part of the stem intact allows the mushroom to regrow, although some will die during the process. Item representation: Leaf Litter Item Description: A tough brown mushroom with white dots splattered across it that grew in areas where metal rusted. The fungus smelled metallic and had a similar taste, yet when diluted into an oil, it could be used to polish a weapon to perfection. Harvesting Red Lines -This item is represented by the Botany Plugin in roleplay.
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Tranquil lands of the west. The River's Expanse The River's Expanse is a vast region on the western side of Azuras, featuring a diverse range of temperatures and landscapes. From snowy mountain peaks to a debris-filled marsh, each traveler passing through can remember their favorite spot where the sun warmed their caravan or where they struggled to navigate the rugged mountains and loose rocky ground. The wetland covers the easternmost part of the area, where the powerful waves of the inland sea are softened by intertwined roots of willow trees and muddy riverbanks. Here, within the bayou, leaves decay and fall into stagnant waters, transforming the land into a sludge and mud-filled barrier that challenges inexperienced travelers. Small fish swim among lily pads, while frogs jump on the surface, catching bugs and other small creatures. Floodplains border the north and south of the bayou, where semi-amphibious animals patrol the rising waters in search of prey. To the west of the wetlands, the damp grasslands give way to drier terrain. This area features lightly forested plains and dry grasses, making it a popular travel route, and so it was settled long ago. A wide river flows from the southwest to the northeast, shaded by pink and green azalea trees that tower above. Scattered patches of forest contain small clearings from earlier times, allowing both big and small creatures to freely move and hunt. A long mountain range runs through the center of the land, separating the forested east from the more open western region. Crossing the snow-capped peaks is dangerous, so most travelers detour around them from the north or south. However, it is within these mountains that an ancient civilization once made its home, feeding on the more timid wildlife of the west. The War between Calvessan and Druvasar A depiction of Calvessan The First Kingdom Fleeing from Ramasar, a group of dark elves reached Azuras and established the Kingdom of Druvasar within a western mountain in the River’s Expanse. Utilizing a natural cave system within the mountain, the group was quickly able to establish an affluent and thriving community with little threat of danger. Here, they studied the regions around themselves with great intent, learning all they could about the creatures and whatever else lurked about. For some time, the Kingdom of Druvasar flourished while hidden in the mountains. The group was able to specialize, and so many of them began to devote large amounts of time to magical abilities instead of hand-to-hand combat. However, the period of peace and learning eventually ended when the Kingdom of Calvessan arrived on the continent, bringing conflict and ambition. As Calvessan established itself across the continent, Druvasar began to focus on improving and strengthening its defenses. The Second Kingdom The Kingdom of Calvessan’s expansion happened quickly after they arrived on Azuras from Berillia. Settling in the lower tranquil plains, near the floodplains, they utilized the large river and swiftly began building substantial infrastructure. Trees were cut down by soldiers and farmers alike, mines were established, and resources were quickly converted into tangible goods. The main kingdom grew rapidly, fortified with large stone walls, supported by the quarries and mines, guarded by watchtowers, and supplied by surrounding homes. With this infrastructure in place, their desire to expand grew, leading Calvessan to scout nearby lands. Initially, their scouts looked eastward, where they encountered Ram and his battles, as well as the bayou. Exploring the bayou, they found only a few beings brave enough to endure the flooded lands and its scarce resources. To the east, they saw the destruction Ram wrought upon those lands and decided to shift their expansion westward, toward the nearby mountains and their resources. The Dueling Kingdoms As Calvessan’s scouts moved west, they encountered not only the Kingdom of Druvasar but also their hostility. The scouts were mercilessly hunted and slaughtered, never returning home. Despite this setback, Calvessan persisted. They continued their westward push, now deploying their entire army. However, even with abundant resources, they were ill-prepared. The magical expertise of Druvasar allowed them to win the initial battles. Realizing that their vast supplies of ferrum and weapons weren’t enough, Calvessan sought other solutions. During their eastward scouting, they had learned of the bayou dwellers and their reputation for debauchery. Though hesitant at first, mounting losses forced Calvessan to consider turning to these swamp inhabitants for help. They eventually negotiated a deal in which Druvasar's people were cursed and their lands poisoned. Though costly, the deal proved effective, and Druvasar’s kingdom began to fall under Calvessan’s influence. Yet, it seemed there was more to the deal, as even after victory, Calvessan’s lands quickly began to fall into ruin. Wretched Creatures A hag lurks. Due to the unpleasant appearance of the Delta Bayou, it's no surprise that many descendants avoided its low-lying branches, muddy waters, and creature-infested lands. Despite this, a handful of descendants once fled into the swamp to avoid patrols of their once-kingdoms. This group lived here for many generations, often looting and killing unfortunate caravans that got stuck in the nearby floodplain mud. This lawlessness was how the group sustained itself, but it did not go unnoticed. Mischievous fae who previously called the swamp home quickly grew interested in the group’s self-centered nature and began to observe them. After a while, the fae crept into the descendants’ camp and easily convinced them to sell parts of their souls to gain wicked powers. These new powers allowed the group to rule with an iron fist within the swamp, easily frightening those who ventured too close and cursing anyone who decided to stay too long. The swamp inhabitants - now popularly called Hags - were skilled at offering ‘assistance’ to those unfortunate descendants, often taking a snip of hair or a few drops of blood from a fresh wound during their work. They would then take these ingredients back to their home, where they could use them to cast curses on their victims from afar. Over time, these Hags became part of local legend, and the swamp was utterly avoided by those who could afford to do so on their journeys. However, there are instances in history when one or two powerful nations came to rely on their help, offering mountains of resources to the Hags in exchange for curses on their enemies. It should be known that these fae-tainted beings could never be fully trusted, and often both the ones providing the resources and the ones being cursed suffered in the process. Today, only ruins of the Hags' homes remain, but the legends are still told around campfires late at night, and those especially superstitious continue to avoid the Bayou.
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Diety lore isn't my strong suit, but I think channeling Llahir would be fun if done from an event perspective. From what I understand, it didn't go so well when players had/have access to deceptive rp. Metal (especially black metal) that I used to listen to frequently initially inspired the character design when I began to delve into tawkin & blood magic, and lead to a heavy questioning of self IE: "Is this power created by me solely?" by Elren / a general rejection of gods. I think as he developed more, it was an inspiration for the crazy attacks and general vibes that I could draw on when RPing. Albums like "Where the Gloom Becomes Sound" by Tribulation are great for evil RP in a lair - especially songs like Inanna or Dirge of a Dying Soul. My first character, Rylan, was probably the most influential, as he was the main character that got me into RP on LOTC and eventually got me involved in dark magic communities that I'd RP with for the next few years. Elren as a character would be next, as he lead to me further growing in these communities and establishing more continued friendships. I like the Lycan lore currently, and I think it'd be fun to mess around with and RP. Most recently, I tried to break into Druidism but PKed, so it'll probably be some time before I try that again. Even then, my druid was likely to go against the grain. We must not question why, but instead "Why not?"
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I remember fondly when I was a new player in Oren, and dibbo9 melted a lock off a forge with fire evo (evicted it) so that I could have my first sword smithed. The things I did on my first character, Rylan, were pretty unique, given that Helena went from being very inactive to very active, and my rise through the guard force during this time. Elren was also fun to play, but I started to branch too much at the end of him and felt that he was slowly losing his identity.
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Water RP isn't real and doesn't work. I enjoyed working with the northern front, and I think the events went pretty well there. It definitely made me feel refreshed and excited to run more events next map.
