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  1. Iaquith Amu History Love. There is nothing stronger. And, as is common with strong things, there are those that are drawn to it. Iaquith Amu, they are called. Eaters of love. These creatures are drawn to love. They eat it, revel in it, provide it. For when one is filled with love, completely and truly, they will be visited by an Iaquith. If they display enough love for the Iaquith to survive, then the Iaquith will take a form, and begin to live around that person. Often, the person won't even know that they’re there. But they should be careful. For if they anger the Iaquith… Long ago, there was a woman. She lived in a nice, warm, cozy halfling hole. Every day, she woke up, and prepared a meal for all the halfling children, and then went around, helping her neighbors. In the evenings, she watered the village's flowers, tended to her neighbors' crops, and set up little games for the children to play. Nobody asked her to do this, nobody forced her too. She loved helping, she loved her village, she loved her life. And then, after one long day of kindness, she came home, to find an adorable Teddy Bear sitting by her door. “‘ow noice,” She said, picking it up carefully, “Teh chil’ren mus’ ‘ave brough’ me eh gif’.” So she brought the Teddy Bear inside, set it on her counter, and went to sleep. The next morning, she woke up, blinking as the sunlight fell across the window into her eyes. In a flash, she was out of bed, panicking, “O’ nae! Oi mus’ ‘ave slep’ in!” The woman rushed to her kitchen, meaning to prepare the meal, only to find that it was already cooked, and that the Teddy Bear was sitting next to a plate. She blinked, “Oi mus’ ‘ave… forgo’en…” The woman shook her head, “Nae reason to s’an’ aroun’.” And with that, the woman began to do her daily work. Unnoticed, the Teddy Bear nodded, a small grin appearing on its face. Physical Description The Iaquith Amu have one purpose; to provide love. For they feed off love, and without it, they will die. Over millennia of evolution, The Iaquith have discovered a form that is generally liked by all. The Stuffed Animal. Almost universally loved, they have taken this form to provide love, and to be loved. Now, this is a broad term, let me define it in a more clear manner. The Iaquith take the shape of a creature standing at half a foot to a full foot. Their ‘skin’ is made of a cloth-like material, and their insides are filled with stuffing. Usually with a stitched mouth and button eyes, these are the forums that the creatures take when they find someone to attach to. They usually feel soft and fluffy to the touch, and can have a variety of features. (I.E. A lion plush will have a mane and little claws, while a human plush might have hair and a skirt.) By no means are they optimized for combat, their bodies being too soft and fluffy to do any real damage, and they are too small to wield any real sort of weaponry. Even if they could, they would not want to, since harming others does not produce any sort of love, and being around that much hate could very well kill the Iaquith Amu. An interesting topic is that the Iaquith do not often stay around voidal mages, which has led many to believe that the creature is Fae in nature. This is untrue, and can’t be proven, for Druids cannot comune with them. The reason that Iaquith avoid voidal magic is unknown, though a few have theorized that it is due to the effects that the void has on the body and mind produce an effect averse to love. Now, the Iaquith are not always plushies. In fact, before they find someone to bond to, they appear as little floating lights, which I shall call Form A. These lights cannot speak, hear, taste or touch. All they can do is feel love, which they move towards. Once they are near enough love, then they take the form of a Stuffed Animal, Form B. Their new form is not permanent, however. If their body is destroyed, or they do not get enough love, they return to Form A, and seek love anew. While they are in Form A they cannot be harmed. Any attempt to touch them will be useless, and will phase right through them. Redlines - Cannot be used in combat. -While in Form A, cannot be harmed and cannot harm others. -Cannot reproduce in any way, shape, or form. -While in Form A, they cannot see or hear, so no meta -Experiences in Form A cannot be remembered while in Form B. This means that all they will remember is feeling drawn to a person, then waking up in their new form. Memories between owners carry over between forms. Mentality The Iaquith need love. This is an important part in their mentality, for it is what their lives revolve around. Once they find someone who produces enough love for the Iaquith to want to stick around, they will take their new form, and begin to help them. In the beginning, they are generally not noticed, the person they have bonded to finding it strange that the plush seems to always be found near good happenings. Over time, the person begins to put the pieces together, and the Iaquith may reveal itself. It is important to note that the Iaquith Amu are not unthinking servants, like golems. They simply need love to survive, which leads them to want to make the person more able to produce love, among other positive emotions. While yes, they may bond with the person to the point where they will sacrifice themselves, but they will not execute commands as if they were a slave. The Iaquith are very expressive with their bodies, as they have no funcional mouth. Think of the emotes in Animal Crossing. Very expressive. Redlines -Cannot Speak -Will not obey commands that result in it’s death/death of others -Will not obey a command that will not produce love, or a positive emotion of some kind, without creating negative emotions. Abilities Aura Of Emotion The Iaquith have no functioning mouths, which means that they cannot talk, but they have developed alternate means of expressing themselves. Iaquith are generally more expressive than most, and can create an aura that radiates their feelings. This aura cannot be used to influence others emotions, merely let others know how the Iaquith is feeling. The Iaquith can decide if it wants to share its emotions or not. This only takes one emote. Redlines -Aura Of Emotion cannot influence the emotions of others. -It takes the place of talking, but Iaquith Amu cannot form words with their emotions. Ageless Iaquith Amu are ageless, they never age, and they will never die. While they can be ‘killed’ by having their vessel destroyed, this will only cause them to revert to Form A, and to seek a new bond to someone. While they do retain memories between bonds, their only goal is to bring love to others, so they will never use their information to cause harm. This information is instead used for the betterment of others. Redlines -The memories retained after ‘death’ cannot be used to cause harm, of any sort. All Redlines -Cannot be used in combat. -While in Form A, cannot be harmed. -Cannot harm others. -Cannot reproduce in any way, shape, or form. -While in Form A, they cannot see or hear, so no meta -Experiences in Form A cannot be remembered while in Form B. This means that all they will remember is feeling drawn to a person, then waking up in their new form. Memories between owners carry over between forms. -Cannot Speak -Will not obey commands that result in it’s death/death of others -Will not obey a command that will not produce love, or a positive emotion of some kind, without creating negative emotions. -Aura Of Emotion cannot influence the emotions of others. -It takes the place of talking, but Iaquith Amu cannot form words with their emotions. -The memories retained after ‘death’ cannot be used to cause harm, of any sort. Purpose (OOC) The dwarves have their Golems, the Alchemists their Automatons, I wanted to create something that anybody can have. A friend in the darkest of times. A creature that you can trust, that will be there for you. This is essentially giving everyone a companion, rather than just a select few. ((First time submitting something, constructive criticism, or just criticism would be appreciated. Thanks! -TG))
  2. THE FROSTBEARD FIGHTIN’ FISH OR OTHERWISE KNOWN AS THE “FIGHTY FISH” AND “MAC FACE FISH” The very vicious fish in water Overview The “Frostbeard Fightin’ Fish”, or otherwise known as the “Fighty Fish” or “Mac Face Fish”, is a brackish fish originating from deep within Kal’Tarak’s inner cavern in Atlas, where small populations of the fish lived in aquifers and large pools of water. While not a dominant species in the cave’s grand ecosystem, it has proven to be a very hardy fish when introduced to other cavernous ecosystems, much of which can be attributed to it’s highly aggressive and territorial nature that ensures their populations survive. True to their name, the Fighty Fish will attack anything that enters their wide and ever expanding territory, and larger creatures are no exception to this. Despite their incredibly aggressive nature, Mac Face Fish attacks are rarely fatal to those unfortunate enough to suffer from them. Unfortunately for the fish, they are delicious when roasted, making them a delicacy for those who are willing to risk the pain involved in fishing and handling them. The name, Frostbeard Fightin’ Fish, of course, originates from their discovery within Kal’Tarak, along with their aggressive nature. Fighty Fish is simply a much easier way to say it. It has been named the Mac Face Fish by the villagers of Nottingham (a village on the edge of Garrond’s Vale) due to the face of the fish being similar to a man named Mac. The Trip to Arcas A dwarf guards his caravan, containing breeding pairs of Frostbeard Fightin’ Fish When Kaz’Ulrah fell, the survivors of the siege of Kal’Tarak fled Garrond’s Vale to live elsewhere, such as Sutica and Agnarum. Some missed the taste of the Fighty Fish, among many other delicacies specific to the region (see: Dogoth Crab and Garrond Goat), and either paid the villagers of Nottingham to fish it for them, or fished it themselves in order to start fish farms of the delicious fish. However, when descendants were forced to travel through the cold, southern wastes, few thought to bring the Mac Face Fish, let alone a breeding pair. Fortunately for all, the one dwarf did: Gardalf Frostbeard. 16XX, account of the Atlas migration The journey so far has been long and perilous. I, along with many others, have escaped the growing frost with the aid of the Vael. But the journey had not been without it’s own hardship. My Frostbeard brethren, that I have been fortunate enough to reunite with, are almost at their wit’s end. I myself have lost count of the days and year. In truth, our journey is perilous, and I know not when we shall leave this frozen wasteland. Just yesterday, I had awoken from my cot to find an elven child trying to steal my Fighty Fish. To my knowledge there are no others that had brought breeding pairs with them, and so I flew into a fit of rage and nearly beat the poor boy to death. But as a man of the Brathmordakin, I stopped myself and showed him mercy. He scampered off soon thereafter. I am disgusted with myself. I do not know for how long my sanity will last. Gardalf Frostbeard was an expert fisherman, who himself was taught his skills by Wilson McGrath. He was a connoisseur of fish, and despite many of the Fightin’ Fish stock dying, just enough survived to breed on the other side of the great ice wall. He would travel with the Frostbeards in Arcas, eventually joining the Underkingdom of Urguan when Argnos Frostbeard made the decision to bring the clan into the kingdom. Our story does not end there, however. 16XX, account of a certain incident Was bringing my stuff from the caravan and I tripped. I was holding a barrel of the fish with big teeth and they fell into the river. The fishies swam away, and Vithar yelled at me. My bad. With the Fightin’ Fish released upon the Under-Realm’s ecosystem, their population would gradually grow as an invasive species. While their populations is not as large as it once was in Kal’Tarak, they can occasionally be found and fished within Urguan’s deep cave system. Fish Facts The fish, after being roasted over a fire They are brackish fish (a mix of saltwater and freshwater). They will die in saltwater, but can survive (not thrive) in freshwater. They are carnivorous fish. They will derive no nutrients from plants. Thus, it is common for Fighty Fish to begin eating each other. At most, and very rarely, will a Mac Face Fish be 2 feet (60cm for freedom haters). They are typically around 1 foot, but much of their growth is dependent on how much one can eat. They typically have a lifespan of 10 years. The fish has many bones protruding from its body along the nostril, gill cover, pectoral fin, and lateral line (see picture in beginning), along with having very jagged teeth. Appearance wise (see picture again) it is easier to imagine it as a very bony piranha. They will constantly jump out of the water, as a way to intimidate predators. While they typically live in breeding pairs, Fighty Fish can and will form schools in the right conditions: a large body of water, and a large enough population. Due to their aggressive nature, they can often be found eating one another. Representation in game A barrel of Frostbeard Fighting Fish violently jumping and thrashing in the water A salmon is used to represent the fish as an item. In game, it can be represented through arrows being pushed up by a bubble column. This is done through soul sand below the water, creating a bubble column that pushes towards the surface. Shoot arrows into the water, and they will bounce up and down. It is like shooting fishes into a barrel. Clever, no? Redlines This has nothing to do with it, but I thought it looked really cool and I wanted to share They can be farmed, but they are too aggressive to be made into pets. While dangerous, they are rarely fatal, as two or so will be unable to do more than give cuts and wounds that barely puncture the flesh. They will be painful, however. A school of the fish may be fatal, but the existence of one is extremely rare. (see fish facts for conditions) A player can not roleplay for a fish without the other involved players consent. This is to ensure that no traps are made where someone is dropped into a pool of Fightin’ Fish. But that would be cool, like a mafia movie, yeah. EX: Player 1 tells Player 2 that a Mac Face Fish bites their leg Credits Special thanks to @Twodiks for noticing a lore-related mistake I made Fish - https://www.deviantart.com/piotr490/art/Demon-Piranha-144574519 Dwarf Caravan - https://caravanstudio.com/2015/05/04/the-expedition/#popup-content Cooked fish - https://www.istockphoto.com/vector/fried-fish-on-stick-vector-illustration-isolated-gm1174464694-326657758 Unrelated - https://www.muddycolors.com/ And to you, the reader 🙂 +1 and comment
  3. Origin Since time immemorial the children of Malin have enjoyed longevity and wisdom in their lives. Many scholars have concluded that the blessing of long life spans is just that, a blessing which simply is a powerful and incredible version of the arcane that is yet to be understandable to the common magi. But little did all know that the blessing was much more mundane than first realized. In functionality Elf’s were not blessed with magic... but in fact it was simply a product of evolution albeit, evolution aided by the arcane creating an arcane Gizzard. Explanation A Gizzard as it is coined is in practice one of the most well rounded and useful organs ever to be produced by the chaotic nature of natural or should we say unnatural selection [Arcanely manipulated by the Aengul]. An Arcane Gizzard or Elven Gizzard is practically an organ that not only allows its user to have extremely long lives due to its properties but also allows due to its arcane nature a closer connection to the void and the nature of the world. An example of a Gizzard in practice is Elf’s molding to there homes. For example the dark elves quickly evolving for there dark homes. Red-lines An individual with an Arcane Gizzard does not naturally age, nor can they die of natural causes All Elves are naturally born with a Gizzard If a non-elf eats a Gizzard they are gifted with an extra 10 years of fresh healthy life (Gizzards have a nice pasta like taste). A gizzard is found right next to the heart (It would look like a small soft tissue like a collection of black vein covered purple beads). And if remove successfully without damaging of the heart would revert and elf back to there normal state pre-blessing (they would have the same life span roughly of a dwarf at 300 to 400 years) Recipe Boil a small pot of water over the fire place until bubbling. Add roughly a third of a bottle of wonk blood, along with onion. Add Elven Gizzard (Optional) Add Elven Ears. Wait until the water boils again than than poor the liquid into a strainer. Ounce this is done read the Elven Gizzard back into the pot, waiting until they begin to sizzle turn them over than take them out. Ounce taken out you have finished your delicious Elven Gizzard Meal! Purpose The Gizzard gives the children of Mali not only a consistent atheistic reason for there powers but also allows for them to have a real tangible reason for there long lives. Just like how the Orcs have a Spiritual Gynecomastia which gives them honor. while the dwarfs have their mighty beards.
  4. “The Elves are the longest lived of all races, some living well over a thousand years.” -Lord of the Craft Wiki: Elves The Elves of the world within Lord of the Craft are distinct and different to the other races, possesing near immortal life. Due to this extensive life they possess, they are able to learn a great deal more than the other races. Currently, the lore describes that the ”Elves mature more quickly than the shorter lived races, reaching the fullness of puperty in about two decades.” However, this does not make since. How can a race have a much longer lifespan, but mature/age quicker than the other races? Though some players enjoy the simpleness to this system of aging for the Elves, it may be more immersive for the players if the elves aged differently compaired to the other races. The proposed system is quite simple and involves the smallest amount of math. Here’s how one determines the age of an elf in human years Each elven year is equivlent to 3 human years. Sweet and simple as stated. So, while a human child is now 9, your elf is only as mature, physically and mentally as a 3 year old. To visualize this concept, I have made a column chart. As shown by the graph, at 15 in human years, they are as mature as a 5 year old child, while at 30 human years, they are only equivlent in maturity as a 10 year old. Numbers are infinite, meaning it is impossible for every unit of age to be placed onto this graph. However, that is quickly remedied with the skill of math. Say your elf is 150....all one must do is divide by 3. 150/3=50 So your elf is 50 in elven years. The formula to find your Elves age and maturity in human years is as follows. Elf Age / 3 = True Elf Age This system truely only matters up until 100 human years, as humans cannot mature mentally past their death. Elves would be fully mature, both mentally and physically, at the age of 75 in human years and would not need any further development. However, elves are immortal, meaning their bodies are not able to be corrupted by normal age, though they may mature, they cannot grow old. Some might argue that this system is much to complicated for the game and would be better to be simple, however, this gives some color to lore. Due to the slower aging of elves, it could cause friction between elves and men, explaining the scarcity of cities with both Men and Elves. A human has a very difficult time to befriend an elf due to the different speed of aging. And when there are no friends, enemies begin to form. So, due to this, playing an elf child would be extremly long. Just as rules prevent human children to be played until 5 years old, rules could be sent for elves. For example, players could not play elves until they are 15 in human years (5 in elf years) or possibly even 30 in human years (10 in elf years). As stated, this is but a suggestion. Leave your own suggestions in the comments, as I do believe that there should be a different aging system for the elves.
  5. Hello there! It seems like I’ve been posting an awful lot recently, however this debate is strictly ooc ONLY and in my discord a lot of guys were concerned over this issue, so if you wish to participate I am more than willing to answer questions and debate in the comments down below. The “techlock project” is a project where people are trying to find balanced tools to use within LoTC which has the same technology as the times it is based in. For example, firearms is the most recent topic that has been put up for debate. As shown below, the votes have been flooding in and it seems like the mass majority do not care for guns within LoTC. Personally, I feel guns do not have a place in LoTC. My reasons for this are as follows, please feel free to agree or disagree with backed-up points down below! Banditry/Raids: I feel as if LoTC for many years has been a hub for those who wish to participate in bandit roleplay (as far as my experiences have gone). If you are to bandit someone on the road, you can either rob them or fight them, depending on how they respond to your actions. If guns were introduced to LoTC, I feel like banditting people on the road would become far too easy, using hostages and holding people at gun-point is far more effective than crossbows. This will lead to an imbalance in the bandit-victim success rate, heavily favouring those who are committing crimes. Additionally, Cities will have a large advantage too. The current raid rules state that you must ONLY raid with three or less people, which means it is already difficult to pull off with success. With the addition of guns, it will become near-impossible, with the guards being able to default CRP and hold your party at gunpoint for as long as they wish, possibly increasing the rate of meta rallies coming and slowing down the roleplay that could be happening if they were all using less advanced technology. Larger scale fights: How can we moderate the use of guns in larger scale fights? Currently in LoTC there is a 10+ PvP default rule, however if you were to fight with 9 or less people it would become increasingly difficult to moderate the use of guns within the fights. Would we need to load the guns and use multiple emotes like we do with crossbows? Or can people just have loaded guns all the time, preparing for combat if needed. I feel this will increase the amount of modreqs that go up, leading to more power-gaming, toxicity, and just an overall poor roleplay experience for those involved. The “dodge” mechanic: How does one use this mechanic if there are bullets flying towards your head? For a long time, you are able to /roll or crp dodging attacks, with a larger disadvantage if you lose your roll or the mod/people involved deems your dodge unrealistic. Just like an Olog charging into a human, you would be instantly killed and out of the crp if you were to encounter someone with a firearm, which I feel ruins the whole combat experience entirely and can lead to poor quality roleplay. Now I have expressed my final points, I would like to invite everyone who wishes to get involved to comment below and I’ll respond to you all. Troll/Toxic comments will just be ignored. Thanks, Swifty
  6. Thallassos, Corrupted of The Abyss Background/Origin The seas lapped at the shores of the cove, a bar of lightly coloured sand shone in the sun as the winds blew and the seas swayed. No seagulls sang and no fish fed upon the riches of the murky water just beyond the shore. Thick and vile purple ichor tinged the seas a murky deep colour as a mere tendril of Dresdrasil stained the sands in a blackened colour as life seemed sucked from the surrounding area- a harrowing sight to an otherwise untouched and peaceful land. Left to rot and decompose the surrounding sea bore a strong stench of salt and brine as the water brewed to a more brackish and muddy composition, the area was desecrated of natural life and being. The area continued to devolve and became more and more stagnant and vile with time, a perpetual storm becoming localized over the once simple beach. Heavy winds carried the stench and spread the taint that the tendril brought with it’s unholy landing, and the area further corrupted and defiled as the storm grew thicker, with perpetually smog-coloured clouds looming over the area like a curse. One day as the monsoon continued heavily and the winds blew strong, carrying foul air, travellers approached. Three, clad in coats and clothes of brown, with little more to them than walking sticks and small bags. “Cullen, is this it, what we have been looking for?” Asked a man of dim but fiery hair, almost frightened to the sight, a quivering voice behind. “It is.” He replied, firmly- a natural born leader with his stout confidence and bravery. “We will remove this aberration from our beautiful home.” He continued, approaching. “Through flame, salt and gold I cast you away from harming our village further.” He said lowly, a voice of hate as he approached. “Cullen, we don’t know what this thing is. We have to wait, what if it’s.. I don’t know, alive!” Called the man who was originally silent, cautious and careful of the god’s remnants that lay before him. “Vile creature.” Cullen said simply, spraying salt against the skin of the tendril- to no avail, or affect. “I cast you away, to the sea of whence you came.” he repeated, anger clouding his voice once more, his expression hard and irritated. He brought out a bag, pouring some of its contents as flakes of gold sprinkled away on the stormy winds as the rest fell to his hand. He threw it with little effect to the tendril, as the winds picked up and blew such back into him. “Gah, ******* thing! I said leave, beast!” He shouted desperately and filled with rage, withdrawing a dagger meant to gut sea life that would inhabit nearby. “Leave this place!” he shouted as he ran forth and went to drive his mere knife into the tendril- it tensing up rapidly, a spurt of vile purple ichor spraying toward his face, lingering as it hissed and burned him. Fear grew upon him like a weed, as he fruitlessly continued to drive his blade into the dead god’s remains. As he wore out and his companions watched on in horror, the tendril seized and gave sounds of bones-cracking and pressured water flowing quickly, as it coiled and grabbed him- Cullen completely enveloped and disappeared, within its grasp. The red-headed boy screamed in fervent horror, nearly tripping as the wind which had continued to gain favor nearly blew him over- both wordlessly panicked, sprinting toward whence they came. Days came and nights passed and the coiled tendril remained the same. Each of them was the same as the last, as the storm saw no end. On the sixth day, came the cautious man- seeming almost intrigued and curious, of the tendril he saw still coiled at a distance. With caution he approached, an almost curiosity to his unnaturally violet irises. Stepping cautiously over the stones that lined the beach and onto the darkened and coarse sands, an unwavering stare toward the tendril which consumed his friend, he had noticed this time it was different. The winds did not pick up nor did the monsoon which pelted at his cloak. “C-cullen. I.. I wanted to .. to say..” “Caller.” Replied a voice, impossibly loud and echoing off the surrounding area, a slightly feminine tone to it. He searched frantically for any source of the voice, but it was impossible to tell directionally- almost as if it spoke to him, in his mind. His lip trembled and his words stumbled, as he froze in fear. The tendril slowly uncoiled, revealing Cullen- drenched and lithe, coming to kneel in the sands- completely quiet, and still. The cautious man watched on in abhorrent horror, his body shaking in paralyzing fear and the biting cold that the wind brought. Cullen with struggle, brought himself to a stand, his cloak tangled and wrapped entirely around his head- drenched, and darkened. He said something, muffled and quiet, behind his mask. “Closer.” The mind of the cautious man sung to himself, in a voice that was almost his own. “Closer.” It repeated, unceasingly. With an agonizing terror that constantly followed every step, he inched closer to his seemingly living friend. “C..Cullen..?” He muttered, sputtered, and fumbled out as his eyes lacked focus, constantly scanning over what shouldn’t be there. “Friend. I have so much to tell you.” Magic Explanation Thallassos is a three slot deific-darkmagic hybrid, falling under either classification. Thallassos is deific in the sense not necessarily of a patron or connection to deific being, but rather using mortal remains of a fallen deity in connection and to power the magic. Thallassos is dark in the sense that it corrupts and wears on the user for trying to make intangible power theirs, though how the user uses the magic is up to them, and may not inherently be dark, evil, or “bad”. Thallassos is taught and learned by interaction with a teacher of the art already connected, and involves connection by melding one’s mortality with the remains of Dresdrasil. Overall, the magic is incompatible with any other deific magic, and requires a basic soul to use, and post-connection would render one’s soul Corrupted. Alongside that, the user would require a body producing blood to do such.(Excluding things such as Animati, Izkuuthi, Sorvians, Golems, Azdrazi, Etc.) Corruption Through time a Tidesage is corrupted and manipulated by the powers they wish to wield, no matter the intent. This may be amplified, or may seek detriment by actions taken in roleplay. Tier 0 At Tier 0 the initial infestation upon the body and mind takes toll, with an initial rejection from the body. Almost like a drug, senses may be amplified, and users may hallucinate auditorily and visually, and have delusions of grandeur as a sense of accomplishment and power overwhelms their system. At Tier 0, a user has no brine within them as transformation starts. Tier 1 At Tier 1 the body begins to normalize and the effects take a less prominent effect. The user becomes more stable and normal, almost as if recovering from their previous state. However, their thoughts may drift to darker and less pleasurable things, feeding to more carnal and simplistic desires of basic emotion. At Tier 1, a user has the potential to use three units of brine. Tier 2 At Tier 2 the body begins to take wear, weakening the user just some- as if a bit malnourished with lessened stamina, a tiredness overcoming their day-to-day life. Their darker thoughts would become more normalized, and controlled. At Tier 2, a user has the potential to use six units of brine. Tier 3 At Tier 3 the body continues to degrade, the strength of the user following the stamina- though still to not the degree of a voidal mage, just not holding standard as it did before. Bleeding would become more perfuse and clotting more difficult as their blood watered down. Their thoughts would continue to drift to a more dark and primal state, subtle and passively beginning to pursue their wants through convenient means. At Tier 3, a user has the potential to use nine units of brine. Tier 4 At Tier 4 the body ceases degradation, starting to become acclimated to the new infestation of soul and body. The body would passively have a minor burning sensation, as blood became impossible to clot as it continued to lose viscosity- smelling of salt, rather than iron. There would be less of a want to eat, drink, and perform bodily necessities, while breathing would slow along with heartbeat. They would begin to pursue their thoughts impulsively, though not actively. At Tier 4, a user has the potential to use twelve units of brine. Tier 5 At Tier 5 the body would continue the course it did at staying weak and tired, with all bodily needs and functions ceasing entirely. The heart of the mage would cease to beat, and blood completely converted to brine that slowly flowed through the veins. Far more impulsively, and near actively, a mage would pursue whatever their desire was to an obsessive degree, taking precedent of whatever they wished over any others- almost as if possessed. Their skin would pale or darken, and would become either dry or in similar moisture to a membrane. At Tier 5, a user has the potential to use fifteen units of brine. Philios A Philios is a creature descended from The Abyss below the waves, having in some form been a part of deific influence and creation. They vary greatly from one another, typically keeping distinctly within a few features. While unnatural in any environment but their home, they may be summoned by Tidesages as a permanent (until death) companion that mostly inhibits their ability to cast Thalassos magic, save for certain aiding spells. A Philios can be up to nine feet tall, with the strength of an olog and the slow speed to mirror such. They bear natural weapons such as claws, teeth, tentacles, and natural spines that vary in number or general presence. A Philios is as easy to slay as any other creature, made of flesh and blood, however holding a fortuitous stamina and an immunity to flame. A Philios is actually capable of higher intelligence, holding in some lesser form an ability to speak, with difficulty granted from their otherworldly biology. They can understand names and remember and recall faces and minor memories though to no significant extent. Redlines - A Philios must be kept to a “Basic” degree. A Clawed monster with a drilled shell for an arm and jagged teeth, a large and horrifying biped with finned arms and an angler-like appendage upon it’s head and dozens of sharp and oversized teeth. This must be well described, and kept basic- no “Rapid Regeneration” or “Steam Blast” that some aquatic creatures may carry. For simplicity, weaponry is limited to tooth, claw, tentacle, and spines that do not shoot from the body. - All things the Philios has must be described upon the signed item. Anything undescribed may not be used in combat or out of combat. - A Philios (As described) is limited to nine feet tall, with Olog strength and generally “slow” speed. They possess an intelligence capable of memory and are as damageable as any other creature, with iron, claws, and so on- only carrying immunity to flame. - A Tidesage commanding a Philios may not cast spells unless suffixed with the “Tidecommand” addition. The Tidesage may cast again a full narrative day after the Philios is killed. - When a Philios is killed, the Tidesage is profoundly exhausted, incapable of fighting. - A Tidesage may only have and command one Philios at a time, requiring a new ritual whenever their original is killed. Details of Commanding a Philios and that extent are listed in the “Tidecommand” spell. Brine and Manipulation Brine Manipulation is regarding different aspects of using brine- a course for the basis of Thallassos. In effect most spells use or begin from brine, and as such mastery of the usage of brine is required for success within the magic. As time goes on, the tidesage would begin producing small amounts of brine within them, though by no noticeably-different means. Brine is a vaguely-warm liquid with a more viscous, almost gelatinous consistency. While in conjuration from a caster, it would glow in shades from brown, to dark blue, to teal, and ultimately to purple- staying within a range of similar colours. These typically depend on the caster, and their connection to the magic. Brine eats away at lifeforce and organic matter, primarily feeding off of the blood of the caster’s supplement. These are separated into ‘Units’. A caster has a limited amount of potential-brine before eventually succumbing to exhaustion and requiring a full-day to recharge. Spells For all matter of reference, if a spell is references as requiring a certain number of emotes, it casts on the final emote. Example, if a spell specifies requiring 1 emote connection and 2 emotes additionally, the third total emote is when the spell would cast. Tidecommand Spells Rituals Calling of Corruption This ritual requires two tidesages, of tier 3 and above to gather a small body of water (typically a pond) at minimum 4x4 and 10x10 at its greatest. The mages involved would kneel upon opposite ends (As symmetrical as possible), and rest their hands upon the skin of the water and would begin to funnel brine into the liquid. Slowly a purple or brown fume would tinge the water and stain it’s colour, slowly killing all life within. The water would afterward be corrupted, prepared for whatever ritual or dark art that may be needed for it lay ahead. A pool will always remain corrupted, unable to host life, be drinkable, or purified. If performed on a paladin chancery, it would begin to fumigate and bellow a gaseous purple light and fume as the waters turned from gold to a brown or purple colour. Manipulating the exposed power of Xan, it would amplify rituals greatly (Listed below.) Unlike a ordinary pool of water, should a Chancery oncemore have paladin blood spilled within it, it is purified and cleansed. Requirements: 8 Total units of Brine, two tidesages of tier 3 and above, a 4x4-10x10 pool of water. Mechanics: Pool (Or Chancery) is corrupted, allowing for rituals to take place within it. Redlines - Pool corruption counts as a lore area, and requires ST signage. - If there was no water within a paladin chancery, such would begin to flow down from it’s focal point and replace the lightwell below. - Drinking from a corrupted pool would render someone extremely sick as if afflicted by the stomach flu and would pass in a couple of days. - Sitting within a pool would not kill someone, but would eat away and drain at them. Calling of The Siren Description: This ritual begins the process of corruption, a connection to Dresdrasil’s remnant power, from teacher to student. Requirements: 1 total unit of brine, 1 tidesage of tier 4 and above, a corrupted pool, and a willing subject. Mechanics: By exposing a prospect-tidesage to Dresdrasil’s remnants and Brine, they may begin the corruption and imbuement processes that are required to begin to fathom and practice Thalassos. Redlines - This ritual only can connect one student at a time - This ritual is required for the creation of the MA - The Tier 4+ Tidesage must possess a TA to perform this ritual. - The created MA would begin at Tier 0. Calling of The Depths Description: This ritual requires three tidesages of tier 3 and above to gather surrounding a corrupted body of water. A pact as old as time, the Binding tidesage seeks a companion or guardian to guard them in a way they cannot. Effectively becoming non-casters themselves, they would control and bind themselves to a minion of their creation. Requirements: 14 total units of brine, 3 tidesages of tier 3 and above, a corrupted pool, and an ST signed item representing the presence of the Philios (Creation). Mechanics: The Binded tidesage takes on responsibility of commanding a Philios by it’s direct creation, gaining an ability to use Tidecommand as a spell. They can no longer cast other spells until the death of the Philios. The Philios can be up to nine feet tall, with the strength of an olog and the slow speed to mirror it, alongside having natural weapons such as claws and teeth. The look of a Philios is entirely up to the user for Aesthetic choice described on the signed item. A Philios is as easy to slay as any other normal creature save for immunity to flame, and may only follow commands as described by the tidesage. They may be given names to understand and follow after. Redlines - This Ritual only summons one Philios, for whoever is the first to extend a hand to it when it surfaces from the pool. Calling of Abyssal Home Description: A place to call home is needed for any Tidesage, and spreading the influence of Dresdrasil and her spawn is necessary to the survival and spread of their ilk. By summoning a obelisk of Dresdrasil’s own creation from the abyss, they may effectively taint the land surrounding them, effectively allowing for the spawn of Dresdrasil’s creatures. Requirements: 16 total units of brine, 3 Tidesages of Tier 3 and above, a corrupted pool, and ST Oversight and Signage of wherever placed. Mechanics: After summoning an Abyssal Obelisk, the Obelisk (Nine feet in height, represented with Sea Lantern or Dark Prismarine blocks) would slowly begin to taint a nearby area, at maximum in a 50x50 square around it as the focal point. This area would begin to harbour unnatural sea-life, heavily mutated, deformed, and aggressive- including an unbound Philios, which would attack any and all but Tidesages who enter the area. The Obelisk would give a salty-burning sensation to skinned touch, but could be broken with effort of blunt tools and strength. Redlines - This area may act and counts as an event site. - The Obelisk must be placed on a shoreline, in the open air, and may only be concealed by natural fauna if such exists. - The Aforementioned shoreline must be that of a lake or ocean, a pond being far too small. - The Obelisk is about as strong as stone, and weighs upwards of a 2,000 pounds- requiring a Golem, Animati, or contraptions to move and lift. - The Obelisk, if placed within a 50 block reach of a city, must have RO permission to be placed. - Once an Obelisk is destroyed, the taint would be removed and all life would after time return to normal. Calling of The Watery Grave Description: Tidesages still fall prey to mortal desire, fallacy, and failure. In the case of mortals manipulating the powers of a dead god, By locking this person away, kept from drowning due to the boons granted by their practice, a Tidesage may be sealed away beneath the waves by a group of others. Requirements: 18 total units of brine, at least 3 Tidesages of tier 3 and above, a corrupted pool, a semi-sealed vessel (With ventilation for water to flow in freely), a Tidesage of tier 3 and above (To perform upon) Mechanics: A subject tidesage of tier 3 and above would be restrained and put into a vessel with ventilation to allow free flow of water, and locked away beneath the waves. Their vessel would not move, and would be in one place- a Corrupted pool. Redlines - A Non-Tidesage or a Tidesage of tier 2 and below may not be locked away, as they would merely drown and respawn to CT. - This acts as a soft PK, unless the magic is dropped and the character drowns, allowing for respawn. - The site of a Watery Grave must be in a corrupted pool, and such is marked with an ST-Locked sign signifying it’s validity. - Someone may be freed from a watery grave by those on the outside at any time, though the Tidesage locked within would likely be greatly malnourished and withered, taking some time to fully physically recover. Mental stability from potentially being locked away a great time may never return, depending on the roleplayer. Calling of The Lady Description: By inheriting traits and power further from Dresdrasil, one would slowly begin conversion to a half-breed, something inbetween mortal and immortal; their original form deeply corrupted and destroyed, by overwhelming one and drowning them in brine, they may begin to slowly convert into a Drowned. Requirements: 20 total units of brine, 1 Tidesage of Tier 4 and above, 2 Tidesages of tier 3 and above, a Corrupted Pool, and a willing subject. Mechanics: By collectively using brine to drown one in a corrupted pool by causing it to overflow with such, they may transform a Tidesage of Tier 4 and above into a Drowned. Redlines - This spell does not have an empowered version. Calling of The Siren [Empowered] Description: With the vulnerability of Xan’s influence ebbing over onto the mortal plane, corrupted with the influence of Dresdrasil’s remnants, a prospect-tidesage may accelerate with a much quicker, although painful version of transformation. Requirements: 1 total unit of brine, 1 tidesage of tier 4 and above, a corrupted chancery, a willing subject Mechanics: By connecting a student through a corrupted chancery, they begin a significantly more painful and violent transformation process; skipping through Tier 0 in a few moments, and unto tier 1 directly. Redlines - This ritual only affects one subject at a time - This ritual would be reflected upon the MA, stating the student starts at Tier 1 - This ritual is exceptionally tolling on the subject, exhausting them for at least twenty four hours. Calling of The Depths [Empowered] Description: Calling upon the vulnerability of Xan, power corrupted and volatile, a Tidesage may use a corrupted chancery to summon an abnormally intelligent or powerful creature, though upon the chancery’s purification or destruction, it would instantly be banished. Requirements: 18 total units of brine, 3 tidesages of tier 3 and above, a corrupted chancery, and an MArt Submission + St Signed item representing the presence of the Philios (Creation). Mechanics: The Philios created is granted significant creative and mechanical freedom with the MArt, so long as it is accepted by the story team. Should the Chancery be purified, the Philios would instantly begin turning to brine upon the ground it stood upon. Redlines - A Philios created from a chancery must be made with an MArt. - Should the chancery be purified, the Philios is instantly unusable in combat and would begin to drain. - A Philios summoned from a chancery may not have Tidecommand spells cast upon it. Calling of Abyssal Home [Empowered] Description: By manipulating the power once holding The Wardens of Xan together and in place to defend the Chancery, a Tidesage may summon an Abyssal Obelisk, twisted by the melding of power and allowing for a mimic like effect, though the Obelisk would take up the focal point of The Chancery. Requirements: 18 total units of brine, 3 Tidesages of Tier 3 and above, a corrupted Chancery, and ST Oversight and Signage of wherever placed. Mechanics: Summoning an Abyssal Obelisk from the depths, it would sit in the focal point of The Chancery and would be immovable from it’s site. Aswell, two unbound Philios of normal level would spawn and defend the site, unable to move from it’s general location. If engaged in combat, The Obelisk would activate and would glow a deep blue colour. For each ten emotes performed by The Philios’s, another would spawn from The Chancery to defend it’s powered site. The Obelisk would be considered as strong as steel and immune to flame, and would require profound strength or effort from tools or magic to break. If the Obelisk is under threat, a Philios will stop whatever they were previously doing to defend it. Redlines - Philios spawned from a Chancery would carry the normal attributes of Philios, not being upon or able of being upon an MArt level. - Philios will stop whatever they are doing, no matter the importance, to defend the chancery. This does not apply to bound Philios. - An unbound Philios will not leave the general “Area” or “Building” of their chancery to attack others. They may be commanded by any Tidesage in the area, taking upon the order first given to them. - Unbound Philios may be played by ET, or present Tidesages, if possible as spread out as possible. - Commanding an Unbound Philios does not impair ones abilities to cast, as if commanding a bound Philios. - Commanding an Unbound Philios without having a Bound Philios does not grant the ability to access the “Tidecommand” suffixed spells. Calling of The Watery Grave [Empowered] Description: Using the vulnerability of Xan’s power, one may use a corrupted chancery to banish a Tidesage forever into beyond, irretrievably. Requirements: 30 total units of Brine, 2 Tidesages of Tier 5, and 2 or more Tidesages of Tier 3 and above, alongside a corrupted chancery. The Subject must be a Tidesage of Tier 3 and above. Requires ST oversight and enforcement. Mechanics: A subjected Tidesage is locked within a vessel which allowed for some ventilation of air or waterflow, is pushed within a corrupted chancery. Due to the power residually existing from the chancery, a portal would open, and the subjected Tidesage would be locked away into the beyond, effectively acting as a hard PK. Redlines A Subject to this ritual must be a Tidesage of tier 3 and above. The Subject of this ritual, once commenced, may not be retrieved physically or spiritually, or communed with spiritually. The Subject of this ritual is under the effects of a hard-pk, and may not be revived through monks, dropping of the magic (including dropping the magic within 24 hrs of the ritual), or any deific interference. Enchantments Using different aspects of the abyss below, a Tidesage may imbue their effects within an item known as a Poiema which grants undrowned Tidesages and Mortals minor attributes of what they can perform or do. With brine and technique, a Tidesage can easily perform this task. Taking three emotes in total, each enchantment would take one unit of brine per emote. This process is freeform, and emotes are left to user creativity when crafting Poiemas. Brining Object Effect: Imbuing this upon an object would give a light draining effect to whatever it may touch. It may dry skin and remove hair of where applied in the case of an equippable item (Such as a ring or helm). The item Brining was imbued upon would give a visual effect of being waterlogged, tarnished, and rusted. Enchantment Effect: If used in the creation of, or on an exposed or healing wound, such would have the effect of causing intense searing pain and minor muscle spasms. Gilling Object Effect: Imbuing this enchantment upon an object would mimic the effect of having gills, effectively allowing someone to breathe underwater. Enchantment Effect: Gilling must be imbued upon something that is worn upon the user to give effect, such as a ring or mask. When worn upon a user both in and not in effect, varying amounts of small three-inch cuts would be upon the neck of the user. Eyes of The Abyss Object Effect: Imbuing this enchantment upon an object would grant a subtle and light glow upon it’s physical manifestation, worn or not. Enchantment Effect: When equipped the eyes of the user would give off a faint bioluminescent glow, the colour of yellow, black, or white taking over their entire eye- along with blue or purple marks reminiscent of scales that were placed along the users eyes. While equipped, the user would have vision as good as if it were normal when underwater or dark places, immune to particulate blocking vision within their eyes aswell. If the darkness however were to be magical or blindness induced, then they would affect the wearer as normal. Skin of The Lurker Object Effect: Imbuing this enchantment upon an object would cause it to harden and calcify, the surface from end to end becoming scale-like in nature, underneath a white membrane that retained the hardness of the previous material. Enchantment Effect: When equipped, the user would gain scales or chitin that covered them in various places, though by no significant degree. These scales would take on dark colours, primarily blacks and blues. When in a cold environment, or put under intense barometric pressure, the user would find themselves unaffected and rather normal. However, ones blood would begin to run cold- and they would be clammy, and the temperature of the surrounding environment to the touch. Weapons of The Lady Object Effect: Imbuing this enchantment upon an object would cause it to ossify and become made of bone, retaining a similar hardness given the thickness of the object. Enchantment Effect: Once equipped, the user would gain natural weapons of claws and teeth of abnormal size and shape. Jagged and many, potentially long and almost fibrous teeth, alongside an additional 3 or 4 inches of hardened bone on the fingertips, sharpened to claws. However, due to the unwieldy sizes and shapes of both, the fingertips would render any armor fitted or weapons in hand unwieldable, and teeth would limit speech to become impaired as if there was some blockage within the mouth. These changes to the body occur over a couple of minutes at no pain to the user, however they may not be equipped in combat. Call of The Siren Object Effect: Imbuing this enchantment upon an object would cause it to shimmer and reflect as if created of water, though merely aesthetic to the actual piece. Enchantment Effect: When equipped, the user’s voice would become harmonic and angelic, irresistibly drawing and enchanting, unnaturally so. Lament of The Deep Object Effect: Imbuing this enchantment upon an object would cause it to become brittle and tinge a deep sea-green colour, with a ever-consistent slime to it. Enchantment Effect: This item can bind the conscious of an Abyssal creature such as a Philios, which effectively keeps its mind split to two. Once a Philios is given touch to the item, they may store their being within such as a “Backup” effectively. Shoulda Philios die and another be summoned, they may come in contact with a Lamented item and have their conscious restored to when the initial contact was made, having no recollection of their death most certainly. Should the Philios be living or dead, one may communicate with such forever in their mind through the item while equipped. Should the original creator of the item find a new Philios to bind to, the Philios’ conscious which inhabited the original item is nulled, and forever gone. Enchantment Redlines - Muscle spasms caused by a Brining enchant are minor, and would by no means forcefully induce someone to move in a way they would not normally. - Gilling-gills would act as a secondary vector to intake air into the lungs, should the mouth and nose be blocked. The same does not go in the same for the nose and mouth to intake water in place of gills. - Magically caused blindness or darkness would not be visible through eyes of the abyss. - Eyes of the abyss does not replace or function for lost or nonfunctioning eyes. - Skin of the lurker does not function as natural armour, and magically caused coldness or below-zero temperatures would take wear on the user - Weapons of the lady have the hardness of bone and rock, not able to penetrate thick steel and could break upon it. One cannot wield weapons or speak fully properly with the bodily changes given. They aswell could not speak properly- this being overlapped by the Call of The Siren enchantment. - The Call of The Siren enchantment does not “charm” nearby people magically, merely allowing for the player to allure and charm those around them naturally. - One may not metagame information (Or send information at all) through telepathy of an item made of Lament of The Deep - Should an item be destroyed with the Lament of The Deep enchantment, so too would the saved conscious of The Philios. General Red Lines -Thallassos is incompatible with deific magics. -Thallassos is categorized under both Deific and Dark magics. If for any extensive purpose it needs further classification, it is simply under “Deific”. -Thallassos does not get their power from any form of patron or diety directly, not being affected by anything which may cause disconnection. -A Tidesage would violently react to a paladin’s purging as it would cause great distress and pain. -Line of sight is required for all Thallassos spells, including one’s Philios. A Philios however, may go behind cover to continue attacking something or performing an action. -A Tidesage may make use of a casting implement or focus. -A Tidesage is still effected by voidal poisoning and similar effects. -A Tidesage may not use brine or convert brine from their environment to replenish, use, or fill ones own brine reserve from. -A Tidesage converts their blood into brine during casting, causing it to be spent when performing a spell. This does not inhibit their way of life or functioning abnormally besides what is described within Corruption. -A Tidesage’s strength, endurance, or stamina is not inhibited, it is limited at the very maximum to the strength of one’s race; gaining no benefit from increases in any of the previous categories, magically, herbally, and so on. Tier Progression Tier 0 - Tier 0 lasts 1 week. - No abilities, spells, rituals, or brine count. A change and metamorphosis of the psyche begins. Tier 1 - Tier 1 lasts 1 week. (Two weeks total). - Tidesage now can create three units of brine with internal mechanism - Tidesage has access to the spell “Manifestation” with one manifestation. - Tidesage has access to the spell “Brine Mending” - Tidesage may now learn how to enchant. Tier 2 - Tier 2 lasts 2 weeks. (Four weeks total). - Tidesage now can create six units of brine with internal mechanism. - Tidesage may now possess a Philios, and utilize the base “Tidecommand” spell. - Tidesage has access to the spell “Dresdrasil’s Spines” - Tidesage has access to the spell “Manifestation” with two manifestations. - Tidesage has access to the spell “The Sea Takes” - Tidesage has access to the spell “Brine Mending (Tidecommand)” - Tidesage has access to the spell “Pinging (Tidecommand)” Tier 3 - Tier 3 lasts 3 weeks (Seven weeks total). - Tidesage now can create nine units of brine with internal mechanism. - Tidesage can now directly perform and learn all rituals as an actor, except for Calling of The Lady and Calling of The Siren. - Tidesage may now fall victim to Calling of The Watery Grave - Tidesage has access to the spell “Salt Spew” - Tidesage has access to the spell “Manifestation” with three manifestations. - Tidesage has access to the spell “Adaptation (Tidecommand)” - Tidesage has access to the spell “Augury and Augury (Tidecommand) Tier 4 - Tier 4 lasts 4 weeks (Eleven weeks total). - Tidesage now can create twelve units of brine with internal mechanism. - Tidesage can now learn to teach by picking up a TA. - Tidesage can now perform Calling of The Lady. - Tidesage can now perform Calling of The Siren - Tidesage has access to the spell “Manifestation” with four manifestations. - Tidesage has access to the spell “Maw” - Tidesage has access to the spell “Sound of The Abyss (Tidecommand)” Tier 5 - Tidesage now can create fifteen units of brine with internal mechanism. - Tidesage has access to the spell “Drowning” - Tidesage has access to the spell “Manifestation” with five manifestations. Purpose (OOC) Originally writing this lore, I got a good bit into it before someone had alerted me that Thallassos used to be a magic; I was merely writing a magic which fit into an aesthetic I liked. Taking some work from Perrin and an old write from Frott and Zarsies, I was able to put together a piece of lore which I believe has a very good aesthetic which varies and allows for a lot of opportunity and roleplay between Tidesages and communities. I believe this is something that any type of mage may want to get into and services an interest of culty, eldritch, dark-water esque roleplay which currently is in no niche upon the server. With proper cultivation and roleplay, I believe this magic could flourish into something memorable and fun for multiple communities. Citation Spoiler A grand and sincere thanks to; Zidoax, for resources on similar aesthetics (Such as The Shadow over Innsmouth), and encouragement Archipelago, for looking over for spelling errors and ideas upon aesthetics, alongside encouragement All my friends, for being my friends, their encouragement and answering any dumb questions I may have asked Perrin, for his old Thallassos lore, though I personally have never met or known about the person I thank them for the resources they granted Zarsies and Frott, for encouragement and inspiration of their Augury write
  7. The House Gent Lottery is a non profit made to help us fund the Gent Family Orphanage, And the Gent Family Public clinic. The Powerball was created by Hannibal Gent on the 18th of the first seed, 1763 starting in the nation of Courland. The powerball works by randomly picking four numbered balls from a spinning cage that houses them. The lottery always starts with 1000 mina as a reward. The reward gets higher for every number bought; the numbers would cost 10 minas each. The goal of the Powerball is to create awareness for homeless and parentless children around the Courland region.
  8. Hey everyone, hope you and your loved ones are well amidst this quarantine. I'm looking to spit ball ideas for a DnD campaign to run for my friends that takes place in Anthos. A few of them are past players, and a few of them aren't. For those of you who played Anthos, what are some story hooks you think would translate well to DnD. For those who didn't play back then, do you have any ideas for a smaller campaign to start, that would then lead into a larger world ending type arche. Also, any DMs in here that have advice for writing compelling, non railroady campaigns? I want them to interact and build there own story similar to what makes the server so great. But I also need things for them to do. I'm familiar with my source material here, and I want the first campaign to take place predominantly in the human realm. I have a good cast of characters I'm familiar with, and location wise I already have a lot written down. If I ever get this ambitious thing done and it goes over well with my players, I'll be sure to share it here for you to run with your friends, imaginary or otherwise. Cheers, love you.
  9. ((SPOILERS ARE WONKY)) ~Pravum~ CHARACTERIZATION There are two subspecies of Pravum: the original beasts, known as the Harried, and their “perfected” successors, the Shikari. Both the Harried and Shikari were created from Descendants that have undergone an extreme alchemical transformation to their body and Soul. This augmentation grants the Pravum a slew of enhancements at the cost of the “Normality” of Descendant life. Credits: @Dymase @Cyprian1034 @NikoNiko @BoyWonderr @JaxonBlues @Archipelego @Ztrog @Temporal @AtrexPieren [Lucy-Lisett -- DeviantArt] A pair of adventurers caught wind of an abandoned town in the middle of the wilds of Atlas. Upon arriving, they were met with a thick mist throughout the surrounding forest. Once they entered the settlement, the group found the entire place in complete disrepair. Caved-in roofs, doors torn from their hinges, windows were broken, and the entire town covered in a thin layer of ivy and vines. The wind was blowing softly, adding an extra layer of discomfort to the damp and chilled air. The pair made their way down the muddied streets, their footsteps squelching loudly as the men looking for any signs of life. As they neared the outskirts of the village, one noticed an abundance of herbs in an overgrown garden in front of a small house. Deciding that it would be wise to search for anything medicinal, he strode over to the patch and surveyed the overgrowth for anything useful. The other moved cautiously into the house, with his blade drawn. “Oi! C’mere. Now,” the man in the house called out. The other man would let out a short grunt as he pushed himself to his feet. Stepping into the threshold of the abandoned cottage, the second man let out a sigh, saying, “What’s wrong?” The first man raised his arm and pointed to a darkened, far corner of the small lodge, where a skeleton lay, an arm extended towards a blood-stained book. The second man would stoop down once more, this time picking up the book as opposed to flowers. The man would flip through the pages before saying, “Seems like a sort of diary.” “Not much use for it, then. Better to leave it. Don’t want to upset his spirit, eh?” the first man responded, giving his companion a playful punch in the arm. “Right,” the second said with a short scoff. Nevertheless, he found himself placing the diary into his satchel with the plants he had picked earlier. The pair then made their way out of the lodge in search of new adventure and treasure... Origin: [!] The journal would be pawned off to a cloaked figure several days after the pair of adventurers returned to their city. ~The Transformation Elixir~ Description: Effects: Ingredients: Preparation: Mechanics: Redlines: ~Serum Ingredients~ Muscle and Bone enhancement Minor Regeneration Metabolic increase Sense enhancement (Vision, Hearing, Smell, Taste, Touch) Cardiac Enhancement Respiratory enhancement Serum Creation Brewing ~THE ALTERATION~ OOC: Please keep in mind this will be a very painful and mentally taxing procedure for the soon-to-be new Shikari. Give the patient time to roleplay out their pain. Also remember, for the performer, this isn’t an easy task either. They must be careful to keep the right order or they run the risk of killing the patient. The person creating a Shikari or Harried must have an accepted teacher application in order to do the procedure. The person being turned into a Shikari must be a preexisting character beforehand, you can’t just be brought into the world as a Shikari as they’re not born and must be created through roleplay. Preparations The Procedures Redlines ~The Harried (Event Creature)~ Appearance: Mentality: Muscle and bone Enhancement (Combat / Non-combat ability) Metabolic Increase (Combat / Non-combat ability) Sense Enhancements (Combat / Non-combat ability) Respiratory Enhancement (Combat/Non-combat ability) Major Regeneration (Combat/ Non-combat ability) Cardiac Enhancement (Combat / Non-combat ability) Mimic (Non-Combat ability) ~The Shikari (Playable CA)~ [Monolith Productions: Shadow of War] Appearance Strengths and Weaknesses PK Clause Mentality ~Abilities~ Muscle and Bone Enhancement (Combat / Non-combat ability) Metabolic Augmentation (Combat / Non-combat ability) Senses Enhancement (Combat / Non-combat ability Tracking (Non-combat ability) (EVENTS ONLY) Cardiac Enhancement (Combat / Non-combat ability) Minor Regeneration (Non-combat ability) Respiratory Enhancement (Non-combat ability) Reverie (Non-Combat Ability)
  10. THE LIFE OF SER NIKOLAUS KORTREVICH “The Most Distinguished Man to Live” By: Otto Kortrevich “A bull doesn’t concern himself with the opinions of cattle like yourself, Rodrik.” -Nikolaus to Rodrik Kortrevich, 1750 EARLY LIFE CHILDHOOD Nikolaus; born as Nikolaus Halldor, son of my uncle Henrik and aunt Lilliana. From the young beginnings of his childhood, Nikolaus held a tenacious bond with his father more so than his mother. He took prominent appreciation in his father’s expertise in swordsmanship which would later pivot his life in the direction that would land himself years subsequently. Throughout his adolescence he became well-educated on the simple fundamentals of wielding a blade, footwork and drawing a bow & arrow. His enthusiasm was mutual with myself, who together spent a great deal of time with each other as both of our fathers were distinguished within the first order of the Brotherhood of Saint Karl; both of which held the rankings of Master-at-Arms. Training amongst the four of us was commonplace during our early adolescent years as we fervently continued to get better at what we enjoyed most. Several hardships were inevitable and that laid true during both mine and Nikolaus’ childhoods, the major known conflicts that occurred at the time were the ever continuous Vaeyl Wars and The Third Atlas Coalition War among the two of them the Siege of Nordengrad (c. 1690) would take the lives of both my father and uncle. An already stalwart bond between the two of us later strengthened following our fathers passings. After numerous years following the deaths of the renown, heroic warriors of Lukas and Henrik, both Nikolaus and I sought to continue our common interest in following the footsteps of our esteemed fathers. By the time we reached the ages of eighteen[Nikolaus] and twenty-one[Otto] we quickly enlisted ourselves into the Brotherhood of Saint Karl under the direct commandment of Lord Marshal Rhys var Ruthern. Within prompt fashion, we rose through the ranks as we became distinguished in the brotherhood and made our names known amongst our fellow brothers. [see ‘Rise Through The Ranks’] MARRIAGE Through years of training a part of the Brotherhood and defensively taking part in countless raids and skirmishes against the Red City of Markev, the thought of marriage never came across his mind for a foreseeable acquisition but that opinion would soon shift when he was introduced to Lotte. On his excursion to the Imperial capital of Carolustadt he and I made way to the capital in aspiration to register to vote for the Imperial Parliamentary Elections of 1703. Upon our arrival to the capital of The Empire of Man both myself and Nikolaus would later be introduced to Lotte Rosendale who was merely a medic pondering the streets at the time. Soon after the meeting amongst the three of us, I suggested taking the conversation to the nearby tavern at the forefront of the city. Quickly thereafter, Nikolaus and Lotte would soon become well-acquainted and as time progressed their bond grew ever closer which would ultimately lead them to marriage the following winter. The wedding had a good showing as it was open to the general populace of Haense, featuring the attendance of His Majesty, King Robert I and Her Majesty, Queen Elizaveta with the added guard battalion of the Brotherhood and the Knights of Bihar presiding which featured the presence of notable figures like; Ser Henrik Ludovar, Ser Varon Kovachev, Ser Dominic Grimm and Ser Bjolfr Nord. The marriage between the two was unlike any other but faced victim to turmoil as any other marriage does but nevertheless their bond remained lusty and strengthened every day as their family began to grow day by day. BEGINNINGS OF HOUSE KORTREVICH The House of Kortrevich: ( Common: Kortrevich, High Imperial: Kortrevinus ) The House Of Kortrevich was once divided between two families; the Haldors and the Blackwoods up until it was revealed the two families had common relatives. Following this revelation made by my uncle Elijah Haldor, the two families assumed the common surname- Kortrevich{Kortrevinus}. Ever since the family’s first establishment in the Kingdom of Hanseti-Ruska, the ménage has played a significant role apart from the Royal Military where we once held a rather large host of men and women who too bore the colors of Black & Gold. Since the dawn of the famed legends of my father and my uncle our family has held rankings such as Master-At-Arms up through Kaptain until my generation of the family arrived and embarked on our own ventures and aspirations. The generation of my kin would be the very individuals who would continue to hold a large presence in the Royal military and seek to obtain knighthoods, political positions and direct oversight in the Royal government that resided in the Dual-Monarchy. It was only shortly after our family made our name widely known which would be rewarded by the titular enfeoffment of the Barony of Koravia by His Majesty, King Marius I, following our leal service to the crown and the insurmountable amount of due diligence in regards to leading the Kingdom’s army, Kingdom’s knightly system and help aid the Kingdom’s very function within the Duma halls. Our household itself has continued to praise the idealism of remaining committed to the crown and ever-fervent to serving the crown directly by any means necessary. [see ‘House Kortrevich’ post for more information] (*coming soon*) “I’m not questioning your honor nor your merit, Darius. I’m denying its existence outright.” -Nikolaus to Darius Ault, 1699 The Siege of Arberrang, 1691 RISE THROUGH THE RANKS When Nikolaus and I were of our adolescent years we looked to be enlisted soldiers in the Brotherhood of St. Karl in the likes of our fathers. It was only until Nikolaus reached eighteen years of age and I, twenty-one years of age where we would actually be recruited by the young Prince Marius and Lord Jakob Ludovar himself and bare the colors of Black & Gold. Our rise through the rankings was swift in fashion as our expertise with swords in hand outmatched those less skilled. Nikolaus took particular liking to being on the direct front-lines while on the contrary I took to rising through the ranks to become an enlisted officer and have oversight from the rear-lines. Our household during this period of time had a large presence in the standing military at the time which garnered us the respect of the already established nobility houses that have stood for generations. Nikolaus and I continued to rise through the ranks and receive promotions up through till I was granted the honor of being named Lord Marshal by His Majesty, King Robert I for eighteen years where at that point, Nikolaus sought to finally achieve knighthood and bring honor to the House once more. From the very beginning, where both Nikolaus and I were young children, our aspirations were common but despite this being the case we both chose different yet similar paths which would land ourselves years subsequently. KNIGHTHOOD Ever since Nikolaus was but a mere teenager his aspiration to become a Knight became well-known to that of his friends and family. Nikolaus, while fortunate to be born into a rather large common-born household wasn’t privileged to the natural-born right to squire and because of this he sought to prove himself by any means necessary. Varon Kovachev, the incumbent Paramount Knight at the time was one Nikolaus sought to personally prove his worth to yet, it was only until His Majesty, King Robert I himself placed a set of quests and adorous trials for Nikolaus to complete for him to then later be recognized years later by the populace of Haense as a Northern Knight of Hanseti-Ruska. WARS & BATTLES ★= Commanding role Third Atlas Coalition War: >Siege of Arberrang (1691) >Siege of Kal’Tarak (1692) Vaeyl Wars: >Battle of Last Hope ★ (1704) War of the Two Emperors: ( 1715 - 1721 ) >Battle of Upper Rodenburg ★ >Battle of Lower Rodenburg >Battle of Helena Fields >Siege of Helena ★ >Battle of the Rivers >Battle of Leuven >Second Battle of Leuven >Battle of Silversea >Battle of Koengswald Three-Month War: ( 1725 ) >Battle of Tal’Short >Second Battle of Tal’Short Lorrarinian Revolt: ( 1729 - 1730 ) >Siege of Guise ★ War of Orcish submission: ( 1731 - 1737 ) >Siege of Krugland Rubern War: ( 1740 - Present ) >Battle of Hangman’s Bridge >Battle of Reza “Never forget who you are. The rest of the world will not. Wear it like armor, and it can never be used to impair you.” -Nikolaus to Ulric Vyronov, 1716 The Siege of Helena, 1716 THE TROUBLES RODRIK’S BETRAYAL Upon the eruption of The War of the Two Emperors, our cousin Rodrik had his allegiances swayed in full support towards the Imperium Renatum as opposed to his sworn oath and once full-fledged support towards the Kingdom of Hanseti-Ruska, the very Kingdom he himself swore to protect. Following this revelation to the populace of Haense, the once praised Knight Paramount was perceived entirely differently and was now sought to be an oath breaker and one not to be trusted in the slightest of means. Immediate backlash from the denizens of Reza was imminent towards our House as the once esteemed Knighted figure was in actuality part of our nobility household; the Kortrevich ménage. Several prominent figures who dealt with the backlash first hand were; myself, Nikolaus, Duncan, Erik and Martin but from other perspectives within the family, this sudden betrayal of Rodrik’s saw changes in the way some members of the family lived- Sarah, Lotte, Primrose, Emaline and Arabella took more heedful precaution when travelling within side the city and took notable wariness when obligated to travel outside the city to the noble landings of Ayr and Nenzing. Among the many challenges that occurred throughout Nikolaus’ long life, this among any other obstacle was one that would later pivot the outlook on the future of the family. ROYAL ORDER FOR THE APPREHENSION OF RODRIK Rodrik, the incumbent Knight Paramount of Haense at the time before his betrayal was one of if not King Marius’ closest confidantes which was known as Rodrik took attendance in many of the Aulic council meetings during his short-tenure. With this being said, when Rodrik’s allegiance swayed entirely to that of the Imperium Renatum it was imminent that our House would undergo an insurmountable amount of backlash as the once esteemed Knighted figure bared the names of turncoat and traitor by the denizens of Reza at the time. Nikolaus while recently being promoted as Knight Paramount following both Rodrik’s betrayal and the unfortunate death of Ser Dominic Grimm it was Nikolaus’ task as Rodrik’s cousin to carry out the charge demanded by His Majesty, ‘to return Rodrik back to Haense where he’ll receive the proper punishment for treason against the crown’. The order itself came from the words of King Marius and would finally be fulfilled thirty-years subsequently when the two estranged cousins’ crossed paths for a final time. [see ‘Fulfilling a Promise’ for continuation] TUTELAGE OF RODRIK’S CHILDREN Following Rodrik’s immediate dismissal of his own kin during The War of the Two Emperors, Rodrik’s own children were kept under captivity under his sole guardianship. His mind was severely clouded which serves as adequate reasoning for him not allowing his own wife, the mother of his two children the ability to cater to them and raise them amongst a loving family in Haense as opposed to the war-riddled city of Helena under the guardianship of solely Rodrik and his twin brother; Cassius. Each of our family members, especially Nikolaus made it their priority to eventually retrieve the children from captivity despite the ongoing war that scarred the Arcasian plains. It was only a matter of time that Rodrik would retort something in response to the many missives sent by Nikolaus and the family and soon enough upon one early morning two dragon knights arrived swiftly to the gates of Reza on horseback where the two Kortrevich children and one barbanov bastard could be seen being pulled by the trio of stallions. The escort was not in the slightest bit small as accompanied with the two dragon knights, an entire battalion of Red Knights and Ordermen from the Order of the Red Dragon surrounded the escort all the way from the imperial capital of Helena to ensure their safe arrival. Upon their arrival to Reza the children were quickly placed in front of the gates where a singular guard then shouted to the nearest guardsmen in Reza: “Call for Ser Nikolaus, these children are of Kortrevich blood and Ser Rodrik wishes for their utmost amount of safety. . . Ensure they are brought to the hands of Nikolaus.” [!] Attached to one of the children’s baskets would be a tattered parchment signed by his Imperial Excellency, Ser Rodrik Jozsef Kortrevich, "I, Rodrik of Kortrevich hereby give full tutelage of my children to my cousin Nikolaus of Kortrevich, current Knight Paramount of Haense - this message will arrive sooner or later, but I might already be gone, I've sailed, away from this realm, away from this war and away from the fray - I care for the safety of my children and I understand that even after what has happened you all do as-well, The deal is very simple, you may raise them, teach them your ways and treat them as yours, but if anything happens to them, or I hear that they're being treated ill and they do not feel safe with you, the Imperial Crown of the Kingdom of Cascadia shall retrieve them. In brief. allow them to explore, teach them of the perils, but more than anything - let them be free." “So many promises…they make you vow to uphold. Defend the sovereign. Obey the king. Preserve his confidence. Do his bidding. Your life for his. But obey your father. Love your sister. Protect the innocent. Safeguard the weak. Respect the Gods. Be law-abiding. It’s too much. No matter what you do, you’re forsaking one vow over another.” -Nikolaus to Otto Kortrevich, 1706 Lotte Kortrevich laying on her deathbed, 1729 HEARTBREAK DEATH OF LOTTE, 1729 Among the many things that Nikolaus was met with during his life, the death of his dear wife Lotte was one that struck him like no other. Their marriage had its hardships and blessings but one thing that remained true up and till the end was their mutual love for eachother and their children they brought into the world. The eternal bond between the two was recognized by their kinsmen and the extended families abroad which ultimately made her truly one that was arduous to leap over for all who knew her closely. While the tailend of their ever-fruitful relationship did encounter sour turns they remained resilient with each other for the sake of their children, even if that meant for them to live apart from each other for years at end. Both Nikolaus and Lotte had their evident flaws that I personally can list out but despite these flaws at every corner moment they sought to deal with them and overcome the many obstacles that covered their common path. By the end of Lotte’s joyous life, she remembered nought but the few names of those closest to her; Nikolaus and Primrose which saddened her to the longest ends. I myself grew a deep sense of sadness when the day arose when Lotte, a good friend of mine, my cousin’s wife, didn't recall who I was. Despite her sickness, Lotte’s passing was peaceful where she bore no physical harm but the harm of heartbreak. Her death transcended quickly through word of mouth where the likes of many who knew her tried to comprehend the reality that was in front of them. Nikolaus most of all along with his two daughters, Primrose and Emaline were in complete disbelief but ultimately came to a common understanding of what she sacrificed and accomplished throughout her simple life. Memories would be shared but the lasting impact of Nikolaus’ only love ascended to the skies that flew above further struck him down to a pitiful sense of hopelessness as the wars still raged on and saw no end in foreseeable sight. EXECUTION OF ERIK, 1725 Following the unfortunate death of Ser Ulric Vyronov, Erik would soon be held accountable for his death and brought to trial on the felony charge of Involuntary Manslaughter. After the quick guilty verdict by the Lord Justicar; Ser Gerard Stafyr would sentence Erik to death. Just following the verdict was declared to the general public, Nikolaus made an urgent plea to Andrik to be the one to carry out the sentence as he didn’t want to witness his cousin publicly executed in front of what would’ve been a large turnout of commonborn and nobleborn alike witnessing a man pay for his crimes. Andrik would graciously agree to Nikolaus’ request and soon enough moments later Erik was carried down to the cells in the guardhouse district with the assistance of Prince Otto Sigmar and Lord Lerald Vyronov. [4] (embedded link to map) where he then faced his sentence while letting out no last words before his execution. Years subsequent to Erik’s execution, Nikolaus’ initial reaction to his cousin’s beheading was demoralizing to see witness to. While Erik and Nikolaus did not retain a close bond they too were in fact cousins connected by blood which made it truly difficult for Nikolaus to overcome what he was entrusted to do. I noticed a change in his disposition also immediately as he began to remain distant towards his kin which grabbed my attention, the families attention and eventually the King’s attention which resulted in his removal as Royal Executioner after it was made abundantly clear he was in no place to be entrusted with that responsibility. The position itself remained vacant up until Lord Karl Vyronov took seating as the Royal Executioner until he himself was killed and the position remained vacant until recently, where Ser Jonathan Frostfire now stands. KNIGHTLY RECONSTRUCTION Well before Nikolaus took seating as Paramount Knight in Haense, the knightly orders were in a state of royal disarray as they all saw no clear structure and most importantly had no real basis on how exactly a man or woman achieves knighthood. Nikolaus saw immediately the condition of the knightly structure in Haense and sought to completely rework it to an adequate working condition. His first task of business was to clearly outline how one man or woman is able to be knighted. Soon after he outlined how exactly one achieves knighthood he made it well aware to King Andrik that he had avid interest in establishing a new Knightly Order within Haense that acted as a separate entity from the Marian Retinue which would take precedence as the primary Knightly Order in Haense as opposed to before having just the King’s royal guard in function. Nikolaus worked with many people to accomplish his aspirations. Among the lengthy list includes; King Robert I, King Marius II, King Andrew III, King Andrew IV, the grand knights of the deplorable Ser Darius Ault, the vile Ser Uthred Gromach and finally the righteous Ser Dominic Grimm. The many changes Nikolaus would make to the knightly structure in Haense would influence the other human nations and directly influence the construction of new ones under Nikolaus’ personal advice. [see. The Order of the Crow for more information] “THE ORDER OF THE CROW” KNIGHTLY OBLIGATIONS EDICT BOOK OF THE MARIAN RETINUE REAFFIRMATION OF OATHS "You think my life is such a valuable thing to me, that I would trade my merit for a few more years... of what exactly?" -Nikolaus to Rodrik Kortrevich, 1750 The Kortrevichbowl, 1750 FULFILLING A PROMISE Thirty years had passed since the conclusion of the War of the Two Emperors but no remorse was shown by our cousins, Rodrik and Cassius following their betrayal that would lead to the demise of hundreds. Out of all of us who sought to seek revenge for the treacherous actions Rodrik inflicted on the family and the greater Kingdom, it was Nikolaus who was tasked to apprehend the traitor and bring him either dead or alive to the Royal City of Reza on King Marius’ due directive. Decades would pass and the promise taken in my Nikolaus would be forsaken as the war neared its end where Rodrik eventually embarked away from the fray, and away from the likes of his kin. As the coward he was this was a given but nevertheless Nikolaus never sought to forsake his vow he took oh so many years ago. Many missives sent by myself, Duncan, Erik, Martin, Alexander, Sarah and even the likes of my nieces; Primrose and Emaline sent missives to Rodrik where we all plead and demanded he return to his homeland and face the countless punishments for his crimes so our family could finally seek closure. It was only till one day where Rodrik obtained a missive by Nikolaus himself which would finally lead the old-Imperial Knight to beckon his armor once more and ride north to his homeland. [see ‘Summoning a Sojourner’ for continuation] SUMMONING A SOJOURNER A handful of years had passed since the final missive was sent but eventually the arrival of Rodrik would soon stand outside the towering walls of Fort Korstadt. The host of men on either side of the wall stood still as the two estranged cousins shared few words before they would eventually sheath blades of their own and deal out justice for a final time. A period of time later would pass where the two bodies of Rodrik and Nikolaus laid; soon after the fight the garrisoned host of Brotherhood foot soldiers sallied out to motion for Rodrik’s once closest compatriots to disperse. Out of everything that I’ve experienced throughout my long life, to witness my two cousins bring each other to their pitiful end is among the many experiences I will naught forget. Nikolaus lived a fair life, one that retains more accomplishments than many well-renown field-commanders of the past. His legacy will forever live on and be remembered forevermore by the likes of our kin and our nation. Nikolaus and I shared our bountiful amounts of arguments but never did we leave a conversation without a smile on either of our faces. May Nikolaus be remembered as one of the most illustrious men to ever live. May Nikolaus be remembered for his many achievements. May Nikolaus be remembered for every vow he never forsook. My cousin, may he be remembered for the love he shared with his dear wife, Lotte and the family he raised despite his prolonged duties as the Paramount Knight for over thirty-years. My cousin, may he be remembered as one of the most honorable knights in Haense to ever bare the colors of Black and Gold. . Ave Nikolaus, Ave Haense. [see ‘Kortrevichbowl’ for more information] KORTREVICHBOWL “It's the family name that lives on. It's all that lives on. Not your honor, not your personal glory, family.” -Nikolaus to Primrose & Emaline Kortrevich, 1748 Ser Nikolaus Kortrevich “The Strong” (1680 - 1750) Knight Paramount of Haense (1716 - 1750) FULL TITLE The titles of Ser Nikolaus Kortrevich were; The Right Honorable, Ser Nikolaus Kortrevich, Knight Paramount of the Kingdom of Hanseti-Ruska, Commandant Knight of the Marian Retinue, Meyster Knight of the Order of the Crow, Royal Champion of King Andrew III. Published by the House of Kortrevich Written by Otto Kortrevich
  11. ♫ What We Could Have Become ♫ STRIGAE CHILDREN OF THE UNSEEN “Fear not, Gedym aep Helgraen, who hath so foolishly called us to this world,” spoke the first and tallest of the beings, “You have sought immortality, and so we shall grant it to you.” TABLE OF CONTENT: Origin Summary Culture Creation Physiology Lesser Striga (degeneration) Abilities Purpose / Psyche Physiological Degeneration Changelog ORIGIN SUMMARY Most familiar to the world are the legends by which the species are known; they serve as the iron curtain by which their accursed society operates beneath. Vengeful beasts who live beneath the light of the moon; creatures who come at night to feast on children, revenants banished from death and reanimated in flesh to haunt the living. Their legacy is known throughout all the common cultures of the world, each with their own names designated only in whispers. Most prominent amongst the wide territory of the Empire is Vampyre, suitable and simple, as Ruahdrel and Ardolar they are known as well by Dwarf and Elf in kind. Among their own however, and by a select few scholars invested in the topic they are known by their true name: as Strigae, Children of the Unseen. The Striga are a race of ill-begotten monsters descendent and derived from ancient antiquity. Created by the Unseen; a host of seven aengudaemonic entities of the deific plane who forswore their names in service to the Archdaemon Iblees as his lieutenants. Summoned into the world by an infamous mage of the continent in a wry ceremony, they gave their blessing upon Gedym aep Helgraen; though if all was not shrouded in mystery some Striga would assert that what they offered was more aptly described as a curse. By the emergence of their pregenator were the rest of their ilk borne to the world; the blood of the Unseen spreading from Helgraen to servants of strong constitution who could simply survive. CULTURE Strigae society revolves around the word of the Unseen. The foremost text amongst their kind being the written laws provided by the seven to aep Helgraen upon their emergence unto the mortal plane. Most only have scraps and copies of the original parchment, the most common demands of which have been translated into common for even the youngest neonates to understand correctly: The Unseen Codex. One must never drink the blood of and kill another fellow greater striga. All those who defy this principle shall be considered anathema. One must always remain unquestioningly obedient to the Unseen. All those who defy this principle shall be considered anathema One must always provide fraternal assistance to any fellow striga whose body has been destroyed, and they must be helped to regenerate. All those who defy this principle shall be considered Anathema One must never consort with the lesser striga, for they are beast and a shame upon our kind, and are considered to be anathema One must never consort with the anathema, and must consider them exempt from the privileges of any greater striga, and thereby anathema are worthy of present death One must always endeavour to avoid bringing the attention of mortals onto the greater striga. One must always consider it their duty to cremate the cast-off flesh, leavings and destroyed bodies of any fellow striga. These tenants are held strictly by most in secret society and those Striga who find themselves in violation of the law are outlawed commonly as anathema; essentially a strict call by the upper-echelon that essentially servers all chances of redemption. A Striga that is declared anathema by an elder is banished from the wider community and actively shunned or hunted by compatriots. Most who are declared so however are most typically a part of a coven populated enough to enforce the law and a lineage respected enough to offer a legitimate ruling. There is in fact a proverb which defines which best describes the intensity with which wider society regards their own traditions: what is out of sight, is out of mind. Thus if none are able to find feasible fault; there is little actual insistence on the banishment of their own. If none can pin the crime, none have commited the crime. REDLINE: these “tenants” are essentially only RP flavor/aesthetic and have no basis to force others into RP or enforce any type of DC or PK. CREATION “Give us a maid of unspoiled stock, that we may hew her limbs. And on a pile sacrifice her flesh, before this earthly prison of her bones, a virgin’s blood, so that the Taker of Souls be appeased.” Fresh blood of an elder Striga is the primary material used for transformation, it is a reagent which is transfused into an aspiring prospect after their own blood has been taken from them, causing the body to react and change. Accordingly then does the curse take hold and spread throughout the body, multiplying rapidly in a forced evolution which incurs a heavy toll on the body. Most enjoy an excruciatingly slow death by rejection, a spectrum from simplest rot to the wildest flailing; most are strapped to a stone surface due to the variability. In conjunction is the ritual itself, which over the centuries has been refined to mimic the work of Helgraen’s first accursed ceremony. Seven acolytes to bear witness, fresh meat for the chosen neonate to dine upon. The latter is most critical, for if the chosen survives initial contact with their parent’s ichor they must feed and stabilize their own physiology or face their inevitable degeneration. Deprived neonates wither and fade, though overindulgence equally priced at far too high a cost. Striga who overindulge in the earliest stages of their budding birth risk evolution into a mindless beast, thus is the eternal battle of one under the influence of the Unseen lineage. The immediate effects of success are evident in the features of the neonate; pale skin like a sickly performer ill on-stage and arrogantly ignoring the consequence. It is as if the skin were blemished with cloudy white cosmetics; likewise in traditional form are the canines of the individual mildly elongated though also easily veiled by a simple closing of the mouth. Each is manageable with balanced and regular feeding; able to be subdued to the point of normality. The last feature is the iris, denoted as yellowish-green; a permanent feature unchangeable regardless of one’s diet. The curse greatly diminishes the body’s own ability to produce its own lifeforce, by virtue of this it is then for that reason that Strigae hunts perpetually in search of it in the blood of others, this much is certain. REDLINE: roll based ritual transfusion; base roll of 12+ needed for success and you get three rolls. If they don’t feed in the 24IRL hours after or fails all three rolls the person in question either dies, or degenerates into an Upir. The Elder in question must also have an accepted TA. the three stages of hunger (left to right) PHYSIOLOGY There are in essence two denominations which Strigae are characterized; the greater, and the lesser (vampirus superiores and vampirus luminares respectively). The first and most familiar to traditional literature is the former, the greater strigae which practice the most distinctive aspect of subterfuge. They are physically ageless and live near up to four thousand years in age. They are stunted in no way save for the void that the Unseen demand be filled, the cravings of a beast. Strength and sense are expanded beyond normal capacity; operating at the highest peak of their previous biology. Greater Striga also appear physically much the same as they had at the point of their turning in eternal perpetuity. Completely humanoid they are able to disguise their more feral features and hide within common society and live much the same as they might have before if as aforementioned, they retain a suitable diet. Failing to feed therin rendering one cold to the touch, akin to chilled feet unprotected by the warmth of a blanket at night. While in a calm state Greater Striga are able to maintain their form with relative ease. There is the previous form, known for convenience as the ‘passive’ form, there is also the following ‘bestial’ form. In a state of anxiety Striga are put into a state of flux and transform into something far more sinister; a ‘bestial’ attack form. Much like any cornered animal when it’s back is to the wall, when Strigae experience intense bouts of emotion it sends that individual into a state of fight or flight. The eyes previously mentioned as being primarily yellow-green are completely blackened, and while their frame remains much the same as before the features of that physiology become far more gaunt and sunken. Their blackened veins become visible as well, their nose flattened, their ears long and sharp. Striga also gain access to elongated talons which serve them well as tempered weapons for defense in the most dire of circumstances. male Striga in beastial form LESSER STRIGAE A Lesser Striga Is the product of an individual's self-indulgence. Degeneration to this state is in practice caused when the body has ingested far too much blood for its own good. The blood curdles to the point of mutation and the specimen in question becomes in its entirety the beast that was formerly chained by strength of character. Satiation of the hunger is conducted in bloody fashion with no regard at all for nuance or even security; the strength that occupies the upper echelon of the species having disappeared in its entirety. Symbolic of this fallen mental-state lesser Strigae also lack physical control of their vampiric traits; lost to the beast is their original passive state, forced to remain in a revolting shell which mirrors the tainted mentality of the subject, their healing factor becoming a parceled shard of what once was. It is for these reasons that lesser Strigae are subsequently shunned and oppressed by the wider society; those who have given themselves to the hellion inside are traditionally barred from aid by nominal authority which finds itself vested in the collective covens that encompass the hidden corners of the world. The wild conjecture of common myth and legend are perpetuated at their fullest by the fallen, as most find no other shelter than amidst the darkest caverns and tombs, only arriving in populated areas to slaughter indiscriminately before retreating into the shadows. Thus they are also the only subset of the species which experience a true and final death as it is thought repulsive to help revive such a reviled example of the species; once the body of a lesser Striga has been torn asunder it is simply no more, doomed to linger in the place of it’s death in perpetual torment. Lesser Striga themselves are then divided into three subspecies, first categorized as so in books recovered from the ruins of the Marked stronghold the Hexicanum. Each is identified specifically by their place in the metamorphosis. An Upir is the immediate product of degeneration, the state of an individual who has only recently given themselves to their baser instinct. All the features that were once contained by the self are displayed clear. The face is left sunken and grey in appearance, and the claws are permanently present. The array of savage teeth even become so unmanageable that an Upir’s maw protrudes from mouth perpetually, their lips receded and thinly retracted back behind the marrow of the bone. Behind a cloak or any dense clothing capable of hiding their monstrous features can be masked, at a practical distance at least; Upirs are still very much humanoid in shape, they walk on two feet. The hunting habits dawned by most of its subspecies reflect these limitations, often only appearing in the night to avoid being properly seen. Upir are also even capable of some stunted speech confined to a few simple audibles; a grunt there, a moan here, the howl of a rabid dog, unintelligible a sane mind though amongst themselves oddly communicative. Some Upir even experience desperosity; a need for a way out of their condition. TO that end hunger will drive them to appease or devour their distant greater kin, most often one who has been set apart as anathema. After several years of survival and continuous ingestion the midway in development follows; defined as an Alp. Degenerating specimen at this second stage no longer maintain a typical humanoid form; they grow blackened and obese via the nutrition progressively sustained over the span of their years. What is most particular to the subspecies is the density of muscle; the trait is asserted as a product of a subject’s accumulated weight which also lends to it’s quadrupedal orientation. The increased load being distributed between the Alp’s four appendages. The beast essentially resembles that of a great ape; all that comprises it’s former identity driven so far deep into the body that it might never be retrieved from the void. Alps are thus also incapable of any variety of speech or higher thought. What they do manage to ascertain is based solely in auditory sense; an Alp’s eyesight is poor, so it will attack indiscriminately any entity that cannot considerably subdue their own steps. Many fallen Strigae do not last past this state, and the ones who do find themselves unable to find security even in the darkest of catacombs; the slaughter they stir far too great to go unnoticed in most circumstances. the three subspecies (upir to carcoran) The final stage of development is prone to extreme rarity; known as a Carcoran these creatures are eternally starving behemoths. The process to reach this point is debatable, however the spectrum of most individuals closes after a common period of five years if feeding is regular. The body’s evolution starts to churn down; it’s development catching up with the beast’s own bloody diet, the creature’s physiology taking shape as that of a gargantuan bear with most of the creature’s weight distributed on its hind legs. As a result a Carcoran may walk on all-fours, or stand rampant when confronted with suitable danger. When fully erect a Carcoran stands nearly nine feet high, though their full height is left unused in most cases due to the slouch that accompanies them. It’s limbs themselves long and thick like the trunk of a great oak tree. They are also completely blind; the issue of eyesight exacerbated to the point redundancy regarding the subject. Completely vestigial in nature. Instead a Carcoran relies completely on their ears in the form of echolocation. Their habits reflect this, as most of the subspecies live in caverns on the outskirts of townships or villages, even sometimes feeding on petty animals to retain their fill though they are prone to eventually vomiting it all back up. Despite this immense strength and speed consequently Carcoran are also subsequently the most unintelligent of any of the three aforementioned specimen; dumb as an ox and easily dispatchable by overwhelming force. RED LINE: Lesser Striga beyond Upir restricted to ST; degeneration occurs after the equivalent of four adult meals (two people drained in their entirety.) Upir are playable with a separate CA dictating that a player is aware of the differences between a greater and lesser Striga, should the lesser Striga devolve further they become unplayable. An Upir may ascend back to greaterdom by consuming a greater Striga, in doing so they would be rendered Anathema. PSYCHOLOGY The Strigae experience a hunger that transcends the common temptations of ambition, greed and social acceptance: forced to become the architect of their own sustainability, all centered around the premise of discrete existence and consistent feeding. While the lesser Strigae fail to carefully cultivate an existence that serves their needs, the greater Strigae find no challenge in being the realm’s greatest pretenders. Bishops, merchants, bureaucrats and soldiers alike: the Greater Strigae climbs the institutions of man so that he can be protected by its mantle of privilege: a trust, but primarily access, that comes with certain professions and social classes exclusively. The calculating and mobile are rewarded, whereas the clumsy and gluttonous descend into an existence of violent madness. Simply put: their sole purpose is to feed. But one may wonder if the grotesque machinations created around such an existence, don’t deserve to be considered a purpose by itself. The quality of the psyche differs per individual: but much like the commoners among us, the steady hand can hold the most. Once a Striga discovers a formula within his environment that succeeds in providing undetected, yet consistent supply: he is not prone to change it. Though for those that have been adhering to such a formula for centuries, adding self-established ceremonies and rites before or after consumption is not uncommon. Different covens were unable to escape the cultural influences of their location, which brought different ‘enrichments’ to its ceremonies across the realm. Considering that temperance is a matter of proper existence to the Striga, and not just a valued trait: one might not be surprised that most Striga come off as calm and stable to the outside world. Drunkards or excessive talkers are rare, as most wield an iron discipline to only take steps necessary for their continued survival. A quality to some perhaps, but also a trait that renders them inhuman even in public affairs. They can be seemingly bored at a festival, or oddly indifferent at a trial: these events are human pretensions of satisfaction. True satisfaction is being fed. ‘Love and Pain’ by Edvard Munch PSYCHOLOGICAL DETERIORATION There are significant differences between the psyche’s Strigae that go beyond the greater and lesser distinction. The path from greater to lesser takes place on a spectrum: with each Striga differently placed. The Striga could survive without blood, as much as it can handle a constant routine for centuries. The question however, is whether their psyche is strong enough to sustain it. The less well fed a Striga is relative to what he is used to: the more agitated he becomes with the unnecessary in his life. Distractions can, in serious cases, evoke sincere rage or loss of composure. The usual façades towards those around him weaken: the need to be fed tampers the mind. On the opposite end of this primitive bloodlust stands the achilles heel of even the finest of Greater Strigae: the contemplation of their existence. Outliving all friends that they could possibly have, with no natural transition of their bodies nor the rush of inevitable mortality: what can they get from their prolonged, systemic lives? For those that have made it into the finest circles of mankind: the curse of too much time and insufficient pleasure brought them to pursue acts of psychological distraction. Analyzing all the structures, tales and norms that the world operates through. Pondering what their place is in a world that seems to wither before they do. The upper echelon of Greater Strigae make of the greatest, yet loneliest of minds. For those unable to cope with the inability, or excellence of their ability, to cultivate a comfortable existence for themselves: this destiny seems realistic. GREATER STRIGAE: CAPABILITIES & LIMITATIONS Striga blood itself is a stimulant that derives its potency from the concentration of the life essence that is extracted after feeding upon a mortal subject. Gifted first from the Unseen to aep Helgraen and subsequently thereafter: from the oldest to the youngest. It is from this that all Greater Strigae derive their abilities; abilities that can be divided on the basis of passive or active function. In essence, active abilities require conscious effort, while passive effects act practically as regular bodily mechanics. It is also worthy to note that these abilities are dependent on blood intake and that efficiency is entirely tied to the health of the individual. If a Striga decides to starve himself of life-essence he will lose that which fuels his abilities; thus being as weak or infirm as he might have been otherwise before his transformation. Likewise if the subject feeds regularly their powers and functions will remain intact. PHYSIOLOGICAL AUGMENTATIONS: HEIGHTENED PHYSICAL PROWESS, When Strigae are at their most potent they benefit from a variety of bodily boons; most noticeably in both strength and speed. This heightened physical prowess is however limited to the body’s bone structure and muscle density; when a Striga has been underfed or continuously starved these factors then weigh down on the individual to subsequently tire them out more quickly than not. It stands to reason then that the longer a fight goes on for the less opportunities there will be for the specimen in question to defeat their foe, or even possibly flee. Striga are built for quick decisive movement; their high-twitch muscle fiber allows them to strike hard and fast. The body reflects the need of the species: that a fight must be avoided at all costs, to either win quickly or flee quickly. This is further reflected in a Striga’s bestial form, the structure of the body polymorphing against the weight of their anxiety and fear. Striga are also capable of a passive low-light vision allocated to them via augmentations they acquire after their turning; great falls also prove ineffective in hampering Strigae, as many encounters end commonly by way of open window. RED LINE: all physical attributes are capped at the capacity of an Uruk/Orc and limited by the amount of blood they have consumed recently. Someone who hasn’t fed in months will not benefit at all. Strength must abide by reasonable means: think any mixed martial artist or peak athlete, not some unrealistic hulking monstrosity. HYPERMETABOLISM, The aforementioned metabolism also gifts Strigae with inherent health; Immunity to poison and disease (but conversely unable to benefit from alchemical potions.) Theirs is an accumulated numbing to the variable stimuli that life offers over time. As a product of their enhanced metabolism, Strigae also have an inherent resistance to cold and are even able to wander through a tundra, or swim through frozen over waters in relative comfort when well fed. Their immunity to poison makes strigae unable to benefit alchemic healing or elixirs for the changing of appearance. Their body would also reject the afflicted symbiote in this regard. This is also why Striga are unable to learn extraordinary magics, and why the potential for all else is burned out of them by the transfusion of the Unseen’s vile blood into the vein. Once turned, the body fights vigorously against foriegn influences and does not allow an inch of ground in this regard. This is also partly the reason why normal sustenance is simply inferior to the consummation of life energy. In order for the body to continue to operate efficiently it is critical that Strigae receive enough fuel to sustain their corporeal body and their abilities, as even if they are immune to tampering they cannot stave off the gnawing twisting rot that accompanies starvation. Whilst for the most part unhindered and unfeeling of cold, their bodymatter is not exempt from it; a Striga’s skin and muscles can still be frozen by alchemical, magical or even mundane means and the same pain and restriction would be experienced. Similarly intense heat is handled the same way. The body can be hampered like any other creature; yet despite feeling that pain Strigae are also equal to it, fortuitous to curb their physical reaction. REDLINE: Striga are unable to learn any kind of magic, nor are they able to be cured, or transformed into another CA equivalent creature. Everything they had before they turned would then be lost. Also while strong in constitution that does not at all mean that extreme cold or heat does not affect them, they have a tolerance, not an immunity. TEMPERAMENTAL SENSORY, Striga are also found to be more acutely aware of other’s physiology. When blood is near so too is the compulsion to transform and hunt, though this can be mitigated via one’s strength of mind. The compulsion is so great that some specimens of Strigae are even prone to losing control and going berserk. This is also the very reason why Striga can sense their own kind; blood calls to blood. But it is not the blood itself that Strigae are attuned to; rather they are drawn to the qualities held within the blood which offers them sustenance and euthporia in return, very similar to the experience mortals undergo when being subjected to their own blood. The quality of the blood is in fact offset by the elemental composition; essentially the chemical composition and balance of bodily fluids. There are components in this regard, identified as the four humors, four excesses which effect and work to imbalance the body identified as such since antiquity: black bile, yellow bile, sanguinity, and phlegm or mucus. It is believed then that an abundance in any of the four is unappealing to most Strigae; yet some do acquire specific tastes, as these four Humors translate to certain temperaments which are really how those of the species identify the subject of their next meal. Some Striga are in fact abundantly picky in their diet. For the wide majority of Striga however: what is preferred is a meaningful balance of these fluids in the body, as both an excess or a deficiency of any four provides to taint the experience of feeding. Thus it is for the purpose of determining blood purity that their senses are enhanced, and although all five senses are enhanced they are not absurdly so; more apt is that this predatory affinity manifests instead as a sixth sense entirely. REDLINE: It is not possible to use these sensory skills as an out to track people, to sniff people out of hiding, to listen in unreasonably unto another conversation from another room. Misuse in any of these ways, or in any other malicious manner will result in that player’s CA being revoked. REGENERATION, Passive, Active, and Otherwise, The most prominent ability a Striga may possess is the raw regenerative potential of it’s physiology. Striga retain an ability to heal from even the most dire of wounds. This objectively potent ability is then subsequently contained by the time it takes the body to recover from harm. For the most dire of circumstances most prefer to lick their wounds in solitude or hibernation; in places hidden to the eyes of mortals, the trait is shared by lesser Strigae as well, giving credence to their mythological preference for crypts and graveyards. This passive regeneration is at its most effective when there is no other preoccupation inhibiting the respite of the specimen and it’s latent capacity for cell growth. Thus it renders Strigae are only actively able to manage surface wounds in combat: cuts, bruises, burns, frostbite; these things are understandably manageable. A sword thrust through the chest however? As painful for any variety of Striga as it would be for an ordinary mortal being. The surest way to best a Vampyric beast is by debilitation. If one burns out their eyes or perhaps breaks their arms, removes their tools from play; these are the stratagems best suited for ultimate dispensation in a disadvantageous senario. A secondary option is the use of a purifying deific magic which renders these boons redundent in combat; slowing the rate of regeneration to a near halt until the body has fought off the virus in a safer environment. Overwhelming force is also of great issue, Strigae cannot feasibly recover from being burned to a crisp or having their heads chopped off and their brains shattered, not without the aid. a striga recovering via the vetalas moments after it’s resurrection True death however is not achievable at the hands of a mortal, as a Strigae spirit remains clung to the site of it’s death. It lies dormant there forever in a hibernative state, the cells of the deceased clinging to whatever it might possibly manifest upon. It is a hopeless endeavour requiring the intervening aid of another Striga that may be drawn to the area. With the aid of another however, and with a donation of blood the regenerative process can be drawn in-kind and the reformation of the body can begin; typically over the course of nine years at the minimum. The state the Striga is left in is near identical to an abomidal abortion. The recovery of one’s skin and bone structure being some of the final components. Strigae return to corporeal form as bloody heaps of meat which must be fed unflinchingly for these painstaking years after their revival; though once completed this new body would look nearly identical to the one they had before their death. It is an odd development, and a traumatizing one for the mind to undertake: for while the mind is not fully conscious the specimen does retain it’s intelligence in this extremely vulnerable state which is consequently dubbed as the Vetalas. Indeed for the majority of this time period Strigae cannot walk, nor even hunt or feed without the aid of a provider. For real death to occur under the prior conditions the entirety of the specimen in question must be devoured upon death with no remains left uneaten; and to that end is the virtue of fraternal aid twisted into the fratricidal act of anthropophagus, or cannibalism. In this instance the murderer in question takes the dormant spirit of their kin and incorporates it into their own; effectively ending the lesser partner in this taboo union. This process effectively renders regeneration defunct, as there is logically no material matter remaining to latch to. For this reason it is held as taboo amongst hidden society that Striga quarrel amongst themselves; it is even mandated by the Unseen themselves through their Codex which details the rule of their covenant with aep Helgraen. REDLINE(S): all internal damage done to a Striga in combat cannot be undone while still in combat. If you're stabbed in the chest or someone pierces a lung, stabs out an eye (again) all of this cannot be feasibly regenerated when focusing on defence. To do so is powergaming and will again result in the immediate revocation of that individual’s CA. Minor wounds can clot and scab, but this must be achieved in combat via emote and to fully heal they must again be safely outside of combat. (A Striga may still PK to valid RP death should they wish) HEMATOLOGICAL ATTRIBUTES: HUMORIC STIMULATION, It is already well known that Strigae possesses a latent ability to sense the blood and blood quality of other individuals, but why is this the case? Striga are required to drink of life-essence to maintain their abilities yes, but this is not also why they hunger and crave for it. Essense held in the blood of mortals is the fuel, but it is also in turn a major stimulant for the Striga as well. The numbness of life being temporarily sated in an instance of feeding. Striga experience a certain euphoria when consuming humorically balanced meals, and intensely the range of emotion tied to their victim’s own experiences. It is in this way then that a Striga can almost in a literal sense; suck the life out of an individual. All the valuable emotions and feelings that constitute their own identity: it is this that Strigae yearn for in a life of otherwise poor and miserable circumstance. REDLINE: emotions are the only thing that can be experienced by a Striga when they feed, strong feelings and not memories, events, or clues of any kind. Breaks lore and will result in the revocation of the individual’s CA. BLOOD ENTHRALLMENT, Enthrallment is the result of the innate hypnotic properties found within the blood of Greater Strigae. Strigae blood is capable of posing a unique sway over the waking consciousness of a descendant; instilling in whomever sups from a Striga the same malignant need that the Strigae themselves possess for the blood of those unafflicted by their curse. It is unknown whether these properties are a result of the changes the curse has had upon the Strigae’s body, or if the blood itself carries a magical property to it, but it has proven effective in producing an effect on the body most similar to an opiate addiction; producing great stress both mental and physical upon those reliant upon the substance in the absence thereof. Any descendant who drinks of a Greater Strigae’s blood, wittingly or unwittingly, will begin to fall under the allure of the Strigae. The amount need be no larger than 15 ml, and can subsequently be disguised in drinks such as wine with little difficulty. It is tiered, with subsequent encounters with Strigae blood producing a greater effect building onto addiction and thus true enthrallment. It also has the effect of producing an infantile version of Strigae regenerative ability in the thrall, with blemishes, bruises and otherwise trivial wounds healing passively via this effect. Upon initially being fed the blood of a Strigae, the individual will feel the effects equivalent to post-mild intoxication, with inhibitions loosened and clarity of mind obscured by the sinister nature of it. At the first stage, this bond lasts for two IRL hours and can be utilized to assist in mild persuasion of the person in question. The ‘strength’ of the bond increases exponentially upon every incident where they imbibe the blood of their original regnant. This increases the length of the bond by two hours each time, and subsequently the addiction and the overall hold their affliction has over them up until the fifth and final incident, wherein the bond will be made permanent (until the thrall completely neglects their urges for a period of two IRL weeks) at which point they become fully beholden to the whims of their Regnant and cannot go against their will. (this final stage requires OOC consent) Upon being denied the blood of their Regnant for over two IRL days, the thrall will enter into symptoms similar to drug withdrawal and will suffer from the agonizing effects of such for a period until they feed again or have staved off the addiction for a total of two IRL weeks. REDLINE(S): the final stage of enthrallment requires ooc consent. Enthrallment cannot be used to force a thrall into any sort of act that would entail the willful suicide of the character, or that would be considered lewd or unwholesome. Enthrallment cannot be used to force actions onto a character up until the fifth and final stage of enthrallment, which requires the OOC consent of the player involved. It is meant to instill suggestibility, not outright mind control. Thralls are not granted the abnormal strength or regenerative ability of Greater Strigae, instead inheriting a higher physical resilience that allows them to recover from minor wounds such as scrapes, bruising, etc. Enthrallment must be broken through abstaining from the blood of a thrall’s Regnant, whether willingly or unwillingly, for a period of two IRL weeks and cannot be cleansed by any magical means. STRENGTHS & WEAKNESSES SUMMARIZED STRENGTHS SUMMARIZED: General Strengths Strigae are immortal, unaffected by time or disease. Strigae are endowed with some significant strength relative to their size. This is not super strength. Strigae can sense and determine the quality of blood in another individual close at hand according to temperament and physical tells. Strigae are able to be very quick and evasive, capable of moving and concealing themselves in the shadows adeptly. This is not super-speed. Strigae may grow talons (up to 12cm) for use in combat when enraged, hunting, or blood-drunk. Greater strigae are capable of regenerating wounds that would be fatal to mortals, such as a stab through the heart or a slit throat, unless inflicted upon them by gold or holy magic, in which case such wounds take considerably longer to heal and are able to more easily incapacitate the striga. In combat this ability is restricted to surface wounds ONLY Strigae are capable of tapping into their victims emotions and feelings through the drinking of their blood. No more, and no less. Greater strigae are unkillable under most circumstances. While their bodies can be totally incapacitated in much the same manner as would a normal humanoid (Rapid dismemberment, beheading) and destroyed through destruction of the brain, ‘death’ in this fashion only serves to destroy the corporeal body and banish the spirit from this plane. With enough time (Recorded in this document as a minimum of nine years) and the aid of another striga’s blood, a greater striga may regenerate a new body, identical to the last. However, if a greater striga is killed by one of its own kind, it suffers a final death - and similarly, if another striga refuses to offer aid to a comrade whose body is destroyed (Whether this is because they are anathema or for other reasons) they may not regenerate. LIMITATIONS SUMMARIZED: General Limitations Strigae are compelled to feed on blood, hungering for it like a powerful addiction. Though this ‘alcoholism’ can occasionally be overcome by the most controlled of strigae, it is always latent. Strigae who have not fed on blood for an extended period of the time are cold to the touch and begin to suffer from a state of degeneration. While they do not become lesser striga, they become emaciated husks the longer they go with blood, eventually reaching a point where they will be incapable of feeding themselves without the assistance of another due to extreme physical lethargy and muscle degeneration. Greater strigae who overindulge (More than four adult 'meals' per seed-month) on blood will begin the process of degeneration into an Upir and subsequent creatures. Animals (specifically of the family Canidae) are able to detect the scent of a striga and are averse to one’s presence, often unfriendly and suspicious in the presence of a striga. Strigae are susceptible to aurum, and cannot immediately regenerate wounds inflicted by blades of gold, causing it to take twice as long as would normally be applicable. To a striga, any form of aurum or silver is very uncomfortable to the touch, and must be handled with gloves. When a stake formed of either material is driven through the heart of a striga it causes immediate bodily paralysis and inhibits the regenerative functions of the striga until removed. Becoming a striga is irreversible. Strigae are infertile and can only reproduce by inflicting their curse (Or as they often see it, a blessing) upon others. Strigae are completely unable to learn and utilize magical skills as a result of their affliction. Prior magical skills that were learnt prior to transformation become unusable. Strigae cannot utilize the Cloud Temple monks to heal their bodies. The scent of excessive blood such as that of a large battle or slaughterhouse will drive even the most controlled striga temporarily wild and rabid, forcing them into their more bestial form and causing them to lose control of their emotions. Lesser Striga beyond Upir restricted to ST; degeneration occurs after the equivalent of four adult meals (two people drained in their entirety.) Upir are playable with a separate CA dictating that a player is aware of the differences between a greater and lesser Striga, should the lesser Striga devolve further they become unplayable. An Upir may ascend back to greaterdom by consuming a greater Striga, in doing so they would be rendered Anathema. Cultural distaste for individuals who have violated the Unseen “tenants” cannot be used as a basis to DC or PK and an individual, they are essentially only RP flavor/aesthetic and have no basis to force others into RP or enforce any type of DC or PK. Creation Limitations Must use rolls based ritual transfusion; base roll of 12+ needed for success and you get three rolls. If they don’t feed in the 24IRL hours after or fails all three rolls the person in question either dies, or degenerates into an Upir. The Elder in question must also have an accepted TA. Physical Prowess All physical attributes are capped at the capacity of an Uruk/Orc and limited by the amount of blood they have consumed most recently. A character that has fed within the week(IRL) will be at full capacity. A character that has fed within the past month(IRL) will have that capacity subtracted by half. A character that has NOT fed within the past month(IRL)will have that capacity become redundant. Striga are uniquely strong, yet that strength must abide by reasonable means: think any given mixed martial artist or peak athlete, not some unrealistic hulking monstrocity. Metabolic Limitations Striga are unable to learn any kind of magic. Striga cannot be cured. Striga cannot be transformed into another CA equivalent creature. Everything they had before they turned is lost. While strong in constitution that does not at all mean that extreme cold or heat does not affect them, they have a tolerance, not an immunity. Temperamental Sensory It is not possible to use these sensory skills as an out to track people Sensory skill cannot be used to sniff people out of hiding Sensory skills are also unable to allow someone to listen in unreasonably unto another conversation from another room. Misuse in any of these ways, or in any other malicious manner will result in that player’s CA being revoked. Regeneration All internal damage done to a Striga in combat cannot be undone while still in combat. If you're stabbed in the chest or someone pierces a lung, stabs out an eye (again) all of this cannot be feasibly regenerated when focusing on defence. To do so is powergaming and will again result in the immediate revocation of that individual’s CA. Middling wounds can clot and scab, but this must be achieved in combat via emote and to fully heal they must again be safely outside of combat. Middling injuries (ie. cuts and other blemishes) will take three emotes to recover from* Minor injuries (ie. internal bodily injury) will take between 4 irl hours to regenerate from*. Major injuries (ie. severed limbs or grievous wounds) will take between 3 days to regenerate from*. Mortal injuries (ie. destruction of the brain, or complete bodily destruction) will take 1 month to regenerate from, and will also require the help of another striga to help regenerate. Any injury received from aurum will take twice as long to recover from as the same injury received by regular means. Real Death while preferably ending in the permanent death of the character can also result in degeneration or eternal limbo instead. Combat must also already be decided before the rp can commence, one cannot consume their opponent mid-combat. A Striga can still pk to valid rp death should they wish, the same as any normal character. Enthrallment Limitations The final stage of enthrallment requires ooc consent. Enthrallment cannot be used to force a thrall into any sort of act that would entail the willful suicide of the character, or that would be considered lewd or unwholesome. Enthrallment cannot be used to force actions onto a character up until the fifth and final stage of enthrallment, which requires the OOC consent of the player involved. It is meant to instill suggestibility, not outright mind control. Thralls are not granted the abnormal strength or regenerative ability of Greater Strigae, instead inheriting a higher physical resilience that allows them to recover from minor wounds such as scrapes, bruising, etc. Enthrallment must be broken through abstaining from the blood of a thrall’s Regnant, whether willingly or unwillingly, for a period of two IRL weeks and cannot be cleansed by any magical means. PURPOSE Striga exist to challenge the significant value we place on the concept of immortality, and to answer the question of what would happen if a finite entity suddenly found itself invested with infinite vitality. It’s a question that can only really be purely expressed in roleplay, and that is ultimately the core pillar of the community. What would happen if an old man regained his strength? Or a young man remained eternally youthful? What would happen to that individual as a character? It’s the promise of story in the long term for players who value a level of realism that cannot be adequately gained elsewhere. Striga also presents a very fascinating philosophical dilemma; that this curse can transform a moral character into someone unrecognizable. It’s this question: of how beings with such a limited scope manage to fill all the centuries they’ve been given without falling into depression, going mad, or getting killed. The essential battle of a Striga is between humanity and the compulsion to do harm. The niche is complex because of that black and white dynamic and the result is something that is far more unique and character driven than in most other formats on the server. It’s what has made this lore so paliable in the past and why people continue to be dedicated to it now. It’s the reason why it was the first to get traditional night creatures right on this server without conforming to the typical twilight cringe aesthetic. CHANGELOG March 21st, 12:42PM removed most paragraphs copied from the original post via Maly and MTH due to insufficient detail in the requested subjects; instead now using the older source primarily as a base. added table of content to guide progress. added two paragraphs, condensed origin/ background added two paragraphs, elaborated further on creation and related mechanics. added next section: three paragraphs, physiology: greater striga v. lesser striga; lesser striga further described. March 23rd, 7:10AM added three paragraphs on lesser striga March 27th, 7:21PM added three paragraphs, finished physiology added seven paragraphs, psychology finished by Draeris March 28th, 12:58AM start on abilities, marked out titles to fill in; goal to better explain and expand on basic powers, trim the fat. title changed from ABILITIES to specifically capabilities & limitations of greater striga (playable striga) added one intro paragraph; divided abilities on the basis of passive and active function with formal division between physical improvements and abilities that are directly due to exposure to blood. added two paragraphs under subtopic: physical prowess. added a paragraph and a half under subtopic: hypermetabolism. March 29th, 8:58AM added two paragraphs under subtopic: humoric sensory, renamed ‘tempramental sensory’. start on regeneration, critical to get right. added five paragraphs to subtopic: regeneration. expansion on the following topic: real death, regeneration period after death, solidified healing times as requested. started on blood attributes: ‘hematological attributes.’ divided as follows: humoric stimulation, blood enthrallment. added a paragraph to subtopic: humoric stimulation added three paragraphs to subtopic: enthrallment added new redlines and further consolidated strengths and weaknesses in the bottom topic. added relevant red-line restrictions under the relevant abilities. restructure of topics to fit required format added two paragraphs to the topic: purpose. created changelog upon request; documented added to paragraphs to topic: culture added requested caveat on unseen legality feedback hopefully addressed March 31, 10:29PM edited strength augment and redlines after ST consultation; will reverse if necessary. CREDITS To all the people who helped work on this new rewrite, and to all the folks who came before to create this special creature on lotc. This one is for you guys, as none of this would be possible without you; we stand on the shoulders of giants. | MALY, MTHDOMINATOR, SCREAMINGDINGO, KBR, LEVIRAD, BAGLEY, & JACK |
  12. The Stran; The Quest For The Seven Skies: An Oral Epic Recorded by Diedrik Carrion II "Now gather round small children and listen to tale passed down from my grandbub to my mother to me. This is old tale from Old Country, where Sun did hardly shine and winters were long and white..." A small rascal by the name of Alexei spoke up "Is this story of The First Strannik?!" The Old Bubovh smacked the small boy on his small head. "Quiet and listen to your Bubuhv! Make respect of your elders!" The old woman gave him the crows eye and continued on. "In country of Old Raev there was hero of folk legend. Coming from roots of humble streltsy, this man started young and ended... well you know story. Quested long and far, seeking entrance in Seven Skies. In end, he found Seven Skies and Ascended in feat of great strength, faith, and sacrifice. And he was called Stran..." Once more the small boy broke in, standing among his peers seated on the cold floor. "That's him! That's first Strannik! He's -" "I say shush small boy! Clearly my grandnephew taught you ney manners! Sit and shut mouth!" The boy sat and shut his mouth. "Alexei is right and wrong. He is first Strannik, and he is where we get name. But do not interrupt or I will give you hard beating on tucas.” The old woman settled in her seat, motioning for the children to come closer, to better hear her gravelly voice. “Many, many ages ago, when the first Raevirs lived in Raev, when they lived in sin and debauchery, when men were false, when foreign folk tread their feet on the soil of Old Country, there was revelation. See small children, then light of Godanistan was found only in the darkest cave, in the coldest forrest. Men were faithless then, with no belief in God. Before we toiled in soil for Godan, we toiled in soil for ourselves and pagan gods. Raevirfolk were not the humble and holy folk we are now. Savage, brutal, and without our creator’s grace. However, it is for this that we became a faithful folk, an obedient and humble folk, one to restore humanity to what it once is. See children, it is only those who know their people’s darkest sins that can save them from such damnation once more. It is why to this day, Raevirs have defended their faith and humanity with such fervor. But what man could do this? What man could be the first to rise from sin and damnation and provide his brat’ya example, to show them what they must do? I will tell you. A man who must discover this himself first. This children, is the Strannik. Though in those days he was simply “Stran”. His name though is hardly important. A name is only a name. What were important were his actions. And they start with a quest… [As the old crone prattles on, she tells the epic known only as The Stran. The story is a long one, and to record it in its entirety would be lengthy, and nigh impossible. The tale contains many of the old parables that the people of Old and New Raev told to one another to teach the fundamental cultural tropes and values of their society. In its essence though, The Stran tells the story of four young individuals, three knights and a fourth man, of various cultures. The first is “The Orenian”, a man from the Heartlands. This man embodied the common tropes of all Orenians. He was an idealist, a fervent zealot, and what would be considered a “chivalrous” knight. However, despite being the “ideal Orenian”, this knight is anything but ideal. He is bold but brash. He is zealous, but crude. He is honorable, but a braggart and proud. The second is “The Hansetian,” a brutal northerner. His character offers many insights into what the old Raevirs thought of their northerner cousins. He is brutal, crude, and a hedonist. The Hansetian revels in his victories, drinking from dusk to dawn to celebrate in all manner of drinking and whoring. However, he is in many ways a reflection of what the pagan Raevirs were and what they sought to leave behind. His martial ability and remarkable loyalty to Stran is something to take note of when considering their ancestors. The third is “The Salvian”. Hailing from the harvest lands of the south, he is another caricature of this people, as the first two. The Salvian is pragmatic and savvy, easily capable of seeing all sides to a problem, and being able to exploit any weakness. However, this gives an example of what skill without virtue can do to a man. He is greedy, arbitrary, and deceitful. The general mistrust that he sows about him tends to plant paranoia in his mind, undermining his goals. Finally, the last among these men is the strannik himself. Although, at this point he is simply known by the name of “Stran”. A brief note on stranniks; the word originates from the Old Raevir term for a “wanderer” specifically a warrior. Many tribeless warriors of great skills travelled from chief to chief in pagan Raev, searching for a benefactor to fight under for riches. These were in reality the first stranniks, long before Stran came about. It is believed by many that Stran lived during the massed invasions of Old Raev, where the conquests of the Heartlanders spread the Faith among the Raevirs. After the consequential adoption of the Heartlander’s feudal system, many stranniks that converted found similar service in the courts of the lord’s courts, among their retinue. The term over time became used for the sworn swords of a lord, or warriors who seeked martial service and recognition within a lord’s retinue. The practice is still ongoing to this day. Essentially, the net change was the religion of the stranniks and their masters as well as the general structure of the society. However, the strans of the Order of the Strannik are unique in several areas. This will be elaborated later. Stran himself made the fourth of the company. Hailing from a small village in the heart of Mother Raev, the story tells of a young man, hardly of age, who hears calling to him the voice of God. Hearing this voice, he is entranced. He wishes at first to hear it again, only to grovel in the richness of it. He waits many moons to hear it, but it does not come. Finally, one night when he has all but lost hope in its return, he is drawn from his hovel. Making his way to the nearby creek, under the endless night sky he spies a rock dove, a pigeon. Moving to it, the bird does not shy away. Suddenly, he is smitten by a blinding light, and hears the divine voice once more. All thoughts of pleasure and enchantment are lost as he trembles in its might. He quakes in fear, and cries out, begging for mercy. Then, the light no longer blinds him. It warms him, and he receives a vision, a divine revelation. The Light comes from Godanistan, the Raevan name for ‘Holy Creator’. He learns of his quest, to follow the Light wherever he may go and seek the Seven Skies Above. He is told that where the Faithful’s zeal burns brightest he will find three companions, also seeking salvation. Stran is baptised in the water of the stream, and vows he shall uphold his quest with all the persistence of his people. At the break of dawn, Stran takes up a staff of pine and sets off. He finds in the gravel on the road a cross of oak, by which he strings it around his neck with yak wool. Travelling to the city of Raeknik by will of God, he finds his companions, all three knights of the Creator, seeking the Seven Skies in this pagan land. After offering to join them on their quest, the knights agree after much deliberation. They then set forth, and so the The Stran begins. Stran is a model of Raevir cultural values. Coming from a world where not all Raevirs had yet converted, he gives a perfect example of what all Raevirs should strive to be. He is humble, always amongst the presence of the knights whom hold themselves with much distinction. He is faithful, always following the will of his God above other worldy temptations. He is persistent, born in the cold world of Mother Raev, where only the hardy survive. He works diligently in his village, seeking only to do his lot in life. Stran is cold though, and cynical. He is stringent with his traditions, and wary of strangers. However, though he may feel with way towards his companions in the beginning of the Stran, as the epic closes he finds brotherhood amongst them, and accepts them as his own, with loyalty and love that Raevirs bestow onto those they truly befriend and accept. While his dour demeanor, and pessimistic nature is viewed with disdain by his companions at first, written off as grim and morbid, the pious, hardworking, and persistent wanderer eventually finds his place among them, as another servant of Godan Above. The epic of The Stran, while not regarded as a holy text, is sacred among the Raevir people. Many of its parables are preached in mass, and offer many many lessons and allegories about the Raevir people, teaching their customs and ensuring that they survive throughout the ages. It offers many metaphors about their fellow men, teaching that while each man may have his vices, all are God’s sons and all are men. For example, an overarching lesson that is resolved only at the end of the epic is that of the acceptence of Stran by his companions. At first, they are leary of this pagan turned pious, and are skeptical to outright disbelieving of his faith. This however, gives way to acceptance and eventual admiration as the story wears on and ends. This has been viewed by many Raevir scholars as an allegory to the Raevirs slow integration into human culture. At first, they were treated with distrust and disdain. However, slowly the men of this world became aware that the Raevirs, despite their strange accent and architecture, were just as them and here only to save their world alongside their brothers. The literary classic and historical archive that is The Stran is a piece of literature that can hardly ever be translated or recorded in full. Many have tried, though it is often that another historian brings forth yet another parable that was once believed to be lost. While I may try as hard as I might to find them all, even I cannot fathom such an endeavor. Here I shall record all that I found, and here I hope that other scribes will pick up where I left off, to see to it that our culture and way of life never perishes from this world. God over you my bratan, may your quill hand never tire.] Following, is a vast collection of stories and excerpts from The Stran. The last leaf off the introduction to the book is signed in sloppy handwriting, perhaps a reason why so many of his works remain unpublished… Diedrik ‘Barrow’ Carrion II ((All Credit to the lost Raevir hero Komodo. Found this in my documents and thought i’d share a bit of Raevir history with you all, I hope you enjoyed this amazing piece of work.))
  13. Korna-Lin Tree Reference Minecraft Korna-Lin Tree (VERY MUCH WIP) Material Name and Description (Raw form) The Korna-Lin tree unlike most natural flora contains a unique, illuminescent sap that often forms bubbles upon its branches. Once a Konra-Lin tree reaches full maturity these excess bubbles of sap will fall gently to the forest floor as new bubbles will slowly begin to grow. These illuminescent bubbles of sap are often buoyant, and if not harvested may simply float away. Though its wood may be useless in harvest, due to the large veins of sap within, the tree has another purpose for its Wonk inhabitants. These tree’s would appear rather tall, with a twisted trunk. The leaves grow upon many layers, with vines slowly descending upon its branches the older it becomes. In some settlements Traditional wonks, and on occasion reformed wonks have also long since incorporated the Korna-Lin within the construction of their everyday homes. Upon the creation of a Tuma-Tuma (A mud hut) Wonks will often plant a Korna-Lin upon its peak. Over time and with great care the tree will eventually overgrow the Tuma-Tuma itself. Within the center of a Tuma-Tuma or at least somewhere notable within the home can be found a large pool of water that the wonk’s themselves work actively to maintain. This pool of water feeds the Korna-Lin, and in return the Korna-Lin purifies this water in order for the Wonk’s to scatter their eggs. This pool also works as an easy to access place for the wonks to hydrate themselves. This symbiotic relationship between Wonk’s and Korna-Lin Tree’s benefits both species, and has become a stable of wonk life. Applications (Raw Form) These tree’s somehow produce a purifying effect upon the waters that surround them. Scholars believe this has something to do with the Konra-Lins unique sap, that may work as an organic filter, that quality controls the waters upon which the unharvested sap floats upon. Because of this unique trait, Wonks often scatter their eggs around the Korna-Lins tree’s base. Red Lines (Raw Form) The Illuminescent sap even when processed will not glow any brighter than a flickering candle. In its raw farm this sap will glow slightly brighter than a simple camp fire, however by no means can this be used to blind, or negatively effect someone. The Sap cannot be suddenly placed on an ocean to purify its waters, these tree’s only purify the direct space around them due to the sheer amount of sap being naturally released by the tree. The tree may not be any larger than your typical oak. usually these tree’s stand anywhere between 20-30 feet before maturing, after the maturing process begins they will reach a typical height of 60-70 feet. These tree’s can grow no taller than 140 feet. If these tree’s grow too tall due the veins of sap flowing through the wood the tree would simply fall apart due to sheer mass. Harvesting Method When harvesting the sap you must wait till the tree is ripe, and the excess bubbles of sap simply float to the ground. These hardened and well ages bubbles of sap may then be taken to a smith, melted down at a low temperature, before being cast into sheets. The tree will drop these naturally but only once or twice a year. Attempting to remove the bubbles prematurely will cause them to burst, and in doing so will released a poisonous gas from within the bubble. This gas will often leave the victim struggling for air, induce vomiting, disorientation, and make the victim extremely light headed. The gas is not fatal, but attempting this too many times may result in a lower form of brain damage. The item in MC that represents these sap bubbles is a honey bottles, and glowstone powder which both come from the tree. Cooked Sap (Honey bottles) will to add to a tea, or brew. This sap can be melted fully into sheets. These sheets can create sap windows (honey blocks). When dealing with raw unrefined sap (Glowstone Dust) represents the Illuminescent sap that hasn’t been melted into sheets. Once the sap has been cast into sheets it looses its glow. (Glowstone powder) represents jewelry made from this raw sap. This unrefined sap still retains its glow. Harvesting Red Lines The sap bubbles that falls naturally from the tree is what may be harvested. This is in the form of honey bottles, and glowstone dust. There are rules in order to using this sap. For a starter the tree’s will only produce this excess sap every so often, maybe even once or twice a year. Taking the sap directly from the tree would render it to shatter and be useless. Only the hardened, dropped excess sap is study enough for harvesting. Material Name and Description (Refined Form) (OPTIONAL) Honey Bottles: Korna-Lin Heated Sap Desc: “This harvested sap from a Korna-Lin Tree has a rather pleasant smell. Upon adding it to a warm brew, the consumer will find their mind at ease as the relaxing texture takes over.” Honey Blocks: Korna-Lin Sap Sheets Desc: “These sheets of hardened Korna-Lin Sap are quite brittle, as if silver glass they must be handled with care. Upon inspecting the sheets one would find that they are rather transparent, and make a perfect window.” Glowstone Dust: Korna-Lin Sap Desc: “This unrefined sap may be used in order to create jewelry, It is highly sought after, and glows dimly in the darkness.” Applications (Refined Form) (OPTIONAL) Traditional Wonks often gather this excess sap, melting it into long, often flat sheets. The now dried sheets of sap are then used to create windows. My carving into the raw, harvested sap one can easily create jewelry, and a whole assortment of decorative items, used by both traditional and reformed Wonks for the aforementioned beauty purposes. If one was to heat the gathered sap at a mildly warm temperature they will be left with a runny, gooey substance that can easily be added to a tea, or warm brew. This sap is extremely relaxing once consumed, and has no negative effects. Red Lines (Refined Form) (OPTIONAL) This sap when hardened into sheets cannot create a blade. At the most at the very far extreme it could be used for arrows. The sap is just too brittle and would easily shatter under and meaningful impact. The sap if raw and carved into jewelry will not glow any brighter than a flickering candle. It must be handled with extreme care, forging the raw sap will cause it to lose its signature glow. When it comes to consumption the sap will not hide the taste of a poison. It simply relaxed the mind, and in taste is just a little sweet. Refining Technique (OPTIONAL) Honey Bottles: Korna-Lin Heated Sap: It is commonly known that stirring Korna-Lin sap in a pot of boiling water will cause it to slowly liquefy into a creamy substance. If over heated, or heated to quickly the sap will quickly turn into a pure liquid and cannot be consumed. Honey Blocks: Korna-Lin Sap Sheets: If Korna-Lin sap is heated quickly in a forge, upon fully liquefying it may be poured into a cast. Once cooled the Sheets of Korna-Lin Sap may be used for windows, or in the creation of art. This sap has no other practical use. Glowstone Dust: Korna-Lin Sap: With a steady hand, and great patience this glowing raw sap may be used to create jewelry. This sap may not be forged into ingots, and cannot endure extreme heat otherwise it will simply turn into a Sheet. Once heated this raw sap will quickly begin to lose its nutral glow if left unchecked. Refining Red Lines (OPTIONAL) When making jewelry the sap is often quite delicate, and cannot be forged into any form of ingot. It can however be carved, but only if great care is taken. The tree may also not be used to make houses. It’s wood is too brittle for construction, and its sap will never be hard enough to create an effective blade. This sap is about as hard as untreated, thin glass once processed Repeat (OPTIONAL) Honey Bottles: Korna-Lin Heated Sap Desc: “This harvested sap from a Korna-Lin Tree has a rather pleasant smell. Upon adding it to a warm brew, the consumer will find their mind at ease as the relaxing texture takes over.” Honey Blocks: Korna-Lin Sap Sheets Desc: “These sheets of hardened Korna-Lin Sap are quite brittle, as if silver glass they must be handled with care. Upon inspecting the sheets one would find that they are rather transparent, and make a perfect window.” Glowstone Dust: Korna-Lin Sap Desc: “This unrefined sap may be used in order to create jewelry, It is highly sought after, and glows dimly in the darkness.” Purpose (OOC) My intent is simple. With wonks starting to create their own buildings, cities, and culture I wish to simply provide a meaningful, good spirited flora that will create positive RP, and may encourage wonks to start using this to help with their professions, and traditional building. I think it would be rather interesting if the wonks villages and cities had such a signature item within them, and would be a great way for the community to have more unique interactions with the wonks. Currently wonks do the following few things. 1: Go to water and moisturize. 2: Screetch at people. 3: Do basically what anyone else does. In my eyes there aren’t many tools in which wonks can use to sell their own natural resources, or create their own cultural RP. They basically do what any other average joe would do with the exception of skreetching and sitting in hot springs all day. Some have even gone into drug dealing because they is literally nothing else unique they can do. My goal with this tree is to incorporate it into an already being built settlement and upon the map itself. I want to full heatedly give the wonks unique things to do. They are such an amazing race, written by such talented writers. They are a blank slate, with only a few fundamental rules to help guide them. With the creation of this species of tree it may very well increase the positive roleplay. I have already been told by a good portion of the wonk player base that there isn’t much to do. They often just walk to different water pools, and wait for RP to happen. They want something unique. This will at least provide that without being a determent the already established wonk culture. After all I think it would be extremely fun if wonks had their own special jewelry that hey they could teach a jewelry to know! Anyone can use this tree, and in hindsight it might very well help establish in character relationships. After all the purpose of the world itself it to help create roleplay. If lore team wishes to make any changes I am more than open to that. This is my first time suggesting lore for the server, and I am bound to have made mistakes.
  14. I was looking back at old forum feuds and suddenly had a nostalgic feeling to try and find a lost Aegis map. Most of my efforts over the forums were to no avail, but apparently a quick search on the Google succeeded. Have fun exploring the past ? (Also might want to update this, https://files.lordofthecraft.net/maps/) [!] A Shaman performing a spirit walk through the lands of Aegis Krugmar
  15. The Seaglass Marvels of Aegrothond Greater and Lesser Renarias Many distinct cultures upon the Continent maintain traditions of craft which exist solely for the purposes of aesthetic beauty, and the realms of Aegrothond are no exception. While the crafty among the Houses of the Elder Blood may be known primarily for their skill with the smith’s hammer, and in the realms of metallurgy and gemcraft, the greater collective has developed an art which is far less utilitarian in nature, and pleases the eye with its colourful fashions. This art is known as the Mode of Renarion, or renarias in common parlance, after the elf who first promoted its use and caused it to become a mainstay in the cultural fabric of the Elves who dwelt in Aegrothond. In those early days, the seafaring Houses came into common contact with the vibrant stones made smooth by the rolling of the interminable Sea- and it was not long before the aforementioned master of stonecraft began to fit them into various craftworks of his own hand. The decoration of weaponry and other personal effects came first- but ere long it became common for the Households of Aegrothond to inlay their door-frames with intricate designs of seastone and shells which told tales of the Great Sea and the deeds of their forebears. It would be many years before these miniature artworks began to spread into the realm of what a modern observer would consider a “true” mosaic, and due to the difficulty of transportation very few have survived from those elder days. The first among them were placed around oblique menhir, standing-stones which lend themselves poorly to ship travel. In more modern days, the larger mosaics are generally placed upon a flat surface and framed with traditional stonework and carving. Lesser Renarias- The Art of a Seaward People Despite their somewhat diminishing name, “Lesser Renarias” are far more diverse than their “Greater” cousin, and a far larger body of the former exist in the modern time due to their smaller size. In most simple terms, the phrase refers to the practice of fitting small seastones into designs upon weapons, jewelry, furniture, door-frames, and standing structures of importance. Sometimes, these designs are as simple as three stones in a line- but the more extensive among them tend to depict stories and moral fables derived from history. The practice of door-frame renarias are particularly common, with most family homes possessing these stony artworks across and around their central portals- it is believed that such a practice was originally intended to ward off evil sea-borne spirits, but in modern days it is more directly a representation of familial pride. Though the process of creating such designs is varied, the basic methods centrally involve an adhesive agent derived from beeswax. This agent is applied to the carved sockets of the stones, alongside a powder of seashells- together, these components ensure that the stones will not come loose in time. Of course, inlays which need to withstand greater torsion forces and wear will commonly instead be applied with smithing techniques- a fine example of this is the sword-hilts crafted in the Forges of Aegrothond, which are usually inlaid with crimson and golden stones. A common decoration employing renarias in modern days is the depiction of spirits of the ocean, who are myriad and go by many names. These minor deities, and others of a similar nature, are atimes conflated into the realm of the Sea Goddess, who is a religious staple of the Almenodrim. An eldritch figure, she wields a mighty trident capable of calling down thunder and a driftwood crown which allows her to control the Sea itself. While her religion has been lost to time in large part, his influence remains. Greater Renarias- The Mosaics of Aegrothond By far the most famous and acclaimed version of the renarias tradition are the vast mosaics compiled by the citizens of Aegrothond in order to depict the great events and historical deeds accomplished by those that dwell within the bounds of the realm of the Free Elves. Without exception these marvels take several months to complete, and as a result they hold a very special place in the society of the free Principality- and most Elves of Aegrothond who have any skill with craftwork tend to attempt at least one in their lifetime. Some grand examples at the current capital, Caras Sylvadrim, are as follows: Edrahil and the Dragon Depicting the epic combat of Edrahil against the Dragon Ankar, who preyed on the Folk of the Mountains and the Wood in Aegnor’s day. This mosaic was created by Lord Cullas Sylvaeri, inspired by the then-recently discovered third part of the Lay of Aegrothond. It employs red granite stones along with some sandstone and silica fragments, which create the illusion of flame from the dragon’s maw. It is located in the library of Maehr’evar. Illynora Sylvaeri Depicting the legendary healing abilities of the first Princess of Aegrothond in the modern day, Lady Illynora Sylvaeri. The mosaic was also created by Lord Cullas Sylvaeri, to honour the passing of the great healer and to ensure her likeness would inspire others to continue along her path. It is crafted from petty-jade stones and malachite, as well as shale. It is located in the Houses of Healing, in Aegrothond. Sylvaen the Everflame Depicting the forefather of the House Sylvaeri and the first leader of the Almenodrim, who is featured prominently in the beginning chapters of the Lay of Aegrothond. This mosaic was created by Prince Belestram Sylvaeri in the early days of Arcas, but lost until Cullas performed a curation of all of the mosaics and restored it. It is crafted of granite, sandstone, obsidian, gold and red silica, and is located in the upper portions of Aegrothond which are often shut to travelers. A Mural of Kaer’s Fleet Depicting the seafaring ships of Kaer, forefather of the Kaeronin House and descendant of Aearon who was a son of Malin. The mosaic was created by Feanor Kaeronin to honour the ancestor and to try his hand at the creation of one of these marvels, at which he of course succeeded. It is made of various stones, primarily chert and shale, and is located near the upper portions of Aegrothond. Hamatsa, Spirit of Mercy Depicting the mani-god Hamatsa, which is highly regarded among the Almenodrim and considered a guardian of sailors and shipwrights. The mosaic was created by Illynora Sylvaeri, when Aegrothond was first settled, and was wrought of blue seaglass and basalt fragments. It is located outside the citadel, in a small eastward-facing crevasse. The Battle of the Gorge Depicting three comrades in defense of Aegrothond- Cullas, Azdal, and Jorvin- in their fight against a demonic tiger. This mosaic depicts a rather recent event, which occurred in Arcas during the early reign of Feanor I Flameborne. Crafted by Cullas Sylvaeri, it is located near the storehouses, behind the Inn. [To Be Added To]
  16. HOUSE KAERONIN Basic History Kaer was born a long time ago to two elves who followed the prophet Larihei to the golden pools of yore. His Grandfather was a son of Malin by the name of Aearon, a brother of Sylvaen, he was a Mali loyal to the King of elves with an adventurous streak. Kaer and his Grandfather got along well despite the disapproval of his parents. The Young elf learned his respect for the ways of old from his fatherly Grandfather and admired him deeply for it. The day the news of Aearon’s passing reached the rash Kaer, it lead him down a path filled with distraught and the questioning of the meaning of what life could be or offer. He did what he saw was best to stay close to his beloved Grandfather. He privateered a ship and set sail over the waters his Aearon had loved so dearly. Over the years Kaer acquired a crew of elves alike to his ways, including a certain Elfess stunning in looks and cunning. He married an elven lady by the name of Onin, he loved her, and she loved him. There was no one more caring than her. With her they gave life to two sons and Kaer got swept up in his new life, continuing to explore the seas with his new family and kin. Decades had passed before eventually, Onin died. Pushed off the ship by the wind of storm in attempts to usher a crew-member inside for safety. Kaer was broken and for many a year hardly himself. Even when he remarried and had more children, he was never the same man as Onin once knew. Colder and without much joy in his passion. Kaer and all of his crew died. Atleast, that is what is assumed due to their sudden disappearance. His family had long since split, the younger Generation had built a ship of their own and set out to follow their own course. His bloodline remained strong and alive, setting sail to Atlas. Where their voyage ported, but never finished as the lines of Kaer exist to this very day. Residing within the halls of Aegrothond along the Almenodrim, follow Mali of the Sea. they are currently lead by Kailu Kaeroinin The Kaeronin and the Almenodrim The history of interaction between the Kaeronin and the Almenodrim is a long one with various encounters occurring. Once a large battle was fought between the two! The Kaeronin and Almenodrim did some cultural exchange over the many years between then and now but mostly they stayed clear of one another to avoid more bloodshed. That is until the Kaeronin’s arrived in the Dominion of Malin on Atlas, ready to instate there place. The Kaeronin then moved to old Aegrothond in Atlas for a safer home base. The Kaeronin in Arcas wandered for a small bit even creating their own charter by the name of Attica but they eventually found themselves in Aegrothond once again. RELIGION The Kaeran praise their ancestors and a handful of minor entities for their prior ways and deeds. They aim to roam free and follow their hearts to distant shores yet unknown. The Edge, the home of afterlife, where the souls of all Kaeran go and their voyages come to an end to live with those who had previously been brought there. There they live together as they wait for the Ferryman to bring more kin or sail them back to roam the world once more. The most important and influential ancestors are Kaer, Onin and Malin as well as Aearon. Some Kaeronin will follow other religions alongside this belief in their fore-fathers. Followers of the way of the Kaeronin named themselves ‘Kaeran’. Weaponry The Kaeronin do not have a common set of weapons, each Mali preferring their own. Though, reoccurring preferences tend to fall upon nimble blades such as Cutlasses or Sabres. Traditions/Customs 1.) Kaeronin are from day 1 thought to always follow their own path and live with the wind in their backs. If this path guides them to different shores compared to that of their direct family, so be it. It is expected all Kaeronin will support their kin in their voyage to their own life. 2.) The Kaeronin are a caring bunch. Prioritising family and close friends over the masses in any situation and often seek for ways to show their unity. (Such as common colours) 3.) One of the visual traditions of the Kaeronin is the red-beads they proudly wear within their hair. It serves to remind them of who they are, what they follow and what is important to them. 4.) Kaeronin more often than not seek to drown themselves in both physical and magical crafts and arts. From Sailing, Shipbuilding and Weapon Crafting to the Arts of Weapon-Wielding and Magic. 5.) Not as much a tradition as a cultural pass-over; Kaeronin often posses superiority complexes passed down from their founder, Kaer HOUSE RELICS Kaeronin Relics are far and few between. Plenty of tales run within the house, telling of these mythical objects, though none have yet been found. 1.) The Cutlass of Kaer and Aearon. A cutlass of fine elven make, forged by Aearon very long ago and passed down to Kaer to aid him on his journey. The supposed unending sharpness and controllability of this weapon would surpass the common blade by thousands. 2.) Onin’s Cloak. Though Onin was not of any traceable decent. Her love for her family solidified her importance to the Kaeronin only second to Kaer himself within Kaeronin history. Legend has it her cloak, soaked in blood from her death is still floating in the sea, not rotting and free of decay from so long in the salty brine. Special thanks to our lore writers Titanium430 0MN15514H _Fid_ Thank You ❤️ OOC Note
  17. The Gorkil Warrior’s Arsenal “Zteel iz onleh az hozh az dah flezh dat wieldz it, but ah warriur ztill needz hiz toolz” - Mûrak’Gorkil The Philosophy on Armaments An Orc is born into the world with the gift of his race’s evolution and descendance from Krug to be naturally gifted killers. When thinking about an Orc, and their physical condition, they are closer to chimpanzees or gorillas, than Humans, in terms of strength. But even so, there are more beasts in the world that were born with even greater feats of natural, predisposed ability to take the lives of contesting prey. As such, a Blacksmith must look apon the Orc condition as the framework to a killing machine, then with a fine and precise tool, decide what must be added, and what must be protected. A sword, to many Orcs, must be massive, heavy and adorned with numerous spikes along it’s serrated edge. However, such a crude weapon gives little benefit in exchange for a clumsy and tiresome experience for the wielder. The rules of weaponry and armour must apply the same to a Gorkil as it does to the weaker races, who can’t rely on strength alone to keep them alive. Every ounce of steel, serrated spike or gap in the armour must have its purpose. Gorkil swords seem very similar to their Human counterparts, albeit Gorkil swords are proportionally sized to their strength, so that they are not too cumbersome, yet take advantage of being able to be longer. The same applies to armour. Breastplates are only as thick as is necessary to withstand the piercing of bows and crossbows. Helmets as enclosed as possible without causing too much restriction in the eye-sight of the wearer. When such a philosophy is carried out by an Orc, they become an almost unstoppable force of nature. Both physically gifted, and paired with fine-tuned weapons of war Common Weapon-types Military Weapons Shaatii, the Spear The weapon a Gorkil is first taught to use is the spear. Perhaps the most neglected weapon amongst Orcs and many races, however, it has been present amongst the entire duration of history. A spear is longer than the vast amount of weapons carried, far faster, capable of delivering fatal stab-wounds upon first incision, and can be paired with a shield. Such a weapon is most prevalent during hunts, where many beasts, such as Wyverns or Straadoths, may decapitate an Orc with one singular strike. To avoid such a quick demise, it is advised to remain at a distant, outside the beast’s attacking range. However, spears also make exceptionally well at piercing tough hides. If the spear-head is thin, even a Wyvern’s rough hide cannot resist the streamline metal piercing through, sethering arteries and tearing tendons. Poleluzk, the Poleaxe - Similar to the spear in use, a Poleaxe is granted to a Gorkil once they have grasped the fundamentals of using a Spear. With a spike on its head, an axe-head at the front and hammer-head on the back, it’s a highly diverse weapon, but requires more skill, and is best paired to a warrior when fully armoured. Due to the added affixes at the top of the weapon, it needs to be shorter so that its weight is not too far away from the wielder, thus meaning the wielder is then closer to the enemy, and more likely to be hit. Despite the set-back, however, the Poleluzk is often a display of a Gorkil’s prowess in combat. Shaatii-Luzk, the Halberd - Adopted after its use by many Human nations, the Halberd is a two-handed weapon, as long as most spears, but carry an in-wards angled axe-head underneath it’s spike. The weapon is best used on the battlefield, in a formation of Halberds to create an opposing formation that have the capability to both hold off and withstand an enemy for long periods of time, or cause heavy hitting strikes whilst standing at range to deal a surprising amount of casualties. It’s not entirely uncommon for a General to switch-out the use of Spears amongst the main force of his army to use Halberds, if the General believes the enemy will be fielding few archers, or if the General believes the enemy is most susceptible to being over-run and slaughtered in the battle. Leydzult, the Greatsword - Perhaps the rarest sword used by Gorkils that is still documented to be used, the Leydzult is chosen by very few Gorkils, and just as many are skilled in its use. It’s advantage lies within its size, and hitting power, however, such advantages are also gained in other two-handed weapons, but have less downsides. Many Gorkil commanders and strategists have debated over how a Leydzult should be used in battle, but perhaps the most prevalent is their ability to make big, scything swipes against spear or pike formations, batting the weaponry aside so that the opposing side may advance. Despite the weapon’s controversy and rarity, the Leydzult is still considered a noble and honourable sight. Representing the power and strength of the Orcish race, and it’s potential to cut a fighting warrior cleanly in-half during battle when in the hands of an Orc. Side-Arms Longzult, the Longsword - Every Gorkil should be armed well enough to defend himself, and his kin, at all times. Where-as a spear can be cumbersome to carry around during your daily tasks, a longsword can sit more comfortably on the hip. Compared to other sidearms, such as a single-handed axe or mace, the Longsword has impressive range, and is also very agile, whilst capable of delivering immediately fatal blows to foes. The weapon is very well balanced in all aspects a sword can be used for. Thrusting, cutting and even, in many longsword designs, piercing maille. A skilled Longswordsman with a longsword tapered well enough to pierce maille can defeat even a foe in full-plate, so long as they employ half-swording. Kurvedzult, the Saber - Instinctually, for many Orcs once adrenaline has taken over and the bloodlust has sunk in, the natural pre-disposition is to start start wailing and slicing at the opponent. Although such lack of skill and control over the bloodlust is frowned upon by Gorkils, it can be easier for some to use a weapon that emphasize cutting and slicing in it’s fighting style. Thanks to the curved edge of sabers, striking an opponent will cause the edge to slide even more along their body, and due to the curve, the edge of the sword lands with less surface-area. To anybody that knows about physics, something that is sharp, hits hard and has less surface area will pierce deeper than a normal sword with a flat edge, which has more surface area on impact. However, such emphasis and cutting power of sabers comes at the price of more difficult and restrictive stabbing. Depending on the curvature of a Saber, the wielder must angle the weapon at an angle in order to get a clean thrust, and even then, such an angle often makes the thrust less powerful, and make piercing the target more shallowly. The saber, to many Gorkils, is considered a more savage and ruthless weapon. Duf, the Knife - Carried by every Orc almost everywhere, a knife is highly useful in everday life. However, due to the philosophy of always being armed and ready for combat, many Gorkils carry knives that can be used in combat if necessary, or specialized to pierce chainmaille when grappling. A design for combat would be a Messer, a design created by Humans, or a stiletto, excellent at piercing chainmaille. Shakop, the Mace: A fairly uncommon sight amongst Gorkil warriors, the mace is purely designed for striking opponents in armour, or more particularly in the head. A poor choice for a main side-arm, however they can be useful if carried around with another weapon, like a sword, incase fighting an armoured opponent. When compared with the strength of an Orc, however, they can cause devastating blows, snapping bone, mashing flesh into a bloody pulp and caving-in skulls. The mace can also be affixed with sharp flanges surrounding it’s metal-globe, causing it’s force to be centralized on a small surface area, sometimes allowing it to deliver more force upon armoured targets, but more importantly, it also means when used on unarmed foes, the metal flanges may cause deep lacerations on the skin, almost as much as a sword. The Mace is the most crude and bestial of a Gorkil’s arsenal, however, it is often very prevalent amongst ritualistic killings. Ranged Weaponry O’Lig, the Bow - One of the most common ranged pieces of weaponry used by numerous races, an Orc can make far more effective use of it’s simple design. A highly experienced and trained archer may be able to use the Longbow, at most weighing around 110lbs in draw-weight. However, an Orc, far stronger, can pull 200lbs or more, making armours such as chainmail vulnerable to it’s use, aswell as the thick hides of numerous beasts. af-Shaatii, the Javelin - A common ranged weapon used by many infantry and cavalry forces in the Gorkil army, it can be thrown with tremendous power from an Orc, and with the right spear-tip, can pierce targets better than a bow, such as shields. If in desperate straights, it can also be used as a short spear, however the only downside having to carry it around, which is usually only done when expecting conflict. Flakas, the Sling - An ancient weapon, used before Orcs knew how to make bows and used in replacement of throwing rocks. The Sling, despite it’s crude and ancient origins is still an effective weapon when used by the right wielder on the correct target. With the power of an Orc, swinging around the slung rock, or even metal ball, it may be propelled with skull crushing and bone splintering force. An added benefit to the unlikely weapon is it’s incredibly easy to carry size and inconspicuous design. af-Pilik, Tomahawk - An uncommon weapon, only a select few Gorkils choose to carry one or more of these weapons. Ineffective against most armour, and even gambeson is most cases, the Tomahawk, or throwing axe, is a close-ranged throwing weapon that is optimized and specifically made to devastate unarmoured targets. This weapon, however, takes a long time to train with and is limited in it’s use. Krûklak, the Crossbow - A typically unfavoured ranged weapon, due to the fact it generally doesn’t benefit from Orcish size or strength, the Crossbow is still a choice for any Orc. It’s by far the easiest to aim, requiring a small amount of time to practise with and can be pre-loaded to be quickly and readily fired when it may be needed later. However, it suffers from a load and prep time that’s longer than the other forms of ranged weapon, and generally must be done when standing still. Light Armour kaal-Mau, Gambeson - The most common and easily accessible type of armour, many believe Gambeson to be only used by peasants, or that it is next to useless when protecting against weaponry. However, the tightly packed and thick layers of cotton or other fibers creates a very effective form of padding, and can often even restrict blows from Longswords completely, or make their damage on the body minimalized. Not only that, but they are highly effective when worn under another layer of armour, such as chainmaille, plate or even a leather jerkin. It is essential to all forms of warrior, from peasant to fully armoured veteran. horn-Mau, Leather - Typically a rare form of armour, due to its price and usefulness for other more important items, like boots, belts and gloves, it’s a much more common sight amongst Orcs who belong to Clans with it’s own Clan-beasts that have hides more sturdy than common cattle, aswell as going on many hunts against large beasts who may yield a large amount of highly durable leather. When standard cow leather is boiled, it’s durability is on par with standard gambeson, however it typically does not provide as much padding, making it less preferable against blunt weaponry. However, if a beast such as a Wyvern or Jabbernak is slain and skinned, it’s thick and dense leather can sometimes rival the strength of chainmaille. A skilled warrior often chooses such armour as a sign of his prowess. Medium Armour gaium-Mau, Chainmaille - One of the most common armour types used by a Gorkil, gaium-Mau is well-rounded in it’s protection, weight and mobility. Both scouts and warriors can put this armour to good use, paired with gambeson beneath to bring it to its peak potential. Many Gorkils do not increase the thickness of their rings to provide extra protection, but keep them at the same size of a Human’s. This gives them enough protection from most weapons, but makes the armour very light, making long-lasting combat much easier, and allowing the Gorkil to undergo a bloodlust in peak vigour. hiis-Mau, Scalemaille/Lamellar/Coat of Plates - Also called lamellar by some, scalemaille is less common than chainmaille, however it’s design of overlapping plates makes piercing more difficult, as weaponry must first slip through the plates at an awkward angle before passing through. Some instead make the overlapping less tight and compact, allowing more movement to grant the wearer less restriction, but makes penetrating the armour less difficult. More commonly worn by Warboar riders, the design is less heavy than chainmaille, although more-so because it cannot cover as many areas, such as the joints, and so thinner chainmaille is often worn beneath, or segments are wrapped around exposed areas. What truly makes scalemaille popular, however, is due to cockatrice scales. Usually a task of great undertaking and difficulty, elite Gorkil warriors will track down the dangerous beast and slay it on a hunt, collecting each scale from it’s large corpse to make 2 or 3 sets of complete cockatrice scalemaille. Due to how lightweight the scales are, whilst retaining the strength of iron, a Gorkil Warrior with a set of cockatrice scalemaille is a fast, explosive and durable combatant on the field, capable of sustained pro-active combat, or riding with the fastest of the Warboar vanguard. Heavy Armour goth-Mau, Plate Armour - The most expensive, yet most protective armour any could buy. First made by the other races, it’s highly effective design was quickly adopted by the blacksmiths of Clan Gorkil, and serve as a great deed in the name of Azog upon being forged. Such all-encompassing armour slung over the body of an Orc creates an extremely powerful entity of war, and its use is regularly employed. uf-Mau, Bone Armour- Perhaps the rarest type of armour, this armour is primarily and most commonly ceremonial and used as a form of outfit, usually to show of the wearer’s skill in bringing down as many beasts as they would need to in order to make the armour. However, the rare few, often mad or obsessed with the hunt, wear bone armour for combat. In these instances, it’s usually from beasts with bones renown for their strength, such as Wyverns. Since it is bone, it regularly needs to be treated with oils and kept in the right conditions so it does not dry out and become too brittle.
  18. Terrapin This post was inspired by the Tortles race of D&D we would like your feedback on the race and maybe some adjustments and tips for the future. we couldn't fit in many pictures because of forum posts Reason for the post we don't have any kind of reptile race in lotc so we wanted to make one, and what's a better way than starting with some loving giant turtle people, _________________________________________________________________________________________________________________________ Introduction to the Terrapin A lonely beach, with a single fire, crackling away, throwing uneven shadows across the sand. An old Razorback takes a deep breath as he places several skewered fish across the fire before speaking to his son in a deep yet soft voice. “Son, would you like to hear a story?” A short pause ensues as the elder looks out onto the darkened ocean, letting his mind wander back. “Of an old hero, long forgotten by texts yet remaining in our hearts?” The younger terrapin nodded eagerly, longing to hear another of his father’s stories, sitting down on the sand and giving him an expectant look. “It is of an old terrapin, leader of his tribe, back when we had no defined home, wandering from place to place. A strong yet wise, well-spoken chief. Wielding a staff handed down for many generations, along with the knowledge told by his elders, he leads his people through good and bad, pushing forward, no matter the odds for the well-being of our race” The elder Razorback brought out a pipe, filling it with tobacco and lighting it before taking a deep Puff. “Yakatoa was his name, a name that is remembered even today.” The youngling scrambled a bit closer, excited to hear the rest of his story, yet the elder took a short pause to turn the fish on the fire, a savoury aroma filling the nearby area. “Yet there was one obstacle he could not overcome.” The elder suddenly said, making the younger jump. “Some problems could not simply be overcome by sheer strength and dedication. A terrible famine struck, the land was barren and the trees bore no fruit, animals _________________________________________________________________________________________________________________________ History of the Terrapin In the olden days, terrapin would walk around the lands searching for food and shelter gathering together while they caught fish, ate fruits and made fires, becoming more civilized through the years, building their first houses after a short while. A few young and brave terrapin went on a scouting mission over the sea for several weeks. On their travel, they came across a beautiful piece of land full of beautiful flora and fauna, quickly returning home to give everyone the good news, deciding to follow them to this new land where the terrapin could be reborn and resettle for a new era. Terrapins are cool blooded, not being able to survive in the colder areas of the map, being scared of any mage with ice capabilities. Terrapin lives in all kinds of warm environments from beaches to deserts, yet they still needed to look out for the colder places of the land. As they couldn't stay in these places for a long time. _________________________________________________________________________________________________________________________ Religion and Culture Terrapin do not believe in gods, although they do believe that the spirits of their deceased ancestors will guide them. Terrapin come together every so often, putting aside their differences, to drink tea with each other and listen to the elders tell stories of the past, asking them questions and talking about the future of the clans. Elders are chosen by their experience and knowledge. A Terrapin can be as old as time and still know nothing, not becoming a chieftain in the progress. This only count for the flat shells and not for the razorbacks, who still follow their ancestors but in a different way like the orcs would do. Both races spend time sitting around with clan mates, drinking and feasting while listening to stories of their elders about their ancestors and spirits. Sometimes a Clan chief can be changed if both the old chieftain and the people agree, if this happens the next terrapin will be chosen to help and guide their people. _________________________________________________________________________________________________________________________ Terrapin Description Terrapin are humanoid tortoises. They walk upright with a ponderous, rolling gait. The creatures have leathery, reptilian skin and shells that cover their backs and bellies. An adult terrapin stands just above 6 feet tall but can not grow bigger than 7 feet and weighs between 700 and 900 pounds. Their hands comprise of three fingers, with long nails. Although being tough and resistant, terrapin move quite slowly and are less agile than most races. Despite their appearance, terrapin cannot breathe underwater and are horrible swimmers due to their weight. Terrapin have no hair, their skin can vary in colouration, from to shades of green to blue hues, red or even jet black, depending on the subrace. Their backshells are usually shinier and darker than their skin, while their front shells tend to be lighter. Terrapin are stocky, but most of their weight comes from their shells, so they tend to weigh the same throughout their adult lives. Terrapin rarely grow plump or skinny, any excess fat becoming a thin layer beneath the skin, giving it a more saggy appearance. Terrapins can only breed every 20 years making them the race with the longest wait time, they can produce 2 to 5 eggs every bale. Terrapin can age up to 800 years, getting a little more cloud headed around 700 years. Their bodies become more saggy and tougher at the age of 500 as their bodies begin become more worn out, taking a lot longer to do most of the activities they did before. An old terrapin will speak a lot slower as well taking a break after every few words. Red lines Terrapin can move in water, yet quite slowly and might have difficulty swimming. Do not RP terrapin as turtles, being able to quickly move in the water. Terrapin are not invincible as their shell will still break after a good few hits with a War hammer. Shells will bend as normal bones would if treated correctly, yet will leave large white marks as scarrings. Terrapin move slower than other races, at the same speeds as golems (Take two emotes for actions) _________________________________________________________________________________________________________________________ Language Terrapin speech is slow and calm, rarely bear any aggression in their voices as they speak out. You can hear them stop every so often while they speak taking a deep breath or searching for a word deep in there mind before further in their sentences. Red lines In RP after every 6-7 words, you stop for a second putting dots where the pause begins. Something like ‘’Hello my name is ... Drazo” and so on. At the age of 500, their speech becomes slower, lowering to 3-4 words between pauses. _________________________________________________________________________________________________________________________ Subraces Razorbacks They are the most aggressive of all the Terrapin kinds and the proudest of the terrapin. Their shells are covered in sharp ridges and barbs and are often decorated in paints. The mouth of a razorback represents that of a beak having a sharp point on the top part and mostly having sharp edges around there face. Their skin mostly varies in darker colours such as dark reds, blacks, browns, and dark shades of purple and blue. The Razorbacks are a proud, honour-bound race. Their chief is selected through a gladiatorial match, where all those in the tribe come to watch or participate in. Whoever is left standing is the strongest in both mind and body and becomes the chief of the tribe. A Razorback typically does not bear a name until one is earned. When they finally earn a name, it is usually one describing them or a feat they have accomplished. Razorbacks are not known for practising magic, even being forbidden in some places, as they feel like it’s not an honourable way of combat. However, Razorbacks are fond of magical items as they are a sort of treasure to their tribe. Whoever has earned the title of the chief may wield the most powerful of weapons. Flat Shells These terrapins can be described as the kinder of the two, always helping those in need, being people who just want to enjoy a good cup of tea in the morning sun. But by saying this, this doesn't make them any less dangerous. Their shells are rounded, being smoother to the touch. Their skin mostly variates in the lighter colours englobing tones such as yellows, greens, oranges, and lighter shades of blue and red. The faces of these terrapins are rounded with soft edges. These terrapin are often seen relaxing on a beach, fishing or helping people out with their simple shores, a Flat Shell are known for there interest in magic being able to do things for them and protect those who they are dear. Contrary to the razorback, the flat shells elect their chief through experience, the wisest terrapin being elected to lead the tribe. Most of the Flat Shells will learn to Cook at a young age making all kinds of things from there days of fishing hunting and trading with the locals, Mostly enjoying these with strangers around a campfire. Red Lines When a razorback and a round shell have offspring, the type of shell inherited by the child will be random, for they DO NOT MIX. Same goes for the facial features. Razorbacks can bite and break any material as soft or softer than bones. _________________________________________________________________________________________________________________________ Terrapin Cooking book _________________________________________________________________________________________________________________________ Common First Names and Clan Names Common Male: Plug, Dekott, Tu, Gzem, Kod, Tug, Unum, Wurog Common Female: Dappe, Sezle, Tem, Irte, Kia, Lelba, Gazuc, Tig Common Clan Names: Galu, Lanpansi, Brittleback, Rocksmith, Softshell, Flatbeaks _________________________________________________________________________________________________________________________ Apparel Most terrapins wear some kind of pants, regardless of gender, as most of the clothes made by other races not being compatible to their unique body shape. Razorbacks often wear plates of armour and chainmail, making them even more resistant and quite fearsome in battle. Flat Shells, also often don armour if needed, but prefer to wear more loose clothes, using leather straps to carry around their goods. _________________________________________________________________________________________________________________________ Writers GodModeGolem ( https://www.lordofthecraft.net/profile/98769-godmodegolem/) Poppycon ( https://www.lordofthecraft.net/profile/98767-poppycon/) Art obtained from ( https://www.reddit.com/user/CuddlySupreme/ )
  19. Origin/Backstory While working on a poison to fit his new creation, the Assassins Blade, Arkean finally found a combination that would work well with the new blades purpose in assassinations and in general combat. Description In short, Dragons Breath is a combination of Corvisange (a herb that can paralyze), Joker’s scum (a plant with a natural acid that can eat through flesh rather quickly), and Concentrated juices from a Desert Berry Bush (which is an extreme poison that will kill if too much is taken in). Its purpose is to paralyze the limb it is put into through the cut from the blade, spread the concentrated poison and cause sluggish movement, while slowly dissolve or eat through the flesh and bone around the area of the wound. Capabilities/effects The poison will slowly spread throughout the body and eventually kill the person if left untreated. if no medic is available, drink lots of water in hopes of diluting the poison in your system. The paralysis will slow down and weaken the targets movements and strikes though will dissipate with time. The acid will cause burns that will be extremely painful and can cause the loss of that limb if not washed off immediately with water. Weakness, nausea, poisoned, slowness, burning-to simulate the burning of acid and makes water actually important for this. curing this should it enter your system is simple: for the poison, simply drink an entire cauldron of water to dilute the poison in your system, then drink milk afterwards. The milk has special proteins to counter the diluted poison. for the acid, simply wash it off with water. the paralysis will fade with time, returning you to full strength and mobility when fully gone. Creation process/preparation Concentrated Desert Berry juice: Extract the juice from the plant carefully. Let juice sit for 24 hours in a cold enviroment then strain for any remaining chunks of stalk. Add sugar and put into a pot/cauldron and let it boil. put it into jars/bottles with a little bit of space at the top. let bottle sit in boiling water for 10 minutes. its now concentrated. Joker’s Scum: extract the juice with extreme caution! put in a bottle. Done. Mix the 2 together, add some water to dilute and cause an excruciatingly slow but extremely painful death. add it to the corvisange resin and mix well. once it is a decent consitancy put it into a bottle for storage, or put into the Assassins Blades’ poison well. Why am I so sadistic, and why it should be added This is for the use of assassins and fighters that want to ensure the death of their enemies. I took the time to find these ingredients and how to combine them into a decent poison/acid combination. Am I a bit sadistic with this creation? Maybe just a little, but it will be fun to see how well it does in an actual fight or assassination attempt.
  20. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introduction: The magical arts of evocation is often viewed as simple and basic, given its straightforward nature. An aspiring mage is advised to learn a simple elemental evocation before they choose to delve further into the world of the arcane. With that being true, no spell is without its uses; the different elemental evocations offer the mage a diversity of tools that might be expanded upon further, depending mostly upon their expertise, experience, and creativity. Electricity is conjured into the world in a way no different than all other evocations; the mage must connect to the void, create electricity inside of it, and then tug it into the material plane so that it might temporarily be materialized there until whatever will the mage has is performed through it. Magic Explanation: As previously described, the art of electromancy is performed as any other evocation might be. The mage connects themselves to the void, creates whatever construct of sparks they wish to form within the void, and then drag it to the real world through the use of their mana. A mage’s capacity to manipulate their element depends greatly upon their familiarity with it and their awareness of it. A novice mage would understand the physical concept of electricity - how it behaves whatever environment it’s in, but a mage who has mastered the magic will understand the very idea of electricity, the way it may be conducted by water or metal. The roar of a powerful thunder, of the destruction of a calldown. This understanding allows the mage to craft complex and unique spells. Learning Electricity Evocation: when learning evocation it is much like the other evocations you must know the properties of electricity and how it works/flows. Much like the other evocations you learn this magic through tiers such as Tier one- Tier five getting more spells and more knowledge as you get taught and progress through the tiers. Properties of Electricity: some of the main properties are listed here. Once a spell of electricity is launched, it is launched and cannot be undone. Electricity normally does not have an appearance, instead it is the arcing of the energy off the particles which the mage commands that produces the visible light. Electricity that arcs as described above produces visible light, this visible light can be either yellow, white, purple, or blue. These colours are unique to the mage and typically model the closest colour to the mage’s aura (not the colour of the aura, but a close cousin of that colour instead). This means that there should normally be no black or red lightning. Electricity moves extremely fast, faster than sound even in normal conditions. This is exactly why you hear thunder after seeing a flash of lightning, for light moves faster than sound. This makes reversing damage from an electricity spell impossible, unlike a fireball, a mage cannot fizzle out a spell mid-cast, since it is a near instantaneous effect. These instant projectiles can be countered with metal deterrents, or shielding insulators like wood. Electricity takes longer to charge up and cast than other evocations, due to the larger than normal amount of mana needed to charge the particles. Metal attracts electricity very effectively, since metal is a conductor of electricity. This means that those wearing armour will be affected with more severe burns, but will not suffer similar immobilization as unarmored foes, and the electricity will arc off normal course towards metals and magnetic apparatus in the close radius of a mage casting electricity; somewhat attracted towards armoured targets naturally. It is a common misconception that water is a natural conductor of water, while this is normally true, water with minerals is what actually provides the ionic particles required to conduct electricity. Pure water itself (water drawn from water evocation for instance), is incapable of conducting electricity and will not attract bolts towards them. The larger an arc, or rather the longer a projectile travels, the more energy required to cast it. This is because arcs normally do not occur in electricity, rather they occur from the attraction between point a to b. As a result, spells that have larger distances to cover will naturally be more taxing than ones that are closer. -Zythus Spells and Abilities: [T1-T5]Orb of Electricity [Non-Combat/Combat]: Description: With this spell the practitioner can channel sparks of electricity into an orb, and hurl it towards their target or enlarging the orb until it reaches a desired size to then dissipate. Mechanics: This spell takes two emotes to use correctly meaning the Voidal Connection and then summoning the Orb. This spell can only cause someone to feel slight pain such as a small shock to the skin. As it is used for combat it is also used to light up your path making it another form of MageLight. This spell can be thrown up to a maximum of 10 blocks after 10 it will begin to lose form and die out fading away into nothing. The spell grows up to the size of a soccer ball, and is not able to phase through things. Effects: Small shock to the skin causing very small burns. [T2-T5]Bolt [Combat]: Description: With this spell the practitioner is able to conjure a bolt of electricity and hurl it against their target, making it a fast and efficient attack. Mechanics: This spell takes up to three or four emotes including having the connection, summoning an electricity orb and making the spark bigger and longer into an almost javelin type form along the forearm. This spell can be thrown/hurled up to 15 blocks. The spell is more sensitive to different types of metal. Effect (S): Small and Lethal Shocks and also being able to give an enemy up to 2nd degree burns also being able to stop the heart when lethal. [T3-T5]Stream of Sparks [Non-Combat]: Description: With this spell, the caster is able to form a stream of electricity, that is able to mesmerize those about with a show of light sparks of light flowing from the caster’s hands. Mechanics: This spell will be taking up to 4 emotes to do such correctly meaning, the connection of the void, the summoning of an electricity orb, then tossing it up making more and more spark appear over and over almost in a circle. No harm is done to anyone who reaches in your of doing this spell but they will feel almost a tickle sensation to the body or hand of some sort. It can not be tossed/hurled or thrown in any way shape of form. No Effects since you can not use it to harm anyone. [T4-T5] Calldown [Combat]: Description: With this spell the skilled caster is able to conjure a thunderbolt and hurled it at their target, making it for a lethal and noisy instance. Mechanics: This spell is one of the most powerful spells taking up to five to seven emotes to complete in this cycle, Connection of the void, focusing on a target (somewhere above it), making an electricity orb in mid-air, making it into a javelin shape/form in the air stretching wider and getting bigger then also making it cast down on something or even someone. You must be in direct sight of the object you wish to cast on and up to 25-30 block radius. This spell can only be used outside. Effect (s): Some effects of this will have to a human or any living being could be Death, Brain Damage, Losing limbs and much more, but a very high rate of death. [T2-T5]Electro Whip/Chain [Combat]: Description: With this spell the caster may be able to conjure a whip or a chain that can reach up to three meters in diameter, being able to harm or hold the mage’s target in place. Mechanics: This spell will take the caster up to four to five emotes to complete in the cycle of, Voidal Connection, conjuring electricity orb, making the orb grow bigger and bigger turning into more of a snake like structure.build to it then slinging it or whipping someone with it. It can reach up to six meters in length Effect (s): This spell could leave someone with small degree of burns leading up to maybe a cut/infection of some sort. [T4-T5]Electricity Wall-Field [Defensive/Combat]: Description: With this spell the caster may be able to materialize a field or a wall of electricity, making it so others can’t reach them through their barrier Mechanics: This spell takes up to 4 emotes as well in the cycle of Voidal Connection, focusing in front of yourself, making electricity flow in front as then it becomes almost like a shield. The spell can be up to 1 block and only to the person's personas height will the wall reach. There can be up to one walls summoned at once, meaning that it requires continuous focus. Effect (s): This effect is just a push back leaving a small shock. [T3-T5]Electricity Orb Blast [Combat]: Description: With this spell the caster can make that the orb that was previously mentioned above implodes into a blast of electricity, making them able to electrify their opponents with sparks of electricity that were contained in the orb. Mechanics: This is a rather short spell. Consisting of three emotes. Once burst it can reach up to 3 blocks in front of the caster as it stays in front of the caster at all times in the casters hands. Effect (s): This spells effect is simple leaving any open area to be hit with a small blast of electricity making a very stinging sensation and maybe if a strong enough mage uses it a small burn of some sort. [T5]Electricity Coat [Combat]: Description: With this spell the caster is able to constrict their opponents into a coat of sparks that the mage conjured, holding them in place to their possible dismay. Mechanics: This spell takes up to four or five emotes to use properly. The person you wish to cast has to be up to a 5 or 10 block radius, Creating up to 3rd degree burns. Effect (s): This will go to be like a taser in a form wrapping almost a blanket around the targets body and shocking them. This could leaving to the heart failing. And some high degree burns. [T4-T5]Electricity Shock [Defensive]: Description: With this spell the caster is able to let electricity surround them almost in a defensive state making it if someone wants to harm the caster it will shock them back but only to the physical takes upon the caster. Mechanics: This spell is a spell used only in close range when an enemy tries to harm a person still having to connect to the void. This spell also takes up to three emotes to use properly and is maybe half a block away from the caster. Effect (s): Leaving small degree burns to the one attacking. [T5] Minor Electricity Manipulation [Non-Combat]: Description: With this spell the caster will be able to manipulate small quantities of electricity such as sparks, so it can grant them convenient flexibility to the resources. Mechanics: This spell is a lesser form of electricity and acarnism baby in a way making the caster to connect to the void and basically manipulate Electricity in small shapes and small objects. This takes up to four emotes to do one minor spell and is mainly used as a helpful tool. Effect (s): The effects on this spell depends on how the mage uses it. General Redlines: A mage cannot manipulate real world objects or the real world version of the element. All electricity pulled from the void has to be casted within a line of sight. Electricity follows a path of all conductive metals. Can not pass through walls and other solid objects unless conductive metal. A mage is not immune to his or her magic hen casting. Purpose: The purpose of me and Iconic writing this over is to make sure we keep an important and a long lasting element to Lotc for the player base. We also did this because we would rather not let people just lose their magic of this element because no one re-wrote it. Citation: Some credits that we used to work on this piece are, https://docs.google.com/document/d/1qehcY6h4CYRNl1Rcd8VJAOAAiUMtl1LY9z1IKtF5lDM/edit the original electrical lore and also this first rewrite from _ZythusRequiem. Credits: TheJollyHefty, Iconic_fluff ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  21. [!] The scroll was sent out to the libraries of Irrinor and Talus, as well as some specific druii. A collection of writings from Sister Orison on the Emerald Way On the Nature of the Tayna Tayna. The soul of life. It is the living energy that contains all. I speak of the balance, of the living, breathing, growing, changing soul, one alive just as you are. You are part of the tayna- connected and one with every living thing on this world. With every moment, ripples and changes cascade outwards as time goes on. Just as any living being, it can be harmed just as you can. But it also can heal, and grow just as you. One can hear these ripples, these... cadences if one tunes themselves into the world around them. The tayna sings these changes constantly, and with a trained ear, one can sense and notice this song. To do this, a disciple must be sensitive to all of the living beings around them, to each and every one, no matter how insignificant they may seem on the surface. Once you do this, you will hear the song of the tayna, and you will know its will. By being in tune with the balance, you will be guided. It will influence your feelings, your instincts, and it will bring you where you are needed most. Follow your instincts, and your feelings, and the balance will show you its will. It will become your own. And now a question we face, a question answered in different ways by the creeds. Are the Aspects like water, formless spirits of nature? Or beings such as you and I, living, breathing, talking? The answer is not so simple, I think. I believe them to be both. They exist within the balance, and I know that the balance is but one living and growing energy within the world. It holds but one soul, in which is held every life as we know it. It makes its presence solid through its various forms. A blade of grass, a boar, a tree, and even the mani themselves. And within this soul, I believe the Aspects dwell as well. Their spirit formless as ours all are, but omnipresent as the tayna. But still, beings that live and breath just as you and I. Must the two be mutually exclusive when dealing with forces as universal and powerful as the tayna and the Aspects? To Strengthen the Three Your body is your tool for your will, and the tayna’s. Your instrument with which to tune the world. It is both your sword and shield that you must use to defend yourself and the balance that we hold so dearly. It is the arrow that reaches its target, and the home that protects you from the biting winter rains. What use is a broken tool? Would you fight with a blunt blade, or a shattered shield? Would you seek shelter inside of a rundown shack? I would think not. As one would sharpen their blade, so too must we sharpen ourselves. And just as one would survey a fortress’ walls, we can leave no part of ourselves unable to withstand the coming battles. This process does not come without pain. To build yourself up in such a way is to undertake great suffering. A necessary suffering to build a fortress from crude beings such as we. This hardiness sits at the core of the Emerald Way. Endurance through all things. In order to become as emerald, the mind, body, and spirit must be trained and hardened to withstand all that a disciple of the Aspects may come across. To become a guardian of the Emerald Way, one must undergo this rigorous conditioning, that they may uphold the balance in the face of the countless threats this world offers the balance. Mind - To be sharp and alert. Aware of the world around you, and of the world within you. To remain calm when confronted with great tragedy and terrible loss. To stand unflinching against unimaginable horrors. Do not let adversity shake you, even when faced with overwhelming odds. Find the calm which keeps your serenity through the darkest of times. A calm, steady mind brings strength, and through strength you will endure. This is what it means to follow the Emerald Way. Body - Let not the frost bite, nor the flame burn. Let not the blade sting, nor the arrow pierce. Make your skin as an ironwood shield, your breath deep and cavernous! Know thy body, and wield it as you would a quill. From now forward, you pen a letter to those above with your life. Spirit - Live in tune with the tayna- the living energy that runs through the veins of the world, and within the veins of every creature that walks it. The energy that both contains us, and that we contain within. For those that live at one with the tayna will be able to bring the Eternal Forest to the earth. Open your eyes, and look within the balance to show you the path ahead. Trust in the will of the tayna, and allow it to guide your actions within the world. To Be in Tune with the Tayna Bring yourself to the present moment. The song does not exist within the past, nor the future. Do not allow your mind to bring you to these places. Do not dwell on the events of the past, nor on what has yet to come. Be mindful of them, but do not allow them to tear you from the present. Do not allow your worries, or your shame to distract you. Focus. It will determine where you are. If you live within the past, then within the past you shall live. If you seek to reach into the future, the moment you are in will slip by without notice. Be now. Keep your serenity. A calm mind brings strength, and through strength you will endure. When you are in tune with the tayna, you will become one with it. It will make its will known to you, deep in your heart. When you are in tune with the tayna, your feelings will guide you towards its will. You will be able to sense its cadences, its ripples. You will be able to read them as one reads a book. Trust in your feelings and in your instincts when you are at peace. It may be the will of the balance making itself known to you. To Fight for Harmony Cities of stone are great wounds upon the earth. Great wounds within the tayna- within the Balance. Picture this place, the bustling roads full of people. Picture the great towers of cut stone that threaten to pierce the sky. Now picture a ruin. A fallen fortress within your mind’s eye. It is overgrown, reclaimed by the life around it. Between the stones in the walls, life stretches between, breaking even the tallest of walls into piles of rubble. Water floods once busy causeways, washing away even the memories of the past into the rivers and into the oceans. This is the power of the tayna when it is allowed to heal. Life reclaims all in due time. These stone palaces can know no permanence when left at peace. When the bustling roads become barren, and the constant fight against the balance ends, the tayna reclaims. As adherents of the tayna, our fight must be to bring this peace to fruition- to end the constant fight against nature, that these wounds may heal on their own. By this, I do not mean to fight against those within cities. I do not intend to end the city as we know it. No, our path lies in teaching harmony to those within cities and stone. Look to Irrinor. Look to Talus, though it is not a city of its own- many people live within its borders. These places are examples of how we may live in harmony and peace with nature. See how the streets themselves are bountiful with life, and the places in which they live provide bounty of their own. In return, they provide protection for the land upon which they rest. The tayna need not fear wounds within their bounds. They work in tandem for mutual benefit. Bring this harmony to the world, and fight against those that would seek to upset it. Fight against those that would have discord and chaos.
  22. Origin/Background/Culture On rare occasions, once every blue moon, a seed or spore slips through a fae ring, entering into the mortal realm from the Fae realm. If it manages to grow, it will appear much like its mundane counterparts. Unlike those; however, it possesses a unique method of spreading its offspring. This Fae organism can be either a fungus or a plant, of both woody and herbaceous varieties. Regardless of whether it is plant or fungi, it will draw people in by calling out to them; much like tales of “Dryads” hearing a voice luring women to trees, or opportunistically nab unknowing Descendants who by coincidence, choose to fall asleep beside the organism. Anyone who falls asleep next to the plant will be quickly cocooned in roots and plant matter. Within the cocoon, the victim’s soul is held as their body is fundamentally remade out of plant matter. In the end, they end up resembling the plant that transformed them, their flesh, organs, bones, and appearance made entirely of the same plant. Epiphytes have always been around in some form. The oldest was by the fae trees, who made Epiphytes commonly referred to as Dryads. Herbaceous plants have made their own Epiphytes in time, which have commonly been known as Bryophytes. While their close relation hasn’t always been recognized, they are, in fact, the same base creature. Finally, the newest form to arise has come from fae fungi that have made their way here. These get referred to as Saprophytes. They are all Epiphytes. Physical Description Epiphytes bear a resemblance both to the plant they are connected to and their original race, especially before their first rebirth. Height and weight should be based on the race of the character becoming and Epiphyte. After their transformation, they bear a strong resemblance to their previous self, save that they are made out of plant matter. The plant in question matches the plant they were changed by. As they are reborn, their individual features may begin to drift away from a strict descendant appearance to something more overtly evocative of the plants they are made up of. As an example, feet could end up more of a mass of roots than something that resembles feet. These small, aesthetic changes cannot be used to grant any sort of advantage, and cannot be actively influenced. That is, an Epiphyte cannot choose to change themselves, they constantly appear as they did from immediately after being reborn, and if desired OOCly, can only change appearance with each rebirth. In spite of being made out of plant matter, the Epiphyte is able to bend and move as well as a descendant. This, unfortunately, compromises the strength of the plant matter they are made of such that they are actually susceptible to being cut more than a descendant. Despite this, they aren’t able to regrow their limbs. Of course, a new Epiphyte born from the rebirth process isn’t limited by their predecessor's injuries, but that doesn’t help the current Epiphyte. This weakening for mobility also seems to eliminate any medicinal or poisonous properties within their body, which is generally a non-issue since they normally have easy access to their plant, which does retain these properties. This also has little effect on flammability, however, as they burn about the same as any well-hydrated plant. Most Epiphytes are herbivorous, though this isn’t a strict rule. Epiphytes from carnivorous plants like pitcher plants are known to be carnivorous, and Saprophytes are known to eat just about anything dead. Epiphytes of the Dryad and Bryophyte variety require regular sunlight like the plants they are based on and will grow ill without it. Saprophytes, on the other hand, prefer shade and will grow sick with too much light, much like the fungi they are based on. Like other creatures created from descendants, the Epiphyte does retain the original race’s lifespan. That said, they also go through a more frequent cycle of renewal and rebirth, this cycle is about 25 to 50 years in length. When they reach the end of a cycle, they go through the process of rebirth mentioned below. At the end of their lifespan, they die for good like any other race. Epiphytes have such a strong connection to their plant, that the state of one will actively affect the other. The Epiphyte can feel and experience physical sensations inflicted onto their plant, and vice versa. For example, if one grows ill, the other will as well. A sickness or injury inflicted onto one will spontaneously appear onto the other. If an Epiphyte’s tree is being burned down, for example, the Epiphyte’s skin will begin to sear and burn. An Epiphyte’s body functions much like a normal Descendant’s. It can still “bleed out,” blood being sap, or some other aesthetic counterpart of the plant the Epiphyte is made out of. Injuries on an Epiphyte can be healed mundanely by a very careful healer who understands the effects herbs would have on a plant-like material. For example, tippen’s root is a coagulant and can still prevent further blood flow from an Epiphyte injury, regardless of not being Descendant flesh. Druids can heal wounded and sick Epiphytes with the blight healing spell “Blooming.” This ability infuses natural life into the Epiphyte’s body, and heals it even up to the point of lost limbs. If an Epiphyte is a druid, they will find themselves unable to blight heal themselves, and will require a separate druid to perform such. An Epiphyte’s wounds do not heal magically over time, and lost limbs do not grow back on an Epiphyte like they would on a plant. An Epiphyte’s body is fully remade, however, when they go through their “rebirth” process, and they can come out of this with as many limbs as they had when first transformed into an Epiphyte. This connection is so deep, it resembles druidic communion, although the truth of the matter is that the connection between Epiphyte and the plant is more so that one is an extension of the other. When in close proximity to the plant, they can speak to it with detail, sharing feelings and experiences in much more detail and depth than any conversation two normal Descendants could have. An Epiphyte cannot use this to metagame, however, by being informed of their own death or asking the plant what it has “seen” (for the latter, expect a response such as this: "Like it was kinda dark and dreary and it sucked and then the sun came out and I was like 'Yes!'") As mentioned, however, an Epiphyte can feel their plant’s pain from any distance, and will always know where it is at. So if a Fae plant is under attack, the bonded Epiphyte must be OOCly online and informed so they may RP the reaction to the inflicted pain. Epiphytes can produce any number of mundane seeds of their plant’s variety, and often spread them around wherever they go. They are also able to produce a single seed of a fae variety of their plant. If they try to produce a second, the first dies and becomes unable to grow. The very nature of Fae plants causes them to emit a noticeable amount of Fae energy, which is only an ambient effect that can be felt by Druids from a single plant. However, if multiple Epiphyte plants are grouped together, in what is dubbed a “Epiphyte Garden,” these energies pool and swirl about in the small, given area. Mimicking the melodies and feeling of being in the Fae realm, some Fae beings may be drawn to make their homes inside of potential Epiphyte gardens. These natural energies can help support and boost the life of mundane plants in the area, causing the garden to be very lively and verdant, and can even bring forth natural wonders which stem from them, such as Fae rings and Kuila crystals. The proper OOC rules enforced by both lore and ST must be followed, however. Fae rings can not be present in an Epiphyte Garden for example, if it is located in a tile that already features a Fae ring. And the presence of Kuila crystals and other ST-regulated items IRPly must still be approved by ST. An Epiphyte reacts poorly to blight. Worse, if either they or their plant is blighted, the blight will spread to the other as well. A blighted Epiphyte is driven mad, attacking on sight and attempting to spread its blight. There is one silver lining to this, where if one gets healed by a Blight Healer, the blight will be healed from the other as well. Unfortunately, going to blight heal the plant usually means having to get passed the Epiphyte anyway. Anyone looking to cleanse the fae plant or the Epiphyte will likely have to fight to subdue the Epiphyte in question. Epiphytes are still generally able to learn magic, with the exception of void magic as the void is toxic to Epiphytes and breaks down their bodies under extended exposure, making its use unfeasible. Mental Description An Epiphyte's priority towards their tree is that of a parent's to their child. An Epiphyte is compelled to treat their tree much like a favorite child of their own. They gain impulses to spend time with, maintain the health of, and defend their plant. An Epiphyte is not a robot entirely, however. Even though an Epiphyte will feel a strong impulse to protect their bonded plant when under attack, strong-willed Epiphytes may be able to juggle their instinct towards this or even resist it, should an extreme circumstance put them in a place where they must risk themselves, others, or their morals for the sake of their plant. Abilities Rebirth Epiphytes go through a 25 to 100 year cycle. As they get near the end of their cycle, they wither and slow. When they reach the end of their cycle, they seemingly pass away, and a new, infant Epiphyte is born from the corpse of the original Epiphyte. This Epiphyte bears some similarities in appearance to the previous Epiphyte. With each rebirth, should it be desired in an OOC capacity, the epiphyte which is born anew during the process will have slight changes to their appearance in the way of more plant-like features. Though it reaches a certain point where not much else is left to be changed, usually around the sixth rebirth. Beyond this point, the Epiphyte has reached the peak of what it can become appearance-wise. They also notably retain the soul and memories of the previous Epiphyte, though to what degree memories are retained is up to the player. They can be anywhere from hazy and distant to just as strong as they were before. Due to the impressionability of the young, personality may shift some. This infant Epiphyte grows incredibly fast, reaching full-grown within the span of a year (irl 1 week). The young Epiphyte is extremely vulnerable during this time, and will often imprint on someone to serve as their guardian until they come of age. While they retain magic, they will not have access to it until they are once again full grown. The span of this cycle translates to the player being able to have their character reborn anywhere between once a year and once every other year at the player’s discretion. It is short enough that characters with the human curse will be able to engage with the ability a few times before dying, and also allow it to happen frequently enough on an irl timescale to be an occasional source of RP. Redlines Becoming an Epiphyte does not erase existing lifespans. Epiphytes will still die of old age at the end of their original lifespan. The original Epiphytes soul is retained through this process, carrying over memories, magic, and curses. Iblees’ curses are always present. Magic goes dormant until the new Epiphyte is fully grown. Memories are up to the player to determine how they carry over. Physical changes to the epiphyte each rebirth period [Things such as feet turning into roots, hair becoming entanglements of vines, the plant they’re made of sprouting from parts of their body, etc.] slow down and eventually stop by the 6th rebirth, meaning beyond this point the epiphyte should appear to be the peak of what they can become. Beyond this point, they should stay relatively the same. Due to no underage magic allowed, magic is temporarily unavailable during the RP year where they are growing up again. This is for the best. As a real-life year is equivalent to about 52 RP years, this means that this process can only be gone through close to twice a real-life year at the most frequent, and should happen once every real-life year at the least frequent. (This range of real-life time is why this length of cycle was chosen) While personality can shift, it doesn’t become the opposite of what it was in the previous life. A total reversal of personality still requires the same amount of extensive RP to justify as it would for any other creature. Connection An Epiphyte holds a strong connection to the fae plant they grew. They are aware of its location regardless of their own location and are able to communicate with it directly when in person. Redlines This ability can’t be used to inform a character of their death. This ability does not allow communion with any plant other than their own. That requires becoming a druid. Fae Seed The Epiphyte is capable of producing a seed in order to grow one fae version of the plant that changed them. If they try to produce a second seed of their fae plant, the first will die and be unable to be coaxed back to life by a Blight Healer. If the plant is destroyed beyond a Blight Healer’s ability to heal or a map change occurs, a new fae seed can be produced. Redlines The Epiphyte can only have one fae plant at a time, and thus can only produce one seed at a time, and can only produce a seed if the old plant is either dead, or it’s a map change. The Epiphyte is driven to place this plant somewhere. They should find a place to plant this. General Redlines/Restrictions An Epiphyte does not give birth. The only “children” they have is the Epiphyte born from the rebirth process. An Epiphyte cannot bind to a plant that is rare enough to require approval or an event to find. Such plants are too rare to find a fae version of outside of the fae realm. An Epiphyte does not retain the medicinal/poisonous properties of their plant. To have access to plant matter that contains those properties, whether from their fae plant, or a mundane plant they have grown or found. An Epiphyte’s fae plant is a fae plant like the one that changed them and is capable of changing new people. Epiphytes can prevent this from happening due to their connection if required. Generally, Epiphytes tend to allow people to come by their plant unless the person is considered a risk, or under agreement with whatever authority they live under. Epiphytes don’t try to force people to sleep beside their plant as doing so puts them and their plant at risk of extermination, which is an unacceptable risk to their altered priorities. Epiphytes can’t learn void magic. Void magic is toxic to their plant bodies. They cut pretty easily. Easier than a descendant. No shrugging off sword slashes. A tree lord can’t become an Epiphyte as their soul is not housed in their husk. The fae plant will not try to change them, and if it were to try, it would simply kill the husk. An Epiphyte, likewise, can’t become a tree lord, though this due to the fact that it would sever the connection to their plant, and that would run directly counter to their post-change priorities. Only descendants can become an Epiphyte. Other creatures like liches, dragons, or animals are not targeted by fae plants. When it comes to the influence of druid abilities, communion, control, or herblore can’t be used on the Epiphyte. The fae plant can be affected, and any normal plant the Epiphyte grows can be affected. Blight healing can be used on the Epiphyte, and can be used to cure blight and heal various injuries, up to and including lost limbs. Purpose (OOC) This lore is meant to serve as the successor to both the Dryad and Bryophyte lore. Both filled the niche of a playable Fae that served as an easy entry point into playable creatures. This lore attempts to overcome the shortcomings of both prior lore pieces. This lore creates a creature that bears a resemblance to both Dryads and Bryophytes, but is open to members of any race and offers a unique experience without severing existing RP bonds. Citations
  23. There was a poet known only as “The Mad Poet.” He lived a hermit life where his only friend had died years before the disappearance. Last seen he was with Ryia Von Savoia-Dalivous' on his way to Helena when he disappeared. He had willed everything to her, as he knew not many other acquaintances. When he disappeared Ryia looked for a bit but found no trace. It was as if this masked poet of an unknown name had disappeared. His home had seen no use in the years, in fact, it seemed abandoned until he willed it to Ryia, where the first layer of dust finally rose. He has a memorial for all those who want to pay their respects, far from any other places in the wildlands. It is said that the gifts put there disappear, this could be a thief or the mad poet back from the dead. The coordinates of his memorial are -2312 / 41 / -388. What does the memorial service, one might ask? Well, The Mad Poet is said to have a long history, once a soldier, a jester, a spy, and many other things, countless deeds, most bad of course.
  24. Origin: The creation of this instrument follows suit, The Amber Cold of 1740 was upon the land of Arcas. Tinkering in his little cave abode, Goilard Costa Olivera the Second, alongside his manservant, created what he would call “The Accordion”. Months prior to this, Goilard had been researching and brainstorming ideas on how to make a new instrument. Being a Bard and a musician, his love for the piano heavily influenced his creation. The idea was to create a sort of portable piano, but also not making it a piano at all. When Goilard drafted up the plans on a strip of leather, he brought it to the trade master of Sutica, Mr. Uialben. Once the plans were explained, Mr. Uialben gave a gracious donation of 100 minas for the creation of this new instrument. Appearance: This portable instrument has two almost circular wooden disks being held together by what looks like the folding part of a fire bellow. Embedded in one disk is a miniature piano. On the other disk is several small buttons laid in a few rows and a hand strap. The size is around that of an orc’s skull and can fit comfortably on the lap or in the hands of a regular-sized male highlander ((It resembles more of a concertina, which still falls under the category of an accordion. Sound: The small instrument gives off a rich, reedy, and organ-like sound unlike any of its time. Its sound can envoke emotions of happiness and glee, making the player seem more charming. Purpose (OOC): I have been on LOTC for a long time now and I have never heard or seen someone with an accordion and I have not found 1 post of anyone actually inventing it. I also thought this would add more character to my Bard if he made/played a new instrument. If someone claims to have had an accordion before this post I do not discredit them, this is just an official unofficial post.
  25. Portrait of Princess Karina Sofiya Alimar A portrait of the little Princess Karina at her young ages Oil in canvas, 120cm x 80cm Painted by Darius Morgrain Whisperhood, New Reza, 24th The Grand Harvest, 1740. - Come visit my workshop at New Reza, Blackstreet IV -
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