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  1. Scribed in remembrance of those fallen in the defensive effort against the Scyfling forces. Geast I Ve Fitsker As the smoke clears and the casualties are counted, a lone fighter hangs high in the sky. His comrades gather their wounded and rest their lost, trekking along a beaten path to their home of New Reza. As they venture through the lush and lively Haeseni countryside the fighter follows along, shortly behind his brothers as they return to the walls of the city. The fighter hangs his head as he knows his time is up and he no longer can walk with his men, with one final look over New Reza he nods and makes his leave. The fighter retreats over the sky scraping Steel Hills and into the dense and quiet Wick Wood. He is at peace with what has come of him and knows it was for the better of his country and people. As the fighter slowly closes his eyes looking over the land he called home, one final thought fled his mind and escaped his lips in a soft mutter “Krusae Zwy Kongzem”. With this he was ready, his soul being claimed and returned to the Seven Skies. But behind he left, a single mortal possession. One he could not take with him and was forced to leave behind. Sojoernaal I Ve Fitsker The shouting begins and the screaming is heard, as the Haeseni holds their ground strong and true. A flood of Scyfling scum rushing out towards the stout walls of the Fort at Metterden, this would be the true test of strength. Javelin quickly flew overhead, shattering shields of the Crows one by one, sending ballista fire back in response. Their motive to take this land remains unclear to most, but this will not stop the men of gold and black as we fight until our last breath, and in response “Krause Zwy Kongzem” we shout until our voice cannot be heard any longer. We fight for the spirit of Haense and the protection of our heritage, this land gifted to us by Godani and protected by the soldiers of those who inherited it. It was not long though until the Scyfling horde began creeping in on the ravine that held our brave cavalrymen. They through everything at us, but we prevailed even lost in a daze of confusion and pain simply because the fight was not over. As javelin continued to fly towards the proud Haeseni men, we gave a constant fight back until the moment we break. Our men falling one by one and there was no telling how this would end, so what could we do but fight. My life before theres, I will not not this kingdom fall under some barbarian claiming this is his land. Bralt I pity you, thinking we will fall so easily. So hear this in fear “Krusae Zwy Kongzem”. Ser Siegmund Wick
  2. Background/Origin While most over the years have forgotten the name Astral-Harnessing by the Descendants one name has lasted, Velurana, one who was thought to be a living goddess created the art of using the power of stars and even connecting one’s self to the stars. A tribe of Descendants had blindly followed her long ago, in her false religion. But one was different from the others not. He was no moth running to a flame, to the powers presented, as he wanted more than what she could offer through blindly following, by kissing her boot and submitting. He wished to learn her arts, but he wanted something more, something he could not conceive. Deep in the night while the other tribal descendants were busy following Velurana to see her mystical art he was visited by a demon, its name unknown - as well as its purpose, at least for now. The demon could sense his jealousy, his envy for what Velurana had, and her effect over the rest of the tribe. He made his motives clear not long after to him, a whisper in his ear. He would offer to bestow a book that was bound with a seal in the shape of a fractures star. At last, power, did the man think.. Though it was not what he wanted. It would tell the envious descendant to use the text upon a full moon after watching the living goddess conjure forth her energies. The descendant still fueled by his jealousy hungrily accepted the bound tome. In the night he watched from a distance as the living goddess brought forth a strange cosmic cloud around her body. After the envious descendant took close watch he scurried back into the forest and tore open the seal on the tome. The demon would watch the descendant eagerly as the seal was ripped from the surface of the tome. As the tome would open a similar solar mist seemed to lift from the pages before swirling into a small star-like object, that then collapsed in on itself turning into a black hole. The tome corrupted what Velurana had done, starting to suck out all light within the area, draining the light from the descendant himself as well as that of.. The energies surrounding Velurana. The color drained from his hair turning it to a midnight black, his eyes appearing to be nebulas with the iris having the appearance of a black hole. Cracks started to rise up his skin, his mental state itself began to change. From what may have been idle jealousy and envy grew into anger and hatred. In the process of the corrupted light drain, the demon itself was sucked into the tome, trapped inside of its own twisted creation. Though there he would bestow something upon the descendant, a cackling laughter, as the demon’s dying form was preserved - albeit restricted. The corrupted descendant would close the dark tome, now becoming the first Astral-Harnesser, the first of the corrupted. He would now go out separating from the tribe that had followed the living goddess to learn more of his new power, as she was nothing more to him now. Over time he would hide the dark tome before his passing, making lesser tomes, ones that could be used by others to travel down the dark path that he had with the help of the demon, and the effects it bestows. Magic Explanation “What was yours is now mine” Overview Astral Harnessing is a strange variant of deific funnelling, more so stealing, far more twisted in nature than its ancient predecessor. Its primary focus revolves around the usage of deific energies that caress the fleeting-force of a celestial body, a fallen deity. The wielders of this odd variant more oft-than not take on severe mental deterioration as a result of the influx of deific energies channelled through their mortal form, these deific energies being derived from fallen deities that have taken their final rest amongst the cosmic-expanse. These individuals, those who channel this cosmic energy, are ushered forth into the ephemeral planes - twisting the very rays of light around them, warping them into something that resembles a construct of their own cunning design. It is with this manipulation of light that these so-called astral harnessers gain the fuel for their craft, leaving the space around them sapped of light itself. These individuals do not simply banish light - it is with their innate abilities that they capture brilliance, siphoning it back to their cosmic-lordships in exchange for furtherance and sustenance of their respective abilities. The process to achieve the unsung feat of astral-harnessing is extremely unpleasant, requiring years of study and dedication. It is a long, strained process, though the individuals that manage to survive are, more often than not, rewarded for their sufferings during their respective trials and tribulations. An individual descendant, be it of any of the Races, is brought to a place of great reverence in the eyes of the Astral Harnessers, a sacred land of which cosmic energy runs rampant. When an individual has successfully attached themselves to the site, it is made evident by the influx of chaotic energies flurrying throughout their mortal frame. It is with this newly established connection, this influx of energy, that the true path of the Astral-Harnesser begins. It is, of course, absolutely required for the individual Astral-Harnesser to take on some slight alteration after the attunement, whether this is through cerebral-warping or degradation of the physical state - the Astral-Harnesser takes on something that reflects the individual cosmic-mass they are connected to. Like in folktales of yore, the Astral-Harnesser's hunger grows, even moments after the connection is it made evident that the Astral-Harnesser must feed - like the wolf with hunger gnawing at it from within, the Astral-Harnesser seeks to devour the brilliance of light, in order to provide themselves and their cosmic-lordship sustenance. It is an addiction to them, one that must be indulged in, lest they wish to suffer the consequences. Astral-Harnessing takes up [3] Magic Slots, it is not a feat. Astral-Harnessing requires the user to have undergone a Soular-Collapse and have ample energy to cast Astral-Harnessing can be learned from those who possess an [TA] in the magic. Astral-Harnessing users must have a valid [MA] to use it in-game. Properties of Astral-Harnessing The energies brought forth by an individual astral-harnesser may vary, as it seems not each one is connected to a singular celestial-body, rather there are multiple that one may connect to, though they should choose wisely as they have but only one chance. Taking the aforementioned statement into account, it should be noted that the manifested energies of each Astral-Harnesser appear to differ from one to the next; almost all spells are reflected with some level of an odd light that is best described as ultra-violet, or perhaps a black light. It is not uncommon for Astral-Harnessers to have their energies appear as strange masses that reflect a cosmic miasma- the same of which is painted above in the night-sky of Aos and Eos. Properties of Physical and Mental Changes Physical Changes The changes that the body goes through when practising Astral-Harnessing is one to match the progression of the mage. A mage practising Astral-Harnessing, to begin with, will gain black hues to their features, specifically targeting their hair from the ends, and as they progress, to their roots. Another inevitable change is in their eye colour. Immediately upon ritual connection, their eyes will begin to lose all colour, the sclera of their eyes shifts to gain a dark tint to them, over time colour drains and drains and what was formerly the iris and the pupil take on a black hole look, their sclera now dark in colour, as if what was once their pupil had become a black hole itself and eaten the light, the white, from their eyes. The only colour to grace one practising Astral-Harnessing is when they undergo the second ritual, which is when their eyes will erupt with a misty cosmic miasma, their pupils resembling black holes and what was formerly their iris distorts the colourful mass that now emits from their eyes, swirling what is in the eyes itself around the pupil. It is at this time that their complexion will begin to shift to become paler, they will gain a rather sore looking affliction around their eyes stretching onto their cheeks, the actual immediate areas around their eyes up to their brow will look like they have thick eyeshadow on. The next changes are ones that purely come over time, due to the magic itself not causing incredible amounts of exhaustion, primarily bodily harm, the cracks that form on the body never fully heal the next elven day. Instead, they remain as nasty scars, almost like the user about ready to fall apart with a hard thwack from a hammer. And that is precisely a good description of what would happen, whilst one who practices the magic is not physically weak, they experience harm inflicted by overs thrice over, leading to some serious issues for the user. These changes will not stop until the mage has mastered their craft, so to speak, and cannot suffer further changes as they have undergone all changes possible. Mental Changes Not all changes are physical, able to be seen. The most powerful drawback of Astral-Harnessing is that of the mental changes one will suffer whilst practising the magic. Most should expect the changes that harnessing the power of a fallen daemon would inflict, but many are unprepared for the true effects. At the early stages, one will find their morals have changed, no longer is the thought of pushing a pregnant woman over so foul, no longer is standing on that cat so cruel. For the early stages that are. As one progresses down the line of Astral-Harnessing and masters their craft they will slowly and slowly turn more chaotic and dark in nature. Practitioners of Astral-Harnessing and find themselves undergoing very common mental changes Such as a fear of socialising and such fears often lead to practitioners of Astral-Harnessing seeking shelter within fortresses and fortified homes or residences mayhaps even drive themselves to live a life Underground. Another common reason for them seeking such is to safeguard themselves against the changes which constantly bombard their personality. Such changes to their personality may include mood swings and personality swings as a whole influenced by the energy they are Harnessing from aenguls and daemons. This often leads to encounters where one moment they might be praising someone the next, they wish to attack them through words... Mayhaps even physically. Guidelines Casting Astral-Harnessing The process for casting Star Magic is essentially the process in which the mage will slowly draw forth the light and energy they have stolen from the dead aenguldaemon’s stars. To begin with, the process of casting this energy that they have harnessed is their tell, typically the user will begin to emit a noticeable colour that can only be described as black light and related descriptions, again, still bright though around their person will primarily be a kind of warping/distortion like that of a black hole. Their eyes will turn black, at early stages, and at later stages, their black eyes will light up with specs of stars and emit a black mist, from them which carry the same starry property to them. Secondly, the user will begin to cast their respective spell, the most frequent spells will begin to condense the blacklight and energy they are harnessing or form tears above their heads, hands and other locations, to cast the said respective spell. It is hard to not notice that the mage is casting at this point unless one suffers from sensory impairment. Thirdly, depending on the length of the spell, the user will be preparing to launch their offence or ready their defence during combat. Their light has now either condensed into an almost space-like mist or energy, or it has remained a black light, preparing to cast a beam or primarily offensive spell, mayhaps a more complex spell if they possess the ability to do so. It is to be noted that once cast the user's glow will flicker or disperse momentarily but it does not need to be emoted coming back, as it will naturally come back within the same second. If one were to start exhausting themselves they will begin to find glowing cracks on their form as they have harnessed too much energy and will find themselves unable to cast as their blackhole above has been spent of it’s stolen energy, thus leaving the user practically exhausted. Alternatively, the second appearance the user will show when casting is some form of dark particles that seemed to condense around them and go into something such as a weapon of their choice (see spells below.) This is a form of a darker tell and could be mistaken for other things, other magics, so if one would cast this alternative to leave they should not be doing it in public unless it is an unavoidable scenario Magic Abilities Astral Harnessing is the way that the mage gains their power, as they are stealing the light of surrounding stars and turning it into energy that they can wield. It enables the user to use their arsenal of abilities and spells, both passive ones and ones designed for an offence on another individual. Soular Collapse This is the system in which the user takes over a star and corrupts it and from this, they will find a black hole has replaced it shortly after. It is to be noted also that this black hole is purely a background mechanic, and it cannot really be seen, moved closer to consume the world and so on. It is simply untouchable. From this black hole, warped energy is created, twisted within the depths of the black hole. From this, the dark energy, the dark particles and or dark matter produced, Is what allows the Astral-Harnesser to have a variety of abilities and spells. Rite of Harnessing In ancient times, when the heavenly spheres beyond ephemeral planes were widely regarded as untouchable, left to the awe-struck thoughts of the mortal mind when setting sight on the cosmic advance above. These thoughts, these dreams and ideas painted out across the midnight sky, became the very foundation upon which practitioners of Astral Harnessing came to create the ritual of harnessing. Light has come to be revered throughout countless centuries as a benevolent, powerful concept. The extent of its influence and power is still, after many varying generations have passed, unknown to any corporeal being, though this fact only encourages arcane delvers and those enlightened few to theorize, manipulate, and create. In ancient Aegis, there were few individuals like this, those who gazed up into the wonder of the cosmic expanse ahead, only to be given a purpose. Notably, the first from which all those blessed with the craft of Astral Harnessing came to know this well, and in turn taught his ilk various methods of ascending among the stars: through projection and a physical rite. Cosmic Poisoning [Passive] Being bound to a Black Hole means that you are also going to hold part of that Black Hole within yourself. For an Astral-Harnesser, this comes in the form of your body outright rejecting pure iron. With the rejection of pure iron, the AstralHarnesser will find it hard to even get near the stuff nor manipulate it in any way they need. As well as holding this terrible weakness, when casting from any form of Astral Harnessing, the mage's eyes will get covered in a see-through veil of a starry night sky or another image of Space. Tome Creation Tome creation is the practice in which the user will create a replica of the book that the demon bestowed upon the original discoverer of Astral-Harnessing, it will contain the same texts that he read after being gifted the book by the demon when it was based around a tribe of Descendants. A practitioner of Astral-Harnessing will typically use their energy to coat a book or tome as well as a more focused form of Astral marking to specifically avoid the user. Disconnection The method in which a practitioner can be disconnected comes in two forms. The first being a self-caused disconnection and the second being an external disconnection such as being forced or disconnected by another. However, an astral harnesser may not disconnect another astral harnesser without them having shared or leaked secrets, only justified disconnection is allowed. Self Caused Disconnection is simple, the user has broken the tenets that they are bound to, or have gone against other harnessers and released information and secrets, essentially starting infighting or inciting betrayal. There are not a lot of tenets to follow, but as the tome states - they are; ‘Revealing the information bestowed upon you, by their will, is a betrayal to me, and a betrayal to all who follow. I strip you of your rights, should you do this.’ ‘Your guide is wise, and they have maintained my lineage. Listen to them’ ‘Unjustly attacking those who follow the tomes is a severe punishment. You will be punished. Mental Projecting An ability in which the user will be able to commune with allies and those comfortable with their presence mentally. What this does is remove the hindrance that is their mental changes during a tactical/combat scenario, though unfortunately for those new to it the ability is only present for those in tier 4 or above. Warped Reality The changes made evident both physically and mentally are hard to miss, though there is a benefit to the physical changes, specifically the vast changes one’s eyes undergo. They are able to see those who are not present physically, such as phantoms, however in no way is this actually.. Normal. What they see are monstrous silhouettes, blurs, moving around. Not only this, but they will be able to see flickers of those concealing themselves with magic. As combat ensues, or stressful situations, this will.. Begin to grow worse, those concealing themselves with magic become something like a strobe light to them, and things such as phantoms will grow worse in their blurry silhouettes. Spells Star-Light [Non-Combative] An ability in which the mage can make a ball of light in their hand, it’s quite bright and will light up an effective area of 5x5, however, the most comparable light is that of a UV light. This will cost the user 25 energy and will remain for different times depending on the tier. Alternatively, the user may spend an extra 25 energy (50 total) to make a permanent light at t5 which will no longer be in the user’s hand, but more a floating light. This takes 1 connection emote and 2 emotes to cast. For a t5 light, it will take an extra emote. Spatial transporting [Non-Combative] A small circular tear opens up, this can be used if the mage is successful in getting through doors. (Aka if they succeed their /lockpicking.) However, if they fail they will be spat back out of the tear. This ability is simply out of Combat and it cannot be used during combat to teleport behind someone due to the stress required to focus the top and not be lost within the vastness of empty space. This ability may have many uses though it depends on the creativity of the user. If a practitioner of Astral Harnessing is captured and stored in a Cell they may try to use this to escape. it is to be noted that if you are successful and manage to get to the other side of the door at the base of the tear or you originally stood there will be a charred like effect on the ground until removed. Astral Marking [Non-Combative] The ability in which a mage can write using cosmic miasma looking energy to mark their students or allies. To everyone outside of Astral-Harnessing practitioners the markings appear warped and distorted - but still able to be discerned, however, they will be unable to understand the marking. The markings take on a darker tone, and will typically be a sure sign to those outside of the magic that the marking carries magical properties if they hadn't guessed such from the warped appearance. This can be used for a variety of reasons, to mark property, to mark individuals as allies, friends or foes and to enable a student in their rite of harnessing. Only those practising Astral-Harnessing may read this and understand the markings fluently. Astral marking can also be used for a demonstration type scenario, in which a mage is able to cast, on a solid surface, a tear that takes on the appearance of space. This map will show a localized cluster of stars as one would see if they looked to the night sky above and can be used for a variety of reasons, however, it is to be noted that this will cost the user more energy, as well as more time to create. Astral-Projecting [Non-Combative] Astral projecting is something that comes in three forms. The first variation of Astral projecting is the ability in which the user will propel their warped, corrupted, soul from that of their physical form. The physical form will remain static, the way it was left pre projection. What this will enable is that a near-invisible form (until revealed to someone) will be able to travel forth in a local area of 100x100. Alternatively, the second is a type of projection which is more so projecting yourself over to the area of a target that you both know the appearance and name of. In such, you will not be able to venture from the area they are currently in and will appear as a figure of cosmic mist, with the eyes of such akin to blackholes. Only the person they are projecting to is able to see such. The third and final is a far more.. Different form of travel. The user will be ripped out of their form, and sent far above to the stars, to gaze upon them, though they may not stay for long at first, as the light of such is far too.. Powerful for them. When they return, they will find themselves at the nearest soulstone pillar - as when they return they will find themselves having travelled, with their physical forms. If another has consented, they too will be able to travel with that of the practitioner, though most likely they will fail, if they are not prepared. Meteor Shower [Combative] An ability in which the user will create a tear which has stayed in to resemble space. with a process in which this happens is if one would look into said tear and into the vastness of space there, they would be able to see several small flaming lights approaching. Upon getting close enough the tear will then release a singular projectile based on the tier or multiple projectiles at a later level. This spell will essentially release flaming hot rocks from space at the user, roughly the size of a tennis ball. Fragmented Weapon [Combat] The ability in which the user is able to over the course of three emotes conjure and form a temporary weapon of choice this weapon will weigh nothing and require a constant connection to the wielder. It is not possible to keep it forever, however, as it costs the user 5 particles per emote during the encounter or scenario in which it is used. Those who practice astral harnessing will also find that they cannot cast the weapon on another person as it is purely a self weapon only. If one were to be struck by this weapon they would experience a brief flash of sickness followed by that of a typical blade doing slashing damage and all piercing. The weapon’s form will typically not be able to take on a form that would deal blunt damage as it is much more difficult for the dark particles to cluster together like such and form a blunt faced weapon Gravity Field [Combat] The gravity field is essentially a spell in which the user is able to create a 7 by 7 area that will manipulate gravity. Gravity can either struggle to exist within this area or simply become too much for an individual and they will feel like they're wading through thick swamps or bodies of water in full plate-armour. If the user chooses to lighten gravity then the target will undergo anything from being able to walk correctly as they won’t be able to gain proper traction on the ground. Alternatively, if the user chooses to strengthen gravity within the area then they will find that it's similar to being shoulder-deep in a swimming pool or body of water and trying to run against a mild current. At T5 Gravity field can be increased to a 10x10 area for increased energy spending. Vision Warping [Combat] If a practitioner is to make physical contact with another person whilst casting this spell they are able to distort someone's vision to make it appear extremely stretched out to the point of more than 4 blocks in front of them or 4 metres being condensed to the size of a pencil dot. depending on the tier at which this is cast will depend on the duration it lasts. Soular Poisoning [Combat] Is the ability in which a user can unleash cosmic miasma toward opponents be it a Voidal Mage, a Holy Mage or Dark Mage. However, this ability primarily serves those of the better and gives them a rush, a boost or more like taking an adrenaline shot, where this affects the previous listed as well as anyone else that is specifically mentioned in a like manner akin to that of a weakened state. they will often feel something similar to radiation poisoning, however, in no way is it actually such - and will fade shortly after the encounter. Warped Vitality An ability in which the user, over the duration of three emotes, is able to cast some of their harnessed/stolen energy unto a target, be it an ally - or foe. If this connects with an ally, i.e typically darker mages capable of handling the warped energy, then they will either feel invigorated, akin to adrenaline. alternatively, the CASTER is able to declare that it is used for the opposite of the adrenaline rush-type feeling it induced for others - being a sick feeling, that makes the recipient want to vomit and feel feverish. Time Warping An ability in which the user can cast on an ally or foe and they will feel the energy surge within them, allowing them to spend the energy on a one-time usage deduction from their casting time for the present scenario. Alternatively, this can be used on those incapable of tolerating the warped energy to increase their casting time is to be noted that this is not strong enough to allow mages to start throwing instant spells around Tier Progression The progression in which Astral-Harnessing uses is a custom time frame, as when a user delves further and further the slow, drawn out, process in which they will undergo changes and abilities rapidly begins to change and speed up - though their mastery stays at a relatively fair pace. Tier 1 - Novice The practitioner of the magic has undergone the rite of harnessing, and with such will be in a state of limbo whilst their form adjusts and their mental scape shifts. This lasts 2 OOC weeks. Tier 2 - Apprentice At this stage, things have successfully begun to change, some physical features visible. They will find themselves able to cast that of their first spell, though it is quite a taxing process. This stage lasts for 2 OOC weeks. Tier 3 - Adept At this stage the practitioner is able to now cast things with more ease, albeit they have a restricted arsenal. At this point they are able to bring forth their weapon for the first time, and manipulate its matter when casting. This stage lasts 3 OOC weeks. Tier 4 - Expert This stage is at the point where the practitioner has a solid understanding of what they are becoming, what they are shaping to be. They have a considerable pool of energy to cast from and their abilities and spells have increased, they are able to cast with a bit more ease, though newer spells may be more taxing. This stage lasts 5 OOC weeks. Tier 5 - Master A guide to those before them, a master practitioner is a deadly foe, and moreso a powerful ally to boast. They have before them all astral-harnessing has to offer. This is the final tier for the magic. OOC Purpose Astral-Harnessing is something that I have written up in order to provide something akin to say, a support role magic. I also wished to try my hand at writing a new concept on the more taboo magic scene, something for both other people and myself to experience. Though, the actual mechanics of astral-harnessing is to fill that support role that every team needs, just... Maybe not so much for the good guys this time. Though of course this isn't enforced, and the future of this magic could, in fact, go in any direction, regardless of the abilities and the lore underneath them. In my opinion, this magic also boasts a lot of routes it can take based on the initial encounters during its early stages, especially with the support role esc type class that this magic is. Overall, this magic serves to add strength to certain communities also, as alone those who would practice it will struggle. Citations Thanks to: ElvenMommaHacker/Pup for giving me the idea to write a wacky side to a star-based magic and giving me some ideas and feedback. Also, spell checking. Ztrog provided me with the origins story. The material used for ideas when writing this piece: Mephistophelian’s “Effect of Funnelling Deity Powers” https://www.lordofthecraft.net/forums/topic/151046-%E2%9C%93-the-effect-of-funnelling-deity-powers/ ShameJax’s “Space; From Within the Void” https://www.lordofthecraft.net/forums/topic/165638-%E2%9C%93-space-from-within-the-void
  3. 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.
  4. So i am getting ready to put together an application for this server and i wan’t sure what forum to field this question in. What i would like to do is have a Human that was raised by a dwarf Redstone smith due to a horrible event that befell his family when he was a child. Is this a valid background? I didn’t notice anything about human/Dwarf relations in the lore per say, though i might have missed it. Thanks for any information and responses. V/R, Blaznhurricane/Volkan#0226
  5. THE RENELIAN ZODIAC Luara’s children,those who live in Renelia, have always been an avid worshipper of the moon. She did, after all, birth their success and culture; motivating many ‘ker to do great actions of spectacular magnitude. But where did this motivation come from? How does Luara decide the course of a ‘ker’s fate? Although it’s not an official belief by the clergy, many dark elves believe that the mooncycles of which Luara is in when you are born decides the course of your life and your main personality traits. Thus, Luara can forge the outcome of history. THE LUNAR PHASES: Sky Circlet | Filnran Dark elves born under the Sky Circlet are usually very apathetic, but extremely intellectual. Even though they’re not very strong or athletic, these dark elves have fitness in their minds; as they’re able to think quickly and conjure good ideas. They make for great commanders. Luara’s Fangs | Yûlbun Dark elves born under Luara’s fangs are still smart, but hold more of a physical and emotional foothold than their Sky Circlet brothers. These dark elves tend to be rather depressive and apathetic; being rather negative. They make for great guards, as they are not easily swayed to by sympathetic pleas. Double sided Coin | Yûlakash Guards born under the Double Sided Coin are truly neutral. They have the flexibility of being of average intellectuality aswell as average emotional capability. These Dark elves are also the standards for physicality in Renelia. They are jacks of all trades, being good at generally everything but rarely mastering anything. Devouring Lunarite | Yûlbarkh Dark elves born under the Devouring Lunarite are less intellectual than their counterparts, but hold a great amount of physical strength and athleticism. They are aswell, emotional and empathetic towards others, growing to be great smiths or warriors. Sky Crown | Durbûrzan Those born under the Sky Crown are very emotional. It is not uncommon to see them switch from being gleeful to the max, to crying. They are very physically able, but they do not have the same traits with their minds. This is not to say they’re stupid, but simply not as talented in that aspect. [DISCLAIMER: I know this isnt actually how the moon works btw, it’s just irp superstition.]
  6. SENSORY ILLUSION — THE ART OF PERCEPTION Introduction The Void is generally regarded across nearly all disciplines of magic as an endless, invisible plane of arcane potentiality, one that can be manipulated and evoked at will for any particular use. A little known fact regarding the void is its ability to act as a facilitator - a binding force, a web - for the thoughts and emotions of those possessing independent thought, a consciousness. Sensory illusion is the practice of interacting with this complex hidden web in the void, manipulating it to the illusionist’s benefits. Many may brand this the art of deception, though, on the contrary, it is the art of perception, one that is not limited to the stigma of underhanded usages, but has uses that extend far beyond this, such as lighthearted entertainment or innocent self-defense. Magic Explanation Being the art of perception, sensory illusion enables practitioners to utilise the void as a mediary for the suggestion of one’s subconsciously conceived senses onto a target, allowing users to instill sensory falsehoods in the mind of another individual, such as illusory sights (bright flashes of light, figmental objects, etc.) and seemingly hallucinatory sounds (scraping metal, ghostly whispers, etc.). Regardless of the apparent realism of illusions procured by this art, it must be borne in mind that illusions are what they are, illusions, and despite their seemingly tangible capabilities, they DO NOT have any effect on the material world (for ex. casting an illusion of conjuring flames, but these flames will not actually have an effect on the material it interacts with; a sensation of heat can be replicated, but there will not actually be burns) A common misconception many hold regarding sensory illusion is that it enables one to directly control the mind of the target - this is false, as illusion only allows one to influence the mind of another to varying degrees, depending on one’s mastery of the practice and the nature of the individual, as well as the illusion being instilled (for example, one may find it much more difficult to produce the sensation of fear in an orc). To convey a particular sense onto another individual requires an illusionist to have experienced said sense themselves, for it is only with the mind’s familiarity to this sense that it will be able to actually fathom comprehending, replicating and transferring it across the void to the mind of another. When a sense is contrived within the mind of an illusionist, with considerable concentration and a connection to the void, they can transmit it across the void to the mind of another. Though instilling a sense to one individual only requires an illusionist to “push” it into the target’s mind, if an illusionist wishes to impose it upon many simultaneously, intermittently or in whatever order they wish, they must weave a web which links the consciousnesses of their targets for their use, a feat that requires even adepts (T3/T4) considerable effort to execute, and considerably more effort to maintain and manipulate. As the conjuration of an illusion requires one to only picture it within one’s imagination then transmit it to another individual, the illusionist is not actually able to perceive the illusion themselves, hence why it is imperative they have a complete understanding of all the senses of what is contrived; only then will they be able to effectively ascertain the correctness of their conjured illusion. When casting an illusion, the illusionist must ensure the illusion is one that is believable, otherwise the mind of the target will reject the feeling that is being illusioned due to a lack of an environmental stimulus for this, breaking the illusion. It must be borne in mind that any illusion is only as strong as it is believable, and any lapse in the logic of an illusion will result in the target’s mind ceasing to accept the illusion. In the case of a light-hearted scenario, where an illusionist is contriving an illusion for recreational purposes in which their targets are open to the idea of an illusion, the eased mental belligerence towards manifestation allows for one to convey senses with much ease while only expending much less mana than an illusion would normally incur. Those that are affected by this blatant illusion can either choose to accept the prospect, or reject it outright if their instinct commands them to do so (for example, if an illusion of a spider is broadcasted across a certain individual, and the individual has arachnophobia while being aware that the spider is an illusion, their consciousness will reject the illusion, however with a lingering awareness of the illusion’s existence.) Learning Illusion As other arcane magics do, Arcane Illusion requires many years of study and constant practice at the cost of a mage’s physical and mental health. While a practicant of Illusion can reach aptitude within sixteen (16) years, more often than not, a mage will require at least two (2) entire decades in order to practice with ease. Arcane Illusion requires that the mage not only recognize and understand the fundamentals of the identifiable physical realm, but also that one procures to fathom the mind— garnering the evermore present ability to understand the rational and irrational mechanisms that lead an individual’s abilities of perception. Cultivating this ability requires the aspirant illusionist extensive periods of self-reflection and meditation, so as to improve their understanding of the intrinsic nature of the void, and the very same time augmenting their ability to transcend one’s mental state into that of tranquil blankness or tactly alternating compartments, at times when a division of attention is necessary. An initiate’s journey in learning the art of illusion begins with the acquisition of a cognizance of glamours and figments throughout the first month of study, followed by refinement of these techniques in the next month, all under the tutelage of an experienced teacher as is customary. Throughout this process, the illusionist must also procure a comprehensive understanding of the senses, with every sense (sight, hearing, smell, touch, taste) requiring two Elven weeks of study, in tandem to the student’s continuous practise of their abilities, for an illusionist to effectively replicate. In conjunction to this, throughout the learning process, the student must also experiment themselves with sensations and experiences if need be, for the illusionist requires a personal experience of the sense they wish to contrive in the mind of another, be it a stabbing sensation, or a scorching pain. The responsibility of an effective instructor in sensory illusion is to ensure the student grasps a profound understanding of the material world, as well as a profound understanding of the void, in order to fully comprehend, and thus successfully conjure, that which they wish to cast as an illusion. Posing a similar importance, the honing of a student’s mental capacities is also paramount to the practise of sensory illusion, for it is this mental ability that determines one’s focus, which in turn determines the efficacy of a casted illusion. The student must also comprehend the importance of logic and rationality in a conjured illusion, for they are what give strength and sustainability to its being; neglecting this will result in many mishaps in sense, and ultimately many broken illusions. OOC Explanation - Arcane Illusion is a one (1) magic-slot Voidal Magic. - A Voidal connection is required to practice Arcane Illusion. - Arcane Illusion can be used IRP, once players have an accepted [MA]. - Arcane Illusion can be taught by players who possess an accepted [TA]. Properties of Arcane Illusion Arcane Illusion has differing properties to its voidal counterparts, being that whatever one draws forth from the Voidal Abyss holds no physical characteristics and therefore cannot affect the material realm in such a phenomenon— one cannot any commit physical harm in this regard, rather procuring the mind on a subconscious level. Alongside the stated properties, Arcane Illusion requires far less mana to act unto the mind of another descendant BUT is contrasted with higher demand of concentration from the user, in regards to their connection to the Void. Most Arcane Illusion spells are able to be cast for longer periods of time than other evocations, though require the mage to hold unhindered focus— working alongside their connection to the Void, whilst keeping in mind their own consciousness. As a result of this, flaws are inevitable to a mage that has just embarked upon the study of Arcane Illusion and significant lapses in concentration hold an immediate risk of disrupting their Voidal connection. This can happen if their attention is severely divided or an intense environmental stimulus (a singeing heat, a severe pain, a loud noise, etc.) compels them to lose focus, though tolerance to such stimuli increases with experience, as one may expect. If a flaw is correctly identified by a target and is capitalised upon, the illusion conjured will most certainly break as a result of the target’s mind rejecting the reality that the illusionist has procured through the use of sensory illusion. Illogical illusions will naturally only accelerate this process. Spells and Abilities CASTING MECHANICS Single-target Easiest form of casting, involves the insertion of an illusion into the mind of one person, the success, perception and effectiveness of which is dependent on the individual. Can be utilised by any means the illusionist sees fit. General casting format is as follows: Connection to the void (1 emote) Imagination of the illusion in the caster’s mind (1 emote to ‘focus’) Formation of the illusion (Number of emotes varies depending on object formed, done in /tell) Multi-target Varying effectiveness, generally very difficult for those below T3, involves the weaving of a mental web in the void, from which an illusionist can transmit their desired illusion to select targets. Can be utilised for combat purposes, to a limited extent, though the maximum people allowed for multicasting will be halved due to the amount of focus required to convey senses of malevolent intent. (refer to tier progression) General casting format is as follows: Connection to the void Weaving of the mental web in the void (Number of emotes varies depending on number of people) Formation of the illusion (Number of emotes varies depending on the object formed, done in /tell to those affected by the illusion) Broadcast A more difficult form of casting as one is actively trying to compel an illusion into nearby targets through the weaving of a dynamic mental web across a certain area, from which an illusions are transmitted to these select targets. Do bear in mind that this can only be used for non-combat purposes, and the illusions cannot be broadcasted to those blocked by walls higher than 3m. General casting format is as follows: Connection to the void Charging to prepare transmission of the imagined illusion (1 emote to ‘focus’) Formation of the illusion (Number of emotes varies depending on the object formed, done in #q, #rp or #s as appropriate, with the range being described in the emote) Emote Count Guidelines Glamours: Modifying sensory information of an object -> +1 emote per three senses Magnifying existing sensory information -> +1 emotes Figments Adding three senses to a figment -> +1 emote Magnifying a sense exhibited by a figment (making a noise ‘blaring’, making a smell ‘pungent’, making a surface ‘searing’) -> +1 emote Casting Web weaving 2-4 people -> 1 emote 4-6 people -> 2 emotes (1 emote if you are T4, negligible if you are T5) 6-8 people -> 2 emotes 8-10 people -> 2 emotes Spells Glamours: Sensory alterations that are considered the “easiest” form of illusion to cast, for they do not create entire illusory objects but instead only alter the sensory properties of an existing object in the mind of the target. As a result of this, they generally require the least mana and minimal focus to the average illusionist, in comparison to the other denominations of illusion. Figments: The second spell in the light illusion subtype, figments are illusory objects or senses artificially contrived from nothing, exclusively in the mind of targets through an illusionist’s connection to the void. Contriving an entire illusory sense in the mind of a target is no easy feat, hence why figments demand more focus than glamours, and require extensive practise to maintain over extended periods of time. [Redacted] Tier Progression T1 (Novice) - Only having begun their studies in sensory illusion, the initiate is only able to glamour an illusion for one elected sense, being unfamiliar with figments, their capabilities in mental compartmentalization limited and focus restrained. This lasts for 3 weeks with consecutive lessons. T2 (Apprentice) - The illusionist has the ability to glamour an illusion for two elected senses, beginning to develop experience in casting figments, only being able to sustain small objects with some difficulty. This stage lasts from week 3 - week 4 with consecutive lessons. T3 (Journeyman) - The illusionist is practised in glamours and figments, with moderate competence in four elected senses, being able to sustain small objects relatively easily. This stage lasts from week 4 - week 8 with consecutive lessons T4 (Expert) - The illusionist is adept in light illusions of all senses, with the ability to easily hold small illusions for extended periods of time, though large scale or intricate illusions, such as disguises are still very weak, prone to being broken easily (this improves with more practice), lasts from week 8 - week 10 with consecutive lessons and until week 16 T5 (Master) - The illusionist has essentially mastered light illusions, being able to maintain large figments and glamours with ease for extended periods of time. After years (16 ooc weeks) of experience, the illusionist has attained a proficient grasp of the nature of all the senses, possessing a refined state of mind for the proper conjuration of illusions. THE HOLY GRAIL OF GENERAL RED LINES/GUIDELINES: The difficulty of maintaining an illusion is dependent on the factors below - fatigue MUST be roleplayed accordingly: Tells for illusion magic being used must be emoted appropriately. Examples of tells would be: The aura of the mage visible Nosebleeding Twitching And so on so forth. With intensity increasing with the difficulty of maintaining the illusion, of course. Illusions casted must be believable, and logically valid, otherwise it will be broken as the mind of the target begins to question its sense, inevitably rejecting the illusion as a whole The target must be in the illusionist’s line of sight for single-casting. Illusions that involve the magnification or manipulation of light (such as zooming in) will not actually reveal any finer details of the environment. Complete invisibility is impossible. ILLUSIONS DO NOT AND CANNOT AFFECT THE PHYSICAL WORLD IN ANY WAY WHATSOEVER NOR CAN IT BE USED FOR MIND CONTROL ACCESSING THE MEMORIES OF OTHERS IS OUT OF THE QUESTION AS WELL No unbreakable illusions, one must always give the target some leeway to discover the illusion THE ILLUSIONIST CANNOT SEE THE ILLUSION THEY HAVE MADE, ONLY THE TARGET CAN Hence why it is important for an illusionist to have a comprehensive understanding of the nature of an object/sense that is conjured Recreational illusions made aware by the illusionist to targets require much less focus and mana compared to normal illusions, however can be very easily rejected by targets at their own discretion as they will be aware to an extent of the imaginary nature of the illusion RP Examples Courtesy of @HotArcanismBeam A tier 3 illusionist casting a figment A tier 2 illusionist casting a glamour A tier 4 illusionist broadcasting a figment A tier 5 illusionist multicasting a figment and glamour on seven people Courtesy of myself. A tier 2 illusionist casting a figment A tier 5 illusionist casting mind control - more to be added - CHANGELOG 15th of April – Incorporated and clarified aspects of the “hypnotist’s boon” in “magic explanation” and “red lines.” Balance changes made. 20th of April – Revision of multicasting and broadcasting. QOL changes and further balance changes made. 8th of June – Made appropriate edits in response to LT feedback. (Changed wording of “global” in broadcasting to 35m radius, removed unnecessary redline) 25th of June – Removed phantasms. Author’s Note Illusion magic has long been a pivotal part of magic roleplay on LotC, at least to my knowledge in the High Elf community, even having been a common magic prior to loregames when old magic lore was still in place. Already being enthusiastic about magic systems myself, I took it upon myself to perhaps give our current player base the opportunity to relieve the unique rp opportunities that illusion magic brings to the table, a breath of fresh air from the many evocations that one usually finds. With this, I am very well aware of how illusion magic can be very easily powergamed which is why in this rewrite I made sure all the boundaries, red lines and guidelines to properly roleplaying illusion magic were clearly expressed. The main reason why I stuck with the traditional three spells of illusion magic was because of how it could provide players a true sense of freedom in illusion rp while also making sure that the limits of each tier are expressed with clarity. In a way, what I aim to achieve with this rewrite is a compromise between the limits to magic the LT upholds at the present, while maintaining the flavour and fun of illusion magic from the past by adapting old lore into something acceptable to today’s standards. I do hope this is adequate. Credits and References @HotArcanismBeam - For his indispensable guidance, constructive feedback, and being a good lad in general ? @ImCookiie - Helping me find the motivation to start this rewrite and even writing some of the sections himself! @Demotheus – For inspiring me to work on an illusion rewrite in the first place as well as creative consultation in the beginning. @Supremacy – Balancing and advice. And to all those that assisted in writing roleplay examples and giving feedback on the rewrite. Supremacy’s Original Illusion Guide: https://www.lordofthecraft.net/forums/topic/88059-illusion-guide/ Illusion Section of Elindor’s Comprehensive Guide on Voidal Magics: https://www.lordofthecraft.net/forums/topic/106598-comprehensive-guide-to-canon-magic-void/ Moot’s Guide on Understanding Light Illusions: https://www.lordofthecraft.net/forums/topic/100910-a-guide-to-understanding-light-illusions/
  7. Qalashi Steel OOC: Introduction For decades the Qalasheen people have lived peaceful and simple lives, enjoying a time of peace. The world around them appeared to be unraveling its true dark nature, yet The Sultanate flourished as local merchants peddled their wares across the Isles. Miners took to the stone with pick in hand, exploring new depths and returning with rare minerals and ores. Encrusted with a strangely beautiful pattern, Qalasheen metallurgists have discovered what at first appeared to be an ore with properties similar to aurum (it had both a low yield strength and fracture point). When they discovered the true potential, it became known as “Kadarsi ((meaning powerful in Arabic))." Kadarsi Kadarsi ore itself looks more similar to a darkened, less transparent crystal, that by itself is weak, making the harvesting process more difficult. It would require a steady hand and careful precision to chip away at the edges of the ore without having it crack. Once acquired, and forged with other elements such as carbon, however, the steel product will have a higher yield strength and higher fracture point. If cracked, the Kadarsi will allow the steel to spring back into shape and allow it to be easily repaired through forge welding. Pattern welded steel History The ore was first used in glassware and pottery, melted and molded together with various minerals and elements to make attractive decorations and furniture, desired by many. What was quickly noticed by this was that the glass and pottery were slightly more durable and resistant to breaking. Metallurgists quickly began testing the affects of Kadarsi with other minerals including gold and ferrum. Through Kadarscening, it was discovered that the properties of both ferrum and aurum were strengthened, making the two more durable. Striking aurum mixed with Kadarsi repeatedly against solid objects showed that the new welded aurum could take more hits before needing repair. Not only this, but repairing was much easier as the Kadrasi could easily spring back into shape with simple repair methods. The same results were shown with ferrum testing and so Qalashi Steel was born. Kadarsi Ferrum BattleAxe Qalashi Steel consists of Kadarsi ore and Ferrum ore that are both welded and forged together in layers (known as Kardescining), creating a unique pattern, but most importantly it affects the quality of the combined steel to create a new steel which is commonly referred to by Harians as Qalashi Steel. Different kinds of mixed processed steels will produce mere patterns and show little property change, but when ferrum combines with the Qalasheen-discovered Kadarsi ore, not only did it have a unique pattern — a beautiful water-patterned steel produced with resilient edges — it was shown to be tougher than the average ferrum blade which was prone to rusting in damp air and becoming dull, making it a high maintenance weapon. The Welding Technique Through pattern welding of Ferrum and Kadarsi, plus an additional method which consists of layering, Qalashi steel can be forged into weapons and armor. The layering gives the steel unique patterns that one can visually see. Depending on the skill level of a blacksmith, Qalashi steel will become more durable as the blacksmith will be able to use the Kadarscening technique better and add more layered tiers of the melted ferrum and Kadarsi. As they are layered and folded over one another more and more the outcome is a steel that is much tougher and resistant to shattering (though it would not be impossible to break the steel). The tiers are also noticeable by distinctive patterns of banding and mottling reminiscent of flowing water. The more it is layered (which is a lengthy process), the more durable the steel becomes. Kadarsi ore can be welded together with ferrum, aurum, and bluesteel to produce: Kadarsi ferrum, Kadarsi aurum, and Kadarsi bluesteel. Kadarsi Ferrum Sabre Each tier is based solely on the level of the blacksmith starting from Adept which will be referred to as a tier 1 product. The more experience one has in blacksmithing, the higher the tier. Alongside this, Qalashi steel can be enchanted like most weapons, but will have increased durability, making it unique. Kadarsi Ferrum Chestplate with gauntlets Strengths and Weaknesses + While this adhesive might only appear to be an alternative to the Unbreaking enchant, it should be known that only at tier 3 ((Masterful blacksmith)) will a Kadarsi-laced piece be equivalent to a single Unbreaking enchant. On top of this, one will be able to add an Unbreaking enchant to their Kadarsi-laced piece and double the affects. + Farfolk are able to produce Kadarsi ferrum gear earlier and slightly faster than other races, but will be subject to the same times when it comes to Kadarsi aurum and Kadarsi bluesteel. - Aurum and bluesteel gear are best used in their whole states and so mixing any aurum or bluesteel with Kadarsi lessens, but does not completely negate the properties. - The process for making Kadarsi gear is a lengthy one due to how precise one must be. - To be able to harvest this ore, one must have much experience, though it is said that the expert hands of a Farfolk can provide some aid - Kadarsi Aurum and Kadarsi bluesteel will require more experience to craft for other races. Thank you to bestscarface76 who provided some good advice for this.
  8. Ruibrium Demon Stone Written by Sasha (me) & Roy (Raptorious) Intro Ruibrium, otherwise known as the Demon Stone, is a living, magical crystalline structure, sprouting from/near large clusters of Netherrack. It is a parasitic form of “life”, drawing life and power from the inherent taint found within the corrupted rock. Much like Thanhium absorbs heat and converts it to mana, Ruibrium does the same with Life Force, slowly and gradually leeching the life from everything around it, allowing it to grow and flourish. Raw vs Processed Ruibrium can come in two equally potent forms, commonly referred to as Raw Ruibrium and Processed Ruibrium. As the name suggests, Raw Ruibrium is that which is found in it’s natural, untampered with crystalline form, complete with traces of undead taint. Processed Ruibrium, however, is the result of the Demon Stone subsequent to going through a very specific refining procedure. The result are two similar products, with some very large differences. Raw Ruibrium in it’s natural form is a large red crystal and depending on whether it has enough life force, it will glow a dim red light. The hue of the crystal is far darker than the processed version, as a result of the lingering taint within the stone. When the taint is extracted, the crystal glows a little less but gains a brighter, more vibrant hue. Raw Ruibrium, unprocessed, is far denser and more concentrated than processed Ruibrium. As well as this, it still has taint. So as well as including the effects of taint (although minute levels of it) Ruibrium is far more dangerous and lethal in this form. The Ruibrium crystals in this form actively leech off of the life around them, ranging from non substantial plant life, microscopic, or much larger beings. It’s naturally nauseating aura subdues lifeforms through illnesses that include the symptoms of severe headaches, dizziness, blistering or the blackening of the skin upon extended touch and the reddening of the eyes. It’s magical leeching effects can be felt through walls and caverns, it’s strength dependant on it’s size (or in some cases, the amount of life force artificially fed to it by a Necromancer). If not enough energy is provided, the Ruibrium would become dormant, it’s effects dampened, but if it grew to be too large, the raw Ruibrium would be far too dangerous to approach. As opposed to processed Ruibrium, raw Ruibrium’s effects occur via a natural aura, nauseating, leeching and damaging all those around it. It cannot be controlled or directed, it simply does what it does no matter what. Processed Processed Ruibrium has a much brighter and more colourful red hue than Raw Ruibrium, it’s taint having been extracted (in one way or another) and the stone more or less purified. It still retains most of it’s glow from its natural state, however in a lessened state. Essentially a safer version of it’s predecessor, Processed Ruibrium doesn’t exude any kind of magical parasitic aura. When purified and refined it is entirely safe to be around, no matter the quantity. It’s effects only come into play when it enters the bloodstream, is absorbed through the skin or is consumed. Unlike the toxic raw version, processed Ruibrium acts as stimulant, providing extreme concentration and focus for the user in moderate amounts. Similar to the raw version, processed Ruibrium can cause nauseating effects when used in excess, as well as plethora of symptoms (see Applications). Processed Ruibrium no longer has the taint’s parasitic properties that drew the lifeforce, a finite amount of magical energy is left within, having been converted from the leeched lifeforce. As a result, any use of Processed Ruibrium is not replenishable, the substance acting almost like a battery. When fully charged, the substance will glow, when depleted it will not. When in contact with the skin, processed Ruibrium causes burning and reddening of the skin, while extended uses can cause a multitude of symptoms, among them migraines, insomnia and numerous mental issues. Applications Raw In this state, it’s main usage, if at all, is to grow it for harvest or use it as a method of poison. For example, crushed or powdered, Ruibrium is very deadly. A dusting on bare skin can cause substantial irritation and the blackening of the skin. The crystals take no delay in leeching. If left alone in contact with the skin, the dusted crystals will grow from the affected areas of the body, causing physical mutilation and eventually (very eventually) death. If the taint is removed from the Ruibrium, the crystals become dormant, remaining as a defect on the body, but halt in draining life, and growing. Another plausible use of Ruibrium in powdered form could affect respiratory systems such as the throat and lungs. Inside the body, it’s incredibly difficult to remove. Causing the normal effects, such as blistering and nausea, the crystals would grow, removing the ability to speak and eventually consume food. Over time, breathing would become difficult, and the Ruibrium would deteriorate the host both physically and mentally and grow to an extent where the Ruibrium crystals are large, powerful and would become lethal unless purged. Brushing away powdered Ruibrium is an option, but to clean oneself of all of it would be a difficult task, and physical harm would have already taken place as well. It would be a smart idea, if in this condition, to visit clerical aid or even a Transmutationist, incase of any remaining Ruibrium to grow absently. Because raw Ruibrium takes such heavy physical and mental toll when around, or when on the skin of a person, mental illnesses can develop. Some such as dementia, insomnia and constant migraines are not uncommon symptoms of those who have direct and constant contact with raw Ruibrium. Used as a method of torture, a densely concentrated shard of Ruibrium suspended next to a person would not spread the crystals to them without direct contact, but there is no doubt that it’s aura would be sickening and painful for anyone around it. The more life that a crystal has absorbed, the larger and more concentrated it will be, and thus the effects of the Ruibrium would be enhanced. Although most of these effects are temporary, if sustained for a long enough time, long term mental damage may occur. Processed Processed Ruibirum, on the other hand works as a magical steroid if applied correctly. Upon consumption of particular solutions, or the application to the body in certain ways, processed Ruibirum works to strengthen focus, and [edit] therefore the connection to the void temporarily. Although being a sort of magical enhancer, it remains a stimulant and an extremely addicting one. If processed Ruibirum were to be applied to the skin as a mark, or in the form of a tattoo it would become active for as long as the Ruibrium present was charged, having to be naturally replenished regularly. Visually, the Ruibirum would glow a faint crimson colour on the skin. Usage, over time leads to the permanent reddening of the whites of the eyes, reddening of the skin and almost certain addiction to the substance. Although the magical steroid can benefit a mage in their ability through better focus, addictions can develop and eventually over consumption/usage of processed Ruibirum can begin to arise problems similar to that of Raw Ruibirum. Health issues such as the burning and reddening of the skin is some of the first encountered side effects of usage, and eventually migraines and possible (although rarer) for significant mental illnesses such as dementia or sleep insomnia. Though these symptoms do pass in time, continual usage will worsen them. Despite the risk of addiction, using Ruibirum potions or Ruibirum tattoos will definitely benefit the consumers focus and in turn their magical ability. It does not however change or improve the skill of the mage, and does not allow an amateur mage to perform skills beyond their ability. More immediately, Ruibirum Tattoo’s when activated may burn the skin faintly and after cutting the connection to the void, physical exhaustion will be worse than without it, and depending on how much magic was used, headaches and dizziness are not uncommon. A potion on the other hand causes a warming of the insides, as a more dilute version of the substance. It causes the same physical side effects but most, not all, can be flushed from the body. Once the Ruibirum is in one’s system, and in the bloodstream addictions are more than likely to come about. A tattoo would be an example of a more permanent method of usage, while a potion can enter and mostly leave the body. Once dominantly out of the system, which could take up to a few days, potion consumed Ruibirum would not likely be enough left to increase any further focus. This means that mages have the choice to carry and consume a more dilute Ruibirum potion at will, but may not have the opportunity in tense situations. Warning! Oral consumption of liquid processed Ruibirum can lead to the reddening of the gums and if high concentrations are used, the blackening of the teeth over time. Regardless of how Processed Ruibrium is used, when ingested or activated on the skin, after spells are cast and the Ruibrium used, the substance will begin to take it’s adverse effects. Almost immediately the user will begin to feel nauseous and dizzy, feeling somewhat lightheaded. They will often times develop short term tunnel vision, in practicality leaving the mage vulnerable to attack. Harvesting Naturally, Ruibrium is found, much like any other crystal, growing in clusters around and from netherrack. It is common in large areas tainted by Iblees and the Undead, however it has been rumoured to have been found in many places underground (likely remnants of Iblees’ taint from long ago). As a result of it’s natural life-force draining abilities, most of the area around a cluster of Ruibrium will, in fact, be dead. In order to harvest naturally found Ruibrium, one must chip away at a fairly sizable chunk of it. Like any other rock or crystal, it has no organs, no parts, it is merely stone. However, due to the nature of the Demon Stone in it’s raw form, artificially cultivating it is rather different. Because of its parasitic nature, Ruibrium requires a host (or multiple hosts) in order to grow. Much like a fungus, Ruibrium will latch onto living beings and other life forms such as plants and animals, slowly growing over them and draining them of their life force, making up for it’s lack of tainted netherrack to draw on. These effects can be magnified by various magics, namely necromancy, providing the crystal with the needed life force to grow. Unlike its other effects (as mentioned above) the leeching process is not as quick to take effect, but rather a slower process, requiring quite a bit of “nourishment” in order to create a healthy growth of the crystal. The size of the existing crystal formation has bearing on how long it will take before it’ll begin to grow. For example, a small coin sized crystal may take a few weeks to take full effect and begin latching onto its host, but a crystalline structure the size of a house may take merely hours. Processing Ruibrium is the simple act of removing the taint from the crystal without fueling it further. Whether this is by clerical or paladin cleansing, the use of a black soulstone (similar to how shades have done in the past), leaving it in an area devoid of lifeforce, or any other Lore approved way of extracting the taint. Once the taint has been extracted and discarded, the remaining product will remain magically charged, but lack the damaging and parasitic aura exuded by it’s natural predecessor. How to RP In short, Processed Ruibrium allows for a mage to cast arcane based magic with some more ease, as the substance enhances one's focus for a period of time only directly after consumption or usage. The substance allowing the mage to create a more focused and sensitive link to the void, the mage is able to cast his/her spells somewhat faster, though by no means making them more powerful. Like always, however, the mage will still have their concentration broken by a bodily blow, an extreme distraction etc. This also means that the player must actively emote applying or activating any Ruibrium that is desired to be used in any situation, combat or passive. Wandering into a situation, and then revealing that you have active Ruibrium applied to your body (whether it be potion or any other form) would be considered powergaming, and thus would need to be something considered before getting involved in a heated situation. Much like equipping a weapon or a piece of armour, Ruibrium would need to RPLY activated. Also, the immediate side effects are required to be RP’d to reduce the risk of powergaming from a player. Effects such as tunnel vision and dizziness immediately after casting etc, which are listed in the above paragraphs, are required to be rply mentioned or used to influence how your character behaves when using the active processed Ruibrium. I would also suggest having a GM/Lore Master or the Lore writers to approve Ruibirum farms for players to reduce either how many players can claim that they have the substance to aid them, or to keep track of those using it and growing it in RP. It’s unlikely that anyone should have a significant amount of Ruibirum straight away, and infact should take a long, long time to create a decent amount. RP: It was the crimson that spread throughout the land, stripping it of green and life. A sickness that spread like a disease, yet we knew so little about it. The glowing crystals seemed to be at first, apart of the red rock that burnt out the land, a substance summoned by the undead, by Iblees. Of course it was the smartest thing to leave such a thing alone. It was demonic, pain inducing- a tool of the undead used to scar the world we inherit. The Journal of Ruiri Izalith Red 2nd of Deep Cold, 1491 Today I have reached the end point in my little venture. Although I leave it with something I had not intended to. I set off to Rivel in search of a journal, written by the Spellcrafter, Archon of Rivel. Of course, there would be no other reason for me to come all the way out here. I searched the entire place for hours. It wasn’t curiosity that swayed me from my direction, but the nauseous sensation that pounded at my skull. I did not find said journal, and I have no doubt that upon my return, Caladrius will be most displeased. Of course, as it does, curiosity got the better of me eventually. I sat atop the ruins for a long while, gazing out at the red rock that glowed, as if alive. It sprouted from the stone walls, the ground, the dead trees that littered the area. It grew atop the crimson netherrack that now replaced fertile soil. It made me sick. Sick, but still fascinated. I had to have some. I leave Rivel now with a crystal, no larger than my thumb, scraped off of the surface of the netherrack, and a headache I have no methods of curing, for now. 13th of Deep Cold, 1491 The trip home is coming along smoothly. I’ve had no interruptions but for occasional rests. I cannot linger around too long, for my own safety, especially. Although I’ve played around with the crystal that sits wrapped in cloth on the top of my satchel, I come no closer to understanding it. The headache has much subsided but being around the rock spoils my appetite. There is definitely something about it that troubles me. I laid it down one night in a bed of grass. I sat atop my bedroll, looking down at it’s crimson contrast in the thriving green. The green turned brown within minutes, and on closer inspection, a dust of tiny crystals had begun to creep atop the dead plant life. I have no intentions of spreading this stone throughout an area again, but I certainly have no time to clean this up. For now, I suppose the little crystals will grow here. I do hope it doesn’t cause much inconvenience for others later on. 24th of Deep Cold, 1491 I was correct on my first hypothesis. Caladrius was furious. I found it quite amusing. He hated that as well. Out of worry that he might never send me on such a quest again, I presented him with the stone. There was no curiosity, many have seen it before, but have never pondered to understand it in depth. I explained to him so far what I have noticed from my trip home, but at the time it didn’t seem to spark too much interest from him. I’m going to take it upon myself to study it further before I present it again. 6th of Snow’s Maiden, 1492 Rats. And who would have thought it would be those filthy rodents to help me discover this mystery. Nonetheless, they did. I had no trouble in applying the crystal to the animals, and although it took weeks of observation, the poor things perished. On the first days of the experiment, the animals became aggressive, agitated, but quickly this deteriorated into a slowness to which point I thought they had already died. The Ruibrium, which I have called it, sprouted from the shoulder of the second rat, the original crystal had spread toward it. Trapping the poor thing, it wasn't long before the animal died. It wouldn't eat, and couldn't move. I am unsure if it was the Ruibrium, or malnourishment that killed my test subject. 10th of Snow’s Maiden, 1492 I returned to my room a few days past my previous entry, furious with my lack of progress, but still ever curious. The rat’s skin was stripped, a blackened skeletal frame remained, bones cracked as the crystals speared through them, coated the corpse in crimson ice. This is most curious. Even Caladrius has taken interest now. I have permission to conduct experiments with much larger life forms. This should be interesting. 11th of Snow’s Maiden, 1492 I decided it would be easier if I used the dungeons below the lair. The unfortunate elf still lays chained to the stone walls, his eyes reddened, his tongue bloated. Much more resilient than the rat, he’s lasted longer. Only after the first week of the experiment, did he stop eating. Not only this, but he seems to have lost the ability to speak. He mumbles, to himself now, it worries me. I don’t like seeing something in such trauma, but it is necessary, I hope. A rather large cluster of Ruibrium clings to the skin of his legs, his ribs, and sprouts off him in small clusters on other spots. They’ve reached the size of the ones at Rivel now, and seem to still be growing. I have no doubt in my mind that Ruibrium is parasitic. It consumes living organisms, growing in size. This cannot be it’s only purpose. 2nd of Malin’s Welcome, 1492 I now have a collection of Ruibrium. Placed in capsules, they do not spread on the glass container. I was careful to use gloves. It would have been a terrible mistake to harvest so much with my bare hands. The good thing is, I managed to harvest the Ruibrium before he died. I’m still unsure of what is worse. Becoming mad, or dying from the thing. Either way, he still perished. There was no recovering from such. I gave Caladrius a sample of the crystal, in which now our joint studies will continue. I believe he is working on a way to create, or thin the crystal into a less potent and hopefully less dangerous substance. For whatever purpose he finds in his studies, I will continue my research on Ruibrium, and experiment with it’s methods of usage. My new hypothesis is that perhaps this substance can be applied to things aside from lifeforms, and therefore become more controlled. Perhaps that would mean I could inflict Ruibriums symptoms through method of wounding. It’s a highly unstable crystal, but I am confident that it can be mastered.
  9. Overview For some time these Druidic Gifts have had no clarified limits to their capabilities, which for the most part hasn’t been abused. In light of a few incidents and the generally lacking guidance for lower-tier users of these Gifts, a few of us volunteered to help write a clarification. Our general aims were to firstly establish sensible upper caps to the range of Blight Healing, and to the enhancement of herbs offered by Herblore, then to outline where each tier sat within those boundaries. Several TA holders were involved in this process, and it was then brought to a majority of the Druid community for thoughts and suggestions. The feedback was mostly positive, so here we are. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Blight Healing Ranges The following ranges are given as a maximum. Performing Blight Healing at the max range of your tier is enough to physically exhaust you and will likely result in blacking out and other symptoms of extreme exhaustion, requiring extensive rest. Radius and area are used as an example, but a creative user could guide mists in a number of ways. T1: 4 metres/blocks; 8x8 area T2: 8 metres/blocks; 16x16 area T3: 12 metres/blocks; 24x24 area T4: 16 metres/blocks; 32x32 area T5: 20 metres/blocks; 40x40 area Additionally, corruption cannot be cleansed until T3 and must be taught, as it requires more complex manipulation of Blight Healing energies. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Herblore Ranges This also assumes someone is using this Gift to its maximum potential, rather than making a lesser enhancement. It’s difficult to conceptualise the huge variety of effects into numerical values, thus the following examples are provided to indicate the capabilities of each tier. T1: Effect receives a minor boost, barely noticeable. High chance of failure. Enhancement lasts 1 irl hour. T2: Effect receives a minor improvement, which is noticeable. Slight reduction in chance to fail in familiar herbs. Enhancement lasts 2 irl days. T3: Effect is moderately improved. Failure very unlikely in familiar herbs, unfamiliar herbs less so. Enhancement lasts 1 irl week. T4: Effect is markedly improved. Chance to fail is almost entirely muted. Enhancement lasts 1 irl month. T5: Effect is improved to the greatest one could reasonably expect. Enhancement lasts virtually indefinitely. Remember that if a herb is processed immediately after enhancement, the resulting remedy, poison etc., keeps the alteration until it has expired. When an irl week is a year, solutions, potions etc. will expire unless kept in adequate conditions. Use your common sense, expiration dates shouldn’t be necessary. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Increasing potency The spores of a blistering toad mushroom cause corrosion of the throat and airways by default. In this example, it’s assumed that the intensity of the spores is the target of enhancement. These are what one would expect to occur should someone inhale the enhanced spores: T1: Painful to breathe T2: Infrequent coughing, in addition to pain T3: Severe pain, which provokes coughing fits T4: Coughing fits sufficient enough that the victim is likely to vomit and will struggle to breathe T5: The soft tissues of the throat and airways melt painfully, likely leading to asphyxia Crouching feather may be smoked or brewed into a tea, which calms and clears the mind. Assume in this example, that the herb is infused into hot water as a tea, that by default its effects last for 2 iRP hours, and that the duration of its effects were the area enhanced using Herblore. T1: Effects last for 2 and a half iRP hours T2: Effects last for 3 iRP hours T3: Effects last for 5 iRP hours T4: Effects last for 6 iRP hours T5: Effects last for 8 iRP hours Habgobsnit is a grass which can be dried, ground and smoked for a clarity high, or pressed for its numbing juices. In this example, assume the potency of the clarity high has been enhanced with Herblore and that by default, the high begins about ten minutes after smoking. T1: The minor loss of potency from the drying process is mitigated T2: Moderate anxieties are assuaged, cognitive processes un-hindered by minor stressors T3: Clarity is such that the user feels more aware of themselves T4: The high comes on more quickly T5: Severe anxieties are soothed with a smaller quantity. Marked calmness in stressful situations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Decreasing potency Remember that lessening the quality/effect of a herb is more difficult, more draining and is less efficient than increasing potency. Night sap is a golden sap, which induces sensations of calm, relaxation, safety and sleepiness. It’s sometimes used as a sleep aid, though it causes splitting headaches or even paralysis upon waking. It’s also highly addictive, so in this example assume it is the addictive quality which is being lowered with Herblore. T1: Minor decrease in the chance for addiction. Users still highly likely to become addicted T2: Further decrease in chance for addiction, the addiction is still akin to that of opiates T3: ‘Moderately’ addictive. Addiction is more like that of nicotine, meaning some will escape it T4: Those who become addicted will experience less severe withdrawal T5: Addiction has reduced to the level of alcohol. This does not mean that it is no longer addictive, but that the majority of people are able to use it without developing an immediate addiction. Repeated use will still pose a risk Flash fruit is an orange-like fruit with yellow streaks upon the skin, which can be consumed to quench thirst. The flesh of the fruit however, will numb the throat. In this example, it’s this numbing quality which is being reduced with Herblore. T1: Eating small amounts of the flesh will not immediately numb the throat. There is still some loss of sensation T2: About a quarter of an orange-sized fruit can be consumed with only some numbing taking place T3: The majority of an orange-sized fruit can be eaten, before the throat becomes entirely numb T4: Eating the whole fruit is now possible, though will leave moderate numbing in the throat T5: Upon eating a whole orange-sized fruit, the numbing effect is much less severe and retention of feeling is possible Yarrow can be used to enhance the medicinal effects of other herbs, but alone it can reduce blood pressure and inflammation. A side-effect is that it can lead to fainting and dizziness from low blood-pressure, so in this example assume it’s this blood-pressure reducing quality which is targeted by Herblore. T1: Fainting is slightly less common in strong doses and overdosing. Dizziness may cause nausea T2: In concentrated doses, fainting is most common in those of a fragile constitution. Most users are likely to experience nauseating dizziness instead T3: Fainting is much less likely, even when overdosing. Dizziness is still uncomfortable. Has a decreased ability to lower blood pressure, thus much less useful in treating high blood pressure if one were to use it T4: Fainting is acutely found in overdoses with those already weakened. Dizziness is much less nauseating, allowing for fairly normal day-to-day functioning T5: Fainting is highly unlikely unless extremely concentrated doses are consumed. Dizziness is reduced enough that someone could continue daily life largely uninhabited, but combat or casting would still suffer some. At this point, the ability to treat high blood pressure is largely muted, requiring a healer to obtain a fresh sample of yarrow ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Credits A_Keefy and Archipelego as our lovely LT points of contact, also making some good criticisms and suggestions. Darksoundwave, ThatGuy_777, ShadowedOblivion and Eranikus for their writing assistance and scrutiny. Wytchlings for providing feedback. The Druid Community for some encouraging feedback.
  10. 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))
  11. ((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)
  12. Today on this saints day in 1768, Clement Devonshire has officially died. He was found dead in the river under the Sinners Bridge in Haense. The cause of death was unknown. Although he ran in elections and lost, he always loved the city of New Reza and helping out the Royal Family and Nobility. His will and testament follows. - The Petyr’s Passage I house and its contents will be given to his brother, Lewis Devonshire - His position at the Maer’s council will be given to his first cousin, Johanna Roquetelet. - His balance in Minas: 1 Minas, will be given to Lewis Devonshire. The other 2000 Minas were spent on a lifetime supply of cooked chicken and taxpapers. 1730 – 1768.
  13. 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
  14. 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.
  15. “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.
  16. Haense, 1765. Earlier this year, I had been able to save up enough minas to be able to purchase my very first house in the city of Reza. The air had a mysterious haze and a sickly glow. The air was cool and the wind was dry. I had been touring the city, hearing news about the noble families, the government, and the new monarch. I had been staying in Helena on a forced notice. Unfortunately, my business with the Vanir family was put on halt, thus I had been set on another course of life. In my return I decided to visit the old Vanir house in the center of the city, as grand as a house it was, I found that it had been moved out of and put up for sale. Drats, the rumor had been that Lord Vanir was ill and could die any day. I had hoped to give my last parting blessings before my next adventure in Haense. I entered the dark house, and I observed its interior, every cobblestone and floorboard. There was an odd glowing from a trapdoor that was opened in the corner. I decided to take a look closer. Little had I known of the moisture in the air, I fell down the ladder on to a sticky grungy floor in a sub-basement. There were no windows, and I lay unconscious. For days I had been lying in the floor until suddenly, I woke up. The room was darker than before I entered, and the red-orange flames of the wall torches flickered with such flamboyant light as if it were trying to tell me something. The hatchway to the sub-basement had been sealed. I was stuck. More stuck than bees in molasses. I got up off the ground, my breeches covered in dirt, and my court jacket torn. I screamed for help. No answer. I tried again, no answer. I attempted to push on the cobblestone-lath mixture, it would not budge. I lay in the dungeon for days, and the days turned into a year. Suddenly, as my last cry for help had been heard, someone had come for my rescue. It was Madame Reza, with her great pickaxe. She had freed me from the dark dungeon. I asked her where the Vanir family had gone, and she mentioned a new keep across the great lake. That is where my next adventure awaits. -Clement.
  17. 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 50 to 100 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. An Epiphyte’s growth can be stunted through the pruning of its plant’s roots. This effect has been long noted with the existence of bonzai dryads, though it is a technique that can be employed more widely than with trees alone. 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 50 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. 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. 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 once a real-life year at the most frequent, and should happen once every other 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. A Bonzai Epiphyte is treated like a child character for the purposes of server rules and real-life law. No magic due to server rules. No ftb or erp due to server rules, the law in most countries, and basic decency. 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
  18. "Lady Cora," he said, "sometimes one has to do things which are unpalatable. When great issues are involved one can't toy with the situation in silk gloves. No. We are making history." -Mervyn Peake, Titus Groan Introduction to Kloning {Klone - based on Ancient Greek κλών (klṓn, “twig”) Twigs would be cut from trees and grown into identical trees or grafted onto other trees.} It was originally tested on rats and mice, and after much trial and error, was proven successful. It is possible in theory to klone any living thing- even including plants- but one must be warned that not all things will be able to survive the necessary extractions involved with the kloning process. Upon death, one will wake up in their Shell, to put it simply. A Shell is not ‘alive,’ nor does it have a soul. Duplication of the soul does not occur when the body is replicated in this way. A Shell will not perform basic functions of life such as respiration, maintaining internal environment, growth/repair, intake of nutrients, or excretion on its own. When removed from the chamber in which it is grown, it will begin to decay at the same rate as a normal body. By itself, a Shell is in a way, a corpse that was never lived in to begin with. A ‘Hermit Crab’ is a slang term used when referring to someone who swaps bodies relatively often, or in an ongoing cycle, like how a hermit crab swaps Shells. The Procedures The Original When creating a Shell of something, the body it is being made in the image of is called its Original. Because Shells can be produced using other Shells, “the Original” does not always refer to the body in which a person was born of their mother. That would be called the “True Original” to clarify. THE JELLY AND THE SLIVERS The Jelly is the alchemical concoction which keeps a Shell safe and prompts it to grow. A good portion of the Jelly will be recycled to build the body of the Shell itself with no waste product. It varies slightly in color, but is never vibrant, and is transparent but murky. It will be either a red, fatty off-white, pink, bruise-like violet, or something in between. It is smooth to the touch and difficult to wash off skin but not especially sticky in texture. At the proper temperature for use, it is a thick, slimy liquid, but when solidified, it behaves like Jell-O. It smells funky and meat-like, and tastes like raw flesh with an unsavory metallic aftertaste. The slivers are key, basic pieces of differing materials that make up a Shell’s body. In descendents, the most sound Slivers one can use are hair, skin, muscle, blood, and bone. But one can also use various organ tissues (such as liver) as well if removing bits of those organs will not be lethal. The masses of the slivers should be the same or the Shell will have problems in development. These will coalesce into a structure similar to a fetus, and from there will grow by accumulating mass using the jelly surrounding it as mentioned before. Slivers do not need to be enormous, but should be roughly proportionate to or larger than a raisin when dealing with something the size of a human or elf. Required Ingredients Everybody will require a different mixture of ingredients when creating their Shells’ Jelly. However, there are some important guidelines that you must follow. Here, we will use the mass of the Original as a unit of measurement, abbreviated MO. The base of the Jelly is actually made up of two components: +0.1 MO of blood (The amount of blood in your body) from the Original +2 MO of lard +0.005 MO of cerebrospinal fluid from the Original Blood is a very personalized alchemial base, lard is thick and highly caloric, and cerebrospinal fluid is created by the body to protect the brain and spinal cord. In cases where the subject does not have blood and/or spinal fluid, substitute with other vital fluids. (Some experimentation with others of its species may be required to determine how much is safe to remove at one time.) After the base has been created, begin adding reagents. Jelly requires reagents of all four elements, but primarily relies on air and water symbols. The ratio of elements and symbols differs based on the bone structure and other physical or even mental aspects that are unable to be changed naturally. (Bone structure, a mental disorder, race, a genetic disease, etcetera. Not fat, muscle, or opinions.) A relatively large amount of each reagent will be required, considering the volume of the base. Moderate to incredibly rare reagents are all that will suffice. The specifics of which reagents are used varies from subject to subject; one combination of reagents may work for one, but that does not necessarily mean it will work for another. There are two important ‘sets’ reagents in a Jelly recipe can be divided up into. The first set contains the essential symbols for accomplishing the general growth and functionality of the Shell. 2 Symbols of earth (protection, connection) 2 Symbols of fire (warmth, passion) 4 Symbols of water (nourishment, life, rebirth) 4 Symbols of air (movement, perception, precision) The second set contains symbols that vary from subject to subject. This will usually require specific reagents to be used as well. I haven’t listed specific reagents here though so that these examples can still be used as templates but will not be repeated for two characters by accident... I recommend using 4 to 6 extra symbols for these. Here are a few examples: Example 1: A stocky northerner with big bones and an inherited pain and cold tolerance. 2 more symbols of earth (endurance, hardiness) 2 more symbols of fire (pain, courage) 1 more symbol of water (ice or cold) Example 2: A dexterous and lanky elven lad. 3 more symbols of air (grace, fragility, quickness) 1 more symbol of water (clarity) Reagents should be ground to a very fine dust or smooth paste. Kloning the dead? Kloning cannot bring the dead back to life. If their soul has already departed to the soul stream, then it is too late for them. Shells can be generated from corpses if you wish, for some reason, to have more than one corpse of a person. The only thing is that the subject’s soul will not be pulled from the soul stream and deposited into it, and the Shell will not be part of any Shell Pool. (Shell Pools covered more in-depth later on.) Acquiring the Ingredients Many of the ingredients used in Kloning are siphoned from the Original, and if done without care, extractions can be fatal. One must know how much of each substance is safe to remove at a time, and how long they should wait before drawing more. I recommend you read through the links below to learn more about how to accurately roleplay symptoms of losing your precious vital fluids. Be careful when drawing blood from a major blood vessel. Profuse bleeding can easily lead to deadly hypovolemic shock. (About hemorrhages: https://www.quora.com/How-much-blood-can-a-human-lose-before-dying-of-hypovolemic-shock-blood-loss ) (The following cautionary advice applies to descendents only, due to the fact that different creatures are proportioned differently.) it is not recommended that you draw more than 10% of the subject’s blood at a time due to the risk of developing anemia. An average human male has 10-11 pints of blood, while an average human female has 9-10 pints of blood. You can use these mass to blood proportions to determine average amounts of blood in other descendent races. (About anemia: http://www.mayoclinic.org/diseases-conditions/anemia/symptoms-causes/dxc-20183157 ) The human brain produces only 500ML of cerebrospinal fluid each day. This fluid is constantly being reabsorbed, so that only 100-160ML is present at a time. Be very careful not to draw too much at a time, because a deficiency in the fluid can have a negative effect on the brain and lead to symptoms from headaches to paralysis. (About cerebrospinal fluid: https://en.wikipedia.org/wiki/Cerebrospinal_fluid and https://www.cedars-sinai.edu/Patients/Programs-and-Services/Neurosurgery/Centers-and-Programs/Cerebrospinal-Fluid-Leak/CSF-Leak-A-Curable-Cause-of-Headache.aspx ) “GROWING” AND CARING FOR A SHELL “Growth:” Speed and General Appearance Over Time Once you have gathered the proper Slivers and assembled a Jelly mixture, it’s time to combine the two. Completely fill a large jar or other sealable container with the Jelly so that airspace in the top of the capsule is minimized but not necessarily eliminated. Introduce the 5 slivers, making sure to place them close together toward the center. The environment should be dark or dimly lit, and the Jelly should constantly be kept within three degrees Fahrenheit of the Original’s internal body temperature. (98°F or 37°C in humans.) THE FIRST ELVEN WEEK: If conditions are satisfactory, the Slivers will begin to mesh together and form a lumpy blob. All slivers other than skin will group around the sliver of bone before being covered by the remaining sliver of skin. After the Slivers have fused, we finally refer to the single mass they have formed as the Shell. The Slivers’ initial reaction with the Jelly will be a slow one; taking up to an elven day to display any noticeable changes. If this fails to happen, quickly move the Slivers to a different mixture of Jelly. Development is gradual and slow enough that it isn’t apparent to the naked eye from one moment to the next. It would be like watching a plant sprout. During this first week, it is recommended that the recipe used to make the Jelly is recorded exactly, and only a small portion is created to test whether or not it will take to the Slivers. THE SECOND ELVEN WEEK: Over time, the blob of a Shell will increase in size, and take on the grotesque silhouette of an infant version the Original. Rough features begin to form, but no eyes, nostrils, toes, fingers, ears, sexual organs, teeth, or a tongue will have formed. A cord-like structure begins to sprout from the back of the neck. It will take roughly an elven week to reach this point after the Slivers have formed together. THE THIRD ELVEN WEEK: The Shell will begin to grow hair and fingernails, and continue to develop complex body parts like the eyes and fingers. If no mutations are visible by now, it is recommended that a larger quantity of the mixture of Jelly used for the Shell is prepared so that the Shell can be transferred into a more spacious environment. THE FOURTH AND FIFTH ELVEN WEEKS: The Shell begins to refine its digestive, respiratory, circulatory, and nervous systems, in that order. It continues to grow larger and larger, but it is still not prepared to receive a transferring soul (talked about in the Soul Transfer section in further depth) because its underdeveloped organ systems would cause immediate lethal complications if put into use, putting it on par with a Shell that was stabbed to ‘death.’ THE SIXTH TO EIGHTH ELVEN WEEKS: The Shell continues growing larger and refining its vital organ systems, and while still flawed it is technically ready for use. The brain, especially, is still in development, and the areas responsible for higher mental functions such as concentration, planning, judgment, emotional expression, inhibition, creativity, and long-term memory are not ready. (This is also talked about in the Soul Transfer section.) THE NINTH ELVEN WEEK AND ONWARDS: The Shell is now safe for use if its development went as according to plan. It will continue to grow, entering ‘puberty’ at a usual age and adapting to changes. In the long term, a Shell will grow and mature at the same speed its Original grew. It is also bound to a life span, more commonly referred to as its shelf life. It will become unusable and start to dissolve if left in the Jelly as soon as it reaches the age where the Original would have died of old age. Elves, 1000 years, Humans, 100-150 years, etc. Elven Shells + Dying Jelly While an elven Shell will last for the typical 1000 years, the Jelly will not. Jelly lasts for a very long time, but it does not last forever. 100-150 years from its creation, it will go bad and begin to decay. When this happens, it will begin to get lighter in color and more opaque. Eventually, it will begin to liquify any Shell inside of it, and condense into a dry, flaky crust on the inside of its container. To preserve an elven Shell that’ll last longer than its Jelly, the Jelly will need to be completely replaced with new Jelly of the same exact recipe each time it begins to go bad. Are Shells in Any Way Different From the Original? You will notice as time passes that any features of the Original that were not influenced by genes will not appear in the form. This includes scars, belly buttons, callouses, missing body parts, tattoos, other modifications, etc. Shells are built based on the genetic makeup of the Original, and not the soul. This lack of basis on the soul is also why it is possible for a Shell to develop deformities and mutations. The difference between a deformed Shell and a mutated Shell is that the deformed Shell is still genetically identical to the original. A mutated Shell is not. (More on deformities and mutations will be included in the Botched Shells section and the Soul Transfer section.) There is only one non-genetic structure that will form, however. A mysterious, eerie, root-like network will sprout from the back of the neck, and stick to the inner wall of the capsule the Shell is being “grown” in. It seems to serve a similar function to the roots of a plant; idly absorbing surrounding Jelly to be recycled into the mass of the Shell with no waste product. It takes on a ghostly white tint instead of the skin color of the Shell, as it does not have any blood vessels or bones. However, it does has nerve endings throughout it that are linked to the Shell’s lifeless brain. It isn’t clear whether this is even a part of the Shell, or if it is a part of the Jelly, or if it is a third part all of its own. If a major section of it is cut off or strangled, it will cost the Shell valuable time developing until it forms a new cord or is relieved from pressure. Tampering with the roots does NOT expand a Shell’s shelf life. Monitoring a “Growing” Shell There are a few procedures you should follow when monitoring a Shell’s “growth.” It’s important to know as soon as possible if something is going wrong. One should perform routine inspections on a developing Shell. A few things to note when conducting an inspection are as follows: SKIN QUALITY - It is normal for the body to appear paler than usual, as it shouldn’t be exposed to too much sunlight. Watch out for the appearance of dryness, flaking, cracking, appearance of albinism, visibility of muscles, splotches, lumps, sagging, tightness, and anything else unnatural like that. NAILS - Toenails and Fingernails should lengthen at a normal rate. Make sure the Shell isn’t being poked by its nails where the skin might be punctured from repeated scratching. If nails grow too fast, and take on an unnatural color or appear breakable, be warned. HAIR - Hair should also lengthen at a normal rate. Make sure coils of hair do not strangle the root network. Watch out for unusual hair color, unusual hair loss, unusual receding of the hairline, appearance of dryness, and thinning. EYES - Eyes should be open, but appear restful, as if gazing off into space. Watch out for pinpoint pupils, cataracts, redness, unusual eye color, heterochromia, bugging out, and rolling back into the skull. However, it is usual for them to appear sunken. LIPS - Watch out for puffiness and cracking. It is usual for the lips to appear purplish or blue, but a healthy red is optimal. THE ROOTS - Again, make sure they are not being strangled. You may have to move parts of it around to keep it from tangling around itself. Avoid cutting it, but if you must, be careful not to cut off too much. They will usually be squishy like a water balloon; make sure they do not flatten easily or feel empty. When opening the capsule to tend to any unusual things you may see, be careful not to leave the Jelly exposed to the air for too long, and make absolute sure your tools are clean. This can easily be ensured by building tools for manipulation into the interior of its capsule. Leave any things you remove from the Shell in the Jelly at your own discretion. It is recommended to leave behind clipped hair and nails, though, as they will dissolve within an elven day and be recycled. If an eye, ear, or some other structure that doesn’t regenerate normally in members of the Originals race, do not worry. The wound will be sealed over in under an elven day, and blood expelled from the wound will be dissolved and recycled. Some structures will grow back in time, but anything larger than the forearm will not regenerate. Removing these parts in increments is not an option. BOTCHED SHELLS Not every Shell will turn out perfect, and sometimes whether or not one even ends up usable seems to be hit or miss. However, it really isn’t. The conditions a growing Shell must be kept in and the ingredients used to encourage its growth are more specific than researchers had speculated. It is easy to ruin a Shell though, and the topic deserves its own section. If you’re not careful, you’re at risk for botching a Shell at any time in its creation. Make sure to keep equipment and environment sterile any time the slivers, the jelly, or the growing Shell are going to be handled. Dirt, dust, hair, sweat, flakes of skin, and other contaminants, even in small quantities, can throw off your results. Botching Before Growth Once you have assembled your Jelly and gathered your Slivers properly, and you’re sure no contaminants have come in contact with your work, there is still a chance that the Jelly won’t take, and the body will not form. This can be attributed to a number of factors: +Dust/dirt/foreign blood/pollen/lint/etc contamination +Distancing between Slivers (If too far apart, they will not coalesce) +Excessive exposure to sounds exceeding 120 decibels +Intense light +Overexposure to air (Keep in an airtight capsule) +Rough handling and constant movement +Sudden increase or decrease in atmospheric pressure +Unsatisfactory conditions of cold or heat +Strong magical presences nearby, such as a voidal rift or an archon in transcended form If no change is observed within one elven day, you can be sure that the Slivers are being impeded from forming together, or that they have been permanently shocked out of reacting with the Jelly. Be careful not to wait this long though, as some of the Slivers will begin to decay normally if not in the process of growing! If this occurs, they will no longer be usable. If your Slivers are simply being impeded from forming together, quickly remedy poor conditions they may be under, and consider swifter correction by exposing them to the opposite of what had been a problem. (Ex: Exposing Slivers impeded by heat to the cold.) If your Slivers have been permanently shocked out of reacting with the Jelly, you will have to swap out the Slivers. If this happens, you will probably know what went wrong, because it would have had to be very major. (Ex: Dropping down a flight of stairs, rolling down a hill, freezing/boiling, or leaving open to air for a month.) Botching During Growth Do not congratulate yourself too soon after your Slivers form into the Shell. While a Shell will not stop accumulating mass if exposed to the factors mentioned above, they now risk deformity and mutation. Different contaminants and unsatisfactory conditions will cause different effects on the developing Shell. These are mistakes. They will either be neutral or detrimental; never solely helpful. (This will come up again in the Soul Transfer section.) Mutations Mutations encompass all previously known (irl) genetic disorders and can range from slightly differing hair color to horrifically scarring tumors, extra or missing limbs, cancer, and issues with formation of the brain that can cause severe psychological disorders. They can occur randomly in newly forming Shells and must be rolled for. First, roll a D6. If a 6 is rolled, your Shell will have a mutation. Second, roll a D100 to determine the severity of the mutation. Roll results 1-50 will produce a benign mutation. 51-100 will not. To help an appropriate mutation be decided on from each result, here are some example kinds of mutations to give you a feel for what kinds of mutations can come from a certain roll. 1-10 - Extremely minor mutations such as a SLIGHT change in eye color, hair color, hair thickness, and skin color. No differences in bone structure, ear shape, nose shape, etc. 11-20 - More noticeable versions of the mutations from 1-10. Freckles may be gained, eyelashes may be lighter or darker. 21-30 - Extremely noticeable versions of the mutations from 1-10. Albinism not included in the possibilities for change in skin color. 31-40 - Minor differences in bone structure, ear shape, eye shape, nose shape, the way fat is carried, etc. 41-50 - More noticeable versions of the mutations from 31-40. 51-60 - Relatively small non-deadly mutations such as albinism, blindness, color-blindness, deafness, lack of smell, and very minor mental disorders. 61-70 - More serious yet still non-deadly mutations such as moderate mental disorders, marfans syndrome, osteoperosis. 71-80 - “Less aggressive” deadly genetic diseases and mental disorders such as sickle cell anemia.. 81-90 - Serious malformations and terminal genetic diseases such as cancer, progeria, heart disease, conjoined legs, etc. 91-100 - Extremely serious and over-the-top mutations. Extreme coverage in tumors and/or cancerous lumps, grotesque malformation especially in the facial region and torso, progeria, etc. Deformities Missing External Structures - External structures like limbs, digits, ears and noses fail to form early on This deformity is linked to insufficiency in two or more slivers. Sealed Shut - Orifices fail to form early in development. For example, the eyelids are sealed shut over the eyes and eyelashes don’t form, and the mouth and nostrils are also sealed shut. This deformity is linked to excessiveness in the sliver of skin. Pellucid Skin - The skin of Shells with this deformity is reduced to a thin, semi-transparent membrane. This causes the Shell’s blood vessels and other innards to be visible, while being susceptible to skin damage and infection. Melanin is not necessarily absent from pellucid-skinned Shells, but the skin lacks color and is so thin that it will not be able to protect itself from the sun, causing it to burn easily. Because the skin is so insubstantial, hair loss is also common, and callouses cannot form. This deformity is linked to insufficiency of the sliver of skin. “Skin-tight” Skin - This deformity causes a Shell’s skin to grow too slowly to keep up with the rest of the body, resulting in angry stretch-marks and even tears and gashes. This skin is the equivalent of skinny jeans so tight the wearer is fearful of ripping them when sitting down. Any cuts inflicted upon the body will cause the skin to burst apart a little further due to the release of tension, which can prove to be very harmful and dangerous. This deformity is also linked to insufficiency of the sliver of skin. Parched Skin - The skin fails to produce oils, and the pores are tiny due to the lack of oil flow. The lack of natural oils also prevents the skin from holding water effectively. This results in extremely dry skin that is delicate and prone to damage. Dead skin cells can build up and cause congestion, because there is no oil to push them out. This deformity is linked to dust contamination of the Jelly during development. Absolute Baldness - Hair and nails made of a protein called keratin. In Shells with this deformity, keratin will fail to form. This results in weak, flaky nails and a complete lack of hair, including eyelashes, eyebrows, and body hair. (Alopecia universalis.) Note that eyelashes and eyebrows keep dust out of one’s eyes. This deformity is linked to absence or accidental exclusion (placing a sliver too far from the rest, causing it to be excluded during initial formation) of the sliver of hair. Lack of Nails - A varied version of the perfect baldness deformity; the body will only fail to produce keratin around the fingertip and toe area, resulting in a complete lack of fingernails and toenails. Hair remains normal. This deformity is linked to insufficiency of the sliver of hair. Small Pupil - Light intake is restricted, and the eyes will perform best in strong sunlight and optical flares are suppressed. Vision is also very crisp, due to a lack of light refraction. However, the pupil cannot adjust to see very well in the dark. When the light goes out and the sun goes down, you’re essentially blind. This deformity is linked to overexposure to bright light in early stages of development. Enlarged Pupil - Light intake is so great that sunglasses are almost always necessary. Optical flares are very over-pronounced, and sunlight is painful. However, vision at night is very good, even on the darkest of nights. Shells with this deformity are prone to developing nearsightedness, farsightedness, and/or astigmatism. This deformity is linked to extreme absence of light in early stages of development. Clawed Hands - Fingernails grow extremely thick to the point where the distal bones are displaced downwards, compromising fingertip dexterity. The nail still retains the normal growth speed, and will grow blunted, but there is nothing preventing the nails to from being sharpened into points. This deformity is linked excessive use of earth reagents representing tenacity in the Jelly. Nemerta Rooting - The roots of the Shell seem extremely eager to grow, resulting in the umbilical web continuing to grow even outside of the Jelly. Massive complexes grow indefinitely like hair, but are painful to trim due to the nerve wirings running through them. This mutant root will continue to make attempts at sustaining the Shell, meaning that there may be an advantage to allowing this freakish complex to grow. This deformity is linked excessive use of earth reagents representing resilience in the Jelly. Glistening Skin - The skin produces oils and moisture at an extreme rate. This causes to skin to constantly maintain a wet, oily coating akin to the mucus membrane of a fish. Individuals living in a glistening Shell risk severe dehydration if they do not consume enough fluid. “At my most badass I make people want to take a shower.” This deformity is linked to excessive use of water reagents representing nourishment in the Jelly. Hyper-Melanin - The skin and hair is coal black, with a slightly bluish tint. Extreme resistance to sunburn but no notable resistance to skin cancer. Absent Melanin - Classic extreme albinism. Extremely pale skin, snow white hair, and red or light blue irises. Be very careful when going outside in the daytime, even on cloudy days. Luciferase Nodules - Hard nodules form in the flesh around the fingers, toes, and spine containing isolated luciferase enzymes. These enzymes produce bioluminescence, resulting in glowing spots and patterns in the flesh. These enzymes aren't always active, but they are triggered by symptoms of anxiety, fear, lying, and panic. The color of the glow produced ranges from green to indigo, appearing to come from within, underneath the skin. This deformity is linked to overexposure to salty, humid air, thus it is less common than other deformities. Osteogenesis imperfecta: Brittleness - The bones of the Shell lack a critical collagen bond, which results in fragile bone structure due to lacking density. The risk of fracturing bones is high, especially as the Shell ages. This deformity is linked to insufficiency in the sliver of bone. Osteogenesis Imperfecta: Density - The bones form unusually dense and constrict the marrow. This means the Shell will have a more sturdy and heavy skeletal structure, but will have difficulty replenishing blood, as the marrow is responsible for creating new blood cells. The body will bleed at a slower rate, but will suffer difficulty in repairing wounds due to lack of blood flow. This does not mean the body will not recover, but wounds will have a more difficult time clotting and sealing themselves off, and lost blood that would have taken days to replenish in a normal body could instead take months. The lack of rapid blood replenishment also means that the body may take longer to fight infection. Osteogenesis Imperfecta: Stunting - The growth of the bones is stunted, resulting in dwarfism. The adult height of the Shell will range from between ½ and ¾ of the Original’s adult height, depending on the onset of the deformity’s development. Osteogenesis Imperfecta: Gigantism - Growth of the bones is amplified, resulting in the formation of bigger bones. The adult height of the Shell will range from between 1 ⅓ and 1 ½ the original adult’s height, depending on the onset of the deformity’s development. Webbed Digits - The natural skin membrane between fingers and toes may extend to the first knuckle, creating an amphibian-esque web structure. THE SOUL TRANSFER The Shell Pool & The Prioritized Shell No matter how many Shells you have, the soul can and will only inhabit and grant consciousness and ‘life’ (growth, respiration, and other behaviors of life) to one of them at a time. This one shell will be referred to as the Prioritized Shell until the soul changes its home upon death or transfer. Unlike a normal descendent’s soul, the soul of somebody with one or more spare, usable Shells will not be swept into the soul stream upon death. If one of the available bodies were to die, or the currently inhabited body were to die, the soul does not perceive it as death, rather it perceives it as injury. The soul doesn't admit death because from its perspective death did not occur. Then, of its own accord it moves to inhabit one of the already existing bodies because it perceives those as a part of its self. The Soul cannot distinguish between the Original and the Shell unless the Shell is severely mutated. Each of the Shells pull on the Soul all of the time, just a little bit, because the whole is naturally trying to reach an equilibrium and spread the soul out evenly amongst its physically separated parts. However, this can't happen because the Shell Pool isn't actually strong enough to tear the soul apart. Because of these two points, the Shell Pool is created; the theoretical space between all of its available Shells where the soul goes before randomly selecting a new Prioritized Shell. This is not a literal location or space and cannot be visited/pinpointed/etc. (Numbering your character’s Shells however you wish, typically by order of their creation, /roll D<total Shells minus the one the soul just left> to decide upon the new Prioritized Shell.) The soul will constantly resist the pull of the soul stream and instead be pulled to the Shells until all clone bodies are dead and uninhabitable. Each Shell available to a Soul at one time makes up that Soul’s Shell Pool. There are a few reasons why some Shells may not meet requirements to be included. -The Shell has exceeded racial lifespan -The Shell is under 5 years old (more on this later) -The Shell has been left outside of Jelly long enough to be affected by rigor mortis -The Shell suffered a fatal injury and was never adequately repaired -The Shell is not accurate enough to the genetic makeup of the Shell that was just left (This can be affected by serious mutation, or the fact that the Shell in question was based off of somebody else’s Original or Shells.) A representational animated graphic of what happens upon death to the soul of a normal descendent vs. the soul of someone with 3 spare Shells in their Shell Pool: The “Juliet” Potion (Named after the scene in famous playwright Shilliam Wakespeare’s Romeo and Juliet, in which Juliet fakes her death to escape with Romeo by drinking a potion that causes her to appear dead.) This potion is an odd and potent brew comprised primarily of earth reagents. It has a dark, inky plum hue-- appearing, like blood, lighter when spread thin on a surface-- and tastes like a sour berry with the burning sensation like alcohol. While not technically lethal, the body will quickly enter a deathlike state for several hours (30 minutes irl time) upon drinking it. It takes effect quickly, starting with a strong burning sensation in your chest, blacked out vision and lightheadedness, gradually worsening for half a minute or so. The heart will stop, consciousness will be lost, and all bodily functions will cease until the potion wears off. It is unclear what happens during the hours it is in effect, but after that time is up, someone with a Shell Pool will awaken in the body of one of the other Shells in their pool just as if they had died. A normal person who ingests the potion will awaken after that time with a great shock as their heart begins pumping again and their senses return one by one. Recipe Base - Aqua Vitae 1 Symbol of air (lightweight) 2 Symbols of fire (disorder, overwhelming) 2 Symbols of water (rebirth, tranquility) 4 Symbols of earth (death, immobility, patience) Night Sap The Priority Hierarchy Not all Shells are created equal-- mutated or underdeveloped Shell aren’t as significant within the soul pool as a ‘normal’ Shell would be. A mutated or underdeveloped Shell will never be prioritized over a ‘normal’ Shell if one is available in a soul’s Shell pool. In the same way, an underdeveloped Shell will never be prioritized over a mutated Shell if one is available in a soul’s Shell pool. Simply, a Shell lower down in the ‘Priority Hierarchy’ (presented below) will never be prioritized by the Soul during death/transfer over one that is higher up. Deformity will not affect a Shell’s priority. 1. ‘Normal’ Shells 2. Slightly mutated Shells 3. Heavily mutated Shells 4. Underdeveloped Shells 5. Mutated Underdeveloped Shells A transfer into an underdeveloped Shell should be avoided because filtering your memories and knowledge through the underdeveloped, lacking brain of such a Shell will cause permanent memory loss. Unlike with an underdeveloped Shell, transferring into a mutated Shell will not cause memory loss unless its mutation would directly affect the brain in a way that would inhibit memory. However, there will be a shift in the priority hierarchy of the Shell Pool. Once the soul has transferred into a mutated Shell, the soul no longer recognizes it as a mutant. Instead, it is seen as the new example of ‘normal,’ and those that were normal previously are seen as the mutants, being genetically different from what would then become the Prioritized Shell. Mortally wounded/critically damaged Shells, Shells belonging to someone else entirely, Shells under 5 years of age, and any other Shell with complications (excluding the surrounding environment) preventing it from being able to support life for more than a few short moments are basically ‘dead’ and cannot be transferred into even if it is the very last Shell left in a Shell Pool. Some damaged Shells may be repaired and used again afterward. Unordinary Souls All unordinary souls, such as corrupted, displaced, ascendeds' souls, archon souls, soul shadows, etc. are all either unable to have a Shell Pool, or in the case of corrupted souls, unable to use their Shell Pools. When a soul is corrupted, a Shell Pool becomes useless because the Shells are unable to take in the unusual soul. Even new Shells created after the corruption of the soul will behave that way. If the soul becomes unordinary for some external reason while involved in a Shell Pool, its Pool will simply become unusable, and the person may feel an ambiguous sense of loss. The body it resided in at the time the soul became unordinary will be the permanent body. The PK Clause When all of the Shells in a soul’s Shell Pool are destroyed or exhaust their shelf life, Juliet potions will work as it would for a regular person. But if death occurs, the soul is finally surrendered to the soul stream upon death, resulting in a permakill. The Cloud Temple monks will not revive a person who avoided death when it was their time and toyed with their soul through kloning. Suicide permakill rules also apply-- but only in the case of a suicide filled with grief and a true longing for peace in death. A soul will rip itself out of its Shell Pool with the power of its will to leave forever and flow into the soul stream. A suicide without that same kind of desire does not propel the soul with enough force to leave its Shell Pool. The only exception would be the scenario at the beginning of this paragraph. OOC GUIDELINES Roleplay Requirements A further alchemy TA will be required to teach someone else how to create Shells, of course. A further alchemy TA will be required to create a Shell of somebody else because the process is so involved with the subject. A further alchemy SA will be required to create Shells or to get someone to make a Shell for you. This cannot be self-taught because the process is too complicated for the experiments to be reproduced exactly without guidance. OOC consent is required to klone someone else's character. A Step-By-Step-ish RP Guide The first step of Kloning is preparation! This includes building airtight vats where the Jelly will be put. 1. Begin drawing blood and storing it in containers, making sure it doesn’t go bad. The first time around, you’ll need to collect more blood than will eventually be used for the Shell’s official creation, to give room for testing. This will cause anemia if rushed. Cerebrospinal fluid drawing should also begin. (Information in the ‘Acquiring the Ingredients’ section.) Gather reagents and pig lard, being sure to collect a little bit extra of these as well. 2. Only after all of your materials for Jelly are gathered should the Slivers be taken. 3. Each person will need their own unique mixture of Jelly, even identical twins, but the possibilities for that mixture can be greatly narrowed down by following the skeletal build of the person’s body. (Muscles, fat, and other things like that that can change shouldn’t be accounted for.) Once a person’s Jelly mixture has been found, it won’t change. -- If it’s the first time someone or something is being Kloned, test the Slivers in different mixtures of Jelly in small jars, writing down the exact recipe for each. 4. Roll a d4 for each jar of Jelly. The first to roll a 4/4 will succeed. (If this is the second+ time the person is being Kloned, a roll is unnecessary, as their Jelly recipe has already been discovered. The first Shell will always be the hardest to make.) The Slivers will coalesce into a lovely little meatball with skin, and you should start reproducing the recipe you recorded for the Jelly used in that jar on a larger scale and moving the newly formed Shell into a larger tank. This can be done gradually, so long as the Shell never gets too big for its tank and risks strangulation by its roots. The first transfer into a Shell can be made through the usage of a Juliet potion or will happen on its own via death. When this happens, your character will forget consuming the potion or how they died as usual but will be able to infer that something happened to result in their awakening in the new Shell. 1. Senses will begin to awaken one by one, starting with a touch, a tingling sensation in the roots making contact with the contained and the jelly and maybe each other. Next will come the taste of the jelly surrounding the body and within its orifices. Shortly after, scent, then hearing, a ringing in the ears as the brain continues its activation. Finally, sight returns, introducing a straining pain in the eyes as they are used for the first time. 2. All muscles in the body, unless somehow exercised (through electric shock therapy, maybe..?) during development, will all be extremely weak. It may be impossible to push oneself out of one’s own container, and it is not recommended to have the container dump itself out as the Jelly should not be wasted. Have someone on standby who will not be phased by your nudity or horrible stench to help. 3. Leaving the container is all around a painful and strange experience. Most notably, the Roots will be torn or cut away, as they are even more painful to separate from the inner surface of the capsule while the body is conscious. They contain lots of powerful nerve endings, so some subjects may even faint from the pain if prolonged for more than a few seconds. 4. A cognat will be temporarily disconnected from their Horror during a transfer. For the connection to the Horror to be reestablished, the cognat must meditate. For the first elven week of its return, the abilities will be practically useless as the minds go through recalibration, though there is no violent mind trial. 5. The first time a Shell emerges from its Jelly, all voids that would have been inhabited by air will be filled with Jelly. Oddly, it is impossible to drown in one’s own Jelly although the weight inside one’s lungs from it will be very uncomfortable and create an illusion of suffocation. Although it isn’t exactly harmful, the body will still try to rid itself of the stuff by vomiting and coughing violently. Occasionally, a seizure can occur at random with first time transfer. ----- If it isn’t the first time the Shell is emerging from the Jelly, there isn’t a risk of seizure, but some Jelly will still have seeped into the body which will be expelled. 6. When there is a chance, the stub from the removed Roots, likely bleeding slightly, should be capped off to prevent them from growing back if the Shell is returned to the Jelly for preservation in disuse. However, this will not have any effect in hindering that if the Shell is afflicted with nemerta rooting. Adjusting to a new Shell takes about two elven weeks. The muscles of never-before used Shells are very weak in the beginning, but will eventually strengthen with use. When not in use for long periods of time though, there is a high risk for a decrease in muscle mass. 1. During the first elven week of a new Shell’s usage, the muscles must be allowed to gain mass, and thus, voidal magic should be used frugally. During the first two elven days, the muscles will be too weak to crawl or to sit up on one’s own. By the third elven day these can be accomplished, and one can move onto standing with a cane or walker. This will be very difficult at first, but by the end of that first elven week, the cane should no longer be necessary. The person will still struggle with physical labor and activities like running, swimming, climbing, etc. for a while afterward. The minimum time (total) for returning to normal is two elven weeks, with enough protein and exercise. 2. It should also be noted that Shells cannot produce gametes, and are permanently infertile by consequence. Only the True Original may be fertile unless it already has complications. RED LINES: -Kloning cannot be used to bring back the dead. -A Shell cannot have any mutation or deformation that is solely helpful. -You cannot have anything but a regular ‘grey’ soul while having a Shell Pool. -A soul transfer will not be successful before your Shell is at least 5 years old. Memory loss and other mentioned mental trauma will still occur until the Shell is 9 years old. -If all of your Shells are destroyed and you die, it’s a perma-kill. -Jelly expires 100-150 years after creation. -You cannot inhabit someone else’s Shell (unless you have some way of husking it with dark magic, but that isn’t the same.) -The alchemest does not directly manipulate the soul, rather they just abuse an anomaly to cause the transfers. -Permakill rules apply as specified in the PK Clause section. A First-Hand Account At first, all that could be produced from the first rudimentary Kloning experiments were tiny, horrific abominations. Barely recognizable to their ratty Originals, which could be accurately viewed as victims, although the removal of rats from ships to use served the same function as a rat-hunting cat would. One cold winter in the early 1600’s, two alchemists created the first perfect Shell of an animal, a grey rat named Polly. After that first triumph, they thought that the worst of the studies was behind them; that the countless days of picking swiftly and delicately through the untouched interiors of the filthy critters over and over again would give way to a groundbreaking success. However, much of that success was in actuality a result of spectacular luck, as mysterious variables that had not been accounted for had miraculously aligned auspiciously for the development of Polly’s Shell. Giant, leathery mitts pluck me squirming and lashing out in protest from my wire box. They hold me at arm’s length as if trying to distance their owner from the sounds of my clear and obvious distress as I did not want to be carried back to the flat, iron tower; the place I was sometimes taken by the mitts.. just sometimes.. but I could sense their intentions somehow. It is the worst place a person can go. Over a vast checkered canyon the giant’s heavy boots carried its body- and myself- to the room that kept the tower; a bleak, metallic platform lipped at the edges to prevent fluids from leaking onto the floors- fluids like red water. The giant’s eyes were set forwards, not looking down at me as I writhed and yelled, but with sinister intention at the door of the tower’s room. I tried to look past him, back where he’d taken me from, as we got closer to it. The gleaming eyes of my fellows winked back at me with little emotion and as we passed through the door they were replaced by hundreds of jars on shelves that lined the towering walls.. Jars containing a thick sludge, and some of them were filled with other people.. But they never moved, and grotesque roots erupted from their necks and blocked them partially from view. Nobody knows if they’re dead, or sleeping, or are part of an elaborate farming scheme.. But I hate them. When people go missing, rumors start to spread that that’s where they ended up… in one of those jars, so the giants-- there are more than one-- can keep them as trophies. For a moment I had been distracted, but then I felt my back and my feet touching the cold iron tower and I lost control, lashing out again and baring my teeth in fright. I hear another giant jump somewhere outside of my field of vision. It says something in the garbled, hostile tongue of the giants, and I know from its voice that it’s the small one that was usually around.. Always somewhere in the room with its awful eye watching… I’m held down and offered a pungent liquid, but as I struggle away from it the scent changes. It smells so wonderful and sweet- but it was a familiar smell that often led to waking up with mysterious scars and portions of my fur shaved off, but a drop had already fallen into my mouth and I could somehow no longer reject the substance. My senses slipped away into a soothing nothingness. But something was wrong.. Something was terribly wrong, I felt, and the darkness that had comforted me only moments before suddenly suffocated me. The taste of flesh rose in my mouth, as if trying to strangle me from within, and I thought it must be my own. Suddenly, a giant’s mitts pluck me out of the thick sludge, but there is no room for air yet in my lungs. A terrible ringing pain shoots down my spine as a tension pulls at the back of my neck like something had been lodged there that was being torn out. I still couldn’t see what was going on through the foul slime coating my eyes although I tried to blink it away. As I cough and retch to rid my system of the stuff, I can begin to see my surroundings just a little.. I’m on the shelf with the jars.. They’re taking me out of one? Then, who am I? I have some memories, yes, but memories are not solid evidence that something was. I see the iron tower across the room. I see someone else there that looks familiar, but I can’t quite make out her face… No… I know who she is. CREDITS Vezzin - Lore writer and artist Dunstan - Co-writer with immense knowledge of alchemy The Pink Lion - Help with ideas, ooc networking, and proofing for inaccuracy The Fire Mind - Help with ideas, ooc networking, and proofing for inaccuracy Tox - Help with ideas and proofing for inaccuracy Beordan - Help with ideas and proofing for inaccuracy SpodoKaiba - Help with ideas + peer editor Whiplash - Peer editor
  19. ♫ 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 |
  20. 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
  21. 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
  22. THE GREEN PRIESTHOOD The Rite of the Elnarnsae’ame “O’ Haelun’Lle, Kae’leh tal’hiylun nae illere, Iyal il’nae’leh aheral iheiuhii kae illereh, Kaeleh’ehya hiylun fiyem bilokera tilrunen’onn myumin y’kae’leh.” The Prayer of New Beginning Purpose “The way of thousands of Mali’ame now lives on in you. You show the world who we are.” The Green Priests serve as representatives of the ancient Mali’ame culture that stems from Irrin Sirame, the mother of all Wood elves. They are spiritual and cultural teachers, torchbearers of the traditions and wisdom of the tribes that came before. These semi nomadic priests perform ceremonies, and blessings on their pilgrimages out into the world, and for their people. Origin For as long as the memories of the Wood elven race span, the priests of the balance have been there at the center of their people, a guiding hand in the preservation of the Mali’ame way, traditions, and culture. In ancient times, the Irrinite Tribes lived as nomads in the deep woods, traveling with their tribes as they worshiped the Aspects, and the pantheon of mani. In order to thrive within the Woodland realm, these tribes often traversed miles and miles to seek the wisdom and guidance of the first druids in their groves. They would come to hold the druids as great teachers, and they viewed them with a great deal of veneration and respect. From them, the Mali’ame people learned how to live in complete harmony with the forests, truly living as one with the balance. Soon, a great war devastated the woodland tribes, who were forced to agglomerate back into cities. Living amongst the folk of cities, their sacred traditions and practices soon fell from memory, eroding like the bank of a stream. The Mali’ame had forgotten how to live within the balance. After many long years of conflict within the realm of Anthos, the Wood Elves of Laurelin retreated to the woodland, finally beginning the path to regaining their ancient roots. Old Seeds emerged from their centuries-long isolation in the forest as they saw their city-kin finally rekindle their true path. For nearly three of the last centuries of recorded history, the Priesthood of Naelurir had guided the Wood Elven people in matters spiritual. It has served through the days of Laureh’lin, Linandria, Caras Eldar, and Irrinor. However, in the waning days of Irrinor, the order nearly found its end. Now, a new generation of Mali’ame takes on the mantle as priests of the balance. Just like the ancient druii who once were the central guides of the ancient Seeds, and their fathers who served as priests within the Naelurir, this new order will serve as a beacon for their people. The rebirth of our connection to the forest. Culture The Order of the Green Priests considers itself naturally duty bound to aid the mother circle of druii in anything pertaining to their duty to the balance and the Aspects. They do not consider themselves a circle of druids, but rather as representatives of the Wood elven way of life. While they host druids among their ranks, there is no official structure for the druii of the rite. No path written into the scrolls of the new priesthood. If one wishes to become a druid, that is for them to decide, and may approach a druidic priest if they wish, or take to the mother grove in search of a teacher. The training of a priest of the green is an arduous path, marked by many hours of study, and grueling training to match. Acolytes of the priesthood must become adept warriors, they must learn to hunt, war and heal the most gruesome of wounds. They are made to endure pain and suffering to gauge their dedication to the path and to the Aspects. In addition, they must learn the basics of the healing arts, using herbalism and mundane medicine to tend to the wounds of their kin, and stave off death. Through tasks similar to the dedicancies of druids of the mother circle, they learn these skills, and gather the knowledge they need to guide their kin in the ancient ways. A Green Priest is expected to embody all the traits of an ideal Wood elf- and one who lives in harmony with the balance: Strength To be able to fight like one of Cernunnos’ beasts. To be a fierce warrior able to draw blood from any opponent made of flesh. Knowledge To know all traditions, rituals and teachings that make the Wood elves what they are. To have extensive knowledge of the Aspects and what they stand for, and to follow their way above all else. To revere Irrin, and Malin and keep to their teachings. Self Control To always have a leash on your own emotions. To be cool, sensible and calm. To refrain from wanton giving of offense and to make decisions on faith, pragmatism and experience, not blind emotion. Leadership To find joy in teaching and guiding others onto the Aspects path. To aspire to be a role model, someone to look up to and follow. To be outgoing, firm when needed, understanding when required, clear and easy to comprehend. Loyalty To be undyingly devout to your own people and to the path of the forest. To never bend or sway from your convictions to keep both alive and thriving, to make the ultimate sacrifice to protect the well being of either if necessary. Tasks & Trials Trial of Growth At the beginning of their dedicancy, an acolyte must begin a garden, or small grotto. Within this garden, they must plant a medical herb, a vegetable, a fruit, an edible herb, and a tree. They may plant more if they wish, and it is encouraged that they do more than the minimum. This garden must be kept alive through their trials. At the end of their trials, they must craft a staff from parts of their tree. Trial of Healing Just as a priest must carry the strength of the father, they must also possess the healing grace of the mother. After studying the herbs of this world, and their healing properties, an acolyte must tend to the wounds of another using the properties of plants found within the wilds. Trial of the Hunt An acolyte of the priesthood must be able to defend their faith, and the wilds if it should come to it. Thus, they must show proficiency with a weapon of some sort, be it a bow, axe, sword, spear, or other weapon. To pass this trial, an acolyte must show their prowess in a hunt, or in single combat against another priest. Trial of the Aspects A trial that may be completed at any time during an acolyte’s path. An acolyte must bring two offerings- one to the tree of Cernunnos, and another to the tree of Cerridwen, and explain all they know of the Aspects to their overseeing priest. When they are finished, they must properly offer what they’ve brought, reciting the proper prayer. Trial of the Mani A trial that may be completed at any time during an acolyte’s path. An acolyte must bring an offering to any shrine of the mani, and explain all they know of the mani to their overseeing priest. When they are finished, they must properly offer what they’ve brought, reciting the proper prayer to the mani in question. It is important that an Acolyte demonstrates understanding of the mani as a whole, in addition to the mani they’ve made an offering to. Trial of the River One of the final tasks in the lineup- a test of strength, endurance, and control. An acolyte must carry a heavy stone to a small, but rushing river. In order to succeed in this task, the acolyte must carry the stone through the river- directly to the other side. They may take as many tries as they need, and may practice as much as they need beforehand. If a teacher has any other manner in which they can test their acolyte’s endurance, they may do so instead. IE. Climbing a mountain carrying rocks, and other such tasks. The Trial of Reflection The final trial in the way of becoming the priest. Also called “facing the mirror”, an acolyte is blindfolded, and brought deep into the woods. They are given herbs that induce visions, and are told to make their way home, unblindfolded. While in the woods, they will face visions and beasts alike, and use their skills to make it home. (OOC NOTE: For this one, make them write a short story about their character’s experience, like a forum post or a google doc, as making them emote at nothing while they’re on their own in a forest is boring.) Oathed Priests and Acolytes The current members of the priesthood, these green priests actively perform their duties mainly in and around the village of Siramenor, but also travel throughout the world, spreading the word of the Aspects through their deeds. Priests who count themselves as druids are additionally marked with their totem. Archpriests Sister Orison - Awaiti, of Sirame Brother Rainbow – Skylar, of Taliame’onn Brother Moonlight – Eryn, of Sirame Green Priests Artanis, of Caerme’onn Abelas, of Caerme’onn Sister Reindeer - Nu’Mesia, of Ikargen Sister Autumn – Nivndil, of Asimulum Acolytes Laetranis, of Tahorran Syllia, of Arvellon Becclain, of Arvellon Mordün, of Sirame Renae, of Arvellon Brother Blackthorn – Anaris, of Caerme’onn Ael, of Caerme’onn Nylla, of Tahorran
  23. The Great Book of Grudges OOC Clarification The Book of Grudges are an integral symbol of the proud and noble people that are the dwarves. Every wrong and slight against them are recorded within the great tome to ensure that this wrong may be put right. Being one of the longest-standing and closest guarded relics of an era long past, the tome resides under lock and key and kept under close watch from both Remembrancers and longbeards themselves. To write in the book is to write with the blood of the wronged and to show the importance of such an undertaking. [!] You walk into the Remembrancer library, the scent of old parchment, waxing wood and dust fills your nostrils as you walk through the vast corridors to find one hall in particular. As you finally make it to the corridor, you halt at the foothills of a massive door with two dwarves dressed in brown and golden robes who eye you up and down. One of them dips their head and opens the massive door with an interesting mechanism. Leading you inside, you find nothing but a book, ancient and large resting upon a pedestal in the middle of the room. The old lore keeper steps over to open it for you on a blank page and gives you a quill. The Wronged: The Assailant: The Wrong: Terms of Settlement: -={=+=}=-
  24. 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.
  25. [!] 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.
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