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    • NiNi

      Seeking New Team Members   02/20/2017

      We are currently looking for New Player Moderators and People to fill the Global Moderator Position with such roles as Marketing, General Moderation and a few other Miscellaneous roles. If you are interested, please send in an application or update an existing one to show continued interest. We will be reviewing such applications over the next few days. Please note we are seeking people to perform specific roles, and are more inclined to look into people with specific talents, experience, or interests in certain roles (While not required, it will help!). Please be sure to specify such on your application!

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  1. Earlier
  2. Techlock Aethier Techlock is centered around the 1400's-1500's with minor exceptions to the rules. However, the large bulk of what is restricted, shall be listed in this "Techlock" thread, as official documentation. Rifled Weaponry. Handheld 'Guns' of any sort. Penicillin Activated Carbon Gears, Cogs, or Mechanisms smaller than 5 Centimeters in Diameter. Complicated Clockwork is Heavily Restricted and requires Active Lore Approval. The Concept of Electricity Perfect Corrective Lenses Circuits of Any Kind Compressed Air Water Pumps in excess of 15 Liters per Minute. (Must be Specifically Approved by Lore Team). Water Pumps must be powered by manual labor. Metal Restrictions - Sub-Note: -Cannons and Gunpowder, created through use of Sulfur, and Saltpetre is permitted, however the following restrictions apply. Gunpower must be approved individually by the Lore Team. Cannons must be approved individually by the Lore Team. Region Lock Aethier is set around the Medieval European regional extents, however will have some exceptions to that restriction. Below, are the listed regions that are allowed to draw technology from, and the regions not-allowed to draw technology from. Permitted Regions: Europe Middle East Northern Africa Far-Western India North America South America Restricted Regions: Mainland China Korea Rest of Africa Japan Eastern India Southern India Polynesian Islands Australia Antartica
  3. Holidays! Rites of Spring Mense Quatro of Floreo-Arvora- Mense Uno of Floreo-Oklamat (OOC: Last week of April first week of May) Midsummer's Eve Mense Uno of Imber Bahari (OOC: First week of June) Festival of Shadows Obitus-Morto (OOC: October) Seasonal plants Obitus: Pumpkins Weather patterns Windy Other Things Obitus: Sinnehliv often change from green to shades of red, brown, and orange.
  4. T I M E The wise crone rocked back and forth with a large grin as she chewed lightly on the tip of her pipe. Her half-blind and squinted eyes flickered over the infants that sat on their knees infront of her chair. She puffed a long row of smoke away from them, towards the smoldering hearth before emitting a smoking Her rocking chair moved back and forth rythmically. " Indeed.. Indeed. They say he sits in the gods-realm with nothing else to do but rock back and forth. Back and forth. " After at least 200 years, she was not unaware of how to tell a story and had mastered grappling the childer's interest. "Sure- what else swings that bing pendulum. Ehh? That be him- Aye. He powers when the hands move and where they move to... Otherwise there would be nothing- no need for any life, or any other gods. See- Without him, without that swinging... " The futile and simple children zoned out after that- it's a shame they missed such important, crucial information. This is an updated version of the old lore Calendar created long ago, but there was quite a few mistakes that no one really saw due to it being a mess and totally incomprehensible. This is a version that has the intention to be, not only a way to glance quickly at to find out the date IC, but also to help those who truly wish to grapple an understanding of this vital system. NB: You do not have to age your character based on this Calendar, but you can if you wish. This is known IC throughout the many cultures, continents and races by the same names, meanings and numbers. The time is in conjunction with the server time on the forums on the main page “Server (GMT)”, this is important as you must refer to this time when writing timings IC and furthermore, when “OOC” is mentioned from here on out, for example when transferring between OOC time and IC time, it is referring to the Server (GMT) Time. OOC to IC Times 4 OOC Hours = 1 IC Day 1 OOC Hour = 6 IC Hours 1 OOC Day = 1 IC Sept 1 IC Sept = 6 IC days 1 OOC week = 1 IC Mense 1 IC Mense = 7 IC Septs 2 IC Mense = 1 IC Season-Cycle 6 OOC Weeks = 1 IC Season 6 IC Mense = I IC Season 56 OOC days/ 7 OOC Weeks = 1 IC Tsel 224 OOC Days / 32 OOC Weeks = 1 IC Quadrianno 4 IC Tsels = 1 IC quadrianno 1 OOC Year = 1 IC Hexianno 6 Tsels = 1 IC Hexianno ================================================ [ Explanation ] Seasons and Cycles To recall from above: --> There are three Cycles in one Season. --> There is one Cycle in two Mense. --> There are eight Mense in one Tsel. Therefore, one Tsel holds one full season and the beginning of the next- or 4 cycles. The seasons are mild and there typically isn't much temperature or weather pattern change from one season to another. [Excluding Glacies] The seasons of Aversia are as follows: Glacies, Floreo, Imber, and Obitus. In Aversia, the names of the seasons come from the ancient language of the old world. The names simply mean Winter, Spring, Summer, and Autumn. Glacies is the coldest year in Aversia and consists of the three cycles: Glacies Venti , Glacies Ombra and Glacies Sol. Floreo is the year of new beginnings, a time of rebirth and flowering, and consists of the three cycles: Floreo Vassas, Floreo Arvora, Floreo Oklamat. Imber is the warmest year of Aversia and consists of the three cycles: Imber Bahari, Imber Sol, Imber Belek. Obitus is the year of harvest and consists of the three cycles: Obitus Foli, Obitus Morto, Obitus Sterk. The chart below includes all the information I've just said above in a more visual fashion. [ Explanation ] Menses and Septs As previously mentioned in the list of time transfers above, each Tsel contains 8 Menses and each Mense is made up of 7 Septs called Monsept, Tuesept, Wednesept, Thursept, Frisept, Satursept and Sunsept. Each of these Septs 6 IC Days within them OOC: The septs correlate to OOC days. Monsept is OOCly Monday. The days within each sept correspond to what OOC time it is, based on server time. If it is a Tuesday and the clock on the forum page says that server time is 8:23 then it is the 3rd day of Tuesept. 1st day = first 4 OOC hours (midnight to 4 am) 2nd day = second 4 OOC hours (4 am to 8 am) 3rd day = third 4 OOC hours (8am to noon) 4th day = fourth 4 OOC hours (noon to 4pm/16:00) 5th day = fifth 4 OOC hours (4pm/16:00 to 8pm/20:00) 6th day = sixth 4 OOC hours (8pm/20:00 to midnight) This is represented in a more visual way in the spoiler below [ Guide on Writing the Date ] The new part of the Calender system is this step-by-step guide on writing the date IC. FORMAT: Season - Cycle / Mense / Sept /(Optional) Day 1) Season Is it OOC Winter? → Season = Glacies Is it OOC Spring? → Season = Floreo Is it OOC Summer? → Season = Imber Is it OOC Autumn? → Season = Obitus 2) Cycle Is it OOC January? → Cycle = Ombra Is it OOC February? → Cycle = Vikret Is it OOC March? → Cycle = Vassas Is it OOC April? → Cycle = Arvora Is it OOC May? → Cycle = Oklamat Is it OOC June? → Cycle = Bahari Is it OOC July? → Cycle = Sol Is it OOC August? → Cycle = Belek Is it OOC September? → Cycle = Foli Is it OOC October? → Cycle = Morto Is it OOC November? → Cycle = Sterk Is it OOC December? → Cycle = Venti 3) Mense Is it the first week of the month? (1st - 7th) → Mense = Uno Is it the second week of the month? (8th - 14th) → Mense = Dos Is it the third week of the month? (15th - 21st) → Mense = Tres Is it the fourth week of the month? (22nd Onwards) → Mense = Cuatro 4) Sept Is it Monday? → Sept = Monsept Is it Tuesday? → Sept = Tuesept Is it Wednesday? → Sept = Wedsept Is it Thursday? → Sept = Thursept Is it Friday? → Sept = Frisept Is it Saturday? → Sept = Satursept Is it Sunday? → Sept = Sunsept 5) Day (Optional) Is it between Midnight and 4:00am on the server clock? → Day = 1st Is it between 4:00am and 8:00am on the server clock? → Day = 2nd Is it between 8:00am and 12:00pm on the server clock? → Day = 3rd Is it between 12:00pm and 4:00pm on the server clock? → Day = 4th Is it between 4:00pm and 8:00pm on the server clock? → Day = 5th Is it between 8:00pm and Midnight on the server clock? → Day = 6th Examples… OOC Date → C Day 16:20 Friday January 6th → Glacies Ombra Uno Frisept 5 11:00 Monday August 27th → Imber Belek Cuatro Monsept 3 22:46 Sunday December 15th → Glacies Venti Tre Sunsept 6 To write the date in Numerals please follow this guide: [ HOW TO SPEAK THE DATE ] Speaking the date is as simple as following the formula below: The ____ day of (Sept) in the ______ Mense of (Season) For example: OOC Date: IC Day 16:20 Friday January 6th It is the 5th day of Frisept in the Cuatro Mense of Glacies Ombra.
  5. Half Elves History When the first Human was made from the flesh of Fey and the hue of earth, he was faced with endless struggle. The realm of his kin’s birth was one littered with atrocities. The Fey grew corrupted with every step toward their new neighbors, tainted by their sin of murder and their victim’s influence over them. They warred for many years, bitter rivals, but no such feelings can last forever. Just as the Pantheon forgave the Elves over time, so did the Humans. Their daily raids slowed until they reached a completely standstill, and neither sides were particularly surprised when an alliance was offered, followed quickly by trade. The only surprise was when the Elves and Humans began to come together romantically, leading to the existence of an In-Between Child - A Half Elf. Physical Description The Half Elves are a physically fascinating race, being quite diverse in their appearance. Half Elves can be an average of 5’2” - 6’3”, tending to be both shorter than the tallest of elves, and taller than the shortest of humans. Half Elves have defined and sharp facial features, being only slightly more rounded than their Elven parentage. Their ears are also not quite as lengthy as their Elven half, forming to a tip. The length is between that of a human and elves, but slightly more rounded due to their human lineage. Half Elves also tend to remain thinner than their human ancestry, but more bulky than their Elven one. Half Elves may inherit certain traits from their Elven ancestry. The only Elven traits unable to be passed would be the skin tones of their Elven parentage. These have been genetically weeded out over time, being purely recessive and unable to be brought out by any means. This was to help the Half Elves blend in better in settlements.The skin from their parentage is also blended with one another, the skin from dark elves taking far more from the human lineage, becoming less of grey and purple into something more humanoid. Half Elves may have the following colors of eyes: Blues, Greens, Browns, Purples (Dark Elven Parentage), Pinks (Dark Elven Parentage), and Grey. Half Elves can also have the following hair colors: Whites, Browns, Blondes,Greens (Wood Elven Parentage), and Blacks. Lifespan Half Elves will live up to an average of 250 years of age. Society Half Elves usually grow up in stationary societies which border amidst the Elven and human settlements, often coalescing in a small population between the two. There are many instances where Half Elves are shunned from both societies, seen as a sinful interbreeding that should not be able to exist. In these cases, they are cast out on their own and develop their own solitary lifestyles. Other times, they are welcomed within one or both of their parents’ communities and adapt to their chosen lifestyle. Culture Traditions: Half Elves, depending on their parentage, may choose to adopt the traditions of their parentage, including the appreciation of nature, an art in scavenging, etc. Greetings: Depending on their blood and chosen way of life, they may bow in greeting, roughly shake hands, wave, or simply nod. It all depends on their parentage. Celebrations: Most Half Elves will take after their Elven heritage in terms of religion, as the gods chosen by humans are rougher and require a toughness that many do not possess. Diet Whichever side a Half Elf chooses, they convert completely. They may choose an entirely meat diet or an entirely plant diet, very rarely settling in between. A Half Elf with Dark Elven blood may scavenge instead of hunting, but will still keep the full choice. Settlement Depending on their culture, Half Elves can live in caves, huts, or normal housing, but unless they are outcasted, they are rarely grouped together as themselves. They are almost always a minority in a human or Elven society, but in the case that they are outcasted and come together, a mixture of huts and normal housing are the preferred styles. Religion Like many aspects of a Half Elf’s physical composition and lifestyle, their religion is primarily chosen by their parentage and which society chooses to accept them. Depending on their parental subrace they may choose to worship Arvora, Dahriim, or Ombra. A more human based Half Elf may choose to worship Domm for his love of the craft, but rarely will Sterk be worshipped, as their Elven blood makes them struggle with such strength. Mechanical Differences Half Elves rely on one or both of their parents for their unique physical and mental aspects. They are part of two worlds and can adapt to both. A Half Elf has no culture of their own, but because of that they can easily mingle in new societies and settings. Half Elves have a very low fertility rate. (Dividers by Bubble Bwee)
  6. Halflings History The history of the halflings begins with a small nomadic tribe of humans on the continent of Aoressa. They had stayed nomadic to avoid the general rambunctious nature of human culture and sought to find a fertile area to settle down. After many slow years, they had trekked to the northern plains of Aoressa, where they found fertile lands for their crops. The people thanked their Goddess Arvora and began to plant crops and create plant life within the fertile lands to feed their peoples and to praise her. Once settled, the humans began to evolve into shorter creatures who were more easily able to tend her crops, and do her tasks. The halflings, wanting to get closer to Arvora, built their homes into the dirt and hills themselves to allow themselves to be one with the life. Most halflings were happy with their newly settled and easy lives, however, as descendants of humans, not all were satisfied. These Halflings began to use their slight of hands for other things such as theft in big cities, having left the simple life of a farmer. These Halfling groups who split off and became thieves and another city folk, were often ignored by the simple farmer Halflings, as they believed the true halflings were to be peaceful, and remain close to their family’s and Arvora, rather than succumb to such unruly lawlessness. Physical Description Halflings are similar to their human cousins in most features, however they do have many differences compared to their human cousins. The main difference between the two is they grow to a max of around 3’ in height, averaging somewhere between 2’8” and 3’. Their bodies also are often covered in more hair than that of a human, but not to the extent of say an ape. The eye color of a Halfling is also like that of a human, not differentiating. However because of their small height and stature, their bones are also quite brittle, having the bone-strength akin to a Half-Elf. Their feet are large and padded, with more nerves inside they are able to feel more of the ground. However, due to the lack of shoes that Halflings usual possess, it can often be seen that the bottom of the feet are very callous. The feet of male Halflings are also known to have hair on the top to protect the skin and keep the feet warm. The woman have adapted to not have this hair on their foot, due to keeping more of the inside jobs such as cleaning, rather than farm labor. Halflings tend to have rounded features, often being at least a little bit stout. It would be very rare to see an extremely skinny Halfling, mainly due to their diet being made largely of bread. Their bodies are commonly seen chubbier than most, albeit most is muscle mass. To keep this muscle mass, and the strength to lift heavy tools, Halflings have to consume as much as the average Human, instead of a Lirram. Lifespan Halflings will live to an average of around 160 years. Society The Society of the Halflings is often one of sharing, and hard manual labor with one another. It would be uncommon to have a defined leader for such a race, it would rather be more common to see a council leading the Halfling villages. Each village is created to be it’s own sustainable area, often successfully not relying upon others for resources. Each Halfling is expected to provide for one another, so as to better everyone and have production increase. The most common job for a Halfling is a farmer, however if a Halfling is not a part of a village, and leaving in a big city, they can often be effective pickpockets and thieves. Culture Traditions: The Halflings of the province of Aoressa are a very traditional people, often not changing much generation to generation. If one’s father was a blacksmith, tailor, farmer, logger, the child would also be expected to pick up the trade, it would be quite an oddity and considered an embarrassment if one did not take up the same trade. The Halflings live a simple life where food and tools are made to stay within the village, the most common tool being that of a sickle, which are often made to be sharp and durable, passed down through the generations for sons of sons to use as the tool of their life. Clothing of the Halflings is often very simple garbs, none too vibrant or showy, often made to do labor effectively or safely and nothing else. As such, they are often not prone to wearing formal attire, and can often be seen not wearing shoes. Greetings: Common greetings between Halflings usually involve pipe smoke tricks, a small dance between the two halflings, which involves the rapid and rhythmic kicking of both feet. If the other one is kicked in this matter as they are faced, it is often a sign of a lack of respect and clumsiness. Celebrations: Celebrations may mostly be seen after a great harvest. There is also an annual ceremony in the springtime in hopes of good harvest, where alcohol and homely foods are served as the entire village sits at one large table, to show their teamwork as well as their devotion to Arvora. They hope in this ceremony that they will be blessed with bountiful crops, and a prosperous year. After the large feast, it is often ended with fast dancing, often to the tune of simple string instruments. Diet The diet of Halflings is mainly made up of wheat products, the main staple being basic bread. They often do not eat lavishly, rarely putting meat onto the table, although are happy with the bounty Arvora has given them. Settlement The settlements of Halflings often were rudimentary, with vast farmlands and small animals, mainly being ponies and goats. The most common crop due to availability and climate would be wheat, this put the bread on as the staple of their diet. They may also found drinking alcohols such as Moonshine, but wine is far too rare to the Halflings, as grapes are not commonly a crop for them. Religion The main deity worshipped by the Halflings is lady Arvora. Arvora is the one who is said to provide them with sustainable crops, and the ability to leave the peaceful lives as they do. Often when harvesting the crops with a sickle, or collecting the bundles, prayers may be heard in hopes of good harvests in the future. When the seeds are planted, prayers are often sung in hopes they grow to be fertile, and in that time, that Arvora will have them grow as a person. Oklamat would be rarely seen being worshipped as the Halflings are not known to travel. Belek, Ombra, and Foli are also uncommon gods to see worshipped by the Halflings, as they are simple people, who lack the need for hate, secrets, and chaos. However none of these four are impossible to find. Mechanics: Halflings are resistant to poisons and disease, because of their ancestor's lifestyle and diet needed. It will take a pint's worth of poison to le harm a Halfling, half that to begin feeling the adverse side effects. Due to their padded round feet and short stature, the Halfling kind are considered once of the most stealthy when trying to achieve silence. They aren't however, as stealthy as the Fee-Lirra. Halflings naturally pick up skills, albeit they are harder to master. With the smallest hands of all the races; their skill of hand is greatly increased from the time of hard labour. This makes them skilled at slight of hand. They also have the best sense of taste, their tongues tingling with sensation. This would allow them to detect if food is spoiled or contains poisons. With their movements being swift, their speed on feet is extremely slow. Halflings due to their human heritage are stronger than Lirram naturally, due to them handling tools and doing manual labor. They are, however, unlike their former state, are weaker than Elves. Lirrams are not as strong as Halflings due to their animal inheritance, the Human relation making Halflings stronger as a full Human relative.
  7. Riding upon the road to Reworks As of right now, all real-life horses and Horse-Breeds no longer exist. The only types of horse that DO exist, are the ones now located within THIS section. Riding upon their backs comes some of the last racial reworks, namely Syrien, Syva-Syrien, Humans, Vilo'Tae most notably, Dwarves!
  8. Dwarves “The Children of the Earth; Bearers of Domm’s Passion” History What originally laid beneath the cusp of Aethius was little more than a realm of black, empty and hollow, without the ploy of sentient minds to draw both concept and idea upon the ancient and inert stone. The Deity of the Earth and Forge looked upon it with eyes of hallowed gloom, seeing the emptiness of the vast mountains. With his own hands, the God of the Forge formed from clay, stone, and water of the deep- a horde of mechanical creatures, that himself gave mind and structure. He mimicked the creations of Aethius, that now began to roam the land- in his own image. What came forth, was a hardy and strong creation, whose sole focus was that of research, discovery, and craftsmanship- yet, they lacked the modicum to mortality- to true life. They grew strong, and great in number. The God of the Forge drew breath to these new creations, his children, as it were. Within the depths of Aethius, they toiled and strained, erecting great monuments, cities, and crafts that surpassed even the greatest of mortal minds. Yet, Domm’s children grew stoic and greedy, their bodies of clay and stone impervious to age and stagnation. The first of Domm’s children, Matael Taskar- The Greatest One, and leader of the Dwarves, saw to claim himself as a deity, their pride risen above all else. Soon, the Dwarves turned from their father, Domm- and began to worship themselves. . . A true greed, unrivaled, as the children of the Earth grew wealthier, and ever-more powerful. Domm did not interfere- nay, it was not he who wished such a fate. The God of the Forge believed his creations to be glorious, and despite their pride and unfettered ambition, a worthy project that should not cease. Instead, it was the Lord of Infinity himself, clad in his cold and calculating gaze who descended upon the creations of Domm with a wrathful hand. He called out to the Dwarves, warning them of their mistakes, but they did not dare to listen, believing themselves great enough to stand against the Balancekeeper himself. They were dearly mistaken. Within an instant, they were struck down one by one, stagnated, as Vassas would elect to remove their existence from Infinity, an utter and horrid extinction that this universe had not yet seen. A failure. Domm was appalled by this scenario, as both the Greatest of the Pantheon, and his own children fought- for incurring such a potent and unending wrath. Such as it was, the God of the Forge intervened, and demanded of Vassas to bear mercy, and allow his creations to survive. Yet, Vassas would not have it. A great argument sprung up between the two members of the Pantheon, and the Earth shook with Domm’s fury at the complacent and cold judgement of the Balancekeeper. Vassas, refusing to give in to the fury of Domm, simply stood, watching him with that same cold, calculating gaze. The two deities certainly would have fought, if it was not for Arvora herself, the Matron of Nature, who stepped in to seek compromise between the two great powers. Between the two conflicting deities, the Lady of Life stood, and issued them a simple compromise. . . For she knew the Elder of the Pantheon did not truly wish to erase an entire race- and that Domm did not wish to see his Children perish despite all that they had done. It was Arvora’s bidding, that the Children of Domm be granted the essence of true life- the ultimate test that is mortality and sentience. Accepting this decision, albeit reluctantly, the Balancekeeper demanded that he punish their actions by erasing from all of continuity, the creations, and knowledge of the Dwarves previous. Such, the Goddess of Life meted out the Balancekeeper’s judgement. Domm was content that his beloved creations had not been destroyed so, and Vassas slated that their actions would never curse the mortal realm again. . . Out of Domm’s dominion they were cast, to live upon their own as mortal men. Deep beneath the world, they remained, yet through necessity, some have ventured to the surface, living among us. Physical Description When one thinks of a Dwarf, their mind falls upon a short and barrel-chested individual, whose legs and arms seem disproportionately short compared to the rest of the body. In this, they are not wrong. Dwarves, the children of Domm, began their existence small, and retained most of these traits even through the transition from construct to organic by Arvora’s meek, and gentle hand. Dwarves are rather short, none exceeding four feet and eight inches- though, their true nature is not simply defined by their height. Despite being of such short stature, Dwarves possess abnormally dense bone and muscle, resulting in their weight and strength being similar to that of the standard human. This results in Dwarves being small, yet still stout and strong. However, they do not possess the agility and speed of humans, due to their size, and rather awkward bulk. They do carry a greater core strength and stature, however their arms and legs are shorter and stubbier than Humans, being vaguely weaker simply due to the scale difference in this case. Dwarves are usually seen as being overweight, in appearance at least. Dwarves, due to naturally being inclined to colder climates and the depths of caves, carry upon their bodies a greater amount of fat than the rest of the sentient races. Seeing a Dwarf with exposed musculature likely means that they’re very ill-nourished. Part of this appearance is due to a very thick and broad chest. Often considered to be barrel chested, Dwarves possess lungs that do not make much sense to a biologist, possessing organic ‘filters’ of a sense, and containing a greater number of alveolar than a human. This allows them to breathe in oxygen-deprived and polluted environments without much of a negative. However, these extra internal lung structures result in the ability to hold their breath, being roughly three-quarters of a Human. Dwarves are, as colloquially stated, very hairy. Often in Dwarven culture, the greater the stature and age of a Dwarf, the longer and more kempt their beards are. Despite this cultural inclination, it does have a reason- Arvora was not foolish when she allowed Domm’s creations to become mortal, and acclimated them well to their respective climate. Male Dwarves have consistently more body hair than Humans, while Females simply bore more resistance to the cold naturally. This, and the greater concentration of body fat allows Dwarves to resist temperatures of extreme heat better than any other race. While this seems almost contrary to logic, high blood pressure and thick insulation allows the core to remain at an equilibrium, cooling and heating the limbs with almost machine-like precision. However, a singular downside to this, is that Dwarves can suffer frostbite at the extremities easier than other races could. Facial features of Dwarves are usually thick, and heavy. Large noses, heavy brows, and thick cheekbones are common features of the average Dwarf, as well as a well-protruding chin. Stocky necks and broad shoulders are equally common, and all attributed to their physical nature. Skin tone however, is a different matter. Dwarves have a wide variety of skin-tones, though it is spread usually between a shaded farmers tan, to a dark, ebony-black, with anything in-between. Pale, or White-skinned Dwarves are very rare, and only found through genetic mutation or being born on the surface. A Dwarves’ eye color can range anywhere from Blue to Brown, with all the shades in between. Dark green is uncommon, but still seen within the societies of many Dwarven clans as a lasting effect of Arvora's influence upon the population. In terms of hair color, Dwarves are fairly generic in this regard- ranging from a very Dark Dirty-Blonde, to a Dark Brown or Black, and anything in-between. In great age, Dwarves may gain the classic Grey to White-haired appearance that goes with age. Lifespan Dwarves are granted a rather lengthy span of life, at times in excess of two-hundred years of age. It is incredibly uncommon for a Dwarf to live past two-hundred and fifty years old, yet it has been heard of. The most aged of Dwarves rapidly lose their physical and mental prowess around the age of one-hundred and eighty, to two-hundred, rapidly deteriorating until they eventually succumb to Morto’s grasp. Society Dwarven society focuses around a very capitalistic mantra. . . Those that possess the best skill, and the greatest wealth, demand the most respect among the realm of the Dwarves. Domm’s children that they are, this usually revolves around manufacturing, construction, and engineering- sciences of the material arts. Should there ever exist a ‘King’ of the Dwarves, it would be very logical to say that his strength in the material arts, and his prowess in combat exceeds all of their subjects. It is the most common, however, to see Dwarves as the key underpinnings of organizations that specialize in arms manufacturing, or construction- existing in places where most seem to forget them, yet all the while turning society’s gears. In the realm of Dwarves, the greatest of these are respected, and the least of these are put out, as outcasts and worthless consumers. Dwarves are often recognized on their social rank, for the amount of precious metals that they wear- For example, a Dwarf wearing many pieces of golden jewelry would be considered wealthy and prestigious. Yet, taking it to the extreme, the wealthiest and respected of the Dwarves, tend to adorn themselves in copious amount of Root of the Mountain.This being the root to the expression, “How much Root did he bear in Life?”. Culture Language: Dwarven - Dwarven is often perceived as a guttural language, though in truth it contains much beauty and inflection. It sounds much like a rough Slavic-language, though possessing a variety of verbs and tenses that exceed the flexibility and fluidity of Common. It is assumed that the Dwarven language gained its very descriptive terms and tenses in order to compensate in words, the complexity of crafts and orders that were designed by the Dwarven people. Traditions: - Most notably, the Dwarves respect and hold a very definitive ritual for the death of any member of their society. Respecting individuality and self-progress above all else. It is commonplace to see familial blades, and armor passed down from elder to younger upon their passing. This respect for ancestors, also results in the typical extravagant funeral rituals with fanfare and great celebration for the recently departed. Despite the fanfare being greatly reduced with those poorer Dwarven families, a central cultural trend carries forth through every rank of the varying castes. Before burial within the earth, a wide tapestry bearing their most worn jewelry, adorned with the woven expression of their greatest accomplishments, is draped across the deceased. . . Shortly after, a bed of dark orchids that grow within colder regions, is thrown upon the body, lying upon the tapestry as a final salute to the passing. Drawing from the respect for ancestors and the afterlife- Dwarven cities regularly employ artisans of their race to form great stone mosaics, detailing the greatest of heroes, and most successful of craftsmen in a romantic light. In ancient and ruined cities, sometimes the last things standing, are the enormous stone walls that bear their history. Celebrations: - Dwarves tend to celebrate the Winter and Summer Solstices- as well as great marks of historical precedence. While most celebrations range from cluster to cluster of Dwarven societies, there is one singular celebration which rules over all else. In the middle of fall, when the nights began to become darkest, the Tempus de Vozro, or the “Time of Rebirth”, is celebrated. The Tempus de Vozro, marks the recognized time that Dwarves were granted life and prosperity by the Goddess of Life, and permitted to be reborn into the forms that they are now. The time is punctuated by great feasts and gatherings of mead-drinking the realm-over. Three septs prior, and three septs post-Vozro, Dwarven peoples recognize it as a time of celebration and rest, much like the rest of the realm’s celebration of the new year. Diet Dwarves are, as all other sentient races, omnivorous. Usually, they import grains and meats with a great taste for the thickest and reddest of animal flesh. Due to their typical material wealth, the cost is for the largest part not an issue. However, the poorest of Dwarven societies are forced to take up husbandry and foraging for themselves. In the deepest portions of the world, water is hard to keep pure, thus lending truth to the legend that Dwarves are the heaviest drinkers of mead and ales- and almost culturally, alcohol is a staple to the Children of Domm. Religion As with other races, Dwarves are quite varied in their practices of worship. Though, nearly all of them tend to worship Domm, their ‘Father’, and the God of the Forge and Craftsmen the realm over. Those Dwarves that elect to follow Belek and Foli tend to be looked down upon by the bulk of their society, and at times even banished. Mechanics Dwarves have a wide variety of skin-tones, though it is spread usually between a shaded farmers tan, to a dark, ebony-black, with anything in-between. Pale, or White-skinned Dwarves are very rare, and only found through genetic mutation or being born on the surface. Dwarven hair-colors are limited to dark dirty-blondes, and anything to dark blacks. The only hair-color you will usually never see, are bright reds and bright blondes, or any lighter colors such as white. A Dwarves eye color can range anywhere from Blue to Brown, with all the shades in between. Dark green is uncommon, but still seen within the societies of many Dwarven clans as a lasting effect of Arvora's influence upon the population. Dwarves are usually incredibly short, yet stocky and thickly built. Possessing great core strength, and heavy red-muscle. This results in a higher core strength than humans, though their size and build lends a negative to agility and strength in terms of reach. Dwarves possess a rather well balanced internal temperature, as well as a higher amount of insulating body fat, allowing them to survive in higher temperatures than other races. Though, the rapid blood-flow through their bodies results in easier acquisition of frostbite. Dwarven lungs possess various organic filtration systems, allowing them to breathe impure air, and survive in polluted environments with little oxygen. A downside of this, is their inability to hold their breath as long as other races- roughly one minute at most.
  9. Lesser Vallahism A Mecca of madness and morbidity. Your work begins... -Darkest Dungeon Legacy Does not apply for Vallah, all Vallah as of current are immediately upgraded to the new system.
  10. IMPORTANT Vallah drink around 10% (1 pint) of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. The following list contains the immediate effects of blood loss, in regards to our universe, based on percentages: 10% - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly. Go get a blanket c: ) 20% - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety. 30% - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse. 40% - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death. 50% - Death. Each race has a different amount of blood in their body. Adult Orcs have 12 pints of blood. Adult Humans, Elves, Syrien and Half-Elves have 10 pints of blood. Adult Dwarves have 8 pints of blood. Adult Halflings and Lirram have 6 pints of blood. Sinnehliv do not have blood that can be consumed by Vallah. Vilo blood is considered poison to Vallah, and cannot be consumed. Races that can contract Vallahism: Humans Elves Halflings Dwarves Orcs Lirram
  11. Vilo'tae Scavengers of the Desert Physical Description The Vilo'tae have often been described as insectile, due to their features, such as antennae, large sclera-less eyes, and exoskeleton. Their bodies are thin and lithe, much like elves, who are considered by most to be the cousin race of the Vilo'tae, due to common ancestors-- the Fey. Their physical strength is also comparable to the Elves, as they are unable to lift heavy objects; however, due to the harsh nature of the desert and their role as scavengers, they have built up a stamina, which allows them to travel relatively easily through the desert while carrying packs of 50 pounds or more on their backs, despite the fact that the Vilo'tae rarely weigh more than 150 pounds; the males generally, despite being shorter-- only reaching up to 5'8', weigh more and have the most muscle mass as they are the hunters and gatherers, while the women are taller-- reaching up to 5'11-- and thinner, rarely reaching gaining much muscle mass, as traditionally they maintain domestic and leadership roles. They are primarily humanoid in body shape, having two legs and two arms; however, their legs are angled in way that could be considered similar to the bend of a goat's leg. Their skin is unlike any other race; instead of fleshy, the Vilo'tae's organs and muscles are protected by a thin exoskeleton, which can deflect stabs or other attempts at penetrating wounds, but blunt force easily cracks the shell, and results in immense pain. The exoskeleton heals much like human bones, taking time and needing to be set and bound in place to heal properly. Severe cracks or extensive blunt force trauma can be fatal to the Vilo'tae. Vilo'Tae find less of a need to wear plate armor, as their chitin acts as somewhat of an alternative. Most Vilo prefer lighter armors to cover their shells due to this factor. The exoskeleton of the Vilo'tae ranges in color from browns to dull oranges, like clay. However some have been known to be a beige or tan colour, more akin to the sands in which they live. Beneath the exoskeleton of the Vilo'tae are their internal workings-- muscles, blood vessels, and organs, which are similar to a human or elf's inner workings; the only noticeable difference between the inside of a Vilo'tae and the inside of an elf is the color of their blood, which, instead of red, oozes from their wounds in gushes of murky brown. The reason for the coloration is unknown, but thought to be due to their desert diet or the prolonged inhalation of sand and underground desert dirt. Cracks in Vilo'tae exoskeleton bleed much in the same way that a cut upon a human or elf's skin bleeds when compromised. Their natural body temperature is slightly higher than human's or elves (roughly 99 degrees Fahrenheit)-- , which allow them to better withstand the heat of the desert. The hands of the Vilo'tae are unusual with only four fingers that are slightly larger than an elf's or human's and that lack the flexibility and precision of smaller; these fingers are somewhat like pincers, but are not sharp and are slightly rounded at the tip. Due to their inhuman hands, human fingers, the Vilo'tae cannot do tasks that require precise detail or that require the individual to firmly grasp a small object, such as delicate tailory. In fact, the Vilo'tae do not wear clothes or fabric that other races are known for donning, instead the Vilo'tae almost exclusively wear a cloth woven from strips of bark from the tendel tree, which is native to the desert region they reside within. When the Vilo'tae move their fingers, the movement is often accompanied by an insectile clicking, due to how the exoskeleton covering on their fingers grind against the joints of their hand, which in older age has been cited as the cause for pain similar to arthritis. The feet of the Vilo'tae do not fit into traditional shoes, and Vilo'tae often do not wear shoes, while in the desert. They only have two '˜toes' upon their feet, which also are prone to making the insectile clicking, which is common in their fingers. The Vilo'tae do not have ears in a normal sense, but instead have antenna, which protrude upwards from their foreheads and receive sound vibrations, working in place of ears. The Vilo'tae do not have any hair at all on their body; however, the antenna have been described as having a texture similar to a strand of hair. The eyes of the Vilo'tae are also very recognizable, as they are large and almond shaped, lacking a sclera-- the white of the eye-- and having thin pupil. These eyes can range greatly, generally colors such as green, purple, pink, brown, black, amber, and yellow may be found on a Vilo’Tae. The Vilo’Tae’s head would be different from that of a typical humanoid. Their head would be mostly rounded, however at the top of the back of the head, it would come to a backwards facing point, rather than being an entirely rounded surface. The Vilo’Tae have also developed mandibles, which are located near their lower jaw. Unlike their elven cousins, the Vilo’Tae also have what some call a ‘face mask’, which is an extra layer of chitin which sits on the front of their face. The Vilo’Tae would also have what other races could compare to a slight overbite where the top of the jaw hangs over the bottom. The inside of the mouth is not too unsimilar to that of a elf, however the gums and teeth tend to match the color of chitin more so, as well as the molars being pointed more, but not quite to the level of canines. Lifespan Female Vilo'tae live slightly longer-- 60 to 65 years roughly, while male Vilo'tae often only live up to around 55 years. Society The Vilo'tae are often considered hive-minded, due to their society-centric ethics, within the matriarchal community. The women hold domestic and leadership roles. In each Vilo'tae tribe, there is a female chieftain and a council of several women, who make the decisions of the tribe and plan the scavenging trips of the, primarily male, hunting parties. The decisions of the chieftain, called the La'she (Lah-she), and her council are held in, almost divine, reverence. The society is primarily made up of three social groups: the La'she and her council-- the higher order, the scavengers, and the domestics. The higher order plan the tribe's movements and expansions. The scavengers hunt and provide for the tribe, while the domestics, generally women who aren't within the higher order, handle the day-to-day workings within the settlement, such as making clothes from ten-del, preparing food, and child-rearing. The scavengers also protect the tribe if the need arises, and during hunting trips, only a small party leaves, while the rest of the scavenging class, patrol the outskirts of the settlement, in pairs, to keep it safe. If expansion or building or other such projects that may necessitate workers within the settlement is needed, then most of the tribe will work together to do the job, even the higher order. The Vilo’Tae are a secluded race, mostly staying to themselves. This xenophobic party views other races with great resentment and often open hostility. They seldom have the entire hive migrate. And thus always keep fierce warriors at home who can protect those within it. Vilo’Tae warriors are known for their menace along with their ability to work in teams. Some scholars suggest they have a hivemind, yet this is unproven. This belief is likely thought of due to their ability to work well in teams. The Vilo'tae do not often trade with other races, and generally lack the common coin of the Provinces-- arunes; they subsist off the land, but do not generally farm in their communities or otherwise tend to plants for food purposes; however, they do occasionally cultivate slactus, whose ridges give off a subtle glow, within their underground desert settlements to act as dim lighting along paths. Their tools are considered low-tech, made from shards of stone or the roots of various plants. Primarily, they avoid interaction with other races, unless they have been cast out of the tribe. The Vilo'tae are often untrusting of other races, and label them Ea'lki (Ee-all-key), in their native speech, Vilish (vee-lish), which means 'outsider' in the common tongue. Culture Language: The Vilo'tae speak a language called Vilish, which is comprised of, primarily, long vowel sounds and clicking or hissing consonants, such as k's or the '˜sh' sound. They do have a written language, which is rarely written in parchment and ink, but most commonly seen dug into the clay or etched into the stone slabs or walls of settlements. Due to their xenophobic nature, it is uncommon for the Vilo'tae to ever be taught another language within their settlements; though occasionally the scavengers of the tribe will learn Common. Greetings: Common greetings among the Vilo'tae vary from tribe to tribe, but generally are verbal greetings, or, in formal situations, a Vilo'tae will greet another by pressing their hands together-- finger to finger and palm to palm. Greetings among close friends and family are much more intimate. They will often lean their faces close together in order to rub their antennas against one another's; this is a sign of love, respect, gratitude and comfort. Traditions: Due to the societal value placement on cooperation and teamwork, the Vilo'tae rarely work alone, and almost always have one of their kin by their side; the only exception is a Vilo'tae that has been banished from their hive-tribe. The scavengers often take part in a game, they call Keein (Key-in), which involves two teams of two, who engage in a combat situation. One Vilo'tae is armed with only a shield and his partner is armed only with a blunt-bladed weapon (most often a branch from a ten-del). Each bladed Vilo'tae is allowed only one initial attack; however, if the shield partner successfully parries a blow directed at the bladed Vilo'tae, then the blade gains the ability to attempt another attack for each successful parry. The goal of Keein is to cause the opposing team to be unable to continue fighting, or to strike a blow upon the opposing bladed Vilo'tae. This game often results in injuries. The same principles of partnered combat-- a shield bearer and a bladesman-- is utilized within the scavengers, who are often trained in a militaristic manner to both hunt and protect. Often, scavenging partners pair up and never change partners, developing a deep trust and bond with their partner, considering each other to be family, like siblings. In many tribes the pairing of scavengers happens during a ceremony, which differs from tribe to tribe. The domestic class also exhibit a form of cooperation, often forming groups to deal with the day-to-day tasks. A single Vilo'tae woman is most often surrounded by at least three other women, whom she esteems as sisters, regardless of actual relation. It is common to see a group of Vilo'taein women sitting in a circle on the large open floor of their homes, weaving the wooden cloth-- te'pae. Achievements within the society are denoted through paints, which are made of certain plants within the desert, that permanently stain the exoskeleton of the Vilo'tae. The marks of achievement vary in color or shape and meaning from tribe to tribe, but the most common markings are those for class-- higher order, scavenger, domestic--, marriage, and adulthood/coming-of-age. Without the markings, Vilo'tae often do not consider an achievement to have been complete or validated. The markings are given through ceremony, typically by a group of Vilo'taein women, who each make a single mark until the design is complete. Celebrations: The desert, while deadly hot during the day, is incredibly cold during the nights, but, in most tribe settlements, a large bonfire is lit above ground in the centre of the hills, which is the focus of many celebrations, such as the homecoming celebration of the scavenging parties. During these celebrations, the Vilo'tae often dance around the fire, creating rhythmic beats from the insectile clicks of their toes and fingers; in some cases, the clicking is accompanied by chants in the Vilo'tae's native language. Diet The Vilo'tae almost exclusively eat plants that can be easily found within the desert, such as the onion-like bulbs of desert, the pulp and juice of cacti, and the fruit of the ten-del, which in most other races causes hallucinogenic reactions; however, the Vilo'tae are immune to the effects. The Vilo'tae will also eat some desert animals, such as snakes like the Mhane Cobra. For times of celebration, the scavengers will be sent out to take long journeys, reaching out of the desert to retrieve fruit. The fruit is nearly always rotten by the time the scavengers return, but rotten fruit is a delicacy within the culture, and has no adverse effects upon their digestive system. History The Vilo'tae are descendants of the Fey, much like the Elves, and are considered the cousin race of the elves, despite the stark differences in physical appearance. The history of the race as a whole is generally unknown, as the Vilo'tae do not keep written records, but the story-songs of the bards tell of the legendary birth of the first Vilo'tae-- the first queen, who gave birth to their nations. Settlements The Vilo'tae live, primarily, underground, with only a hill-like structure above ground. The underground portion houses the tribe and is carved and built from what can be found in the desert-- primarily desert wood, sandstone, and other scavenged materials. Religion The Vilo'tae most commonly worship Venti, hoping to be blessed with rain or a flood of water. Sol is not praised, and often despised as the torturer of their lands-- a cruel watcher, due to the fact that the sun hardens the land they live upon and steals any water that may pool after a rain. The Sacred Pillars, known to non-Vilo'tae as the Mesa, is revered as the site of the first queen's birth, and often make pilgrimages to the site; prayers to Oklamat are common for this journey. Oklamat worship is also common among the Scavenging class. Mechanics: Excel in teamwork Have sharp sight and hearing when not moving, however this severely deteriorates when moving. Naturally have a love for coloured things and art and will usually have covered themselves in such. Can only breed with other Vilo'tae; the females can lay up to 5 eggs within their nursery nest, but typically only one to two survive. Eggs hatch at the same rate as elves are born, being a pregnancy period of around 9 months. Have a hard exoskeleton which is hard to penetrate, however easy to shatter.
  12. Another one! Yeah, you heard me, ANOTHER ONE! Materials have once more undergone a minor shift, and are now explained far more in depth regarding magical and physical technicalities. These threads can be (Respectively) found [Here] and [Here]
  13. Magical Resistance and Transparency Compendium Magical Resistance refers to the properties of a material that resists the passing-through of mana, or other arcane energies that assail it. Some metals or alloys hold higher resistances to the arcane, internal structures making it harder for less potent spells to pass through as the resistance rises. Higher-tier spells can still make an impact, however it can become more challenging. In this, certain materials have resistances to magic that reduce the possibility for a spell to penetrate them, or work on them at all. In a way, resistance to the arcane functions much like resistance to electrical current would. Higher resistances seem to absorb or simply remain unaffected by the flow of arcane energy into it. All spells are affected by this resistance- except those of Tier 5, whose sheer energetic output surpasses that of any known mortal material to resist. Magic Resistance Scale- All spells, when the resistance of a material supersedes the scale that applies to them, must roll a second base of d20, with applied modifiers. Failure to reach a minimum of 10, on a d20, results in the spell being absorbed on impact or contact with the metal. Such a spell failure still consumes the mana points required to cast. 0-30% Tier 1 Spells must roll a d20-2, any higher tiers are unaffected. 31-50% Tier 2 Spells must roll a d20-2. Tier 1 Spells must roll a d20-4 51-70% Tier 3 Spells must roll a d20-2 Tier 2 Spells must roll a d20-4 Tier 1 Spells must roll a d20-6 71-90% Tier 4 Spells must roll a d20-2 Tier 3 Spells must roll a d20-4 Tier 2 Spells must roll a d20-6 Tier 1 Spells are nullified. 91-100% Tier 4 Spells must roll a d20-4 Tier 3 Spells must roll a d20-6 Tier 2 Spells are nullified. Tier 1 Spells are nullified. Magic Transparency- Magic Transparency refers to the capability of magic to pass through an item that is being utilized as a casting instrument, or surrounding the caster. For instance, a Mage is unable to effectively cast a spell while wearing plate armor, as it disrupts the flow of the arcane through their body’s circuits. In fact, magic can be cast through metal, however it is exceedingly challenging to do so. Applying a similar format, Magic Transparency follows the same Resistance ordinal scale, though considerably simpler. Based solely on the concept that higher-tier spells require a greater flow of the arcane through the casters’ body. In this way, the resistance functions as an outgoing filter. The larger the flow of mana, the harder it is to flow through it. While it still will resist incoming arcane energy, outgoing energy is usually more precise and refined, thus less potent spells can be cast while using resistant materials. Low resistance can be cast through- following the same 0-100% resistance scale. However, higher resistances must succeed a d20 roll, with an outcome higher than 10, modifiers included. 0-10% No spells are blocked by less than 10% resistance. 11-30% Tier 5 Spells are nullified, as they cannot be cast through resistant material. Tier 4 Spells require a d20-6 roll. Tier 3 Spells require a d20-4 roll. Tier 2 Spells require a d20-2 roll. Tier 1 Spells are Safe, requiring no roll. 31-50% Tier 5 Spells are nullified. Tier 4 Spells are nullified. Tier 3 Spells require a d20-6 roll. Tier 2 Spells require a d20-4 roll. Tier 1 Spells require a d20-2 roll. 51-70% Tier 5 Spells are nullified. Tier 4 Spells are nullified. Tier 3 Spells are nullified. Tier 2 Spells require a d20-6 roll. Tier 1 Spells require a d20-4 roll. 71-90% Tier 5 Spells are nullified. Tier 4 Spells are nullified. Tier 3 Spells are nullified. Tier 2 Spells are nullified. Tier 1 Spells require a d20-6 roll. 91-100% All Tiers are nullified. Metal Resistance Core List All Metals, that are base and public, are listed here, as well as their respective resistance/transparency percentage. Materials such as private alloys, will be listed privately elsewhere, between the creator of the alloy, and Lore Team. Iron - 45% High-Carbon Steel - 50% Gold - 25% Silver - 30% Brass - 35% Bronze - 50% Copper - 40% Tin - 35% Saltite - 30% Prisium - 20% Shell Brass - 20% Whalorn - 20% Pxraphite - 10% Cobalt - 50% Gweiour - 65% Topagean - 60% Seldunite - 60% Deep Silver - 90% Meteoric Iron - 70% Root of the Mountain - 70% Hadalite - 100% Alloys- Alloys will usually result in a magical resistance that is averaged of the materials involved in its creation. An example formula would be something such as this- Percentage One + Percentage Two + Percentage Three / 3 N1+N2+Nx/x Cloth Resistances- All cloth holds a Zero percent resistance, due the woven nature of the cloth, it easily allows magic to pass through it. The same with all organic materials such as, Leather, Manticore-Leather, and other organically constructed materials. Wood Resistances- Similar to cloth, wood is an organic-based material, and thus magic is easily allowed to pass through it. Hence, is why casting instruments are often formed of materials such as a strong and sturdy wood. Stone Resistance Core List- Certain stones are more resistant than others, however none possess an incredibly high resistant nature. Hence, stones and gemstones are often used to contain spells, or operate as a magical focii. If the object has been attuned to work as a magical instrument, the resistance is nullified and is not to be considered. Sunstone - 25% Icedust Stone - 10% Mirrorstone - 30% Amethysite - 20% Wiseman’s Stone - 30% Waveglass - 10%
  14. Syva-Syrien The ancient ones Application Required History The Syva-Syrien are one of the last of the ancient races which remain in the realm. Having been birthed and sheltered by the deep depths of the ocean, these Syva-Syrien are less humanoid than their descendants, having preserved their more fish-like appearances. The race may hold less known population than even the Syrien and make less of a presence to surface dwellers. This race often considers itself above the other races, even when compared to their brethren, the Syrien. Some say that they were able to achieve their genetic purity with the help of Bahari herself. Others believe that they were merely too cautious, and that they are running close to extinction. Both these rumors are currently unknown in their validity. Physical Description Syva-Syrien have two forms, typically being called ‘legged’ or ‘oceanic’. These forms have a varying set of abilities, yet still hold some similar appearance aspects. Syrien overall in both forms maintain an upper torso that appears mostly human. The only physical differences found between the races in this regard would be that Syva-Syrien may commonly have two different types of ears amongst the species. These would be: wedded ears and pointed ears. These ear shapes are often a trait which is carried down from the parentage to child, being a genetic trait. Syva-Syrien may commonly be seen with random patches of scales along their body, which they may have difficulty hiding, unlike their less pure brethren. These scales would be more abundant upon their bodices, often being found in large patches everywhere, heavily being concentrated on the arms, neck, parts of the chest and back, as well as the lower face. The amount of scales often varies from Syva-Syrien to Syva-Syrien however. Another indicative trait of Syrien is that of their gills, which lay prominently along the sides of their neck in slits at all times. Air is only drawn in through the gills in times of being in their oceanic form, breathing similar to a human when they are legged. The height of Syva-Syrien in their humanoid form would be ranging anywhere from 4’4” - 5’2”. In the tail form, a Syva-Syrien may generally vary from around 7’9” - 10’10”, depending on how well nourished the syrien was, as well as its genetics, would determine the height of the Syrien in both forms. Syva-Syrien may have varying patterns of hair, color, and tails. The only color of eyes which are exempt from this would be pink and red. Syva-Syrien may have the following hair colors: Blacks, Blondes, Reds, Browns, and Whites. Syva-Syrien are also notorious for their varying colors of scales, as all colors are accepted by the race. Syva-Syrien can only have human skin tones, this is due to their genetic heritage tracing back to both the Syva-Syrien and Humans. Syva-Syriens however, do have paler skin than their other cousins. Syva-Syrien are able to switch from both their ‘legged’ and ‘oceanic’ form at will. Younger or Untrained Syrien will take longer in this process than more experienced Syrien. A legged form Syrien may convert to their oceanic from once entering water, and an oceanic form Syrien may do it once leaving. This change is entirely controllable, and cannot be forced upon the Syrien in any way, however, upon long exposure to either air or water, Syrien will feel the urge to switch to the forms which fit them best. The origins of this ability are unknown, however, all Syva-Syrien may learn this, and most are born knowing it. This transition may be as easy as learning how to walk for some. Lifespan Syva-Syrien live up to around 500 years old. The bodies of the Syva-Syrien age 10 times slower than that of a human, even slower than their Syrien counterparts. Syva-Syrien are able to comprehend experiences just as a human would, and thus many Syva-Syrien would be able to do tasks past their young appearances. Society Like Syrien societies, Syva-Syrien will fall under a grouping of coves known as a ‘Kingdom’. Lead by a queen, the Syva-Syrien will likely show the utmost respect for the woman. It is not uncommon for Syva-Syrien to reside with normal Syrien, however most do this begrudgingly rather than by free will., Most live within the cove for ease-of-access to resources and other amenities. Lone Syva-Syrien are more likely to reside within the deep oceans alone and carry out their hunts. It would be rarer- but not unheard of, to hear a Syva-Syrien assimilating into the cultures of legged. However, it is much easier to spot this race than it would be their cousins. Culture Language: The language of the Syrien is known as aquatic. This very exotic tongue would be extremely difficult for non-syrien to learn or master. As Syrien mostly keep to themselves, it would be most difficult for one to acquire a teacher of any sort. However, the written form of aquatic is very similar to that of Elven, often being found etched in stones, rather than written in ink. It is impossible for someone to speak the language who lacks the gills of a syrien, which help form the sounds using their air passages. It is also a very difficult language to understand verbally. It would take one years of listening to fully matter the tongue, which is best understood underwater where the syrien dwell. Tradition: Upon the birth of a Syrien, it is quite often that the entire cove and perhaps even nearby coves will attend the birth. A large feast and exchange of goods happens directly afterwards, the larger of which are often said to mark the luckier the child will be. This is due to the Syva-Syrien’s low fertility rate. It would not be uncommon, however, that a few years later the child will be left behind by its parents to grow up and learn to fend for itself. These outcasted children will often work their way into their parent’s coves, or perhaps drift off to find a place to stake as their own. Celebration: The greatest celebration aSyrien will ever witness within their lives. These ceremonies will beckon all the coves beneath the Kingdom to the queen’s crowning. These beautifully crafted crowns are often made of the finest materials found underwater. New queens are only crowned upon the death of the previous queen, or at the unannounced absence of one for an exceedingly long duration. During this ceremony, the queen is required to go on a hunt, and share their catch with those present. No matter how small the portions are, this is entirely symbolic of the queen giving to their kingdoms as a benevolent leader. Diet The Syva-Syrien’s diet would consist almost entirely of raw fish. Their hunter-like prowess allows them to catch the aquatic beings and consume them much easier than other sea predators. For Syrien whom are accustomed to going on land, it may be commonplace for them to eat a variety of foods. Whilst Syva-Syrien’s stomachs are able to handle any food a human can, once exposed to it enough. Syva-Syrien take a bit longer to adjust to normal surface foods than their cousins, due to their more primitive stomachs. They are able to eat raw meats without the potential of gaining a foodborne pathogen, this trait having been developed over hundreds of years of survival. Settlements Syva-Syrien are less likely to establish settlements than their cousin race. If they do however, it would not be uncommon for them to live within another cove, and merely isolate themselves somewhat from the group. Not all Syva-Syrien are this snoot, however, those that are will not refrain from publicly displaying it, and will therefore isolate themselves from the ‘lesser’ beings except when absolutely necessary. Lone Syva-Syrien prefer to live in deep parts of the ocean, in small underwater caves which provides them shelter from predators. Religion Mechanics Syva-Syrien may switch between their ‘legged’ and ‘oceanic’ forms once every OOC hour Syva-Syrien have adapted to have better hearing overall, having notably good hearing on land Squid ink is poisonous to Syva-Syrien, being their natural anathema, this will often cause them to go into anaphylactic shock upon enough exposure to the Syva-Syrien. The Syva-Syrien are highly allergic to the substance. Syva-Syrien are prone to eating raw meats, and have a better digestive system which prevents foodborne pathogens from making them ill Syva-Syrien have a more difficult time concealing their many scales Syva-Syrien have more reptilian eyes, which allow them to see better in their deeper habitats
  15. Syrien The sea-born wanderers Application Required History Syrien are a race of mer, found in large bodies of water (fresh, brackish, or salt), and are miraculously able to switch between the three, as well as move on land. Syrien are considered beings of legend by most other races, as their numbers are incredibly small and they are rare to turn up on surface. The current form of the Syrien are born after generations of copulation with humans in times of old, before they had been able to no longer produce full Syrien and rather humans with blessings of the waves. This ancient race of water-dwellers are rumored to be cannibals and sinkers of men. The original populace dwindled because of this, forcing them to reproduce with humans so that they would be more accepted into society. This birthed the modern day Syrien, who are able to roam between both earth and water. Physical Description Syrien have two forms, typically being called ‘legged’ or ‘oceanic’. These forms have a varying set of abilities, yet still hold some similar appearance aspects. Syrien overall in both forms maintain an upper torso that appears mostly human. The only physical differences found between the races would be that Syrien may commonly have three different types of ears amongst the species, these being: webbed ears, rounded ears, and pointed ears. These ear shapes are often a trait which is carried down from the parentage to child, being a genetic trait. Syrien may commonly be seen with random patches of scales along their body, which they may learn, in time, to hide with their form changes. Another indicative trait of Syrien is that of their gills, which lay prominently along the sides of their neck in slits at all times. Air is only drawn in through the gills in times of being in their oceanic form, breathing similar to a human when they are legged. The height of Syrien in their humanoid form would be ranging anywhere from 4’6” - 5’7”. In the tail form, a Syrien may generally vary from around 6’2” - 8’3”, depending on how well nourished the Syrien was, as well as its genetics, would determine the height of the Syrien in both forms. Syrien may have varying patterns of hair, color, and tails. The only color of eyes which are exempt from this would be pink and red. Syrien may have the following hair colors: Blacks, Blondes, Reds, Browns, and Whites. Syrien are also notorious for their varying colors of scales, as all colors are accepted by the race. Syrien can only have human skin tones, this is due to their genetic heritage tracing back to both the Syva Syrien and Humans. Syrien are able to switch from both their ‘legged’ and ‘oceanic’ form at will. Younger or untrained Syrien will take longer in this process than more experienced Syrien. A legged form Syrien may convert to their oceanic from once entering water, and an oceanic form Syrien may do it once leaving. This change is entirely controllable, and cannot be forced upon the Syrien in any way, however, upon long exposure to either air or water, Syrien will feel the urge to switch to the forms which fit them best. The origins of this ability are unknown, however, all Syrien may learn this, and most are born knowing it. This transition may be as easy as learning how to walk for some. The transition does take time, and is by no means instantaneous, however this time can be reduced for those with great skill, often only taking a few minutes for an experienced Syrien. Lifespan Syrien can lived up to 450 years of age. Their aging is ‘slowed’ meaning that they maintain a youthful appearance for a longer span of time, aging around 5 times slower than the average human. Their minds however are not in this slowed state, and most Syrien are found to mature alongside their land counterparts through their experiences. Society Syrien society is based around a central hub, often called a ‘kingdom’ led by a matriarch. The queen is the figurehead of these Syrien societies., and is vaulted into the position by birth right. Unlike other races, Syrien position themselves in the seat of vacant power through manipulation, rather than brute strength. While many queens are good will, they must rule their kingdoms with an iron fist to maintain their sanctity. This often results in problematic Syrien into being banished from these locations. These rogue Syrien are often considered the lessers of society, and are ousted for exposing their homelands to other races, or perhaps endangering the people in other ways. These Syrien are proverbially spit upon, and are left to fend for themselves alone out in the ocean. Culture Language: The language of the Syrien is known as aquatic. This very exotic tongue would be extremely difficult for non-Syrien to learn or master. As Syrien mostly keep to themselves, it would be most difficult for one to acquire a teacher of any sort. However, the written form of aquatic is very similar to that of Elven, often being found etched in stones, rather than written in ink. It is impossible for someone to speak the language who lacks the gills of a Syrien, which help form the sounds using their air passages. It is also a very difficult language to understand verbally. It would take one years of listening to fully matter the tongue, which is best understood underwater where the Syrien dwell. Tradition: Upon the birth of a Syrien, it is quite often that the entire cove and perhaps even nearby coves will attend the birth. A large feast and exchange of goods happens directly afterwards, the larger of which are often said to mark the luckier the child will be. This is due to the Syrien’s low fertility rate. It would not be uncommon, however, that a few years later the child will be left behind by its parents to grow up and learn to fend for itself. These outcasted children will often work their way into their parent’s coves, or perhaps drift off to find a place to stake as their own. Celebration: The greatest celebration a Syrien will ever witness within their lives. These ceremonies will beckon all the coves beneath the Kingdom to the queen’s crowning. These beautifully crafted crowns are often made of the finest materials found underwater. New queens are only crowned upon the death of the previous queen, or at the unannounced absence of one for an exceedingly long duration. During this ceremony, the queen is required to go on a hunt, and share their catch with those present. No matter how small the portions are, this is entirely symbolic of the queen giving to their kingdoms as a benevolent leader. Diet The Syrien’s diet would consist almost entirely of raw fish. Their hunter-like prowess allows them to catch the aquatic beings and consume them much easier than other sea predators. For Syrien whom are accustomed to going on land, it may be commonplace for them to eat a variety of foods. Whilst Syrien’s stomachs are able to handle any food a human can, they are able to eat raw meats without the potential of gaining a foodborne pathogen, this trait having been developed over hundreds of years of survival and adaptation. Settlements Syrien often settle in areas which they call ‘coves’. These establishments are often shelters from both the tumultuous waves and turbulent waters, as well as prying eyes for those who seek to hunt the Syrien. These coves are near always led by a Queen, who rules with absolute authority. The Syrien prefer to live in underwater cave systems, where they may establish a safe home to reside in away from the surface dwellers. Religion The main religion of the Syrien would be that of the goddess of water, Bahari. Seeing her as a protective mother figure, the Syrien praise her to destroy those whom use their oceans to do ill against the Syrien. Other religions would likely remain unheard of, except for perhaps Oklamat, whom is see as the one who brings good currents, and allows the Syrien to travel efficiently. Mechanics Syrien may switch between their ‘legged’ and ‘oceanic’ forms once every 30 OOC minutes Syrien have adapted to have better hearing overall, having notably good hearing on land Squid ink is poisonous to Syrien, being their natural anathema, this will often cause them to go into anaphylactic shock upon enough exposure to the syrien Syrien are prone to eating raw meats, and have a better digestive system which prevents foodborne pathogens from making them ill
  16. Humans The Prideful History Humanity began as but a simple organism in a vast field of impossibility. Born from the very ground they lived upon, Humans evolved naturally, and are the only race to have not been created by Divine means in their early stages of evolution. This uniqueness, however, does not mean that the divines did not eventually take notice.. Evolving a sentient mind of their own accord, Humanity gained a free will and understanding that no other race upon Aversia could truly comprehend. The Dwarves worked tirelessly as machine-like beings within their mountains, and were eventually consumed by the will of greed, dumbfounded and confused by the balance of choice that Humans had achieved. The Elves carried only the will of hatred in their hearts from the actions of Foli, when they gazed upon the happiness and joy of what the Humans were, they only grew ever more spiteful of themselves. Being an anomaly within the living world, many deities soon took notice of the free beings, and sought to either control or assimilate them into the fold of their worship. What followed this change was known as the Era of Darkness, upon which countless wars were fought over the beliefs of others, and many crusaded with reason only to control. Hexiannoes passed, blood split the soil, and the world looked grim for the race of Man. Extinction was the only path in sight, their numbers certainly could not last for more than fifty Cycles. That was, until Three deities did something that most saw as sacrilege, and impossible. Three Ancient Heroes were blessed with the power to enact change, and turn the tides of the era. Belek, who deemed his being worthy of oppression and ruling with an Iron fist, granted his champion the power to manipulate hell flame, and to fill his soldiers with an unending rage of vigor and vitality. He was only known as "The Dragonslayer." The second bloodline was enabled by the God of Justice, Dahriim. He filled his faithful champion with the power to be the bulwark of the weak, and to respect his fellow man equally, no matter who they were. This admiration bolstered the soldiers morale, and they would follow him to the death out of respect, rather than fear. He was only known as "The Herald." The Third bloodline was blessed by the Balancekeeper himself. Seeking an end to the war, and to a rule of fairness and order, he granted his champion the ability to view the future in brief visions, and to give his voice a tone upon which all must kneel to respect him. He was known only as "The Prophet." Soon after these bloodlines were blessed, they wasted no time in bringing every other kingdom under their fold, seeking to end the conflict that ravaged their race for so long. In the end, after many battles hard fought, the line of Vassas emerged victorious, as the first true empire of Humanity formed. They destroyed the Iron legions of Belek, and peacefully assimilated the people of Dahriim. It took many generations, but eventually the other blessed bloodlines fell into obscurity, and eventually were lost track of all together. Humanity is known to have created some of the most beautiful architectural bastions during their rule, in which some of the other long-lived races still find astonishing even to this day. Having created formidable structures, the humans would be able to ward off other incursions, and remain solidified as the primary seat of power within Aeoressa. Many wonder if the divines took an interest in the passion of humanity, which superseded that of other races, or the free will which gifted them the ability to achieve anything they dreamed of. Others would argue that humans were manipulated to demonstrate the frailty of mortal lives, though one cannot truly comprehend what goes through the Deities minds when they commit to such acts. Physical Description The common race of man can be found in nearly every climate of Aversia, as their adaptability and versatility are one of the race’s greatest natural strengths. Humans stand from around 5'2"-6'2", where those of the female gender are generally shorter than those who are male. Men often are able to accumulate more pronounced muscle mass than the woman of the species, who are able to become toned, but not in the same bulk. The race comes in a variety of skin tones ranging from dark browns, to peaches and olives. The hair which is found throughout the body of the creature, but mainly atop the scalp may be anything from browns, to blondes, to blacks, or even to red. Human eye colors also range widely, and include blues, greens, browns, blacks, and hazel. Their cheekbones tend to be more broad and low-set of that of an Elf, though it does not tend to make too much of a difference. Humans age much faster than most of the other races, hitting adulthood and their physical peek at age 21 for males, and 16 for females. It is at this point they will reach a peak maturity, and cease growing physically. Lifespan Humans carry a lifespan of around 100 years, though it is uncommon for one to reach this age purely because of environmental circumstance, and tend to average a lifespan of 75 years instead. Society Humans are prideful for their natural born ability to assimilate other cultures into the fold of their ideals. Most adhering to a strict code of honor, the human race considers their own above all, yet most are able to tolerate the other races of the realm if they are able to find due purpose for them. Humans as a race are not particularly good nor bad at anything, but one trait that helps them stand out is their shrewd diplomacy and silver tongues, making them one of the most common races to be seen in leadership positions. Humans are adaptable, subjugating other societies beneath their boots by both diplomacy and conquest alike. Some consider the race of men as an angry, war-mongering species, yet those whom know them best realize that despite their more aggressive nature, Humanity carries a fairness and charm that often sets them apart from the stereotype given. Humans are renowned for their skill in combat along with these characteristics, making them some of the most formidable warriors in the land. Humans are often defensive and possessive with what they own, wishing to keep their possessions immortalized in the annals of history. Some may consider the species xenophobic due to these actions, yet not many truly attempt to understand their mindset past what their perceived attitudes are, making them a heavily misinterpreted species. Culture Language: Humans are the originators of the common language. As their culture became widespread, so too did their tongue, which others were forced to conform to. Both articulate, yet harsh, the common tongue would present some difficulties to learn for the other races, yet this did not stop them from teaching it to others. Tradition: Humans often hold a coming of age around 16 or 18, where they are expected to take up the crafts of their parents and continue them down the line. Those who do not accept this chosen path may be considered outsiders to some, yet it is in human nature to carry the vision of wanderlust. Celebration: A coming of age ceremony is held at around ages 16-18 for noble children. During this festival of sorts, the entire surrounding town would be invited to the hosts’ home or venue, where they spend a great deal of funds and else on displaying their child to the world, in hopes they can find a sponsor or receive a dowry for their future success. Diet Humans, like most other races are primarily omnivorous, consuming a diet equal in grain, veggie and meats alike. Settlements The settlements of man vary greatly, however the largest human settlement is currently the city of Darkwater. Often sitting higher on a vantage point, Human keeps are a central location and hub for commerce, military, policy and safety among royalty and knights living within them. These great buildings are often staffed with many others of the lower class, while the larger towns sprawl across countless acres of land, filled with both peasants, patricians and nobility alike. Religion Humans are known to come from all walks of life, and thus their worship depends greatly on their beliefs, however the primary religions followed tend to be Vassas, Belek, Dahriim or Sol. Mechanics Humans greatest aspect is their diversity Humans are the racial average, being neither the best nor the worst in their natural abilities such as agility and strength Humans are the most adaptable race, being able to adjust more easily than the others to proposed issues Humans are far more charismatic in comparison to other races, and are most often seen in leadership positions or as ambassadors due to their silver tongues.
  17. Alchemy, out worst nightmare realized, has made its return. Find the rules regarding it Here. Good luck, and Godspeed.
  18. Alchemy Item Submission Process An individual who has created an alchemical substance through current use of Animal, Metallurgical, and Plant lore, is required to fill out a forum conversation or post applying for the substance- be that a Paste, Salve, Potion, et cetera. The format shall be as follows, and will include the Lore Master, @Kyle1322, and the following people in the conversation, or tagged into the post itself: Plant/Animal-related Alchemy: @Zickery, @DayLighter, @ItsRhad Material-related Alchemy: @Zickery, @Duncan Steelfist Forum Conversations are usually suggested for alchemical substances that one wishes to keep private. These shall be approved, or denied in the forum conversation, and filed away. All Alchemical Concoctions will be posted in a Public Lore section, however, only four segments of information shall be present. - Character Name of Creator, Name of Substance, Type of Substance, Effects Description. Special Clause: Should the creator wish to appeal for a Non-Public Alchemical Substance, this is to be decided by Loremaster and the Alchemy Team. Special, case-by-case basis. The Submission Format which should be adhered to, is as such- Name of Alchemical Object: Character Name of Creator: Username(s) of creator: Ingredients: Proof of Material Collection: (Screenshots) Proof of Creation: (Screenshots) Evidence for Testing: (Screenshots) Method of Use: Immediate Effects: Long-Term Effects: Overdose Effects: Please note, all effects are up to modification and interpretation by the members of the Lore Team, as well as the Loremaster. Ingredients must be proven through RP Screenshots, and the Creation must be proven through RP Screenshots, of Server Roleplay. Use of Forum Roleplay is not canon for the creation of alchemical brews. Upon Approval of the Alchemy Submission, a single custom item will be issued representing the substance. Any further custom items representing the substance must be applied for by use of a Custom Item Application, with appropriate gathering and creation RP, with the member/s of the Lore Team who approved the original substance tagged in the thread. Use of the Alchemical Substance is only available when the player possesses the custom item representing it. Failure to present the item under Staff scrutiny will result in punishment. Alchemy Definitions Recipe: The recipe of the Alchemical Creation defines the process by which it is refined into the combined form. It includes the component materials required to create it, as well as the process and technologies required. Whether this is written down In-Character or not, a recipe must be created initially, before something can be created. Skillset: This references the skill of the character, or characters, involved in creation of the alchemical substance. Over time, characters develop a higher level of skill, through practice and the creation of lesser alchemicals. An example of skillset restrictions, is the stipulation that a novice alchemist would be unable to create something out of a rarer material, such as Kalapis. Tools: Alchemy requires specific tools of the trade, so to speak. The creation of alchemical concoctions becomes ever more complex as one becomes more skilled and knowledgeable. A tool can range from a simple mortar and pestle, to a complex machination of pipes and flame for distillation and calcification processes. Type: There is a myriad of alchemical products that can be created, however these are aligned to certain types. Each type of alchemical creation varies, and the processes by which it works, and is created varies heavily as well. For example, the basic range of alchemical types are- Medicinal, Poisonous, Offensive, Defensive, Alcoholics- and the list is as wide as the individual who creates the craft intends it to be. The Crafting Process Alchemical items are crafted through a variety of processes applied to mixed ingredients in order to create different and stronger effects out of different materials. Ingredients used in the alchemical arts range from the parts and pieces of animals to even the various stones and metals of the land. Some alchemists even dabble in the use of the magical arts to try and better their trade. While there are a variety of methods through which one can craft an alchemical item, there are several base and universal processes that almost every alchemist learns and proceeds to use in their process of creation. Use of these processes, which are described below, should be included in the RP. However- use of these processes without properly being taught Alchemy, is not permitted. Calcination: A process that is defined as the burning, or debasing something to the most basic minerals and elements that are contained within it. The precise method is fairly simple, and usually results in exposing the material to an open flame, quite literally burning the organic tissues from it. There are very few alchemical reagents that are not entirely destroyed by the act of calcination, though in the right application it can be beneficial. Ceration: This process entails the addition of a liquid substance to a previously hardened, or dried out substance, in order to liquefy and reduce the potency of the solution. Depending on the liquid, whether or not it is heated, or chilled, the chemicals and proteins in the solution can have varied effects. For example, a very hot liquid added to a protein-rich solution, can denature certain proteins, resulting in a heavily reduced effectiveness, or an entirely inert solution. Congelation: Congelation is a process by which the addition of a thickening agent, usually inert- though at times active, like a material such as Bungmoss, and the chilling of the solution increases its viscosity. This can be utilized to create pastes, and thick liquids that can serve as healing agents, among other things. Defenestration: A process named after the act of throwing something out the window, this is the method of removing or weakening magical properties in an alchemical creation. The exact method to go about this varies depending on what an alchemist has on hand, but it is often done either through the careful use of magical spells or the addition of specific metals. Digestion: In this alchemical process, a solution is heated, and is allowed to slowly over the course of a great period of time, boil down to a thicker, and more sticky form of itself. With vaporization, the chemicals within are allowed to concentrate down into a semi-pure sludge form. Distillation: Distillation pertains to a process by which a singular element is divided from a solution, or a section of plant matter. The solution, or plant matter, is placed into an iron crucible, which is heated, allowing the vapor of the lowest vapor point element within to float upwards into a condensation chamber. After it has condensed, the separated element flows downwards into a collection chamber. Distillation is complicated, and cannot be done by lesser alchemists- however, it creates the most pure substances possible. Earthing: Earthing is a process by which an amount of fresh soil, or other nutrient-rich solution is combined with the alchemical reagents. This allows the combined mix to begin leeching nutrients and base minerals from the nutrient-rich soil or other concoction. Though, this takes a considerable amount of time, it does result in an increased potency in objects such as healing creations. Exposure: The act of exposing an alchemical substance to the natural elements or significant airflow, it is an alchemist’s way of allowing the natural world to work upon their creation to alter its properties. The results of this can vary drastically depending on the creation’s composition, though they’ll be strongest with primarily organic creations. Fermentation: Fermentation is the process of allowing a compound to break down naturally at the hands of bacteria and other organisms. It generally alters the potency of an alchemical creation’s properties, although by how much and what can vary heavily. Filtration: The process of using a filter to remove materials from a brew, this can have varying effects depending on what’s stripped from the alchemical creation by the process. Generally, this removes or weakens side effects of a creation. Imbuement: The process of adding or strengthening magical properties in an alchemical creation. While the exact means of going about this varies, it is most often done by various magical spells or the addition of magical ingredients. Sublimation: Sublimation is the process of converting a liquid or semi-liquid alchemical reagent to a solid. It operates under the process of heating the reagent to a high temperature, vaporizing it to the upper end of a sublimation container. Once cooled, the reagent will solidify, having lost the water and vaporous qualities, thus becoming a solid.
  19. Magic Generation 3 (ver 3.0.4) -Permanency list has been released! Take a look [Here]!
  20. Key= Bold - Yes Regular - No Arcane Tier 0 Light Stir Arcane Script Identify Magic Imbue Instrument Attune Instrument Grimoire Inscription Arcane Eye Analyze Object Telekinesis Tier 1 Arcane Bolt Barrier Shield Blink Ray of Light Counterspell Track Mana Feather Fall Transcribe Focusing Step Root Tier 2 Unweaving Mystic Shield Activate Object Arcane Lock Alarm Summon Eidolon Deflection Orb of Purging Altering Phasebolt Summoning Circle Tier 3 Arcane Missile Create Magic Item Manifest Bestow/Siphon Mana Multicast Summon Lesser Aspect Liquify Mana Volley Bend Space Mana Channeling Tier 4 Regional Anchor Siphon Essence Suppress Leyline Create Familiar Mass Unweaving Last Resort Summon Greater Aspect Arcane Hand Force of Will Arcane Scout Tier 5 Meditation Summon Leyline Arcane Void Permanency Essence Banishment Mystic Protection Many-Jaws Summon Heroic Spirit Orb of Annihilation Spark Link Matter Tier 1 Distill Craftsman’s Eye Analyze Matter Detect Substance Stone Window Mending Merge Analyze Machine Transmute Liquid Conjure Aura-Weave String Tier 2 Control Liquid Quicksand Air Shield Morph Mineral Fog Cloud Hover Double Jump Mud Shot Mend Auraweave Water Bolt Tier 3 Form Pillar Dome of Air Water Whip Razor Wind Entrapment Collapse Spit Acid Mud Shot Barrage Earth Fist Instability Tier 4 Aqua Lance Reinforcement Transmute Matter Shatter Dome of Security Drown Expel Air Magnetize Negative Field Wasp Rain Tier 5 To Dust Whirlwind Create Auraweave Metal Anchor Tunnel of Death Part The Sea Whirlpool Stone Sphere Attract Meteor Quake Mind Tier 1 Blur Tap the Surface Thoughtmend Illusionary Doll Pacify Imprint Translation Fog Thought Stutter Suppression Tier 2 Command Commune Invoke Fear Thought-Shield Telekinesis Empathy Hallucination Phantasmagoria Smokescreen Mimic Tier 3 Skill Suppression Offensive Illusion Wall of Light Brainstorm Knowledge into Power Clairvoyance Distortion Phantom Landscape Amplify Phantom Weapon Tier 4 Unbreakable Will Untamed Fury Psychic Strike Network Possess Infatuate Equilibrium Figmentation Illusionary Defense Tranquility Tier 5 Thoughtform Bed of Flowers Begin Anew Mindblaze Field of Dreams As One The Placebo Effect Paranoia Probe Genesis Force Tier 1 Magefire Sense Vibration Will o’ Wisp Force Palm Cat’s Eye Sonic Boom Icy Coat Fumigation Crippling Lightning Throw Sound Tier 2 Bedazzle Frostbolt Heat Bend Magefire Barrage Strobe Thunderclap Snuff The Flames Muffle Amplify Voice Sound Barrier Tier 3 Silence Static Shield Frostfire Flametongue Ball Lightning Icy Bola Fireball Howl Shockwave Frostbolt Barrage Tier 4 Heat Wave Static Pulse Sonic Blast Chain Lightning Undertow Ash Strike Sunder Earth Ice Prison Slowing Void Detonating Rune Tier 5 Fire Blast Incineration Frost Snap Static Storm Sonic Blink Energy Barrier Blizzard Veil Of Shadows Fortissimo Expel Life Tier 1 Sense Soul Analyze Anatomy Restore Blood State Of Growth Bioshield Seal Contagion Wall Analyze Herb Hunter Adrenaline Rush Tier 2 Control Body Glimpse of Death Soul Jar Alter Soil Blood Concentration Absorption Pathway Bloom Calm Irritation Touch Of Air Tier 3 Jumpstart Regenerate Wall Of Roses Biomancy Ocular Mending Final Touch Mane Shift Heightened Sense Gift Of Immunity Solar Barrier Tier 4 Banish Contagion Enfeeblement Slow Pulse Relocate Soul Leech In My Shoes Reformation Control Soul Modify Fertility Weathered Tier 5 Conjure Vessel Necrotic Touch Untethering Convalesce Energy Drain Decay Raise The Dead Many Faces Safehaven Soul Creation
  21. Magic Generation 3 (Ver 3.0.2) - Proficiencies have been modified, please keep this in mind! Five successful casts of any given spell allow it to rank from novice to intermediate, to experienced. A mage can only teach themselves up to this level due to complex factors. To achieve a higher proficiency, a student or mage must contact an Archmage and ask to set up a time when they can practice the more intricate arts of a spell, and advance their proficiency. NOTE: A mage does NOT need to be a student of said archmage to increase their proficiency, and it will not count toward their spells learned per week if they are one. As a footnote, mages may only boost the proficiency level of a certain number of spells per month, the number being dependent on tier unless special conditions arise. To properly track these proficiencies, a mage must set up a forum thread within character diaries/profiles to track their progression for the Loremaster to see. It will not be responded to, as it is not an application, however will be called upon for evidence if required. Keep it updated.
  22. Whistle Pine The Northern Blight Plant Type: Pine Tree Rarity: Common Description: A tall and towering tree, most Whistle Pine only grows to stand at a height of twenty meters before some natural force fells it. That is not to say it cannot grow taller, there is no known natural limit to how tall or wide such a tree can grow other than natural limitations. Its roots grow thick and densely, storing whatever it can within them in order to endure the harsh and grueling deprivation of the north. Whistle Pine's wood is a pale white, thin and light, as well as heavily porous. Its bark however is surprisingly thick in contrast, a harsh coat protecting its innards from the worst of the northern winter. The most defining feature of the tree however is its thick and dense branches that grow outwards from all but the very stump of the tree. From these branches spawn countless tiny green needles with thin and slender partings running down their center. Acting as countless tiny flutes, the flow of wind through these branches produce a dark and dire wail that damages both the senses and the mind. This constant melancholic tone produces both auditory and visual hallucinations, and often paranoia shortly after. Tales of unprepared travelers going mad as they travel the northern valleys are as common as the tree. One last factor of the tree remains notable, its pinecones often serve as natural bells that accompany the symphony that its needles produce, and the true danger of a Whistle Pine is often measured in the number that it bears. Location: The dreaded Whistle Pine grows like a weed throughout the northern wastes. Its presence reaches only the edge of the Anion's southern plains, but it intermittently covers the entirety of the north's frozen plains. Generally, the plant does not reach the top of the colder peaks of the mountains above, rather it tends to grow and malinger in the valleys between where the wind blows in constant gales that the tree's natural defenses can easily exploit. Development: Whistle Pine reproduces via its countless pinecones, which are often sent flying and rattling by the northern gale. These spread and scatter, eventually and slowly growing over the course of three years to a height of at least three meters before the Whistle Pine begins to truly grow the devastating needles that it is renowned for. Approximately five years afterwards the tree matures to the point that it begins to produce its own pinecones. There is no natural end to the tree's life cycle that has ever been recorded, for all that is known, a Whistle Pine will just keep growing and reproducing until its existence is forcibly brought to a conclusion. While they can produce and spread beyond the Anion with ease, nowhere else has the necessary wind speeds to allow its pinecones to sever and naturally spread. It can only be artificially grown elsewhere, though with abundant resources its life cycle might be easily accelerated. Properties: Whistle Pine emanates a horrifying wail as the wind blows through its countless needles. This sound is unhealthy for every race, and only worse for those especially sensitive to sound. It also affects natural wildlife to some degree, rendering them far more hateful and aggressive than they would be otherwise. Only creatures naturally hardened to the dangers of the north have any form of resistance, such as Anion bears or even snow elves. Exposure to this dire tone gradually induces the symptoms of paranoid schizophrenia, and prolonged exposure can even induce violent tendencies among the most stalwart of adventurers. The only true way to prevent the harm of this grim tune is any form of ear protection. Interestingly enough, the company of others helps the mind fight off the worst of these effects. Large groups of travelers are relatively far more safe than lone wanderers are from the pine's threat. Not only are its needles dangerous to the senses, its pinecones serve as natural amplifiers for their effect. The more numerous they are upon a Whistle Pine, the more deadly its mind ravaging properties. An entire forest of mature Whistle Pine can disorientate and madden a single unprepared traveler within an hour. The properties of Whistle Pine's wood often make it a choice in many specialist applications. It is not unknown for desperate travelers to unearth the roots of these trees to use them as a means of emergency sustenance, assuming they can stand being near long enough to reach them.
  23. AMP: 2.0 Animals Materials Plants Alchemy and more details regarding technicalities of Magic resistance will come soon!
  24. Flick’s Whiskers - Nature’s Mollificant “Nothing can be evermore so limiting, than going so far to the extreme. . .” - Botanist’s Handbook on Flick’s Whiskers. Plant Type: Medicinal Herb Rarity: Uncommon Description: Flick’s Whiskers appears to be a thin, fibrous nuisance plant that grows in the high forests of Aoressa and Argionne- its thin green stalk curls upwards from a thick base that is firmly rooted into the earth. . . Growing up to a foot high at its greatest extent, the plant bears many similarities to a fern, including the light greenish-brown color that marks its form. Drawing outwards from the central stalk of the Flick’s, are a number of stringy and gangly branches of the same thin green appearance as the central stalk. These can reach anywhere from three, to eight inches in length, and often hang downwards towards the ground as if wilting. Perhaps the most notable attribute of the Flick’s Whiskers, is where it draws its namesake. Along the gangly branches are arranged a multitude of white, spine-like hairs, much more rigid than the rest of the plant. These hairs appear much to be the whiskers of a feline type animal, and bear a thin, almost clear liquid across their forms. While the plant possesses no flowering bodies, the whiskers themselves are the origin for its seeding. As pollen from other Flick’s are released, it collects upon the sticky liquid that adorns the whiskers, at times being so dense that they are obscured by a veneer of fluff. Location: Flick’s Whiskers can be found in the high-altitude plains of Aoressa and Argionne, often a fair distance from water sources, as the plant is incredibly hardy and resistant to changes in climate and rainfall throughout the year. However, due to its slow rate of growth and reproduction, the plant is not common. . . Attempt to cultivate the plant at low altitude will most assuredly fail. It is possible to find Flick’s Whiskers in Anion, depending on the seasonal temperature, but it is not likely one would be so lucky. Development: Flick’s Whiskers begins as a single seed, stored within the core of the slickened whiskers that cover the plant’s gangly branches. . . Once this seed is pollinated and reaches maturity, the whisker simply detaches. Carried great distances by the wind, or birds that happen to comsume it- the whisker is then deposited in another location where it can grow, typically taking around a year to fully take root. [3 OOC Months] Once this has happened, another year will pass until the plant reaches maturity, and is capable of reproducing or being used for the alchemical purposes. Properties: Material Properties; Flick’s Whiskers contains no known material properties, and tastes rather disgusting if one attempts to brew a sort of tea or other culinary concoction with it. Alchemical Properties: Flick’s Whiskers sap, that collects upon the whiskers themselves, harbors a few curious properties that have awed alchemists and doctors alike since the first time it was discovered. When properly brewed, the sap can be utilized as both a very potent pain reliever, and a mild muscle relaxant. Though- this does not come without a very hefty supply of side-effects. Overdosage can result in liver damage, as well as acute muscle atrophy, and even death. Due to the potency of the pain relief it administers, Flick’s Whiskers becomes addictive, and the more common it is used, the less effective it- and any other pain relievers are upon the consumer. Flick’s Whiskers sap when brewed appropriately can be utilized as a Pain Reliever, and Muscle Relaxant. Flick’s Whiskers, when given in large doses, can lead to acute muscle atrophy, liver failure, and even death. Flick’s Whiskers, when used repeatedly, causes an addiction to the substance to develop, as well as a resistance to any pain relievers, becoming less effective the more doses are given.
  25. Flesh Oaks - The Bleeding Tree "Mommy, why is the tree bleeding?" Plant Type: Oak Tree Rarity: Uncommon Description: Tall and thick oaks, ranging from 17 to 31 yards high to about 3 yards of girth, that gloom over the deep forests of South Anion. Their bark is rigid and resistant, some would even say thick due to it being about an inch and a half wide. It has an unnatural beige or skin-like color and is quite rugged to the touch, almost like leather. On the bark can grow thin and small hairs, of a black or sometimes maroon color that are supposed to hydrate the tree once rain has fallen. Being rather resistant, the bark often causes problems to cut it down even though there aren’t a lot of reasons to do so. Underneath the bark is a deep red wood with a moist feeling to the touch, as if one would be touching a damp towel, filled with a thick and oozing crimson sap that flows whenever a dent is made in the wood. The branches are slim and soft, keeping the natural color and texture of the bark as well as the underneath crimson wood. The leaves are much like oak leaves for the exception that they keep the sap’s dried blood color and have a feeling of dampness to them. On the branches can grow peach-like fruits, the skin of the fruit bearing a striking resemblance to a human’s skin. The inside of the fruits look like flesh, reeking of a corpses’ scent while having a strange and enticing taste. The fruit tastes like a mix of chicken and honey yet balanced in a delicious harmony. Strangely enough, the leaves don’t fall during winter. Location: The trees are exclusively found in the Alswelth Pine Forest of Southern Anion, yet may be grown elsewhere in similar climates. The trees tend to grow in places similar to that of fungi, naturally enjoying the fertile soil that resides around the deceased. Development: The Flesh Oak starts off as a small Crimson red in color sapling created by a fallen Flesh Oak tree. Once the sapling starts to grow, the bark surrounding and protecting the wood grows into a more light color, going into a dark beige and brown and finishing into a skin-like beige after about 7 or 8 years. When it has fully grown, it is able to start and grow fruits which will fall to give later birth to other Flesh Oaks. The more the Oak gets older, the bigger it will become, dying at about 400 years of age, sometimes being able to grow to up to more than 700 years. Properties: The leaves' scent can replicate that of a rotting corpse The sap is a notably efficient dye, although it is naturally temporary when lacking other elements The sap appears to have profound effects with blood, depending on the mixture, it can act as either a coagulant, or an anti-coagulant The sap and the trees themselves are known to attract local predators due to their rotting scent Should the bark be consumed, it is said to have a taste akin to flesh itself The plant has a notable symbiotic relationship with Morto's Hand, both being found incredibly close to one another in nature, as Flesh Oaks tend to grow where rot is prevalent in the Alswelth Pine Forest. The tree when mixed with Morto's Hand seems to enhance its abilities, yet when put into a concoction separate has the ability to mitigate the effects
  26. Callinian Fern - The False Panacea “There is no medicine greater than hope, and no salve so powerful as expectation of a better tomorrow.” - Unknown Plant Type: Flowering Fern Rarity: Uncommon Description: Littered among the higher altitude plains of Aversia, lies an innocuous fern- its leaves are small, arrow-shaped things. . . A thick, silky stalk reaches upwards from the hard soil it finds solace in, reaching upwards at times a height of three feet. . . Littered across the stalk, stretch great umbrellas of green, whose leaves droop downwards towards the earth, as if they weigh as much as stones. The soft fern carries upon its form, a plethora of thin and hairy fibres that contract when touched- and apply a sort of stinging sensation to the individual that would be so cruel. Recoiling backwards, much like ferns do, it draws into tight curls of the branches, and the small bell-shaped flowers upon their ends, close into tight blooms. The true beauty of the plant is its pristine bell-shaped white flowers, that adorn the very tips of each branch, at times a number greater than twenty of these blooms can be found on the most mature of Callinian Ferns. Blooming in the early spring, and remaining open until fall, the blooms give color to the steppe landscapes of high-altitude plains. . .- a true beauty, reflected by its properties. Location: Callinian Ferns can only be found in higher altitudes, along the flattened plains where mountain ranges meet, in temperate climates. . . Though, this is not very limited, given great stretches of mountainous terrain sweep across Anion, Aoressa, and Argionne- they are most commonly present on Argionne, where the mountains are the most flattened, or upon the tops of the great Aoressan Mesas. Development: Tiny airborne seeds fill the centers of the Callinian Fern’s blooms- from whence they start their cycle of life. Carried forth by the great high altitude air currents, seeds of the Callinian Fern float gracefully through the sky, to be deposited in other locations to grow. . . After a time of three years,[9 OOC Months] the plant grows to maturity, being capable of bearing its own offspring. . . At any time however, after a single year, [3 OOC Months], the plant can be gathered for its medicinal properties. Properties: Material Properties: Callinian Fern is relatively useless in terms of material properties- being both far to weak, and far to small to be turned into any sort of cloth. Its soft flower petals can be used for a mild vanilla-scented incense, though the usefulness ceases there. Callinian Fern petals can be utilized for vanilla-scented incense and perfumes. Alchemical Properties: The stalk of a Callinian Fern is rumored to be one of the many panaceas, a cure-all that holds much miracle in its mysterious existence. . . However, this is only the case half of the time. While it does hold minor fever-reducing capabilities, as well as a simple antibiotic- working well against infection and other illnesses, it has a sinister side effect. Callinian Fern, if used in great quantities, both forms an intense addiction for the numbing sensation it gives upon the mind and palate, as well as acute internal damage to the liver and kidneys, as the processing of the organic chemicals does harm to the system. Callinian Fern stalks can be used as a fever-reducer. Callinian Fern stalks can be used as an extremely weak antibiotic. Callinian Fern, when used in great quantity, becomes addictive- as it numbs the mind and palate with a tingling sensation. Use of the plant in great quantity can cause liver and kidney damage.
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