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- Minecraft
- Pale__Flesh
From Pycena's diaryIt was a cloudy day. A damp win from the ocean, skies full of fluffy white clouds, scattering rays of sunlight across the streets. I wasn't in a great mood, but today my mood had seemingly no cause, no connection to a past event I could draw. I was just feeling a little grumpy.
More time passed. I thought about my past, and my present. Despite understanding my own efforts, my own struggles so far, I couldn't help but think that whatever I've achieved would simply be not enough to save me. An ever present darkness eating away at my own soul, dragging me deeper and deeper into the abyss. I felt like a scared animal, running away from time itself. Simply put, I was never enough, and would never be enough. Ever since coming to the island my own people flocked to me, they hoped I would be their savior, despite my lack of wisdom or any talent. And yet no matter how much I helped, I never felt like I truly belonged.
Enough.
Maybe I should travel a bit to clear my mind. I've tried the bonestriders once the stables were built, but it was clear they were quite unruly still. I did not have the skill nor patience to handle one correctly.
I headed to New Heathrest through the teleporter hall. I've been in this place hundreds of times, mostly using it to buy materials for my projects. Seems like some people have gathered to catch a glimpse of the skeleton horse. I guess they were quite dissapointed to see me instead of Bonelord. He wanders out here occasionally through the portal, before going back.
Ned Thurr greets me from afar, already expecting me to come buy more of his stone. Not today though. I headed south, towards Oakhold. It was a quaint little town I did not know much about. The architecture seemed familiar but quite distinct. Emeraldite settlements don't usually use deepslate, and the density of housing is much lower for the most part. I saw the wheat fields over the horizon. Rather than pristinely golden, these fields were unusually unsightly, with patches of green, diseased looking wheat littering the whole field. I should ask about it someday.
Exiting the town I saw many homesteads littered about. Seems are most of the people in them lived simple lives, or have abandoned their homes some time ago. I rode through a strange forest. It was overflowing with life, both plants, small animals, and fungi were present in great quantities. It was quite mesmerising.
Further down south I came across a strange shack. There was a patch of strange darkness nearby, in silhouettes of the plants that used to be there. Seems like someone wasn't happy with Ada after some kind of unfortunate incident. The hut itself clearly belonged to a wytch, but inside was a metal the likes of which I had never seen before. It was shining with the grace of a starry sky, and peering into it I felt its vast potential in its ephemereal presence. The heaviness was comparable to steel, if a tad bit lighter.
This find was definitely worth the journey, and I eagerly went back to look at it some more. I have a few ideas for this miracle ingot...
22 days ago
A snippet from the book "Enchantment at curses" at the MyleHatsu University of Arcana and Artificery (MHUAA)
Written by Pycena Do O Grant
While the imbuements are usually applied before or after the enchantment process, a more interesting way to use them would be to apply them during the enchantment, which will abstract their properties rather than transfer their more commonly known effects. But to use the properties of imbuements to their fullest, one must understand the underlying principles that govern their function. This chapter is dedicated to the categorization of observed effects of these imbuements, and their possible uses in enchantment.
Note on mixing imbuements and material usage: A multi-imbuement will apply a combined property rather than applying both of their properties separately. This can allow the user to achieve some very creative enchantments with enough knowledge and effort. But I would advise the reader to be careful about which imbuements to put in the material, as well as what medium the material itself uses. For obvious reasons, a simple book or enchanted scroll is the preferred medium for most imbuements, because it holds little to no enchanting properties on its own, simply being a container for knowledge and spells. Using imbued tools may be risky, if their inherent properties are not desired. Protection: A common imbuement loved by many for its reliability and usefulness. From our observations it usually forms a thin, semi-physical film of mana around the piece of armor it is put on. This property is useful as it is, but is it is most useful as a protective measure for more volatile components or treatments. While other similar imbuements display a greater degree of selectivity, protection is the most stable and is preferred by both apprentices and master in the field.Fire Protection: An imbuement similar to protection, which activates exclusively against continuous sources of damage. It is a common misconception that it protects only against fire, but while it is most effective against it, the imbuement does work against acid, decay, erosion, and many other continuous hostile effects. Perhaps it is most useful for protecting weaker materials against these effects.Blast Protection: A complete inversion of fire protection, reacting instead to instant sources of damage such as explosions, or strong blasts of mana. Useful when the desired effect is to prevent harm both sudden and powerful. It is important to note that if the damage is too concentrated, the imbuement will have little to no effect, since it coats the entire body of the user.Projectile Protection: A more concentrated version of Blast protection, which focuses the protective power of the film at a specific point instinctively. It is most useful against fast magic bolts, arrows, and other projectiles as the namesake suggests.
Feather falling: Applies a protective, airy film to the object, depending on the user's velocity. While the usual applications would protect the user's feet againts the force of their own weight, or perhaps their head against the choice to fly straight into a brick wall, more creative applications could perhaps increase movement speed of the wearer, by making running easier and more efficient. It is important to note the imbuement is most effective for large, heavy objects and less effective for most trinkets and baubles.Respiration: While most consider this imbuement not related to Protection, the principle by which it works is still similar. The imbuement forms a thin mana film which holds air in and the outside out. This allows the user respirate safely far longer than without. I perceive a great potential from this imbuement, only if this film were to be strengthened it could be used as a barrier for various purposes.
Aqua affinity: An imbuement that helps the tool move in water more easily, by forcefully parting it in the direction of the movement. While the combat applications are limited to combat liquidforms such as water elementals, the imbuement possesses a notable affinity towards the water element.Depth strider: Aligns the user's feet with the natural currents of the ocean, as well as producing propulsion through spinning the water behind the user. While the usual application is limited to waters and the ocean, I theorize it may be more useful if the elemental affinity of the spell was somehow altered.
Frost walker: An imbuement which produces an icy film on the object it is on, allowing safe passage on water and protecting the user from any magma. Imbuement holds a significant affinity for ice and cold. Perhaps could be used for area based affects around the objects, a domain if you will, if only the affinity for ice could be somehow negated.
Soul speed: A grim imbuement which uses the soul energies within certain materials to fill the user with vigor, accelerating them. I struggle to see a safe application for this imbuement, unless, of course, the material to make it work could somehow be changed.
Swift sneak: A favorite amongst assasins and rogues, this imbuement empowers the lower body with speed, improving sneaking ability dramatically. While not usually noticable, the imbuement carries a hidden affinity for darkness and fear, which is theorized by us to be the mechanism by which the imbuement works.
Thorns: A fairly hostile imbuement which retaliates against the attacker with magical force. While the layman would expect this retaliation to be physical and short range, this is entirely not the case. There is no limit on distance. Most useful in an enchantment if one wishes to prevent scrying and hostile spells.
Unbreaking: An imbuement which prevents items from deteriorating. While one would assume it simply improves the hardness or durability, the enchantment actually attempts to reconstruct it into the memorized shape. Because of this, the enchantment has a great affinity for preservation and a slight affinity for the past.
Mending: An imbuement with a similar effect to unbreaking, but which works differently. The reconstruction uses the essence commonly found within beings and minerals to forcefully bring back the object to its original shape. As such, the affinity is one of healing and reconstruction rather than preservation.
Sharpness: A common imbuement which is the prime choice for anyone wielding a bladed weapon. It seems to make the shape of the weapon more even, smoothing out imperfections with an aura of mana, improving destructive power.
Smite: Causes disruptions of negative energies found within some undead. The imbuement is most effective against undead which are rely on negative energies to stay animated, and while it can disrupt magics of undeath in general, it is way less effective against vampires, revenants, or other undead which don't solely rely on magic to stay alive.
Bane of Arthropods: A very unusual imbuement, which perhaps was born the deep seated subconscious fear of ants that every human shares. While it is even better than sharpness at destroying chitin, the real underlying mechanism might have the origin in the mind, in particular, by disrupting the instincts.
Knockback: Multiplies the force of the blow. The lack of a damage increase suggest that the imbuement works through gravity, pulling the enemy behind the blow rather than simply hitting them extremely hard. Most useful in evocation magics, where the force of the spell makes the most difference.
Fire Aspect: An imbuement with a great affinity for fire. It converts the user's mana into an aura of flame, usually around the metal or crystal part of the object. If the elemental coating could be altered it would open up many possibilities for artificery.
Looting: This imbuement carries an aura of luck, which makes the enemies they defeat more likely to carry more useful materials or valuables. But usually it simply makes the user notice more valuables than they otherwise would.
Power: Empowers the muscles of the user while also makes the bowstring harder to pull. Any spell enhanced with this imbuement will be difficult to cast, but will have its force multiplied proportional to the effort put in.
Punch: An imbuement which forms a gust of wind behind the projectile, which launches the enemy back in a split second right after initial impact. A good way to bring affinity for wind to any ritual.
Flame: Any arrow fired from a bow enhanced with this imbuement would spark to flames as soon as it touched the air. While one would assume this imbuement has an affinity for fire, its effects may lie with a more subtle affinity with chaos.
Infinity: A curious imbuement which allows the user to create a seemingly infinite supply of ammunition from the users mana. Upon closer examination all the ammunition produced is illusionary, and starts to disintegrate after some time has passed. I consider this property to be most useful for specialized ammo, but such usage would reduce the efficiency dramatically and may have a heavy toll on the user's mana.
Quick Charge: An imbuement which allows for easier reloading of heavy duty crossbows. From testing, this is caused by a subtle earth affinity, which makes the mechanical parts interact seamlessly, and empowers the user's reload with the strength of the earth.
Multishot: An imbuement with a similar effect to Infinity, creating illusionary projectiles. Here, however, they are simply projections of the original, rather than full copies. May be most useful in evocation magics which don't rely too much on precision, or for multicasting spells, as illusionary copies of any conjured magic circles would still work as the real ones do.
Piercing: Imbues the projectile with a degree of etherealness, as evidenced by the lack of a piercing hole through most things. A skilled enchanter may be able to utilize this imbuement to counteract barriers or defensive spells, as well as to target spiritforms or other ethereal beings which do not fully manifest in the material plane.
Efficiency: Improves the stamina of the users, allowing them to put in more force into their work. When used in an enchantment it makes the spells or magic items used by people with a lower mana capacity by improving the efficiency at which the mana is utilized.
Silk touch: Works in a similar way to unbreaking, but rather applies the preservation to the object, rather than the tool. Perhaps most useful for medical tools, where the skin and other intermediaries would mend after the fact without much need for stitching.
Fortune: An imbuement carrying a great aura of luck. Any strike of a tool will shatter the material in ways most fortuidous, revealing more valuable materials that would have been otherwise hidden deep in the rock or shattered into useless dust.
Loyalty: An imbuement most useful in enchantment to bind a particular object, phenomenon, or spell to a particular place. A skilled enchanter might be able to use this property to create sophisticated methods of transportation, complex spells, or to soulbind items to particular individuals.
Channeling: A most curious imbuement. While most would be correct in assuming it has a great affinity to the lightning element, the imbuement actually simply draws the power from a source, instead of using the user's mana. As such, a skill enchanter might be able to connect to a leyline, plane, or even a deity when using this in an enchantment.
Riptide: While it's most useful when in water or rain, the power of this imbuement doesn't originate in either. The central principle of this imbuement is spin and motion, perhaps even gravity. Enchanters may utilize this to convert magical energies into centrifugal forces, or to animate mechanisms to do useful work.
Impaling: Utilizes water pressure to ensure deadly blows on most aquatic lifeforms. Great imbuement to use in an enchantment if your goal is the manipulation of some liquid in a tool or a weapon.
Luck of the Sea: An imbuement that carries valuable gems, treasure, and other oddities to the hook of a fishing rod. We theorize it might animate the hook itself by using the user's greed, and such might be of great use in scrying rituals to find places with rare valuables, if only the affinity for the sea could somehow be altered.
Lure: An imbuement most connected to the mind and emotion. While fisherman used rods enhanced with this imbuement to catch more fish, an enchanter might instead use it to make an object irresistable, or to make enemies lose their focus. It would be interesting to see the properties of this imbuement reversed, repelling people from a particular object or area, or making it appear worthless.
Curse of Binding: A rather annoying curse at first glance, but with greater potential than most realize. If one were able to use it in a spell its duration could be greatly increased, but using it in an enchantment is rather risky as the effects could be too permanent.
Curse of Vanishing: A very hard to work with curse. It is rather find difficult to find use for, since most of the time it makes items dissapear, or the effects of spells to dissapear. With some alteration I theorize it might be able to make spells reappear at a later time, or be bound to some cycle or conditions, activating automatically.
27 days ago
Written by Pycena Do O GrantClassified, for internal use onlyMyleHatsu is a place of variety. Not only in terms of architecture, customs, and peoples, but also the factions that were able to take hold in the city. The Franken Knights, the Caromancers, and the Rotstalkers have all existed in some form since the inception of the city. The news of the scientific advancements of the MHUAA and the creation of fungalskin armor and the fungal lobber have been met by the three factions with great praise, initially. But their interest did not align in the slightest, each trying to push their own demands onto researchers, eventually grinding the project to a halt before, inevitably, it was forced to shut down.The terrible news had spread quickly, but while the doomsayers were quick to judge the entire university rotten to the core, in the background, and unbeknownst to eachother, all three factions had resumed research, prioritizing their own way of doing things.The Franken Knights
The Franken Knights had the most straightforward approach out of all of the factions. They saw the fungalskin as lacking in protection, not something befitting of a real knight and definitely not something capable of withstanding a real blow. So they put more armor on it. They forged the plate out of stygium and stuck electrodes into the fungalskin that would activate when the warrior was about to fall in battle, and instantly reinvigorate them, breaking the natural limiters of the human body. Later iterations would get increasingly bulkier, transforming their wearers into virtually undying, unyielding warriors. This, however, came at a price. As one knight recounted, when his chest was struck in battle and his heart pierced his fate was practically sealed, and yet, he did not fall. His opponent, simply stood there, horrified and unable to dislodge the weapon. And so, after taking a seemingly lethal blow the knight would come out victorious, and thus, these undying, undead knights would be known as Revenants.In truth, the knight became a Revenant long before the blow to the chest. Through countless battles, and the continuous use of the armor, the life between life and death was blurred so much so it was practically erased. His heart would beat, his stomach would digest food, his muscles would move, and his lungs would pump air... but he was simply a dead man walking.The CaromancersDespite being a minority in the university, the Caromancers would gather power, year by year, and eventually their fiendish methods would yield results. Through the deep understanding of the flesh, they would turn the humble fungalskin into something truly horrid. A suit, chocking the body of its user to utilize it in destructive, devastating sorceries. The Caromancers viewed their own lifeforce as just another tool in their arsenal. With every iteration the armor would get more grotesque, with a full disregard towards life, both their own and their enemies'.According to the rumours anyone unfortunate enough to fight a Caromancer would have their flesh contorted even from a distance, while getting blasted by magics of obscene power.The RotstalkersThe age of chaos and unorganized crime has well since passed for Rotstalkers. Most if not all would seek the protection of the big crime syndicates. While the lone rogues, mercenaries and vigilantes still roamed the streets occasionally, the real power was held within the families. With one syndicate pioneering the design, each subsequent one would steal and improve on it, eventually culminating in something no one would see coming. The initial design seeked to enhance the mobility of the user. Expand the range of their joints, ligaments, and overall enhance their physical prowess. The later iterations would take this to the extreme, twisting the body in unnatural angles, extending limbs to impossible lengths, allowing the users to fit into any narrow space or climb walls, ceilings, or anything with a surface.The final suit had made the logic of the human body a mere suggestion. One could not ever hope to predict what a Rotstalker assasin would do next.
28 days ago
Once upon a time there was a student. Despite barely getting accepted into the university, his passions were high and his determination was absolute. And yet, he did not excel. The magic was too much for him too handle; too complex, too unpredictable, too chaotic. And yet he did not give up on his dream and continued to study despite the lack of results. That was, until he met a strange man that taught him all he knew. He would show him his mycelial roots, and teach him depths of the fungal connection in the world. This professor would showcase how the mycelium extends everywhere - into the trees, soil, and sometimes even people. And so the studen't passion was flame alit once more. This time, however his mentor would guide him towards arcane excellency.And so the student studied. Relentlessly, and digilently. Until one day his work bore fruit. His experiments on mushrooms had finally succeeded, and what resulted was something him or his teacher could have never predicted. The Morning Dew mushroom. At first it didn't seem like anything remarkable, a fungus of a bit more than average size. But as it matured a see-through membrane appeared at the top of the mushroom, and in it was a whole reservoir of water. While testing, the pair had found out its affinity for life, and its remarkable efficiency at putting out fires. Seeing a way to use this knowledge to the benefit of everyone in the city the student tended to the mushroom, letting it grow and prosper. He built his laboratory around it, and while it was small at first, now it houses many apprentices, hopefully eager to learn of his ways.As he mastered his arcane arts the student, now a qualified magic user of his own right, learned to animate the water dripping down from the mushroom. And so, the first Droplet was created. A tiny being full of life-giving water, able to hop around and run to water the crops, help the sick or put out fires in the town. And so he and his apprentices kept watch over the city, keeping it safe.The end.[Apprentice] - So the student in this tale was you?[Tritonus Aquatica] - Indeed it is. But I'd figure letting this be a tale will inspire you all my dear apprentices![Apprentice 2] - I thought morning dew was a drink.[Tritonus Aquatica] - Errm... yes. It's kind of a side business for me. The water from the mushrooms sells quite well.[Apprentice 3] - But what of the rumours that the droplets spy on people?[Tritonus Aquatica] - I heard no such rumours before and I think you should get your information from more... reputable sources.
about 1 month ago
Written by Augustus Agaricus, manager of Mylehatsu Bone Stable, friend to all horsekind, expert equestrian, and a master horsemender.
Today I will bestow upon you a legend. Known and shared among my family from generation to generation, but yet to be put down to pen and paper. It is a legend, of long lost souls finding their way back towards the earthly realm.
Long... long ago, mighty warriors conquered the lands. They fought, they pillaged, they conquered, but it is not their brawn nor their steel that swayed the fate of battles. Their mighty steeds, stallions of glory have brought them swift victory time and time again. But their victories couldn't last forever, mighty as they were both the rider and the horse were fragile, and a stray arrow or a precise strike could end the life of both. And so, as the battle raged and with victory close at hand, many riders would find misfortune, and their steed would shortly follow.
Their souls restless and burning with hatred, they would not find rest within the underworlds cold embrace. Their will unshaken, they would search for any opening day and night, and when they did... lightning would STRIKE across the lands in the earthly realm, sending fear and chills across the unsuspecting commonfolk. The dark magics would quickly reanimate the bones of the longdead, giving new form to the rider and the steed. If someone dares to approach their life would soon end by the assault of the phantasmal riders, their mighty steeds with them. But their rage can only burn so much, and so they would be slain once more and sent back to the underworld. Some would lay still within the afterlife, but some, particularly restless souls would come back time and time again, their souls filled with longing for the days of conquest.
However, the mighty steeds would not pose any threat to people, and sometimes, would be left alone to wander. One such steed was Bonelord, now The Eternal. With a soul as old as the first phantasmal riders... the first equestrians to take their steed to battle... this mighty horse has achieved immortality through sheer will alone, escaping the laws of death entirely.Today, we train these spectral steeds, or as we call them - "Bonestriders", to ride with us once more. Through the use of an enchanted flute their souls can be summoned, and they would possess a pile of longdead bones. We would train them, clear the worry and pain off of their minds, and show them a future of glory and companionship. And when they are ready, their souls would be bound to a flute, to be called upon in times of need. One such flute, I'll save for a special occasion...
about 1 month ago