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Pale__Flesh
Pale__Flesh
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Minecraft
Pale__Flesh
Deep within the embrace of the earth, carved into the stone sits a chamber. A barely lit circle, surrounded by candles and with a lingering smell of death around it. Gems shimmering with mana. A bone carcass of an ancient beast suspended to the ceiling. Runes carved into the stone of the walls, reading Raidho Eiwhaz Ehwaz. In the middle of a circle of quartzes and gems is a well. Not one of water, but of solid fog. Wisps of necrotic energies wander through it; flowing, flying, moving. Next to it is a lectern. A black book with a gold and purple spine. An incantation is written inside. "From the deathly wind and the underworld fogA steed of days pastI summon forth to my callOne with a soul longing for the glory days of oldOne which I offer an unbreakable bondAnswer O' steedhear my cryLet your longing soul be bound to mineLet me show you a futureOf glory and fameOf battles and bondsOf a righteous causeOf mutual trustCome forth from the underworldAnd accompany meAn offering of bloodI offer theeKindred souls boundTo ride into battleTo see sights of the worldTo obtain glory and valorAnd when my mortal coilBecomes but dust and boneWorry you shall notI shall summon you once moreAnd once more we shall rideFor glory, for valorOur bond eternalAn eternal travel"
7 days ago
A snippet from the book "Enchantment and curses" at the MyleHatsu University of Arcana and Artificery (MHUAA) Written by Pycena Do O Grant A rather interesting application of the concepts outlined in the previous chapter: "Enchantment: Properties of common imbuements" is the creation of barriers, and other means of spreading out the enchantment over a wider area. Several imbuements can form the basis of a barries, and this chapter will attempt to outline the most practical combinations of imbuements and ingredients. The basics: As outlined in the previous chapter, all barriers should be formed using books, with each holding all the imbuements needed for the construction of a barrier. A failure to do so will produce several unrelated effects rather than a single, unified one. As with all enchantment, all barriers are formed using a magic circle. While any shape is possible, circles are the best choice since their shape naturally guides mana through them, guiding the flows of magic when the spell is cast. I would advise the reader to not attempt to make the barrier too large and/or complicated unless it is absolutely necessary. Barriers require a lot of mana to maintain the spell, and without a steady source or constant upkeep the barrier will eventually collapse, violently so if the spell was particularly complex. On the other hand, tiny barriers can hold complex enchantments quite well, making them quite useful in trinkets, tools, and baubles. Respiration: This imbuement, when purified using sage to remove its affinity to water magics, forms the basis for most common barriers. A barrier comprised of this imbuement forms a thin veil, barely perceptible. A weaker imbuement will produce a thin veil that's less reliable but easier to upkeep and maintain, while a stronger imbuement will produce a thicker veil, which will react more with other ingredients and imbuements.The veil itself has no properties of its own. It may sway from the occasional touch or spell but it does not interact with the physical world in any significant way. Fire aspect: The purified version of this imbuement creates an aura which travels outwards, applying any other effects inside itself. The effect, however, loses potency as it travels from the center of the barrier, making it necessary in most scenarios to contain the effect using a magical or physical barrier. The spell does not penetrate physical surfaces well, its effect largely confined to the air or liquid around it. Frost walker: In contrast, the purified version of frost walker coats any physical or magical surface it comes into contact with. When combined with the fire aspect the aura travels both through air and most physical barriers with ease, except for a few materials with dense structures that have less flaws. Aqua affinity: The mysterious nature of this imbuement is revealed when one attempts to use it to construct a barrier. The spell naturally takes shape according to the flow of leylines, both in the world, in magical items, and in people. This makes the imbuement incredibly useful in temporary abjurative wards of various kinds. Elemental rings: Rings attuned to a primary or a secondary element are quite a common sight in Templehelm. These rings are a useful conduit for channeling elemental magics, and their attuned mana can produce various elemental effects in the barrier produced. Be it a shield of brambles, a coating of fire or a veil of darkness, each can be useful in the right situation. I'd advise the reader, however, to ensure the precision of such a barrier lest they succumb to the hostile elemental forces. Planeswalker satchel cores: Most useful ingredient when the barrier needs to cover a large area, but the circle is impractical or otherwise impossible to construct so. Overusing this item can lead to a severe decrease in efficiency, so be wary. With the basics now out of the way, I'd like to entice you, the reader, to consider these common barriers and and their applications: Protection/Respiration: This combination of imbuements produces a barrier allows the passage of earthly objects, but repels spells and magics. Its simplicity makes it a great choice for protecting cities, villages, and other locations from hostile and remote spells. One may even consider a multi-layer barrier, each using a different protection enchantment to protect against a variety of spells in times of strife. Unbreaking/Respiration: Complete opposite of the previous combination, allowing magic and mana to pass while blocking anything physical from passing through. Protection/Unbreaking/Respiration: A combined barrier, most useful in emergencies. The effects of both imbuements are reinforced and amplified, but the inconveniece of having to stay in one confined area makes the usage of such a barrier nonviable when passage to and from the area within the barrier is needed. Protection/Respiration + Fire aspect/?: A combined barrier, producing an area effect contained neatly in a confined space. Effects can range from protective wards, to efficient evocations, to useful utilities such as a mist that blocks vision. Respiration/Frost Walker/Aqua affinity/Protection: A complex ward, coating a group of beings nearby in protective energies. The lack of elemental affinity makes it universal, if a bit weak. Respiration/Frost Walker/Aqua affinity/Protection/Unbreaking/?: Basis for an elemental ward. Great skill is required to achieve the desired effect, but if the usage of the material components is sufficiently creative, the ward may bolster the protection of regularly armored soldiers to that of steel-clad knights.
20 days ago
(([OOC Disclaimer] - kind of a horror theme with this one)) On a dark, stormy night a girl strolls through a forest alone. Far from the usual nightly chatter of bugs and beasts, this forest is unusually quiet. Only the sound of raindrops the gusting of wind cutting through the deafening silence. As thunder strikes somewhere afar, it lights up the surroundings revealing shadows of... something large and distinctly inhuman... lurking just out of sight. The girl approaches an old building. A temple. The moonlight reveals shattered windows, overgrown stones, and ruined architecture. Idols defiled and disgraced, their worship cut short and their names lost to time. A small altar sits in the middle of the room of the broken church. The girl, tears in her eyes, rushes over to it, almost stumbling over the rubble. She takes out a jagged flint dagger from her pouch, trembling. She then cuts both her palms and begins praying...[???] - Oh lord of nature. Why must you be so cruel to us? Why must you keep my father hostage? She sits there in silence for a few minutes, her blood pouring out on the altar and her eyes closed. Then, the rain suddenly gets louder. As if the mere droplets could transform into an entire bucket of liquid they would splat on the ground. The sound grew louder and more frequent, until, eventually, it stopped. Then, a voice tore through the silence. [???] - Oh Dandelion... Why must you be so foolish and naive to even think you even have the worth to demand things out of me? [???] - I have simply done as your father requested, and YOU want to go against HIS wishes? What a poor, poor excuse of a daughter you are... The girl, shivering in terror and drowning in her own tears at this point asks the voice: [Dandelion] - But... you said... you would free him... if I... if I... [???] - Oh have I? You should know by now it's up to ME to decide when I will bestow my finest of gifts onto you... [???] - But rest assured. Continue with the task and ELIMINATE those that have escaped. THEY are responsible for what happened here, and now you are as well... [???] - Take a look at what YOU did. Spoiler As the voice fades and the presence leaves Dandelion is left alone in the room. Dawn breaks, slowly illuminating the room. As Dandelion looks around, she sees vines, scattered across the room. From ceiling to floor, to the broken statues, all are littered with unnatural vines. All of them holding faces of the people she knew, still holding onto their last terrified expression.    
about 1 month ago
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...
2 months ago
A snippet from the book "Enchantment and 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 skilled 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 fishermen use 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.  
2 months ago
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