Medieval & Fantasy Minecraft Roleplaying

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={ Faction Lore Entries }=

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Lannis

You've yeed your last haw
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Name: Airships
Description: The lost technology of airships have been rediscovered in a new form; by inscribing a detailed set of arcane runes throughout a birdwood hull, it can be enchanted to defy gravity with a proportionate application of heat. It's finicky to use and has to be just right for it to work, but can be used to create small boats that can sail through the air as they would in water. Airships made in this manner can have a hull size of at most fifteen blocks long, and require a roll of Mind+Handling to pilot. See the universal mechanics thread for more details.
Effect: None
Condition: Activity

Name: Diving Masks
Description: Members of this faction can create masks blessed by Visage that allow the wearer to breathe underwater for a time while wearing it. Wearers can remain submerged for one hour before needing to surface, and their eyes are unbothered and unharmed by the water. When worn by members of the Visage cult certain sea creatures are friendlier towards them, and through the proper application of bribery and handling they can be tamed for use in a manner similar to a domestic horse. Dolphins, medium-sized sharks, and other non-bestiary sea creatures of a similar size may be tamed and ridden around the seas by members of the cult. They act as mounts and don't particularly aid in combat against other characters, and the bond seems to be to specific members of the cult; the creatures do not retain their passive nature for any others, and will not behave as domesticated animals outside this context.
Effect: None
Condition: Activity

Name: Rootway
Description: A silver tree grows up from the ground with New Riseport with leaves of sharp, silver feathers. An archway forms from its roots, with similar archways of the same silver wood growing and warping within each grove protected by the Conclave (Must be a forest/woodland/jungle). With a special holy symbol carved from a branch of the original tree, any member of the cult may open a portal between two of these archways to allow passage for up to five individuals, including the one that summoned it, to transport them instantaneously to the other archway. Each member may only do this once per day.
Effect: None
Condition: Activity

Name: Bonfire of the Valiant
Description: By dedicating a weapon to Valiant, building a bonfire around it, and and praying over it with the intention of this end, members of the Realmsguard may cause the flames to eternally light in hues of red and blue. After ten minutes of resting at it, any member of the Realmsguard or allied blessed of Valiant may warp to another such bonfire that they know of; stormy clouds envelop the area five blocks around the flames and vanish with the user, and they appear in a similar manner at their destination. Each eligible person may travel in this manner at most once per day. This bonfire provides warmth and protection to all those resting around it; those who fall asleep next to the fire find their dreams peaceful, and often featuring an armored figure lingering in background protectively. The bonfire can only be created within or adjacent to shrines to Valiant, with at most one per region.
Effect: None
Condition: Activity

Name: Sanctified Aegis
Description: Members of the Legio Divinatus may craft and bless a special brooch indicative of their faith, and rely upon it for protection. When worn about the head or neck by the blessed of any god represented by the Legio Divinatus it provides a DC 3 armor save against all physical attacks made against the head and neck of the wearer as though they were wearing a helmet and gorget. It similarly offers protection against anything that a mundane steel helmet would stymie; it does not protect against energy-based spells, but the save is constant against physical attacks and is not modified by blunt damage and the like.
Effect: None
Condition: Activity

Name: Scholar's Tomes
Description: Candlewood discovers a novel enchantment; a runic inscription that can be applied to books, scrolls, and similar writable surfaces. The inscription glows faintly, and imparts the following effects: The item can be summoned into the owner's hand from anywhere on the mortal planes over the course of a turn. If damaged, the item will repair itself over the course of a few minutes. If anything is attached to the item or it otherwise brings some capability beyond that of a book, it can't be summoned. Once per day, the user may take a page from the book and speak a letter to it. It will burn in blue flames, and appear to its intended recipient so long as they are on the same plane as the sender. It will read the letter out loud, in an animated form, in the users native tongue.
Effect: None
Condition: Activity

Name: Depth-Touched Steel
Description: Bound to the harsh cold of the northern tundra and adapted to the maritime trade and navy of the Imperial military, Imperial steel is blessed to bring fruit to both worlds. When worn as armor it provides resistance to the cold and keeps the wearer and their clothing underneath it dry. It is neutrally buoyant when submerged. A full set of armor renders the wearer largely immune to the ravages of mundane cold, protecting them from all but the most extreme cold conditions. It additionally keeps them dry, and it's feasible to swim while wearing it with some difficulty. It acts as the equivalent to plate armor against any cold, water, or ice-based magical effects, granting a DC 3 armor save against any relevant spells. This protection extends to the general area covered by the relevant armor; a chestplate will protect the torso against the cold but not the legs, a full suit will protect the full body, etc.
Effect: None
Condition: Activity

Name: Earthen Womb
Description: War heeds the prayers of a dying race, and births life to them anew. Adult Earthspawn occasionally crawl up from the mud of the fighting pit in Blackrush. They can speak Common and Eark'zian, but have no memories beyond a vague recollection of combat and endless war. Initially they're semi-restricted; three are born each month, and who plays them is left to the Realmsguard's purview.
Effect: None
Condition: Activity

Name: Pseudowyvern
Description: The Realmsguard discover a new species of lizard in the mountains near Blackrush. This 'pseudowyvern' resembles a tiny dragon, complete with wings and tail, but are fairly friendly and may be tamed and trained in exchange for bribes of food and gold coins. They are reasonably intelligent, and capable of navigation such that they can act as messenger birds for delivering letters and the like. Otherwise they bear a temperament roughly analogous to an average dog, with the behavior and abilities than an average dog might have. Their roosts are elusive and only known to the Realmsguard.
Effect: None
Condition: Activity

Name: Memory Crystals
Description: Candlewood has discovered a unique gem in their work of Cogimency and the Arcane Arts. A brilliant sapphire, this gem holds runic enchantments that can store memories. One crystal may hold up to 24 hours of memories, and at minimum one minute. It may also hold specific pieces of knowledge, such as a location or written work. The user may decide if they wish to retain the memory or remove it entirely from their mind and into the crystal. The user must be a willing individual. When a crystal is held, those in a 10b range are able to experience the memory or knowledge as if it was their own, the vision playing within their Minds Eye. This does not allow the user to learn an advanced trade or knowledge in one go, such as a language. They may simply experience the knowledge present. When idle, the crystals will float in the air, purely an aesthetic. They can float no more than 10 feet above a grounded surface.
Effect: None
Condition: Activity

Name: The Warren
Description: A sinkhole opens within the heart of the swamps blessed by Skraag's touch. Its walls are pocketed with small tunnels, labyrinthine like an ant's burrow. As long as the pit is kept stocked with fresh bodies, infant Greylings will occasionally crawl out from the tunnels. The bodies fed to the pit eventually rise as undead, but any milling about don't harm the baby Greylings until they're played by someone. Initially they're semi-restricted; three are 'born' each month, and who plays them is left to the Reaching Hand's purview.
Effect: None
Condition: Activity

Name: Communion Ruby
Description: Through a mixture of ritualistic incantations and good craftsmanship, gemcutters aligned with the Reaching Hand are able to craft a special ruby imbued with the dark influence of Skraag. When anointed with fresh blood the holder can communicate through another Communion Ruby as though they were looking through a red tinted window. It shows only the other bearer, and allows them to speak for up to one minute. The gem only works for the attuned, the gem can only be used once per day, and even if an individual has multiple rubies they can only use the communication ability a single time per day.
Effect: None
Condition: Activity

Name: Vyre Steel
Description: Blooded silver ingots are submerged into blood, and a series of incantations and prayers are given to Skraag. When the series of words are said, the blood bubbles and eventually slowly gets drained away into the ingot. The blooded silver now turned into a steel-like substance, of black with a red hue. When blood touches something made of Vyre Steel it gets absorbed into the object, as if a vyre drank the blood. If the wielder is a Vyre, this blood is considered to be consumed as if they were feeding upon it, though targets wounded with the steel will not experience feeding sickness as not enough is drawn. It otherwise rejuvenates the wielder if they're suffering from blood loss, in proportion to the amount drained. It does drain blood when stabbed into something at approximately the rate it would otherwise be bleeding; it does not effectively inflict additional blood loss. Weapons must be held for blood to satiate, and crafts hold a maximum of half a pint from any one target regardless of how long it can be left in the body.
Effect: None
Condition: Activity

Name: Anchor Arcana
Description: The Scholars of the League Arcana discover a way to alchemagically warp moonstones in such a way that they have a muting effect on the disturbances usually caused by casting arcane magic. An Anchor Arcana resembles a translucent gemstone containing a starscape of purples and blue. When worn on a mage's person in any form it causes spells cast by them to contribute only half of the usual amount to planar convergence.
Effect: None
Condition: Activity

Name: Emberdust
Description: Within The Inquisition's mine in the Ashlands, at a time when the Inquisition and the Aspires were the same, they discovered a new material. They call it Firedust. In its unrefined state, it looks like dust from whatever rock it originated in with gold flecks. Refined, it looks like golden powder. When ingested over a long period of time, it gradually stains the eyes gold. Its regular users age slower than usual, allowing them to live double, sometimes triple their usual lifespan if they ingest it regularly in small doses. This effect also makes them not feel their age as much, as their body takes on a similar vigor to the prime of their life. This effect is mildly addictive; There are no withdrawal symptoms, but one's mind grows accustomed to its regular use and can feel sluggish without it. If one stops ingesting the drug entirely, they rapidly lose its geriatric properties, making them feel their age once more.
Effect: None
Condition: Activity

Name: Reclaimed Hellgate
Description: The forces of House Ivanov have secured a hellgate and consecrated the lands around it. While the demonic influence cannot be purged, it can be contained. This allows them to keep an open hellgate, and use it to traverse back and forth between the material plane and Hell.
Effect: None
Condition: Activity

Name: Godsteel
Description: A metal in the likeness of gold. It is equivalent to refined steel in durability and weight, but it has the luster gold. It may be forged like steel into arms, armor, and crafts. It provides resistance to possession effects (equivalent mechanically to the conditions of the Providence divine passive, with a plate armor equivalent save), and it noticeably heats when the wearer is in the 10 meters of persons demonically possessed, undead, or otherwise unnatural creatures not native to this plane or that exist in defiance to the natural cycle of life. If they are otherwise unaware of the entity that triggers this effect, they may make an awareness check to detect it based on this.
Effect: None
Condition: Activity

Name: Eizholz Cultivation
Description: The Village of Frostlight has found a way to successfully cultivate Eizholz trees, and with it, a method of making larger tools.
Effect: None
Condition: Activity

Name: Eizholz Oil
Description: Using the cultivated Eizholz trees, Members of Frostlight village skilled enough in alchemy can distill an Eizholz oil. It may either be applied to a woolen fabric to provide a constant cooling effect in hot temperatures, effective even in the ambient heat of the Nether, or used as a reagent in certain other crafting applications.
Effect: None
Condition: Activity

Name: Eternal Steel
Description: Eternal Steel is a metal produced by a unique alchemical process involving the application of distilled Eizholz Oil in the process of refining Glimmersteel. The process results in a darkened, transparent metal with a prismatic sheen in the light. Worn armor reflects and channels light in such a way that it seems to pass through the wearer, granting a step of advantage on stealth checks while standing still. It is additionally highly resistant to heat, and grants a plate-equivalent armor save against damage from fire from any source. It otherwise has all the material properties of Glimmersteel.
Effect: None
Condition: Activity

Name: Guardian Oak
Description: The Rangers, during their ranging, have come across a hidden grove of wondrous oak trees. For most of the month, they appear as typical white oak trees - towering and majestic, with branches hanging wide in a wild canopy - but during a certain phase of the moon they change. They become luminous with a soft golden light that persists even in the darkest night, seemingly without source. During this period, the trees have incredible qualities, which the Rangers are slowly discovering. The origin of this strangeness is unknown. Perhaps it is a divine blessing, or the source of the Silverwood legend, or the remnant of some ancient arcane magic somehow untouched - or perhaps dramatically changed? - by the recent shifting of the Planar. Maybe it is simply near a ley line convergence. What it is doesn't matter. What does matter is that the Rangers have begun to unlock the secrets of the grove..
Effect: None
Condition: Activity

Name: Bryolura
Description: There is a moss that grows symbiotically with the guardian oaks in long, fibrous strands, and takes on some of their strange properties. When woven into a cloth it changes in color and pattern to blend in with its surroundings, and grants a step of advantage on stealth checks for hiding while worn. If a piece of material is purposefully affixed to it, it will match that appearance instead. This concealment extends partially into the realm of the metaphysical with a contempt for fiends; it provides a plate-equivalent save against Occultism spells and any comparable spell-like demonic ability. It can combine these properties with those of Chokevine when woven together, but loses them if combined with any other blended fabrics.
Effect: None
Condition: Activity

Name: Samaeri
Description: Through an intricate process of stunting growth and root-grafting, the Rangers have discovered a process by which to create flying, living ships. These craft are called Samaeri, each one unique from another, but they are all created by guiding the growth of a Guardian Oak around a frame, each stray root and branch is guided to weave themselves together to form a hull and to breath a new life into the structure. Large leaves unfurl in a lattice that serves as a sail, held together by a substrate of the bryolura moss that grows symbiotically on the trunk of a mature Guardian Oak. These vessels are capable of flight through a mysterious process, though the sapling at the center is entirely responsible for the flight achieved. Every month they must be taken to the ground to restock on minerals and bulk fluids. They follow Airship size limitations and flight mechanics, but use Soul as a base for piloting instead of Mind.
Effect: None
Condition: Activity

Name: The Empyrean Ark
Description: A black chest of unnaturally sharp cut. Upon its polished surface infernal inscriptions are etched, telling of the Empyrean to come. When empowered, it emits from under its lid tongues of smoke and fire, and an ambience of Hell is experienced around it. The Ark is a storage for fallen anima. It can absorb it from dying mortals (NPCs) in a 5b radius, theatrically, leaving ashes and a petrified statue in their place. These souls may be used in conferring with demonic entities to empower them. It weighs 200lbs. Only one Ark exists, creatable by the Empyrean Cabal.
Effect: None
Condition: Activity
 
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